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Found 77 results

  1. Bane Master

    Estrus Chaurus+

    View File See http://www.loverslab.com/files/file/149-estrus-chaurus/ for a full description of what this mod does. All credits go to the original author of this mod, Jbezorg. Since he has taken a hiatus, I will be maintaining this mod for the time being. Thanks to Min for helping to keep the Mod alive by updating it for SL1.5+ Description Version 4.342 It should be safe to upgrade directly from V4.20a and above to V4.342 However Upgrading from V4.10 or earlier is NOT supported and requires a clean save! NiOverride and XPMSE are required for pregnancy scaling to work in EC+ 4.20 onwards Thanks to t3h0th3r for providing the updated scaling code! There are three methods by which the EC effect can be applied to the player or a follower: Chaurus spit attacks can trigger tentacle attacks - the chance of attack is configurable via the EC MCM Sexlab scenes involving a Chaurus triggered by another mod (e.g. Sexlab Defeat) EC+ scenes triggered by other mods (e.g. FMEA, Deviously Enchanted Chests, Sexlab Parasites, Deviously Cursed Loot) Chaurus Spit can also trigger Tentacle attacks on non-follower NPCs! At present NPC pregnancies will be lost if you or the NPC changes cell. Updating Updating from version 4.20a to version 4.31 should not require a clean save Updating from version 4.10 to version 4.3x requires a clean save or new game. For Modders Required Mods and Versions Dawnguard DLC or Legendary Edition Sexlab 1.62 FNIS 6.1+ FNIS Creatures 6.1+ SkyUI XPMSE 2.80+ Net Immerse Override 3.2.2+ or Racemenu 3.0+ (includes NIO) Estrus for Skyrim V1.60r1 (Must be installed but the mod does not have to be activated) Known Issues None - please report any problems (or success) and I will try and sort them. Credits qotsafan for the Sexlab Inflation Framework integration code CGi & joisback for the German Translation patch Aequus & ManuelMoreno for the Russian Translation version Estrus Chaurus 4.33 ru.7z Submitter Bane Master Submitted 05/03/2014 Category Combat Sex Requires Dawnguard DLC or Legendary Edition, SexLab 1.62+, SKSE, FNIS 6.1+, FNIS Creature Pack 6.1, SkyUI, Estrus For Skyrim (Assets only) Special Edition Compatible No
  2. View File A lightweight utility capable of deleting NetImmerse Override data from SKSE co-save files, thus decreasing both the sizes of those files and Skyrim save and load times. Description. What kind of NIOverride data is stored in SKSE co-save file Any NetImmerse Override modifications are saved directly to the SKSE co-save file every time one saves their game. Of course, NIOverride does nothing on its own and the amount and kind of data stored in SKSE save file is closely linked to the mods using NetImmerse Override. RaceMenu is the most popular mod which utilizes NIOverride. In fact, NIOverride was designed by expired6978 specifically for RaceMenu to extend its capabilities. RaceMenu uses SKSE co-save files to store the overlays, expression definitions and all non-vanilla sliders settings and colours of your character or any NPCs edited directly by other mods. XP32 Maximum Skeleton Extended (XPMSE) is yet another known mod which uses NIOverride to store all weapon styles, positions, rotations and scales in SKSE save file. The NIOverride modifications mentioned above can be applied not only to your character, but also to any other NPC in game. Some of RaceMenu and most of XPMSE sliders can by accessed by Tattoo menu provided by Extensible Follower Framework (EFF). SlaveTats also allows you to manually apply overlays on NPCs. All right, so why can SKSE co-save grow to such a tremendous size since any NIOverride modifications seem to be controlled by the user? Firstly, it's because not all data stored in a save comes directly from the user. XPMSE itself needs to keep the skeletons data of the NPCs encountered during play through, from "at least 15 to 25 cells" (according to Groovtama, the creator of XPMSE; see this post). That data, however, is very lightweight and, although it may significantly increase the size of the save in the end, it should not be considered a bloat. Secondly, it's due to the fact that the data may actually come from user when they decide to use entirely optional features of some popular mods, for example, XPMSE's weapon style randomiser. This feature does greatly improve Skyrim's immersion but it takes a toll on the final size of SKSE co-save because it needs to store the styles of all the NPCs you have encountered. Of course, the more NPCs you add to your game, the more data will be produced. Moreover, the more mods that can alter NPC's appearance without your supervision you have (for example, Blush When Aroused with enabled NPCs option), then again, the more data will have to be kept in the SKSE save. Side effects of too large SKSE co-save file As far as my game and experience are concerned, a large SKSE co-save has the the significant influence on duration of Skyrim saving and loading process (about 2 seconds longer with 1 MB SKSE save file than with 20 KB file, on SSD). It neither destabilises Skyrim nor it causes it to crash more often. More data in SKSE save file simply means any IO operations will last longer. The remedy NetImmerse Override Cleaner will help you to reduce the size of your SKSE co-save files by deleting either all of the NIOverride data or the data of characters you do not wish to keep (see Excluded Actors for more info). Keep in mind that data you delete will eventually come back and your save's size will grow once more after you play long enough and re-encounter some of the NPCs. That is why it is recommended to clean your SKSE co-save files on regular basis, for example, when you begin to feel that it takes more and more time to save the game. Using the tool It's very straightforward. There are only two buttons, which is shown in the screenshots. The one button is for loading a desired SKSE co-save file and the second one is for cleaning and saving the file. A backup of original file is created automatically (with .bak extension). Excluded actors list You may enter here the reference IDs (refID) of all characters whose data you wish to preserve. Any characters who are not included in this list will have their NetImmerse Override data erased. See Description for more info about data that is stored by NIOverride in saves. If this list is empty, the entire NetImmerse Override section will be deleted from SKSE co-save file. Therefore, it is always recommended to keep at least your character's RefID (00000014). Otherwise the only way to preserve your character's data is by saving preset in RaceMenu BEFORE cleaning process and loading it AFTERWARDS. This feature might be useful if you have a fixed number of NPCs manually edited by mods like EFF, SlaveTats, etc. and you really don't want to lose these NPCs' appearances. IDs may be separated by a comma, space or new line. Actors whose IDs were not found in the SKSE save file will be omitted. Ignoring mods load order ID of every Skyrim object is strictly connected to the position of that object's parent plugin (ESP/ESM) in the mod load order. While the inner ID (the second, third and fourth byte) is always the same and unique within one plugin, its very first byte (the first two digits) indicates what is the position of the mod in the load order. So, for example, if you have a NPC defined by a mod which is sixth in the order and that NPC's ID is 010203, its in-game ID will be 06010203. If you move the mod to the tenth position, the next time you load the game the object's ID will be 0A010203. This may be problematic if you, let's assume, want to create a rich list of excluded NPCs but you play different characters with different mods or have just sorted the mods with LOOT and some of the mods positions have changed. In order to make sure than the one particular actor is always preserved during cleaning, you would have to change their ID accordingly to the new position of the actor's parent plugin. However, if you check the Ignore mods load order checkbox, the first byte of every excluded actor will be omitted. Therefore, there is a theoretical chance of more than one actor being excluded, but it's very unlikely to happen. Note that you still must enter a valid 4 bytes long (8 digits) number. The first byte can be any, though (ex: 00). Forewarned is forearmed VirusTotal scan VirusTotal scan as a proof of my heart being in the right place: 1.0 1.1 Permissions You are allowed to upload this tool to the other sites (except for Nexus mods), as long as you mention me as the author AND provide the users of those sites with a link to the most up-to-date version of the tool and its description (which, for the time being, shall be here on LoversLab). Submitter IronBrother8800 Submitted 02/21/2017 Category Other Requires .NET Framework 4.5.2 (99% chance you already have it, otherwise your computer wouldn't work properly) Special Edition Compatible  
  3. View File Started implementing domains feature*. Description draft: Any mod author may have one or few JContainers domains, containing _only_ the author's data. Which in return allows us to remove domain-specific data completely when a mod gets uninstalled. It's important, as it allows to remove the object you forgot to release, i.e. absolutely everything. Every domain is virtual, self-sufficient copy of JContainers. You can't transport your data across domains (unless use writeToFile/readFromFile). Basically, every user-created domain is a copy of compiled JContainers_DomainsExample.psc file and just a folder inside /JCData/Domains/ _______ @Mongomonk suggested a feature to erase some specific JDB keys if some ESP plugin missing. I thought it's not fun to implement it, but leave much radical idea behind. JContainers The main goal of the project is to extend Papyrus with JSON-based data structures (arrays and maps). Why bother? If you are familiar with other programming languages, sooner or later you'll notice the lack of many, many must-have features in Papyrus. First of all, the only instanceable data structure in Papyrus is Array. There is no way to: - append, erase values from arrays - put an array into an array (e.g. no nested arrays) - put multiple value types into a single array And I didn't mentioned the lack of associative containers or impossibility to load or save a data into a file. Though, Papyrus is a specialized language, we shouldn't expect much. The solution There is no easy way to extend existing Array (which would require to change Papyrus VM, which is tricky since we have no source code) or add new data structures into VM, thus JContainers implements it's own data structures, garbage collector and other infernal internal stuff from scratch. Features, offered by JContainers: - Data structures (arrays, dictionaries) - Import and export data to and from JSON files - Embedded Lua - it possible to use powerful Lua - C++ API - interaction with JContainers via C++ interface. See "developer resources" archive for usage example. Links Latest documentation Watch project news and updates on GitHub Can I help? Sure! Feel free to do whatever you think is good - post feature requests, report bugs, improve Wiki , improve source code. Special thanks to Saerileth and Gooser, without your interest that project would be abandoned to Skwerlman and Alexdunn for documentation improvements to Verteiron for feedback, bugreports to RealAntithesis for ideas, feedback to djarb for feedback Credits SKSE team - it would be impossible to imagine Skyrim modding without it boost framework authors - real treasure for any C++ programmer Akheron, who made jansson - nice JSON parsing library Lua and LuaJIT creators Permissions - You are free to shoot into your own foot bundle JContainers. But it's not advisable to do it, as this will inflict your users, as the plugin gets updated quite often and JContainers version downgrade, version conflicts due to mods bundling different versions WILL cause issues. This is time-proven fact. - It's up to you to report to a user of incompatibility of installed JContainers API version and the version mod has been compiled for the best user's experience. Valid condition is `JContainers.APIVersion == hardcodedAPIVersion && JContainers.featureVersion >= hardcodedFeatureVersion`. - The files in this plugin are not to be modified under any circumstance as that could cause problems when a load order includes multiple mods that use the plugin and one or more mods have modified the files in this plugin. Submitter Earen Submitted 01/01/2014 Category Modders Resources Requires SKSE 1.7 Special Edition Compatible  
  4. I'm feeling really obtuse with trying to setup Mod Organizer 2 for Bethesda games (Skyrim, Skyrim SE, Fallout 4) and the corresponding script extender (SKSE, F4SE) and would really appreciate if someone would help me with MO2, Skyrim, and SKSE, which I'm pretty sure would teach me how to setup MO2, Fallout 4, and F4SE due to the degree of similarity. I have been watching this youtube tutorial (https://www.youtube.com/watch?v=DG3eqyNOByw) and the guy doing the tutorial talks too fast for me to follow the screen changes and figure out exactly what he is doing. I am a slow reader because my eyes track offset vertically from each other, so much so that when I got glasses with bifocals reading with them on was impossible unless I tilted my head back so I was looking down my nose to ensure both eyes were looking through the bifocals, which was more strain on my eyes than working through the blurry text without my glasses. Even with reading glasses because of the offset it takes me longer to track whet he is doing on screen than it takes for him to say it and change to another screenshot and start explaining another aspect of the setup. I'm not stupid but I am fighting Multiple Sclerosis and my cognitive function has become slower so, for example, when he goes through the directories, at 5:45 he talks about overwrite and goes too quick, I don't get where he is placing overwrite files. Most important, I think, is I do not know if I install SKSE prior to setting up MO2 or if I set it up with MO2, which I do not have any clue how to do and do I launch Skyrim with MO2 calling the TESV.exe or use the SKSE Skirim launcher. Another point of major confusion is where do I place replacer mod files such as DIMONIZED UNP female body: UNP BASE Skinny body V1dot2 with the texture update, 1dot51body textures, which is not NMM compatible and requires manually renaming the .dds textures and placing them in the directory structure, and keep the mod profile dependant so when switching to or creating a new profile it does not have to be manually removed to not be present?
  5. View File INTRODUCTION This SKSE plugin allows registering custom animation events on ObjectReferences. Pretty much like the existing Form.RegisterForAnimationEvent, but not limited to the vanilla animation events. I might need to run papyrus code triggered by animations called from arbitrary mods. I thought it was not possible registering custom animations, until I found these amazing work: https://github.com/towawot/DLL-GunsmithSystem ================================================================================ INSTALLATION Copy the contents of the Data folder into Skyrim\Data Or use any mod manager. ================================================================================ USAGE Register animation events, for a specific object reference or globally. For example: ; registers the animation only for the player RCAE.RegisterForAnimEventOnRef(Game.GetPlayer(), "MyAnimationEvent") ; registers another animation for any character RCAE.RegisterForAnimEvent("AnotherSexyAnimation") Then an OnAnimationEventEX callback event is called whenever a reference plays the registered animation event. This event has some restrictions, read the notes Event OnAnimationEventEX(ObjectReference akSource, string asEventName) if akSource == Game.GetPlayer() && asEventName == "MyAnimationEvent" ... endIf EndEvent ================================================================================ NOTES - Won't work on ObjectReferences that are not actors. I think it could, but currently is hardcoded just for actors (NPC or player) - The OnAnimation Event callback only seems to work when its script points to the player character. Actually I'm not sure on this. I've successfully tested the callback on ReferenceAlias and ActiveMagicEffect scripts, both pointing to the player. The callback is not called if it's on a quest script, neither on a NPC's ActiveMagicEffect. I think this is because the player character is being used as a base object when the SKSE plugin sends the event to Papyrus. - The stuff registered is stored in memory and is lost when the game is closed ================================================================================ CREDITS - towawot for https://github.com/towawot/DLL-GunsmithSystem - himika for https://github.com/himika/libSKSE - SKSE Team for http://skse.silverlock.org/ ================================================================================ CHANGE LOG v02: Added thread safety v01: Initial release Submitter b3lisario Submitted 08/29/2015 Category Modders Resources Requires SKSE 1.7.0 or higher Special Edition Compatible  
  6. View File F.E.P (Facial Expressions Project) What is this? This mod allows you to select facial expressions using an easy-to-use menu, and apply them to your character and NPCs. This project was made for gathering Mfg facial expression presets from all over the web to be used in a single mod for screenshot taking. How is it used? If you're familiar with Halo's Poser, this mod functions very similar to that--except for faces. After installation, an item named "zz Expression Ring" will be added to your inventory when the game starts. When you equip this ring, it brings up a menu with several options that are explained in-game. In addition to that, two new spells will be added to your spells list; "zz Npc Expressions (S)" and "zz Npc Expressions (P)". These spells allow you to manipulate the expressions any humanoid NPC. Features: 100+ Different categorized facial presets Most of the presets in this mod are suited for female characters. You can use them with males, but you may experience clipping. Expression Stacking: This feature allows you to mix and match multiple MFG presets to produce interesting results. Hold the modifier key (Left Shift by Default) while selecting an expression to mix it your currently-applied expression(s). The modifier key can be changed in the FEP MCM menu. Modular expression strength: Choose how strong or weak you want presets to show How Can I Help? Read the support topic's second post. INSTALLATION: Use your favorite mod manager to install, or drop the contents of this mod's archive into your data folder. UNINSTALLATION: If for some reason you decide that you don't want to use this mod anymore, make sure you use the reset face option on yourself and any NPC's affected by this mod, click "uninstall" in the FEP MCM menu, save your game, then remove this mod. UPGRADING: Clear your facial expressions and those of any NPCs affected by this mod. Save. Close game. Remove old version of FEP. Start game. Save. Close game. Install new version. Profit. Requirements: Mfg Console UIExtensions (Or EFF) SkyUI SKSE 1.7.1 or higher Common sense Credits: Kapaer: MFG Console Expired: UIExtensions For their presets: Shinji Carida Sheol Blargh Submitter Mergatroid Skittle Submitted 11/22/2014 Category Other Requires MFG Console, SKSE 1.7.1+ , UI Extensions, SKYUI Special Edition Compatible  
  7. The original mod isn't going to be easy to port, as the source code isn't available, and it uses a .dll file, however, the source code for immersive first person view is available, though the mod hasn't been ported to SE, and that mod also contains in it camera directed headtracking in 3rd person. Would anyone experienced in SKSE64 be willing to make a plugin for player headtracking from that source? I seriously love how much this mod adds to the feel of the game when playing on third person, and am sorely missing it. If someone successfully ports it I'd even be willing to pay them.
  8. Since when does Oldrim get updates on Steam lmao??? Anyways I nearly broke my SE & FO4 last time I updated them cuz of the Script Extenders needing updates after them so should I avoid this update for Oldrim too or is it safe to update???
  9. Dragoncoc696969

    CTD, SKSE memory patch

    Crushes occurring frequently 1.The game is crushing when i try to exit from some places, but if i stay inside that place, no crush occurs. 2.From some place i can exit without any crush & sometimes infinite loading screen happens. At the moment i can play game maximum of 20 minute & some time the game crushes on loading screen. I've ensured that the game runs perfectly fine without SKSE. I'm using the latest version of SKSE. I tried to allocate more memory by creating skse.ini & SSME (separately) but nothing seems to work. I can see in the MemoryBlocksLog that every time it crashes, the first block is at 256 . I have SkyUI, UIExtention, PapyrusUtil, JContainer. I am currently using 112 modes & 12k animations. The plugins in skse folder are mostly up-to date. (1st i installed SKSE via installer from the website. but when the crash started to happen i reinstalled SKSE via archive found at the website by following Gopher's youtube video) Does anyone know what's causing this?
  10. So I wanted to know if I can start Skyrim without having to log into Steam every time using SKSE. I use Nexus Mod Manager and even if I select "Launch SKSE" instead of "Launch Skyrim" (through official launcher) I still have to sign in to launch the game. I understand why it's there, and it never was a problem before, but now every time the official launcher loads up it randomly de-selects all of my Nexus Manager mods and I have to run LOOT again just to get it to work! So I'd like the process to go from: 1. Open NMM 2. Select "Launch SKSE" 3. Sign in to Steam 4. Wait for Steam to load official Skyrim launcher 5. Close official Skyrim launcher 6. Re-active all mods in NMM 7. Run LOOT 8. Close LOOT 9. Select "Launch SKSE" 10. Finally play game To: 1. Open NMM 2. Select "Launch SKSE" 3. Play game I paid for the Legendary Edition on Steam so it's not a pirated copy either! Thanks in advance if you know what to do!
  11. View File POSER HOTKEYS SE Poser Hotkeys adds a configurable hotkey MCM menu that lets you select, favorite, and play poses on the Player and NPCs. Bigger Gif Requirements SKSE64 2.0.6+ PapyrusUtil SE 3.4+ MFG Console Lite SE SkyUI SE 5.2+ At least one Poser* and FNIS SE** Hotkeys You can adjust hotkeys on the Hotkeys page if you don’t like the defaults. If you want to save your hotkeys and settings for later, go to the Data page and click “Save Settings.” Please note that there is a hotkey that can enable and disable all other Poser Hotkeys hotkeys (NumPad -). This is useful if you want to use overlapping hotkeys for something like Jaxonz Positioner SE after you have selected a pose for an actor. This hotkey does not start or stop poses on any actors on its own. Hotkeys are automatically saved to disc as they are modified. Poses You can select poses from the Poses page, or use your hotkeys to select them. Pressing the Show Pose button (Home) without a target in your crosshair will cause the Player to start posing. If you target an NPC in the crosshair and press Show Pose, the NPC will pose instead. To clear a pose and return the Player or NPC to normal, press the Clear Pose button (End). You can cycle through posers (Page Up, Page Down), poser packs (Up Arrow, Down Arrow) and poses (Left Arrow, Right Arrow). This only happens if the target is already posing. Favorites If you find a pose that you particularly like, you can add it to your favorites by pressing the Add to Favorites button (Insert). If you want to unfavorite the pose, press the Remove from Favorites button (Delete). If you want to categorize your favorites, you can create and delete your own named Packs on the Poses page. To change which Favorites Pack you are adding or removing poses to, simply select "Favorites" and then your desired pack on the Poses page. You may then select any other Poser or Pack and cycle poses as normal. When you press the Add to Favorites button or Remove from Favorites button, the displayed pose will be added to or removed from the Favorites Pack you selected earlier. Favorites are automatically saved to disc as they are added and removed. Faces You can create, copy, capture and select faces from the Faces page, or use your hotkeys to select them. Once a Face is selected, holding the Modifier Key (Left Shift) and pressing the Show Pose button (Home) without a target in your crosshair will cause the player to make a face. If you target an NPC in the crosshair and press Show Face, the NPC will make a face instead. To clear a face and return the player or NPC to normal, hold the Modifier Key (Left Shift) and press the Clear Pose button (End). You can cycle through faces by holding the Modifier Key (Left Shift) and pressing Show Next Pose (Right Arrow) or Show Previous Pose (Left Arrow) PoserDataGen (Required to get SSE pose mods working in this mod) About PoserDataGen is an tool that provides a way for users to create data for installed posers. Installation PoserDataGen is a executable that can be run from anywhere. Simply unzip it and double click the .exe to start it up. If you use Mod Organizer 2, I suggest that you launch PoserDataGen through its interface. This is a very good video explaining how to add it to Mod Organizer. Uninstallation Simply delete the .exe and .config file to remove it from your system. Data Generation PoserDataGen will try to automatically find your Skyrim SE directory the first time it's opened. Any detected posers you have installed will show up in the "Posers" section in the center of the application. If the "Posers" section is empty, it means the tool could not find your Skyrim SE directory, or it could not find any installed posers. If your Skyrim SE directory was not found, or if you want to point to a different Skyrim SE location, you can change your Skyrim SE directory using the “Change Skyrim Directory” button. Once a valid directory is chosen it is saved in the .config file for later use. Once posers are listed in the "Posers" section, you can check and uncheck them to include or exclude them for data generation. Clicking "Generate Poser Data" will generate data files for the checked posers, overwriting any existing, older files in the output location. If you don’t have one already, an empty Favorites data file will also be created for you. The Favorites data file will not be automatically overwritten by this tool if already present. To the right of the "Posers" section there are some additional options you can check that will do more things during data generation: "Skip Missing Animations will force the tool to verify that a valid .HKX (animation) file exists for each and every pose being added to the data file. This prevents the addition of poses that are defined in the FNIS_*_List.txt file that have no accompanying animation file. "Delete Old Poser Data" will delete all existing data files in the \PoserData\ folder, except for your Favorites. You can use this to remove data files for posers you have uninstalled. "Reset Favorites Data" will reset your Favorites data file to its original, empty state. Use this if you want to clear your favorites list entirely. Once the data files have been generated they should automatically be placed in \Data\SKSE\Plugins\PoserHotKeys\PoserData\ The next time you open the Poser Hotkeys MCM menu you should see your changes reflected on the Poses page. User Configuration You can alter the included .config file to help some specific usability issues that can arise depending on your installation. "SkyrimDirectory" holds the path the last valid Skyrim directory selected on the form. This is so that PoserDataGen doesn't have to ask you for the folder every time you run it. You can change this to whatever path you want that contains an \Data\Meshes\Actors\Character\Animations\ folder. "IgnoredFolders" is list of folder names that are skipped when PoserDataGen creates its list of posers. You can add entries here if you have mods that add animations that you do not want to show in the PoserDataGen "Posers" section. The folder names are ones that are found in \Data\Meshes\Actors\Character\Animations\ containing an FNIS_*_List.txt file. "PoserTrimStrings" are strings that are removed from the beginnings of poser pack names in the MCM drop down menu. This is purely aesthetic and is there to remove words or letters that a user doesn't care about when trying to select a pose. - Credits - Mz1n for the permission to share this with you guys! Please don't bother Mz1n via his own page about this SSE port! Submitter Andreis Submitted 01/19/2018 Category Adult Mods Requires SKSE64 2.0.6+ PapyrusUtil SE 3.4+ MFG Console SE SkyUI SE 5.2+ FNIS SE Regular Edition Compatible No  
  12. Alright, I have spent a few hours trying to fix this problem, looking at other peoples posts who got the same error message and have still been unable to find the problem. I installed a mod a few days ago and ever since then this error message appears when I load in. Even after getting rid of that mod it still appears. I have downloaded a new PapyrusUtil file as well as SKSE and SexLab to no avail. SexLab is one of the highest priority mods in my lineup so I am unsure if their is a problem there. I am open to any tips or advice, when it comes to this part of technology I am not very tech savvy. I will upload a screencap of the error message as well as a screencap of my mod load order (or what is visible).
  13. so using MO2 for skyrim. everything is looking fine but my Sexlab animations arent going through both player and other are just standing while you hear the sex voice only. i have FNIS installed and updated skeleton too but still nothing am i doing something wrong? how my mod organizer route look with the FNIS , ZAZ animation , Defeat mods are installed . https://gyazo.com/e0cfd858538aa18e2bebbb8f19254396 and how my direct looks like for skyrim folder data . https://gyazo.com/5afe0cac2e2906e7d65938c15817f310 (currently start fresh clean MO@ and skyrim, so please step by step try guiding me through thjis please T 3 T <3 )
  14. View File This is a separate release of my SKSE plugin that I have written for Maria Eden. Only usefull for modders and especially for modders that don't use Maria Eden. It contains several function that I miss in Papyrus - and that might be useful for other modders too: You can create and copy Outfits dynamically You can add and copy keywords to forms You can replace a form by another form You can get a list of filenames (without path and fileextension) You can move one file to a different location I use outfits instead of putting armor to a NPC because it is much faster and a NPC will never un-equip armor from the current outfit. I use the keyword feature to clone keywords from ZaZ devices to several devices (ZaZHDTWorkshop, DD, other blindfold mods) so that they behave like native ZaZ devices. Restrictions: Use it on own risk. Source code is available on personal demand. Dynamically created outfits must be recreated after game load AddKeywords produces (very) small memleaks - you should prefer CloneKeywords Maria Eden contains always the latest version This is W.I.P Code: Submitter zaira Submitted 06/19/2015 Category Modders Resources Requires SKSE Special Edition Compatible
  15. zaira

    MESKSEUtils

    Version 1.0.3

    289 downloads

    This is a separate release of my SKSE plugin that I have written for Maria Eden. Only usefull for modders and especially for modders that don't use Maria Eden. It contains several function that I miss in Papyrus - and that might be useful for other modders too: You can create and copy Outfits dynamically You can add and copy keywords to forms You can replace a form by another form You can get a list of filenames (without path and fileextension) You can move one file to a different location I use outfits instead of putting armor to a NPC because it is much faster and a NPC will never un-equip armor from the current outfit. I use the keyword feature to clone keywords from ZaZ devices to several devices (ZaZHDTWorkshop, DD, other blindfold mods) so that they behave like native ZaZ devices. Restrictions: Use it on own risk. Source code is available on personal demand. Dynamically created outfits must be recreated after game load AddKeywords produces (very) small memleaks - you should prefer CloneKeywords Maria Eden contains always the latest version This is W.I.P Code:
  16. Moderators, please feel free to move this to a better location if needed. The attached file is a downloadable PDF with photos and a more detailed instruction for those that need added guidance. The Mod Tutorial – Installation of SKSE Scope of tutorial: Cover the basic installation of SKSE from download to installation as well as load order configuration in MO. This tutorial only covers the installation into MO if you wish MO to control the conflicts with scripts that SKSE installs. ( advised) Still needs to have the correct files installed into the Skyrim folder manually. (everything but the data folder.) Drag and drop into the same folder where you see TESV and "Data" folder. Drag and drop into the same folder where you see TESV and "Data" folder. Requirements: Steam Skyrim Mod Manager SKSE It is assumed for this tutorial that you have a functional installation of Skyrim and Mod Manager ( MO ). Step one: Download Download SKSE. Current version as this tutorial is 1.7.1. Select the 7z archive version For this tutorial I am saving it to the desktop. You can save it anywhere just remember where you downloaded it. Step two: Installation Open MO. Click on the top left icon that looks like a CD. Select that and then click “Open”. You should see the program name to the left of the “Open button”. Now a new windows opens and is giving a warning “No game data on top level”. This indicates that the structure of the install folder is wrong and MO doesn’t know what to do with it. If it is installed like this SKSE won’t work. We need to make some changes. This is because there are files in the SKSE download that you don't need. One thing I like to do is go to the top drop down menu where you see SKSE and rename it to a name that is easy to remember and manage For this tutorial I am using Skyrim Script Extender (SKSE v 1.07) as the name. Click on the file and expand. Right click on the “Data” folder and “Set Data Directory” Now you have a comment on the bottom of that window “Looks good”. Select “OK” button to the right of that and the mod will be installed. Step three: Fixing the Load order. Drag that file up to where you want it or change the "Priority" number to where you want it in the order.Step four: Use SKSE You are now ready to use that tool that you just installed. Make sure you use the “SKSE” option left of the “Run” button.Step five: Praise MO Yea MO!!!!
  17. Hey Im in need of some help with setting some mods up correctly for my skyrim things like FNIS, HDT, Yiffyage and so on, I tried to do it but It was a major mess so I had to nuke it and start over from scratch
  18. Bane Master

    Estrus Chaurus+

    Version V4.342 (14/04/2018)

    207,575 downloads

    See http://www.loverslab.com/files/file/149-estrus-chaurus/ for a full description of what this mod does. All credits go to the original author of this mod, Jbezorg. Since he has taken a hiatus, I will be maintaining this mod for the time being. Thanks to Min for helping to keep the Mod alive by updating it for SL1.5+ Description Version 4.342 It should be safe to upgrade directly from V4.20a and above to V4.342 However Upgrading from V4.10 or earlier is NOT supported and requires a clean save! NiOverride and XPMSE are required for pregnancy scaling to work in EC+ 4.20 onwards Thanks to t3h0th3r for providing the updated scaling code! There are three methods by which the EC effect can be applied to the player or a follower: Chaurus spit attacks can trigger tentacle attacks - the chance of attack is configurable via the EC MCM Sexlab scenes involving a Chaurus triggered by another mod (e.g. Sexlab Defeat) EC+ scenes triggered by other mods (e.g. FMEA, Deviously Enchanted Chests, Sexlab Parasites, Deviously Cursed Loot) Chaurus Spit can also trigger Tentacle attacks on non-follower NPCs! At present NPC pregnancies will be lost if you or the NPC changes cell. Updating Updating from version 4.20a to version 4.31 should not require a clean save Updating from version 4.10 to version 4.3x requires a clean save or new game. For Modders Required Mods and Versions Dawnguard DLC or Legendary Edition Sexlab 1.62 FNIS 6.1+ FNIS Creatures 6.1+ SkyUI XPMSE 2.80+ Net Immerse Override 3.2.2+ or Racemenu 3.0+ (includes NIO) Estrus for Skyrim V1.60r1 (Must be installed but the mod does not have to be activated) Known Issues None - please report any problems (or success) and I will try and sort them. Credits qotsafan for the Sexlab Inflation Framework integration code CGi & joisback for the German Translation patch Aequus & ManuelMoreno for the Russian Translation version Estrus Chaurus 4.33 ru.7z
  19. After around 10 minutes of gameplay the .skse compaion saves nearly double their size, but i can't find the cause for the bloat. Netimmerse Override Cleaner is able to cut out the excess, but it returns in a bit. Can anyone smarter look at the attached files and tell what the cause for the save being large is? I have the latest SKSE, SKYUI, FNIS, RaceMenu, skeleton, load order sorted with LOOT, etc. quicksavecleaned.skse quicksaveold.skse
  20. Hello all, LoversLab. I need some advices in scripting. So, my goal is make a system, which do various things on NPCs (by casting spell on them, for example). Change stats, or outfits, or other things - this is not matter for now. I can easy implement this, but! This system also should "track" all affected NPC: it should store initial "unchanged" parameters of all NPCs somethere, and also it should apply all changes\effects on savegame reload. So, I need an advice in this "tracking" part. How it can be implemented? Via quests, or simple magic effects? Which events and scripts I should use for better performance and stability? Thanks in advance.
  21. Well, I just did a clean re-install of skyrim and now SKSE is making my skyrim freeze on startup and "Not respond" This ever happen to you guys?
  22. My deepest gratitude if someone could help me of my problem. I have I7 CPU with GTX 1060 and 8GB RAM. I am using skse 1.7.3, FNIS 7.0 XXL, latest Bodyslide. The mod manager is MO. I ran the FINS and bodyslides before started. The CTD happens on a starting new game with alternative start, and there seems to be no clear pattern. I tried to start as camping in wood or in property in Whiterun, both result CTD shortly after starting. Sometimes CTD when running in the wild, sometimes when in Riverwood( ths is the farest I could made). My observation is that if I remain indoor and never leave the house, the CTD will probably not occur. I suspect this is due to memory problem as its random nature, but I have already edited the relative INI file, and applied some patches. I tried to start the game with Creature Framework disabled, Slaverun Reloaded disabled, but CTD still occurs. (The example log file of the latest try has Creature Framework and Slaverun Reloaded ENABLED. Here is my load order The log is shown below, which is also avaliable in attatchment. Thanks again for anyone with any ideas! Papyrus.0.log
  23. Andreis

    Poser Hotkeys SE

    Version 1.0.0

    1,679 downloads

    POSER HOTKEYS SE Poser Hotkeys adds a configurable hotkey MCM menu that lets you select, favorite, and play poses on the Player and NPCs. Bigger Gif Requirements SKSE64 2.0.6+ PapyrusUtil SE 3.4+ MFG Console Lite SE SkyUI SE 5.2+ At least one Poser* and FNIS SE** Hotkeys You can adjust hotkeys on the Hotkeys page if you don’t like the defaults. If you want to save your hotkeys and settings for later, go to the Data page and click “Save Settings.” Please note that there is a hotkey that can enable and disable all other Poser Hotkeys hotkeys (NumPad -). This is useful if you want to use overlapping hotkeys for something like Jaxonz Positioner SE after you have selected a pose for an actor. This hotkey does not start or stop poses on any actors on its own. Hotkeys are automatically saved to disc as they are modified. Poses You can select poses from the Poses page, or use your hotkeys to select them. Pressing the Show Pose button (Home) without a target in your crosshair will cause the Player to start posing. If you target an NPC in the crosshair and press Show Pose, the NPC will pose instead. To clear a pose and return the Player or NPC to normal, press the Clear Pose button (End). You can cycle through posers (Page Up, Page Down), poser packs (Up Arrow, Down Arrow) and poses (Left Arrow, Right Arrow). This only happens if the target is already posing. Favorites If you find a pose that you particularly like, you can add it to your favorites by pressing the Add to Favorites button (Insert). If you want to unfavorite the pose, press the Remove from Favorites button (Delete). If you want to categorize your favorites, you can create and delete your own named Packs on the Poses page. To change which Favorites Pack you are adding or removing poses to, simply select "Favorites" and then your desired pack on the Poses page. You may then select any other Poser or Pack and cycle poses as normal. When you press the Add to Favorites button or Remove from Favorites button, the displayed pose will be added to or removed from the Favorites Pack you selected earlier. Favorites are automatically saved to disc as they are added and removed. Faces You can create, copy, capture and select faces from the Faces page, or use your hotkeys to select them. Once a Face is selected, holding the Modifier Key (Left Shift) and pressing the Show Pose button (Home) without a target in your crosshair will cause the player to make a face. If you target an NPC in the crosshair and press Show Face, the NPC will make a face instead. To clear a face and return the player or NPC to normal, hold the Modifier Key (Left Shift) and press the Clear Pose button (End). You can cycle through faces by holding the Modifier Key (Left Shift) and pressing Show Next Pose (Right Arrow) or Show Previous Pose (Left Arrow) PoserDataGen (Required to get SSE pose mods working in this mod) About PoserDataGen is an tool that provides a way for users to create data for installed posers. Installation PoserDataGen is a executable that can be run from anywhere. Simply unzip it and double click the .exe to start it up. If you use Mod Organizer 2, I suggest that you launch PoserDataGen through its interface. This is a very good video explaining how to add it to Mod Organizer. Uninstallation Simply delete the .exe and .config file to remove it from your system. Data Generation PoserDataGen will try to automatically find your Skyrim SE directory the first time it's opened. Any detected posers you have installed will show up in the "Posers" section in the center of the application. If the "Posers" section is empty, it means the tool could not find your Skyrim SE directory, or it could not find any installed posers. If your Skyrim SE directory was not found, or if you want to point to a different Skyrim SE location, you can change your Skyrim SE directory using the “Change Skyrim Directory” button. Once a valid directory is chosen it is saved in the .config file for later use. Once posers are listed in the "Posers" section, you can check and uncheck them to include or exclude them for data generation. Clicking "Generate Poser Data" will generate data files for the checked posers, overwriting any existing, older files in the output location. If you don’t have one already, an empty Favorites data file will also be created for you. The Favorites data file will not be automatically overwritten by this tool if already present. To the right of the "Posers" section there are some additional options you can check that will do more things during data generation: "Skip Missing Animations will force the tool to verify that a valid .HKX (animation) file exists for each and every pose being added to the data file. This prevents the addition of poses that are defined in the FNIS_*_List.txt file that have no accompanying animation file. "Delete Old Poser Data" will delete all existing data files in the \PoserData\ folder, except for your Favorites. You can use this to remove data files for posers you have uninstalled. "Reset Favorites Data" will reset your Favorites data file to its original, empty state. Use this if you want to clear your favorites list entirely. Once the data files have been generated they should automatically be placed in \Data\SKSE\Plugins\PoserHotKeys\PoserData\ The next time you open the Poser Hotkeys MCM menu you should see your changes reflected on the Poses page. User Configuration You can alter the included .config file to help some specific usability issues that can arise depending on your installation. "SkyrimDirectory" holds the path the last valid Skyrim directory selected on the form. This is so that PoserDataGen doesn't have to ask you for the folder every time you run it. You can change this to whatever path you want that contains an \Data\Meshes\Actors\Character\Animations\ folder. "IgnoredFolders" is list of folder names that are skipped when PoserDataGen creates its list of posers. You can add entries here if you have mods that add animations that you do not want to show in the PoserDataGen "Posers" section. The folder names are ones that are found in \Data\Meshes\Actors\Character\Animations\ containing an FNIS_*_List.txt file. "PoserTrimStrings" are strings that are removed from the beginnings of poser pack names in the MCM drop down menu. This is purely aesthetic and is there to remove words or letters that a user doesn't care about when trying to select a pose. - Credits - Mz1n for the permission to share this with you guys! Please don't bother Mz1n via his own page about this SSE port!
  24. Changing light source parameters (color, radius, fade, pulsation) via scripts. It is possible? The point is that I'm trying to make an "upgrade" for the QuickLite mod, with the ability to select different light styles. But, unfortunately, I do not see the right way to make this. Creating hundreds of different versions of light sources - this is not the right way.
  25. Hey there, So i recently installed a few Mods to enhance my Skyrim Graphic wise and now it crashes to Desktop (CTD) when i load Skyrim with SKSE.exe . I installed around 20 Mods. List of the Mods: Enhanced Vanillia Trees Realistic Water Two + ENB Textures Unbleak ENB Revamped Exterior Fog SkyFalls + SkyMills Joy Of Ships NobleSkyrimMod 2k + Patch for SMIM SMIM (Static Mesh Improvement Mod) Ruins Clutter improved Skyrim Flora Overhaul Cinematic Fire Effects 2 HD Dark Dungeons for ENB HD Enhanced Terrain The Skyrim Distance Overhaul (SDO) Also i installed: ENB Series Basic Information Some of these Required Various Ini/IniPrefs changes. Im not 100% Sure i followed/did them all but i think i did make all changes.. I ran Loot before starting my Game. As i said i used SKSE My Game worked Perfectly fine before i installed those Mods Heres what happens when i try to launch (Step By Step) I click on SKSE in NMM The Game Loads (A Short SKSE Console Pops up) The Game Window shows very small in the top left corner. The Game trys to go Fullscreen for not even a second. The CTD has happened. Some more Informations: I let every Mod overwrite other Mods. I Downloaded all Mods through NMM (Except ENB Series of course) I activated every Mod from the Top to the bottom (I moved from Section to Section downwards and activated all Mods inside them in order) My Game usually crashes when the Bethesda Logo appears. (When it happens) This Time as described right at the start. -Aki EDIT: I got everything to work but my Game looks... not right ... See down below (The File)
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