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Blogs

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  • Hello I'm searching for someone to give me the Glow color mod for the daedric armor because the mod was removed from Nexus pleas
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  • How to Treat CTDs (and some other stuff) in Skyrim LE
  • SkyLovers says things.
  • Skyrim SE Girls Nessa & Muiri
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  • Tales of Iron Vol.2
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  1. 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  
  2. DynamicAnimationReplacer - Animation Limit Patch View File Dynamic Animation Replacer currently has animation limit set to 16384 as stated in it's description. If you use FNIS XXL and have lots of animation mods, you can easily exceed this limit. As a result, you will see "too many animations" error after you load saved game and Skyrim will close. This mod contains patched Dynamic Animation Replacer v1.2.0 to expand this limit from 16384 to 32512 If you wish to patch it yourself, here are offsets: Address / Length / Original bytes / Patched bytes 730F 0x1 40 7F 7327 0x1 40 7F 73F6 0x1 40 7F 747A 0x1 40 7F 7492 0x1 40 7F 74A4 0x1 00 FC 74C9 0x1 40 7F 74D2 0x1 40 7F 74E8 0x1 40 7F 758F 0x1 40 7F 796E 0x1 40 7F 7BC9 0x1 40 7F 7C27 0x1 40 7F 7C7A 0x1 40 7F 7CF7 0x1 40 7F 7D74 0x1 40 7F All credits to Felisky for creating original plugin Submitter amaru Submitted 06/23/2022 Category Animation Requires SKSE Special Edition Compatible No  
  3. I found out that Skyrim SE can play VR files and vice or versa. You can copy SkyrimVr.esm/.bsa to SkyrimSE set up 100 mods plus SKSE with dlls too and the equivalent versions for Skyrim VR which can run FNIS/NEMESIS too. I hardlinked my saves. And it's cool to continue the same save from Skyrim SE or go back too VR. WIN! (I'm using mod organizer to pull these off.) plugin list 100% same. Yes, FISS /SMP/CBPC, and sexlab will cross over.
  4. Estrus Chaurus+ View File 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+ Original Mod Description by Jbezorg WHAT DOES THIS MOD DO? Chaurus spit attacks will trigger an Estrus Tentacle attack and impregnation. In roughly 3 days, they Chaurus Eggs will be expelled from the host's body. WHAT CAN YOU DO? If the skeleton supports node scaling the breasts will enlarge during that time. MCM will auto-configure Estrus Chaurus based on your skeleton and it will be available if the skeleton and body mesh supports it. If this is available, you can set how large the breasts will grow. You can set how long the impregnation will last. You can turn on / off impregnation by enabling / disabling the pregnancy option. The tentacle attack will still happen but no impregnation. You can turn on / off the chaurus eggs hatching by enabling / disabling the Chaurus Infestation option. An impregnated NPC will still lay chaurus eggs. They just will not hatch. You can choose to have some residual breast growth. Breast size is not returned fully to the original size. You can remove all impregnation effects from NPCs, Companions & the Player by enabling "Prepare for uninstall" ( this can take a few min. to run). The breast enlargement feature is very experimental. It's very likely to cause CTDs. You can disable this feature in MCM by setting breast growth to "NONE". SOME THINGS TO KEEP IN MIND Don't update to a new version without first enabling "Prepare for Uninstall" and letting it cure everyone. Estrus shout abilities AND THE ESTRUS MOD ITSELF is completely unrelated to this mod. When the pregnancy effect ends: The original breast scale is restored. The victim is removed to the Chaurus Faction ( if still in it ) The perk is removed. [*]Don't save or game wait while the Estrus Tentacle magic effect is active. You'll most likely CTD. Wait a few min. before to allow for the first NiNode update to occur. [*]Breast enlargement and pregnancy will only work on body meshes that support skeletal scaling e.g. TBBP, BBP body meshes. [*]If You don't see MCM updating, use the following console command. setstage SKI_ConfigManagerInstance 1 EC+ Version 4.390 As version 4.390 has major changes to the esp file I do not recommend trying to upgrade - a new game is required For the LE version NiOverride and XPMSE are required for pregnancy scaling to work in EC+ 4.20 onwards For the SE version SKEE and XPMSE are required for pregnancy scaling to work. 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 4.381 to version 4.390 requires a clean save or new game. For Modders Required Mods and Versions Legendary Edition Estrus For Skyrim V2.41r1 (Must be installed but the mod does not have to be activated) Sexlab 1.62 FNIS 6.1+ FNIS Creature Pack 6.1+ SkyUI 5.1 XPMSE 2.80+ Net Immerse Override 3.2.2+ or Racemenu 3.0+ (includes NIO) Special Edition Estrus For Skyrim SE V2.45 (Must be installed but the mod does not have to be activated) Sexlab 1.63 Beta 9+ FNIS 7.6SE + FNIS Creature Pack SE 7.6+ SkyUI 5.2SE XPMSE 4.80+ Racemenu SE 0.4.16+ (includes SKEE - required for pregnancy scaling) Known Issues None - please report any problems (or success) and I will try and sort them. Credits qotsafan for the Sexlab Inflation Framework integration cod osmelmc for the automatic EC animation registration patch Submitter Bane Master Submitted 05/03/2014 Category Combat Sex Requires SexLab , SKSE, FNIS, FNIS Creature Pack, SkyUI, Estrus For Skyrim (Assets only), NIOverrride (LE), SKEE (SE) Special Edition Compatible Yes
  5. View File WHAT DOES THIS MOD DO? This is an addon to Realistic Needs and Diseases (RND) by perseid9. Obviously you will need RND installed for this to work. It will change the player's body weight based on their eating habits and activities. HOW DOES IT WORK? This mod will start when RND starts and stop when it is stopped. The player's weight is restored to it's original value when it's stopped. No configuration menu is added by this mod. Weight Change RND monitors the hunger magic effects placed on the player by RND. It will also monitor how often the player is in combat, sprinting, and if the player is over encumbered. ( Player's inventory weight greater than max carry weight and the player is forced to walk ). Generally: Gluttony will shift the player's weight up Satiated & Peckish shift the player's weight towards their original weight. Hungry will not shift the player's weight ( by itself. other activities will most likely shift weight down ). Very Hungry & Starving will shift the player's weight down combat, sprinting, and being over encumbered all contribute to shifting the player's weight down. Weight adjustments are calculated and applied at the end of the day and is the sum of all the player's actions. e.g. If the player spends half a day with the RND Gluttony effect applied and then spends the other half with RND Starving Effect applied, the net result would be no weight change. SOME THINGS TO KEEP IN MIND The weight change s limited to the in game limit of 0 to 100 of SetWeight(). The visual body changes are currently limited to the player's chosen body mesh. REQUIREMENTS Realistic Needs and Diseases (RND) by perseid9 Submitter jbezorg Submitted 05/12/2013 Category Other  
  6. I've been fighting with Skyrim to get NPC inventories the way I want, but it seems to be far more complicated than I hoped. I'm getting NPCs to equip an item, and then change to another item and remove the first one. When I remove the item from the NPC, they seem to put on their default item again. For now I can just not remove the old items, but I'd like to not have all the duplicate items in their inventories for immersion purposes. Player inventories are behaving as I want them to, so I'm wondering if there's any way to get NPCs to temporarily stop this behavior. I've tried using the ObjectReference AddInventoryEventFilter, but that didn't seem to stop the behavior, so I'm thinking it might not even be a Papyrus event like OnItemRemoved. Would it be possible to modify this behavior with an SKSE plugin? I'm trying to do it with Papyrus, but I'd learn plugin development if it could be done that way. Any ideas would be really appreciated. Thanks, v
  7. 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  
  8. My Skyrim AE recently stopped working asking me to update my SKSE, so I did. Now I get a warning that several key mods, such as JContainers, will not work. I attempted to update them, at least JContainers, and there are no updates. I downloaded the new SKSE through Vortex. What am I doing wrong and how do I fix it, please somebody competent help me.
  9. Conglomerate 01 This guide is for Skyrim LE: Terms for "Skyrim LE": Skyrim Legendary Edition Skyrim + the three DLC: Dawnguard, Hearthfire, Dragonborn Skyrim 32bit version + 3 DLC Highly recommend additional Skyrim LE guides: 2020 Skyrim LE Stability Guide STEP Skyrim LE v3.0 For more Skyrim related links: Conglomerate - Links For Skyrim SE check out this guides: (v1.1.2) Mod Organizer 2 & Other tools - From zero to "Hey Sexlab is working!" Skyrim SE for Beginners - V 3.2.0 (3BBB / HDT-SMP / HPH) Intro: My blog is pretty basic and should be used as a "quick" reference to prepare Skyrim LE for modding. If you want to learn more about the technical aspects on how the various Stability Fixes for Skyrim work you can start your research from here. Main goal is to show how to install Skyrim ready to be modded and how to use "Stability Fixes" to keep Skyrim LE stable even with a multitude of installed mods. In addition you can find here a list of tools needed to keep the game stable and fix issues. The instructions are written in a way that a user can just work through it from top to bottom (recommend!), for a first install or a reinstall of Skyrim LE. I use Nexus Mod Manager (NMM v0.8+) in combination with Wrye Bash to compensate for the NMM shortcomings, that's why you find a few NMM related hints included in this blog. The stability fixes are the same for use with any Skyrim LE setup unrelated to the used mod manager (MO, MO2, Vortex, Wrye Bash). I mainly post only solutions I tried or use on my own Skyrim setup and that showed practical results. Many of the here posted fixes and tools are the absolute basics and mandatory to create a stable modding environment. In combination with Conglomerate 02 it is possible to create a lewd base setup that can be trusted to be stable. A stable base setup is needed for troubleshooting, because it is really hard to find mod bugs or conflicts if the base setup creates glitches or worse crash to desktop (CTD). Most used abbreviations and technical terms: Conglomerate - Abbreviations and file types What you find on this blog page: Installing Skyrim LE Installing Skyrim LE Backup and preparations before uninstalling Skyrim TES5EDIT Quick_Auto_Clean and cleaning Skyrim Master files a quickie with Quick Auto Clean SKSE & SKSE.ini Mandatory Papyrus expansion Memory (Block) Fix Crash fixes, Crashfixplugin.ini Memory allocator String count fix other fixes ENBoost & enblocal.ini ENBoost is the standalone memory manager without the graphical effects from ENBSeries Provides Skyrim with more usable memory BethINI ini configuration tool and tweaks fixes user errors and/or fixes changes from ini manipulating mods Savegame Tools: FallrimTools NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility) 1. Installing Skyrim LE Installing Skyrim LE Backup and preparations before uninstalling Skyrim 2. TES5edit and cleaning the Skyrim DLC Master files 3. SKSE & SKSE.ini 4. Crash fixes, Crashfixplugin.ini 5. ENBoost & enblocal.ini 6. BethINI 7. Savegame Tools: FallrimTools NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility)
  10. When I was switching steam accounts, my skyrim se save folder got overwritten by steam clouds. I have most of my skyrim se plays on another account, so I switched back and re-overwrite the save folder with steam clouds, then I realize all the .skse files of my recent saves are missing. It seems steam cloud only keeps the ess file. Before judging how stupid I am, how f**ked are my saves? I can load the co-save-less saves, no ctd, only thing that's apparent to me is SOS and sexlab fame mod giving me warnings, and I lost all my sexual fames. Checked some (about 5 out of 50 or something) MCM pages and nothing seems to be missing. Is it safe to keep playing the same save? What are some big mods that relies on the .skse file?
  11. Hi! guys , if anyone know what script and sex lab version are compatible for SKSE . Lists are following . 1. Skyrim game v 1.1.20 2. Skyrim game v 1.6.318 3.skyrim game v 1.6.342
  12. View File ALL CREDIT FOR ORIGINAL MOD & SCRIPT SOURCES GOES TO BANE MASTER & JBEZORG CHANGELOG V3.94 Addon V2: Sorry for all all who just downloaded the new up date(V3.94 Addon V2) please redownload the NEW V3.94 Addon V2.1 as it fixes the glitch with the spider spit effect i found were my error was i fixed it and just tested it on 3 different saves including a brand new save made by clicking new game from main screen. NEW SCRIPT ADDED- You will notice a new script added Called sslCreatureAnimationDefaults this is the Script in sexlab that tells sex lab witch animation to use with witch creature. (I will up load script by it ltself for those who dont use EC+,ES+ and/or both but who also wish to use this fix) DO NOT DOWNLOAD THE SCRIPT IF YOU USE Estrus Chaurus v3.94 Spider Addon AS IT IS ALL READY INCLUDED WITH THE MOD HERE ARE THE CHANGES-(they are Bold, underlined & Italic) (this is only a small part of the script to show the changes) NEW SCRIPT function LoadCreatureAnimations() ; Prepare factory resources (as creature) PrepareFactoryCreatures() Bears = new string[3] Bears[0] = "BearBlackRace" Bears[1] = "BearBrownRace" Bears[2] = "BearSnowRace" SabreCats = new string[3] SabreCats[0] = "SabreCatRace" SabreCats[1] = "SabreCatSnowyRace" SabreCats[2] = "DLC1SabreCatGlowRace" Chaurus = new string[3] Chaurus[0] = "ChaurusRace" Chaurus[1] = "ChaurusReaperRace" Chaurus[2] = "DLC1_BF_ChaurusRace" Dragons = new string[7] Dragons[0] = "DragonRace" Dragons[1] = "UndeadDragonRace" Dragons[2] = "DLC1UndeadDragonRace" Dragons[3] = "_00MechaDragonRace0" Dragons[4] = "_00MechaDragonRace1" Dragons[5] = "_00MechaDragonRace2" Dragons[6] = "_00MechaDragonRace3" Draugrs = new string[29] Draugrs[0] = "DraugrRace" Draugrs[1] = "DraugrMagicRace" Draugrs[2] = "RigidSkeletonRace" Draugrs[3] = "SkeletonNecroRace" Draugrs[4] = "SkeletonRace" Draugrs[5] = "SkeletonArmorRace" Draugrs[6] = "DLC1SoulCairnKeeperRace" Draugrs[7] = "DLC1SoulCairnSkeletonArmorRace" Draugrs[8] = "DLC1BlackSkeletonRace" Draugrs[9] = "DLC1SoulCairnSkeletonNecroRace" Draugrs[10] = "_00ArmoredSkeletonArgonianRace" Draugrs[11] = "_00ArmoredSkeletonBeastRace_Old" Draugrs[12] = "_00ArmoredSkeletonKhajiitRace" Draugrs[13] = "_00ArmoredSkeletonRace" Draugrs[14] = "_00ArmoredSkeletonRace_Old" Draugrs[15] = "_00ChaurusGrimWarriorRace" Draugrs[16] = "_00ChaurusWarriorRace" Draugrs[17] = "_00BeastSkeletonRace" Draugrs[18] = "_00DramanRace" Draugrs[19] = "_00DraugrDwarvenRace" Draugrs[20] = "_00DraugrOneEyeRace" Draugrs[21] = "_00DraugrRaceSH" Draugrs[22] = "_00DraugrVarRace" Draugrs[23] = "_00DLC1BonemanSkeletonRace" Draugrs[24] = "_00LichRace" Draugrs[25] = "_00RigidSkeletonBeastRace" Draugrs[26] = "DLC2HulkingDraugrRace" Draugrs[27] = "DLC2AshSpawnRace" Draugrs[28] = "DLC2RigidSkeletonRace" Falmers = new string[7] Falmers[0] = "FalmerRace" Falmers[1] = "_00FalmerRace01" Falmers[2] = "_00FalmerRace02" Falmers[3] = "_00FalmerRace03" Falmers[4] = "_00FalmerRace04" Falmers[5] = "_00FalmerRace05" Falmers[6] = "_00GoblinRace" Giants = new string[2] Giants[0] = "GiantRace" Giants[1] = "DLC2GhostFrostGiantRace" Horses = new string[1] Horses[0] = "HorseRace" Spiders = new string[6] Spiders[0] = "FrostbiteSpiderRace" Spiders[1] = "FrostbiteSpiderRaceLarge" Spiders[2] = "_00ChaurusCrawlerRace" Spiders[3] = "_00DwarvenSpiderBoltRace" Spiders[4] = "_00DwarvenSpiderFireRace" Spiders[5] = "_00SkeletonSpiderRace" LargeSpiders = new string[3] LargeSpiders[0] = "FrostbiteSpiderRaceGiant" LargeSpiders[1] = "_00ChaurusCrawlerRaceGiant" LargeSpiders[2] = "_00ChaurusCrawlerRaceLarge" OLD SCRIPT function LoadCreatureAnimations() ; Prepare factory resources (as creature) PrepareFactoryCreatures() Bears = new string[3] Bears[0] = "BearBlackRace" Bears[1] = "BearBrownRace" Bears[2] = "BearSnowRace" SabreCats = new string[3] SabreCats[0] = "SabreCatRace" SabreCats[1] = "SabreCatSnowyRace" SabreCats[2] = "DLC1SabreCatGlowRace" Chaurus = new string[3] Chaurus[0] = "ChaurusRace" Chaurus[1] = "ChaurusReaperRace" Chaurus[2] = "DLC1_BF_ChaurusRace" Dragons = new string[7] Dragons[0] = "DragonRace" Dragons[1] = "UndeadDragonRace" Dragons[2] = "DLC1UndeadDragonRace" Dragons[3] = "_00MechaDragonRace0" Dragons[4] = "_00MechaDragonRace1" Dragons[5] = "_00MechaDragonRace2" Dragons[6] = "_00MechaDragonRace3" Draugrs = new string[29] Draugrs[0] = "DraugrRace" Draugrs[1] = "DraugrMagicRace" Draugrs[2] = "RigidSkeletonRace" Draugrs[3] = "SkeletonNecroRace" Draugrs[4] = "SkeletonRace" Draugrs[5] = "SkeletonArmorRace" Draugrs[6] = "DLC1SoulCairnKeeperRace" Draugrs[7] = "DLC1SoulCairnSkeletonArmorRace" Draugrs[8] = "DLC1BlackSkeletonRace" Draugrs[9] = "DLC1SoulCairnSkeletonNecroRace" Draugrs[10] = "_00ArmoredSkeletonArgonianRace" Draugrs[11] = "_00ArmoredSkeletonBeastRace_Old" Draugrs[12] = "_00ArmoredSkeletonKhajiitRace" Draugrs[13] = "_00ArmoredSkeletonRace" Draugrs[14] = "_00ArmoredSkeletonRace_Old" Draugrs[15] = "_00ChaurusGrimWarriorRace" Draugrs[16] = "_00ChaurusWarriorRace" Draugrs[17] = "_00BeastSkeletonRace" Draugrs[18] = "_00DramanRace" Draugrs[19] = "_00DraugrDwarvenRace" Draugrs[20] = "_00DraugrOneEyeRace" Draugrs[21] = "_00DraugrRaceSH" Draugrs[22] = "_00DraugrVarRace" Draugrs[23] = "_00DLC1BonemanSkeletonRace" Draugrs[24] = "_00LichRace" Draugrs[25] = "_00RigidSkeletonBeastRace" Draugrs[26] = "DLC2HulkingDraugrRace" Draugrs[27] = "DLC2AshSpawnRace" Draugrs[28] = "DLC2RigidSkeletonRace" Falmers = new string[7] Falmers[0] = "FalmerRace" Falmers[1] = "_00FalmerRace01" Falmers[2] = "_00FalmerRace02" Falmers[3] = "_00FalmerRace03" Falmers[4] = "_00FalmerRace04" Falmers[5] = "_00FalmerRace05" Falmers[6] = "_00GoblinRace" Giants = new string[2] Giants[0] = "GiantRace" Giants[1] = "DLC2GhostFrostGiantRace" Horses = new string[1] Horses[0] = "HorseRace" Spiders = new string[5] Spiders[0] = "FrostbiteSpiderRace" Spiders[1] = "_00ChaurusCrawlerRace" Spiders[2] = "_00DwarvenSpiderBoltRace" Spiders[3] = "_00DwarvenSpiderFireRace" Spiders[4] = "_00SkeletonSpiderRace" LargeSpiders = new string[4] LargeSpiders[0] = "FrostbiteSpiderRaceGiant" LargeSpiders[1] = "FrostbiteSpiderRaceLarge" LargeSpiders[2] = "_00ChaurusCrawlerRaceGiant" LargeSpiders[3] = "_00ChaurusCrawlerRaceLarge" all edits to large spiders removed Only The change to the chaurus Reapers is left in as the this script fixes the aliment issues in sex lab it self Spidereggscript had some blank property's i forgot to set this HAS BEEN FIXED Other various minor bug fixes Desription: This mod is an Add-on mod for Estrus Chaurus+ (you must have EC+ fully installed first as this is an add-onto function not a stand alone mod) This mod has all the exact same functions as EC+ if you use EC+ plus all ready then you will have no problem installing and using this mod all i have don't is gone in to the scripts and re-tweak them to work for spiders THIS MOD DOESN'T OVERWRITE ANY OF EC+ SCRIPTS. I pulled only the necessary scripts and re-tweaked them with new names and change most chuarus references to spider i have includes source scripts in my file for any who would like to see or better understand what I'm talking about. Features: this mod has its own MCM menu and hatchery Chuarus eggs: handled in EC+ mcm hatchery Spider eggs: Handled in ES+ mcm Hatchery you can turn off tentacle animations, pregnancy's and Infestations separately FOR spider and chuaruses (this means if you turn of pregnancy's for spiders you can still get pregnent by chuaruses and vice versa) incubation periods and fertility settings can be adjusted separately for spider and Chuarus Pregnancy's Brest,Belly and Butt max growth settings can be adjusted separately for chuarus and spider Pregnancy's Growth rate however will be the same for both regardless of witch menu you set it with this was for compatibility reasons I changed the EncChaurusreaper race setting to Chuarus so that the Chaurus reapers could have proper male chaurus anatomy (for chaurus reaper alinement problems in sex lab make sure to turn on adjust actor heights as setting changes will effect smaller churuses as well. Now go in to sexlab mcm and go to the animation adjuster page and select creature animations find Chuarus Forward and select it now change to femalepositon1 and on the left and side were it says move up or down set all 4 stages to +13 then from there adjust to tast.) Installing: 1)Download and FULLY install Estrus Chuarus+ by bane master found here http://www.loverslab.com/files/file/1033-estrus-chaurus/ 2)Download Estrus Spider V3.94 Add-on and Use NMM or MO to install when asked to overwrite say yes ( will over wright EstrusChuarus.esp and EstrusChuarus translation file this is only because as said this is an addon to his mod none of the original EC+ Content was changed or edited any way* i simply added in the Spider content ) * this excludes the breeder effect i added a HasSpell check it so that you can only get pregnant by eather a spider or a chuarus at one time you can not be pregnant by both at the same time. I Hope you all like it and if you find any buggs or have any questions ABOUT THE ES+ ADD-ON plz report them to be and i will answer them to the best of my ability SPECIAL THANX: BANE MASTER: Author of EC+ V3.94 JBEZORG: Original creator of Estrus Chuarus Submitter Tokinklownz420 Submitted 05/02/2015 Category Framework & Resources Requires Estrus Chaurus+ V3.94, Sexlab Framework, Skse, FNIS Special Edition Compatible  
  13. Version V4.390 (29/08/2021)

    355,326 downloads

    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+ Original Mod Description by Jbezorg WHAT DOES THIS MOD DO? Chaurus spit attacks or Sex with Chaurus can trigger an Estrus Tentacle attack and impregnation. In roughly 3 days, they Chaurus Eggs will be expelled from the host's body. WHAT CAN YOU DO? If the skeleton supports node scaling the breasts will enlarge during that time. MCM will auto-configure Estrus Chaurus based on your skeleton and it will be available if the skeleton and body mesh supports it. If this is available, you can set how large the breasts will grow. You can set how long the impregnation will last. You can turn on / off impregnation by enabling / disabling the pregnancy option. The tentacle attack will still happen but no impregnation. You can turn on / off the chaurus eggs hatching by enabling / disabling the Chaurus Infestation option. An impregnated NPC will still lay chaurus eggs. They just will not hatch. You can choose to have some residual breast growth. Breast size is not returned fully to the original size. You can remove all impregnation effects from NPCs, Companions & the Player by enabling "Prepare for uninstall" ( this can take a few min. to run). The breast enlargement feature is very experimental. It's very likely to cause CTDs. You can disable this feature in MCM by setting breast growth to "NONE". SOME THINGS TO KEEP IN MIND Don't update to a new version without first enabling "Prepare for Uninstall" and letting it cure everyone. Estrus shout abilities AND THE ESTRUS MOD ITSELF is completely unrelated to this mod. When the pregnancy effect ends: The original breast scale is restored. The victim is removed to the Chaurus Faction ( if still in it ) The perk is removed. [*]Don't save or game wait while the Estrus Tentacle magic effect is active. You'll most likely CTD. Wait a few min. before to allow for the first NiNode update to occur. [*]Breast enlargement and pregnancy will only work on body meshes that support skeletal scaling e.g. TBBP, BBP body meshes. [*]If You don't see MCM updating, use the following console command. setstage SKI_ConfigManagerInstance 1 EC+ Version 4.390 As version 4.390 has major changes to the esp file I do not recommend trying to upgrade - a new game is required For the LE version NiOverride and XPMSE are required for pregnancy scaling to work in EC+ 4.20 onwards For the SE version SKEE and XPMSE are required for pregnancy scaling to work. 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 4.381 to version 4.390 requires a clean save or new game. For Modders Required Mods and Versions Legendary Edition Estrus For Skyrim V2.41r1 (Must be installed but the mod does not have to be activated) Sexlab 1.62 FNIS 6.1+ FNIS Creature Pack 6.1+ SkyUI 5.1 XPMSE 2.80+ Net Immerse Override 3.2.2+ or Racemenu 3.0+ (includes NIO) Special Edition Estrus For Skyrim SE V2.45 (Must be installed but the mod does not have to be activated) Sexlab 1.63 Beta 9+ FNIS 7.6SE + FNIS Creature Pack SE 7.6+ SkyUI 5.2SE XPMSE 4.80+ Racemenu SE 0.4.16+ (includes SKEE - required for pregnancy scaling) Known Issues None - please report any problems (or success) and I will try and sort them. Credits qotsafan for the Sexlab Inflation Framework integration cod osmelmc for the automatic EC animation registration patch
  14. I'm having issues with Approach Redux and Bakafactory's version of horrible harassment, no matter how many times I reinstall the mods manually and through vortex their menus don't appear in the mcm. I don't know what's wrong is it possible that these mods aren't compatible with my version of the game ? And yes the mods appear in FNIS funny enough I got one of the horrible harrasment loading screens but still once I got into the game and waited for new menus in the mcm msg and even tried console commands no luck.
  15. Version 1.2.0

    1,213 downloads

    Dynamic Animation Replacer currently has animation limit set to 16384 as stated in it's description. If you use FNIS XXL and have lots of animation mods, you can easily exceed this limit. As a result, you will see "too many animations" error after you load saved game and Skyrim will close. This mod contains patched Dynamic Animation Replacer v1.2.0 to expand this limit from 16384 to 32512 If you wish to patch it yourself, here are offsets: Address / Length / Original bytes / Patched bytes 730F 0x1 40 7F 7327 0x1 40 7F 73F6 0x1 40 7F 747A 0x1 40 7F 7492 0x1 40 7F 74A4 0x1 00 FC 74C9 0x1 40 7F 74D2 0x1 40 7F 74E8 0x1 40 7F 758F 0x1 40 7F 796E 0x1 40 7F 7BC9 0x1 40 7F 7C27 0x1 40 7F 7C7A 0x1 40 7F 7CF7 0x1 40 7F 7D74 0x1 40 7F All credits to Felisky for creating original plugin
  16. long time ago watching a YT video where put it in the MO2. Why did do?
  17. So, as I'm aware, the last Skyrim update basically all old mods that used the old SKSE. Has this been fixed in any way? If not, is there any sort of list of what mods have been updated to work with this update? I've been away from the modding scene and skyrim in general since that update dropped, so sorry for my ignorance.
  18. I've currently been trying to get Fertility Mode and/or Fill Her Up to work on S/AE. For the most part, it does. FM has pregnancies n such, while FHU seems to work, at least the MCM stats. For example, I can see who is inflated and how much. However, the main reason I've been trying to get these mods to work doesn't. I've also tried running FNIS multiple times throughout to no avail. Im using Body Slide, made sure I had Build Morphs enabled, and tried with both UNNP and CBBE. They work fine other than the dynamic belly nodes. I can change the Pregnancy node in Body Slider, but this of course affects everyone. I think maybe it is working, mainly FHU but since it only targets the belly node it doesn't really expand that much. I can't really get a good look or anything. If anyone could help me out it'd be greatly appreciated. And I'll be honest, I rather have FHU working than only FM, but if I can get either to work im happy. Also, I dont really check my account here other to download stuff, so I recommend instead replying to the reddit post I made asking for help. I'll try to check here more often though.
  19. I have been looking around for keyword addition mods for a wide variety of apparel items (clothing, armor) however several, which I'm interested in aren't available so need to be done manually. I can do it, though would prefer a dynamic method. So the release of Keyword Item Distribution (KID) mod looked to be ideal, however there's the issue of it not being available on Skyrim: Legendary Edition. So is it possible for it to be converted to LE, according to the mod author's permissions it looks fairly open. Also on the GitHub repository for the modfication, as it is currently licensed under MIT terms. Though it may be best to contact powerofthree to confirm. Can anyone please tell me if it has already been converted or if it can please be converted?
  20. Ive been installing a bunch of mods (approximately 220) and for some reason when i interact with for example a wolf corpse, my game crashes instantly. Id get if this always happened but not every interactable does this, like some cupboards do but some doesnt, even after grabbing some random items and trying to enter my inventory it crashes. If any of you wanna try to figure this out id be more than pleased to help with as much information as i can give about it, i lowkey just wanna play skyrim-
  21. Version 1.1 (20170520)

    10,337 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).
  22. I think I've accidentally installed a mod updated specifically for the most recent SKSE updates to work with AE and it's causing problems in-game for all the other SKSE mods. What's the best way to find out which mod this would be? I've looked through skse64.log and searched for plugins that were reported as incompatible to disable them, and the problem's persisted. Any help would be much appreciated!
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