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Found 32 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 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  
  3. Version 1.1

    62,755 downloads

    The Painted Lady ============================================================================================= ============================================================================================= *** BODYSLIDE *** 2018 February 17 - CBBE and UUNP Bodyslide Presets [UUNP] UUNP Conversion v1.11 by Slash197 https://www.loverslab.com/files/file/4181-slash197-uunp-conversion/ [CBBE/LUSH] LUSH Painted Lady PUbic Mesh Bodyslide v1.0 by Samisme74 https://www.loverslab.com/files/file/1636-lush-painted-lady-pubic-mesh-bodyslide/ Special thanks to: Slash197 Samisme74 ============================================================================================= ============================================================================================= *** UPDATES *** 2018 May 15 Reuploaded the Painted Lady Patcher by Markdf. Includes relevant information. https://www.loverslab.com/topic/38259-2018-04-30-minor-fix-the-painted-lady-redone-color-matching-pubic-hairs/?do=findComment&comment=2244080 2018 April 30 - Minor Fix for Wild Style Pubic Meshes Changed the Wild style meshes biped slot from "32" to "52". The new meshes replaces those from the Painted Lady mod and CBBE/UUNP Bodyslide ShapeData. The archive contains both the MESHES folder (Painted Lady) and CALIENTETOOLS folder (Bodyslide). DOWNLOAD PaintedLady_BipedSlot_Fix_20180430.7z *** PREVIOUS UPDATES *** ============================================================================================= ============================================================================================= *** ABOUT *** ============================================================================================= What Hairstyles are Available? (see SCREENSHOTS) Works nicely with CBBE, ADEC, and UNP Bush Wild (bushier version) Landing Strip Body specific Untamed - CBBE Untamed - UNP Untamed - UNP Skinny Bodies Tested CBBE/CHSBHC/Manga/ADEC UNP/UNPB/UNPC/Dreamgirl/7base Bombshell Can Followers and NPC Replacers use These Pubic Hairs? Yes. See INSTRUCTIONS. 2014 October 17 IMPORTANT UPDATE TO THE INSTRUCTIONS. I forgot to add the part where you need to add the pubic hair form to the NPC's Character Gen Parts. Caveat. At this moment, the follower/npc replacer can only use the same pubic hairs as your own character. The reason is if you give them a different pube style, one plugin will override the other. ============================================================================================= FILES AVAILABLE - Painted Lady REDONE MAIN_PaintedLady_REDONE_v1.0-20141020.7z OPTION_PaintedLady_REDONE_BeastRaces_MasterFileOnly.7z FILES AVAILABLE - Painted Lady Original MAIN_PaintedLady_ColorMatching_PubicHairs_v1-0-20141017.7z Contains the core files + Pubic Hairstyle Options. REQUIREMENTS SKSE (only for Painted Lady Original) INSTALLATION Painted Lady REDONE Simply install with a mod manager or extract the archive, open the main folder and copy the contenst and paste into your DATA folder. Painted Lady Original Version 1.0 is simple, the core files are installed automatically, you just need to choose a pubic hairs option that will fit the body you are using. ============================================================================================= CREDITS DorkDiva and NuclearSatan (Bush/Wild/Landing Strip hair meshes) B3lisario (SKSE plugin and mod plugin) Vioxsis "Venu Vio, ftw!" (Untamed hair meshes) Thanks to Camila, JaFinmongrab, and Xuniana for helping with testing. PERMISSIONS A link to this post is a welcome addition, but not mandatory. You are permitted to upload this mod to another site provided credit is given to the authors here. You are permitted to use assets from this mod provided credit is given to the authors here. You are not permitted to claim it as your own work. You are not permitted to re-upload to another site as an exclusive.
  4. View File The Painted Lady ============================================================================================= ============================================================================================= *** BODYSLIDE *** 2018 February 17 - CBBE and UUNP Bodyslide Presets [UUNP] UUNP Conversion v1.11 by Slash197 https://www.loverslab.com/files/file/4181-slash197-uunp-conversion/ [CBBE/LUSH] LUSH Painted Lady PUbic Mesh Bodyslide v1.0 by Samisme74 https://www.loverslab.com/files/file/1636-lush-painted-lady-pubic-mesh-bodyslide/ Special thanks to: Slash197 Samisme74 ============================================================================================= ============================================================================================= *** UPDATES *** 2018 May 15 Reuploaded the Painted Lady Patcher by Markdf. Includes relevant information. https://www.loverslab.com/topic/38259-2018-04-30-minor-fix-the-painted-lady-redone-color-matching-pubic-hairs/?do=findComment&comment=2244080 2018 April 30 - Minor Fix for Wild Style Pubic Meshes Changed the Wild style meshes biped slot from "32" to "52". The new meshes replaces those from the Painted Lady mod and CBBE/UUNP Bodyslide ShapeData. The archive contains both the MESHES folder (Painted Lady) and CALIENTETOOLS folder (Bodyslide). DOWNLOAD PaintedLady_BipedSlot_Fix_20180430.7z *** PREVIOUS UPDATES *** ============================================================================================= ============================================================================================= *** ABOUT *** ============================================================================================= What Hairstyles are Available? (see SCREENSHOTS) Works nicely with CBBE, ADEC, and UNP Bush Wild (bushier version) Landing Strip Body specific Untamed - CBBE Untamed - UNP Untamed - UNP Skinny Bodies Tested CBBE/CHSBHC/Manga/ADEC UNP/UNPB/UNPC/Dreamgirl/7base Bombshell Can Followers and NPC Replacers use These Pubic Hairs? Yes. See INSTRUCTIONS. 2014 October 17 IMPORTANT UPDATE TO THE INSTRUCTIONS. I forgot to add the part where you need to add the pubic hair form to the NPC's Character Gen Parts. Caveat. At this moment, the follower/npc replacer can only use the same pubic hairs as your own character. The reason is if you give them a different pube style, one plugin will override the other. ============================================================================================= FILES AVAILABLE - Painted Lady REDONE MAIN_PaintedLady_REDONE_v1.0-20141020.7z OPTION_PaintedLady_REDONE_BeastRaces_MasterFileOnly.7z FILES AVAILABLE - Painted Lady Original MAIN_PaintedLady_ColorMatching_PubicHairs_v1-0-20141017.7z Contains the core files + Pubic Hairstyle Options. REQUIREMENTS SKSE (only for Painted Lady Original) INSTALLATION Painted Lady REDONE Simply install with a mod manager or extract the archive, open the main folder and copy the contenst and paste into your DATA folder. Painted Lady Original Version 1.0 is simple, the core files are installed automatically, you just need to choose a pubic hairs option that will fit the body you are using. ============================================================================================= CREDITS DorkDiva and NuclearSatan (Bush/Wild/Landing Strip hair meshes) B3lisario (SKSE plugin and mod plugin) Vioxsis "Venu Vio, ftw!" (Untamed hair meshes) Thanks to Camila, JaFinmongrab, and Xuniana for helping with testing. PERMISSIONS A link to this post is a welcome addition, but not mandatory. You are permitted to upload this mod to another site provided credit is given to the authors here. You are permitted to use assets from this mod provided credit is given to the authors here. You are not permitted to claim it as your own work. You are not permitted to re-upload to another site as an exclusive. Submitter PsychoMachina Submitted 10/17/2014 Category Body Replacers Requires SKSE Special Edition Compatible No
  5. 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 )
  6. 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
  7. Bane Master

    Estrus Chaurus+

    Version V4.342 (14/04/2018)

    192,105 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
  8. 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
  9. 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.
  10. 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?
  11. 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
  12. Andreis

    Poser Hotkeys SE

    Version 1.0.0

    1,000 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!
  13. 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.
  14. 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)
  15. Mergatroid Skittle

    Radial Containers

    Version 2.0

    748 downloads

    Radial Containers Reborn This mod adds a hotkeyed container system to the game. Radial Containers Allows you to access 8 different containers from anywhere in the game to store and organize your items. Think “cloud” storage. You can rename each category to anything you want. How to use: Press the Radial Container hotkey (Right Alt by default) to access the Radial Container Menu. From there, you can select one of the 8 container wedges to open them. Holding the hotkey while selecting a wedge will allow you to rename that wedge option. UPGRADING: If you're installing the mod for the first time, move along. Nothing to see here. If you're updating from any version, transfer all items from each radial container to your inventory (or some other container not added by this mod) remove the old version, save your game, install the new version. REQUIREMENTS: SkyUI UIExtensions (or EFF) SKSE KNOWN ISSUES: You may have to press the hotkey twice to get the menu to appear, depending on how many mods with scripted update events you have installed. There isn't a whole lot I can do about this, as it depends on the users' mods. Credits: Expired - UIExtensions SKSE Team SkyUI Team
  16. Mergatroid Skittle

    Radial Containers

    View File Radial Containers Reborn This mod adds a hotkeyed container system to the game. Radial Containers Allows you to access 8 different containers from anywhere in the game to store and organize your items. Think “cloud” storage. You can rename each category to anything you want. How to use: Press the Radial Container hotkey (Right Alt by default) to access the Radial Container Menu. From there, you can select one of the 8 container wedges to open them. Holding the hotkey while selecting a wedge will allow you to rename that wedge option. UPGRADING: If you're installing the mod for the first time, move along. Nothing to see here. If you're updating from any version, transfer all items from each radial container to your inventory (or some other container not added by this mod) remove the old version, save your game, install the new version. REQUIREMENTS: SkyUI UIExtensions (or EFF) SKSE KNOWN ISSUES: You may have to press the hotkey twice to get the menu to appear, depending on how many mods with scripted update events you have installed. There isn't a whole lot I can do about this, as it depends on the users' mods. Credits: Expired - UIExtensions SKSE Team SkyUI Team Submitter Mergatroid Skittle Submitted 03/18/2015 Category Other Requires UIExtensions, SKSE, SkyUI Special Edition Compatible  
  17. So I've recently had a menu seem to pop up out of nowhere in my load order. As noted in the title, it pops up whenever I press my toggle key, set to F. Ideally, I'd like to find out what it is, and bind it to a different key, rather than have to use a different key for toggling perspective on one profile.
  18. Hey I was wondering if there is any information or write up on how to communicate with skse/papyrus from flash. I would appreciate any information, even if its just a place to start but just some sort of information would be very helpful.
  19. Hello all ... its been a while from my last post. But I am trying to do something to make an online version of skyrim with a login system that will allow users to save data of there characters to a database.So they won't get lost when reinstalling / game corrupting / whatever other scenario that comes along. There will be a lot more features than this. but for now I am trying to make an skse plugin that flash can communicate with and then grab information for a console server application. Is there any write up on how to make skse communicate with flash and back ? I understand that skyrim also only uses an as2 version of scaleform from when it was developed but can as3 still be used for development of this application? I know that I will need to be able to make a system for character creation to save variables / data to the server, just wondering if I replace flash files with my own will as3 communicate with the game at all?
  20. Version 1.1 (20170520)

    3,438 downloads

    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).
  21. shiagwen

    SKSE 20 sec

    It is weird. today suddenly SKSE takes 20 seconds to login screen. it took 3-5 seconds for this all years long. deleting many mods and start a new game did not change anything, so i fear it is maybe a hardware error ? but nothing wrong in hardware manager. What can it be ? edit : finally i decided to deinstall skyrim and deleted all mods, reinstalled skyrim and skse only. resiult : login screen in half a second !
  22. cornbreadtm

    SKSE 1.7.1

    http://skse.silverlock.org/Updated with 1.7.1 changes. Continue discussing :D1.7.0:- added Game.GetFormEx that works for formIds >= 0x80000000- added UI.Open/CloseCustomMenu- added Actor.ReplaceHeadPart, ActorBase.GetNumOverlayHeadParts, GetNthOverlayHeadPart, GetIndexOfOverlayHeadPartByType- added Math.Log- added Ingredient.GetIsNthEffectKnown- fixed SetPlayerTintMaskColor alpha- enabled previously-temporary Papyrus plugin API - it isn't what I wanted it to be, but I don't think I have the time to do it the right way- added ActiveMagicEffect.GetMagnitude- added Art.Get/SetModelPath- added many MagicEffect and Tree functions- added ModEvent and UICallback, see associated .psc for details- added ObjectReference.Get/SetDisplayName- added Enchantment.SetNthEffectMagnitude/Area/Duration- added Form.SetPlayerKnows- added Enchantment.GetBaseEnchantment- added Perk.GetNextPerk- added ActorValueInfo, see ActorValueInfo.psc for details- added LeveledActor/Item/Spell, see associated .psc for details- added Game.Get/SetPlayerExperience, GetExperienceForLevel- added ObjectReference.GetEnableParent, Get/Set/CreateEnchantment, GetNumReferenceAliases, GetNthReferenceAlias- fixed Get/SetGoldValue for AlchemyItems- added DefaultObjectManager- thanks to sheson: added configuration of some initial pool sizes [Memory] DefaultHeapInitialAllocMB= <default heap initial allocation size in megabytes, vanilla size is 512> ScrapHeapSizeMB= <scrap heap size in megabytes, vanilla size is 256> 1.7.1: - fixed IsValidRace for armor races - added MagicEffect.GetCasting/DeliveryType - fixed crash when calling UpdateWeight on non-facegen Actors - GetTotalItemWeight computed correctly for non-players - added Potion.IsPoison, GetUseSound - added Weapon.GetTemplate - added Ammo.IsBolt, GetProjectile, GetDamage - added Game.GetDialogueTarget - added SKSETaskInterface::AddUITask - serialization understands deleted forms - added SKSEMessagingInterface - plugin messages sent on save, preload, postload, delete - WornObject.GetDisplayName returns base form name if no display name is present - added WornObject, ObjectReference.GetPoison - DirectX SDK now required for compilation - fixed WornObject slot/mask lookup - added NetImmerse.SetNodePosition - added Actor.GetFurnitureReference - added Game.GetCurrentCrosshairRef - added NetImmerse.GetRelativeNodePositionX/Y/Z - added Actor.Set/ResetExpressionPhoneme/Modifier - added Form.HasWorldModel, Get/SetWorldModelPath/NumTextureSets/NthTextureSet/SetWorldModelNthTextureSet - added HeadPart.IsExtraPart - added Form.IsPlayable - added ObjectReference.GetAllForms
  23. 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  
  24. Ok so vr seem to be a great and possible option now. I would think the dream of skyrim would be, to have skyrim in vr and skse working. Is this a work in progress? Is this something thats possible now? I have seen video of people using a program called, vorpx. But i keep seeing that you cant use skse. seems a hard choice. Personal i cant wait to try vr with skyrim and skse WITH the mods here at loverslab. Using sexlab mods would be so immersive with a vr headset, and to run around the world of skyrim would be just as great. Does anyone know if this is possible yet? skyrim vr and skse?
  25. It seems SKSE64 is in trouble, possibly canceled. First, SKSE64 missed an estimated beta. That happens and is to be expected. ​ ​Second, there currently is no estimated timeframe for a beta, suggesting no headway is being made. Lastly, I waited longer to post this than I waited for the beta. I don't want to throw a fuss or insult someone's competence or intelligence, but I also want to know if regularly checking http://skse.silverlock.org/ for updates is a waste of my time. SKSE32 seems to operate exactly as intended, and we can all absolutely continue enjoying Skyrim without SKSE64. But, if it's never to be released, I'd like to know. For a while, the SKSE page was set as my start page in both Chrome and Edge. I'm not looking to be pushy and it is certainly in no way my intention to be disrespectful or rude. I only ask for anything in the realm of an update every 3-4 weeks, even if all that changes is the date. The last update on the page, as of this post, is about 4 months and 28 days old.
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