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  1. 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 4.33 It should be safe to upgrade directly from V4.20a and above to V4.33 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 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 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 V1.20+ (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 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 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 2016 August 18 - Posting Link to Z0mBieP00Nani's Darker Texture Replacers The original textures make the pubic hair color lighter than the main hair, the darker texture options makes the pube color darker. Big thanks to Z0mBieP00Nani for the textures. Download from here...http://www.loverslab.com/topic/38259-update-the-painted-lady-redone-color-matching-pubic-hairs/?p=959718 2014 October 21 - MAIN_PaintedLady_REDONE_v1.1-20141021.7z This contains the files from REDONE v1.0 + the missing textures. - MAIN_Textures for PaintedLady_REDONE_v1.0.7z This only contains the textures. Download this if you have 'MAIN_PaintedLady_REDONE_v1.0' which was missing the textures. PART 2 - Added New Instruction on How to Add Pubic Hairs to an NPC. - With Painted Lady REDONE, you can now give different NPCs different pubic hairs. - INSTRUCTIONS 2014 October 20 - MAIN_PaintedLady_REDONE_v1.0-20141020.7z I have made an alternative method of adding the pubic hairs into the game. The hairs are accessible from ShowRaceMenu via HAIRS ADDITIONAL slider under the HAIRS category. SKSE is not required. Works with the vanilla slider and ECE and should be compatible with RaceMenu. Added an optional Master file for Beast races. OPTION_PaintedLady_REDONE_BeastRaces_MasterFileOnly.7z SCREENSHOTS. ============================================================================================= ============================================================================================= ABOUT - The Painted Lady REDONE v1.0 Changed the way the pubic hairs are added into the game. The hairs can now be selected in ShowRaceMenu, but each pubic hair is still compatible with certain bodies. What is new? Pubic hairs are now selected via the HAIRS ADDITIONAL slider under the HAIR category in the character creation menu. No SKSE plugin. Adding the pubic hairs to NPCs has become a little easier. NPCs can use different pubic hairs without affecting the player and other NPCs. What remains the same? The pubic meshes are still compatible with certain bodies. See ABOUT - The Painted Lady v1.0 (original). The pubic hairs will still clip through underwear and form-fitting clothes so the solution to this remains unchanged. The pubic hairs still matches color with the main hair and retains that color. ABOUT - The Painted Lady v1.0 (original) This adds color-changing, pubic meshes to various body types by way of an SKSE plugin. Based on the same pubic meshes by DorkDiva and NuclearSatan which had problems retaining the assigned colors when reloading a game save or restarting the game. I found a way to fix this by adding the meshes as additional headparts to whichever hairs are present in the game. Pros: The pubic hairs matches the color assigned to the main hair. The pubic hairs retain the assigned color. Works with vanilla and most hair mods (does not work with the Elin hairs, but does work with custom hairs for that race). Can wear certain types of outfits (i.e. crotchless) and labia jewelery without the pubic hairs disappearing, however... Cons: The meshes are not part of the body and when wearing underwear or form-fitting outfits, the pubic meshes are not replaced so they will peaking through. This does not happen with bulky clothes or armors. Solution: Use Outfit Studio or 3D modelling program of choice to make alterations to that part of the clothes or armors affected. See INSTRUCTIONS. ============================================================================================= 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  
  3. 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  
  4. 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
  5. View File Started implementing domains feature*. Description draft: Any mod author may have one or few JContainers domains, containing _only_ the author's data. Which in return allows us to remove domain-specific data completely when a mod gets uninstalled. It's important, as it allows to remove the object you forgot to release, i.e. absolutely everything. Every domain is virtual, self-sufficient copy of JContainers. You can't transport your data across domains (unless use writeToFile/readFromFile). Basically, every user-created domain is a copy of compiled JContainers_DomainsExample.psc file and just a folder inside /JCData/Domains/ _______ @Mongomonk suggested a feature to erase some specific JDB keys if some ESP plugin missing. I thought it's not fun to implement it, but leave much radical idea behind. JContainers The main goal of the project is to extend Papyrus with JSON-based data structures (arrays and maps). Why bother? If you are familiar with other programming languages, sooner or later you'll notice the lack of many, many must-have features in Papyrus. First of all, the only instanceable data structure in Papyrus is Array. There is no way to: - append, erase values from arrays - put an array into an array (e.g. no nested arrays) - put multiple value types into a single array And I didn't mentioned the lack of associative containers or impossibility to load or save a data into a file. Though, Papyrus is a specialized language, we shouldn't expect much. The solution There is no easy way to extend existing Array (which would require to change Papyrus VM, which is tricky since we have no source code) or add new data structures into VM, thus JContainers implements it's own data structures, garbage collector and other infernal internal stuff from scratch. Features, offered by JContainers: - Data structures (arrays, dictionaries) - Import and export data to and from JSON files - Embedded Lua - it possible to use powerful Lua - C++ API - interaction with JContainers via C++ interface. See "developer resources" archive for usage example. Links Latest documentation Watch project news and updates on GitHub Can I help? Sure! Feel free to do whatever you think is good - post feature requests, report bugs, improve Wiki , improve source code. Special thanks to Saerileth and Gooser, without your interest that project would be abandoned to Skwerlman and Alexdunn for documentation improvements to Verteiron for feedback, bugreports to RealAntithesis for ideas, feedback to djarb for feedback Credits SKSE team - it would be impossible to imagine Skyrim modding without it boost framework authors - real treasure for any C++ programmer Akheron, who made jansson - nice JSON parsing library Lua and LuaJIT creators Permissions - You are free to shoot into your own foot bundle JContainers. But it's not advisable to do it, as this will inflict your users, as the plugin gets updated quite often and JContainers version downgrade, version conflicts due to mods bundling different versions WILL cause issues. This is time-proven fact. - It's up to you to report to a user of incompatibility of installed JContainers API version and the version mod has been compiled for the best user's experience. Valid condition is `JContainers.APIVersion == hardcodedAPIVersion && JContainers.featureVersion >= hardcodedFeatureVersion`. - The files in this plugin are not to be modified under any circumstance as that could cause problems when a load order includes multiple mods that use the plugin and one or more mods have modified the files in this plugin. Submitter Earen Submitted 01/01/2014 Category Modders Resources Requires SKSE 1.7 Special Edition Compatible  
  6. 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  
  7. Poser Hotkeys SE

    Version 1.0.0

    419 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!
  8. 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.
  9. View File F.E.P (Facial Expressions Project) What is this? This mod allows you to select facial expressions using an easy-to-use menu, and apply them to your character and NPCs. This project was made for gathering Mfg facial expression presets from all over the web to be used in a single mod for screenshot taking. How is it used? If you're familiar with Halo's Poser, this mod functions very similar to that--except for faces. After installation, an item named "zz Expression Ring" will be added to your inventory when the game starts. When you equip this ring, it brings up a menu with several options that are explained in-game. In addition to that, two new spells will be added to your spells list; "zz Npc Expressions (S)" and "zz Npc Expressions (P)". These spells allow you to manipulate the expressions any humanoid NPC. Features: 100+ Different categorized facial presets Most of the presets in this mod are suited for female characters. You can use them with males, but you may experience clipping. Expression Stacking: This feature allows you to mix and match multiple MFG presets to produce interesting results. Hold the modifier key (Left Shift by Default) while selecting an expression to mix it your currently-applied expression(s). The modifier key can be changed in the FEP MCM menu. Modular expression strength: Choose how strong or weak you want presets to show How Can I Help? Read the support topic's second post. INSTALLATION: Use your favorite mod manager to install, or drop the contents of this mod's archive into your data folder. UNINSTALLATION: If for some reason you decide that you don't want to use this mod anymore, make sure you use the reset face option on yourself and any NPC's affected by this mod, click "uninstall" in the FEP MCM menu, save your game, then remove this mod. UPGRADING: Clear your facial expressions and those of any NPCs affected by this mod. Save. Close game. Remove old version of FEP. Start game. Save. Close game. Install new version. Profit. Requirements: Mfg Console UIExtensions (Or EFF) SkyUI SKSE 1.7.1 or higher Common sense Credits: Kapaer: MFG Console Expired: UIExtensions For their presets: Shinji Carida Sheol Blargh Submitter Mergatroid Skittle Submitted 11/22/2014 Category Other Requires MFG Console, SKSE 1.7.1+ , UI Extensions, SKYUI Special Edition Compatible  
  10. 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)
  11. Lately I may have gone a bit mental on installing mods and maybe downloaded a tad too many. My games now crashes just before opening the main menu( but later than if I had a missing master). I tried everything I could, even disabling every mod that the papyrus log mentions. This however doesn't help, since it still crashes and now mentions different mods. Does anyone have an idea on how to fix this? The game crashes even with halve the mods that I ran 3 weeks ago (I since then decided to do a clean install and try to download mods again, since I have more experience now(I don't know why since it worked then)). PS, yes I have SKSE and ENBoost/Series installed and they're working prefectly. PPS, Neither NMM, Loot, nor TESVEdit mentions any missing master as I have checked. My Load Order; GameMode=Skyrim Skyrim.esm=1 Update.esm=1 Dawnguard.esm=1 HearthFires.esm=1 Dragonborn.esm=1 Unofficial Skyrim Legendary Edition Patch.esp=1 Falskaar.esm=1 ApachiiHair.esm=1 RaceCompatibility.esm=1 hdtHighHeel.esm=1 RiverHelm.esm=1 SexLab.esm=1 SexLabAroused.esm=1 SkyTEST-RealisticAnimals&Predators.esm=1 TERAArmors.esm=1 Devious Devices - Assets.esm=1 SMSkyrim.esp=1 ElementalArrows.esm=1 BSAssets.esm=1 BSHeartland.esm=1 BS_DLC_patch.esp=1 Campfire.esm=1 ZaZAnimationPack.esm=1 OSA.esm=1 Devious Devices - Integration.esm=1 Gray Fox Cowl.esm=1 DonJuansPlayersClubMaster.esm=1 daymoyl.esm=1 Vigilant of Stendarr Quests Master.esm=0 RSkyrimChildren.esm=0 Devious Devices - Expansion.esm=1 DeviousFramework.esm=1 PSQ PlayerSuccubusQuest.esm=0 Schlongs of Skyrim - Core.esm=1 CreatureFramework.esm=1 WM Flora Fixes.esp=1 HighResTexturePack01.esp=0 HighResTexturePack02.esp=0 HighResTexturePack03.esp=0 Unofficial High Resolution Patch.esp=0 MilkModNEW.esp=0 SexLabDefeat.esp=1 Hothtrooper44_Armor_Ecksstra.esp=0 Holds.esp=1 LegacyoftheDragonborn.esp=1 CollegeOfWinterholdImmersive.esp=0 Complete Crafting Overhaul_Remade.esp=1 BetterQuestObjectives.esp=0 Complete Alchemy & Cooking Overhaul.esp=1 Immersive Jewelry.esp=0 Sanctuary Reborn.esp=1 MoreBanditCamps(Original-Edition).esp=0 Skyrim Immersive Creatures.esp=1 BecomeKingOfRiverHelm.esp=1 HearthfireMultiKid.esp=1 xazPrisonOverhaul.esp=1 xazPrisonOverhaul - Patch.esp=1 Immersive Sounds - Compendium.esp=0 BlackthornManor.esp=1 RealShelter.esp=1 RealisticNeedsandDiseases.esp=1 CACO_RND_Patch.esp=1 MergedSexlab.esp=1 Thieves Guild Redone.esp=1 RealShelter_ETAC13.esp=0 SlaveMerged.esp=1 clubhouse.esp=1 MilkMod_MilkPumpsFancyB.esp=0 SkyFalls + SkyMills + DG + DB.esp=1 MilkModMerged.esp=1 TalosCamp.esp=1 OBIS.esp=1 HDT Havok Object.esp=1 Forsworn Campaign.esp=1 hydra_slavegirls.esp=0 Skyrim Immersive Creatures - DLC2.esp=1 SexLab_DibellaCult.esp=0 Captured Dreams.esp=1 MoonAndStar_MAS.esp=1 Undeath.esp=1 Thunderchild - Epic Shout Package.esp=1 Cidhna Mine Expanded.esp=1 Hunting in Skyrim.esp=1 Hothtrooper44_ArmorCompilation.esp=0 Immersive Weapons.esp=0 Guard Dialogue Overhaul.esp=1 hearthfireextended.esp=1 JobsofSkyrim.esp=1 DeviousMerged.esp=1 Armour.esp=1 SexLabNudeCreatures.esp=1 SexLabNudeCreaturesDG.esp=1 SexLabNudeCreaturesDB.esp=1 HentaiCreatures.esp=1 SexLab More Creatures.esp=1 Slaves of Tamriel.esp=0 SkyrimsUniqueTreasures.esp=1 CornerofTheSkyrim.esp=1 Tera Armor Level List.esp=0 SexLabSkoomaWhore.esp=0 SMIM-Merged-All.esp=1 TheFrontier.esp=1 wolfclub.esp=1 SexLab Beastess.esp=0 Trapped in Rubber.esp=1 sanguinesDebauchery.esp=1 DragonmournInn.esp=1 HeljarchenFarm.esp=1 TheDomain.esp=1 WindstadMine.esp=1 AliciaPainSlut.esp=1 SimpleSlavery.esp=0 AdalMatar.esp=1 DeviousRegulations.esp=0 SkyFalls DB + FS Small Waterfalls.esp=1 HearthCraft.esp=1 BecomeKingofSkyrim.esp=1 FCO - Follower Commentary Overhaul.esp=1 SkyUI.esp=1 TradeBarter.esp=1 Dual Sheath Redux.esp=1 DudestiaOutfitChanger.esp=1 ZazResources.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 UIExtensions.esp=1 Ghosu - Weapon Pack 1.esp=1 TERAArmors_CBBE.esp=0 Unique Uniques.esp=1 UNP Leather Clothes.esp=1 Better Vampires.esp=1 Immersive Sounds - Magic.esp=0 CACO_SkyrimImmersiveCreatures_Patch.esp=1 CACO_SkyrimImmersiveCreatures+DLC2_Patch.esp=1 BDSICHC.esp=1 Frostfall.esp=1 JackGaMonsterAddon.esp=1 SexLab-AmorousAdventures.esp=0 BesEss.esp=1 Tame Beast.esp=1 Vigilant of Stendarr Quests.esp=0 SkyCasino.esp=1 SexLab_Dialogues.esp=0 Hunterborn.esp=1 More Interesting Loot for Skyrim.esp=1 Devious Cidhna.esp=0 Skyrim Flora Overhaul.esp=1 Sexlab Breeder.esp=0 RND_HearthFires-Patch.esp=1 The Dungeon.esp=0 Bandit Patrols.esp=1 RSChildrenMerged.esp=1 RSChildren.esp=0 Killable Lootable Children for Hearthfires.esp=1 ForgottenCity.esp=1 SexLab-StoriesDevious.esp=0 SL99Exchanger.esp=0 S_L_U_T_S.esp=1 Deviously Enslaved.esp=0 EnhancedCharacterEdit.esp=1 MergedRace.esp=1 RaceCompatibilityUSKPOverride.esp=1 USKP Patcher for RaceCompatibility.esp=1 AngrimApprentice.esp=1 Schlongs of Skyrim.esp=1 SOS - Shop.esp=1 The Paarthurnax Dilemma.esp=0 Sneak Tools.esp=1 daymoyl_DawnguardAddon.esp=1 sanctuarycleanup.esp=1 Club Obos.esp=1 Conan_Hyborian_Age.esp=1 SexLab_MindControl.esp=0 HearthfireMultiKid_LastName.esp=1 OBISDB.esp=1 Thunderchild - Dragon Language Words Patch.esp=1 Dawnguard - Vigilant of Stendarr Quests Patch.esp=0 Arachnophobia.esp=1 BetterQuestObjectives-PaarDilemmaPatch.esp=0 BetterQuestObjectives-DBForevertoMisc.esp=0 SexLab Submit.esp=0 SexLabWorkingGirl.esp=0 SFO - Dragonborn.esp=1 EstrusChaurus.esp=1 MHYH_RentRoomFollower.esp=1 RND_Dawnguard-Patch.esp=1 RND_Dragonborn-Patch.esp=1 Hunterborn_RND-Patch.esp=1 CharacterMakingExtender.esp=1 The Ningheim.esp=0 The Ningheim - Followers.esp=0 SummonBCat.esp=1 TropicalIsland.esp=1 LoversComfort.esp=1 Darklilith.esp=1 Devious Deviants.esp=0 SL99Exchanger_Patch_Immersive Jewelry.esp=0 MoonAndStar_Undeath_compat.esp=1 BVLT - Human.esp=1 SuccubusRaceLite.esp=0 Beastess Vampire.esp=1 SexLab_DibellaCult_Sisters.esp=0 TemptressVixen.esp=1 DudestiaMultiMarriages.esp=1 My Home Is Your Home.esp=1 LustmordVampireArmor.esp=0 Apocalypse - The Spell Package.esp=1 FNISspells.esp=1 Sneak Tools Vanilla Hoods.esp=1 Sneak Tools Vanilla Masks.esp=1 Brows.esp=1 EpicElves by zzjay.esp=1 LunariRace.esp=0 OrientalRace.esp=0 DudestiaActivityScheduler.esp=1 dD - Realistic Ragdoll Force - Realistic.esp=0 BarenziahQuestMarkers.esp=0 Immersive detection of NPC.esp=0 Skyrim Particle Patch for ENB - Flame Atronach Fix.esp=1 Vividian - Weather Patch Vanilla.esp=1 chargenexport.esp=1 RaceMenuMorphsCBBE.esp=1 ExtraLevelPerks.esp=1 Thief skills rebalance for Ordinator.esp=1 Bathing in Skyrim - Main.esp=1 SMSkyrim - Encounters.esp=1 Vividian - Torches Preset.esp=1 Camp_trophies.esp=1 BSHeartland - Meshes.esp=1 BSHeartland - Textures.esp=1 GoToBed.esp=1 GoToBed - Hearthfire coffins fix.esp=1 SMSkyrim - Compressed.esp=1 SMSkyrim - TexturePack_Max.esp=1 SleepTight.esp=1 Tentapalooza.esp=1 Tentapalooza Bathing in Skyrim Patch.esp=1 Celes Nightingale Armor.esp=0 RSChildren Patch - BS Bruma.esp=0 alesCampBedrollsSupplies.esp=1 FaelCampingStuff.esp=1 SkyFalls + SkyMills Falskaar.esp=1 Tiwa44_Minidresses_Dragonborn.esp=1 UNPetite - Academy Dropout.esp=1 zzArmormashups.esp=0 LrsamwaysExpandedSkyrimWeaponry.esp=1 RND_AnimalLoot.esp=1 RSChildren Patch - USLEEP.esp=0 Merta Black Rose Armor.esp=0 Emfy Cleric Robes.esp=1 Ordinator - Perks of Skyrim.esp=1 Apocalypse - Ordinator Compatibility Patch.esp=1 DeviousDevice - More Devious Quest.esp=0 Sotteta Huntress Armor.esp=0 BDBigCats.esp=1 Forsworn Start.esp=1 SexLabDangerousNights2.esp=1 GuildStarter.esp=1 dc-untamed-000.esp=1 PuppetMaster.esp=1 DD_restrained.esp=0 Tiwa44_Minidresses.esp=1 DA-Survival.esp=1 Devious Devices - Equip.esp=0 DeviouslyHelpless.esp=0 DeviousSurrenderV2.esp=0 DD - Interactions.esp=1 Aradia Devious Expansion.esp=0 HAnimations.esp=1 HDTSextoys.esp=1 JaxonzEnhGrab.esp=1 JaxonzRenamer.esp=1 SLAL_K4Anims.esp=1 sandboxcylinderheight.esp=1 nazonootokoAnimSLAL.esp=1 OBIS DG Faction Patch.esp=1 Jugs.esp=1 Hunterborn_Campfire_Patch.esp=1 Beastess Forsworn.esp=1 SexLab Aroused Creatures.esp=0 Sexlab Release.esp=0 SexLabTools.esp=0 SexLabWerewolves.esp=0 SexLabMassMatchMaker.esp=0 FootIKOffSpell.esp=1 SexLab Warmbodies.esp=0 FNIS_PCEA2.esp=1 vlkAF_SexLife.esp=1 adcSexlife.esp=1 mslDeviousCaptures.esp=0 SLAL_AnimationsByLeito.esp=1 SLALAnimObj.esp=1 SexLabStopCombat.esp=0 Deathhound+Gargoyle.esp=1 SLAnimLoader.esp=1 Slaves of Tamriel - iNeed.esp=0 SlaveTats.esp=0 SlaveTatsEventsBridge.esp=0 SLSW Addicted.esp=1 submissivelola.esp=1 Bathing in Skyrim - Hunterborn.esp=1 KomAnimObjects.esp=1 werebeast+lurker+seeker+ashspawn+frostgiant.esp=1 xo3dBondageFurniture.esp=1 MilkModNEW Sanbox.esp=0 MilkModNEW CF.esp=0 MilkModNEW HF.esp=0 MilkModNEW ZaZ.esp=0 FNIS.esp=1 NibblesAnimObjects.esp=1 SD Addons.esp=1 vlkAFFollowers.esp=0 TexturesMerged.esp=1 XPMSE.esp=1 SOSRaceMenu.esp=1 SOS - Smurf Average Addon.esp=1 BDIC.esp=1 pchs_loansharks.esp=1 GagMerged.esp=1 GagSFX.esp=0 GagSFXDragonborn.esp=0 GagSFXHearthfires.esp=0 GagSFXDawnguard.esp=0 CACO_True Fortify Effects for Magic Skills.esp=1 1nivWICCloaks.esp=1 CACO_USLEEP_Patch.esp=1 CACO_GrayCowl_Patch.esp=1 JobsofSkyrim_CACO_Patch.esp=1 Open Cities Skyrim.esp=1 MergedImmersive.esp=1 Immersive Citizens - AI Overhaul.esp=0 Alternate Start - Live Another Life.esp=1 QuestMerged.esp=1 BetterQuestObjectives-AlternateStartPatch.esp=0 da_alternate_start_extension.esp=1 Immersive Citizens - OCS patch.esp=0 ccas_starts.esp=1 OCS - ICOW Patch.esp=0 Alternate Start -- New Beginnings.esp=1 Alternate Start - Live A Deviant Life.esp=1 ImmerSlave.esp=0 RSPatch.esp=1 Dual Sheath Redux Patch.esp=1 _pocketempirebuilder.esp=1 Papyrus.0.log
  12. I've tried everything I can think of. But the damn Nexus Mod Manager is getting on my last nerves. I've used Mod Organizer for my original Skyrim, but thought NMM best because I've heard the second MO is buggy. Well, SKSE isn't available in the launch menu, and I dropped the SKSE64 files in the right folder. I have no idea what to do now. That and often times Nexus will install a mod and it's still grayed out. I'm so confused and annoyed.
  13. So SKSE got it's Alpha build for SSE released so I figured I'd try converting some SKSE dependent Oldrim mods I have installed to SSE as a way to learn how Papyrus ticks and possibly use what I learn for making my own SKSE dependent mods in the future. To begin with I'm trying to edit the version check in the script zzCharacterMakingExtenderScript in the ECE mod so it sees the current version of SSE as a supported version and have the mod work. Editing the source file was easy enough, I think. I then went to compile it but I just get a stream of errors, thankfully I know where to find them in the script but I don't know why it's causing the error. I've included a .txt file of the errors being displayed to me when I attempt to compile the script. The whole point of this is just curiosity. I just want to see if I can get ECE running on SSE with SKSE and what I can try to make it work. The whole thing is a huge learning experience for me. I just view this as if I were taking apart any electronic device you could think of. So yeah, that's the gist of it, any advice would be great. Am I jumping into the deep end? Maybe, but I find it easier using that approach. Compile Errors.txt
  14. 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?
  15. Does anybody know if there is a command in papyrus or skse to start the lockpicking scene?
  16. 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  
  17. So I wanted to know if I can start Skyrim without having to log into Steam every time using SKSE. I use Nexus Mod Manager and even if I select "Launch SKSE" instead of "Launch Skyrim" (through official launcher) I still have to sign in to launch the game. I understand why it's there, and it never was a problem before, but now every time the official launcher loads up it randomly de-selects all of my Nexus Manager mods and I have to run LOOT again just to get it to work! So I'd like the process to go from: 1. Open NMM 2. Select "Launch SKSE" 3. Sign in to Steam 4. Wait for Steam to load official Skyrim launcher 5. Close official Skyrim launcher 6. Re-active all mods in NMM 7. Run LOOT 8. Close LOOT 9. Select "Launch SKSE" 10. Finally play game To: 1. Open NMM 2. Select "Launch SKSE" 3. Play game I paid for the Legendary Edition on Steam so it's not a pirated copy either! Thanks in advance if you know what to do!
  18. 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.
  19. SKSE Fix?

    So I followed both SKSE installation processes by Gopher and GamerPoets, Yet when I try to run SKSE from Mod Organizer, TESV runs instead and simply crashes after the cmd prompt. I could use assistance here, been trying to for two days to get it right.
  20. SkyUtilities

    View File About SkyUtilities is a SKSE plugin targeted to Skyrim mod authors. It adds features to Papyrus which yet don't exist and aren't available anywhere else. This project is a way for me to get an understanding of SKSE and the game itself. I'd like to start working on Skyrim SE and Fallout 4 too, as soon as there is a release of their script extensions. I'll try to implement every feature written for Oldrim into SSE as to not make the plugin irrelevant in the future if SSE actually leaves Oldrim behind (modding-scene wise). Info This version (v0.4) is a pre-release and not yet ready to be distributed for a playthrough. I'm releasing it now so that if you're planning on using this SKSE plugin for your mod you can start working with the papyrus functions. The API won't change. Also: I'm looking for ideas. Let me know if you have something in your mind that you think might be useful as an addition and for other modders aswell who might benifit from that. I advice to download SkyUtilities directly from a trusted source (such as this one or the official github repository, if you don't build it for yourself) to make sure that everything works as intended. If this plugin is distributed elsewhere I can't guarantee for proper functionality (meaining: might be altered). Features Networking: ​(Basic) HTTP requests (both GET and POST) URL en/decoding Mod information retrieval from Nexus (non-adult) or LoversLab (via mod id). Usage of the Steam API: Profile ID, Profile Name, Achievements Configuration (Readable: JSON) StringUtil: regular expressions Note: Requests do not block/freeze the game. Responses are distributed via events (See Examples or scripts in github or in the download archive for more information). Requests not yet finished while saving are too saved and will be loaded if you choose to load that particular save. Examples can be found here: Examples Sourcecode If you want to take a look into the Sourcecode behind this plugin, there is a GitHub repository you can check out (hehe): https://github.com/sereni-ty/SkyUtilities Submitter serenity_ Submitted 06/07/2017 Category WIP / Beta Requires Special Edition Compatible  
  21. Today, I decided to get Shlongs of Skyrim. So, I go here to download it and download it without issue, I was able to install it with Nexus without issue. I boot up the game and I get a prompt saying that SKSE is out of date for this version of the mod. I was using 1.7.1. So, I go to the SKSE website and install the newest version of SKSE (1.7.3) using their installer. Simple enough... or so I thought. This is where my trouble started. I boot up the game and I get a prompt saying that I'm missing a couple of plugins (which I previously deleted and didn't need). I start the game... the character in front of me has her arms to the side and they aren't animating, then the game crashes. I look at Nexus and see that Skyrim.exe and Update.exe aren't selected, making all of the plugins below orange. Somehow, exiting Nexus and going back into it selected them, but they were grayed out. Weird... I don't remember them being like that. I boot up the game again and it says I'm missing basically all of my plugins, including Skyrime.exe and Update.exe. So, I reinstall the mod and try again. My follower has no animations and it crashes, but the prompt went away. Mod/Plugin list Right, so I reinstalled SKSE 1.7.1 (basically putting me back where I started before I installed SOS). I get this message... http://imgur.com/a35fGEj The game then proceeded to work as it was. No animation errors or anything. Should I reinstall the scripts like the prompt said? Oh, and the mods with names like "Weapons" and "followers3" and whatnot, those are merged plugins. None of those mods have caused me troubles in the past.
  22. Hello everyone, i have recently decided to return to skyrim and re-installed everything, however i am unable to tweaks my memory block (1,2) like i used to. My game crashes everytime in the main menu, after i raise the DefaultHeapInitialAllocMB=768 to 1024 or higher in SKSE.ini. Here is a setting which works fine(No crashes/problem) of my SKSE.ini: [Display] iTintTextureResolution=2048 [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 [Memory] DefaultHeapInitialAllocMB=1024 ScrapHeapSizeMB=256 Unfortunately i am not able to configure DefaultHeapInitialAllocMB and ScrapHeapSizeMB anymore. ! Please help ;( Would really appreciate it Thanks!
  23. 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 !
  24. View File I was asked, quite periodically, for the preset of the lass in my signature. So, here she is. Take good care of her, please Absolutely necessary to batch build UUNPetite preset to armours/body via Bodyslide (else the body will be borked) If face doesn't render when loading preset, just open Sculpt tab and import face. Race-Imperial Hair-KS Hairdos HDT patch Eyes-Linds Human Eyes Skin-Fair Skin Complexion Brows-SG Brows Gloss-Demonica Body-UUNP Special Submitter downjonsie Submitted 12/12/2016 Category Races Requires RaceMenu, SKSE Special Edition Compatible  
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