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  1. Pama´s Interactive Gallows View File This is the definitive Solution if you want to execute your followers by hanging, or want this Experience for your Dragonborn. An easy to set up kit to build a fully Physics enabled Gallow, which can be used to torture/kill characters. New Features - An All new System which allows for the use of a real Havok-enabled rope to be connected to the victims Neck during Ragdoll phase AND animations(!) - virtually seamless transition between animated -> Ragdoll phase - Fully self contained. doesn´t require any Quest scripting to work. Just Place in the world, set references to Lever/wheel, and you´re good to go. - Torture functionality: Hoist victims up to choke them, rather than killing them outright. - victims can be released without killing them - Dead victims remain Tied up - corpses can be removed from the rope, without breaking the bindings - automated mode available. useful if you want to kill yourself - nonlethal mode available - tons of customizable options available via script properties (detailed explanation further below How to install -Use mod manager of your choice or drop into your data-Folder manually -Let it overwrite ZAP8, ZAP8+ and Heretical Resources if asked -run FNIS! How to use on yourself -You should see the notification "Gallow Ready" when approaching. if not, punch it (or just try activating the lever/wheel) it will then ready itself. - It is set to automated if used by the player, so just enter it and see what happens. How to use on NPC´s -Command your follower to use the Gallow Furniture. Or use the SetFavorStat command for any other NPC -using the Lever now will do the obvious thing. -you can use the Wheel at the side of the Gallow to hoist your victim up, as seen in the screenshots. Victim will loose HP if you do this. -punching the Gallow will bring the victims back to its feet. ("punching" = "attack") -punching the Gallow AGAIN will completely release the Victim -if your victim IS DEAD, punching the gallow will remove the corpse and reset the Gallow Location of this Demo -GallowsLanding, East of whiterun. -There is a identical named cell, if you want to find it in the Creation Kit -If you want to try out the nonlethal mode, but don't know how to use the Creation Kit, replace the .esp with this one InteractiveGallow.esp Minitutorial for those who have a basic idea on how to use the Creation kit: SE Version -Available Now! Known Issues -This does NOT work twice on the Player character. If you Kill yourself with this, you have to restart your Game, or change Character for it to work again. Solved -When Loading a savegame in close proximity to this thing, it might fail to initialize properly. Punch It to solve. -Visual Results in General might vary, depending on victims size. Its optimized for Vanilla characters without any bodyscale alterations. (and maybe a bit smaller) -3rd Person view can break when PC´s using it. This might happen to larger characters. Solution: IF this happens to you, try scaling down your character to 0.97-0.95 BEFORE using the Gallow. Compatibility Issues: For Sexlab-Defeat users: You need this version: SexLab Defeat v5.3.5 fixed - Eng 180903 Bane Version Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018) ESP which you can find here: https://www.loverslab.com/topic/19941-sexlab-defeat/page/505/ The old default v5.3.5 WON´T work properly! Interactive BDSM Not compatible right now. If you want to use it, you need the non-Lethal version of this Gallow (see above) For Modders How to set up? -> Manual with images is available as separate download. Script properties Functional Properties -rope: Select the Rope in Render Window -Dummy: select the Rigid body dummy. (you might want to look for its FormID in the Cell View) -wheel: Select the Wheel in Render Window ( Any kind of Activator can be used instead of the GarrroteWheel) -Lever: Select the Lever in Render Window ( Any kind of Activator can be used instead of the this specific Lever) -Trapdoor: Select the Trapdoor in Render Window ( Can be any Kind of Trapdoor, including Vanilla ones) -zbf: select ZBF from the dropdown menu ( this is for recognition of ZAP keywords) optional properties -Collar: The Rope around the victims Neck. recommended: zbfCollarRopeExtreme02 -cuffs: the restraints you want to have equipped on the victim. used in demo: zbfCuffsRope02 -tieFeet: leave unchecked if you dont want the Victims Ankles to be Tied up -damageModifierPlayer: damage/sec to the Player when being choked -damageModifierNPC: damage/sec to NPC´s when being choked -automaticForPlayer: check if you want the furniture to go through an automated sequence when activated by the player -automaticForNPC: same for NPC´s -removeCuffsOnRelease: check if you want to remove cuffs on (Alive)Released Victims -nonLethal: toggles the nonlethal mode on. Characters will go unconscious rather than die and will be released after a while. -deathCamDuration: deathcam duration after you died. also controls the unconscious Phase when nonLethal is toggled on. (This value Only Applies, when you are killed by the Gallow, it doesn't interfere with other mods that alter deathcam duration.) -onlyRopeShootdwn: NOT YET USED sound Properties should be self explanatory. no sound files are selected yet. suiting files will hopefully be included in the upcoming ZAP9 Permissions You can use this However you like. Just send me a link if you include it somewhere. If you need additional info/Help/alterations for usage in your own mod, just let me know. I´m always glad when i can help If you like my work and want to support me, consider becoming a patreon! https://www.patreon.com/Pamatronic Special Thanks / Credits -t.ara for all the ZAP Stuff, a swell as the initial impulse to start this thing in the first place -Musje for Technical support Check Out my other scripts for ZAP Furnitures: Submitter Pamatronic Submitted 04/02/2020 Category Modders Resources Requires FNIS, ZAP8 Special Edition Compatible Yes
  2. Pama´s Deadly Furniture (scripts) View File This is an ongoing work to bring actual functionality to Execution/torture devices added by zap ZAP (or any other source if i can get my hands on them). Features -works on player and NPC´s -Fully interactive. The garotte for example allows to slowly suffocate your victims, or to keep going until their necks break. -Fully self contained. doesn´t require any Quest scripting to work. (well, at least partially) -Nonlethal mode available which will knock you/NPC out for a adjustable time rather than killing. -Fully reusable -MCM with tons of options (death camera duration, knock out duration, amount of chocking damage to PC/NPC ...) -(coming soon) options for equippables like gags/blindfolds -sound Options -Self construction routine. This allows you to place these things via console /cell builder/other placement mod (description below) Hard requirements! (if you complain about any error thats caused by ignoring these, i WILL make fun of you!) -Powerofthree´s Papyrus Extender For LE: https://www.nexusmods.com/skyrim/mods/95017 For SE: https://www.nexusmods.com/skyrimspecialedition/mods/22854 -Zap8: For LE: https://www.loverslab.com/files/file/4688-zaz-animation-pack-v-80-2017-11-15/ https://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/ For SE: https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ (You need to scroll down a bit to see the links for version the 8.0 version) -Fnis/Nemesis I believe that you can find one of these on your own. - SE converted animations (PamaDeadlyFurniture_SSE_ConversionFiles_VX.X.X) can be found under downloads. !Always use the most recent version, even if its version doesn't match the main mods! Do NOT download these if you are on LE! Installation -Mod manager of your choice or drop manually into you data Folder -SSE users install the the SSE-conversion files just like a regular mod -Install them AFTER the main mod and make sure they overwrite anything from the main mod -Run FNIS/Nemesis Demo Location -outside of the regular world. type the following into your console "coc pamaTestZone" Issues/Compatibility : Crash when using Guilloutine/Chopping Block This is caused by Nioverride. A quick workaround: Open Data\SKSE\Plugins\nioverride.ini try to find [Overlays/Face] and make it look like this [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=0 ; Default[3] iSpellOverlays=0 ; Default[1] For special Edition users, this setting can be found in Data\SKSE\Plugins\skee64.ini For Sexlab-Defeat users: You need this version: SexLab Defeat v5.3.5 fixed - Eng 180903 Bane Version Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018) ESP which you can find here: https://www.loverslab.com/topic/19941-sexlab-defeat/page/505/ The old default v5.3.5 WON´T work properly! Interactive BDSM Not fully compatible right now. Only the NON-Lethal variants will work properly. General All mods which place the Player or NPC´s under an Essential Alias will be problematic, since these characters cannot be killed by anything SE Version -It should work in SSE, but i didn't test it. It cannot damage your savegames, so using it shouldn't come with any risks. Already implemented: -The Garotte -The Wayrest Guilloutine -The MK2 Guilloutine -The chopping Block -Generic painfull script for stuff like static Racks/Crosses/spikey stuff/.... In the Works/planned (not necessarily in that order) -torture Rack -modified self-constructing Gallow -t.ara´s more kinky Garotte -impalement spike -spitroast -iron maiden -hanging from arms/feet/all fours utilizing the havoc rope. -and many more For those who cannot use the Creation Kit, but still want to place this somewhere else 1. use the console/placement mod to spawn one of these. 2. For Furnitures with activators (i.e. Garotte, some Racks, ....) you need to attack the main Furniture first to spawn in the remaining parts. (if it doesnt work first time, keep trying) If you want to vote on which device i should do next, Want exclusive early access to new Stuff, or Just like my work, consider supporting me: https://www.patreon.com/Pamatronic Detailed Descriptions/property Explanations TheGarotte (pamaGarotteFurniture): The Chopping Block (pamaHeadChoppingBlockFurniture) The Guillotine: The Generic Painfull Furniture (pamaGenericPainfullFurniture): For Modders -If you want any modifications for Use in your own mod, just ask. I´m always happy to help Permissions -NOT FOR COMMERCIAL STUFF -if you want to use/upload it somewhere else, please give proper credit and include a link to the original. Also, check out the Gallow: Special Thanks / Credits -T.ara for all the Furnitures/animations/Motivation -very Special thanks to Erholung for Fixing the Wayrests collision Model -To All my Patrons for the support, love you Guys Submitter Pamatronic Submitted 04/13/2020 Category Modders Resources Requires ZAP8, PowerofThree´s Papyrus Extender, SKSE, FNIS/Nemesis Special Edition Compatible Yes
  3. SexLab Fertility Mode Arousal View File What: A simple plugin to run a simple script that raises arousal during the Fertile period of Fertility Mode just prior to ovulation. The increase to arousal is quite significant over the course of a day. A roughly 120 point increase over 24 hours at the default exposure rate of 2. Alongside a high time-rate, this will demand sexual release at a time that could be risky for a wandering maiden. Or, maintain a state of arousal that might be dangerous traveling the lands of Skyrim, Why: After finishing a playthrough as a werewolf with Creatures in Heat installed (arousal based on moon phase) I found that I didn't have a mod which dynamically raised arousal like CIH. With little difficulty I could pretty much avoid any consequences from high arousal in the mods I use. I could stay cold forever so long as my time-rate was managed. This goes against my desire to have all those fun LL mods engage with gameplay, not just be a side distraction. A second thought on my mind, even during the WW playthrough, was the disconnect of having a mod (FM3) that simulated the reproductive cycle, but didn't engage with arousal. I play without the Fertility Mode widget off so there's a bit of surprise to finding out, oops, you're fertile. Maybe pressing "Whatever you desire is fine" every time in SLEN wasn't a good idea. Generally, the body wants to make a baby and it will do whatever it can to make that happen when the time is right. Hence, raise arousal during the particularly vulnerable days of the cycle. How: With some, probably, really terrible code. I tried to keep it as simple as possible, but this is the very first time I've ever made code from "scratch". I tinker quite a bit within the framework of other author's code. I'd like to imagine I'm a smart. It seems to work for me. I can't guarantee it won't brick your cousin's Switch when you install it. Specifically, the code attaches itself to the Fertile buff in Fertility Mode Fixes and Tweaks. It will start when you get the buff, end when it goes away. You might need to have the Fertility Buff/Debuffs active in the Fertility Mode MCM for the buff to be active (and my mod will work) This, as far as I am aware, is ONLY PRESENT in FM3 F&T. This will not work, afaik, with the basic Fertility Mode. I might find a way to do that if enough people don't use FM3FT. In my opinion Fixes and Tweaks was the best thing to happen to Fertility Mode. It really changes the game with how well it runs. This alongside the extra features helps me overlook the fact that Futa's don't inseminate in this version. Though, I'm pretty sure subhuman0100 is aware and wants to fix that. Script source is bundled in the mod. Have a look. If you think it's garbage please let me know. Gently, I'm sensitive. Requires: SexLab Aroused Redux SSE (should work with the Babo/Baka Edit) Fertility Mode 3 SSE Fertility Mode 3 Fixes and Tweaks (read the mod page extensively if not already installed) Submitter Papersword Submitted 08/24/2021 Category Framework & Resources Requires SexLab Aroused Redux, Fertility Mode, Fertility Mode V3 Fixes and Tweaks Regular Edition Compatible No  
  4. Version 1.0.0

    1,788 downloads

    What: A simple plugin to run a simple script that raises arousal during the Fertile period of Fertility Mode just prior to ovulation. The increase to arousal is quite significant over the course of a day. A roughly 120 point increase over 24 hours at the default exposure rate of 2. Alongside a high time-rate, this will demand sexual release at a time that could be risky for a wandering maiden. Or, maintain a state of arousal that might be dangerous traveling the lands of Skyrim, Why: After finishing a playthrough as a werewolf with Creatures in Heat installed (arousal based on moon phase) I found that I didn't have a mod which dynamically raised arousal like CIH. With little difficulty I could pretty much avoid any consequences from high arousal in the mods I use. I could stay cold forever so long as my time-rate was managed. This goes against my desire to have all those fun LL mods engage with gameplay, not just be a side distraction. A second thought on my mind, even during the WW playthrough, was the disconnect of having a mod (FM3) that simulated the reproductive cycle, but didn't engage with arousal. I play with the Fertility Mode widget off so there's a bit of surprise to finding out, oops, you're fertile. Maybe pressing "Whatever you desire is fine" every time in SLEN wasn't a good idea. Generally, the body wants to make a baby and it will do whatever it can to make that happen when the time is right. Hence, raise arousal during the particularly vulnerable days of the cycle. How: With some, probably, really terrible code. I tried to keep it as simple as possible, but this is the very first time I've ever made code from "scratch". I tinker quite a bit within the framework of other author's code. I'd like to imagine I'm a smart. It seems to work for me. I can't guarantee it won't brick your cousin's Switch when you install it. Specifically, the code attaches itself to the Fertile buff in Fertility Mode Fixes and Tweaks. It will start when you get the buff, end when it goes away. You might need to have the Fertility Buff/Debuffs active in the Fertility Mode MCM for the buff to be active (and my mod will work) This, as far as I am aware, is ONLY PRESENT in FM3 F&T. This will not work, afaik, with the basic Fertility Mode. I might find a way to do that if enough people don't use FM3FT. In my opinion Fixes and Tweaks was the best thing to happen to Fertility Mode. It really changes the game with how well it runs. This alongside the extra features helps me overlook the fact that Futa's don't inseminate in this version. Though, I'm pretty sure subhuman0100 is aware and wants to fix that. Script source is bundled in the mod. Have a look. If you think it's garbage please let me know. Gently, I'm sensitive. Requires: SexLab Aroused Redux SSE (should work with the Babo/Baka Edit) Fertility Mode 3 SSE Fertility Mode 3 Fixes and Tweaks (read the mod page extensively if not already installed)
  5. I'm trying to register some custom creature races I made for a personal mod. I copied (more or less) the script from Sexy Nixy & Sexy Dwemmy, with appropriate mod and race name changes. Here's the script: Scriptname CaroWHRegisterCreatures extends Quest SexLabFramework Property SexLab Auto Event OnInit() Debug.Trace("[CaroWH] OnInit") InitializeRaces() EndEvent ; Initialise (runs once) Function InitializeRaces() Debug.Trace("[CaroWH] Initializing") ; SexLab = Game.GetFormFromFile(0xD62, "SexLab.esm") as SexLabFramework if SexLab int slversion = SexLab.GetVersion() if slversion < 16000 SexLab = none endif endif if SexLab RegisterForModEvent("SexLabRegisterCreatureKey", "OnCreatureRegister") ; If SL is already loaded up, won't get the register event... so call it directly. if sslCreatureAnimationSlots.HasRaceKey("SabreCats") OnCreatureRegister() else Debug.Trace("[CaroWH] SL creatures not yet registered") endif else Debug.Notification("Need SexLab 1.60 or higher for sexytimes") Debug.Trace("[CaroWH] Need SexLab 1.60 or higher for sexytimes") endif EndFunction ;;;;;;;;;;;;;;;;;;;; ; Callbacks ;;;;;;;;;;;;;;;;;;;; ; Catch the SL creature register event and register our creatures if needed Function OnCreatureRegister() Debug.Trace("[CaroWH] Creature Register") sslCreatureAnimationSlots.AddRaceID("Bears", "CaroWHreaturesBearBrownRace") sslCreatureAnimationSlots.AddRaceID("Bears", "CaroWHreaturesBearSnowRace") sslCreatureAnimationSlots.AddRaceID("Chaurus", "CaroWHreaturesChaurusRace") sslCreatureAnimationSlots.AddRaceID("ChaurusHunters", "CaroWHreaturesChaurusHunterRace") sslCreatureAnimationSlots.AddRaceID("DragonPriests", "CaroWHreaturesDragonPriestRace") sslCreatureAnimationSlots.AddRaceID("Dragons", "CaroWHreaturesDragonRace") sslCreatureAnimationSlots.AddRaceID("Draugrs", "CaroWHreatiresDraugrRace") sslCreatureAnimationSlots.AddRaceID("DwarvenBallistas", "CaroWHreaturesDwarvenBallistaRace") sslCreatureAnimationSlots.AddRaceID("DwarvenCenturions", "CaroWHreaturesDwarvenCenturionRace") sslCreatureAnimationSlots.AddRaceID("DwarvenSpheres", "CaroWHreaturesDwarvenSphereRace") sslCreatureAnimationSlots.AddRaceID("DwarvenSpiders", "CaroWHreaturesDwarvenSpiderRace") sslCreatureAnimationSlots.AddRaceID("Deers", "CaroWHreaturesElkRace") sslCreatureAnimationSlots.AddRaceID("Falmers", "CaroWHreaturesFalmerRace") sslCreatureAnimationSlots.AddRaceID("Gargoyles", "CaroWHreaturesGargoyleRace") sslCreatureAnimationSlots.AddRaceID("Gargoyles", "CaroWHreaturesGargoyleVariantRace") sslCreatureAnimationSlots.AddRaceID("Giants", "CaroWHreaturesGiantRace") sslCreatureAnimationSlots.AddRaceID("Horses", "CaroWHreaturesHorseRace") sslCreatureAnimationSlots.AddRaceID("Netches", "CaroWHreaturesNetchRace") sslCreatureAnimationSlots.AddRaceID("SabreCats", "CaroWHreaturesSabreCatRace") sslCreatureAnimationSlots.AddRaceID("SabreCats", "CaroWHreaturesSabreCatSnowyRace") sslCreatureAnimationSlots.AddRaceID("Seekers", "CaroWHreaturesSeekerRace") sslCreatureAnimationSlots.AddRaceID("Trolls", "CaroWHreaturesTrollRace") sslCreatureAnimationSlots.AddRaceID("Trolls", "CaroWHreaturesTrollFrostRace") sslCreatureAnimationSlots.AddRaceID("VampireLords", "CaroWHreaturesVampireBeastRace") sslCreatureAnimationSlots.AddRaceID("Werewolves", "CaroWHreaturesWerewolfBeastRace") sslCreatureAnimationSlots.AddRaceID("Wolves", "CaroWHreaturesWolfRace") sslCreatureAnimationSlots.AddRaceID("Canines", "CaroWHreaturesWolfRace") EndFunction It fails to compile with these errors: So...what am I doing wrong? I really don't understand any of this - I can only guess that one of these script files has the function that I'm calling in my script, but why would that affect it? I admit, I know almost nothing about Papyrus, and I'm terrible at coding in general. I thought copying the script from Sexy Dwemmy would be fine, since it's not particularly old, but I have no idea. EDIT: I've noticed ' ; SexLab = Game.GetFormFromFile(0xD62, "SexLab.esm") as SexLabFramework ' might be a problem, but it's commented out. (To add, I've set up so that I'm not using MO, but I honestly don't know if I got the manual installs right on everything. The mods that I'm using (some are required for my mod, some are masters of those mods) are: I followed the install guide for MNC and CreatureFramework by MadMansGun, but I wasn't sure where some of the other mods fitted into that. I'm not sure if that makes any difference though.)
  6. XEdit Scripts - Automate Utilities (SLA, SLS, + other stuff) View File Check for NPC Tint Masks.pas Checks a mod's NPCs for face tint files in the directory you specify. Edit "sTintMaskPath" to point to your mod's FaceGenData\FaceTint directory. Make sure it ends in a backslash. The texture file name gets appended to it. e.g. "mods\[My MO2 mod dir]\Textures\Actors\Character\FaceGenData\FaceTint\[My Mod's ESP/ESM file name]\" IMAD removal.pas This file will create a image space modifier removal bat file "removeimods" in your SSE game directory. If you change your load order you will have to rerun this. To use it. Load the target ESM/ESP files in SSE Edit. This can be your entire load order. CRTL+Click the target ESM/ESP files. Or CTRL+A for your entire load order. Right click on any of the target ESM/ESP files and select "Apply Script...". Select "<new script>" from the list of available scripts dropdown You'll see the New Script Template. Copy all. Delete it. Paste the IMAD removal PAS script. Save it and name it. Run it Each "rimod" command is followed by the source mod in a comment. e.g. rimod 0401EB05; DLC2DBBookLevelIod [IMAD:0401EB05] - [04] Dragonborn.esm rimod 04023F86; DLC2HMDaedraExpImod [IMAD:04023F86] - [04] Dragonborn.esm rimod 04024FBC; DLC2HMDaedraExpImod02 [IMAD:04024FBC] - [04] Dragonborn.esm rimod 040317D8; DLC2MiraakTeleportIMODStatic [IMAD:040317D8] - [04] Dragonborn.esm rimod 04031D26; DLC2StandingStoneReleaseImod [IMAD:04031D26] - [04] Dragonborn.esm While in game you can use "bat removeimods" to remove all image space modifiers. If the something that is applying the modifier is still active it will come back. You can then ALT+TAB out of the game and edit the bat file and remove "rimod" commands to find the troublesome mod. TAWOBA SLS JSON.pas Generates a BikiniArmors.json file for SexLab Survival. Before you start. Right click on any file under "SKSE\Plugins\StorageUtilData\SL Survival\" in MO2's Data Tab and select "Reveal in Explorer". Copy the full path to SL Survival's Storage Util's directory. You'll need this later Making a "BikiniArmors.json" file with SSE Edit. Load the TAWOBA mod in SSEEdit Right of the TAWOBA ESP file name and select "Apply Script..." Select "<new script>" from the list of available scripts dropdown You'll see the New Script Template. Copy all. Delete it. Paste the TAWOBA SLS JSON PAS script. Change "sJsonPath := 'E:\';" to SL Survival's Storage Util's directory. Make sure it ends with a backslash. "BikiniArmors.json" gets appended to it later. Save it and name it. Run it The script uses the ArmorMaterialXXXXXX keywords to sort and categorize the armor. TAWOBA SL Aroused and Survival.pas Automates a large portion of adding SLA and SLS keywords to armor. Instructions for using the xedit script: The Xedit script searches the armor's name for keywords to determine what SLA keywords are applied. The SLS keyword "_SLS_BikiniArmor" is applied to every piece of armor. The SLA keyword "EroticArmor" is applied to any match when the armor's name contains one of the following words boots thong pants bikini skirt thigh harness "SLA_BootsHeels" gets added to any piece if armor with the words "boots" in its name. "SLA_ThongLowleg" added with "thong" in its name. "SLA_MicroHotpants" added with "pants" in its name. "SLA_MiniSkirt" added with "skirt" in its name. "SLA_ArmorHarness" added with "harness" in its name. "SLA_Brabikini" added with "bikini" and "top" in its name. "SLA_ArmorHalfNakedBikini" added with "bikini" and "top" but not with "dwarven" in its name. Feel free to modify and share! Submitter jbezorg Submitted 05/11/2021 Category Other Requires Sexlab Aroused Redux, Sexlab Survival Regular Edition Compatible Yes
  7. Version 1.2.0

    1,083 downloads

    Check for NPC Tint Masks.pas Checks a mod's NPCs for face tint files in the directory you specify. Edit "sTintMaskPath" to point to your mod's FaceGenData\FaceTint directory. Make sure it ends in a backslash. The texture file name gets appended to it. e.g. "C:\... ...\mods\[My MO2 mod dir]\Textures\Actors\Character\FaceGenData\FaceTint\[My Mod's ESP/ESM file name]\" IMAD removal.pas This file will create a image space modifier removal bat file "removeimods" in your SSE game directory. If you change your load order you will have to rerun this. To use it. Load the target ESM/ESP files in SSE Edit. This can be your entire load order. CRTL+Click the target ESM/ESP files. Or CTRL+A for your entire load order. Right click on any of the target ESM/ESP files and select "Apply Script...". Select "<new script>" from the list of available scripts dropdown You'll see the New Script Template. Copy all. Delete it. Paste the IMAD removal PAS script. Save it and name it. Run it Each "rimod" command is followed by the source mod in a comment. e.g. rimod 0401EB05; DLC2DBBookLevelIod [IMAD:0401EB05] - [04] Dragonborn.esm rimod 04023F86; DLC2HMDaedraExpImod [IMAD:04023F86] - [04] Dragonborn.esm rimod 04024FBC; DLC2HMDaedraExpImod02 [IMAD:04024FBC] - [04] Dragonborn.esm rimod 040317D8; DLC2MiraakTeleportIMODStatic [IMAD:040317D8] - [04] Dragonborn.esm rimod 04031D26; DLC2StandingStoneReleaseImod [IMAD:04031D26] - [04] Dragonborn.esm While in game you can use "bat removeimods" to remove all image space modifiers. If the something that is applying the modifier is still active it will come back. You can then ALT+TAB out of the game and edit the bat file and remove "rimod" commands to find the troublesome mod. TAWOBA SLS JSON.pas Generates a BikiniArmors.json file for SexLab Survival. Before you start. Right click on any file under "SKSE\Plugins\StorageUtilData\SL Survival\" in MO2's Data Tab and select "Reveal in Explorer". Copy the full path to SL Survival's Storage Util's directory. You'll need this later Making a "BikiniArmors.json" file with SSE Edit. Load the TAWOBA mod in SSEEdit Right of the TAWOBA ESP file name and select "Apply Script..." Select "<new script>" from the list of available scripts dropdown You'll see the New Script Template. Copy all. Delete it. Paste the TAWOBA SLS JSON PAS script. Change "sJsonPath := 'E:\';" to SL Survival's Storage Util's directory. Make sure it ends with a backslash. "BikiniArmors.json" gets appended to it later. Save it and name it. Run it The script uses the ArmorMaterialXXXXXX keywords to sort and categorize the armor. TAWOBA SL Aroused and Survival.pas Automates a large portion of adding SLA and SLS keywords to armor. Instructions for using the xedit script: The Xedit script searches the armor's name for keywords to determine what SLA keywords are applied. The SLS keyword "_SLS_BikiniArmor" is applied to every piece of armor. The SLA keyword "EroticArmor" is applied to any match when the armor's name contains one of the following words boots thong pants bikini skirt thigh harness "SLA_BootsHeels" gets added to any piece if armor with the words "boots" in its name. "SLA_ThongLowleg" added with "thong" in its name. "SLA_MicroHotpants" added with "pants" in its name. "SLA_MiniSkirt" added with "skirt" in its name. "SLA_ArmorHarness" added with "harness" in its name. "SLA_Brabikini" added with "bikini" and "top" in its name. "SLA_ArmorHalfNakedBikini" added with "bikini" and "top" but not with "dwarven" in its name. Feel free to modify and share!
  8. I'm trying to save the script in GECK but no matter waht I do It won't save something has got to be wrong with the script. I wouldn't know because I'm shit. scn Sheeeh int bIsSheeehPressed Begin GameMode if bIsSheeehPressed != IsKeyPressed 50 set bIsSheeehPressed to IsKeyPressed 50 if bIsSheeehPressed playsound zSheeehfx 1 endif endif End
  9. Version 1.7.0

    23,409 downloads

    This is an ongoing work to bring actual functionality to Execution/torture devices added by zap ZAP (or any other source if i can get my hands on them). Already implemented: -The Garotte -The Wayrest Guilloutine -The MK2 Guilloutine -The chopping Block -Generic painfull script for stuff like static Racks/Crosses/spikey stuff/.... General Features -works on player and NPC´s -Fully interactive. The garotte for example allows to slowly suffocate your victims, or to keep going until their necks break. -Nonlethal mode available which will knock you/NPC out for a adjustable time rather than killing. -Fully reusable -MCM with tons of options (death camera duration, knock out duration, amount of chocking damage to PC/NPC ...) -sound Options -Self construction routine. This allows you to place these things via console /cell builder/other placement mod (description below) Hard requirements! (if you complain about any error thats caused by ignoring these, i WILL make fun of you!) -Powerofthree´s Papyrus Extender For LE: https://www.nexusmods.com/skyrim/mods/95017 For SE: https://www.nexusmods.com/skyrimspecialedition/mods/22854 -Zap8: For LE: https://www.loverslab.com/files/file/4688-zaz-animation-pack-v-80-2017-11-15/ https://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/ For SE: https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ (You need to scroll down a bit to see the links for version the 8.0 version) -Fnis/Nemesis I believe that you can find one of these on your own. - SE converted animations (PamaDeadlyFurniture_SSE_ConversionFiles_VX.X.X) can be found under downloads. !Always use the most recent version, even if its version doesn't match the main mods! Do NOT download these if you are on LE! Installation -Mod manager of your choice or drop manually into you data Folder -SSE users install the the SSE-conversion files just like a regular mod -Install them AFTER the main mod and make sure they overwrite anything from the main mod -Run FNIS/Nemesis Demo Location -outside of the regular world. type the following into your console "coc pamaTestZone" Issues/Compatibility : Crash when using Guilloutine/Chopping Block This is caused by Nioverride. A quick workaround: Open Data\SKSE\Plugins\nioverride.ini try to find [Overlays/Face] and make it look like this [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=0 ; Default[3] iSpellOverlays=0 ; Default[1] For special Edition users, this setting can be found in Data\SKSE\Plugins\skee64.ini For Sexlab-Defeat users: You need this version: SexLab Defeat v5.3.5 fixed - Eng 180903 Bane Version Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018) ESP which you can find here: https://www.loverslab.com/topic/19941-sexlab-defeat/page/505/ The old default v5.3.5 WON´T work properly! Interactive BDSM Not fully compatible right now. Only the NON-Lethal variants will work properly. General All mods which place the Player or NPC´s under an Essential Alias will be problematic, since these characters cannot be killed by anything SE Version -It should work in SSE, but i didn't test it. It cannot damage your savegames, so using it shouldn't come with any risks. For those who cannot use the Creation Kit, but still want to place this somewhere else 1. use the console/placement mod to spawn one of these. 2. For Furnitures with activators (i.e. Garotte, some Racks, ....) you need to attack the main Furniture first to spawn in the remaining parts. (if it doesnt work first time, keep trying) If you want to vote on which device i should do next, Want exclusive early access to new Stuff, or Just like my work, consider supporting me: https://www.patreon.com/Pamatronic Detailed Descriptions/property Explanations TheGarotte (pamaGarotteFurniture): The Chopping Block (pamaHeadChoppingBlockFurniture) The Guillotine: The Generic Painfull Furniture (pamaGenericPainfullFurniture): For Modders -If you want any modifications for Use in your own mod, just ask. I´m always happy to help Permissions -NOT FOR COMMERCIAL STUFF -if you want to use/upload it somewhere else, please give proper credit and include a link to the original. Also, check out the Gallow: Special Thanks / Credits -T.ara for all the Furnitures/animations/Motivation -very Special thanks to Erholung for Fixing the Wayrests collision Model -To All my Patrons for the support, love you Guys
  10. Version 3.0

    16,523 downloads

    This is the definitive Solution if you want to execute your followers by hanging, or want this Experience for your Dragonborn. An easy to set up kit to build a fully Physics enabled Gallow, which can be used to torture/kill characters. New Features - An All new System which allows for the use of a real Havok-enabled rope to be connected to the victims Neck during Ragdoll phase AND animations(!) - virtually seamless transition between animated -> Ragdoll phase - Fully self contained. doesn´t require any Quest scripting to work. Just Place in the world, set references to Lever/wheel, and you´re good to go. - Torture functionality: Hoist victims up to choke them, rather than killing them outright. - victims can be released without killing them - Dead victims remain Tied up - corpses can be removed from the rope, without breaking the bindings - automated mode available. useful if you want to kill yourself - nonlethal mode available - tons of customizable options available via script properties (detailed explanation further below How to install -Use mod manager of your choice or drop into your data-Folder manually -Let it overwrite ZAP8, ZAP8+ and Heretical Resources if asked -run FNIS! How to use on yourself -You should see the notification "Gallow Ready" when approaching. if not, punch it (or just try activating the lever/wheel) it will then ready itself. - It is set to automated if used by the player, so just enter it and see what happens. How to use on NPC´s -Command your follower to use the Gallow Furniture. Or use the SetFavorStat command for any other NPC -using the Lever now will do the obvious thing. -you can use the Wheel at the side of the Gallow to hoist your victim up, as seen in the screenshots. Victim will loose HP if you do this. -punching the Gallow will bring the victims back to its feet. ("punching" = "attack") -punching the Gallow AGAIN will completely release the Victim -if your victim IS DEAD, punching the gallow will remove the corpse and reset the Gallow Location of this Demo -GallowsLanding, East of whiterun. -There is a identical named cell, if you want to find it in the Creation Kit -If you want to try out the nonlethal mode, but don't know how to use the Creation Kit, replace the .esp with this one InteractiveGallow.esp Minitutorial for those who have a basic idea on how to use the Creation kit: SE Version -Available Now! Known Issues -This does NOT work twice on the Player character. If you Kill yourself with this, you have to restart your Game, or change Character for it to work again. Solved -When Loading a savegame in close proximity to this thing, it might fail to initialize properly. Punch It to solve. -Visual Results in General might vary, depending on victims size. Its optimized for Vanilla characters without any bodyscale alterations. (and maybe a bit smaller) -3rd Person view can break when PC´s using it. This might happen to larger characters. Solution: IF this happens to you, try scaling down your character to 0.97-0.95 BEFORE using the Gallow. Compatibility Issues: For Sexlab-Defeat users: You need this version: SexLab Defeat v5.3.5 fixed - Eng 180903 Bane Version Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018) ESP which you can find here: https://www.loverslab.com/topic/19941-sexlab-defeat/page/505/ The old default v5.3.5 WON´T work properly! Interactive BDSM Not compatible right now. If you want to use it, you need the non-Lethal version of this Gallow (see above) For Modders How to set up? -> Manual with images is available as separate download. Script properties Functional Properties -rope: Select the Rope in Render Window -Dummy: select the Rigid body dummy. (you might want to look for its FormID in the Cell View) -wheel: Select the Wheel in Render Window ( Any kind of Activator can be used instead of the GarrroteWheel) -Lever: Select the Lever in Render Window ( Any kind of Activator can be used instead of the this specific Lever) -Trapdoor: Select the Trapdoor in Render Window ( Can be any Kind of Trapdoor, including Vanilla ones) -zbf: select ZBF from the dropdown menu ( this is for recognition of ZAP keywords) optional properties -Collar: The Rope around the victims Neck. recommended: zbfCollarRopeExtreme02 -cuffs: the restraints you want to have equipped on the victim. used in demo: zbfCuffsRope02 -tieFeet: leave unchecked if you dont want the Victims Ankles to be Tied up -damageModifierPlayer: damage/sec to the Player when being choked -damageModifierNPC: damage/sec to NPC´s when being choked -automaticForPlayer: check if you want the furniture to go through an automated sequence when activated by the player -automaticForNPC: same for NPC´s -removeCuffsOnRelease: check if you want to remove cuffs on (Alive)Released Victims -nonLethal: toggles the nonlethal mode on. Characters will go unconscious rather than die and will be released after a while. -deathCamDuration: deathcam duration after you died. also controls the unconscious Phase when nonLethal is toggled on. (This value Only Applies, when you are killed by the Gallow, it doesn't interfere with other mods that alter deathcam duration.) -onlyRopeShootdwn: NOT YET USED sound Properties should be self explanatory. no sound files are selected yet. suiting files will hopefully be included in the upcoming ZAP9 Permissions You can use this However you like. Just send me a link if you include it somewhere. If you need additional info/Help/alterations for usage in your own mod, just let me know. I´m always glad when i can help If you like my work and want to support me, consider becoming a patreon! https://www.patreon.com/Pamatronic Special Thanks / Credits -t.ara for all the ZAP Stuff, a swell as the initial impulse to start this thing in the first place -Musje for Technical support Check Out my other scripts for ZAP Furnitures:
  11. Furniture Alignment Correction for NPC´s (No esp) View File This is a very small script which can be attached to furnitures, to correct the position of NPC´s entering said furnitures. If you have ever used something from Zap, you should know the problem. this mod ads the script "pamaFurnitureAlignmentHelper" attach it to any furniture added by a mod, and the problem should be gone. install with mod manager of your choice or drop manually into data folder (Or your own mod Folder if you want to make new furnitures yourself.) The propertys can safely be ignored. only use them for Furnitures which have An Offset to their entry points. (vast majority of Furnitures don't have one. IF they do, you can find the values for them with nifscope in their respective .nif Files) Full sourceCode: enjoy! Submitter Pamatronic Submitted 06/16/2020 Category Modders Resources Requires SKSE Special Edition Compatible Yes
  12. My game is pretty much an experiment as to how many mods with or without scripts I can fit into a game and still have it load and be (at least somewhat) playable. Even though I've spent years modding skyrim, I've never touched applications like wyrebash, mod organizer, TESVEDIT, et cetera. So, my game has been playable for a while, but recently I've been adding a lot of mods that seem to be script heavy. My rig is powerful and can take a lot, but my game is slowing down to a chug at certain moments and after a long amount of playtime, the fps drop is pretty much constant. Today I'm posting this to see if anyone here who knows more about scripting and what goes on internally with a lot of these mods happens across this post and decides to take a look at my debug log. My main issue is that over time (not even a long amount of time) my game's framerate slows down dramatically to maybe 15 fps. I've decided this is due to scripting errors or perhaps just too many scripts running, but I don't know. Below I will post the debug log of a few hours of gameplay and it would be greatly appreciated if anyone could take a look at it and let me know if they see any glaring issues. My load order is as follows:
  13. I'm making a player home mod for Evil characters and an Adult version: Thrallmire Keep and Thrallmire Keep Loverslab Expansion. The mod starts as a kill Necromancers quest, get Reward, go back, Accept the BYOH quest or refuse the power (fail). There are Prisoners in the Dungeon and a Boss. The Free prisoners are optional but here is the Kicker: Many switches only one frees them the others kill them (failed optional quest) Spawning Undead to swarm your only means of escape (evil laughter). Yes Later on a feature is given where if you killed a unique NPC, you have the option of having their remains brought to the crypt, and you resurrect them as thralls. In the Adult Version? Well, I would say Death is a release. Not a punishment right? Any help with references for coding would be great as I am just learning to code and finally got the Main Mod Questline to work (Aside from the scenes) and the BYOH script to work. Im trying to set up a scene where you see the Boss reanimate a dead corpse, then he summons undead that are lying on the ground to attack, in one scene, I got the Undead spawn to go on toggle, and the last scene is where the Former Master of the Keep, a Ghost named Micar the Corruptor asks you to rebuild the Keep in exchange for his secrets and the Power of the Keep. I can't seem to mirror the Valthume Opening scene... So right now Im trying to make a mod where an NPC when equipping Shackles is restrained and ignores Faction enemies (Player) and when a player flips a switch the NPC is free. Here is what I got so far: ScriptName _PyrShackle extends ObjectReference Keyword Property ActorTypeNPC auto ObjectReference property Shackle01 auto Int LeverPosition = 1 Int LeverPositionOld Function SetDefaultState() if (LeverPosition == 1) if akTarget.HasKeyword(ActorTypeNPC) akTarget.OnObjectEquipped(Shackle01) akTarget.SetRestrained() elseif (LeverPosition == -1) akTarget.OnObjectEquipped(Shackle01) akTarget.SetRestrained(false) endif LeverPositionOld = LeverPosition LeverPosition = 0 akTarget.OnObjectEquipped(Shackle01) akTarget.SetRestrained(false) EndFunction Event OnEffectStart(Actor akTarget, Actor akCaster) if akTarget.HasKeyword(ActorTypeNPC) akTarget.OnObjectEquipped(Shackle01) akTarget.SetRestrained() Event OnReset() SetDefaultState() if akTarget.HasKeyword(ActorTypeNPC) akTarget.OnObjectEquipped(Shackle01) akTarget.SetRestrained() EndEvent Event OnLoad() SetDefaultState() if akTarget.HasKeyword(ActorTypeNPC) akTarget.OnObjectEquipped(Shackle01) akTarget.SetRestrained() EndEvent Auto State Inactive Event OnActivate(ObjectReference akActivateRef) GoToState("Active") if akTarget.HasKeyword(ActorTypeNPC) akTarget.OnObjectEquipped(Shackle01) akTarget.SetRestrained(false) if (LeverPosition != 0) SetDefaultState() else if (LeverPositionOld == 1) if akTarget.HasKeyword(ActorTypeNPC) akTarget.OnObjectEquipped(Shackle01) akTarget.SetRestrained(false) LeverPosition = -1 else if akTarget.HasKeyword(ActorTypeNPC) akTarget.OnObjectEquipped(Shackle01) akTarget.SetRestrained() LeverPosition = 1 endif LeverPositionOld = 0 if akTarget.HasKeyword(ActorTypeNPC) akTarget.OnObjectEquipped(Shackle01) akTarget.SetRestrained(false) endif Utility.Wait(1) GoToState("Inactive") EndEvent EndState State Active EndState So yeah...
  14. dont know how to read it? help someone? anyone? http://xmlprettyprint.com/xml-pretty-printer.php
  15. Figure to add my own custom devices instead keep on replacing existed devices so first, i'd like know how things worked (the lock mechanism). An example i choose one of the collars from DDX which is the zadx_CollarPostureEboniteInventory with ZadCollarScript but everytime i hit the properties i got "Errors encountered while attempting to reload the script". Assume this was caused by missing source code but i can't figure which or what ? believe i've thrown down all necessary source code like SKYUI and SL Aroused. I can re-compile the script just fine but i just can't get the properties tab open to see how it set up since it always gave me an error. Some line from the EditorWarnings.txt Thanks.
  16. So, question is simple - it is possible to bypass animation of pulling weapons out of the sheath in combat (when you change your weapon) via some scripts? In other words, that the weapon would simply change in the hand to another weapon. My goal is make weapon-transformation mod (like in BloodBorne - it's FromSoftware game). At this moment I made a script, that can swap weapons from two formlists, but I wish to add animation to transformation sequence (via PlayIdle or SendAnimationEvent), and vanila equipping animation ruins this process. Any suggestions? P.s. ah, and sorry about my bad english.
  17. Hi everyone. So recently Ive started a new Skyrim playthrough due to the fact my pervious Char save was too far gone in corruption. I'd CTD randomly, games would load and my char would be doing some strange things while he floats off into the great beyond, and 90% of the time my game would crash on loading so i would have to load a known good older save then load my most recent save to continue the playthrough. after enough CTD's i decided enough was enough and started a new playthrough. My new playthrough is 100% smoother and the fluidity of the scripts and how they play out feel good but i still crash on most loads when first starting the game. other than that the only other error i receive is what seems (from what i've deduced from some Papyrus logs is when a Sexlab sequence initiates involving my char randomly ( even though that mod is NPC-NPC) I believe due to Sexlab Sexlife but my Char is excluded in the settings and the game doesnt like it so it Crashes) My load order is as follows: 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Legendary Edition Patch.esp 6 6 Falskaar.esm 7 7 actorEvents.esm 8 8 ApachiiHair.esm 9 9 ApachiiHairFemales.esm 10 a ApachiiHairMales.esm 11 b SexLab.esm 12 c SkyMoMod.esm 13 d SexLabAroused.esm 14 e HentaiPregnancy.esm 15 f Children+SoulGems.esm 16 10 Campfire.esm 17 11 MFVM.esm 18 12 RaceCompatibility.esm 19 13 Schlongs of Skyrim - Core.esm 20 14 hdtHighHeel.esm 21 15 ZaZAnimationPack.esm 22 16 daymoyl.esm 23 17 Devious Devices - Assets.esm 24 18 Devious Devices - Integration.esm 25 19 Devious Devices - Expansion.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp 26 1a Monster Wars.esp 27 1b RaceMenuPlugin.esp Change Follower Outfits Redux.esp 28 1c DaedricCorset.esp DragonAspectToggle_DAT.esp 29 1d CharacterMakingExtender.esp dD - Enhanced Blood Main.esp dD - Realistic Ragdoll Force - Realistic.esp 30 1e EnhancedCharacterEdit.esp The Dance of Death - Ultimate Edition1.esp 31 1f Fantasy Soundtrack Project.esp FireAndIceOverhaul.esp Hothtrooper44_Armor_Ecksstra.esp 32 20 SkyUI.esp 33 21 Better Vampires.esp 34 22 UIExtensions.esp 35 23 Mercy.esp TAZ_lightingDLC.esp 36 24 Remodeled Armor - Dawnguard.esp 37 25 Remodeled Armor - Dragonborn.esp 38 26 Remodeled Armor - Underwear.esp 39 27 Remodeled Armor.esp SFO - Dragonborn.esp SOS - Hormones UNP Addon.esp SOS - VectorPlexus Muscular Addon.esp 40 28 SOS - VectorPlexus Regular Addon.esp SOS - ERF Equipable Horse Penis.esp SOS - ERF Horse Penis Addon.esp 41 29 Strap.esp 42 2a Breast Size Scaling for NPCs.esp 43 2b RaceMenuMorphsCBBE.esp DeadlyMutilation.esp 44 2c ApachiiHairStyles.esp 45 2d ApachiiHairStylesELVES.esp 46 2e Immersive Weapons.esp 47 2f Schlongs of Skyrim.esp 48 30 Populated Lands Roads Paths Legendary.esp Hothtrooper44_ArmorCompilation.esp 49 31 UFO - Dragonborn AddOn.esp 50 32 Dragon Combat Overhaul.esp 51 33 Inigo.esp 52 34 UFO - Ultimate Follower Overhaul.esp 53 35 UFO - Heartfire AddOn.esp 54 36 BecomeKingofSkyrim.esp 55 37 zdd.esp Populated Lands Roads Paths.esp 56 38 Guardian HeadQuartersFoggy.esp Devious Deviants.esp 57 39 Slaverun_Reloaded.esp 58 3a Dovahkiins_Infamy.esp 59 3b UFO - Dawnguard AddOn.esp 60 3c MFVM_Hearthfire_Patch.esp Kitiara.esp Xanafollower.esp 61 3d SofiaFollower.esp 62 3e Skyrim Flora Overhaul.esp 63 3f CompanionArissa.esp Aradia Devious Expansion.esp 64 40 Inconsequential NPCs.esp SOSRaceMenu.esp Killable Children - Quest Important Protected - Copy.esp 65 41 Killable Children.esp Killable Children - Quest Important Protected.esp SOS - Shop.esp 66 42 DudestiaMultiMarriages.esp 67 43 My Home Is Your Home.esp 68 44 LetsBeFriends.esp 69 45 LustmordVampireArmor.esp YuiH's Screenshot Models - Freyane.esp 70 46 TheEyesOfBeauty.esp 71 47 SLAnimLoader.esp 72 48 Frostfall.esp 73 49 iNeed.esp 74 4a SexLabSkoomaWhore.esp 75 4b SLALAnimObj.esp 76 4c SexLab TDF Aggressive Prostitution.esp 77 4d hydra_slavegirls.esp 78 4e SexLabNudeCreatures.esp 79 4f SexLabNudeCreaturesDB.esp 80 50 SexLabNudeCreaturesDG.esp 81 51 HentaiCreatures.esp 82 52 SexLab Cumshot.esp 83 53 MoreNastyCritters.esp 84 54 non-devious devices.esp 85 55 SLAL_K4Anims.esp 86 56 NonSexLabAnimationPack.esp 87 57 nazonootokoAnimSLAL.esp 88 58 SexSlavesForVanillaBandits.esp 89 59 MilkModNEW.esp 90 5a MilkModNEW HF.esp 91 5b CP_Elsie.esp 92 5c SLDrunk.esp 93 5d SexLab_Dialogues.esp 94 5e SexLab Romance.esp 95 5f SexLab_DibellaCult.esp 96 60 SlaveTrainer.esp 97 61 SexLabDefeat.esp 98 62 Defeated_Slaves.esp 99 63 PuppetMaster.esp 100 64 SexLab-AmorousAdventures.esp 101 65 yps-ImmersivePiercing.esp 102 66 SlaveTats.esp 103 67 TTT_ArousedNips.esp 104 68 DW.esp 105 69 FNIS.esp 106 6a XPMSE.esp 107 6b HDT Havok Object.esp 108 6c FollowerLivePackage.esp 109 6d adcSexlife.esp 110 6e Alternate Start - Live Another Life.esp 111 6f Merge.esp (merged patch from TESV Edit) The most recent papyrus logs are also attached Papyrus.0.log Papyrus.1.log Papyrus.2.log Papyrus.3.log
  18. Hi all, I just had another crash with Skyrim and I spent the last two days (my only off days) with fixing Skyrim, just the usual problems, but I had the following problems in this order: -burnt textures on women (LSAR conflict) - dark faces (women) (Npc overhaul mod had been overwritten) - purple body (my char) (forgot that disabled racemenu plugin) - CTD on load (mod conflict, corrupted saves) - CTD on normal gameplay (conflicting mod or script latency problems) - CTD on combat start (possibly ultimate combat, or locational damage or both) - CTD on pressing a key (any) (?) - CTD opening menus (?) - delayed animations (animations mod) -flying horse (me on the back) (no clue) - attacking npcs (no clue) - on new game 3 imperial archers spawned, killed all stormcloaks at Helgen while I was in the cutscene therefore nobody got executed. Ulfric had bleedout state, then he was all right when he needed to comment on Alduin. (god knows what caused it) - Main quest got bugged, no new quest become active after unbound (it was Skyrim Unbound) Now after all of these fixed except CTDs, I just came to a conclusion that my current setup is seriously...well...f...not working anymore. So I went back to another (older) profile in Mod organizer and swapped some mods and started a new game again. Why I made this post? Because I bumped into a post on the web saying that heavy scripted Skyrim can be very bad, and can cause 90% of CTDs. The other 10% can be caused by too big textures or badly written mods. They say Frostfall and Wet and cold + AFT already stretching the game script engine to the limits. I have installed Falskaar, Wymstooth, Wheels of Lull, Moonpath to Elsewyr, Interesting and 3D NPCs, and further 50 mods (at least) or more with scripts. Also I have replaced/installed all the textures in game, rocks, water, trees, grass, animals, enemies, houses and on the top of it I have K enb on top of it. I always had problem with Skyrim CTDs sometimes, mods not working (properly) so every 2 hours I need to stop and fix something, google it up, what is going on, find the culprit. I just got tired of it. But Skyrim won`t let me go. I can`t play with other games, as in that I won`t have this freedom to what I want, to find a mod for everything, change my body my skin, my hair, my eyes, customize my armor, the strenght and number of my enemies, the loot. Won`t be waiting for new mods, new possibilities. So I was kinda clueless, what should I do, and I just became curious how you, people on the other side playing this game with mods. Are you have 250+mods? Are you have the same problems? How do you play? Are you spending most of you time with fixing your game like me? Someone said I need to install all mods what I want to use in a playtrough, and don`t change anything. If I install everything, the game will overload. If I change on the fly (I want to play Falsikaar I install it and then remove when I finished to reduce script load )Skyrim get borked. What is the solution? How do YOU play Skyrim?
  19. I'm looking for two things, preferably both light on requirements (but I do have most of the basics installed already). A.) A mod that expands some of the sexlab animations to include lesbian femdom. I only want to expand the options. If it alters the game otherwise, I am not interested. Unless it also somehow fulfills my second search. B.) a very simplistic/dialogue based mod for initiating non-consensual sex (or being the victim of it). Ideally it would be just a blanket effect giving either option for whatever NPC you talk to. If these don't exist. would anyone be interested in making 'em? EDIT: Should probably mention I'm playing LE edition, not SE. C.) I initially mispelled sexlab as saxlab and I think there's a joke mod in there somewhere. But this is not a real search/request.
  20. Hello guys and gals! I'm making a mod right now. It's a new world space with "The Castle"-based fortress-settlement area. I've managed to use CastleArmoryDoor01 and DExtMainGateDoorAnim01 for castle walls. video: It works but partially. First CastleArmoryDoor01 Big thanks to Trosski for his tutorial how to make a craftable Castle Armory Door that can opened/closed without activator (Last door in the attached video is done by his guide). It's stuck after several times of interacting with it (maybe need to wait more time between opening/closing cycles or it's just by my side) but it works. In my case that door needs to open by activator (button for example) like shown in the first minutes of the video - it works only for first time when you open/close door. This is first problem that need to be solved. Activator (button) has Default1StateActivator and door has TwoStateWIthGlobalActivator with values that copied from vanila armory door. Second is DExtMainGateDoorAnim01 It's Diamond City's main gate door and it has only openning animation. Of course will be great to invert opening animation and add it to object but for the begining it's enought to has just two states OPENED and CLOSED (and animation for opening) because once you opened the gate you need to leave area for gate to be closed. This is second problem. For this door I used standart Default2StateActivator like used by developers in Red Rocket garage door or DoorGarageDecoActivator01. It works fine and didn't never stuck when I tested it. Default2StateActivator with default values don't work with CastleArmoryDoor for me. I'm very bad at the scripting and know nothing about scripts in Creation Kit and hope this thread will hint with help of other good people how to figure out what values for activator needs to get this doors work correctly. I'll try to find more information and keep my testing vith values but if someone has solution or advice and thoughts - it will be great!
  21. After he/She fall x times he/she die for good with a specifics animation ( heroic , tragic...) death
  22. Hello everyone! I would like to create a script modifying outfit for the actor base, instead of modifying a ref in a cell; which is better for NPC such as Aela, Skjor and so on. Here is what I've written so far: Scriptname OutfitReplacer extends Quest ActorBase Property SkyrimNPC Auto Outfit Property NewOutfit Auto Function SetOutfit(Outfit NewOutfit, bool abSleepOutfit = false) SkyrimNPC.SetOutfit(NewOutfit) EndFunction The script compiles well. But whether I attach it to a quest or a spell (with filled properties) nothing happens in game Has anyone some idea of what could be missing?
  23. I'm (hopefully) learning how I would trigger a script by a certain dialogue. Right now, the dialogue talks to me, but it doesn't fire the script. Not even the debug message is displayed, so I conclude it doesn't even start at all I am sure I am missing something 🤔 The dialogue: And my little script Any ideas what I am missing?
  24. Need a mod where you can fight human boss like the ebony warrior with specific AI and armors! ps: not a big thing like Vigilante quest stuff just a sparring human Boss!Sword against sword! Badass 01 Badass 02 .....
  25. I did not make this, but I feel it is one of those undiscovered mods that deserves much more attention than it is getting. Have you ever been annoyed that in the middle of a rad storm your npc's will ignore it and continue pushing a broom or farming until they should be glowing in the dark? Npc's will now get out of the rad storm rain and go to a location of your choosing until the storm is over. https://forums.nexusmods.com/index.php?/topic/5769482-mod-that-makes-npcs-go-under-roofs-when-rainstorm/page-2 It's currently set up to only affect people, so robots and wild animals will still work during storms. The author, DieFeM, has it listed as a WIP, but it works fine as is as long as you place the marker in an area that the npc's can easily get to.
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