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  1. 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?
  2. 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 Requires NVSE 4.5.7+, nx15+, Spunk 0.79+
  3. View File 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. Submitter cytochrome_p450 Submitted 01/06/2018 Category Other Requires SKSE, SkyUI, SlaveTats Special Edition Compatible No  
  4. Sexout Struggle View File 1) Description : /!\ This mod is a ressource modder, it won't do anything by itself /!\ (But you can find here a modified version of SexAssault which implements this mod) This mod will allow you to implement a struggle bar in your mod to add/replace random calculations that simulate whether the player has won or lost an imaginary struggle. I have designed this mod to be as interactive as possible to promote immersion. Victory or defeat will be based on the player's skill but also on the character stats (S.P.E.C.I.A.L.), health point and gender of the characters involved so that the wrestle remains realistic. The wrestling between player and NPC can be done in both directions, meaning that the player can trigger a struggle as a victim as well as an aggressor. The code is structured to be easily implementable in any mod, and easily upgradeable to add more features that will come along. I still have a lot of revolutionary ideas/improvements to make the wrestling more immersive but it will also depend on the success of this mod... 2) Compatibility : SexoutStruggle is a safe install, it can't have any compatibility issues with other mods as it won't do anything on its own. It will do absolutely nothing and is also designed to consume no resources until its functions are called (except for its MCM menu which will loop and consume very few resources in game). Unless other mods use identical script names to SexoutStruggle or global variables with identical names to my local variables, there should be no problem (I've done everything I can to make sure that doesn't happen). SexoutStruggle would have compatibility problems if it triggered itself before calling a sex scene (e.g. The player could be stripped or robbed before the wrestling starts or sexoutStruggle could be triggered after a win/loss calculation was initiated by another mod). As sexoutStruggle doesn't have a crystal ball to guess how the mod it will work with will be arranged, I had no choice but to make SexoutStruggle a modder resource so that it can be directly implemented by the mod(s) concerned. This way, any compatibility problems can then be solved directly by the calling script. 3) Options available in V1.1.0 : Here is the current Option menu with explanations: Here is the current HUD menu with explanations : 4) Implement SexoutStruggle in your mod : If you want to play with SexoutStruggle 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 that incorporates SexoutStruggle using the functions below: (This only explains how work the functions and dialog variables of sexoutStruggle, you must have some scripting knowledge to successfully implement this mod) You can manage SexoutStruggle with only 3 functions : - (short) StruggleFctMAINstart actor:ref IsAssailant:short - (short) StruggleFctAddActor actor:ref - StruggleFctMAINstop And 2 reading variables : - (short) Struggle.isFinish - (short) Struggle.PlayerSuccess Optionally, you may also want to read : - (short) Struggle.multipleActorEnable - GetQuestRunning Struggle StruggleFctMAINstart : 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 aStalker let aStalker := GSJoeCobbRef if eval (Call StruggleFctMAINstart aStalker 1) ; Struggle can start endif Or... ref aVictim let aVictim := SunnyRef if eval (Call StruggleFctMAINstart aVictim 0) ; Struggle can start endif StruggleFctAddActor : This function allows another NPC to join the struggle against the player (you cannot specify whether this NPC is an aggressor or a victim helper as SexoutStruggle does not support this possibility). So, if the player is an aggressor, this function will help the victim NPC; if the player is being aggressed, this function will help his/her Stalker. The struggle must be in progress to use this function, otherwise it will fail and return FALSE. ref anotherStalker let anotherStalker := EasyPeteRef if eval (Call StruggleFctAddActor anotherStalker) ; anotherStalker has been added endif Or... if Struggle.multipleActorEnable if eval (Call StruggleFctAddActor EasyPeteRef) ; anotherStalker has been added endif endid 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 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 : Majors: Minors: - Add an option to increase struggle difficulty (easy) - Add a struggle penalty for injured limbs (impossivle without using additionals plugins such as ShowOff-NVSE). - Developing the 'Struggle shaking effect' (impossible without using additionals plugins such as SUPNVSE or JohnyGuitar) - Developing an animation camera (impossible without using additionals plugins such as SUPNVSE or JohnyGuitar) (easy) / (medium) / (hard) / (impossible) are only personal estimates, I could be wrong. 7) List of changes : SexAssault revised version for SexoutStruggle : /!\ This version contains a lot of changes and is currently being tested, so when you use this version save your games in a new location but do not overwrite your saves that were using the original version (unless you agree to lose those saves). These changes attempt to make the behaviour of combat sexors much more realistic and give you more challenges. If your character is really 'too sexy' (high charisma), don't expect to easily get out of situations where you are surrounded by a bunch of horny creeps. You're going to have to learn to be smart and careful, otherwise your ass will seriously suffer... For a better game experience, I recommend setting the Sloppy Seconds Delay Time to '0' and using the Stamina mod from Fallout2AM Requirements: Same requirements than the original version + SexoutStruggle meaning : - FalloutNV.esm - Sexout.esm - SexoutCommonResources.esm - SexoutStruggle.esm - And all the requirements that the above mods require How to install this version? If you are already playing with the official version SexoutSexAssault-November-29-2015 : - Uncheck the original version from FOMM and delete it - Go into Package Manager, disable SexoutSexAssault-November-29-2015 and delete it - Close FOMM and restart it - Install SexoutSexAssault_For_Struggle-May-22-2023 (Package Manager => Add FOMod => Select the file => Activate) If you have never installed SexoutSexAssault : - Check how install SexAssault and its requirements since original version (but don't install SexoutSexAssault) - Then install SexoutSexAssault_For_Struggle-May-22-2023 (Package Manager => Add FOMod => Select the file => Activate) What if you get some errors/crashes/bugs? - Ensure that you have enabled the SexAssault's DEBUG MODE (in the sub-menu Mod Settings). Then, as soon as you got the problem, leave the game and post your "StruggleLog.txt" mentioning the issue. If DEBUG MODE was disabled and you just enabled it, then save and reload the game to capture logs in "StruggleLog.txt" (an oversight on my part, will be fixed in the next release). Good to know : Disabling DEBUG MODE can help you reduce lag, but cannot help me diagnose issues. ToDoList Majors: - Make that companions protect the player from attempted rape (medium) - Taking companions into account when the enemy is hostile (combat sexor)(hard) - Fix the problem of non-referenced actors in SexAssaultDoPreRapeQuestScript when the victim is a companion and the aggressor is a Stalker Minors/Suggestions: - Reorganise the options in the right menus - Player is gradually stripped naked (medium/hard) - Combat sexors aims mainly for the legs (?) => (easy) / (medium) / (hard) / (impossible) - Having a non-aggression probability (with a delay) after being raped by any enemy (creature included) (very hard) - NPCs abusing each other (very hard) (easy) / (medium) / (hard) / (impossible) are only personal estimates, I could be wrong. List of changes: Here is a list of changes made to SexAssault from its last official release (Nov 29 2015). These changes are intended to make it work with SexoutStruggle, but also to make many improvements (in my opinion) and to add some fixes. Submitter Machiavelique Submitted 05/06/2023 Category Framework & Resources Requires NVSVE 5_1, JIP UIO 2.30, JIP LN NVSE 55.10, MCM
  5. 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  
  6. Version 1.0.0

    539 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
  7. 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  
  8. In your opinion, what is the most realistic adult game that includes a great deal of character customization options and animations?
  9. Version 1.0d

    8,688 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.
  10. Version 0.24

    2,127 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
  11. DoctaSax

    SexoutLust

    Version 7.02 (20141221)

    49,484 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 -----------
  12. Version v6.51 [2/12/13]

    6,120 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.
  13. Version 0.8

    11,496 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.
  14. Version 1.1.0

    3,307 downloads

    1) Description : /!\ This mod is a ressource modder, it won't do anything by itself /!\ (But you can find here a modified version of SexAssault which implements this mod) This mod will allow you to implement a struggle bar in your mod to add/replace random calculations that simulate whether the player has won or lost an imaginary struggle. I have designed this mod to be as interactive as possible to promote immersion. Victory or defeat will be based on the player's skill but also on the character stats (S.P.E.C.I.A.L.), health point and gender of the characters involved so that the wrestle remains realistic. The wrestling between player and NPC can be done in both directions, meaning that the player can trigger a struggle as a victim as well as an aggressor. The code is structured to be easily implementable in any mod, and easily upgradeable to add more features that will come along. I still have a lot of revolutionary ideas/improvements to make the wrestling more immersive but it will also depend on the success of this mod... 2) Compatibility : SexoutStruggle is a safe install, it can't have any compatibility issues with other mods as it won't do anything on its own. It will do absolutely nothing and is also designed to consume no resources until its functions are called (except for its MCM menu which will loop and consume very few resources in game). Unless other mods use identical script names to SexoutStruggle or global variables with identical names to my local variables, there should be no problem (I've done everything I can to make sure that doesn't happen). SexoutStruggle would have compatibility problems if it triggered itself before calling a sex scene (e.g. The player could be stripped or robbed before the wrestling starts or sexoutStruggle could be triggered after a win/loss calculation was initiated by another mod). As sexoutStruggle doesn't have a crystal ball to guess how the mod it will work with will be arranged, I had no choice but to make SexoutStruggle a modder resource so that it can be directly implemented by the mod(s) concerned. This way, any compatibility problems can then be solved directly by the calling script. 3) Options available in V1.1.0 : Here is the current Option menu with explanations: Here is the current HUD menu with explanations : 4) Implement SexoutStruggle in your mod : If you want to play with SexoutStruggle 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 that incorporates SexoutStruggle using the functions below: (This only explains how work the functions and dialog variables of sexoutStruggle, you must have some scripting knowledge to successfully implement this mod) You can manage SexoutStruggle with only 3 functions : - (short) StruggleFctMAINstart actor:ref IsAssailant:short - (short) StruggleFctAddActor actor:ref - StruggleFctMAINstop And 2 reading variables : - (short) Struggle.isFinish - (short) Struggle.PlayerSuccess Optionally, you may also want to read : - (short) Struggle.multipleActorEnable - GetQuestRunning Struggle StruggleFctMAINstart : 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 aStalker let aStalker := GSJoeCobbRef if eval (Call StruggleFctMAINstart aStalker 1) ; Struggle can start endif Or... ref aVictim let aVictim := SunnyRef if eval (Call StruggleFctMAINstart aVictim 0) ; Struggle can start endif StruggleFctAddActor : This function allows another NPC to join the struggle against the player (you cannot specify whether this NPC is an aggressor or a victim helper as SexoutStruggle does not support this possibility). So, if the player is an aggressor, this function will help the victim NPC; if the player is being aggressed, this function will help his/her Stalker. The struggle must be in progress to use this function, otherwise it will fail and return FALSE. ref anotherStalker let anotherStalker := EasyPeteRef if eval (Call StruggleFctAddActor anotherStalker) ; anotherStalker has been added endif Or... if Struggle.multipleActorEnable if eval (Call StruggleFctAddActor EasyPeteRef) ; anotherStalker has been added endif endid 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 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 : Majors: Minors: - Add an option to increase struggle difficulty (easy) - Add a struggle penalty for injured limbs (impossivle without using additionals plugins such as ShowOff-NVSE). - Developing the 'Struggle shaking effect' (impossible without using additionals plugins such as SUPNVSE or JohnyGuitar) - Developing an animation camera (impossible without using additionals plugins such as SUPNVSE or JohnyGuitar) (easy) / (medium) / (hard) / (impossible) are only personal estimates, I could be wrong. 7) List of changes : SexAssault revised version for SexoutStruggle : /!\ This version contains a lot of changes and is currently being tested, so when you use this version save your games in a new location but do not overwrite your saves that were using the original version (unless you agree to lose those saves). These changes attempt to make the behaviour of combat sexors much more realistic and give you more challenges. If your character is really 'too sexy' (high charisma), don't expect to easily get out of situations where you are surrounded by a bunch of horny creeps. You're going to have to learn to be smart and careful, otherwise your ass will seriously suffer... For a better game experience, I recommend setting the Sloppy Seconds Delay Time to '0' and using the Stamina mod from Fallout2AM Requirements: Same requirements than the original version + SexoutStruggle meaning : - FalloutNV.esm - Sexout.esm - SexoutCommonResources.esm - SexoutStruggle.esm - And all the requirements that the above mods require How to install this version? If you are already playing with the official version SexoutSexAssault-November-29-2015 : - Uncheck the original version from FOMM and delete it - Go into Package Manager, disable SexoutSexAssault-November-29-2015 and delete it - Close FOMM and restart it - Install SexoutSexAssault_For_Struggle-May-22-2023 (Package Manager => Add FOMod => Select the file => Activate) If you have never installed SexoutSexAssault : - Check how install SexAssault and its requirements since original version (but don't install SexoutSexAssault) - Then install SexoutSexAssault_For_Struggle-May-22-2023 (Package Manager => Add FOMod => Select the file => Activate) What if you get some errors/crashes/bugs? - Ensure that you have enabled the SexAssault's DEBUG MODE (in the sub-menu Mod Settings). Then, as soon as you got the problem, leave the game and post your "StruggleLog.txt" mentioning the issue. If DEBUG MODE was disabled and you just enabled it, then save and reload the game to capture logs in "StruggleLog.txt" (an oversight on my part, will be fixed in the next release). Good to know : Disabling DEBUG MODE can help you reduce lag, but cannot help me diagnose issues. ToDoList Majors: - Make that companions protect the player from attempted rape (medium) - Taking companions into account when the enemy is hostile (combat sexor)(hard) - Fix the problem of non-referenced actors in SexAssaultDoPreRapeQuestScript when the victim is a companion and the aggressor is a Stalker Minors/Suggestions: - Reorganise the options in the right menus - Player is gradually stripped naked (medium/hard) - Combat sexors aims mainly for the legs (?) => (easy) / (medium) / (hard) / (impossible) - Having a non-aggression probability (with a delay) after being raped by any enemy (creature included) (very hard) - NPCs abusing each other (very hard) (easy) / (medium) / (hard) / (impossible) are only personal estimates, I could be wrong. List of changes: Here is a list of changes made to SexAssault from its last official release (Nov 29 2015). These changes are intended to make it work with SexoutStruggle, but also to make many improvements (in my opinion) and to add some fixes.
  15. Hello guys! This is my first post and my first cry for help. I'm not sure if this is the right place so please correct me if I've done wrong. I've looked all over the internet and I can't seem to find any articles on this. I'm hoping to create an animation set for pregnant sims that includes the mesh for a baby as an object. A realistic birth mod if you will. I've searched for something like this my entire sim-playing career (since the year 2000) and I can't seem to find anything that really fits what I want. For the Sims 4, there seems to be nothing other than poses that you must move sims to the correct place to get them to look right and they are basically only for story telling purposes with photos, not video. I'm looking to make something kind of like WW has with their animations that you can click couches and beds and other objects to initiate the animations. And click the sim to "begin labor" and cycle through different animations and stages on hospital beds, home beds, bathtubs, standing, laying on the floor, and squatting, with and without other sims (father, doctor, midwife, etc). I've pulled the mesh for the baby from Sims 4 Studio and imported to Blender. I can move all the joints and everything as I want and I can move the mother sim (I got a modded rig here). I understand how to create an animation and how the frames work and the looping of the animation and all that. I can change the baby mesh position to where it is scrunched up (like actual babies are in the womb) and it hides it completely within the belly of the mesh of the mother. While animating, I can then move the baby down and out the vagina to have it be realistic. This is all I have done so far on this idea of mine. Most of it is still conceptual in my head, since I've never made a full animation clip or mod or CC before. I know I should probably start smaller, but this mod is something I've been wanting for so long and I've seen many other simmers request something like it as well. I'm no programmer, but I'm more than willing to learn and to take this step by step. I want to have a basic release, then add features and animations into it, like WW has done over the years. I have a few issues and questions that I'm hoping a more experienced animator/modder can answer for me to help me bring my ideas into the light of day. So, my first issue. I would really like to recolor the baby object mesh to be nude. I know that is a strange request, but babies aren't born with diapers or onesies on lol. I'm not very good with 2D editing to make the texture for it from scratch to look realistic or fit the mesh properly. I tried to pull some images off google for the flat texture for the toddle mesh, but again, it wouldn't fit on the baby mesh and I'm not sure how to resize it. I looked everywhere for a pre-made one, but was unsuccessful in find it. Any tips or tricks to 2D edit a texture for a nude baby mesh, or how to edit toddler meshes to be nude and resize them would be greatly appreciated. Next, I would like to learn how to add objects into animations. And be able to click objects to trigger animations. I would like for the mother sim to be able to click the object baby and be able to select for "labor" (mock labor since its an animation probably, unless there is a way to actually mod the labor system in TS4, but from what I've read on post of other simmers requesting it, its extremely difficult and buggy), which would teleport the object baby to the area in the mother mesh where it is hidden in the belly. Then be able to use different objects and sims, like listed above (beds, tubs, etc). Ultimately, it would be really nice to not have to have an object baby to click really. It would be awesome if there was a way to click the sim itself to "start labor" which would generate the object baby within the belly mesh so you don't have to purchase it in buy mode, it is just generated by the animation (kind of like when sims create sculptures, cook food, use a bookshelf, or like Nissa's Whicked Perversions has the daughter of the Easter bunny that lays eggs). I have a ton of other ideas that I'd like to add in time, but these are the basic issues I'm facing and i'm looking too the modding community to help a newbie out. I want to be able to get a basic functioning mod/animation set out to itch that scratch for realism when it comes to childbirth. Like I mentioned, this is my first project. I don't know all the lingo and vernacular yet, or advanced techniques. If you could dumb down your responses, or include pictures, GIFs, or videos to help me better understand, it would mean the world to me! Thanks so much for all your creations that already exist and your efforts into the ones that you are currently working on, you guys are amazing!
  16. 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!
  17. 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  
  18. 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  
  19. 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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