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Barefoot Realism NG View File Modernize of the original Barefoot Realism on Skyrim SE / AE / VR, including native SKSE accelerator, plus a few Papyrus correctness fixes . All gameplay design, formulas, and balance are the original mod author's work — this project mainly swaps the heaviest Papyrus loops for a CommonLibSSE-NG plugins. Check the original mod page for details. Note: It is an beta version, so there might be problems. Please use with caution and report any issues if you run into any. It is created with CommonLIbSSE-NG, so it is supposed to support all SE/AE/VR version that CommonLIbSSE-NG supports. But I could only test with 1.6.1170.0 Suggest to install with cleaned save or new save since I cleaned ESP. What's New in NG Native implemetation replacing Papyrus Original Papyrus Replacement PBFTerrainDetectionQuestScript.OnUpdate — every second, did 2× PlaceAtMe + 2× MoveTo + Spell.Cast + 2× Delete + 9× FindClosestReferenceOfTypeFromRef to figure out which surface decal had spawned under the player A single downward havok pick from C++; reads bhkShape::materialID and maps to the mod's 0..8 surface ids PlayerBarefootQuestScript.GetCurrentLocationType — called twice per footstep (~6×/sec while sprinting) doing weather + cell-owner + faction-owner + cell-name substring search Same logic in C++, one VM call per invocation PlayerBarefootQuestScript.OnAnimationEvent math — five global reads, five global writes, two Math.Pow calls, ten Config property reads, all in Papyrus per footstep Two native calls (GetStaggerChanceNative for pure compute and ApplyDirtinessPainStep for the dirtiness/pain/roughness state writes) Water detection is delegated to powerof3's PapyrusExtenderSSE (PO3_SKSEFunctions.IsRefInWater). Papyrus correctness fixes shipped in the native implementation Clamp(NewDirtiness, 0, 1) was a no-op in the original (Papyrus pass-by-value with a discarded return). After enough sprinting, FeetDirtiness / FeetPain / FeetRoughness could drift above 1.0. Fixed when implementing in C++ The sneak branch in GetStaggerChance was unreachable: the original if IsSprinting / elseif !IsRunning / elseif IsSneaking chain made the third arm a dead branch because IsSneaking is never reachable past !IsRunning == false. Reordered to check IsSneaking first. Footwear detection keywords (KID) The mod no longer hard-codes which items are ankle restraints, which count as "shoes", or which footwear is treated as barefoot. Instead it reads three keywords, distributed at runtime by Keyword Item Distributor (KID) via the bundled `BarefootRealism_KID.ini`: `BarefootRealism_AnkleRestraint` — worn items that block changing footwear. By default KID tags anything carrying the ZaZ `zbfWornAnkles` or Devious Devices `zad_DeviousAnkleShackles` keyword. `BarefootRealism_Shoes` — footwear that counts as "shoes" (still allowed past ankle restraints when the MCM option is on). By default KID tags armor with "Shoes" in its name. `BarefootRealism_BarefootException` — footwear that counts as barefoot (e.g. DDx slave heels). The MCM "Set worn as barefoot exception" button tags the worn item with this keyword (persists across saves); whole categories can be tagged by editing the INI. Edit `BarefootRealism_KID.ini` to extend coverage to other mods' items. Integrations Bathing in Skyrim - Renewed The original Bathing in Skyrim in the mod is changed to integrated with new BiSR. Source GitHub Submitter AsaChiri Submitted 05/10/26 Category Adult Mods Requirements Barefoot realism and all its dependencies, SKSE, Address Library for SKSE Plugins, powerof3's Papyrus Extender, Keyword Item Distributor (KID) Regular Edition Compatible No Install Instructions Install the original mod including all its dependencies. Install extra dependencies (SKSE, Address Library for SKSE Plugins, powerof3's Papyrus Extender, Keyword Item Distributor) if you haven't, but I guess you should have. Install this mod and let it override the original mod.
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Version 0.2.0
1136 downloads
Modernize of the original Barefoot Realism on Skyrim SE / AE / VR, including native SKSE accelerator for. All gameplay design, formulas, and balance are the original mod author's work — this project only swaps the heaviest Papyrus loops for a CommonLibSSE-NG plugin, plus a few Papyrus correctness fixes. Check the original mod page for details. Note: It is an beta version, so there might be problems. Please use with caution and report any issues if you run into any. It is created with CommonLIbSSE-NG, so it is supposed to support all SE/AE/VR version that CommonLIbSSE-NG supports. But I could only test with 1.6.1170.0 Suggest to install with cleaned save or new save since I cleaned ESP. What's New in NG Native implemetation replacing Papyrus Original Papyrus Replacement PBFTerrainDetectionQuestScript.OnUpdate — every second, did 2× PlaceAtMe + 2× MoveTo + Spell.Cast + 2× Delete + 9× FindClosestReferenceOfTypeFromRef to figure out which surface decal had spawned under the player A single downward havok pick from C++; reads bhkShape::materialID and maps to the mod's 0..8 surface ids PlayerBarefootQuestScript.GetCurrentLocationType — called twice per footstep (~6×/sec while sprinting) doing weather + cell-owner + faction-owner + cell-name substring search Same logic in C++, one VM call per invocation PlayerBarefootQuestScript.OnAnimationEvent math — five global reads, five global writes, two Math.Pow calls, ten Config property reads, all in Papyrus per footstep Two native calls (GetStaggerChanceNative for pure compute and ApplyDirtinessPainStep for the dirtiness/pain/roughness state writes) Water detection is delegated to powerof3's PapyrusExtenderSSE (PO3_SKSEFunctions.IsRefInWater); the surface-material native returns -1 on miss and water resolves on the Papyrus side. Papyrus correctness fixes shipped in the native implementation Clamp(NewDirtiness, 0, 1) was a no-op in the original (Papyrus pass-by-value with a discarded return). After enough sprinting, FeetDirtiness / FeetPain / FeetRoughness could drift above 1.0. Fixed when implementing in C++ The sneak branch in GetStaggerChance was unreachable: the original if IsSprinting / elseif !IsRunning / elseif IsSneaking chain made the third arm a dead branch because IsSneaking is never reachable past !IsRunning == false. Reordered to check IsSneaking first. Per-footstep GetCurrentLocationType() and GetDirtinessTier() calls deduplicated. Footwear detection keywords (KID) The mod no longer hard-codes which items are ankle restraints, which count as "shoes", or which footwear is treated as barefoot. Instead it reads three keywords, distributed at runtime by Keyword Item Distributor (KID) via the bundled `BarefootRealism_KID.ini`: `BarefootRealism_AnkleRestraint` — worn items that block changing footwear. By default KID tags anything carrying the ZaZ `zbfWornAnkles` or Devious Devices `zad_DeviousAnkleShackles` keyword. `BarefootRealism_Shoes` — footwear that counts as "shoes" (still allowed past ankle restraints when the MCM option is on). By default KID tags armor with "Shoes" in its name. `BarefootRealism_BarefootException` — footwear that counts as barefoot (e.g. DDx slave heels). The MCM "Set worn as barefoot exception" button tags the worn item with this keyword (persists across saves); whole categories can be tagged by editing the INI. KID creates these keywords automatically, so no plugin edit is needed. Edit `BarefootRealism_KID.ini` to extend coverage to other mods' items. Integrations Bathing in Skyrim - Renewed The original Bathing in Skyrim in the mod is changed to integrated with new BiSR. Source GitHub -
Hiya! I was wanting some functionality for my game related to bodyslide/outfitstudio. I'll write them in list format for clarity: 1. NPCs automatically load with variety of bodyslide presets (slim, curvy, busty, athletic, petite, etc.) 2. Ideally (a bit of a stretch) there could be some logic behind the distribution. I don't really care all that much what the logic is, as long as it's plausible. 3. The player character's bodyslide morph gradually changes without needing to manually batch-build compatible outfit studio meshes (I plan on using this with pregnancy mods and maybe something along the lines of sexlab hormones, fwiw. you can imagine how tedious it could be to do all that so many times) 1 and 3 are the main bits, happy to hear suggestions on 2. Additionally, so i don't clog up the forum with a bunch of threads, I'll ask a few other questions here: A). Any mod that completely feminizes skyrim? Oldrim had Skyfem and Feminized Level Lists, but skyfem didn't change voicelines (because this was before AI voicegen) B). I have a potato PC, but would still like to improve the character visuals a bit. Any good lightweight character visual overhauls for faces, skin, hair, clothes etc? KSHairdos is great, but there are like 700 different ultra-high-res options and I think that's a bit excessive tbh. 120 well-made styles would be plenty. A good "lore-friendly" bodyslide clothing pack would be great, a lot of the female stuff out there is hyper-sexualized to the point of breaking immersion. C). how heavyweight is physics? genital, body, hair, clothing etc physics mods look good, but maxxed-out physics is definitely too much for my PC. Some of the genital collision mods seem to require physics of some kind, do they have an effect on performance? D). this is somewhat linked to [3]. Any good mods that gradually change the PC's appearance through bodyslide/racemenu? Nothing too obtrusive, just something like "the more martial combat skills/stats, the more muscular your character looks" or "If enough of your sexual partners are creatures, you grow fox ears and a tail" or something like that. E). Any good mods that simulate sexual trauma/fetishes? Oldrim certainly had a few, and I found "sexlab phillias" (I think) which seems like a pretty lightweight version of 1/4 of what I'm looking for, but it isn't compatible with SLP+. LE had a few mods that tracked trauma/stress and had a few ways of managing that trauma (often with major drawbacks/diminishing returns) F). Any good player slavery/submission mods, particularly being enslaved to your follower, that DON'T require Devious Devices? Submissive Lola was great, but DD is a really big and scary framework and I don't really think I need most of it's features. Also it scares me, i feel like if anything would break my game/one-shot my teeny little intel iGPU and 8gbs of ram it would either be DD or some physics framework. G). Following from [F], are there any mods that make the follower the main character, and relegate the PC to the position of follower? Submissive lola does this to some extent (follower sometimes outright gives the PC orders to go somewhere and do something) and it was quite fun having restrictions/limitations TBH H). Any good mods that deal with mind control against the player? Obviously any modder could just write a script that makes sex happen but I'm thinking more about very obvious RP mind control (often portrayed in games with dialog trees that only have one option, or only allow one option to be clicked, or allow you to click any option but the "right" option plays out no matter what you picked.) Maybe with some way to resist it. That'd be cool. I appreciate all the help and suggestions!
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- bodyslide
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Sexout Struggle View File REQUIREMENTS OPTIONAL MOD : - NVSE 6.2.6 - Stamina 2.5 (Affects your struggling power) - SUP NVSE 8.55 - JIP 57.15 - UIO 2.30 - SexoutNG 2.10.97 1) Description : This mod triggers a struggle when Player is rapped. Different types of struggle can be chosen, the difficulty is based on the difference in strength, health and sex between the Player and rapists (Males have strenght bonus against Females and vice versa). The struggle difficulty is also increased for each nearby rapist ally (within a radius of 750). In case of victory, the sexout animation will stop, so the Player will escape the rapists (and perhaps avoid being inseminated). Please note that since version 2.0.0, you will get a cumulative malus if you press the same key in succession (if the struggle keys are "LEFT & RIGHT", you will en up losing the struggle by only pressing LEFT or RIGHT). The mod also has a framework that allows mod Authors to trigger a pre-rape struggle. The idea is allowing to replace eventual random calculations with a system where the player is physically involved in the result process. The pre-rape struggle framework can be used for both victim and aggressor players (see the framework section). 2) Compatibility : SexoutStruggle shouldn't have any compatibility problems with other mods, either for the mod itself or the framework part (SexoutStruggle will just decline any struggle requests if a struggle is already in progress) 3) Options available in V2.0.0 : General Setting: HUD Setting: PreRape Setting: Rape Setting: 4) Using the SexoutStruggle framework : If you want to use the SexoutStruggle Pre-Rape functionality in a mod, you must first send a request to mod's author (because these changes are always easier and more reliable when they are directly implemented by the author who knows his mod perfectly). Alternatively, you can create a plugin and add SexoutStruggle as Master for this plugin, then using the functions below: (This only explains how work the functions and dialog variables of sexoutStruggle, you must have some scripting knowledge to successfully use the framework) You can manage SexoutStruggle with only 5 functions : - StruggleFctUnlockPreRape - (short) StruggleFctMAINstart actor:ref IsAssailant:short - (short) StruggleFctAddActor actor:ref IsAssailant:short - (short) StruggleFctRemoveActor actor:ref - StruggleFctMAINstop And 2 reading variables : - (int) Struggle.isFinish ( '0' '1' or '2') - (short) Struggle.playerSuccess Optionally, you may also want to read : - GetQuestRunning Struggle - (ref) Struggle.rCallingScript (The script that initiated the struggle) - (array) StruggleFctGetAlliesList - (array) StruggleFctGetEnnemiesList StruggleFctUnlockPreRape : This function must be called every time a game is loaded. It will unlock the PreRape functionalities for the current game session. if GetGameLoaded || GetGameRestarted Call StruggleFctUnlockPreRape endif StruggleFctMAINstart (actor:ref IsAssailant:short): Function to start the struggle, take 2 arguments: the NPC concerned and whether the NPC is aggressor (1) or victim (0). This function will return TRUE if struggle can start, FALSE otherwise. When a struggle start the player and the NPC will be immobilised and you should avoid doing anything with them, just let SexoutStruggle take over and let it play out to the end. When the wrestling is over, the isFinish flag will be raised to '1' to indicate that you can regain control. ref rStalker let rStalker := GSJoeCobbREF if eval (Call StruggleFctMAINstart rStalker 1) ; Struggle can start endif Or... ref rVictim let rVictim := SunnyREF if eval (Call StruggleFctMAINstart rVictim 0) ; Struggle can start endif StruggleFctAddActor (actor:ref IsAssailant:short) : This function allows another NPC to join the struggle. IsAssaillant = '1' means the actor will join the NPC camp (whether the NPC is a victim or aggressor). The struggle must be in progress to use this function, otherwise it will fail and return FALSE. ref rAnotherStalker let rAnotherStalker := EasyPeteREF if eval (Call StruggleFctAddActor rAnotherStalker 1) ; anotherStalker has been added and takes part in the struggle against the player endif Or... if eval (Call StruggleFctAddActor EasyPeteREF 0) ; EasyPete has been added and takes part in the struggle to help the player endif StruggleFctRemoveActor (actor:ref) : Function to remove an actor from the Struggle. ref rStalker let rStalker := GSJoeCobbREF if rStalker.GetDead if eval (Call StruggleFctRemoveActor rStalker) ; Joe Cobb was in Struggle and have been succefully removed else ; It means that Joe Cobb wasn't in struggle or you sent an invalid ref. In any case you can considere the ref you sent is not struggling. ; In case of doubt, you can check the list of current strugglers (ally/enemy) by using StruggleFctGetAlliesList / StruggleFctGetEnnemiesList endif endif StruggleFctMainStop : Orders SexoutStruggle to stop. This function absolutely must be executed after the end of the struggle to close it properly. It will reset many things, such as the isFinish and playerSuccess flags, release Player and NPCs, close StruggleHUD etc. When you check playerSuccess, it doesn't matter if the player was the aggressor or the victim, it's up to you what happens next and with whom. SexoutStruggle will simply tell you whether the player won or lost the struggle. if Struggle.isFinish if Struggle.playerSuccess ; Do what you want else ; Let your imagination run wild... endif Call StruggleFctMAINstop endif Struggle.isFinish : isFinish = '0' if Struggle is not finished. isFinish = '1' if Struggle ends normally, meaning that Player or NPC won. isFinish = '2' if Struggle ends cause all struggler enemies have been removed (by using the StruggleFctRemoveActor function). Struggle.playerSuccess : playerSuccess = '0' if player hasn't won yet. playerSuccess = '1' if player won (playerSuccess is also set to '1' if isFinish = '2'). Example of a simple script : 5) Debugging : A log file "StruggleLog.txt" is created at the root of the game when a struggle starts. To avoid this file being too large, it is deleted each time the game is restarted. If something goes wrong, please remember to post this file before quitting/restarting the game or it will be overwritten. This file is valuable to help debugging. 6) ToDoList : - (Average) Giving the time to required mods to do their init/update before disabling SexoutStruggle - (Minor) Developing the 'Struggle shaking effect' - (Minor) Developing an animation camera Minor : Needs to be fixed one day but can wait Average : Needs to be fixed reasonably quickly Major : Needs to be fixed very quickly 7) Credits and Acknowledgements: Pelinor, for MCM MasterKingly, for creating the amazing SexoutStruggle icon mod page Neutron_rus, who gave me the tip on how to make Stamina a non-requirement mod Jazz is Paris, for UIO & JIP LN NVSE plugins TommInfinite, for SUP NVSE plugin DoctaSax, for his tutorial on UIO which helped me a lot when I started to create SexoutStruggle Everyone who has worked on Sexout The whole NVSE team for their work on NVSE functionalities and for keeping the GECK Wiki up to date Release History Submitter Machiavelique Submitted 05/06/2023 Category Framework & Resources Requirements NVSVE 5_1, JIP UIO 2.30, JIP LN NVSE 55.10, MCM
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Creating extreme and realistic body presets and more! Please follow and support at https://thecoffeefae.tumblr.com/ Taking requests via tumblr and patreon. Making many many many many many presets and mods weekly. Hope you enjoy :)
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2
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- sims 4
- sims4
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- face presets
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- skin
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- masks
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View File Pre-reqs: UNP, SKSE, ZAP, DAYMOYL Did I mention that it's 3D? THREE-DEE!! There's 1,234,567 triangles so you need quad SLI for this mod, j/k. PC hair "grows" every 24 hours on arms, legs, armpits, crotch and ass. Currently there's 5 stages out of 10 stages possible: 10-20%, 30-40%, 50-60%, 70-80%, 90-100% I don't know why would you do it, but you can shave it by talking to some alchemy merchants or using a razor, craftable at blacksmith misc. Slave and prisoner NPCs that have some keywords from ZAP items get stage 6-10 hair right away - great for Slaverun. You can edit the hair [ thickness, quantity, shape, direction to some extent, color ] by unpacking hair*.dds textures and drawing some squiggly lines with alpha and then auto-generating mipmaps, then editing mipmaps by hand and sharpening non-transparent alpha by crazy amounts like 1000%. If you don't do that, the hair will disappear at some distance, real fast. There's a flag soft_hair_lighting in nifs that makes hair non-reflective (hair is black always, sucks sometimes) when it's on and reflective(hair is gray when lit) when it's off. There is a 10% chance of getting Slavetats whipmarks (more like whipscars) when being whipped with ZAP-based canes/crops. They go only to 109 so far, mostly representing ass, boob and pussy whipping. These won't disappear like decals. Healing yourself in combat is super lame so now you're punished for using restoration magic without a cilice. Wearing armor, running, sprinting and sneaking will be bad for your health when wearing it (unless you get some item slot conflict). You can buy a cilice and upgrade it by talking to most of the monks/priests in temples. Or you could look for other alternatives... The guards will chop criminals' hand off if arrested with a total bounty exceeding 2500 gold. It may happen on being sent into bleedout by guard (may depend on daymoyl settings). Even works on argonians and khajits; no males. You better surrender to the guards! FAQ: Q: WTF? Q: Why??? Q: WTF is this? A: Just enforcing LL rule #13 Q: I don't want to puke or lose erection forever due to seeing hair.. what to do, what to do? A: Shave the hair or stack up on paper bags. Cover all mirrors in your house. Q: I oppose cutting the trees to make paper bags, can you delete the hair? A: Try using plastic bags. Issues: Load this mod after mods that modify a bunch of spells like lightning bolt, otherwise you will get hit by lighning for casting some non-restoration spells and / or healing spell detection won't work properly. Even better if you put it to the end of load order. Can't see the pubes? LOL - Disable device hider in Devious Devices MCM. Also, the hair uses slot 51 so if you have other items using slot 51 already the hair might not get equipped. Blackout imagespace doesn't work with ENB, so disable ENB effect temporarily if you're arrested by a guard and taken to some old jail. If you're using a custom race: type in console help "only monks" then replace ** below with the first 2 characters of the SPEL, which is a spell player.addspell **0012c8 If you have Slavetats: You need to increase the slots for Slavetats whipmarks from 6 (only 1 slot is used though) In data\skse\plugins\nioverride.ini [Overlays/Body] iNumOerlays =32 UPDATING: (not necessary for 0.14 -> 0.16 or 0.17)... 0.19 may or may not need to be cleaned If you saved your game with previous version Disable the .esp and nuke old version from orbit - OR - uninstall old version in NMM run the game (you should get a warning about loading missing content, press yes), save load your save with SaveTool and check for xxOMCH.... script(s) if they are there, delete them Install new version Credits: Scream effect by FreqMan http://www.freesound.org/people/FreqMan/sounds/42847/ License: http://creativecommons.org/licenses/by/3.0/legalcode NO PARTS OF THIS MOD MAY BE USED IN PAID MODS OR MODS BEGGING FOR DONATIONS Submitter nooblet123 Submitted 06/29/2015 Category Models & Textures Requires UNP, SKSE, ZAP, Slavetats, DAYMOYL Special Edition Compatible
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All Things Natural View File A companion mod to Sex Attributes, providing more visual & audio feedback based on Character's well-being for immersive storytelling. Requirements Overview Tears Tears will dynamically appear on your character's face during specific Animations. Available animation triggers are: -Non Consensual Sex -Anal Sex -Oral Sex On Oral animations, additional gagging SFX will play signaling the trigger. In MCM, you can select what triggers Tears, their style & duration. Combat Bruises Upon hit by a melee attack (from Humanoid or Creature), your character has a chance to receive a Bruise. Each Bruise has its own timer and will heal after a couple of in-game hours. Additional SFX will play signaling Bruise formation. In MCM, you can set chance for bruise to appear after hit & change their duration. Pimples Sometimes there is a chance of Pimples appearing on your Character's skin. Chance of pimples appearing is directly influenced by your well-being. Being afflicted by Diseases or Addictions increases chances greatly. In MCM, you can enable/disable Pimples, set their chance of appearance & their duration. Farts Your character may occasionally fart, current Anal Wear from Sex Attributes mod directly influences their frequency. In MCM, you can manually tweak how each stage is handled, choose their volume or outright disable them. Spanking Spanking overlays dynamically appear during AAF animations with Spanking tag, the longer the animation the dire the consequences. You can also assign a hotkey to spank your character yourself whenever you want, character may sound playful at first but switches to grunts once it starts to hurt. Spanking overlays also appear during Bump Spank event from Sexual Harassment mod. In MCM, you can tweak how many manual spanks it takes for overlays to appear, frequency of character's reactions as well as Spanking SFX itself. Current Spanking SFX include: Handslap, Belt, Whip, Flapper. Anal Bleed Upon reaching certain Anal Wear from Sex Attributes mod, your character enters a state where certain events may trigger Anal Bleed. Current triggers are: -Animations with "Anal" tags -Spanking -Fart In MCM, you can set what Anal Wear Stage is required for bleeding to start as well as set chances for above mentioned triggers. Credits: Bruises Textures by @Collygon Bruises Textures by @Bzuzu Bruises Textures by @gamerpk2 Freesound.org for sound effects Mod Authors of amazing frameworks making my life so much easier: @dagobaking for AAF @lee3310 for SFT Change Logs Submitter HeavyYoungHeathens Submitted 09/24/2024 Category Sexual Content Requirements Check Main Description!
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- dynamic decal
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Gounafier's Hypnotic Eyes View File Greetings! I present you Gounafier's Eyes, a pack of custom makeup for the Sims 4. This small mod is aimed to provide fantasy-oriented yet realistic contacts that allows you to customize your characters with multiple stories and backgrounds in mind. The mod will be updated with new additions. You can also support me on Patreon and submit your own suggestions & requests for future updates. You can also check out my pose mod, featuring similar themes and much more! Enjoy! Submitter gounafierpremier Submitted 05/31/2025 Category Accessories & Makeup Requirements
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View File Description: Makes sex into a sort of 'need' for the player. Sex changes the player's lust (primal need for sex) and arousal (conscious need for sex). This plugin is not meant to dramatically change gameplay, but rather provide subtle changes and effects to the player/experience depending on sexual activity. Instead of running off of a timer, as Sexout does by default, sex now runs until someone reaches 100% arousal and orgasms. It will still last roughly the same amount of time as whatever Sexout's "default time" is set to, so you can still control how long it lasts. But why use this? For a more immersive experience. Having orgasms (or not) will have an effect on your character, as does being aroused for extended periods of time and too much sex. Lust, sexy clothes, and sex toys increase arousal outside of sex. You can select some perks and traits which affect arousal, but for the sake of simplicity, I'll end explanations there. If you don't like it, you can disable Arousal in MCM. Also, you can "pull out" of consensual sex. However, you have to set the "pull out" key in MCM first. Submitter Chase Roxand Submitted 02/10/2013 Category Misc Sex Requires
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Version 1.0d
8768 downloads
It annoyed me that everyone used the old hdt physics extension, so I made a xml should work safely with the latest version and for that I have renamed (NPC PRE BELLY) already in (HDT BELLY). This was made for UNPB body with xp32´s skeleton and a pregnancy scaling a body nif and the most common is b3lisario's UNPB BBP Pregnant Body (beta).7z. The requirements: http://www.loverslab.com/files/file/676-xp32-maximum-skeleton-extended/ http://www.nexusmods.com/skyrim/mods/37900 http://www.loverslab.com/topic/25488-hdt-physics-extension-v1428-latest/ you should be able to use any unpb compatible pregnancy meshes : http://www.loverslab.com/files/download/149-estrus-chaurus/ As you've probably noticed, this file has been reported before a short time! A short time later it was no longer accessible. I do not know the reason, because as I was able to prove with a picture of this file is older than the post of complaint! Both messages were removed shortly thereafter, but the file is no longer accessible. Perhaps there is a small error of the page or admin has made them inaccessible! I've got no more complaining, so I'm assuming that there are only technical difficulties! Mik. -
Version 0.24
2204 downloads
Pre-reqs: UNP, SKSE, ZAP, DAYMOYL Did I mention that it's 3D? THREE-DEE!! There's 1,234,567 triangles so you need quad SLI for this mod, j/k. PC hair "grows" every 24 hours on arms, legs, armpits, crotch and ass. Currently there's 5 stages out of 10 stages possible: 10-20%, 30-40%, 50-60%, 70-80%, 90-100% I don't know why would you do it, but you can shave it by talking to some alchemy merchants or using a razor, craftable at blacksmith misc. Slave and prisoner NPCs that have some keywords from ZAP items get stage 6-10 hair right away - great for Slaverun. You can edit the hair [ thickness, quantity, shape, direction to some extent, color ] by unpacking hair*.dds textures and drawing some squiggly lines with alpha and then auto-generating mipmaps, then editing mipmaps by hand and sharpening non-transparent alpha by crazy amounts like 1000%. If you don't do that, the hair will disappear at some distance, real fast. There's a flag soft_hair_lighting in nifs that makes hair non-reflective (hair is black always, sucks sometimes) when it's on and reflective(hair is gray when lit) when it's off. There is a 10% chance of getting Slavetats whipmarks (more like whipscars) when being whipped with ZAP-based canes/crops. They go only to 109 so far, mostly representing ass, boob and pussy whipping. These won't disappear like decals. Healing yourself in combat is super lame so now you're punished for using restoration magic without a cilice. Wearing armor, running, sprinting and sneaking will be bad for your health when wearing it (unless you get some item slot conflict). You can buy a cilice and upgrade it by talking to most of the monks/priests in temples. Or you could look for other alternatives... The guards will chop criminals' hand off if arrested with a total bounty exceeding 2500 gold. It may happen on being sent into bleedout by guard (may depend on daymoyl settings). Even works on argonians and khajits; no males. You better surrender to the guards! FAQ: Q: WTF? Q: Why??? Q: WTF is this? A: Just enforcing LL rule #13 Q: I don't want to puke or lose erection forever due to seeing hair.. what to do, what to do? A: Shave the hair or stack up on paper bags. Cover all mirrors in your house. Q: I oppose cutting the trees to make paper bags, can you delete the hair? A: Try using plastic bags. Issues: Load this mod after mods that modify a bunch of spells like lightning bolt, otherwise you will get hit by lighning for casting some non-restoration spells and / or healing spell detection won't work properly. Even better if you put it to the end of load order. Can't see the pubes? LOL - Disable device hider in Devious Devices MCM. Also, the hair uses slot 51 so if you have other items using slot 51 already the hair might not get equipped. Blackout imagespace doesn't work with ENB, so disable ENB effect temporarily if you're arrested by a guard and taken to some old jail. If you're using a custom race: type in console help "only monks" then replace ** below with the first 2 characters of the SPEL, which is a spell player.addspell **0012c8 If you have Slavetats: You need to increase the slots for Slavetats whipmarks from 6 (only 1 slot is used though) In data\skse\plugins\nioverride.ini [Overlays/Body] iNumOerlays =32 UPDATING: (not necessary for 0.14 -> 0.16 or 0.17)... 0.19 may or may not need to be cleaned If you saved your game with previous version Disable the .esp and nuke old version from orbit - OR - uninstall old version in NMM run the game (you should get a warning about loading missing content, press yes), save load your save with SaveTool and check for xxOMCH.... script(s) if they are there, delete them Install new version Credits: Scream effect by FreqMan http://www.freesound.org/people/FreqMan/sounds/42847/ License: http://creativecommons.org/licenses/by/3.0/legalcode NO PARTS OF THIS MOD MAY BE USED IN PAID MODS OR MODS BEGGING FOR DONATIONS -
Version 0.8
13760 downloads
Introduction Prisoners and slaves are usually forced to go barefoot and this is true in the Elder Scrolls universe as well. Remember slaves in Morrowind or those prisoners dragged through Skyrim by the Thalmor? I often start my roleplaying runs on the bottom of society, as a runaway slave/prisoner or a poor peasant and have always been upset at how it was way too unrealistic. Dressed in rags, barefoot and penniless, my character can run across Skyrim as fast as a shod one without any consequences and buy/sell items at normal prices without the merchants batting an eyelash. Whatever happened to no shoes, no service? This mod tries to add a touch of realism to this experience. Feet now get dirtier (using SlaveTats) depending which surfaces the player has been walking on and can be washed by wading in a stream or using a spell. This isn't a cosmetic change, either: the player's speechcraft skill is affected by the dirtiness of their feet. There's also an option for merchants to refuse service to barefoot characters in cheap clothing or all barefoot characters. Innkeepers will also refuse to rent rooms to people with dirty feet. A kidnapped noble girl with pampered feet now won't be able to run away from those bandits easily. Every surface has a different roughness level which influences the chances to step on something nasty and stagger, stopping the character for a bit and alerting everyone to their presence. Worse even, just walking barefoot slowly accumulates feet pain, slowing the player down. The pain heals slowly over time, but don't expect to be able to walk even from Riverwood to Whiterun without moderate pain by the end of the trip. Luckily, the character's feet will get tougher over time and at higher levels the player will be able to even sprint across gravel without letting out so much as a whimper. Feet toughness decays over time, though, so it may well be back to square one after a year of shod life. The only good side to this mod for now is that being barefoot adds 10 to the character's sneak skill. Finally, ever wondered how those ZaZ/DD ankle irons managed to fit over your character's massive boots? There's also an option to unequip boots or shoes when the character's ankles are shackled. That barefoot fettered girl won't be able to just loot some boots off of a dead soldier to ease her ordeal. All of this is powered by a highly customizable (via MCM) and slightly overengineered mess of exponential decay functions and thresholds. This is a rather early version, so don't use it on saves that you value. I've been using it for a couple of years and decided to release it to the world since it mostly seems to work, but I've only added MCM customization recently, so it could be broken. This mod isn't really gender-specific, but I've only tested the dirty feet SlaveTats textures on female feet. Installation and requirements Requirements: SKSE SkyUI SlaveTats ZaZ Animation Pack / Devious Devices are not a hard requirement: if either are installed, the mod detects their leg irons (keywords zbfWornAnkles/zad_DeviousAnkleShackles) as having an option to block footwear. Bathing In Skyrim is also a soft dependency: when the player washes, their feet become clean too. I couldn't find a good way to hook into the BIS washing process, so currently the mod resets feet dirtiness to 0 whenever the BIS dirtiness global decreases (which only happens when the player washes). So if the player is clean and washes again, this won't reset the feet dirtiness -- but if the BIS dirtiness is >20% and the player washes, then it will. The dirt textures work with female CBBE (by default) and UNP (download the file BarefootRealism_UNP_(merge only!).zip and overwrite the base mod's files with it). Installation: Copy the files to your Skyrim/Data directory or use Mod Organizer. There's nothing really specific about the installation and there's no FNIS required for now. Roadmap / future work Stuff I am currently working on/planning to work on for the mod. Priority is mostly based on how much people want it and whether it's a severe gameplay-impacting bug, as well as how much fun I'd have working on it. High Textures for other foot types (SoS/UNP Special (?)) Medium Cleaning/water detection inconsistent with some areas not being detected as water. Some sort of a cloak spell to add dirt tattoos to NPCs around? Low Tear out SlaveTats hard dependency and switch to NiOverride instead. Refactor the scripts and move stuff out from OnUpdate and into OnEquip/Unequip Advanced Details This is the maths that powers the mod. I'll also describe the effect of the default settings. You don't really need to read this, unless you want to customize your experience. Barefoot Realism adds 3 parameters/skills to the player, all ranging from 0 to 1: feet dirtiness, roughness and pain. They're stored in 3 globals: PlayerFeetDirtiness, PlayerFeetRoughness and PlayerFeetPain and are the only bits of player state. You can modify them with console commands to back them up if you are going to delete the mod, for example. Dirtiness Barefoot Realism can detect the surface the player is walking/running on, which lets different surfaces have different dirtiness levels. In addition, BR also detects the location type the player's in. The reasoning behind this is that a stone floor in someone's house will be much cleaner than the stone floor in a random dungeon. Here are the default surface dirtiness levels: Stone: 0.2 Dirt: 0.4 Mud: 1.0 Wood: 0.2 Grass: 0.3 Snow: 0.1 Carpet: 0.05 Gravel: 0.2 Water: -5.0 The default location dirtiness multipliers are: Home (any owned interior): 1.0 Mines/prisons (dungeons with "Mine"/"Prison" in the name): 1.5 City (exterior): 2.0 Other dungeons: 2.0 Wilderness: 2.5 The total surface dirtiness is surface dirtiness * location dirtiness multiplier In addition, if it's raining, the dirtiness is multiplied by 2. The feet dirtiness tends to the total surface dirtiness: it's logical that the player's feet won't get dirtier than the actual surface the character's walking on. Dirtiness per step = (total surface dirtiness - feet dirtiness) * multiplier If the feet are dirtier than the ground, the multiplier is 0.0005 and if they're cleaner, the multiplier is 0.001 (so accumulating dirt is faster than cleaning it off by walking on a clean surface). The water dirtiness level is negative: the player can run around in some water sources (like the streams in Whiterun's Cloud District that they can still get to very often) to decrease feet dirtiness or use the Wash Feet spell near/in a body of water (waterfalls etc, the bodies are the same as defined in iNeed) to clear the dirtiness completely. There are 5 spells draining Speechcraft and SlaveTats tattoos applied to the player's feet at different dirtiness levels: 0.0 (Speechcraft -10), 0.03 (-20), 0.1 (-30), 0.3 (-40), and 0.9 (-50). At feet dirtiness > 0.25, innkeepers will refuse to rent rooms to the player. Roughness and Pain Different surfaces and location also have different roughness levels and again, to get the total roughness level, both are multiplied: Stone: 0.4 Dirt: 0.2 Mud: 0.1 Wood: 0.2 Grass: 0.1 Snow: 0.7 Carpet: 0.05 Gravel: 1.0 Water: 0.05 Home: 0.1 Mines/prisons: 1.2 City: 1.0 Other dungeons: 1.5 Wilderness: 1.5 Feet pain accumulates per step as well. The formula is: pain multiplier * (total surface roughness / (feet roughness + 1)) ^ pain exponent The default pain multiplier is 0.01 and the exponent is 4. This might be a bit overengineered, but the idea is that the pain increase dramatically decreases when feet roughness is greater than the total surface roughness. Let's say the feet roughness is 0 and the player is walking around Whiterun (location roughness 1.0, surface roughness 0.4 for a total of 0.4). Then, with the default settings, the pain increase is 0.01 * (0.4 / (0 + 1)) ^ 4 = 0.000256 per step or 0.256 per thousand steps. If the roughness is 0.4, we get 0.01 * (0.4 / 1.4)^4; 0.067 per thousand steps. If the roughness is 1, we get 0.016. Feet pain decays constantly at a default rate of 0.25 per game day. So at a roughness level of 0, a thousand steps around Whiterun will take a whole game day to clear and at a roughness level of 1, it will take about 1.5 hours to clear, presumably faster than accumulating them. The feet roughness increases every step by a roughness multiplier (default 0.1) * the pain increase incurred. So by default, it accumulates 10 times slower than the pain. The roughness also decays at a default rate of 0.005 per game day (50 times faster the pain), so it will take 200 game days for fully trained feet to return to the 0 level. Stagger Chance Staggering by stepping on a pebble or a twig is a way to immediately slow down the player. It also emits a detection event, alerting enemies to the player's location. The stagger chance per every step is: 0.1 * e ^ (stagger exponent * feet roughness) * movement modifier * total surface roughness The default stagger exponent, -4.6052, has been calibrated so that at feet roughness of 0 the stagger chance (before applying movement/surface modifiers) is 10% and at the roughness of 1 the stagger chance is 0.1%. The movement modifier depends on whether the player is running (1.0), walking (default 0.25), sneaking (default 0.1) or sprinting (default 2.0). With these defaults, a player running on a stone road (roughness 0.4) in the wilderness (roughness 1.5) will have a 6% chance of staggering every step (about every 15 steps). If she's sprinting, the chance becomes 12% (about every 8 steps). If she decides to save her feet and step off from the road into the dirt instead (roughness 0.2), she has a 3% chance of staggering (about every 33 steps) if running and 6% if walking. -
Version 5
80491 downloads
A companion mod to Sex Attributes, providing more visual & audio feedback based on Character's well-being for immersive storytelling. Requirements Overview Tears Tears will dynamically appear on your character's face during specific Animations. Available animation triggers are: -Non Consensual Sex -Anal Sex -Oral Sex On Oral animations, additional gagging SFX will play signaling the trigger. In MCM, you can select what triggers Tears, their style & duration. Combat Bruises Upon hit by a melee attack (from Humanoid or Creature), your character has a chance to receive a Bruise. Each Bruise has its own timer and will heal after a couple of in-game hours. Additional SFX will play signaling Bruise formation. In MCM, you can set chance for bruise to appear after hit & change their duration. Pimples Sometimes there is a chance of Pimples appearing on your Character's skin. Chance of pimples appearing is directly influenced by your well-being. Being afflicted by Diseases or Addictions increases chances greatly. In MCM, you can enable/disable Pimples, set their chance of appearance & their duration. Farts Your character may occasionally fart, current Anal Wear from Sex Attributes mod directly influences their frequency. In MCM, you can manually tweak how each stage is handled, choose their volume or outright disable them. Spanking Spanking overlays dynamically appear during AAF animations with Spanking tag, the longer the animation the dire the consequences. You can also assign a hotkey to spank your character yourself whenever you want, character may sound playful at first but switches to grunts once it starts to hurt. Spanking overlays also appear during Bump Spank event from Sexual Harassment mod. In MCM, you can tweak how many manual spanks it takes for overlays to appear, frequency of character's reactions as well as Spanking SFX itself. Current Spanking SFX include: Handslap, Belt, Whip, Flapper. Anal Bleed Upon reaching certain Anal Wear from Sex Attributes mod, your character enters a state where certain events may trigger Anal Bleed. Current triggers are: -Animations with "Anal" tags -Spanking -Fart In MCM, you can set what Anal Wear Stage is required for bleeding to start as well as set chances for above mentioned triggers. Credits: Bruises Textures by @Collygon Bruises Textures by @Bzuzu Bruises Textures by @gamerpk2 Freesound.org for sound effects Mod Authors of amazing frameworks making my life so much easier: @dagobaking for AAF @lee3310 for SFT Change Logs-
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Version 2.0.3
22945 downloads
REQUIREMENTS OPTIONAL MOD : - NVSE 6.2.6 - Stamina 2.5 (Affects your struggling power) - SUP NVSE 8.55 - JIP 57.15 - UIO 2.30 - SexoutNG 2.10.97 - MCM 1.51 1) Description : This mod triggers a struggle when Player is rapped. Different types of struggle can be chosen, the difficulty is based on the difference in strength, health and sex between the Player and rapists (Males have strenght bonus against Females and vice versa). The struggle difficulty is also increased for each nearby rapist ally (within a radius of 750). In case of victory, the sexout animation will stop, so the Player will escape the rapists (and perhaps avoid being inseminated). Please note that since version 2.0.0, you will get a cumulative malus if you press the same key in succession (if the struggle keys are "LEFT & RIGHT", you will en up losing the struggle by only pressing LEFT or RIGHT). The mod also has a framework that allows mod Authors to trigger a pre-rape struggle. The idea is allowing to replace eventual random calculations with a system where the player is physically involved in the result process. The pre-rape struggle framework can be used for both victim and aggressor players (see the framework section). 2) Compatibility : SexoutStruggle shouldn't have any compatibility problems with other mods, either for the mod itself or the framework part (SexoutStruggle will just decline any struggle requests if a struggle is already in progress) 3) Options available in V2.0.0 : General Setting: HUD Setting: PreRape Setting: Rape Setting: 4) Using the SexoutStruggle framework : If you want to use the SexoutStruggle Pre-Rape functionality in a mod, you must first send a request to mod's author (because these changes are always easier and more reliable when they are directly implemented by the author who knows his mod perfectly). Alternatively, you can create a plugin and add SexoutStruggle as Master for this plugin, then using the functions below: (This only explains how work the functions and dialog variables of sexoutStruggle, you must have some scripting knowledge to successfully use the framework) You can manage SexoutStruggle with only 5 functions : - StruggleFctUnlockPreRape - (short) StruggleFctMAINstart actor:ref IsAssailant:short - (short) StruggleFctAddActor actor:ref IsAssailant:short - (short) StruggleFctRemoveActor actor:ref - StruggleFctMAINstop And 2 reading variables : - (int) Struggle.isFinish ( '0' '1' or '2') - (short) Struggle.playerSuccess Optionally, you may also want to read : - GetQuestRunning Struggle - (ref) Struggle.rCallingScript (The script that initiated the struggle) - (array) StruggleFctGetAlliesList - (array) StruggleFctGetEnnemiesList StruggleFctUnlockPreRape : This function must be called every time a game is loaded. It will unlock the PreRape functionalities for the current game session. if GetGameLoaded || GetGameRestarted Call StruggleFctUnlockPreRape endif StruggleFctMAINstart (actor:ref IsAssailant:short): Function to start the struggle, take 2 arguments: the NPC concerned and whether the NPC is aggressor (1) or victim (0). This function will return TRUE if struggle can start, FALSE otherwise. When a struggle start the player and the NPC will be immobilised and you should avoid doing anything with them, just let SexoutStruggle take over and let it play out to the end. When the wrestling is over, the isFinish flag will be raised to '1' to indicate that you can regain control. ref rStalker let rStalker := GSJoeCobbREF if eval (Call StruggleFctMAINstart rStalker 1) ; Struggle can start endif Or... ref rVictim let rVictim := SunnyREF if eval (Call StruggleFctMAINstart rVictim 0) ; Struggle can start endif StruggleFctAddActor (actor:ref IsAssailant:short) : This function allows another NPC to join the struggle. IsAssaillant = '1' means the actor will join the NPC camp (whether the NPC is a victim or aggressor). The struggle must be in progress to use this function, otherwise it will fail and return FALSE. ref rAnotherStalker let rAnotherStalker := EasyPeteREF if eval (Call StruggleFctAddActor rAnotherStalker 1) ; anotherStalker has been added and takes part in the struggle against the player endif Or... if eval (Call StruggleFctAddActor EasyPeteREF 0) ; EasyPete has been added and takes part in the struggle to help the player endif StruggleFctRemoveActor (actor:ref) : Function to remove an actor from the Struggle. ref rStalker let rStalker := GSJoeCobbREF if rStalker.GetDead if eval (Call StruggleFctRemoveActor rStalker) ; Joe Cobb was in Struggle and have been succefully removed else ; It means that Joe Cobb wasn't in struggle or you sent an invalid ref. In any case you can considere the ref you sent is not struggling. ; In case of doubt, you can check the list of current strugglers (ally/enemy) by using StruggleFctGetAlliesList / StruggleFctGetEnnemiesList endif endif StruggleFctMainStop : Orders SexoutStruggle to stop. This function absolutely must be executed after the end of the struggle to close it properly. It will reset many things, such as the isFinish and playerSuccess flags, release Player and NPCs, close StruggleHUD etc. When you check playerSuccess, it doesn't matter if the player was the aggressor or the victim, it's up to you what happens next and with whom. SexoutStruggle will simply tell you whether the player won or lost the struggle. if Struggle.isFinish if Struggle.playerSuccess ; Do what you want else ; Let your imagination run wild... endif Call StruggleFctMAINstop endif Struggle.isFinish : isFinish = '0' if Struggle is not finished. isFinish = '1' if Struggle ends normally, meaning that Player or NPC won. isFinish = '2' if Struggle ends cause all struggler enemies have been removed (by using the StruggleFctRemoveActor function). Struggle.playerSuccess : playerSuccess = '0' if player hasn't won yet. playerSuccess = '1' if player won (playerSuccess is also set to '1' if isFinish = '2'). Example of a simple script : 5) Debugging : A log file "StruggleLog.txt" is created at the root of the game when a struggle starts. To avoid this file being too large, it is deleted each time the game is restarted. If something goes wrong, please remember to post this file before quitting/restarting the game or it will be overwritten. This file is valuable to help debugging. 6) ToDoList : - (Average) Giving the time to required mods to do their init/update before disabling SexoutStruggle - (Minor) Developing the 'Struggle shaking effect' - (Minor) Developing an animation camera Minor : Needs to be fixed one day but can wait Average : Needs to be fixed reasonably quickly Major : Needs to be fixed very quickly 7) Credits and Acknowledgements: Pelinor, for MCM MasterKingly, for creating the amazing SexoutStruggle icon mod page Neutron_rus, who gave me the tip on how to make Stamina a non-requirement mod Jazz is Paris, for UIO & JIP LN NVSE plugins TommInfinite, for SUP NVSE plugin DoctaSax, for his tutorial on UIO which helped me a lot when I started to create SexoutStruggle Everyone who has worked on Sexout The whole NVSE team for their work on NVSE functionalities and for keeping the GECK Wiki up to date Release History -
Version 7.03 (20250709)
57184 downloads
SexoutLust was originally developed by ChaseRoxand. It calculated and allowed you to see just how horny your character and some companions were, and made sure this was affected by sex going on. Horny characters approached you for a little relief, and others approached you to give you relief if you needed it. After a while Chase ran out of time to work on it, and because I was dependent on it for another mod I took it over, cleaned up a few minor things, and expanded the functionality so that any character could have their lust tracked, using NX. Otherwise nothing much was changed for a long while. Then came NVSE4, which made a lot more possible and a lot more needed doing in the sexout world too, so I designed Spunk to handle all the number crunching & data transfer, from its own lust tracking figuring out how horny everybody is, to arousal tracking handing out orgasms, and orgasms dealing with cum shaders, faction smells, pregnancy, xp and a lot of other things, all of it applicable to any character, modular, and dependent on a lot of MCM settings that you can toy with. Lust 7 seeks to preserve and possibly expand what didn't make the transition to spunk: - NPCs whose lust is tracked by Spunk will approach the player if their lust exceeds a certain value. If too far removed from the player or not orientation-compatible, they'll masturbate instead. - If the player's lust exceeds a value, nearby NPCs will approach. Except NPCs whose own lust is tracked, and those that aren't orientation-compatible. - If the player's lust exceeds another value, they'll automatically start to masturbate. I suggest setting this lust value setting higher than the other one. - A primitive privacy check has NPCs suggest you take it elsewhere, if applicable. To avoid this becoming an exploit to use them as followers, this will time out after a minute or so, and then you'll do it there & then. - When you press spunk's hotkey in combat, the nearest hostile NPC should ask you what you want, giving you the option to save your ass by offering it up. All hostility should time out until sex is over + the "reprieve" duration (MCM) has been exceeded. Requirements: NVSE 4.5.7, nx15, Spunk 0.79+ previous OP: Changelog ----------- -
Version v6.51 [2/12/13]
6226 downloads
Description: Makes sex into a sort of 'need' for the player. Sex changes the player's lust (primal need for sex) and arousal (conscious need for sex). This plugin is not meant to dramatically change gameplay, but rather provide subtle changes and effects to the player/experience depending on sexual activity. Instead of running off of a timer, as Sexout does by default, sex now runs until someone reaches 100% arousal and orgasms. It will still last roughly the same amount of time as whatever Sexout's "default time" is set to, so you can still control how long it lasts. But why use this? For a more immersive experience. Having orgasms (or not) will have an effect on your character, as does being aroused for extended periods of time and too much sex. Lust, sexy clothes, and sex toys increase arousal outside of sex. You can select some perks and traits which affect arousal, but for the sake of simplicity, I'll end explanations there. If you don't like it, you can disable Arousal in MCM. Also, you can "pull out" of consensual sex. However, you have to set the "pull out" key in MCM first. -
Version 1.0.0
1060 downloads
Pee and Fart is a nice mod about needs. It complements mods like iNeed or Sunhelm or others like that, bringing needs about pee and poop (not fart, i don't know why the mod is called that) for more immersion, fun and laughs. This mod replace the poop sound with better ones, more "realistic", funny. The audios come from memes in Youtube. If you want to use those assets in your mod, you can, don't need permissions. Have fun. Demo: Agatha Poop sound replacer.mp4 -
Version 1.0
1396 downloads
Greetings! I present you Gounafier's Eyes, a pack of custom makeup for the Sims 4. This small mod is aimed to provide fantasy-oriented yet realistic contacts that allows you to customize your characters with multiple stories and backgrounds in mind. The mod will be updated with new additions. You can also support me on Patreon and submit your own suggestions & requests for future updates. You can also check out my pose mod, featuring similar themes and much more! Enjoy! -
Basically I want to do what More Variation did in LE: actual and realistic weight variance. The body is easy to do with Bodyslide, but I think that a thin face in a chub body looks unrealistic, and that's been the hard part for me. I did go ahead and scuplt myself a weighted head part (see image below), and made it into a slider inside Outfit Studio, but thing is, my game CTD's when I open RaceMenu and change gender to female. Surprisingly it didn't take me just deleting Overwrite from BS to fix the game, and it took me forever to find the file that was crashing, which in fact was coming from Expressive Facegen Morphs. Ugh. Is there any other optimal way to do it?
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SexoutLust View File SexoutLust was originally developed by ChaseRoxand. It calculated and allowed you to see just how horny your character and some companions were, and made sure this was affected by sex going on. Horny characters approached you for a little relief, and others approached you to give you relief if you needed it. After a while Chase ran out of time to work on it, and because I was dependent on it for another mod I took it over, cleaned up a few minor things, and expanded the functionality so that any character could have their lust tracked, using NX. Otherwise nothing much was changed for a long while. Then came NVSE4, which made a lot more possible and a lot more needed doing in the sexout world too, so I designed Spunk to handle all the number crunching & data transfer, from its own lust tracking figuring out how horny everybody is, to arousal tracking handing out orgasms, and orgasms dealing with cum shaders, faction smells, pregnancy, xp and a lot of other things, all of it applicable to any character, modular, and dependent on a lot of MCM settings that you can toy with. Lust 7 seeks to preserve and possibly expand what didn't make the transition to spunk: - NPCs whose lust is tracked by Spunk will approach the player if their lust exceeds a certain value. If too far removed from the player or not orientation-compatible, they'll masturbate instead. - If the player's lust exceeds a value, nearby NPCs will approach. Except NPCs whose own lust is tracked, and those that aren't orientation-compatible. - If the player's lust exceeds another value, they'll automatically start to masturbate. I suggest setting this lust value setting higher than the other one. - A primitive privacy check has NPCs suggest you take it elsewhere, if applicable. To avoid this becoming an exploit to use them as followers, this will time out after a minute or so, and then you'll do it there & then. - When you press spunk's hotkey in combat, the nearest hostile NPC should ask you what you want, giving you the option to save your ass by offering it up. All hostility should time out until sex is over + the "reprieve" duration (MCM) has been exceeded. Requirements: NVSE 4.5.7, nx15, Spunk 0.79+ previous OP: Changelog ----------- Submitter DoctaSax Submitted 06/06/2013 Category Misc Sex Requirements NVSE 4.5.7+, nx15+, Spunk 0.79+
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View File It annoyed me that everyone used the old hdt physics extension, so I made a xml should work safely with the latest version and for that I have renamed (NPC PRE BELLY) already in (HDT BELLY). This was made for UNPB body with xp32´s skeleton and a pregnancy scaling a body nif and the most common is b3lisario's UNPB BBP Pregnant Body (beta).7z. The requirements: http://www.loverslab.com/files/file/676-xp32-maximum-skeleton-extended/ http://www.nexusmods.com/skyrim/mods/37900 http://www.loverslab.com/topic/25488-hdt-physics-extension-v1428-latest/ you should be able to use any unpb compatible pregnancy meshes : http://www.loverslab.com/files/download/149-estrus-chaurus/ As you've probably noticed, this file has been reported before a short time! A short time later it was no longer accessible. I do not know the reason, because as I was able to prove with a picture of this file is older than the post of complaint! Both messages were removed shortly thereafter, but the file is no longer accessible. Perhaps there is a small error of the page or admin has made them inaccessible! I've got no more complaining, so I'm assuming that there are only technical difficulties! Mik. Submitter Mikhail Malachai Submitted 10/04/2014 Category HDT Physics Requires A proper skeleton (xp32) , HDT Physics Extension v14.28 Latest and the UNP BLESSED BODY- UNPB REDUX PROJECT with a pregnancy nif Special Edition Compatible
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Pee and Fart - Realistic poop sound replacer View File Pee and Fart is a nice mod about needs. It complements mods like iNeed or Sunhelm or others like that, bringing needs about pee and poop (not fart, i don't know why the mod is called that) for more immersion, fun and laughs. This mod replace the poop sound with better ones, more "realistic", funny. The audios come from memes in Youtube. If you want to use those assets in your mod, you can, don't need permissions. Have fun. Demo: Agatha Poop sound replacer.mp4 Submitter GusCrow Submitted 10/07/2023 Category Adult Mods Requires Pee and Fart Regular Edition Compatible Yes
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i recently started really playing cyberpunk2077. i try and play it as immersively as i can so that i even try and walk instead of running and pick the right outfit for the occasion things like that. but all it did was make me want to play modded skyrim again. so im wondering if someone could suggest a boat load of mods in order for me to have the most immersive game ever. i want every tiny minor detail in the game like having a a bladder and food needs, horny level, dirty feet if i'm barefoot, heat and cold being a problem, being able to see myself if i look down. the reason i posted to this site instead of nexus is because theres mods that add immersion on here that arent on nexus. also i need to state that i'm very used to modding, though i havent modded skyrim for years i think i should understand it again quickly. i've been modding cyberpunk too. the only thing i'll struggle with is load order. thanks to anyone for reading and responding, this isnt super urgent but i would like to start quite soon. i dont plan on playing the main story i just want to use the game as almost like a life simulator so any suggestions that come in super late can just be added afterwards!
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Alla's Oblivion My Way View File Alla's Oblivion My Way Little additions to make Oblivion more fun Dragonwing Lodge If you explore the mountains, you'll find a small house. You'll have to solve a few riddles to take possession of it, though. Inside you'll find a bed, plenty of safe storage, cooking and crafting amenities, and two rather special wall decorations. (If you are using the CObl version, you will discover one other interesting thing in the Lodge.) Cloud Ruler Quarters It seems wildly unfair not that Martin and Jauffre had private quarters -- after all, one's the Emperor and the other is the Head Blade -- but that they expected the hero to share the dorm-barracks. No. Just no. Look for the Hero's Quarters in Cloud Ruler Temple; you'll find safe storage and the usual amenities. (And the extra interesting thing that CObl provides.) Crafting Stations The Herbcraft Notes acts as a full leveled Alchemy Apparatus set, and the Enchanting Manual acts as a Spellmaking Station (because not everyone wants to join a guild just to mix a potion or enchant a sword). Fun with Cooking You will find cooking amenities not just in Dragonwing Lodge or the Hero's Quarters, but throughout Cyrodiil (usually outdoors). Cook Pots will make 4 Meals; Mixing Bowls will make 2 Salads; Drink Pitchers will make 2 Drinks. A CookBook lists what you can make, and what ingredients you need. (Each recipe requires 3 ingredients). Pebbles, Clothes, Gear, and Jewelry There are several "Pebbles" to be found in various places -- in containers, at various shops, in the possession of many people and creatures. These Pebbles can be used like Sigil Stones to enchant your armor or clothes. There is also some enchanted jewelry which will help you on your adventures. Most Chest items (Cuirasses, shirts/blouses, robes) no longer hide amulets and necklaces. Let's face it, either you spent a lot of money on your jewelry, or you risked your life to acquire it. You want people to see it! Brother Maborel's Paint Horse That is a really stupid name for a horse, so he has been renamed in honor of a famous racehorse. Keep in mind, none of the goodies are just plunked down somewhere obvious. You will have to look around, use your brains, explore, and examine things around you. (But nothing is terribly hard to see, locate, or use.) ================================================================================================== Requirements for AllaObMyWay = OBSE Requirements for AllaObMyWay-CObl = OBSE + CObl AllaObMyWay/AllaObMyWay-CObl should play nice with most other mods. (I highly recommend Kuertee's "Eat and Sleep", Kvatchcount's "Return the Stolen Items Redux", and TheWizardKs's "Word of Recall") ================================================================================================== Install = Manual install recommended. Choose ONE ESP only! Place AllaObMyWay.esp, Meshes, and Textures, into your Oblivion\Data directory. When you're asked to "Replace" click "Yes". (You won't overwrite any existing files, all that will happen is the meshes, textures, and icons for AllaObMyWay will end up where they belong.) *OR* Place AllaObMyWay-CObl.esp, Meshes, and Textures, into your Oblivion\Data directory. When you're asked to "Replace" click "Yes". (You won't overwrite any existing files, all that will happen is the meshes, textures, and icons for AllaObMyWay-CObl will end up where they belong.) Uninstall Remove AllaObMyWay.esp or AllaObMyWay-CObl.esp from your Data directory. Remove AllaMeshes from your Meshes folder. Remove AllaTextures from your Textures folder. Remove the 8 "Alla" icon files from your Textures>Menus>Icons>Clutter Folder *****DO NOT ATTEMPT TO "CLEAN" THIS MOD. All changes are intentional. "Cleaning" will simply break it and render it unusable.***** If you need to find something from this mod in the CS, just look for anything prefixed with Alla -- Scripts, Meshes, Textures, Icons. Note: You may find the console commands "GetBaseObject" and "SetActorFullName" handy. To use GetBaseObject drop the item on the ground, open the console, click the item, and type GetBaseObject. That will give you the item's code; the first two characters will be the number of the mod the item comes from. To use SetActorFullName click a creature, open the console, and type SetActorFullName MyExample or, SetActorFullName "My Example" if the name has a space in it. ================================================================================================== FAQ It doesn't work! Did you choose ONE ESP and place it in your Oblivion\Data directory? Did you place the Meshes and Texture folders in your Data folder? Did you ACTIVATE the plugin? Did you use BOSS, SkyBSA, or something similar, to sort your plugins? Did you refrain from "cleaning" the mod? I did tell you not to, remember? I installed AllaObMyWay or AllaObMyWay-CObl correctly, but I think I found a bug! Uh-oh. Can you describe it so I can try to fix it? What happened, under what conditions, and can you repeat the problem? Hey, this other mod does some or all of the same stuff! It's nice to have variety, isn't it? May I use your models or textures? NO, you may NOT use my models or textures without express permission. May I use your scripts? YES, you certainly may. Scripting for Oblivion (and Skyrim) confuses the snot out of me. Once I finally figure something out, I want to share it and perhaps save others the cost of a case of aspirin. Submitter Allannaa Submitted 09/21/2021 Category Other Requires OBSE
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2
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- crafting
- enchantments
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In your opinion, what is the most realistic adult game that includes a great deal of character customization options and animations?
- 8 replies
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- life simulation
- lifesim
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