Search the Community
Showing results for tags 'survival'.
-
Devious Survival Compatibility Tweaks View File This mod aims to improve user experience for Survival Mode mechanics when used with Devious Devices attire. Problem is Devious Devices are not usually recognized as clothes or armor and so they do not provide warmth (or coverage) as far as Survival Mode is concerned. Player may be covered from head to toe in DD and still be recognized as naked from Survival Mode's point of view, succumbing to cold in minutes. Although DD aren't the most warm outfits according to their looks, they still should provide at least some resistance to elements. For mod compatibility list and future plans see Roadmap section below. Feel free to bring my attention to the mods you would like to get DD-Survival compatibility in the Support Thread. Requirements Hard - None. Lacking any or all Soft Requirements will not break the game, just will not inject keywords related to outfit warmth. Soft - Keyword Item Distributor (KID) - Unforgiving Devices - Creation Club Survival Mode Installation Use Mod managers or unpack archive into Data/ directory of the game. Conflicts Probably mods which assumes that Devious Device items are not Armor nor Clothing. Roadmap Completed - Unforgiving Devices + Creation Club Survival Mode - Catsuits and Corsets - Devious/Unforgiving Devices Patch + Creation Club Survival Mode - Laura's Bondage Shop + Creation Club Survival Mode - Ebonitium + Creation Club Survival Mode - Deviously Pink - Elvira's Restrictive Fashion shop + Creation Club Survival Mode WIP - Devious Devices TODO - Frostfall - Hypothermia Camping Survival - SunHelm Survival and needs (Probably already working, since it uses CC Survival Mode's keywords) - Survival Mode Improved - SKSE (Probably already working too as it also uses CC Survival Mode's Clothing warmth mechanics) How it works Creation Club Survival Mode The game looks for the following keywords on player's equipped items: - ArmorHelmet / ClothingHead - ArmorCuirass / ClothingBody - ArmorGauntlets / ClothingHands - ArmorBoots / ClothingFeet If no additional Survival_* keywords are found on the item, it will be assigned default warmth value. If item also has Survival_ArmorCold or Survival_ArmorWarm keywords, it will get ArmorCold or ArmorWarm warmth value from the table below respectively. Slot = <ArmorCold, Default, ArmorWarm> Head = 8 , 18, 29 Body = 17, 27, 54 Hands = 7, 13, 24 Feet = 7, 13, 24 Slot does not matter as long as Armor* or Clothing* keywords are assigned. License GPL v3 Credits - Devious Devices creators and maintainers - SexLab Disparity by Lupine00 for inspiration - powerofthree, creator of KID and SPID among many other things - ihatemykite, creator of Unforgiving Devices Submitter xcvbs Submitted 09/17/2024 Category Adult Mods Requirements Keyword Item Distributor (KID), Devious Devices, Unforgiving Devices Regular Edition Compatible No
- 3 replies
-
2
-
- survival
- devious devices
-
(and 3 more)
Tagged with:
-
Version 0.5.0
467 downloads
This mod aims to improve user experience for Survival Mode's mechanics when used with Devious Devices attire. Problem is Devious Devices are not usually recognized as clothes or armor and so they do not provide warmth (or coverage) as far as Survival Mode is concerned. Player may be covered from head to toe in DD and still be recognized as naked from Survival Mode's point of view, succumbing to cold in minutes. Although DD aren't the most warm outfits according to their looks, they still should provide at least some resistance to elements. For mod compatibility list and future plans see Roadmap section below. Feel free to bring my attention to the mods you would like to get DD-Survival compatibility in the Support Thread. Requirements Hard - None. Lacking any or all Soft Requirements will not break the game, just will not inject keywords related to outfit warmth. Soft - Keyword Item Distributor (KID) - Unforgiving Devices - Creation Club Survival Mode Installation Use Mod managers or unpack archive into Data/ directory of the game. Conflicts Probably mods which assumes that Devious Device items are not Armor nor Clothing. Roadmap Completed - Unforgiving Devices + Creation Club Survival Mode - Catsuits and Corsets - Devious/Unforgiving Devices Patch + Creation Club Survival Mode - Laura's Bondage Shop + Creation Club Survival Mode - Ebonitium + Creation Club Survival Mode WIP - Deviously Pink - Elvira's Restrictive Fashion shop + Creation Club Survival Mode TODO - Devious Devices - Frostfall - Hypothermia Camping Survival - SunHelm Survival and needs (Probably already working, since it uses CC Survival Mode's keywords) - Survival Mode Improved - SKSE (Probably already working too as it also uses CC Survival Mode's Clothing warmth mechanics) How it works Creation Club Survival Mode The game looks for the following keywords on player's equipped items: - ArmorHelmet / ClothingHead - ArmorCuirass / ClothingBody - ArmorGauntlets / ClothingHands - ArmorBoots / ClothingFeet If no additional Survival_* keywords are found on the item, it will be assigned default warmth value. If item also has Survival_ArmorCold or Survival_ArmorWarm keywords, it will get ArmorCold or ArmorWarm warmth value from the table below respectively. Slot = <ArmorCold, Default, ArmorWarm> Head = 8 , 18, 29 Body = 17, 27, 54 Hands = 7, 13, 24 Feet = 7, 13, 24 Slot does not matter as long as Armor* or Clothing* keywords are assigned. License GPL v3 Credits - Devious Devices creators and maintainers - SexLab Disparity by Lupine00 for inspiration - powerofthree, creator of KID and SPID among many other things - ihatemykite, creator of Unforgiving Devices-
- survival
- devious devices
-
(and 3 more)
Tagged with:
-
Hi, first of all, what i want to point out is that my NPC seems to be draining into my character when the sex scene is over, but i hear my character swallowing cum in the background. My main goal is to get my character pregnant but the soulgem oven 3 is not triggered in any way. I use many mods and i think it has something to do with them, of course i don't know the solution , so i wanted to consult you, what is the main reason for this ? I will write a few of the mods i use below,i will be glad if you help SexLab Survival SexLab Seperate Orgasm Soulgem Oven III SexLab Lovers Victim SL-Kidnapped SL-Pleasure Realistic Needs and Disease Milk Mod Economy Jugs Of course i wrote these mods because they can cause problems, I don't think it has anything to do with my other mods Finally, I apogolize so much for my bad english .
-
Hello, I'm in need of assistance with getting sexlab survival to work fully with it's extensions in SkyrimVR. Please feel free to share any information, or help out in any way you can. Load order in spoiler Current issues encountered: Unable to open character menus (ie: Inventory, magic, skills, map) or the menu to select said menus. Unable to save or load game as well as open quests or general stats in pause menu. Using Vortex to install mods Using original vive headset through steam vr. Using Loot for sorting load order I have not received any error messages while exiting the game or while in game in the first place. Any information or tips would be greatly appreciated.
- 11 replies
-
Overview: The game is about Lee, who travels by plane to a hotel on one of a small distant island, but something unexpected happens, so he'll soon face a vivid adventure and good bunch of survival. An exciting process of taming wild and hot babes, which will open access to a variety of unusual kinks and passionate situations, an island full of mysteries. You will have to develop skills, find contact with wayward girls, complete quests and eventually understand whether there is an opportunity to escape from a desert island! In our game, we decided to replace all texts with emojis. This is an experiment and a serious challenge for us. But it will allow players from all over the world to enjoy the game, regardless of their knowledge of the language. All dialogues, thoughts, tasks in the form of emojis — isn't that fun! Developer: Manka Games - Patreon - Discord - Steam Censored: No Version: 0.12.0 OS: Windows, Linux, Mac, Android Language: English Genre: 3DCG, Male protagonist, Adventure, Point & click, Groping, Voyeurism, Handjob, Vaginal sex, Creampie, Titjob, Monster Girl, Oral Sex, Big Tits, Spanking Changelog: Download Tame It! for free on our patreon page: https://www.patreon.com/Manka_Games
-
So is there no nsfw anything at all for Ark: Survival Evolved besides that Uncut 2.1 mod on the Steam Workshop? I was hoping it'd at least come close to Conan in terms of content amount.
-
Hello fellow perverts. Yesterday the Kickstarter from Wild Life launched. https://wildlife.adult/links/ I've been a patreon to their project for a while now and wanted to bring their kickstarter to your attention
- 6 replies
-
2
-
- unreal engine
- 3d
- (and 13 more)
-
Scum bekame new females hope they add mod support soon : https://store.steampowered.com/app/513710/SCUM/
- 11 replies
-
1
-
SexLab Shrines Survival Mode Fix View File I always found SexLab Shrines a great way to immersively reduce your sexlab perversion stats, but because survival mode alters the shrines, it will no longer work. I don't know how to elegantly insert the Shrines script into the new survival mode shrine's scripts, so instead I made a workaround. This mod effectively reverts the shrines to the standard shrines as if survival mode wasn't enabled. Submitter hyperk2 Submitted 03/29/2023 Category Other Requires SexLab Shrines, Survival Mode Regular Edition Compatible
-
Imagine A Naughty Zombie All To Yourself, I Know This Is Crazy But Just Imagine ! http://www.hentairider.com/media/images/4/zombie-girl-hentai/zombie-girl-hentai-256080.gif
- 4 replies
-
- project zomboid
- zombie
-
(and 3 more)
Tagged with:
-
Underground Survival (UGS) View File Underground Survival (UGS) early alpha WIP This mod is designed to work alongside Chaurus Life (https://www.loverslab.com/files/file/9304-chaurus-life/), but functions on its own. Underground Survival attempts to remedy some shortcomings in most survival mods by adding resources to caves and lairs that can be used to extend the PC’s survival in these environments, possibly indefinitely. The mod has two principal effects: First, it makes many underground roots, ferns and shrubs harvestable, allowing you to acquire a small assortment of items from them, including some of the “edible” items from Hunterborn, some fire-making materials from Campfires, and a few custom ingredients meant for use with Chaurus Life. Note that though this is targeted at underground plants, if those same plants are found above ground, those can also be harvested. Secondly, it provides a minor drinking source (via iNeed) in some caves that otherwise don’t have any such sources. Note these sources might be hard to reach in some places. Hard Requirements: Campfire v 1.11 (https://www.nexusmods.com/skyrim/mods/64798?) Hunterborn v 1.6 (https://www.nexusmods.com/skyrim/mods/33201) ... and any patches needed to make these work together. Soft Requirements/Integration: Though not strictly required, Underground Survival is built to integrate with needs mods. iNeed v 1.602 (https://www.nexusmods.com/skyrim/mods/51473) OR Realistic Needs and Diseases 2 (https://www.nexusmods.com/skyrim/mods/78785; not tested on any other version, though they should still work) If integration is needed for other needs mods, please notify me of which mods you need integrated. Additionally, one of the alchemical effects available through this mod is associated with Sexlab Aroused Redux, and will do nothing without that mod installed. (In point of fact, at present it also will do nothing without Chaurus Life since there isn’t another ingredient to pair the effect with.) Incompatibilities: YASH (https://www.nexusmods.com/skyrim/mods/32562), which is where I got this idea. Any other mod that makes the same plants harvestable will also conflict, with the last one loaded being the winner. I don’t know of any such mods, but I assume there are some. Injected Records: To have compatibility with other mods without needing dependencies, this mod uses the following injected records (all shared with Chaurus Life): 01CECE1E: INJArousalSuppressantMGEF 01CECE1F: EcoSystemREF 01CECEA1 through 01CECEBD: placed instances of EcoSystemREF In the exceedingly rare event that another mod uses this same method and selects that same FormID, bad shit may happen… or it could do nothing at all. No way to know. (Thanks to Chesko for introducing me to this idea. I don’t know if it was original with him, but the Frostfall API web page is where I first learned of it.) Future Plans: While Underground Survival can be used by itself, it is intended to pair with Chaurus Life and will serve a secondary role to that mod. As development of Chaurus Life continues, this mod will grow to add more options. Submitter Seijin8 Submitted 06/01/2019 Category Other Requires Hunterborn, Campfire, Dragonborn Special Edition Compatible No
- 11 replies
-
3
-
SCAVVER'S CLOSET - One size does not fit all - View File SCAVVER'S CLOSET - One size does not fit all - What's new: I added an optional download of vanilla eyeglasses without facebones. This is to prevent them from deforming with custom faces. You may need to adjust your character's ear position for best results. It's unknown if this will negatively affect any npcs, but the glasses are just models so they are safe to uninstall at any time. What's new in 1.1.3: Bug Fix. VIEW CHANGELOG: What's new in 1.1.2: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ NEW FEATURES: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Improved Backpack system: Backpacks are now additive rather than replacing the base carry amount. This offers more flexibility and less bugginess, and is just generally more realistic. Perishable fusion cells: The Gun condition sorting ignores energy weapons for compatibility reasons, but I personally think laser weapons are far too easy to get. If I can't have the guns be broken why not the ammo? I mean, yes Fusion cells are modern marvels, but no battery is gonna lie around for 200 years and work 100% of the time. When selected this makes only 1 in 3 Fusion cell pickups viable. Hardcore encumbrance for food, drinks, meds, chems, ingredients, empty water bottles, and Molotovs: These are all handled by one set of sliders. Imagine how nerve wracking it will be to have to choose between food, water and stimpacks... Suddenly that psycho addiction seems a whole lot worse. "Why molotovs?" you might ask... Well if everything else that comes in a bottle is covered why not? Unlike grenades you can't attach molotovs to a belt or bandolier, or easily pocket them. It makes sense to me anyway. What's new in 1.1.1: EXTREMELY VITAL UPDATE! 1.1.1 Introduces a LOT of vital bugfixes. It will be the only version abailable and all users are urged to update. It adresses issues I did not know about the Fallout 4 Inventory system, such as the fact that keywords on items in the players inventory or containers DO NOT PERSIST after a reload. This means that the Gun system introduced in 1.1.0 is basically useless for actual gameplay. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The info in this section only applies to guns and mod added clothing that is in the sorting list: ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I've made every effort to address that in this update. Now on load, all guns and mod added clothing items that need it will be sorted and have their ownership keywords restored. Likewise the backpack will run the same procedure on it's contents whenever you put it on. This works pretty much seamlessly. Somewhat stickier is the issue of containers. Containers have the same issue with eating keywords. The way I've come up with to get around this is whenever you add an item with the _T_ Owned Keyword to a container it will get an keyword of it's own to tell the mod that you own whatever is inside. This can be exploited potentially so RP responsibly. When you first add an owned object to the container you will get a warning telling you to close the container so that it can be sorted. DO THIS. After the message about the keyword being added you can freely add more items to the container. When retrieving owned items... ESPECIALLY after a reload it is of VITAL importance that you remove them one at a time (You will be prompted when this is necessary) UNDER NO CIRCUMSTANCES hit the take all button!! Upon removal of all owned keyworded items the container's keyword will be removed. NOTE: If you do accidentally take all, you can save the game then reload, and the keywords should be restored on load! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ NEW FEATURES: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Added support for several clothing mods: Militarized minutemen: Uniform Full support Backpack (note MM backpack autoequips much slower than the Scavvers packs... no idea why. Can be added with MCM like the Scavver packs) Mojave Manhunter: Duster Outfit (Encumbrance only) Vesta new armor is picked up (Vest uses new torso armor encumbrance system ) Brotherhood Recon: (Leveled items have full support, constructable encumbrance only). Torso armor encumbrance: Functioning similarly to how heavy gun emcumbrance works, you can only pick up one torso armor at a time and it auto equips. On enequip it drops. (The vest added by Mojave Manhunter can be unequipped but will still drop if another armor is added, I had to do it this way to accommodate a script on the armor) Can be toggled in the MCM. What's new in 1.1.0: 1.1.0 is a ground up rewrite, with many more features than the previous release, as such I'll be treating it as essentially a new mod, so please carefully read the entire mod page. Have you ever been playing fallout 4 and felt un-immersed by the fact that every single piece of clothing you find fits you perfectly? That it's all in good enough condition to wear? That every gun you find is in working order, even the shoddily made pipe pistols? that as long as you have the carry weight you can seemingly cram as many huge objects as you want into thin air? Have you wished that scavenging could be more difficult and nerve wracking like we see in post apocalypse movies like The Road Warrior? Well, that's what this simple mod seeks to accomplish! What it does: Most of the features listed below can be activated , deactivated, or adjusted in the MCM: Clothing check: Now, when you pick up a clothing item from the ground, a corpse or a container, you will try them on. If the clothing fits, it will be renamed (IE: Your Road Leathers) This owned version of the item will behave exactly like normal, you can drop it, mod it, rename it, whatever. There is an MCM option to determine if you automatically wear the new item after finding out if it fits, or not. If the clothing didn't fit... you'll be given a non wearable version of the item that you can scrap or sell like normal. (junk) When trading with NPCs such as merchants you'll always receive the version that fits. Some item types, (wasteland clothing and rags mostly) have a chance of being completely unsalvagable. I've made an effort to ensure that unique and rare items either aren't touched by this part of the mod or always fit perfectly. Prisoner rags aren't affected as many mods add them. That said I may have missed something so save often, or turn the mod off temporarily when in doubt. Bonus loot: Select if you are RPing a nearsighted person in the MCM and recieve extra glasses loot. This is mainly intended to be used alongside the great mod: Myopia Simulator (Immersive Glasses) As with the clothing sometimes the glasses are broken or the the wrong prescription, but you may get scrap. If you have the mod Commonwealth Vans - CBBE - JBE - EVB Male - Fusion Girl - FG-JBE installed, you will also have a chance to find shoes with the ruined clothing. These may or may not fit as well. Weapon check: (See What's new in 1.1.1 for updated information) Guns you find might be broken. If it's a prewar gun and you have the Gun nut perk and a screwdriver, you can strip the weapon for parts. If you have the Scrapper perk you will also get screws. Gather enough and you can repair the next broken weapon you find. Some weapon types will always be functional and some are more or less likely to be damaged. For example, revolvers and bolt actions are far more reliable than automatics. Pipe weapons are FAR more likely to be broken, and don't yeild weapon parts, but they can be stripped for minor scrap and unlike prewar guns no special skills or tools are required. Again, I've made every effort to protect uniques. Heavy weapon Encumbrance: No longer can you slip a minigun into your pocket! Now heavy weapons like Fatman and flamers, must be equipped and drawn to be carried (Think of the way Halo treats the turret guns Masterchief pulls off.) If you attempt to holster or unequip the weapon it will be dropped on the ground, and you can only carry one at a time. Doesn't count against your hard core encumbrance. For the purposes of this mod bulky guns like Railway, and Gauss Rifles are considered heavy. Hard Core Encumbrance: REQUIRES CLOTHING CHECK BE ACTIVATED Limits the number of clothing and weapons you can carry on your person at any one time. By default this is extremely restrictive, however you can carry more by equipping a backpack Requires the mod Scavver's backpacks (no relation) Each item type has it's own maximum value (Clothes, pistols, long guns) These can be individually adjusted to your liking in the MCM. Even clothing not included in the clothing check is affected by this. Special Backpack effect: When backpack is unequipped, it's dropped on the ground taking all the non equipped weapon and clothing items (fitting and not) with it. If you pick up your non backpack limit while the backpack is off then try to pick it back up you'll have to drop what you are carrying. Once you pick the pack back up it will automatically re-equip and return all the items to your inventory. Caveats/limitations: I've done my best but there are still a few quirks. When weapons are checked they are momentarily dropped from the inventory, this may result in the occasional odd moment of seeing a phantom gun in front of you for a second. This also means you will see a weapon dropped notification whenever you pick up even owned guns (no way to silence this sadly) Some pipe and laser pistols will be counted as long guns, there is just no way around this given the way the lego-gun system in FO4 works. This mod is intended for a new game and the main functions shouldn't be started until after the vault, or any alternate start operations. If you add this to an existing save where you already have vanilla clothes you can use a function in the MCM to convert them to the "owned version" If they don't convert they are probably one of the items not covered by clothing check, such as vault suits, hazmat suits, companion outfits, bath robes, and quest rewards. Lastly I removed the DLC requirements, that means however that clothing and weapons added by Nuka World and Far Harbor aren't covered. It honestly wasn't worth the effort for the benefit IMO. Requirements: Mod Configuration Menu Scavver's backpacks (optional, but HIGHLY recommended) Commonwealth Vans - CBBE - JBE - EVB Male - Fusion Girl - FG-JBE (optional) Cross Mojave Manhunter (optional) Cross Brotherhood Recon (optional) Militarized Minutemen (optional) Give Me That Bottle (optional) Smokeable Cigars - Cigarettes - Joints - With HardCore Auto Save (optional) LEGAL: The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Scavver's Closet is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account. THANKS: To @EgoBallistic for providing some example code that made the weapon sorting possible. To the Hardship fans who've been patient while I worked on this instead. Submitter Tentacus Submitted 04/01/2020 Category Other Requires MCM
- 183 replies
-
2
-
does anyone know how the game tells a bed from a mattress in survival ? please?
- 2 replies
-
- survival
- creation kit
-
(and 2 more)
Tagged with:
-
Version 1.2.0.3
681 downloads
This is my edit of Auto Eat and Drink in Survival (ESL) by wim95, adding support for RSE's Advanced Needs system. I haven't tested it extensively, but it seems to work as expected for me. I've officially been blessed by wim95 with the permission to redistribute here. I've only tested with the latest AAF-RSE release 3.9.9.8. If you don't have Advanced Needs activated, you should still be able to use this mod for a Hardcore playthrough. Description from the official page: As description - copy/past from Fallout 4 Mod Requests"This is a simple request: I am tired of using hotkey and open pip-boy to eat food and drink water in survival mode. It is game braking when facing tons of combats.Please create a mod ... that can auto detect hunger and thirst level. Then auto eat and drink proper food and water in your inventroy."Since v.1.1.0 added Mod Configuration Menu support.With MCM you can turn off notifications, tweak consumption options.Without MCM will use the default settings: "Not Found" notifications - ON "Items Left" Notifications - ON Consumption of caffeinated products - ON Number of caffeinated products that can be consumed - 3 Consumption of caffeinated products containing alcohol - OFF Ignore "State" condition - OFF Consumption of products from category "Never Eat" - OFF What food and drinks consumed and in what order?All food and drinks are categorized and placed on lists of consumption.Categories for food: Food to Never Eat. Has buffs "Cure All Addictions", "Fortify Carry Weight", "Fortify Strength" Simplest Clean Food. Has only one buff "Restore Health" Simple Clean Food. Have buffs to health "Restore Health", "Incr. Heal Rate", "Fortify Health", "Restore Action Points", "Fortify Action Points", "Remove Radiation", "Radiation Resistance" Clean Food with Buffs. Has other buffs Radioactive Food. Has debuff "Radiation Damage" Food used in Crafting. Has debuff "Radiation Damage" Food with Standard Disease Risk. Has different buffs or debuffs Food with Standard Disease Risk used in Crafting. Has different buffs or debuffs Food with High Disease Risk. Has different buffs or debuffs Food with High Disease Risk used in Crafting. Has different buffs or debuffs Categories for water: Clean Water Simplest Clean Water Simple Clean Water Clean Water with Buffs Radioactive Water Water used in Crafting Water with Standard Disease Risk Categories for caffeinated products: Caffeinated products to Never Drink Caffeinated products Caffeinated products can be consumed after sleep in "Tired" and lower state. (With MCM can be turned off.)With MCM configurable from 1 to 10 times, but recommended no more than 3 times. Why only 3 times?Copy/past from HC_ManagerScript: "To prevent staving off sleep forever by caffeinating, we increase it by the standard value scaled by the number of times caffeinated." End copy/past.First time caffeine/extra caffeine sleep delay: 2.3/7.0 hoursSecond time caffeine/extra caffeine sleep delay: 1.2/3.5 hoursThird time caffeine/extra caffeine sleep delay: 0.8/2.3 hoursFourth time caffeine/extra caffeine sleep delay: 0.6/1.8 hoursIt turns out that more than three times does not make senseItems for consumption are taken randomly from a category. Consume before "State" state or before end consumable items in this category.With MCM you can turn on ignore "State" condition and it will happen: "Also i want to eat as soon as im hungry no matter what i have, as well as drink whenever im thirsty with whatever drink i have".Order of consumption: Caffeinated products (consume 1 item) Clean Water. Consume before "Hydrated" state. Simplest Clean Water. Consume before "Hydrated" state. Simplest Clean Food. Consume before "Fed" state. For Horizon users "Well Fed" Simple Clean Water. Consume before "Parched" state. Simple Clean Food. Consume before "Peckish" state. For Horizon users "Hungry" Clean Water with Buffs. Consume before "Parched" state. Clean Food with Buffs. Consume before "Peckish" state. For Horizon users "Hungry" Radioactive Water. Consume before "Thirsty" state. Radioactive Food. Consume before "Hungry" state. For Horizon users "Very Hungry" Water used in Crafting. Consume before "Thirsty" state. Food used in Crafting. Consume before "Hungry" state. For Horizon users "Very Hungry" Water with Standard Disease Risk. Consume before "Mildly Dehydrated" state. Food with Standard Disease Risk. Consume before "Famished" state. For Horizon users "Famished" Food with Standard Disease Risk used in Crafting. Consume before "Famished" state. For Horizon users "Famished" Food with High Disease Risk. Consume before "Famished" state. For Horizon users "Famished" Food with High Disease Risk used in Crafting. Consume before "Famished" state. For Horizon users "Famished" Don't forget to replenish supplies of first categories!List of products in categoriesCompatibility:Mod does not change any records or scripts in the game and does not conflict with anything.Mods adding new items:Wild Plants Farming - supportedGive Me That Bottle - supportedCanteens of the Commonwealth (Wearable) - supportedMilitary MREs - Meal Ready to Eat - New Food - supportedWasteland Imports - Goodies from all across the Wasteland... - supportedNew Recipes - supportedThem's Good Eatin' - supportedVegetarian Food and Recipes - supportedCoffee and Donuts Workshop Pack from Creation Club - supportedSurvival patch for Coffee and Donuts Workshop Pack (Creation Club) - supportedSim Settlements - supportedWasteland Venturers Sim Settlements AddOn Pack - supportedWasteland Venturers 2 - Sim Settlements Addon Pack - supportedAltairp's Animal Farm - Add-On for Sim Settlements - supportedSim Settlements Add-on pack -- VaultLand - supportedUrban Food Expanded - supportedHorizon v1.5 - supportedESL version available in the optional filesCannibal perk not fully tested. Report any issues. -
Version 1.0.0
99 downloads
Skyrim Pizza - Survival Mode Edition by Arron Dominion Non Survival Mode Mod Trailer Tasty Skyrim mod adds Riverwood Pizza shop with 80 different combos, Survival Mode compatible - PC Gamer Review Short Description: Pizza is not as modern as one might think. Chef Turtle has moved to Riverwood and opened up Riverwood Pizza. He has shared his secret with the Dragonborn through books, and there are 80 different combinations that can be baked. Requirements: Creation Club Survival Mode Long Description: Pizza does not exist anywhere. It is seen as modern, but Chef Turtle has moved to Riverwood and has opened up Riverwood Pizza. He bakes in the morning and opens up from Noon to 8 pm every day to sell Pizza. Who knows how Chef Turtle discovered pizza. While Chef Turtle only sells the variants that are popular in Riverwood, he has shared much more with the Dovahkiin with three texts that you can buy from Chef Turtle, the Soul Cairn, or a chef that has set up shop in The Retching Netch. There are a total of 80 different combinations that one can bake . All that is required is the knowledge, retrieving the proper ingredients, and find an Oven. And in this version each will help you in managing your hunger for the Creation Club Survival Mode content. Below are the types of Pizza that can be baked: Pizza - tomatos(x2), flour, cheese wedge (first type), salt pile Dragonborn Lovers Pizza - Pizza ingredients, 1 beef, 1 goat meat, 1 pheasant, 1 rabbit, 1 venison High Elf Special Pizza - Pizza ingredients, 1 Carrot, 1 Gourd, 1 Leek, 1 Juniper Berries Horkers Special Pizza - Pizza ingredients, 1 Ale, 1 Cabbage, 1 Horker Meat, 1 Garlic, 1 Slaughterfish Egg Ratway Special Pizza - Pizza ingredients, 1 Black Briar Mead, 1 Moon Sugar, 1 Skooma Three Cheese Pizza - Pizza ingredients, 1 other cheese wedge, 1 mammoth cheese bowl Ash Hopping Pizza - Pizza ingredients, 1 Ash Hopper Jelly, 1 Ash Hopper Meat Potato Bread Pizza - Butter, Milk, Cheese Wedge (first type), Potato, Salt Pile, Tomato (x2) Dragonborn Lovers Potato Bread Pizza - Potato Bread Pizza ingredients, 1 beef, 1 goat meat, 1 pheasant, 1 rabbit, 1 venison High Elf Special Potato Bread Pizza - Potato Bread Pizza ingredients, 1 Carrot, 1 Gourd, 1 Leek, 1 Juniper Berries Horkers Special Potato Bread Pizza - Potato Bread Pizza ingredients, 1 Ale, 1 Cabbage, 1 Horker Meat, 1 Garlic, 1 Slaughterfish Egg Ratway Special Potato Bread Pizza - Potato Bread Pizza ingredients, 1 Black Briar Mead, 1 Moon Sugar, 1 Skooma Three Cheese Potato Bread Pizza - Potato Bread Pizza ingredients, 1 other cheese wedge, 1 mammoth cheese bowl Ash Hopping Potato Bread Pizza - Potato Bread Pizza ingredients, 1 Ash Hopper Jelly, 1 Ash Hopper meat Breakfast Pizza - Potato Bread Pizza ingredients, 1 Chicken Egg, 1 Goat Meat Frontier Breakfast Pizza - Potato Bread Pizza ingredients, 1 Chicken Egg, 1 Netch Jelly, 1 Boar Meat Ash Hopping Breakfast Pizza - Potato Bread Pizza ingredients, 1 Chicken Egg, 1 Ash Hopper Jelly, 1 Ash Hopper Meat Falmer Breakfast Pizza - Potato Bread Pizza ingredients, 1 Charrus Egg, 1 Nightshade, 1 Frost Salts Maormer Breakfast Pizza - Potato Bread Pizza ingredients, 1 Slaughterfish Egg, 1 River Betty, 1 Salmon, 1 Void Salts Garlic Bread Pizza - Butter, Flour, Cheese Wedge (first type), Garlic, Salt Pile, Tomato (x2) Dragonborn Lovers Garlic Bread Pizza - Garlic Bread Pizza ingredients, 1 beef, 1 goat meat, 1 pheasant, 1 rabbit, 1 venison High Elf Special Garlic Bread Pizza - Garlic Bread Pizza ingredients, 1 Carrot, 1 Gourd, 1 Leek, 1 Juniper Berries Horkers Special Garlic Bread Pizza - Garlic Bread Pizza ingredients, 1 Ale, 1 Cabbage, 1 Horker Meat, 1 Garlic, 1 Slaughterfish Egg Ratway Special Garlic Bread Pizza - Garlic Bread Pizza ingredients, 1 Black Briar Mead, 1 Moon Sugar, 1 Skooma Three Cheese Garlic Bread Pizza - Garlic Bread Pizza ingredients, 1 other cheese wedge, 1 mammoth cheese bowl Ash Hopping Garlic Bread Pizza - Garlic Bread Pizza ingredients, 1 Ash Hopper Jelly, 1 Ash Hopper Meat Flin Crust Pizza - Butter, Flour, Cheese Wedge (first type), Flin, Salt Pile, Tomato (x2) Dragonborn Lovers Flin Crust Pizza - Flin Crust Pizza ingredients, 1 beef, 1 goat meat, 1 pheasant, 1 rabbit, 1 venison High Elf Special Flin Crust Pizza - Flin Crust Pizza ingredients, 1 Carrot, 1 Gourd, 1 Leek, 1 Juniper Berries Horkers Special Flin Crust Pizza - Flin Crust Pizza ingredients, 1 Ale, 1 Cabbage, 1 Horker Meat, 1 Garlic, 1 Slaughterfish Egg Ratway Special Flin Crust Pizza - Flin Crust Pizza ingredients, 1 Black Briar Mead, 1 Moon Sugar, 1 Skooma Three Cheese Flin Crust Pizza - Flin Crust Pizza ingredients, 1 other cheese wedge, 1 mammoth cheese bowl Ash Hopping Flin Crust Pizza - Flin Crust Pizza ingredients, 1 Ash Hopper Jelly, 1 Ash Hopper Meat Matze Crust Pizza - Butter, Flour, Cheese Wedge (first type), Matze, Salt Pile, Tomato (x2) Dragonborn Lovers Matze Crust Pizza - Matze Crust Pizza ingredients, 1 beef, 1 goat meat, 1 pheasant, 1 rabbit, 1 venison High Elf Special Matze Crust Pizza - Matze Crust Pizza ingredients, 1 Carrot, 1 Gourd, 1 Leek, 1 Juniper Berries Horkers Special Matze Crust Pizza - Matze Crust Pizza ingredients, 1 Ale, 1 Cabbage, 1 Horker Meat, 1 Garlic, 1 Slaughterfish Egg Ratway Special Matze Crust Pizza - Matze Crust Pizza ingredients, 1 Black Briar Mead, 1 Moon Sugar, 1 Skooma Three Cheese Matze Crust Pizza - Matze Crust Pizza ingredients, 1 other cheese wedge, 1 mammoth cheese bowl Ash Hopping Matze Crust Pizza - Matze Crust Pizza ingredients, 1 Ash Hopper Jelly, 1 Ash Hopper Meat Shein Crust Pizza - Butter, Flour, Cheese Wedge (first type), Shein, Salt Pile, Tomato (x2) Dragonborn Lovers Shein Crust Pizza - Shein Crust Pizza ingredients, 1 beef, 1 goat meat, 1 pheasant, 1 rabbit, 1 venison High Elf Special Shein Crust Pizza - Shein Crust Pizza ingredients, 1 Carrot, 1 Gourd, 1 Leek, 1 Juniper Berries Horkers Special Shein Crust Pizza - Shein Crust Pizza ingredients, 1 Ale, 1 Cabbage, 1 Horker Meat, 1 Garlic, 1 Slaughterfish Egg Ratway Special Shein Crust Pizza - Shein Crust Pizza ingredients, 1 Black Briar Mead, 1 Moon Sugar, 1 Skooma Three Cheese Shein Crust Pizza - Shein Crust Pizza ingredients, 1 other cheese wedge, 1 mammoth cheese bowl Ash Hopping Shein Crust Pizza - Shein Crust Pizza ingredients, 1 Ash Hopper Jelly, 1 Ash Hopper Meat Sujamma Crust Pizza - Butter, Flour, Cheese Wedge (first type), Sujamma, Salt Pile, Tomato (x2) Dragonborn Lovers Sujamma Crust Pizza - Sujamma Crust Pizza ingredients, 1 beef, 1 goat meat, 1 pheasant, 1 rabbit, 1 venison High Elf Special Sujamma Crust Pizza - Sujamma Crust Pizza ingredients, 1 Carrot, 1 Gourd, 1 Leek, 1 Juniper Berries Horkers Special Sujamma Crust Pizza - Sujamma Crust Pizza ingredients, 1 Ale, 1 Cabbage, 1 Horker Meat, 1 Garlic, 1 Slaughterfish Egg Ratway Special Sujamma Crust Pizza - Sujamma Crust Pizza ingredients, 1 Black Briar Mead, 1 Moon Sugar, 1 Skooma Three Cheese Sujamma Crust Pizza - Sujamma Crust Pizza ingredients, 1 other cheese wedge, 1 mammoth cheese bowl Ash Hopping Sujamma Crust Pizza - Sujamma Crust Pizza ingredients, 1 Ash Hopper Jelly, 1 Ash Hopper Meat Soul Husk Pizza - tomatos(x2), soul husk, cheese wedge (first type), salt pile Dragonborn Lovers Soul Husk Pizza - Soul Husk Pizza ingredients, 1 beef, 1 goat meat, 1 pheasant, 1 rabbit, 1 venison High Elf Special Soul Husk Pizza - Soul Husk Pizza ingredients, 1 Carrot, 1 Gourd, 1 Leek, 1 Juniper Berries Horkers Special Soul Husk Pizza - Soul Husk Pizza ingredients, 1 Ale, 1 Cabbage, 1 Horker Meat, 1 Garlic, 1 Slaughterfish Egg Ratway Special Soul Husk Pizza - Soul Husk Pizza ingredients, 1 Black Briar Mead, 1 Moon Sugar, 1 Skooma Three Cheese Soul Husk Pizza - Soul Husk Pizza ingredients, 1 other cheese wedge, 1 mammoth cheese bowl Ash Hopping Soul Husk Pizza - Soul Husk Pizza ingredients, 1 Ash Hopper Jelly, 1 Ash Hopper Meat Arcanely Resistance Soul Husk Pizza - tomatos(x2), soul husk, cheese wedge (first type), salt pile, chicken egg, nirnroot, bleeding crown Fruity Sweet Tooth Special Pizza - Butter, Flour, Green Apple, Cheese Wedge (first type), JazBay, Juniper Berries, Salt Pile, Snowberry Khajiit Special Pizza - Fruity Sweet Tooth Special, Moon Sugar, Skooma Fruity Sweet Tooth Special Potato Bread Pizza - Butter, Potato, Green Apple, Cheese Wedge (first type), JazBay, Juniper Berries, Salt Pile, Snowberry Khajiit Special Potato Bread Pizza - Fruity Sweet Tooth Special Potato Bread, Moon Sugar, Skooma Fruity Sweet Tooth Special Garlic Bread Pizza - Butter, Flour, Garlic, Green Apple, Cheese Wedge (first type), JazBay, Juniper Berries, Salt Pile, Snowberry Khajiit Special Garlic Bread Pizza - Fruity Sweet Tooth Special Garlic Bread, Moon Sugar, Skooma Fruity Sweet Tooth Special Flin Crust Pizza - Butter, Flour, Flin, Green Apple, Cheese Wedge (first type), JazBay, Juniper Berries, Salt Pile, Snowberry Khajiit Special Flin Crust Pizza - Fruity Sweet Tooth Special Flin Crust Bread, Moon Sugar, Skooma Fruity Sweet Tooth Special Matze Crust Pizza - Butter, Flour, Matze, Green Apple, Cheese Wedge (first type), JazBay, Juniper Berries, Salt Pile, Snowberry Khajiit Special Matze Crust Pizza - Fruity Sweet Tooth Special Matze Crust Bread, Moon Sugar, Skooma Fruity Sweet Tooth Special Shein Crust Pizza - Butter, Flour, Shein, Green Apple, Cheese Wedge (first type), JazBay, Juniper Berries, Salt Pile, Snowberry Khajiit Special Shein Crust Pizza - Fruity Sweet Tooth Special Shein Crust Bread, Moon Sugar, Skooma Fruity Sweet Tooth Special Sujamma Crust Pizza - Butter, Flour, Sujamma, Green Apple, Cheese Wedge (first type), JazBay, Juniper Berries, Salt Pile, Snowberry Khajiit Special Sujamma Crust Pizza - Fruity Sweet Tooth Special Sujamma Crust Bread, Moon Sugar, Skooma Fruity Sweet Tooth Special Soul Husk Pizza - Butter, Soul Husk, Green Apple, Cheese Wedge (first type), JazBay, Juniper Berries, Salt Pile, Snowberry Khajiit Special Soul Husk Pizza - Fruity Sweet Tooth Special Soul Husk, Moon Sugar, Skooma Blood Pie Pizza - tomatos(x2), flour, cheese wedge (first type), salt pile, potion of blood Blood Pie Potato Bread Pizza - Butter, Milk, Cheese Wedge (first type), Potato, Salt Pile, Tomato (x2), potion of blood This is for those that are wandering in the wilderness and require variety in their packed meals. Enjoy your pizza! Installation Instructions: -Find your Skyrim Special Edition folder -Find the Data folder -Place the contents of the zip within the Data folder -Launch Skyrim Special Editions and go to mods -Find ajd_pizzaandpizzeria_survival_sse_pc.esp -Enable the mod -Enjoy! Compatible With: -Immersive Citizens -Imps More Complex Needs -Wayshrines of Tamriel Known Compatibility Issues: -JK's Riverwood - Must be loaded before JK's Riverwood. Some of the assets from JK's Riverwood are in the same spot as Riverwood Pizza. It will be a little time before a JK's Riverwood version can be done. Changelog: v1 - Initial Release Credits: Bethesda - Creation Kit and Bethesda.net GJ Knutsen - Original mod concept Huntress - Assistance with GIMP and Pizza Sign Critique Meatstakk, FoxyC, Crimson Phoenix, DoomSgt, PyroToaster - Pizza Texture Critique Pizza Texture - https://pixabay.com/en/pizza-food-fast-tomato-dinner-1547254/ Sign Wood Texture - http://www.benkyoustudio.com/Textures/TexturesWood/ Special Thanks: Skinnytecboy Epoch Sanctum Armstrong Security Solutions Huntress VS -
Version 1.1.4
1,576 downloads
SCAVVER'S CLOSET - One size does not fit all - What's new: I added an optional download of vanilla eyeglasses without facebones. This is to prevent them from deforming with custom faces. You may need to adjust your character's ear position for best results. It's unknown if this will negatively affect any npcs, but the glasses are just models so they are safe to uninstall at any time. What's new in 1.1.3: Bug Fix. VIEW CHANGELOG: What's new in 1.1.2: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ NEW FEATURES: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Improved Backpack system: Backpacks are now additive rather than replacing the base carry amount. This offers more flexibility and less bugginess, and is just generally more realistic. Perishable fusion cells: The Gun condition sorting ignores energy weapons for compatibility reasons, but I personally think laser weapons are far too easy to get. If I can't have the guns be broken why not the ammo? I mean, yes Fusion cells are modern marvels, but no battery is gonna lie around for 200 years and work 100% of the time. When selected this makes only 1 in 3 Fusion cell pickups viable. Hardcore encumbrance for food, drinks, meds, chems, ingredients, empty water bottles, and Molotovs: These are all handled by one set of sliders. Imagine how nerve wracking it will be to have to choose between food, water and stimpacks... Suddenly that psycho addiction seems a whole lot worse. "Why molotovs?" you might ask... Well if everything else that comes in a bottle is covered why not? Unlike grenades you can't attach molotovs to a belt or bandolier, or easily pocket them. It makes sense to me anyway. What's new in 1.1.1: EXTREMELY VITAL UPDATE! 1.1.1 Introduces a LOT of vital bugfixes. It will be the only version abailable and all users are urged to update. It adresses issues I did not know about the Fallout 4 Inventory system, such as the fact that keywords on items in the players inventory or containers DO NOT PERSIST after a reload. This means that the Gun system introduced in 1.1.0 is basically useless for actual gameplay. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The info in this section only applies to guns and mod added clothing that is in the sorting list: ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I've made every effort to address that in this update. Now on load, all guns and mod added clothing items that need it will be sorted and have their ownership keywords restored. Likewise the backpack will run the same procedure on it's contents whenever you put it on. This works pretty much seamlessly. Somewhat stickier is the issue of containers. Containers have the same issue with eating keywords. The way I've come up with to get around this is whenever you add an item with the _T_ Owned Keyword to a container it will get an keyword of it's own to tell the mod that you own whatever is inside. This can be exploited potentially so RP responsibly. When you first add an owned object to the container you will get a warning telling you to close the container so that it can be sorted. DO THIS. After the message about the keyword being added you can freely add more items to the container. When retrieving owned items... ESPECIALLY after a reload it is of VITAL importance that you remove them one at a time (You will be prompted when this is necessary) UNDER NO CIRCUMSTANCES hit the take all button!! Upon removal of all owned keyworded items the container's keyword will be removed. NOTE: If you do accidentally take all, you can save the game then reload, and the keywords should be restored on load! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ NEW FEATURES: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Added support for several clothing mods: Militarized minutemen: Uniform Full support Backpack (note MM backpack autoequips much slower than the Scavvers packs... no idea why. Can be added with MCM like the Scavver packs) Mojave Manhunter: Duster Outfit (Encumbrance only) Vesta new armor is picked up (Vest uses new torso armor encumbrance system ) Brotherhood Recon: (Leveled items have full support, constructable encumbrance only). Torso armor encumbrance: Functioning similarly to how heavy gun emcumbrance works, you can only pick up one torso armor at a time and it auto equips. On enequip it drops. (The vest added by Mojave Manhunter can be unequipped but will still drop if another armor is added, I had to do it this way to accommodate a script on the armor) Can be toggled in the MCM. What's new in 1.1.0: 1.1.0 is a ground up rewrite, with many more features than the previous release, as such I'll be treating it as essentially a new mod, so please carefully read the entire mod page. Have you ever been playing fallout 4 and felt un-immersed by the fact that every single piece of clothing you find fits you perfectly? That it's all in good enough condition to wear? That every gun you find is in working order, even the shoddily made pipe pistols? that as long as you have the carry weight you can seemingly cram as many huge objects as you want into thin air? Have you wished that scavenging could be more difficult and nerve wracking like we see in post apocalypse movies like The Road Warrior? Well, that's what this simple mod seeks to accomplish! What it does: Most of the features listed below can be activated , deactivated, or adjusted in the MCM: Clothing check: Now, when you pick up a clothing item from the ground, a corpse or a container, you will try them on. If the clothing fits, it will be renamed (IE: Your Road Leathers) This owned version of the item will behave exactly like normal, you can drop it, mod it, rename it, whatever. There is an MCM option to determine if you automatically wear the new item after finding out if it fits, or not. If the clothing didn't fit... you'll be given a non wearable version of the item that you can scrap or sell like normal. (junk) When trading with NPCs such as merchants you'll always receive the version that fits. Some item types, (wasteland clothing and rags mostly) have a chance of being completely unsalvagable. I've made an effort to ensure that unique and rare items either aren't touched by this part of the mod or always fit perfectly. Prisoner rags aren't affected as many mods add them. That said I may have missed something so save often, or turn the mod off temporarily when in doubt. Bonus loot: Select if you are RPing a nearsighted person in the MCM and recieve extra glasses loot. This is mainly intended to be used alongside the great mod: Myopia Simulator (Immersive Glasses) As with the clothing sometimes the glasses are broken or the the wrong prescription, but you may get scrap. If you have the mod Commonwealth Vans - CBBE - JBE - EVB Male - Fusion Girl - FG-JBE installed, you will also have a chance to find shoes with the ruined clothing. These may or may not fit as well. Weapon check: (See What's new in 1.1.1 for updated information) Guns you find might be broken. If it's a prewar gun and you have the Gun nut perk and a screwdriver, you can strip the weapon for parts. If you have the Scrapper perk you will also get screws. Gather enough and you can repair the next broken weapon you find. Some weapon types will always be functional and some are more or less likely to be damaged. For example, revolvers and bolt actions are far more reliable than automatics. Pipe weapons are FAR more likely to be broken, and don't yeild weapon parts, but they can be stripped for minor scrap and unlike prewar guns no special skills or tools are required. Again, I've made every effort to protect uniques. Heavy weapon Encumbrance: No longer can you slip a minigun into your pocket! Now heavy weapons like Fatman and flamers, must be equipped and drawn to be carried (Think of the way Halo treats the turret guns Masterchief pulls off.) If you attempt to holster or unequip the weapon it will be dropped on the ground, and you can only carry one at a time. Doesn't count against your hard core encumbrance. For the purposes of this mod bulky guns like Railway, and Gauss Rifles are considered heavy. Hard Core Encumbrance: REQUIRES CLOTHING CHECK BE ACTIVATED Limits the number of clothing and weapons you can carry on your person at any one time. By default this is extremely restrictive, however you can carry more by equipping a backpack Requires the mod Scavver's backpacks (no relation) Each item type has it's own maximum value (Clothes, pistols, long guns) These can be individually adjusted to your liking in the MCM. Even clothing not included in the clothing check is affected by this. Special Backpack effect: When backpack is unequipped, it's dropped on the ground taking all the non equipped weapon and clothing items (fitting and not) with it. If you pick up your non backpack limit while the backpack is off then try to pick it back up you'll have to drop what you are carrying. Once you pick the pack back up it will automatically re-equip and return all the items to your inventory. Caveats/limitations: I've done my best but there are still a few quirks. When weapons are checked they are momentarily dropped from the inventory, this may result in the occasional odd moment of seeing a phantom gun in front of you for a second. This also means you will see a weapon dropped notification whenever you pick up even owned guns (no way to silence this sadly) Some pipe and laser pistols will be counted as long guns, there is just no way around this given the way the lego-gun system in FO4 works. This mod is intended for a new game and the main functions shouldn't be started until after the vault, or any alternate start operations. If you add this to an existing save where you already have vanilla clothes you can use a function in the MCM to convert them to the "owned version" If they don't convert they are probably one of the items not covered by clothing check, such as vault suits, hazmat suits, companion outfits, bath robes, and quest rewards. Lastly I removed the DLC requirements, that means however that clothing and weapons added by Nuka World and Far Harbor aren't covered. It honestly wasn't worth the effort for the benefit IMO. Requirements: Mod Configuration Menu Scavver's backpacks (optional, but HIGHLY recommended) Commonwealth Vans - CBBE - JBE - EVB Male - Fusion Girl - FG-JBE (optional) Cross Mojave Manhunter (optional) Cross Brotherhood Recon (optional) Militarized Minutemen (optional) Give Me That Bottle (optional) Smokeable Cigars - Cigarettes - Joints - With HardCore Auto Save (optional) LEGAL: The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Scavver's Closet is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account. THANKS: To @EgoBallistic for providing some example code that made the weapon sorting possible. To the Hardship fans who've been patient while I worked on this instead. -
Version 1
856 downloads
This mod provides KS Hairdos for NPCs added by Sexlab Survival Special Edition. This mod also applies several other fixes to NPC head meshes - a similar set of fixes as Vanilla NPCs SSE Ruhmastered by Ruhadre. Requirements This mod has only one requirement, Sexlab Survival SE. This mod does not require KS Hairdos. This mod includes copies of all the textures from KS Hairdos that it uses. Load Order Placement This mod includes one ESL-flagged ESP file KSHairForSLS.esp, which should be listed in your load order immediately after SL Survival.esp. Compatibility This mod is designed for maximum compatibility with your load order and with other mods. This mod includes an ESL-flagged ESP file, for minimal impact on your load order slots. The ESP file is empty, meaning it contains zero records. The ESP file only serves to load the corresponding BSA file, and to indicate that this mod depends on Sexlab Survival SE. This mod is compatible with KS Hairdos, but does not require KS Hairdos. This mod includes copies of all the textures from KS Hairdos that it uses, packaged into a BSA file. This mod is compatible with any texture replacers for KS Hairdos, such as Salt and Wind - Rough Hair for KS Hairdos SE. This mod uses the same texture file paths as KS Hairdos, so any mod that replaces textures for KS Hairdos will also affect this mod. Other Recommended Mods This mod does not change the hairstyles of city and hold guards. Use another mod of mine, KSHair For All Vanilla NPCs, to give KS Hairdos to the guards. In order to see new hairstyles on vanilla NPCs, you may want to install another mod that removes NPC headgear. Another mod of mine, Vanilla NPCs Without Headgear ESL, is a good choice to use in a new game. (Already-spawned vanilla NPCs will continue to wear the headgear that they were already wearing.) Credits All credit for Sexlab Survival SE belongs to its creator Monoman1 and converter nomkaz. This mod would not be possible without the amazing contributions of other mod authors to the community. The following mods and tools were used in the construction of this mod, but are not required to use this mod. If you like this mod, please download these other mods and endorse them also, to let their authors know their work is appreciated. Unofficial Skyrim Special Edition Patch SUEMR SSE with Bijin AIO 2019 Support Eyes AO Clipping Fix ENB Brow Fix Just Fangs From BVFE - Modder's Resource Better Vampire Fangs and Eyes Double Sided Vertex Human Mouth Fix SSE KS Hairdos SSE KS Hairdos Maine Normal Map Fix KSHair FaceGen Export Rig - Modder's Resource BSArch to create BSA files-
2
-
- survival
- sexlab survival
-
(and 2 more)
Tagged with:
-
Version 1.0.7
21,075 downloads
What it is: I felt like something was missing from Fallout 4. I start a lot of new games where my character has nothing, and nowhere to go. Often using my light alternate start mod DLYH. Many times I'd get caught out in the rain only to come upon a fire. I usually roleplay being grateful to have the warmth, but the game itself gives me no such feedback and after a while such willful "making your own fun" gets tiresome, so I thought: "What if the fires did SOMETHING... Anything... even if very small. So I made this little mod. What it does: Exposure and warmth: Now when you come upon a open fire in the world, such as a bonfire, campfire, or fire barrel, it will grant you a little bonus to endurance and added protection against diseases in survival mode. You have to sit by the fire a while to warm up before the effect starts, but once it does it will persist as long as you stay near, and for a few minutes after you leave (less if it's raining) The disease protection is particularly useful if you eat in front of the fire, or sleep by it. I personally think this is very realistic and immersive. Rain will now cool you off. There is no negative effect to this except if you get too cold it will take you longer to get warmed at the fire and receive the buff. If you are cold and not near a fire being under shelter will warm you up slowly, until you no longer have the cold time penalty at a fire. I didn't feel it was necessary to make rain more punitive as the vanilla game already raises your disease chance from being out in rain. It also works with snow. Swimming makes you soaking wet, which makes you cold. You will slowly warm up when cold if the sun is out. as well as when in cover, but you will not warm up without a fire at night, unless you are under shelter, you will however dry from being soaking wet to merely cold. (If it's not raining) Forage for wood, with potential dangerous encounters. However if your legs are crippled you won't be able to do this! It works with fires in the world, as well as with the Workshop campfire and fire barrel added by Wasteland Workshop. It also works out of the box with the following camping mods: Kitcat's camping gear (Recommended. Fires and tents as shelter!. Get "Firewood" item, and manual from MCM, and then forage for wood!) Campsite (Fires, Forage for firestarting kits instead of wood.) Advanced needs 2 (Fires) Conquest (Fires) Buildable burning campfires and fireplaces (Fires) Woody's Wasteland Stuff (Fires) Sit or sleep anywhere, with Survival mode saving: Now, you can sit on the ground, or on top of most even surfaces whenever you like. You have several positions to choose from including a wounded sit. After you sit you'll be presented with a menu. You can either just sit and look around with the free camera or wait for increments of one hour or 5. Unlike Vanilla waiting this is instant which is a RL time saver. (The method used is safe and will advance AI and scripts properly, it's the same one used in the firewood foraging) When you are done sitting and get up. (Re-open the menu by hitting the hotkey/MCM button again) if you waited the game will then save. Now you can sleep on the ground (and again most even surfaces), as well as benches and couches. The mod uses AAF which will scan the area for couches and benches you can sleep on If none are found you sleep on the ground (or whetever you are standing on/in.) By default you will only actually latch onto the furniture 75% of the time. If you want you can up that percentage to 99 in the AAF.ini but if you do I suggest that you you reduce the furniture scan distance to something smaller like 200, that way you can decide if you want a particular piece of furniture more easily by standing by it.. When you lay down after a moment a menu will appear and you can choose to sleep, lay there with free camera or get up. If you choose lay there simply hit the hotkey/MCM option again in order to bring back the menu. Unlike waiting this uses the vanilla sleep system. In survival mode, sleeping not near a fire is treated the same as using a sleeping bag. (3 hrs by default), wheras sleeping by a fire is treated like a Mattress (5 hrs) Because it uses the vanilla system mods that affect sleeping on sleeping bags and Mattresses will affect it. I've subtly altered the 2 messages warning that you can't oversleep on these items to be more immersive and frankly fit better with other vanilla messages and not sound like a preachy tutorial. When near a fire an option to play a hand warming animation (either standing or kneeling also occurs. To stop warming your hands simply hit the Hotkey/MCM option again. (May take a few seconds) Known issues: If it stops raining while you are warm and by the fire you may temporarily have both the long and short version of the of the effect. I dunno if this actually makes the effects stack but they'll only overlap for 2 minutes so... have at it. ? Do not load the game while sitting, lying down, or warming your hands. Get up, stop what you are doing, or finish sleeping first. Otherwise you will break your pipboy and interactions completely and have to quit all the way out of Fallout 4 and reload. Occasionally if you try to sit on a CHALLENGING spot AAF which is used to handle the sitting and laying animations may get confused and take you for a walk like you are a mind controlled zombie. Just wait it out... eventually it'll resolve and usually put your body where you wanted it... Though your camera may be far from it. Requirements: Wasteland Workshop Mod Configuration Menu Advanced Animation Framework v161.1 or above LEGAL: The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Crackle is only allowed to be hosted and downloaded from Lover's Lab, and the Nexus, under my specific user accounts. THANKS: @dagobaking for AAF which makes animation mods like this possible. @requiredname65 for script input, and 1.07 update. @elzee for the sound effect permissions. Those of you that actually come in the non adult section ? -
Version 0.662 Beta
110,092 downloads
THIS MOD UPDATE IS NO LONGER BEING SUPPORTED. CONTENT BEING REVIEWED FOR REMOVAL SOON. (Back to the important stuff) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is not my mod! I didn't make it, I just converted it an posted it for folks who don't want to do that themselves... THE ORIGINAL MOD with everything* you need to know *(Almost he ran out of space on the original post to add more info so now the blog is a better resource for feature information) MM1 Blog about Sexlab Survival Features - Better detail of what the mod does Requirements Sexlab SE Simply Knock SE. Latest PapyrusUtil for SE An xEdit patch is practically required at this point***. Recommended add-ons for the Special Edition Survivalists SL_triggers - by Fotogen (you'll see why in a second) Various SL Triggers Add-ons - by Heinz01 (This adds triggers for losing SLS licenses) he has most of them like the Armor, Bikini, Weapon, and Magic licenses Patch for Sexlab Survival and Sexlab Adventures to integrate SLS's licenses with SLAdv's crime system. Details about this patch can be found here SLS license to SLA crime patch.7z a few extra sl trigger json files to add the other licenses that I made using Heinz01's original base. (This adds the Curfew, Whore, and Freedom licenses) ***NEW Added Map and Compass json*** LoseMapandCompass.json Additional SLS triggers.7z YPS Immersive Fashion Tweak Needed for the YPS Features to work yps-ImmersiveFashion Tweak v1.3 (23-Oct-2020).7z Added @prometheusx's Tongues height fix. If you are having an issue with the tongue being too low, this will raise it up and fix that! ? ***Making a merge patch (copied (and modified a bit) from the original Sexlab Survival page) SLS Bikini Keyworded versions of popular Bikini Armor Plugins Replace your plug in with these to add _sls_BikiniArmor keyword to the outfits contained in these mods. You must have already downloaded and installed the original mod(s) for these to work. Standard Nexus version of Nisetanaka TAWOBA TheAmazingWorldOfBikiniArmor.esp SunJeong's Remastered version OLD The Amazing World of Bikini Armors REMASTERED.esp SunJeong's Remastered version 6.1 (also has the BakaFactory mods keywords thanks to Mr_Thror on the Baka discord) The Amazing World of Bikini Armors REMASTERED with Keywords 6.1.7z Pumpkin's Expanded version (Pumpkin)-TEWOBA-TheExpandedWorldofBikiniArmor.esp Monty359's TAWOBAE - TAWOBA Extended key worded ESL posted by @jbezorg Alternate JSON file for users of Sun's Remastered TAWOBA and/or Pumpkins Expanded TAWOBA and/or Legendary DX Armors This file is designed for people using all three mods but this file will work if you are just using one or two of the others, BUT you will get a message when you rebuild your bikini lists in the MCM that a lot of bikini's are missing. This is not an issue if you are only using one or two of those three mods, and is expected. BikiniArmors.7z Un zip this directly into the Sexlab Survival SE\SKSE\Plugins\StorageUtilData\SL Survival folder- 1 review
-
115
-
- conversion
- sse
- (and 17 more)
-
Version 0.1.1
561 downloads
Underground Survival (UGS) early alpha WIP This mod is designed to work alongside Chaurus Life (https://www.loverslab.com/files/file/9304-chaurus-life/), but functions on its own. Underground Survival attempts to remedy some shortcomings in most survival mods by adding resources to caves and lairs that can be used to extend the PC’s survival in these environments, possibly indefinitely. The mod has two principal effects: First, it makes many underground roots, ferns and shrubs harvestable, allowing you to acquire a small assortment of items from them, including some of the “edible” items from Hunterborn, some fire-making materials from Campfires, and a few custom ingredients meant for use with Chaurus Life. Note that though this is targeted at underground plants, if those same plants are found above ground, those can also be harvested. Secondly, it provides a minor drinking source (via iNeed) in some caves that otherwise don’t have any such sources. Note these sources might be hard to reach in some places. Hard Requirements: Campfire v 1.11 (https://www.nexusmods.com/skyrim/mods/64798?) Hunterborn v 1.6 (https://www.nexusmods.com/skyrim/mods/33201) ... and any patches needed to make these work together. Soft Requirements/Integration: Though not strictly required, Underground Survival is built to integrate with needs mods. iNeed v 1.602 (https://www.nexusmods.com/skyrim/mods/51473) OR Realistic Needs and Diseases 2 (https://www.nexusmods.com/skyrim/mods/78785; not tested on any other version, though they should still work) If integration is needed for other needs mods, please notify me of which mods you need integrated. Additionally, one of the alchemical effects available through this mod is associated with Sexlab Aroused Redux, and will do nothing without that mod installed. (In point of fact, at present it also will do nothing without Chaurus Life since there isn’t another ingredient to pair the effect with.) Incompatibilities: YASH (https://www.nexusmods.com/skyrim/mods/32562), which is where I got this idea. Any other mod that makes the same plants harvestable will also conflict, with the last one loaded being the winner. I don’t know of any such mods, but I assume there are some. Injected Records: To have compatibility with other mods without needing dependencies, this mod uses the following injected records (all shared with Chaurus Life): 01CECE1E: INJArousalSuppressantMGEF 01CECE1F: EcoSystemREF 01CECEA1 through 01CECEBD: placed instances of EcoSystemREF In the exceedingly rare event that another mod uses this same method and selects that same FormID, bad shit may happen… or it could do nothing at all. No way to know. (Thanks to Chesko for introducing me to this idea. I don’t know if it was original with him, but the Frostfall API web page is where I first learned of it.) Future Plans: While Underground Survival can be used by itself, it is intended to pair with Chaurus Life and will serve a secondary role to that mod. As development of Chaurus Life continues, this mod will grow to add more options. -
Version 1.0.0
953 downloads
I always found SexLab Shrines a great way to immersively reduce your sexlab perversion stats, but because survival mode alters the shrines, it will no longer work. I don't know how to elegantly insert the Shrines script into the new survival mode shrine's scripts, so instead I made a workaround. This mod effectively reverts the shrines to the standard shrines as if survival mode wasn't enabled. -
Version 0.3alpha
1,208 downloads
I wanted a mod that would extend and puff my PC's nipples slightly when cold. I've little experience doing things from scratch like this, but spent some time over the last couple weeks on it and this is what I've got. I work full time+ so I can't devote the hours to it that I'd like. It makes the nipples slightly longer, and slightly puffy gradually as you get colder and clears them as you get warm. This is a couple weeks work in my spare time as an inexperienced modder, and is very beta. Feedback is quite welcome so that I can continue to learn. Requirements: SunHelm or FrostFall RaceMenu 3BA Details: Over 4 steps of Sunhelms Chilly, Cold, Freezing, and Friged states (FrostFall: Cold, Very Cold, Freezing, and Freezing to Death), increases "NippleLength" to a max of 0.2 and "NipplePuffy_V2" to a max 0.5. Values are hardcoded for now. Uses "RegisterForSingleUpdate" every 20 seconds. I don't think it needs to be instant. Consider this totally for testing and feedback. I highly recommend backing up your save previous to trying it. For now this only affects the player. This uses SSE Racemenu Morphs directly, and does not require and should not conflict with SLIF. The plugin is only used to start the scripts, overwrites zero vanilla records, and is an ESP in ESL format and will not take up a space in your load order. Should be safe to install or uninstall, but get to a warm or comfortable state before uninstalling so you're sure your morphs are zeroed. See above and make a back up before installing. These settings may not be to everyone's liking, but it's exactly as I envisioned for my own needs - it's meant to be subtle. Depending on reception, peoples ideas, my own ideas - I may extend it further later on. Possibilities include: add an MCM with configurable morph sliders (in progress), timer settings, other cold systems (in progress), and perhaps a male option to shrink the scrotum. And if that works out later, I may add nearby NPCs. Source is included if anyone wants to make additions or recommendations. Installation: Install the requirements Install like any other mod Uninstallation: Get to a warm state so your morphs are zeroed. Save your game. Remove the mod, load your save, click yes to continue loading and the script will self terminate after 20 seconds. Save again. You can use the FallRim Tools ReSaver to clean if you like. Load and Save once again. Personally I like to quit the game again and reload at this point, but I don't know if it matters. Point being to create a native skyrim save instead of a FallRim save. Permissions: Do what you want with it, but credit me for the original. Credits: PyGee333 for the beautiful MCM artwork you'll see in the next version. ChangeLog: .03alpha: Added rudimentary MCM for developers to see what I'm doing. Users will see the added MCM, but it doesn't do anything yet. .02a: Hotfix for repeating notifications if FrostFall cold value = -1. Need to know WHY it's -1. .02: Added Frostfall support .01: initial release Personal notes: I quit my regular job recently, but did find another, but my hours are a lot longer for the time being - so I'm having trouble keeping the same pace on this mod. But I will continue with it as time permits - I haven't heard complaints, but just want you all to know I'm not bailing out. Though I still have things to learn to get this to some sort of completion. As time permits, I'll get it there. -
Version 0.3
1,815 downloads
I bet at least a few of you have a cum addicted slut PC like mine. She got tired of finding cum bottles that couldn't fill her needs and RND thirst. So I made this patch. The bottles will not always stack (as shown in the screens) with good reason: I don't want to break things. So horse cum from SLS does the same thing as horse cum from ToH, but the form and editor IDs have not changed. This way quests and scripts won't break. All the included ingestibles combine the effects of the two mods as shown. I'm open to adding more mods, but these are the only two I have installed that prolifically add cum bottles to the world. ToH has a few bottles that aren't covered, such as Riekling cum in its DB patch, because SLS doesn't have a match. I'm not against fixing that, but chose to release this as is for now. Added in version 0.3. I went with SLS meshes, values, and weights in all cases. ToH bottles behave like SLS bottles including animation. Requires SL Survival and Troubles of Heroine Sorry if my screen colors are off, I'm in the middle of ditching ENB and DynDoLOD - and switching to Community Shaders and ReShade. Still needs some tweaking. I was getting over 200 fps taking those SS. Credit Thank you Monoman1 for SLS Thank you DSHV for Troubles of Heroine This will NOT WORK with the merged version at all because the ESP has a different filename. I may make another patch later depending on feedback. So if you're using the merge, and want this too, let me know. ChangeLog 3/6/24 0.3 and 0.3RND Added Riekling cum - requires ToH DB addon. Stay with 0.2.2 if not using the DB addon. 3/6/24 0.2.2 and 0.2.2RND tweaks to Alit cum effects to better match SLS 3/1/24 0.2.1 and 0.2.1RND Quick fix to make Alit bottles use SLS meshes and have SLS keywords 3/1/24 0.2 and 0.2RND - Added Alit cum from base ToH. There is no Alit cum in SLS, so this adds a generic SLS cum effect. RND version quenches thirst like before. Not a patch, replace version 0.1. You'll probably never notice Alit cum if you don't do a quest. But that finalizes all the base ToH cum. DB addon cum is next on the list. 2/25/24 0.1RND I discovered SLS never actually had the functionality to quench RND thirst - this version will actually quench your thirst like the bottles description says. I used the drink WATER effect, not alcohol. Currently for RND users only, and this is a quick and dirty fix that covers only the bottles I did in the initial release - I will do the rest later and see what I can do for iNeed users as well. SunHelm users can use this patch for SLS - which if I recall makes the bottles satisfy hunger and thirst. 2/24/24 0.1 Initial release -
Atomiquest is first and foremost an adult game, about survival in the harsh post apocalyptic wasteland, and the desperate actions that come along with it. Embark on a gritty journey through the desolate remains of civilization in Atomiquest, an adult-themed survival game that thrusts you into the heart of a post-apocalyptic wasteland. Navigate the harsh realities of this world as you guide your chosen character toward one ultimate objective: escape. In Atomiquest, every decision matters as you traverse the wasteland, gathering resources, recruiting fellow survivors, and navigating treacherous encounters with other desperate groups. Your companions are not just allies; they're individuals with their own unique quirks, abilities, appearances, and voices, adding depth and unpredictability to your journey. This sandbox RPG survival experience offers unparalleled freedom, allowing you to level up your characters, forge friendships, or even manipulate relationships into abusive dynamics. Ultimately, your choices will determine whether your characters find salvation or are ensnared in a nightmarish existence of your own design. In Atomiquest, the fate of your companions is in your hands. Will you lead them to freedom, or condemn them to an endless cycle of despair? They are all yours Noteworthy Points 27 "special" scenes - Experience intimate and character-driven interactions through 27 distinct scenes between various characters. 167 Animations - a total of 167 meticulously crafted "Special" Animations across all scenes. 3 different endings - Unravel the narrative threads to uncover three distinct endings, each containing a secret scene tailored for specific characters. Exploration - Choose where you go and what you do, you are free to explore the devastated wasteland as much as it will allow you to. Survival - The wasteland will not be easy on you, you will have to work hard and be creative in order to survive. Combat - Engage in strategic turn-based combat as you navigate encounters with rival factions and hostile entities, utilizing a diverse array of tactics and abilities to emerge victorious. Rest - Foster bonds, hone skills, and recharge your party's strength through restorative activities such as practicing, sleeping, or cheering / charming / dominating each other into more complicated relationships. Day & Night - Embrace the dynamic nature of the wasteland, where the transition from day to night heralds not only changes in scenery but also heightened dangers lurking in the shadows. Try the game for free (Full game but Without animations😞 https://retsymthenam.itch.io/atomiquest-free-version or play the Full Game here: https://retsymthenam.itch.io/atomiquest WATCH THE TRAILER I wanted to know what you think about it, what you would like to see in future / similar games ? and am here and available to answer any questions on a daily basis. (Hopefully!) Have a good one!
-
- rpg
- apocalypse
-
(and 10 more)
Tagged with:
-
Version 0.1
147 downloads
I'm Walkin' Here has me very spoiled - it's really nice to simply walk through your followers instead of them blocking every single door or hallway. It works by disabling collision on followers marked as "Teammates". Your animal "friends" that you may acquire with SL Survival do not get tagged as Teammates however, so this edited version of the _SLS_AnimalFriend script fixes that. (And let me tell you, it was not a simple thing to gather everything I needed to make this script compile.) You may also be interested in Some things I've noted: Quick Mass Follower Commands does not work with your animal friends either, but Swiftly Order Squad does. Your animal friends may not want to follow you through load doors. From reading this post by Monoman1 it seems this script should be setting the race to be able to, but doesn't always work. You can try the following to fix it. First, target your follower in the crosshair, and use SLS debug menu as shown: I've found that doesn't persist however, and used xEdit to change the race flags as shown (Obviously, the side effect of this is, well, the creature can use load doors, even enemies): This was inspired by Pets of Skyrim (CC) Collision Patch - once I saw what was needed to make it work, this little patch was born. Monoman1 noted in the script that setting the Teammate flag on the follower made them not follow again after being told to wait - I'm not currently seeing this glitch with my implementation. If it happens to you, let me know with the details. Credits: Monoman1 for SL Survival Fudgyduff for I'm Walkin' Here Enodoc for Pets of Skyrim (CC) Collision Patch-
2
-
- sls
- imwalkinhere
- (and 5 more)