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Overview The exact moment you read this message, the universe of Scapesir Final X suffered an atrocious fate. While some players were actively searching for keys to save the world, and others just left the game rotting in their library waiting for a new update, Albino Lady decided to destroy everything without warning. The demonic invasion that started back when Final X was an RPG ended in a total victory, all because Albino Lady allied with the enemy while you weren't playing. Now you are back, or maybe you aren't, but over 70,000 rounds have already passed, and the game has completely mutated from an arcade RPG into a story-driven visual novel. However, you and your avatar still hold the exact same power. Learn from your environment, rewind time, and discover the new paths that were hidden in the past. Information Developer: Fire Blue Monster Censorship: No OS: Windows, Linux, Mac, Android Language: English Support page: Patreon Installation Changelog Developer Notes: Download Windows: GOFILE - MEGA Web: Itch Screenshots
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- 2d game
- male protagonist
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PROBLEMATIC FAVES PRESENTS: The first published game from Tentacus, the creator of Hardship: -beggar-whore-, and Notice me Senpai: COMING AUGUST 11. WISHLIST NOW ON STEAM: https://store.steampowered.com/app/4712500/Legacy_of_Subjugation/ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- GET THE DEMO HERE! TRIGGER WARNING: This game is about being subjected to human trafficking and may contain content which would be upsetting to anyone dealing with sexual trauma. DESCRIPTION: Legacy of Subjugation is a dark erotic visual novel with high replayability. As with my Bethesda mods this game has an extremely strong emphasis on roleplaying. It is Influenced and inspired by the dialogue systems in games like Fallout and Dragon Age Origins as much as Japanese and western eroge such as Bible Black, Ravager, Realms of Bondage, Claire's Quest, and Seeds of Chaos. STORY: You step into the role of Sofie, a university student who suddenly returns home for a 21st birthday party which her aunt had unexpectedly sprung on her. She is told that she will finally learn a secret she's been wanting to know for years, but in the end, will learning the truth be worth what it costs her? Sofie will find herself cast into a terrifying life of sex-slavery. What will she do to survive? Is there any hope of escape, or is the best she can hope for simply holding on to her own soul? GAMEPLAY: You can think of Legacy of Subjugation is kind of a reverse sex-slave trainer game. In a typical trainer game the player character is conditioning someone, slowly over time in order to corrupt them into becoming a slave. In LoS, you are doing the opposite, trying to resist the conditioning that Sofie is being subjected to. Of course how much or how little you choose to do so is up to you. Many stats are tracked, both hidden and shown which control the way that Sofie evolves as a character as the game progresses. They also decide which of the 14 possible endings she gets. These are set by frequent dialogue and action choices. If you have played my earlier mods you may have some idea what to expect. HIGHLIGHTS: NO EARLY ACCESS, NO PATREON, NO EPISODES, NO CONTENT PATCH... JUST A FINISHED GAME: It can be frustrating how many adult indie games on Steam seem to be in a permanent state of fund raising and early access. Some of those games are among my favorites even. Let me be clear there is nothing wrong with that, but I wanted to go a different way and was in a position to do so. I've worked tirelessly on Legacy of Subjugation for the last 3 years. it is a complete game and will be in a polished state at launch. 🤞 ROLEPLAYING FIRST: As with my mods I'd prefer if people look at LoS as an experience to be had not a game to try to win. Along the way Sofie will meet an exciting, eclectic, and diverse cast of characters. Even the worst villains have an inner life and their own motivations. It's up to you to decide who Sofie is and who (or what) she will become. DYNAMIC PRESENTATION: Legacy of Subjugation features a lot of interesting and cinematic lighting and camera angles. including some POV scenes. It has a lot more camera movement and changing of perspective than is typical in a visual novel. Limited animation and sound effects bring the sex scenes to life. The game features a varied and lavish musical soundtrack featuring classical works of chopin, and a wide variety of awesome tracks by Holizna. A RIDICULOUS AMOUNT OF SEX... BUT NOT A NUKIGE: Legacy of Subjugation may well set a record for the most nudity in any Steam game. It has a truly stupid amount of sex and BDSM scenes... even so the primary purpose of this game is not gooning. While scenes can be quite erotic (and at times quite disturbing) The raison d'être for this game is the exploration of survival in an unfair world of dehumanizing depravity... a world where the ultra wealthy prey on the rest of us... a world of hardship. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I announced my game here at LL first because this community is what got me started in gamedev. The page is live now if you are at all interested... or even if you just want to help me out for my past mod work, then please tell your friends and wishlist Legacy of Subjugation now on Steam NOTHING helps raise the visibility of indie games more than wishlists... and I only have two months to build them before release. The Steam page also has some animated gifs, more screenshots, and the trailer. Thanks to @JB. and @requiredname65 for playtesting during the VERY early development Their recommendations were very helpful and the game would suck a lot more without them.
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CRACKLE - Comforting fires for the discerning hobo - View File 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. Those of you that actually come in the non adult section ? Submitter Tentacus Submitted 04/04/2020 Category Other Requires Wasteland Worksop, MCM, Advanced Animation Framework
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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
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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
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View File 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. Submitter selrahc Submitted 08/10/2018 Category WIP / Beta Requires AAF_RSE 3.9.9.8 View File
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KSHair For Sexlab Survival SE View File 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 Submitter Herowynne Submitted 04/16/2020 Category Adult Mods Requires Sexlab Survival Special Edition Regular Edition Compatible No
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Boston After Vault View File 1. Start with 36 special points 7 points are already allocated by default to each stat. 2. Vault Suit got a small increase in damage resistance to make it viable longer (for those who like the look or use texture mods for vault suits). 3. Gas masks and Sack hoods got small increase in rad resistance. 4. A few other clothing items received small increases in damage resistance. 5. No extra health during level ups. 6. Adrenaline bonus only goes toward melee in (survival mode only). 7. Legendary enemies no longer spawn so much less legendary items will be received. 8. Carry weight only goes up 5 points with each point in strength. 9. All difficulties have 5x incoming and outgoing damage multipliers so you and NPCs will die normally in 1-4 shots. 10. Loot reduction has been implemented along with ammo reduction. 11. Useless junk has been added to containers for immersion. 12. Creatures now contain only what would be on creatures Meat, Bone, Hide. 13. Ghouls will have very little to no loot to take. 14. Water and food no longer heal only reduce/remove hunger/thirst. 15. Water pumps will only give dirty water. 16. Wild fruits/vegetables will give proper food (E.g. Wild corn gives Corn). 17. Live Dismemberment activated (Meaning shoot off a leg enemy falls, but can still keep shooting). 18. Overhaul works on all difficulties, but was made and tested on Survival Mode and Very Easy Mode. 19. No Damage from being Over Encumbered as it makes no sense to me honestly. Featuring Hardcore Version 1. De-leveled Npcs, Creatures, Items, Armor, Guns, Meds, Ammo, and Etc. 2. Removed all Unrealistic and Magical S.P.E.C.I.A.L boosts from all clothing items in Commonwealth, Far Harbor, Automatron, and Nuka World. Please Endorse! P.S. I would like input on damage resistances, radiation resistances, and energy resistances on clothes and armor. You know things that would make this mod even better. Thanks! Compatibility This mod is most likely going to need patches for Weather mods so if you or anyone you know is willing to make a patch let me know and I will put it in the optional files for download again THANK you all very much! ALSO I also highly suggest Going over to GreslinGames discord and grabbing the newly updated Pack Attack NPC Edition. To do this go to his role requests ask for citizenship once you have acquired it head down to Pack Attack NPC Edition-Releases/latest and grab his mod its basically a highly effective AI overhaul for NPCs, It is truly amazing, and makes this mod even more HARDCORE!!! https://discord.com/channels/408380281209356299/870876400456957992/870876466378846280 Submitter MusaImaan33 Submitted 02/01/2024 Category Other Requires All DLC Required
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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
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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
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- project zomboid
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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.
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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
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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
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- survival
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SLS Dialog Bracket Fix View File Lately I've been experimenting with Sexlab Survival's "wilding" feature, and noticed alot of the dialog options were blank as shown in the 3rd screen. I'm using SLS SE version .685 and Dear Diary Dark Mode. Perhaps older or different UI's don't suffer this issue, but I found that the greater/less than brackets (<>) must be used for other things and remove the intended text. This little patch converts the (<>) brackets to ([ ]) brackets so that the text displays. I'm sure I've missed some, but I did a few unrelated to wilding as well. As usual I'll update later if I (or you) notice any others. I also find it odd that option 1 is missing in the dialog, it's probably "Walk away", but need to investigate more. Pretty simple patch, just edits dialog - should be safe to install or uninstall at will on existing game. Credit: Thank you Monoman1 for SLS - Support thread is still active here. Don't confuse that with support for THIS patch. I meant to let people know there is still a place to converse and get support for SLS even though the file is on his blog. If you need help with THIS patch, click the "Get Support" button on the right hand side for the thread. Do NOT bother Monoman1 or the good folks in his thread with questions about my patch. Submitter km4387 Submitted 03/01/2024 Category Adult Mods Requires SLS Regular Edition Compatible No
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I noticed some questions about Fallout 4, Horizon compatibility with AAF. Short answer is OH YEAH! Its as if they were made for each other. A picture says a thousand words, so I'll consolidate my Load order, recommended mods to enhance Horizon, and AAF favorites, and why they are so good ; here on this thread to clean it up. The following are videos using Fallout 4 Horizon 1.8 on most difficult setting (outcast), strict carry weight, desolation mode, with all the AAF mods and order found here on the "a fucking manual" page. Youtube deleted my RATED R Fallout 4 youtube, but have a new account to heop people make an amazing Horizon 1.8 Outcast plus AAF Sex game here https://www.pornhub.com/view_video.php?viewkey=6582362d27b36&t=3
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- load order
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Hello, I'm Tobi and I come to You with something lewd!... This wonderful game is pretty similar to Vampire Survivors that probably many of You already know, but it's even better!... Your goal is to survive 30 minutes in constantly rising difficulty waves of monsters, pick weapon and fight!... Killing monsters gives You XP points that You can spend on upgrading and getting new weapons. From time to time You will have to fight special unique for every map bosses, Dragons, Giant flower, Lich king, Giant slime and more!... Every boss have special abilities, dodge their attacks and strike back to win and get Your reward ( sex scene ) ❤️ !... Our girls are voiced ( Japan ) have destructible clothes ( 3 stages + nude ) each girl have special passive skills and Ultimates!... You can pick many different weapons and most weapons can have more than 1 possible evolution ( we still adding more!... ) Currently we have 3 Maps that are as beauty as our girls and every map is unique ( from design and look perspective ) It's perfect game If You want to kill some time with beauty girls or You want to test Your skills with decision making Game Languages: English, Japan, Korean, Russian, China, German, Thai, Vietnamese Controls: WASD >> Moving Spacebar >> Ultimate Mouse >> Aiming with weapons ( Few weapons use it ) Visit our places!... Steam -> Sexy Mystic Survivors // Beautiful Mystic Survivors ( SFW Version ) Discord -> Our Server Patreon -> Patreon Check out our other games too!... -> Beautiful Mystic Defenders Look at Screenshots from our game!... ( these were made by our Community Members )
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Version 1.0.7
23584 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 1.1.4
1662 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 0.5.0
725 downloads
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-
- survival
- devious devices
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Version 0.3
2417 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 -
Version 0.662 Beta
118165 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
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Version 0.1
165 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.) No plugin, just a script - safe to update midgame - read the notes below. 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 won't work for animal friends currently following you - you'll need to dismiss and reacquire them. 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-
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Version 2.2.0
1345 downloads
This is a very simple mod meant for users of sl survival. It allows for cum bottles to be crafted rather then needing to be bought, so it pairs well with sl survivals economic difficulty. Using this mod cum can be gathered off the pc for future use, or even to resell bringing in more money. Craft using a forge, it should be under the food tab in the forge. Help needed! I want a new recipe that doesn't break the economy and still is lore accurate. Soul gems are great, but they are expensive especially for a struggling pc. let me know if you have any ideas in the comments! Also let me know if the RND version works fine. Economy- I want there to be either a time or resource investment in the cumbottles. The current economy heavily favors shards, with the idea that they have to be found. It is assumed that when they were broken they had some soul still in them. Petty soul gems have to be filled, meaning getting the 10 bottles off of it requires some time investment. Maybe there is another source that doesn't require any soul gems but still makes sense. I want to have a recipe that could just be gathered without any weapons, spells, or enchantments. Maybe with a specific ingredient or item. Let me know if you have any suggestions. Finished with the standard versions. 2.0.0 is esp, 2.1 is esl, download the esl unless you already started a game with the esp. 2.2 is for Realistic needs and diseases. It requires Realistic needs and diseases to work. It allows for the use of empty bottles made in RND to be used in crafting. The mod is very simple, should be compatible with anything. Requires sl survival and all its requirements Load after sl survival. Not game breaking if you don't, just loose disruptions. Its not le compatible, but I'm sure could be converted really easily. Thank you to km4387 for helping me upload this file and all the work you do on sl survival. Check out his great mod Thank you Monoman1 for being a absolute legend. Check out his mods, including Sl Survival and Spanking mod at -
Version 0.1
556 downloads
Lately I've been experimenting with Sexlab Survival's "wilding" feature, and noticed alot of the dialog options were blank as shown in the 3rd screen. I'm using SLS SE version .685 and Dear Diary Dark Mode. Perhaps older or different UI's don't suffer this issue, but I found that the greater/less than brackets (<>) must be used for other things and remove the intended text. This little patch converts the (<>) brackets to ([ ]) brackets so that the text displays. I'm sure I've missed some, but I did a few unrelated to wilding as well. As usual I'll update later if I (or you) notice any others. I also find it odd that option 1 is missing in the dialog, it's probably "Walk away", but need to investigate more. Pretty simple patch, just edits dialog - should be safe to install or uninstall at will on existing game. Credit: Thank you Monoman1 for SLS - Support thread is still active here. Don't confuse that with support for THIS patch. I meant to let people know there is still a place to converse and get support for SLS even though the file is on his blog. If you need help with THIS patch, click the "Get Support" button on the right hand side for the thread. Do NOT bother Monoman1 or the good folks in his thread with questions about my patch. -
Version 0.3alpha
1353 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.