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  1. Being a Cow (Alternate Version) View File Make sure to download the tats file and the loose files archive again! This mod is a partial redevelopment of Being a Cow by @skyrimfet to whom we owe the base version and most of the ideas. Some years ago he has stopped working on it and I started making some changes on my own and rewriting most of the base scripts to significantly decrease script load and CTD rate. Since then I added some content - mostly mutations - and cleaned up the quests (thanks to @GuruSR for the milk pump activation code). Also, new meshes have been introduced thanks to @Addywil. SE conversion thanks to @evilbom.If current version LE > SE, check this post. So, what is this about? Well, its a bovine transformation mod for female characters. It won't work well on non humanoid races and it supports custom races with some attention from your side. It requires MilkMod Economy and starts the transformation around the time when the first milking occurs. There are some small quests to find out about your fate. Requirements (SE users need to find the corresponding SE mod, unless otherwise stated): SKSE Sexlab Devious Devices - Assets Sexlab Aroused or Sexlab Aroused Redux ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) MilkMod Economy (BAC can be installed without MME but will not start). Make sure to install MME with the option to utilize ZaZ milk pumps (tick either "No Sandbox" or "Sandbox"). Else BAC quests will be stuck. NiOverride or RaceMenu BodySlide to generate the dynamic meshes PapyrusUtil Fuz Roh D'oh (SE verion) and/or Project Echo Voice Pack (see optional files below) You need to install the main archive, the latest tats archive *and* the latest loose files archive Optional: Quad2Core's inventory functions (SE version,) (makes the single transformation processing much faster and thus immersive) Schlongs of Skyrim (to query for some sex partner attributes regarding one mutation, if not available, this mutation will only work with creatures) Sexlab Inflation Framework (some things are not available if not found) SlaveTats (will not be used by this mod but the cow tats are made available for SlaveTats) MilkAddict (to help you discover your new bovine identity) PowerOfThree's Papyrus Extender (SE version) (to help retain face textures on CowHead mutation and better randomizer) Expressive Facegen Morphs (SE version) (to be able to adjust teeth and oral section to the large head, you'll then need to edit data\SKSE\plugins\chargen.ini (LE) or skee64.ini (SE) and change [FaceGen] fSliderMultiplier=50.0 to be able to move the Teeth-* and Oral-* sliders that appear in RaceMenu far enough) Project Echo Voice Pack (for fully synth voiced dialogue v1.9F1) Cow Life Services (should still work even though It's a bit aged now) Optional Files: Beastess_Beast_Sneak_noEsp.7z: Sneak Animations on all fours originally from Beastess mod, just hkx files, no esp needed. BAC_2.0.3_BodyMorph_JSON.7z: editable Bodymorph settings as opposed to builtin BAC_2.0.5_DeniedFood_JSON.7z: food exceptions for Hungry effect (e. g. quest items) BAC_2.0.5_Grazeables_JSON.7z: Grazeable plants/ingredients to be extendible for 3rd party mods Faster HDT-SMP for SE,AE,VR for the tail physics to work (you still need the HDT SMP tail, though). Credits: @skyrimfet for the original mod and the idea @GuruSR for the milk pump activation code during scenes @Addywil for the awesome ears and udders and whatever else is to come to all those people already quoted in Being a Cow FAQ The tats are not appearing/partially appearing/body is blue Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts The quest furniture is not appearing Make sure you have the correct version of ZaZ installed (see above) The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack" You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts if you're using Mod Organizer 2, check this post. The fur/mutation tats are not appearing/stop appearing You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 This mod does not run/causes CTD with Skyrim version 1.6.x (AE) AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g. PO3). Hacks Installation Install the latest versions of all three archives for your platform (base archive bac_x.x.x_[LE/SE].7z, loose files archive bac_x.x.x_[LE/SE]_loose_files.7z, and tats archive bac_x.x.x_LE+SE_tats.7z) with mod manager of your choice. The reason for splitting this up is the file size limit of LoversLab. The sounds archive is only necessary on SE/AE with CTDs caused by this problem. Do not forget to run BodySlide to (batch) generate all the dynamic meshes. Submitter botticelli Submitted 04/04/2022 Category Other Requires see text Special Edition Compatible Yes
  2. Version 3.3

    10,017 downloads

    I'm done with modding WH3 for the foreseeable future, the only updates will be bug fixes. Adds quest based progression to corrupt Balthasar Gelt, turning him into a woman who serves Slaanesh. Adds gameplay and faction changes, along with a separate mod for just a reskin alone. 5 different stages, all of which are progressively more sexual and lewd. Post any feedback for bugs or other issues in the comments, I answer questions! VARIANT SELECTOR IS REQUIRED FOR GELTINA_CORE_VARIANT! Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2888171970&searchtext=variant+selector GELTINA_CORE_VARIANT AND GELTINA_CORE_MAIN ARE NOT COMPATIBLE! Warhammer 3 Only! GELTINA_CORE_VARIANT - Adds variants of Geltina for the Variant Selector Mod GELTINA_CORE_MAIN - Adds quest based corruption of Geltina through Slaanesh through the course of the game. Core_Main Progression Details: The progression in this mod is determined by the completion of quests and the choices in dilemmas. Missions 1-2: Stage One (Missons: The Secret of Gold, Monetary Extravagance) Missions 3-4: Stage Two (Missions: Enemies of the Empire, A Land to Behold) Missions 5-6: Stage Three (Missions: Reikland Caravan, To Bask In Success) Missions 7-8: Stage Four (Missions: A Great Treasure, The Great Rift) Missions 9-11: Stage Five (Missions: Assistance, Proving Yourself, The Revolution) At the end of each stage, there is a model change to the next stage. Each mission must be successfully completed before the next quest will be issued, and there is no set turn limit to when they will issue, they will always issue 5-10 turns after the most recent mission has been completed. Example: Complete "The Secret of Gold" by successfully winning the battle as soon as it appears on turn 2, then 5-10 turns later, "Monetary Extravagance" appears, complete that, dilemma shows up, allows you to change your model to female, 5-10 turns later, "Whispers In The Dark" appears, so on, for all missions listed here. There are a total of: 11 Missions. 10 Main dilemmas. 5 Secondary dilemmas. 1 New skill branch. 5 Ancillaries. 1 New recruitment building. 5 Different sexualized model stages of Gelt. A Troop "Morale" System A special resource to recruit Slaanesh Units. AI Progression for Slaaneshi players Troop "Morale" Guide: Your troops, after stage three, will require management, and you can get buffs, or debuffs, through what decisions you choose to enact through dilemmas. After executing, releasing, or enslaving the enemy, you will get a respective buff according to what post-battle option you have chosen 5 times in a row, but be careful not to go over the troop morale limit of 5, or else you will experience debuffs from letting your troops go too wild. You also get a dilemma every few turns to manage your troops even while not in combat. Servants of Desire Guide: You require a special resource, called Servants Of Desire, which can be acquired beginning stage three, which allows you to recruit Slaaneshi units. This resource is acquired by razing, looting, or sacking settlements, as well as through progression events, and also each turn depending on what stage Balthazina is at. Installation: (DOWNLOAD ONLY EITHER GELTINA_CORE_MAIN OR GELTINA_CORE_VARIANTS) LOAD ORDER FOR QUESTLINE PACK, Geltina_Core MUST go above textures. LOAD ORDER FOR VARIANT PACK, Geltina_Core MUST go above textures. Post any feedback for bugs or other issues in the comments, I answer questions! Special Thanks to! -Alluvian
  3. Version 2.0.9 (reupload SE version)

    66,414 downloads

    Make sure to download the latest tats and loose files archives as well! This mod is a partial redevelopment of Being a Cow by @skyrimfet to whom we owe the base version and most of the ideas. Some years ago he has stopped working on it and I started making some changes on my own and rewriting most of the base scripts to significantly decrease script load and CTD rate. Since then I added some content - mostly mutations - and cleaned up the quests (thanks to @GuruSR for the milk pump activation code). Also, new meshes have been introduced thanks to @Addywil. SE conversion thanks to @evilbom.If current version LE > SE, check this post. So, what is this about? Well, its a bovine transformation mod for female characters. It won't work well on non humanoid races and it supports custom races with some attention from your side. It requires MilkMod Economy and starts the transformation around the time when the first milking occurs. There are some small quests to find out about your fate. Requirements (SE users need to find the corresponding SE mod, unless otherwise stated): SKSE Sexlab Devious Devices - Assets Sexlab Aroused or Sexlab Aroused Redux ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) MilkMod Economy (BAC can be installed without MME but will not start). Make sure to install MME with the option to utilize ZaZ milk pumps (tick either "No Sandbox" or "Sandbox"). Else BAC quests will be stuck. NiOverride or RaceMenu BodySlide to generate the dynamic meshes PapyrusUtil Fuz Roh D'oh (SE verion) and/or Project Echo Voice Pack (see optional files below) You need to install the main archive, the latest tats archive *and* the latest loose files archive Optional: Quad2Core's inventory functions (SE version,) (makes the single transformation processing much faster and thus immersive) Schlongs of Skyrim (to query for some sex partner attributes regarding one mutation, if not available, this mutation will only work with creatures) Sexlab Inflation Framework (some things are not available if not found) SlaveTats (will not be used by this mod but the cow tats are made available for SlaveTats) MilkAddict (to help you discover your new bovine identity) PowerOfThree's Papyrus Extender (SE version) (to help retain face textures on CowHead mutation and better randomizer) Expressive Facegen Morphs (SE version) (to be able to adjust teeth and oral section to the large head, you'll then need to edit data\SKSE\plugins\chargen.ini (LE) or skee64.ini (SE) and change [FaceGen] fSliderMultiplier=50.0 to be able to move the Teeth-* and Oral-* sliders that appear in RaceMenu far enough) Project Echo Voice Pack (for fully synth voiced dialogue v1.9F1) Cow Life Services (should still work even though It's a bit aged now) Optional Files: Beastess_Beast_Sneak_noEsp.7z: Sneak Animations on all fours originally from Beastess mod, just hkx files, no esp needed. BAC_2.0.3_BodyMorph_JSON.7z: editable Bodymorph settings as opposed to builtin BAC_2.0.5_DeniedFood_JSON.7z: food exceptions for Hungry effect (e. g. quest items) BAC_2.0.5_Grazeables_JSON.7z: Grazeable plants/ingredients to be extendible for 3rd party mods Faster HDT-SMP for SE,AE,VR for the tail physics to work (you still need the HDT SMP tail, though). Credits: @skyrimfet for the original mod and the idea @GuruSR for the milk pump activation code during scenes @Addywil for the awesome ears and udders and whatever else is to come to all those people already quoted in Being a Cow FAQ The tats are not appearing/partially appearing/body is blue Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts The quest furniture is not appearing Make sure you have the correct version of ZaZ installed (see above) The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack" You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts if you're using Mod Organizer 2, check this post. The fur/mutation tats are not appearing/stop appearing You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 This mod does not run/causes CTD with Skyrim version 1.6.x (AE) AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g. PO3). Hacks Installation Install the latest versions of all three archives for your platform (base archive bac_x.x.x_[LE/SE].7z, loose files archive bac_x.x.x_[LE/SE]_loose_files.7z, and tats archive bac_x.x.x_LE+SE_tats.7z) with mod manager of your choice. The reason for splitting this up is the file size limit of LoversLab. The sounds archive is only necessary on SE/AE with CTDs caused by this problem. Do not forget to run BodySlide to (batch) generate all the dynamic meshes.
  4. Being a Cow View File Do you love milk, supply milk of course? This mod is a experiment that try to provide soft cow transformation, requires Milk Mod Economy. Work's in background and follow milk activities (sex and milk machines) and from time to time turn's you slowly to real HuCow. 1.5 WIP WIP WIP - I uploaded finaly this version becouse it works good for me, but please: keep in mind - it's still mod in develop stage! Features and content: Body changes: Horns Ears Hooves (hands and feet) Tail, Udders Body weight change, limb'ss deformation - as cow you will be very fat. Fur (slaveTat) + Nose ring Collar with bell Some upgrades (Still in progress) Random attributes Naked ass - (special version of fur with opened ass/naked ass) Cellulite - no more skiny look you stupid, fat cow Dirty cow - textures from Heretical Resources Wet cow - small drops Horny cow - squirt's + arousal boost Imaginary pregnancy - extra belly size Fat cow I - + 10pt to body weight (max 90%) Fat cow II - + 10pt to body weight (max 100%) Slim cow I - -15pt to body weight (max 65%) Slim cow II - -15pt to body weight (max 50%) Curvy cow - allow to inflate belly and butt Cow face (nose) - wide nose presset Cow face (mouth) - full lips presset Cow face (eyes) - Elf/Orc eyes presset Big udders Breast's veins I Breast's veins II Slim arms Cow face (overlay) Untamed milk effect Additional effect's Mooo when you are unmilked Mooo when you talki with NPC's Mooo durning combat when somebody hurt you Facial expressions Quests Stories Scenes Book's Places NPC's How it work's Your transformation tempo starts after first milking (you need lactate first). You get small horn's. Then next stages will be related with your milking activity. Mod work's only with Milk Mod Economy. So You need only enjoy MME and all another happend automaticly. Main Quest's: Hammerheart - Add blacksmith, who can craft some extra items for you. Some dialogues will run also another quest's. (+ a few future plans) Who I Am - Line quest about background of cow transformation - you can find some informations about reason of your transformation and try to find a cure. When you finish this quest you can start next: Unowned cow. Some exploration, talking. Unowned - Quest focused on slavery. You afraid that some bad guys can try to capture you and sell in other land as milk toy. I'm not going to write more, you know. [ s p o i l e r s ] Cow's tears - [only if captured] Paul decided that the best way to release yourself from hunters terror is find in Riften group that can create fake Act of ownership. After storm [only if not captured] You will help Paul to legalize his ownership. Additional quest Hunter gona Hunt (period) - bad guys will try to capture you - you can fight with them or surrende. If you will fight in city, guards will help you. If you will be defeat you will be captured. If you win - you will buy a time to ... Quest is silent, you never know wher hunters are, keep eyes around your head. [ s p o i l e r s ] Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] Enslaved cow - Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] NPCs Paul the Blacksmith - Init location: in Riverwood - to start you need first begin transformation. He will noticed your horns. Essential Hunters - very bad guys from Hammerfell. Items Book with short story - legend related with cow transformation (Who I Am) Diary (Who I Am quest) Map (Who I Am quest) Nose ring - 3 sizes (Unowned quest) Collar with bell - 2 sizes ( bell's jingling :-3 ) (Unowned quest) Potion - level up "Cow's levelup" (try in console help "s levelu" ) Potion - mutation "Cow's mutagen" EFFECT IS DELAYED - from 0 to 1 skyrim hour (few minutes) Potion's - colour change "Cow's color switch (" Potion - switch from fat cow to slim or from slim to fat "Cow's body weight switch" Horseshoe & Armored horseshoe (Hammerheart) Locations Whiterun stabbles (a little bit altered (few new items, few hidded zaz furnitures) ) Stop station (wilderness) Ruins (wilderness) Other 1.000.000.000 milion lines of dialogues. Vision I designed this mod as full playable. Almost all feature's works in background or as visual effect's. I'm not going to add restrictions for weapon usage disabling, or buff's/debuff's - becouse skyrim is not fallout2 - you need to fight to play and do many quest's. Well this mod must be transparent. Debuffs/buffs sound's cool - IHMO real cow should fight with 2h weapon's and heavy armors - and it's a point. I can't favorize only one of build. So I finally decided to ignore any restriction's/super powers and (de)buff's. FAQ It's seems that slaveTats doesynt work in this mod. Did you download (current version) tats-pack from download section? I have pointer "in road", Paul not going to add new items on me! Scroll down and check requirements section, then check position "important" - Zaz8.0 - do you see? Great! You need Zaz8.0 or plus. Can you prepare a version for (random animal here)? No - i have no personal interest for it. Maybe i will use part of this mod in future, becouse i'm going to prepare special version of Devious Traning part - related with Pony Play - If I decided to do it, I will upload clean and friendly for developers version here as "resource". Maybe. Hooves, Udders etc. seems poor Perhaps. Use your force and do something better. Send me. I will be grateful and community will be grateful too I'm not going to become 3d expert. I did more than i can. Bodyslade, give us bodyslade!!11one one one I have better idea, Use your force and prepare bodyslade package. Send me. I will be grateful and community will be grateful too I'm not going to learn it. Zaz 8.0?! Yes, 8.0 or 8.0plus. Without it you can forget about Paul's service and in future about some quest part's. Your risk. Can you add more transformations? I could. I'm count on community help with 3d models and textures. Check hand hooves - it's my 3d level. Now, when you understand... Found misspeling, btw. your grammar sucks I know - i can't fix my english. I spend additional time to prepare long dialogue tree, write few book's etc. I know but I'm not currious about learn next few years english. I did all what was possible to supply good quality texts. Did you found mistake? I'm going to add in extra text files source text, you can correct it and send me back. I will be grateful and community will be grateful too I had choice - do nothing or upload mod with poor english. I'm "grammar nazi" - so I understand your point of view. Help me with text, let's make this world great again! Could you remove hand hooves Yes, soon Your favorite option is avaliable in MCM! What's about Soulgem Oven III? Unfortunately I still waiting for support and help. I love this mod but from some reason I can't plug my mod, something is wrong on my or SGO3 side Maybe small API? , I want to use your mod in my mod. Send me PM, I can add some function's SendEvent's etc. What's with male's? Never tested it, maybe works - I don't restricted gender in my mod. I think that every character that is registable in MME should work's in BAC too. Cow with penis is bull, right? I don't judge If you find some issues with male's let me know via PM or support topic. I will try to help You with it. I talk only about basic mechanic's. I'm not going to prepare extra models for male's. If you want - prepare it and send me. I will add it! This mod work's with NPC? Should, I never tested it a lot. But IHMO all basic transformation's work's! Some people report me problem's with detection. I'm planing to check it but I need details first (and time). Mod response will slowdown with many NPC's (limit is 32?), well please don't create cattle army. What the hell is hardcore mode?! It's mean's that if my mod add item to slot, this slot will be locked. For example, you can't equip boot's when you wear hooves. It's a hardcore babe! Perfect way to conflict's and spam-report . Hardcore is recomended but turned off in default setting's. SlaveTats on face not appear Enable face tats in .ini file. More here. Requirements: Milk Mod Economy and all dependencies. NetImmerse Override Important: Zaz Animation Pack 8.0 by t.ara I'm using new, amazing furnutures from this package, without it you will never finish quest's. Edit: If You from some reason not going to update Zaz - ok, i made fix that could give back compatibility - but i'm not going to test it. For short test you need to run Hammerheart quest and then on 14th or higher transformation stage ask him for horseshoe - if scene works good - ( you can take a place in stable and wait for his service ) - ok, all works fine - let me know about it. Soft Requirements (but recommended) SlaveTats SLIF Biggest plans for future: -On all four animation (as event related with milk and/or random attributes) -Remove SlaveTat's and use Nio/ SKSE functions, I'm almost sick when i need to wait for new fur. -Mix some transform item (horns and ears) to save some slot's -Comments, comments, comments! -One time play Skyrim as player, without console hacks, debugs etc... ( Inever finish this game ! ) Credits SPECIAL THANKS For @DirtyAxiom, He made wonderful textures (tats) and bodyslide for udders. Mate! You are the best!! For @DarkRose - Text's correction's - translate from my english to real english! For @Arthacs - bodyslide's models (not tested a lot yet) For @w234aew - udder's model's For @zax for support and tips For @stobor for tips For @botticelli for comment's translations and correction's For @Hæretic for models and textures For @LinksSword for support and tips and Screens For @RandomInternetGuy_ for books translation's (from my english to english) For @CopaceticEmu & @sanaret & @scarebear2403 & @LinksSword & @funkalla & @Cammy & @alexblah & @TheFedaykin for cool gameplay screenshot's I have problem to list all great person here. If you think that i should add you let me know, dont be scared. I probably just forget about it becouse i spend more time in Creation Kit than on this forum and from time to time i dont remember why i applay something in mod, im focused on my work not sources (i'm sorry). So feel free to spank me Heretical Resources HDT Dragon Tails Calyps Animal Ears HDT Tails Wearable Submitter skyrimfet Submitted 10/03/2017 Category Other Requires Special Edition Compatible No
  5. View File [EU4] The Scourge - A TF mod Well, this is a weird one. This is The Scourge, a mod that adds a new religion to EU4 that functions as a plague, transforming its followers into strange new forms. Right now, I've got the framework in with the religion popping in at the start of the game and being fairly hard to dislodge until later. There's also a selection of 'deities' to choose to follow, which are the transformations you subject your people to. These give you powerful bonuses that last until the death of your ruler. In the future, I plan on adding more events hopefully locked behind each transformation, along with more artwork changes and centers of reformation. I hope you enjoy, and feel free to leave suggestions! Check out this strawpoll and vote on what kind of art you want to see in the mod for events https://www.strawpoll.me/35205787 Installation Submitter Ouroboros007 Submitted 07/04/2020 Category Crusader Kings 2 Requires Europa Universalis 4, Wealth of Nations DLC
  6. Corruption View File An extensive addiction and transformation mod. Implementing everything from alcoholism to tentacle addiction, and causing plenty of mischief from those addictions. Overview: Corruption is a catch-all mod for addictions, implementing as many as I could think of in a single system. The addictions range from substance abuse like alcoholism and drug addiction, to sexual fetishes like fellatio and bondage, to becoming to addicted to daedra and submitting to them as their plaything. All addictions are controlled and monitored by three character traits, Withdrawal, Addiction, and Corruption, as well as a shared trait Trauma. These determine gameplay benefits and penalties, can cause disturbing thoughts, and make your character act spontaneously without your control. Trauma is increased by entering bleedout or by being raped. When it is high enough it will cause disturbing thoughts and some gameplay penalties like lower experience rate, increased spell costs, and debuffed crafting skills. These penalties can be disabled in the MCM if they are too extreme for your playstyle. Trauma decays overtime, also configurable in the MCM, but can also be cured by increasing your Corruption in an addiction. Corruption is the trait that measures how far gone you are to an addiction. Every time you commit an addictive action, drinking a beer, wearing a chastity belt, fucking an atronach, your Corruption will increase. Your Corruption also increases through other actions, eating certain ingredients or lingering in certain places can increase your Corruption passively. Increasing Corruption through an addictive action decreases your Trauma at a 1:1 ratio if your Corruption is above a threshold. Your Corruption starts below zero, and naturally decays if you keep it below zero. If you become so lost in an addiction you get your Corruption above zero, then it becomes permanent, only cured by offering gems at a Divine's Shrine. However, becoming so invested in an addiction will also cause some gameplay benefits. Many addictions will cause some physical change to your character at high Corruption, this can be disabled in the MCM for each addiction. Addiction is the trait that measures how currently addicted you are to some action or substance. Addiction is increased by performing addictive actions, moreso when traumatized, and decays overtime, increasing Withdrawal at a 1:1 ratio. However, Addiction is bounded by your Corruption, unable to fall below it. So, your Withdrawal may constantly increase when at a positive Corruption. Both Addiction and Withdrawal determine how likely your character is to act spontaneously. Withdrawal is the trait that measures how badly you need some addictive substance or action. Withdrawal is increased when Addiction decays, by a 1:1 ratio, and decreases when performing addictive actions. Withdrawal also decays naturally if Addiction is at zero. Allowing your Withdrawal to increase will cause some disturbing thoughts and debilitating effects. Both Addiction and Withdrawal determine how likely your character is to act spontaneously. The rate at which these four traits change can be customized in the MCM. More details are listed in the MCM for each addiction's benefits, penalties, and transformations. List of Addictions: This is the current list of implemented addictions, and their transformations. All addictions start disabled, and must be enabled through the MCM menu. Alcoholism: Addiction to drinking alcohol. High Withdrawal causes you to spontaneously take and drink alcohol you see or are carrying. This can be prevented by wearing a closed gag. High Corruption gives you a beer belly. (Requires NIOverride and Bodyslide Morphs) Corruption can be decreased by placing gems at a Shrine of Mara. Dosing: Addiction to consuming skooma, moonsugur, lactacid (If Milk Mod Economy is Installed), and other drugs. High Withdrawal causes you to spontaneously take and consume drugs you see or are carrying. This can be prevented by wearing a closed gag. High Corruption causes emaciation. (Requires NIOverride and Bodyslide Morphs) Corruption can be decreased by placing gems at a Shrine of Mara. Feederism: Addiction to eating decadent and valuable food. High Withdrawal causes you to spontaneously take and eat food you see. This can be prevented by wearing a closed gag. High Corruption causes weight gain. (Requires NIOverride and Bodyslide Morphs) Corruption can be decreased by placing gems at a Shrine of Mara. Kleptomania: Addiction to stealing valuable items. High Withdrawal causes you to spontaneously take valuable items you see. This can be prevented by wearing wrist restraints. Corruption can be decreased by placing gems at a Shrine of Stendarr. Objectification (Requires Devious Devices): Addiction to wearing bondage devices or concealing masks. High Withdrawal causes you to spontaneously equip bondage devices you are carrying. Corruption can be decreased by placing gems at a Shrine of Stendarr. Exhibitionism: Addiction to being nude or wearing skimpy clothing. High Withdrawal causes you to spontaneously strip off non-skimpy clothing and make you reluctant to wear non-skimpy clothing. This can be prevented by wearing wrist restraints. Corruption can be decreased by placing gems at a Shrine of Dibella. Lactation (Requires SexLab or Milk Mod Economy): Addiction to being milked or having your breasts suckled. High Withdrawal causes you to spontaneously use nearby milk pumps and to spontaneously attempt to force others to suckle you. This can be prevented by wearing wrist restraints, a chastity bra, or a bondage suit. Withdrawal is capped by your current milk percent. High Corruption increases the size of your nipples. (Requires NIOverride and Bodyslide Morphs) Corruption can be decreased by placing gems at a Shrine of Zenithar. Cum Bathing (Requires SexLab): Addiction to feeling cum on your chest and body. High Withdrawal causes spontaneous attempts to sexually force yourself on men and male creatures. This can be prevented by wearing a chastity bra. Withdrawal is capped by either arousal or Corruption, whichever is highest. High Corruption causes breast expansion. (Requires NIOverride and Bodyslide Morphs) Corruption can be decreased by placing gems at a Shrine of Dibella. Cum Guzzling (Requires SexLab): Addiction to performing fellatio. High Withdrawal causes spontaneous attempts to suck off men and male creatures. This can be prevented by wearing a closed gag. Withdrawal is capped by either arousal or Corruption, whichever is highest. High Corruption plumps your lips. Corruption can be decreased by placing gems at a Shrine of Dibella. Vaginal Sex (Requires SexLab): Addiction to normal vaginal sex. High Withdrawal causes spontaneous attempts to sexually force yourself on others. This can be prevented by wearing a chastity belt or a vaginal plug. Withdrawal is capped by your arousal. High Corruption thickens your legs. (Requires NIOverride and Bodyslide Morphs) Corruption can be decreased by placing gems at a Shrine of Dibella. Anal Sex (Requires SexLab): Addiction to anal sex. High Withdrawal causes spontaneous attempts to sexually force yourself on others. This can be prevented by wearing a chastity belt that doesn't allow anal sex or an anal plug. Withdrawal is capped by your arousal. High Corruption plumps your ass. (Requires NIOverride and Bodyslide Morphs) Corruption can be decreased by placing gems at a Shrine of Dibella. Furry Sex (Requires SexLab): Addiction to sex with Khajiit, werewolves, and furry animals. High Withdrawal causes spontaneous attempts to sexually force yourself on Khajiit and furry animals. This can be prevented by wearing a chastity belt or wrist restraints. Withdrawal is capped by your arousal. High Corruption causes you to grow fur, a tail, and cat ears. (Requires Furry Transformation Files) Corruption can be decreased by placing gems at a Shrine of Kynareth. Scaly Sex (Requires SexLab): Addiction to sex with Argonians and dragons. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints. Withdrawal is capped by your arousal. High Corruption causes you to grow scales, a tail, and horns. (Requires Scaly Transformation Files) Corruption can be decreased by placing gems at a Shrine of Kynareth. Teratophilia (Requires SexLab): Addiction to sex with humanoid monsters like falmer, giants, hagravens, and trolls. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints. Withdrawal is capped by your arousal. High Corruption causes a monstrous transformation that gives you black marks on your skin. (Requires Monster Transformation Files) Corruption can be decreased by placing gems at a Shrine of Talos. Formicophilia (Requires SexLab): Addiction to sex with giant insects like frostbite spiders and chaurus. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints. Withdrawal is capped by your arousal. High Corruption causes a insectoid transformation that gives you chitinous spine. (Requires Insect Transformation Files) Corruption can be decreased by placing gems at a Shrine of Talos. Xenophilia (Requires SexLab or Estrus Chaurus+): Addiction to sex with tentacled creatures. High Withdrawal causes spontaneous attempts to sexually force yourself on them, and cause spontaneous tentacle attacks in caves. This can be prevented by wearing a chastity belt or wrist restraints. Withdrawal is capped by your arousal. High Corruption causes you to grow fish scales. (Requires Tentacle Transformation Files) Corruption can be decreased by placing gems at a Shrine of Talos. Daedraphilia (Requires SexLab): Addiction to sex with the daedra. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints. Withdrawal is capped by your arousal. High Corruption causes you to grow horns and causes your skin to split. (Requires Daedra Transformation Files) Corruption can be decreased by placing gems at a Shrine of Akatosh. Necrophilia (Requires SexLab): Addiction to sex with the undead. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints. Withdrawal is capped by your arousal. High Corruption causes your skin to crack and become grey. (Requires Undead Transformation Files) Corruption can be decreased by placing gems at a Shrine of Arkay. Agalmatophilia (Requires SexLab): Addiction to sex with automatons. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints. Withdrawal is capped by your arousal. High Corruption causes you to transform into a living china doll. (Requires Automaton Transformation Files) Corruption can be decreased by placing gems at a Shrine of Julianos. Arborphilia (Requires SexLab): Addiction to sex with spriggans. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints. Withdrawal is capped by your arousal. High Corruption causes you to transform into a dryad. (Requires Spriggan Transformation Files) Corruption can be decreased by placing gems at a Shrine of Kynareth. Compatibility: This mod only requires the base game for basic functionality, and doesn't modify any vanilla forms, so it should be compatible with almost everything, and with every mod list. The DLC and any other mods that are used by this mod can be installed beside it without any need for patches, with the exception of a DLC patch needed for the latter addictions. (Furry Sex - Arborphilia) The only mods that can cause compatibility issues are mods that change the player's "Skin" model, as that will prevent some transformations from happening. The following mods are supported and add to the experience: SexLab (Why do I even need to link this?) SexLab Aroused Redux Devious Devices Integration or Devious Devices 5.0 Milk Mod Economy Estrus Chaurus+ Third-Party Mod Support: The spontaneous addictive actions added by this mod can break other mods, like capture and slavery mods. So, I've added mod events for other mod authors to use that stop addictive actions. There is also an MCM toggle option to disable addictive actions as well. To stop addictive actions, simply send the mod event: SendModEvent("CorruptionStartBlock") To re-enable addictive actions, send the mod event: SendModEvent("CorruptionStopBlock") Mod authors should also register for the mod event "CorruptionPromptBlock", when this mod event is triggered, it means another mod has re-enabled actions. If your mod still needs actions to be blocked, send "CorruptionStartBlock" again. Future Updates: Additional addictions are definitely on the table for future updates, as well as more mods to incorporate. However, the current priority is to expand upon the addictions currently implemented; adding dialogue and npc comments, adding more player thoughts, and adding more player actions. Also, this is not the only mod I work on, and I have a life outside of Skyrim, so don't expect updates to be frequent. Credits: All-in-One HDT Animated Pussy Eyes of Aber Astaroth Horns Redone China Doll Race Half Dragon Race Homumkul Race Naiad Race TDN Equipable Horns Xenius Otherwordly Beings Mrissi's Tails of Troubles Thanks to everyone who posted on my writing suggestions thread for this mod! Change Log: BEFORE UPDATING to 1.1.x or Higher from 1.0.x: -Disable all transformations, and press "Force Transformation Update" in the MCM for all addictions you have enabled. -Disable all addictions. -Delete old version, then install new version. No Clean Save required. -Re-enable all addictions and transformations you use. After updating to 1.2.x from 1.1.x it is recommended you disable and re-enable any addictions currently running. 1.2.3 (6-12-21) (Recommended you disable and re-enable any enabled addictions) -MCM option to disable mod. Starts/stops controller quest -Added oral sextag to blowjob addiction -Add Orcs to Monster addiction -Add different trauma values from creatures and animals -Rework Weight Gain -Rework Beer Belly -Use Male Anims for overweight (Requires Dynamic Animation Replacer) -Make Addiction decay slower at high Withdrawal -Rework fat face mesh -Rework lip face mesh -Add breast expansion to exhibitionism -Treat all guards as amoral -Fixed falmer chest perk entry point not automatically applying -Make sex with creatures more traumatic than sex with humanoids -Added a gold/weight value threshold to food addiction -Added mults for trauma from different types of NPCs -Edited events to help prevent stack dumps -Make vaginal and anal plugs corrupting -Make milking machine cause vaginal -Changed corruption. For every hour passed, corruption is checked. If check passes, addiction is increased based on corruption and trauma. -Allowed thoughts and some actions at withdrawal and addiction below 25 -Make npcs with non-zero relationship rank with player more likely to interact with you for sex -Added Radiant Prostitution compatibility. Working clothes considered sexy for exhibitionism -Alcohol/Food/Drug theft requires highter withdrawal and addiction -Implemented binging. Alcohol, Food, and Drug addictions can cause multiple items to be consumed at once. -Added food addiction causing periodic eating while carrying food -Replaced sex date check with dialogue globals -Make corruption decrease while wearing amulet or near shrines -Only arousal determines max withdrawal for sex addictions. Submitter Code Serpent Submitted 01/16/2021 Category Other Requires Special Edition Compatible
  7. Devious Body Alteration View File Devious Body Alteration was inspired by Devious Training from Skyrimfet and Devious Cursed Loot from Kimy. Both transformed the body beeing aroused or while wearing Devious Devices. I would like to mention Emily and her YPS Devious & Immersive Fashion, too. The Cinderella feet made me think about a shortend achilles sinew and implement a foot feature. Because I disliked the scriptheavy "onEvent" monitoring from some other mods I loved to use, I decided to write my own. Hopefully I will make a good job. Thank you to my inspiration This mod is a basic one right know. Maybe I will Implement buffs (->started ), debuffs (->started ), SlaveTats, etc. but that is not on my to do list right now, because there is a lack of time (still true). Many hours of working showed no issues. No Errors spamed from DBA in any of my logs. I consider this working as my first idea was. What´s the meaning of this: Don´t expect to much right now. What does this mod: Depending on what restraints you are wearing your body will transform over time. Rubbersuit or hobbleskirt will pinch your waist and make you loose weight, but not as much as a corset will. Try to eat, when your stomach is constricted with iron. Legcuffs or boots will alter your legs, armcuffs and gloves your arms, a collar your neck... You get the idea. One thing I almost forgot: shortening your achilles will disable you to wear normal boots or shoes. You will get the meaning over time. I wrote already a lot of MCM tips with numbers for you. You can figure out the time settings and updatetimers on your own, if you read the MCM hints. This mod has no dependency or connection to ZAZ Animation Pack. Neither version 7 nor 8. I did this, because there are so many bugs in there, that I didn´t want it in my loadorder anymore. Perhaps I will change that over time. Should be easy, because my detection functions are keyword dependent. This mod will only work with Devious Devices Integration and the complementary mods, which are based on this mod. Because there is a bodyweight option, food is no longer useless. You will have to eat to replenish your weightloss during your devious alteration journey. The first debuff / buff is implemented: The walking speed is now a possible option. Depending on your foot and leg training there is now possibilty to add a speed debuff / buff (yes, buff. The slider is going beyond 1. I remember a thread someone complaining about every restraint having a speed debuff and I don´t want to see this complaint in my support thread ). If wearing hobble skirts or bondage boots or ankle chains (the system is keyword dependend) your walking / running / sprinting speed will change. Conflicts: Who knows... If there is a real weight morph mod in your loadorder, I recommend to deactivate the weightmoprhing of my mod, because they will do a better job than mine (hopefully ? ). I just monitor the eating event (there is no eating event... in fact a slice of bread in skyrim is a potion O_o) and calculate the weight gain using the effects like healing or stamina gain or whatever positive effect is given. I did no matrix of food, because I was lazy and it is not the goal of the mod, to simulate eating habits. But it could...perhaps in future Immersive First Person View will prevent some body transformations to happen. I wanted to prevent a visible twitch during the body alteration procedure. I have an Idea in mind to make a workaround. But lack of time is preventing the updates I want to make. Requirements: Skyui v5.0 or higher Devious Devices Integration 4.2 or higher Racemenu v3.4.5 (you´ll need the Nioverridefeature implemented in there) BodySlide v4.4 or higher (you´ll need the provided esp active in your load order for the ingame sliders) SexLab v1.62 and of course all the mods needed to run the above. Soft Dependencies: The following mods are checked within this mod, because I used or use them. YPS Immersive Fashion v 5.4.1 or 6.0 .0 is working If the speedcalculation from DBA is used, disable the YPS Immersive fashion calculation ot vice versa Milk Mod Economy v 29-10-2019 If the breast calculation from DBA is used disable the MME calculation or vice versa SexLab Inflation Framework v 1.2.1a or higher Installation: Install all requirements Install Devious Body Alteration Start Skyrim Enjoy. Nothing fancy right now. Users of any beta can just update to version 1 without any cleaning. There is no new game needed. It should just work out of the box. If you want to uninstall ,I recommend to disable the mod in game and just delete it in your load order. Without cleaning the first startup without DBA will spam some errors in your log file, but nothing serious or save crashing. First time I write credits. If I forgot someone, please don´t rip my head off. Just tell me I made a mistake and I´ll apologize. Thank you Skyrimfet. Your idea made me work on this. Thank you Kimy, Min, Feuertin and El Duderino for your inspiration and the Devious framework, making my mod possible. Thank you Xinafay for letting the community (and this way me too) use his barefoot meshes. Thank you Emily. I used to love your Cinderella feet feature. I now have a reason to use my own approach. Thanks to all the good people offering their free time to help, to mod, to code, to do whatever people ask them to do and still have the patience to calm down, even if there are loud people out there Disclaimer: If there is any rule violation in making this mod public, please tell me. I´ll put it down if necessary. Don´t upload this mod to any other site, because I don´t have the time to watch every site. If you want to use my mod for your own good and change code: Do whatever you feel is necessary, but you still have to keep the code and the mod public and free. No paywall! I made this mod having in mind to share it with the Skyrim community for free. This will never change. Suggestions are welcome. But I´m only one grown man, working for money in a real life. Don´t expect wonders. Submitter Rogwar002 Submitted 01/25/2019 Category WIP / Beta Requires SkyUI, RaceMenu, Devious Devices Integration, BodySlide Special Edition Compatible No  
  8. Version 2.0.9 added tint mask support for npc cows. Now each time a cow head is applied, the original tintmask from that npc's prefab head should be restored added options to optionally make BAC mutations cause BoS (Bimbos of Skyrim) corruption if you have that installed added hand footstep sets to the stage 13 hands as well fixed two calls to SLIF in bac_camerapos.psc to point to NiOverride when SLIF is not installed moved tats color selector from the BAC settings page (player only) to the cow settings page where it now features for every cow. This will also load the color preset for the new color if present added a toggle to apply the regular fur tats with NakedAss mutation as an individual setting for each cow. This way you do not need to disable NakedAss, if you just not want it for some specific cows. Let them get it nonetheless and disable the naked fur tats here. instead of the pc color selector, there are now toggles for each color. With these you can narrow the range of colors randomly selected with any new cow to those you like. You must leave at least one color active and it will not affect color forcing by potion or MCM. added a new dialogue option for Marc at the end of Cow's Tears. To avoid the hunter combat you can now submit directly to Marc. Please give the script some 10 seconds to catch up. If you disallow fur in MCM, CowNose will now be disallowed, too since it's technically a fur part. fixed freeing up of NiOverride slots on debovinification thanks to @PNclarity001. added load/save functionality for MCM settings. This does *not* include custom race settings. Those IDs are absolute and would likely cause a CTD on a new game with different load order. It also does not include the color settings. Those are still saved from the Cow Settings page. merged cow height calculation into one function to get the same comprehensive height for every call (was calculated separately for tall/stunted vs. normalized cow before) Version 2.0.8 MCM random max stage slider now has a range from 30 to 50 added milkier tats for cows with LactationBursts to replace those gained with UntamedMilk. This requires downloading of the tats archive again! split LongHorns mutation into two: Long Ears and then LongHorns thanks to a suggestion from @H Bof. This requires downloading of the loose files archive again! added keyword zad_Lockable to all mutated hands and hand hooves (they already have zad_DeviousGloves) added keywords zad_Lockable and zad_DeviousCollar to all cowbell/ring combo items made a wilderness encounter (WE) quest to hopefully speed up the hunter encounter. I had those hunters happen on me the regular way every time I tried to test that, though, so it's considered experimental added dialogue to Paul to exchange the pc cow's nosering as long as you got that from Paul's branch of the intro (quest After Storm). This is just the immersive option to the already existing MCM option moved the milker in Dragonsreach from the cellar to the kitchen to make that more accessible added a check for filled alias bacFurniture at stage 10 of quest Captured Cow re-implemented ready message when Paul is again willing to service you added two new mutations thanks to @darkdraketom called Small Cavity and Large Cavity. They can be obtained after stage 15 (small) and 18 (large) because they require udders. Assuming those udders take in air which creates air pockets, the milk starts sloshing around and creates sloshing sounds. The small udders will only ever issue the small cavity sounds regardless of your rank in this mutation. Those sounds are attached to the udders as footstep sets, so their volume is set by the general footstep volume setting. In addition, they are played on StageStart, StageEnd, LeadInStart, and LeadInEnd SexLab mod events. The volume of these occasions can be adjusted on the sounds page in BAC MCM. enabled the secondary mutations Hungry, ShortArms, LargeHooves, and HugeHooves also for slim cows, slim cows now also get Defecate and all the rest changed mutation checking so that you can disable a mutation target already applied to the pc. It will *not* remove the mutation from the pc, but after losing it e. g. via debovinification she will not get it again made an option to clear npc cow outfits on registration. Those cows will be given their outfit items one last time but they may not equip them again and again after destroying them as a cow. changed cow item equip function to respect DD devices. It will still unlock/unequip that device in hardcore mode but use the zadLibs function for that, so that it is properly removed together with its shadow object. If that item appears to be a DD quest item, it will *not* be removed and you get a message box instead. added new cow color black (named Black Angus) plus color switch potion for black with the black cow, I re-created the white head fur like the black based on the brown so it should fit better around the eyes suspended cow defecating while actor is active alias for blacksmith workloop. Else she would leave the furniture and the workloop would complete without her being serviced. added new mutated hands from @Addywil now completed with shoed versions (do not forget to run BodySlide). When you get them shoed and they mutate further afterwards, those shoes will burst off and need to be reapplied by Paul - the same goes for debovinification and losing the hand hooves for those hands again and also for the feet. if the foot hooves grow or shrink, any irons will now need to be reapplied again. made the SE version after finally getting my SE setup cleaned up and reinstalled. This version is just the converted LE version as done by @evilbom previously. Two differences: (1) I created the bsa and the texture bsa from CK and not with CAO. That way, they are way smaller and (2) I did not convert the head meshes with NIF Optimizer but used @Obryanov's method instead, so those should be SSE head meshes and no longer cause CTDs. Still this is provided as is since I do not have the time to test it on SE. Version 2.0.7 added an option in MCM Mutation Settings to remove CowBack/CowNeck for RaceMenu visits (experimental) added a new lesser power "Soul Gift" which will essentially cast a Soul Drain on your sex partner upon orgasm to gift their soul to Molag Bal. This will be added with cow stage 6 (and removed again when dropping below 6) fixed loading of preset (nose alpha value was incorrectly loaded as int from float thus resulting in 0.000) changed Coldharbour's Aura effect to an area spell which does the schlong growing more reliably. Also, it will no longer play the animation on targets hit, if they are in a sit or mount state now clearing StrongBoxKey alias on A Craftsman's Masterpiece at stage 50 when you've obtained the plans, so you can get rid of the key Changed Coldharbour exit "portal" to an actual door. This way the text "To Abandoned House" does not stay on the screen after leaving Coldharbour Changed item toggles to menu options similar to the mutation targets, so you can enable/disable things differently for PC vs. NPC Added Bell/Ring item toggle menu made Paul's workloop cooldown a little more dynamic. Base wait time is random between 3 and 6 hours game time. Each npc cow you create will reduce the lower time by 1 game minute, thus e. g. 60 cows will lead to a cooldown between 2 and 5 hours. With such crowds wanting his service, Paul is inclined to work a bit more often made a timeout check on defecating quest to reset it if it hangs The percentage values behind Paul's nag messages (e. g. "I noticed that my hooves are larger even more!") are now turned off by default. They can be turned on again in the debug menu reworked the market place boob potion feed loop of the Freak Show quest to no longer overtake itself by trying to start the next actor/scene while the current one is still running. Implemented a 90-second timeout on actors not responding to the scene because they are otherwise occupied so it will not hang indefinitely. Freed actors from short-time amnesia, i. e. they will remember what you're doing once they have talked to you and have a slightly different dialogue next time. removed the transparency flags from the mutated hands so they should no longer appear translucent in some ENBs Version 2.0.6 added Soul Husks from the Soul Cairn to grazeables added an option to Cow Settings to include indiviual cows in the milking auto start with Untamed Milk despite having player only setting on that (MilkMaids only) changed activator of Cow Flop so it can be picked up and sold (for 5 septims to merchants or for 10 septims to farmers) Quest bac_cowgrazing will now be marked as failed if you do not find any grazeables within ~5 minutes changed assignment of plant aliases in quest bac_cowgrazing so that quest markers always appear changed Paul's dialogue and quest bac_blacksmith_workloop to service npc cow followers as well. You need to talk to your cow follower when she's at least stage 13 (cow hands) and you are only a short distance from Paul (<2000'). She'll have a dialogue option to put her in the work alias. Then you can talk to Paul the usual way (Hi Paul!) and get an extra option to have him service her instead of you. Then you need to direct her to take a seat in the furniture. This was a nuisance since (a) there was no navmesh inside the stables building and (b) even with a navmesh the space is too crammed for two huge cows for one to be able to direct the other. Plus, that horse tends to get in the way too. So, I removed the inner stable wall and the second door to get it working. Paul will just walk up and say something and that's it for now. You can tell her to follow you again afterwards. I added some dialogue options for non-standard followers to vanilla DialogueFollower quest to be able to ask them to do something for you and follow you again afterwards. I'd recommend saving the game before asking Paul to service your friend because it can be quite tedious to get her into the furniture and the quest may time out on you. I've found the best place to direct your follower from to be just a little space off Paul's workbench on the left of the door so that you can see inside the stables and also fully see the furniture. changed the UnBlock Bovinification spell to (hopefully) work on vampires as well. At least it does on Serana now. some integration work to have BAC run alongside Bimbos of Skyrim and make Bimbo cows possible. added an option to Cow Settings menu to dump Node Overrides from NiOverride to console in an effort to quell those questions about not having enough overlay slots Debug menu now uses text options instead of toggle option (which were never toggled) changed Data\Textures\actors\character\SlaveTats\bac\cowface.dds to no longer ship the colors. Instead, those are now set by the same mechanism as the stretch colors and can be changed in Cow Settings MCM. If you already saved those as presets, those presets might need saving again to include those new settings. Version 2.0.5 fixed a typo in the hand hooves mutation message fixed dremora messenger dialogue not correctly redeeming souls when choosing to remove Coldharbour spell effects removed no-interiors constraint from grazing quest removed bac_mcm_base.psc/pex (old menu base script) along with the quest scripts for the old menus added experimental iNeed support to the grazing quest added sliders for veins and cellulite alpha value and toggles for their glossiness fixed shoed version of stage 2 hand hooves using the wrong armor addon (hands vs. hooves) added slightly off-beat footsteps to the hand hooves to create an audio impression of four-leggedness added option to attach "titles" based on color (= breed) to npc cows (brown = Red Angus, white = Whitebred, spots = Holstein). Since player's display name cannot be changed by script, anyone wanting this for the pc would need to set it manually e.g. in Racemenu. Will also not work with npcs that already have a title (like e.g. Jarls). added an option to the Cow Settings to save the color settings as a preset json for that color. Any new cow of that color will then have these settings automatically applied. added FootSprintLeft and FootSprintRight to the resgistered animations for activity point checks for cow weight changes. The will grant 2 activity points each as opposed to FootLeft, FootRight, JumpUp, and JumpDown which all grant 1 activity point. added a "moo skill" which increases by 1 each time you sucessfully navigate a dialogue mooing and resets to 0 each time you get a mouth mutation (CowFace2 and all CowHeads) This skill capped to 50 will increase your chance to sucessfully speak instead of moo the next time added an option to make that skill persistent thus not resetting to 0 on mouth mutations and keeping its value across multiple cow cycles (i. e. getting debovinified and cursed again) added a json file to exclude quest related food items like the spiced beef for Voada from those items auto-fed by the Hungry effect. Feel free to add items there but heed to the JsonUtil FormList format "<base ID>|<modname>" with base ID being the decimal value of the last 6 digits of the item ID. E. g. Varian's extra spicy spiced beef from Summerset Isles has ID 0x0311fae8 within CK or e. g. 0x8F11fae8 within the running game. Take 0x11fae8, convert it to decimal e.g. with programmer's mode of Windows calculator resulting in 1178344, then add "1178344|summersetisles.esp" to the foodList in data\SKSE\Plugins\StorageUtilData\BAC\hungry_excluded_food.json. This is an optional file, download BAC_2.0.5_DeniedFood_JSON.7z. added an optional json file to make the grazeables list editable (data\SKSE\Plugins\StorageUtilData\BAC\grazeables.json). Needs to be downloaded separately in order not to be overwritten each time you install an upgrade. I experimentally included some Dragonborn plants and some BSHeartland (Beyond Skyrim - Bruma) plants as well in the sample file. If you want to add things there, go to CK WorldData/Tree and add the *decimal* base ID (only the last 6 hex digits converted to decimal) of the plant and its esp name to plantList *and* the decimal base ID (same issue) of the ingredient or potion (i.e. food item) - if not standard - to foodList. If the plant drops a LeveledItemList, you'll have to add each item of that list separately. This is an optional file, download BAC_2.0.5_Grazeables_JSON.7z. changed grazing quest to no longer play stomach sounds when all plants are collected (and eaten) changed orgasm mutation event handling to only register actor for mutation, if not already registered. It seems with SLSO actors could get registered twice resulting in the mutation process to get stuck added a slider to the curse options to set base progression of curse when not milking. The equivalent amount of milk added each full game hour without any milking is B * (6 - T) with B being this base progression value (0..10, default 1, 0 to turn it off completely) and T the transformation speed value (Ultra fast = 0 through ultra slow = 5), resulting in 1 milk unit on Ultra Slow with this set to 1 up to 60 milk units on Ultra Fast with this set to 10. added Blended Lactacid to LevelItemList LItemSkooma75, so it may appear in some mod's Skooma Barrels like MME's Lactacid Version 2.0.4 added options to set creature sexlab voice for cows depending on CowHead stage changed call to PO3_SKSEFunctions.GetSkinColor() to be compatible with different SE function signature added Keyword zad_Lockable to hooves and horns to allow coexistence with Bimbos of Skyrim mod added footstep set FSTBarefootFootstepSet to bac_hooves01AA armor addon to have stage 1 "hooves" (i. e. cramped feet) emit any sounds added a check after 5 minutes to the grazing preliminary loop (when the stomach growls but the quest is not yet started) to end it there and not keep the stomach endlessly growling. Also removed IsArrested() from the prohibitive conditions of CanGraze() since that method reports true on any bounty and not the actual arresting. Added toggle to disable stomach sounds when male SOS schlongs grow due to Coldharbour Aura changed grazing again. Comestibles will be eaten only after all are harvested. Else sometimes a race condition will be encountered where eating a herb will add one again triggering the eating and so on. the milker scene in After Storm should now disable "Milk Pump and Cuirass sells milk" in MME MCM, if active. Else you'll never get milk bottles which are required for this quest. changed after storm milker alias to only remove 50 bottles of milk in total and not of each milk you have in your inventory. changed Coldharbour's Lure to a miniquest that moves the creature towards you and starts sex after half a minute. If the creature gets killed first, no sex will happen. If you initiate sex first, that also counts. After you're done and another 10 seconds, the creature is moved back to its origin. made a debug toggle to cleanup maid lists sice sometimes a maid is added twice removed an error from Milkmaid list page where the list of cows vs. the list of milkmaids was used to calculate number of pages. Also renamed "Milkmaid View" and "Milkmaid Settings" menus to "Cow View" and "Cow Settings" as they only display cows as opposed to the Milkmaid List menu which display all milkmaids added @Addywil's new hand hooves. First stage (at stage 13) with two thick fingers may feature reinforcement by Paul at a later time. For my convenience I already integrated the dialogue with Paul. So, if you want to get improvements on the hands, you get them - with no extra visual effect yet. Normal cow hands do +25 unarmed damage, light (i. e. shoed) hands do +35 and fully armored hands do +45. The hoof stage is now a regular mutation configurable under Mutation Targets menu and may happen after stage 15. There are no extra bonuses for hooves vs. hands. Hardcore mode weapon equip denial now only works with those. You can still equip weapons with the mutated hands or if you allow weapon equip in handscore mode via MCM. DO NOT FORGET TO RUN BODYSLIDE!!! Tried to revive the forced progress without milking. This is experimental, not sure as to how it will work, though. Version 2.0.3 Grazeable plants should no longer include disabled plants (mostly in Whiterun around the Gildergreen). Grazing will now only equip 1 or 2 harvested herbs (2 in case of Green Thumb perk) and no longer all present Acolyte Jenssen is now protected during his rescaling service quest to prevent him from dying (e. g. by succubus drain) Extended services of Molag Bal's messenger. He'll now also remove the secondary effects from Coldharbour for the usual fee Added Coldharbour Aura as another souvernir from there. It will cause male schlongs around you to grow (SOS only). Added HorkerRace, ElkRace, SpiderRaces an ChaurusRaces to ColdharbourLure race list Coldharbour's Lure now checks vicinity to enemies to both player and sex partner and will only initiate sex when distance is at least 2000 feet Introduced optional json file for all the morphs in data\SKSE\Plugins\StorageUtilData\BAC\actor_base.json. It will *not* be included in the distribution since it would overwrite your changes each time. Download bac_2.0.3_BodyMorph_JSON.7z separately and place it in the path mentioned, then change it to your liking. Merged the three MCM menus into one again sadly scrapping all the Add...OptionST() calls and replacing them with their respective Add...Option() calls thus no longer hitting the 128 options maximum limit obviously in place with the state based methods. Should be safe to install on a running game since bac_update will first unregister the old menus and then MCM will register the new one. Give it some time on the 1st load, you should see some messages. New debug option to restart Being A Cow at stage 30 (Paul's radiant cycle), if stuck for some reason. Changed character names in messages from GetLeveledActorBase().GetName() to GetDisplayName() Moved Podomegaly vs. Voluptuousness potion chance from BAC MCM Debug to Story page Added option to pause/unpase cow visuals Fixed auto equip of blended lactacid once more, turned out to be caused by one MiscObject reference still lingering around Changed footstep set for shod hooves to something more resembling hoofbeats instead of coconuts. Since I could not find an adequate shod oxen hoofbeat sound, they'll be horse hoofbeats still... Version 2.0.2 fixed an error in the blended lactacid auto equip code where some hunter or bandit with blended lactacid would immediately try it out with no regards to being no milkmaid added option to block up to 3 mutations per individual cow (MCM MilkMaid Settings page). This will not check whether the chosen mutation can actually happen for this cow at all or if the chosen mutation is already applied (in which case it is *not* blocked) needed to split the menus once again - individual milkmaid/cow settings got too large. Now there's a 3rd menu with only the individual pages The grazing quest no longer forces pc into railroading. Instead, you'll get some objectives to harvest the plants and do it in you own time. This way, the quest no longer accidentally collides with the defecating quest Removed StartGameEnabled flag from bac_cowdefecate and bac_cowgrazing quests thus having them starting correctly the first time and not blocking the defecating because of them already running changed arousal gain by HornyCow from direct modification of sla_Arousal faction to slaFrameworkScr.UpdateActorArousal() call moved StorageUtil values for voluptuousness and podomegaly potions to base path BAC.Potion. from BAC.Cow. so they persist during debovinification implemented timeout to remove cows from faction bac_reequipping at the latest 5 minutes after last reequip started. This should reduce the annoying moments when you wait for overdue transformations added a dialogue branch to Marc at the return to the Talos statue. If the PC has a bounty, Marc should refuse to continue until that is cleared. fixed the inventory event filter in the player alias to react on blended lactacid potion item rather than misc item. Visiting Coldharbour (and getting forced upon by a dremora) now leaves you with a present Blocked actors (either pc or npc) will no longer auto-quaff (blended) Lactacid Changed auto-milking start chance calculation to not start with 0% setting Changed A Craftsman's Masterpiece stages 60 and 80 (collection of dwarven ingots and centurion dynamo cores) again to hopefully work correctly now Changed LevelUp potion to start leveling up from stage 0 Version 2.0.1 fixed bac_OnReadSetQuestStage.psc to correctly extend ObjectReference instead of ReferenceAlias ShrinkSelf spell now sets a marker before shrinking and moves the character back to that marker on end of shrinking as a workaround for mile-high Skyrim fixed automatic self-milking with Untamed Milk not to execute on MilkSlaves as MME does that already changed overlay slot allocation to a sparse model. Those things not enabled will no longer consume NiOverride slots with a blank texture. Once enabled and used, disabling will *not* cause automatic freeing up of the once used slots though. You can achieve this manually at the bottom of the Milkmaid Settings in MCM scrapped bac_watchdog spell. The functionality is now integrated in the aliases which already existed and no longer uses a seperate script instance. As a side effect of this, npc cows not 3d-loaded will no longer fart, moo, breathe heavily, or shit added removing cow registration upon MME deregister expanded mutation on end of sex to all cows. For npc cows, use a matchmaker mod or DIY LevelUp potion now works as LevelDown potion if in debovinification phase changed Hungry effect to feed on all types of food not just those with VendorItemFood Keyword added optional ripping of gloves/shoes/circlets in hardcore mode added option not to remove the ripped item(s) replaced blended lactacid MiscObject with its Potion object in the LeveledItem lists. Any existing MiscObjects will hopefully continue to work. changed cow registration behaviour. MilkMaids and MilkSlaves are now recognized by BAC and registered preliminary to assign an alias to them. This way we can scrap the blended lactacid MiscObject and feed the potion via alias directly. recreated NavMesh in Coldharbour, so Hugh should no longer get stuck when trying to get him out of his lockup changed Encounter Zone of Coldharbour to NONE to hopefully stop Afflicted from spawning Version 2.0.0 fixed quest marker for Paul in Riverwood added Shrink Self spell (and book) available from Acolyte Jenssen when suffering from CowBack1 (at least). Caution! Use this in 3rd person. It may still cause Mile High Club bugging, so save game before use! changed player's ActivateSpecialFurniture package in Captured Cow #2 back to Sit package with loop activation of the pump since ActivateSpecialFurniture is not always successful changed all cow aliases to block reequip while sitting in a milk pump to avoid CTDs due to equipping armor made an option for the renaming (unset this *before* quest Being A Cow is started) SaggingBreasts now trigger BreastGravity2 morph on SE/AE/VR as opposed to BreastGravity on LE fixed A Craftsman's Masterpiece staging from 50 to 100 if you already have the dwarven ingots and/or the dynamo cores when talking to Paul fixed a bug where bac_capturedcow2 would accidentally stop bac_blacksmith and not start it again. Now it only stops the Scene from bac_blacksmith while Paul is at the auction (so that he doesn't run off to Whiterun) and starts the scene again after Paul is done milking the character. added sound volume settings. This made it necessary to move the sound settings to the 2nd menu since the 1st got too large again fixed Ritual Cow startup with a dead Severio after the battle of Whiterun where the quest would fail at start and give you a punishment quest instead Version 1.9I MCM will now start displaying the cow you point your cursor at, if any, else the player. made two sliders in MCM for configuring BigNipples mootation. several small fixes added Nightingale armor check to progress quest TG08A with hooves and horns and only Nightingale armor worn. separated Milkmaid settings from Milkmaid view because the page got too large. added sliders for default and individual CowBack/CowNeck length scales. changed debovinification (optional) from instant to milk-off process for which you have 1 game week. Mutations will be removed in reverse order (sorry no randomize possible because they are dependant on each other). For cows already in progress when installing this, there will be a default reversing since the mod did not record the order of mutations before. Mutations gained past the final stage will count as extra stages, i. e. milking off a cow from stage 40 who got one extra mutation (e. g. by potion) will be like milking her off from stage 41. Each stage requires the customized amount of milk to be dropped (same calculation as needed to be gained). changed bac_blacksmith_workloop to now display its own objectives instead of bac_blacksmith objectives that didn't seem to work. disabled defecating and grazing while doing a job for Paul. This would break those little quests when triggering at the wrong moment, e.g while pole dancing or hanging from one or treading a mill. Made Paul optionally demand sex after finishing a job with his mood below 0 (evil and neutral jobs with the exception of the treadmill because that ends without Paul interaction). added an option to unlimit Paul's base mood (skyrimfet limited the base mood to values betwen -15 and +15). added optional detection event for farting added optional milking start chance with UntamedMilk. This will not trigger during Captured Cow and/or Captured Cow 2, else it would break the scenes (see below) moved werewolf feeding code to PlayerWerewolfChangeScript.psc. Since this is highly volatile with other mods changing this also: If the feeding effect of BAC does not register, check data\scripts\source\PlayerWerewolfChangeScript.psc, function Feed(). There should be a line "SetStage(10)" right at the end. Insert these lines directly before that and compile: int m = ModEvent.Create("BAC_ME_PlayerWerewolfFeed") ModEvent.PushForm(m, Game.GetPlayer()) ModEvent.PushForm(m, victim) ModEvent.Send(m) In 1.9H Script data\scripts\PRKF_PlayerWerewolfFeed_0002BA1D.pex was altered. You should delete that, since altering the wererwolf feeding perk itself does not help. This seems to be hardcoded somehow. Changed bac_huntersgonnahunt2 (Combat in Riften) to be a run only once quest making the hunters in that quest essential, so that the player cannot kill them and making the player protected so that the hunters cannot kill her. Captured Cow 2 will now also start on player bleedout if that's reached before the health check. Changed bac_capturedcow2 The hunter accompanying the master is now a new hunter since the recycled one from HuntersGonnaHunt2 was not always pacified when appearing in the cellar (even though StopCombat(), StopCombatAlarm(), etc. were called several times on him). If he is still in combat, the master would run away instead of starting the dialogue. removed several reassignments of the quest's aliases done by skyrimfet at some stages. If quest aliases are changed during a running scene that uses them, the scene will break. the parade scene may not commence due to script load. I've found that when the player, the master, and the hunter stand indefinitely behind Honeyside, entering the console and exiting it again will kick the scene into motion. The auction room scene would often hang after the hunter said "Time to move, cow". This being due to the fact that it waits until all actions for the phase are complete and the one action not completing being the player's action to stand exactly on the assigned marker (radius 0) which was often occupied by the hunter. So this action now has radius 200 hopefully resulting in the scene to proceed normally added optional alternate hunter tats done by @Crewdoh, Just let them overwrite the existing files. Version 1.9H fixed cure MilkSlave script fixed cow start on Lactacid amount changed level calcuation to a more comprehensive one changed sliders on the udders (needs BodySlide rerun on those at least) relocated Paul from Riverwood to Whiterun stables so he'll no longer run off if no scene runs. Overall scene handling for Paul needs quite some rework though which will come in a later version. remove cows from free attachment factions (bac_feet and bac_hands) when unregistering removed CurvyCow effect when unregistering added new Mootations "CowBack1" followed by "CowBack2" and/or "CowNeck" (without SLIF usage!) with an option in 2nd MCM Mutation Settings to toggle this off at SexLab scene start and on again at end added option to force-feed you the first Blended Lactacid encountered when already a milkmaid on opening of the container added Real Feeding-like effect for Ring of Namira and Werewolf that will count towards HungryCow. introduced new overlay register (will work on newly registered cows, already registered cows will use the old method). Instead of searching for a slot each time an overlay mootation happens and thus stacking the tats in random order, BAC will now reserve a number of overlay slots at cow register trying to get 13 body slots, 4 face slots, and 2 hands and feet slots each. These are then used on overlay mootations in definite ordering so they will stack in the same order every time: Body (lowest to highest slot): Veins Fur Fur supplement (wrist connector) Ass stretch marks Breast stretch marks Belly stretch marks Cellulite #1 Cellulite #2 Breast bondage marks (punishment) Brandings Ritual Cow paint Dirt Liquids (Untamed Milk and Horny Cow) Face (lowest to highest slot): Fur Cow Nose Brandings Dirt Hands and Feet each (lowest to highest slot): Fur Dirt Due to some mods meddling with other mod's tats and also due to intermediate cow drop out, tats slots may become occupied by other mods thus changing the ordering in an inapproriate manner, e. g. having YPS fashion lipstick in face overlay slot #0 will result in the cow tats covering it. To get around this problem, a new option "Reset Overlay Slots" is available on the MilkMaid View page. With this option, BAC tat slots in one area (i. e. either body, face, feet, or hands) will be reassigned, so e. g. if you ended up with the BAC face tats in slots #2 though #5 you can free up slots #0 and #1 in SlaveTats or with the foreign mods options, then choose this option and BAC will reassign its own face slots to #0 through #3. Version 1.9G changed quest priority of and auction scene start in bac_capturedcow2, so that package interference with Hammerheart will no longer prevent scene from starting included meshes and textures for @Addywil's new collar and bell CowFace mootations will now save the old preset to be able to restore it on cow exit and also store the current preset from MCM for each cow, so if you change it in MCM for the next cow, it will no longer affect cows who have already been face-transformed. Accumulated milk amount at cow register will be saved and deducted from the level calculation truncated Hammerheart (bac_blacksmith) to being the intro quest only providing the furniture for the work quest and made a new respawning work quest "Paul hard at work" (bac_blacksmith_workloop) for the actual accessory attachment/removal work. This way, Hammerheart doesn't need to be restarted again and again. Also the workloop can be forced via setstage, etc. not impacting other quests. Warning! Use this on an existing game with caution. Make sure, quest bac_blacksmith is a) running and b) exactly at stage 20 before upgrading! Added new mootation "AlternatingPelvis" as extension to CowPelvis. Instead of only growing and needing to be handled by Acolyte jenssen, an alternating pelvis will grow until it reaches the max growth from MCM and then shrink again to 0, so it keeps constantly changing. Added a switch to MCM on request to disable OnLocationChange event handling. If you switch this off, npc cows will not update their presets (face mainly) so they will no longer show. Version 1.9F2 To Kill an Empire does no longer require the player cow to wear a chef's hat Optional setting for the pain threshold (= mooing) to be based on percentage of max milk amount as opposed to fixed amount of milk Udders size may optionally affect max milk Transformation sounds can be switched off Swapped thought messages for CowFace1 (nose) and CowFace2 (mouth) cleaned through bac_blacksmith, bac_unowned, and bac_quest_ctr some more in the hope that the furniture issue is now gone needed to move debug page to 2nd menu due to MCM issues new miscellaneous quest to get rid of the curse and/or MilkSlave available after you cleared at least half of your debt. Starts with dialogue from Acolyte Jenssen. Paul will not release you, though. You will need to dedicate other MilkMaids or MilkSlaves to Molag Bal to get a boon (for 3 apiece). The Slave Tats and Eartag will now only mark those cows that have been dedicated. You can of course catch that curse again (and get rid of it again). Grazing quest is now on hold during bac_capturedcow and bac_capturedcow2 to stop it from endlessly trying to get up from a milk pump and back in again. Marginally reduced high heels lift on large and huge shoed and heavy hooves (BodySlide generating necessary) changed crowd collection at the stables from MIscUtil.ScanCellNPCs() to (optionally, if PO3 is available) PO3_SKSEFunctions.FindAllReferencesOfFormType() or old style loop of Game.FindRandomActorFromRef() to prevent CTD in Skyrim VR. BAC will no longer automatically adjust camra position, if Customizable Camera is installed to prevent jumping camera position. If you use CC, you'll have to adjust the cam position in CC manually. Version 1.9F1 changed Degraded dialogue chance: It will now kick in with a base chance of cow phase * 2% and then the old speechcraft check. E. g. with phase 1 you'd have a 2% base chance, with phase 40 an 80% base chance. bailout of that dialogue can now be speeded up with Speechcraft. You can set the percentage of your Speechcraft value (max. 10%) than will raise the chance to get out of the mooing. Each Moo the chance to get out is raised by 1% plus a random part of the the set percentage of your Speechcraft value. optional setting for udders size to effect milk maximum scale (small = +0.5, regular = +1.0, big = +1.5) bugfix in the second semihooves SliderSet Version 1.9F due to LL size limits this had to be further split up. The main archive does no longer contain the loose files, if you need those, download the additional archive. The SE models for the semi hooves are in the separate BodySlide file created a new SEQ file (translating to Startgame Enabled Quests and *not* Sequence). Hopefully this will help solve the MCM issue on SE. reworked bac_blacksmith Whiterun stables furniture handling to use regular quest aliases instead of local variables. If bac_blacksmith is already running in your save game, it needs to be restarted: in the console do resetquest bac_blacksmith, setstage bac_blacksmith 10, setstage bac_blacksmith 20. If you have issues with the furniture, check sqv bac_blacksmith. If there are aliases pointing to NONE, you need to restart it. changed Diplomatic Immunity Solitude Stables scene so a cow can travel to the Thalmor Embassy with her hooves on and is no longer requires to wear the Party Shoes changed WICommentNaked and WIChangeLocation01 to not trigger with naked cows and made an alternate comment quest bacWICommentCow for cows. The old BAC comments were integrated in this quest and are no longer triggered by script added semi hooves by @Addywil (2 stages) which will change basic cow staging from stage 9 to 16 (don't forget to run BodySlide). The old progess was: 9 - small hooves 10 - fur 11 - small tail 12 - hand hooves 13 - large tail 14 - large hooves 15 - fur 16 - small udders New progress will instead be: 9 - semi hooves #1 10 - fur 11 - small tail 12 - semi hooves #2 13 - hand hooves 14 - large tail 15 - small udders 16 - large hooves If you install this on an existing character between stage 14 and 16 who already has shoed hooves: The shoes will come back with stage 16 added optional Degrading which comes in two flavours: you slowly lose coherence and forget that you are able to speak requiring you to go through a series of Moos until you remember again. The formula is: Degradation = 2 per cow stage + 1 per extra mutation (max. 119) This can be worked against with Speechcraft, but there will always be a minimum 5% chance of this happening. When initiating dialogue, (Speechcraft - Degradation)[max 95] will be checked against a random percentage and if lower will start the extra dialogue (with PO3 only) once every day or so (depending on your metabolism), you'll feel the urge to graze on some herbs by the road or some grocery plants. This is a forced scene which already checks a lot of conditions but is not error prone. E. g. I had Skyrim spawn a dragon on me just after the scene started and when the IsInCombat check had returned negative. There will be one advance warning about 20 seconds before the start and you can go to sneak or start combat or swimming to postpone the scene added immersive transformations as in sounds and thought messages (player only). With NPCs you'll get the sounds but the messages will stay the old debug messages added optional clothes ripping at those mutations that massively increase mass/size like FatCow1/2, CurvyCow, UnevenBreasts1/2, TallCow, ImaginaryPregnancy, and BigUdders. If this happens to an NPC, her default and sleepwear outfits will be set to NONE. exchanged the standard fur tats with the ones provided by @Dr.Lefse (download the tats file) added 2 alternatives to the forced start with first milking. You can have either the old style or one or both of the new options active: Lactacid score. You can configure the "free" amount of lactacid. Any value higher than increases the chance to trigger bovinification. E. g. having 10.0 as free amount, a Lactacid score of 20.0 would give a 10% chance each milking tick to become a cow Blended Lactacid. This is something dropped by bandits and some magic types. It comes as a Misc Object because potions do not offer the possibility to attach a script. If you take this from some dead enemy or out of a chest, you're compelled to try it out. Further instances of this (after becoming a cow) will give 5-15 Lactacid. You can hand this to your followers and they will also eagerly try it out. Just pass only one of these at a time. The script cannot determine stacking. changed UnevenBreasts1 and UnevenBreasts2 mutation to be persistent, i. e. SLIF is no longer allowed to level the breasts again attached the eartag to the branding faction (bac_mark) instead of the bell faction. You get it with bac_mark faction rank greater than 1. If you don't want any brandings but still the eartag, set the fation rank to at least 4. Version 1.9E1 several bug fixes in the new quests mainly disabling some actors and activators until quest start and enabling the quest to start on Forsworn end of Cidhna Mine quest added 2 sliders to the udders: #1 is Nipple Length (default), #2 is called Udders. I would have used Breast, but that one is inverted and I couldn't make OutfitStudio change the Udders size in the right direction. So, the Udders slider is triggered by BAC breast potions but probably not by other mods. You need to re-generate the udders with Bodyslide to get this. Added a second Eartag for slave cows Version 1.9E fixed end of Captured Cow2 where after the breastfeeding with Paul the regular questline wouldn't start changed Hammerheart to make 10 tries to enable furniture instead of 1 moved some legacy slavetats code to external script changed Ritual Cow so that the spontaneous sex scenes with giants should only occur while wearing the paint some minor bug fixes added new hooves thanks to @Addywil - don't forget to run Bodyslide added an eartag to the stage 3 & 4 ears changed spotted cow head fur to actually show spots added 2 new quests, the first of which will start at some random point after a) Being A Cow has started, b) House of Horrors is completed, and c) No one escapes from Cidhna Mine is completed, the second is hidden in the first. Version 1.9D5 added mutations from skyrimfet's last unpublished version. These are: Steatopygia, Flat/Sagging Breast (either, or) and Big Nipples added Hungry Ability for fat cows. !Use with caution! The script is unable to detect food quest items. My cow ate the spiced beef before I could deliver it to Voada. If you need to carry things like that, make sure, your cow eats regularly *before* the script kicks in (every game hour for fat cows and every half game hour for fat2 cows) added optional support for PowerOfThree's Papyrus Extender (see optional mods above). With that I can attempt to keep the face texture sets on npc cows with CowHead mutations (still not the morphs, though). It also features a far better randomizer than Bethesda's builtin one. added default max cow phase slider, so may go up until stage 40, also added a randomizer option so that each cow gets her own max stage added a pelvis contraction block toggle to the MilkMaid View page. With this and some matchmaker you can endeavour to make your npc cows a bit more fat bottomed. bugfix for camera only to update on player cow size changes. removed limit of disabled mutations. did some stabilizing changes on the Ritual Cow quest for it to proceed even if unexpected things like dead giants happen removed a rare race condition that would kick in upon loading a save file where the cow is being milked and the levelup kicks in just after loading. In that case the reequip run from the game load would block the levelup halfway through and then respawn itself. Version 1.9D4 BugFix for both MCM quests. It turns out that with more than one MCM quest active, MCM will no longer fire OnConfigClose events for either. So I had to invent a workaround for that, else all the timed events will no longer take place (extra milk, lactation bursts, etc.) because maintenance mode doesn't get disabled again The Freak Show quest will now spawn its own potion and no longer MME's breast enlargement (the effect is integrated) a new 6th evil quest "Ritual Cow" should now be available per chance from Paul some other small bug fixes Version 1.9D3 BugFix in bac_capturedcow2 quest. Dialogue bailout of slave master does no longer happen Hopefully fixed recurring defecate message. Be still wary! If the first bowels message appears, make a save to have a backup, if this is still an issue Made tail shafts to match cow color Added missing havoc xml files for the tail Made a little dialogue quest with Acolyte Jenssen to remove the excess pelvis growth Made the pelvis growth customizable Moved the mutation specific settings to the 2nd menu, new page "Mutation Settings" for prior versions please see the original BAC mod.
  9. Hello guys! Second Chapter of my Succubus Tales serie. As in the first chapter, you'll take the role of Nicci, a succubus possessing a nun body; this time you need to retrieve a relic beneath the city of Veisen while corrupting it's citizens and turn them into demons. Thread Updated: 2024-02-12 Release Date: 2024-01-28 Developer/Publisher: Senryu-Sensei Patreon , SubscribeStar Censored: No Version: 0.12B OS: Windows - Android Engine: RPG-Maker MV Language: English Prequel: Chapter 1 Nicci`s Revenge Genre: Game Preview Images: Last Public Version: Version 0.12B WARNING - In version 0.11 I added a new plugin that require a fresh start; so old saves WON'T WORK; But don't worry, because, as usual, I've added a save file (save1) from the start of new contents for version 0.11; so you can either use that, or start over, your choice. Game link: - WINDOWS VERSION: MEGA LINK - ANDROID VERSION: MEGA LINK Version 0.12B Changelog: Previous Versions Changelogs:
  10. I'm an avid sims player, and one of my biggest kinks is transformation, majorly of the inanimate category. I'm hoping there's a mod out there somewhere that will allow me to play out those fantasies in the sims? So far I've had no luck and unfortunately I'm nowhere near experienced enough to mod it in myself. If anyone knows of mods like this or hell even wants to make it I'd appreciate the help!
  11. As good as Being a Cow mod is, I always felt like you had to go way out of your way to make it progress far enough and it takes forever to boot. You know how being attacked by vampires makes you contract a disease and eventually turn into a vampire yourself? Why not apply that to cow girls? Like add special cow girls as enemies, (probably farther into the transformation than normal and completely mindless) and give them the ability to infect the player (I don't think there's a forced breastfeeding animaton, so, probably would have to limit it to physical attacks and maybe Magic Nipple). Once infected, it takes 3 days for transformation to complete. At the same time, a cure is needed. BAC doesn't provide any. 3 special potions (with one curing early stages, another curing mid stages and the third one curing any, but they either get more expensive or require more stuff to make depending on how effective they are) and praying at a shrine (at least for early stages) should be enough.
  12. Mermaid race View File On @emily1673's suggestion, I'm making this thread to have the mermaid race mod properly visible and accessible for everyone. Long story short, it's been something apparently quite a number of people worked on and off over the years, but recently, assets were finally combined to get a decent release. Original thread: Emily posted a few months ago a strong candidate for release with the works of the many people who came earlier in the sixty pages thread (seriously, tons of people contributed over a good decade, in particular @Larasen, mearalikesmead and COCO 2048, I just came recently) with the core concepts: * Potion turning a PC in a mermaid with flavour text and animations, leg form mermaid who turns in a tail based one either when hit by rain, snow or when swimming, spell-based transformation back in leg form (or a hardcore version with no reversion to leg form whatsoever, leaving you stuck as a half-fish out of water for good if you got surprised by rain). After playing a full run with this mod, I came with another core principle that constitutes my main addition and something, IMO, more balanced for a thorough addition to the game: * Being a mermaid on land should keep you wary at all times of turning into the tail form because doing so will be a major problem that can be solved in an increasingly easier way as you build your character. A lot of blah blah for mod design, I know. What does this mean, clearly? This is the 2.0.0 version of the Mermaid Race mod, which has been pretty much rewritten from scratch to improve stability, reliability and allow many new features. The goal of this mod is to provide a roleplaying experience. An old lore book will give you the key to become a bride of the ocean, but while a mermaid can live forever under the sea and can even, with sufficient skills in magic, turn in a human-like siren with unnatural charm over mortals almost at will, you will always look at the skies with cautiousness, because turning in a mermaid under the rain while miles away from the coast can be quite an embarassing experience. ----------- IMPORTANT: LetsTestThis, who did the work to make the animations compatible with LE and SE, provided the following installation instructions: Members 46 Posted June 12 I copy pasted this post from my post here. If you need me to comment on anything please mention me as I am unlikely to monitor both threads. As mentioned above I spent roughly an afternoon messing with the animations in an effort to ultimately make it compatible with Special Edition. Since I didn't understand how to generate new behaviour files and couldn't figure out how to convert the existing ones to Special Edition the resultant mod requires DAR though it works fine with the recently released Open Animation Replacer aswell. Quick installation guide for SE users: Install the meshes and textures used for the tail, you do not need to activate the esp. Install Dynamic Animation Replacer or Open Animation Replacer. Install the SE version of the file attached to this post. For potential LE users who wish to use the race in conjunction with DAR the LE version is also attached. What I did in detail: Removed the behaviour files and switched both races to the normal behaviour files. Previously the mod had a custom behaviour file associated with the race which handled all the animations. From my observations DAR didn't know how to handle this though, leading to t-posing when it was installed. In order to work around this I removed the behaviour files and instead pointed the race to the normal behaviour files for female player characters. This resulted in the normal animations playing for the tail race however which is why I then set up the animation folder structure to tell DAR to apply the included animations to the tail race. Since the folder has been assigned a rather high priority I don't forsee any conflicts with other mods using DAR. As a result the animations now worked fine with DAR on LE which is the LE prefixed file I attached. However t-posing was still observed in SE since the animations didn't have the SE format. This leads us to the next step Converted the animations to the SE format using this guide. The resultant files then had the correct format for SE and seem to work fine on SE from my testing. This resulted in the SE prefixed file that I have attached. A smarter person than me might have been able to figure out how to convert the behaviour files to SE instead of just ripping them out and pointing the races at the default behaviours but this works perfectly fine. On an unrelated note I adjusted the voice of the races to FemaleEvenToned as I was experiencing oddities with other mods trying to play voice files that didn't exist for femaleYoungEager. If you dislike this change you may want to swap it back in SSEdit. ----------- Now, for the features to expect in detail: New race that can be selected from the race menu, switched to using console or be turned into via roleplay method. All vanilla races except Argonian and Khajiit can now become mermaids and properly reverse to their original races. A craftable potion (cooking recipe), Mermaid Tears, that can turn any race into a mermaid with flavour text and animations during the transformation or can turn a mermaid back in the original race. Fully animated movement and idles both on land and swimming for the tail form. Strong health regeneration and speed bonuses for mermaids swimming in water - in a game without fast travel, this makes rivers, lakes and the sea a quite useful "highway system" to travel around Skyrim. Bonuses to speech and pickpocket for leg form mermaids (using their charm for negotiation and distraction). Lore-consistent transformation from leg form to tail form: swimming in water will transform your character instantly, being caught in rain will transform her after a while, same for snow but taking more time. You can dry either by getting inside or in clear weather. For weather-based transformation, flavour text will warn you of the transformation steps until you end up as a half-fish flapping on the ground and clothes besides you, which can be, well, quite an embarassing situation in combat, especially as a tail form mermaid is massively slowed down on land. The weather tracking system was completely restructured and is now continuous both for being wetter and drier. There's a "wetness" value that goes from 0 to 100: if you are in siren form and the value is 100, mermaid transformation. Being in the rain makes the value go up, being in the snow makes it go up slower, being under ward reduces or stops it as long as the ward is active (ward effects not fully tested), being in clear weather and/or inside makes the value go down. Swimming in water, outside the obvious instant mermaid transformation, puts and keeps the value to 100 so you have to dry afterwards, even if the weather is clear. The drier you are while in mermaid form, the higher you get bonuses to Alteration, making the Siren Form spell cheaper. Your bonuses disappear once reverted into siren or when being wet again. Keep yourself dry to delay or cancel the transformation process: Oakflesh, Stoneflesh and Ironflesh spells with slow down the weather effect on you, Ebonyflesh will stop it entirely and Dragonhide will even allow you to go for a swim without popping a tail. Dynamic difficulty for transforming back in leg form: When a tail-form mermaid either enters a building or gets ashore in clear weather, an Alteration school spell will be made available that will become progressively less magicka-intensive over time (as the mermaid dries, with flavour text). Casting it will turn you back in leg form. All altars will turn a mermaid back in leg form when activated, giving you a way out, albeit one that can be a bit far away depending on where you got caught by the rain. If all else fails, quaffing a Mermaid Tears potion will turn you back in an Imperial, but you'll need another bottle to become once again a mermaid. The idea is that turning into tail form is a pretty big commitment for a low level character and you might want to keep some enchanted objects on hand to reduce the cost of alteration spells and/or increase your magicka reserves unless you want to flap your way towards the nearest altar. For a high level character, switching between forms is a lot more convenient. Once you're mermaid (tail form) or siren (leg form), you can craft scrolls that provide you with a one-off mermaid-to-siren spell. Curse mechanic: With lore-consistent causes, your character can become cursed, turning into a mermaid, both in body and soul. All flavour text will change accordingly, mermaid and siren powers will be stronger but reversing to siren with spells has a chance to fail and reverting fully with a potion becomes impossible unless you use a potion made with Alchemy 100 skill. The potions and curses are still the two ways to become a mermaid, but now must be unlocked through reading a book with a bit of mermaid lore. When loading the game with the mod, the game will check out your Alteration skill: if the skill is under 25, it will wait roughly 30 minutes, as it probably means a new character and you're stuck in Helgen, that kind of stuff. If not, it will trigger right away and make a small show with a journal being magically sent to you, with an introduction to the mermaid books and a strong hint to where you can find it. Once the book is read, you will be able to produce the Mermaid Tears potions (as long as your Alchemy skill is 20 or more) with increasingly efficient recipes. At skill 100, you can craft a Perfected Mermaid Tears potion that act as the curse or can remove the curse at will (while turning you back in the original race). Once the book is read, you can also be victim to the curses. The first one happens when you extinguish the lighthouse during the "Lights Out!" quest, the second has a 5 % chance to trigger whenever you attack with your weapon while in direct proximity to a shipwreck (you will see a warning message whenever you come close enough). The curse now has additional flavouring, with pretty much all of the flavour text around the transformations being changed to reflect that your character is now a true mermaid with the soul of one rather than a mortal temporarily with this form. In mermaid form, you have a Mermaid Voice ability that sends a spell in front of you. If it hits a humanoid NPC at most 10 levels above yours (20 for a cursed mermaid), it rolls a dice (easier success on males than on females, even easier for a cursed mermaid) which, if successful, causes the target to become allied with you and run towards you as long as you are fully swimming. If you leave the swimming state for even an instant, whether by jumping or coming ashore, the spells break and the NPC returns to normal. If the NPC remains under your spell and reaches water, they'll remove their clothes and swim towards you, and when they reach you, bit of FX and they will die, their body sinking to the bottom. There is a 2.5 % chance of every such victim cursing an uncursed mermaid, increasing 0.5 % with every new victim and resetting to 2.5 % after triggering the curse. Each new victim will also provide 100 XP in Speech and Alteration. When cursed, you get a special black soul gem with a huge selling price and a potion recipe that requires 40 Alchemy only, using that gem to make the potion. It acts as a one-off cursebreaker, breaking the curse itself but still keeping you as an uncursed mermaid. If you get cursed again, the only way to get the gem again is if you used the cursebreaker potion before. Mermaids heal faster when swimming. Compatible with Better Vampires without the need for a patch, but not necessary to have it either. Mortal -> Siren: Mermaid Potion Mortal -> Cursed Siren: Perfected Mermaid Potion Siren/Mermaid -> Mortal: Mermaid Potion or Perfected Mermaid Potion Cursed Siren/Mermaid -> Mortal: Perfected Mermaid Potion Mermaid -> Cursed Mermaid: Mermaid Voice curse Mortal -> Cursed Mermaid: Shipwrecking or grave disturbance curse Cursed Siren/Mermaid -> Siren/Mermaid: Soul Potion Submitter Renora1976 Submitted 04/07/2023 Category Races Requires FNIS, Apachii Hair, Mermaid all bodyslide Special Edition Compatible
  13. Succubus Follower, Spells, Player Armor and PSQ Transform Addon View File DESCRIPTION: Two new Succubus Follower fully standalone and made for Skyrim Special Edition! You can find them in the Temple of Dibella in Markath, and both have a new spell tome for you in their inventory! The Succubi fight without weapons. (damage levels with them) SUMMARY: one Female Succubus one Futanari Succubus Spell to summon a Succubus Spell to seduce a enemy and corrupt its heart Craft a full armor set with animated wings disenchant the wings and put them on a other armor BodySlide files for Player Armor (CBBE) and the Succubus follower Armor and Body (Succubus Preset also included) UUNP Patch for Player Armor REQUIREMENTS: There are no requirements, all what you need is in the mod. HIGHLY RECOMMENDED: SOS - Schlongs of Skyrim SE - for schlong controls PSQ Addon: If you are using the "PSQ Player Succubus Quest" mod you can simply use this addon to transform into a Succubus like the 2 follower! It replaces all needed dummy files with the succubus files of the mod, it also uses skyrim standard female body and textures, so no dummy work is needed! Works also with other installed bodies like CBBE SE and UUNP SE and custom textures like fair skin! PSQ Penis Type A is the Horse Penis of the Succubus Mod. "Static Wings" are the Wings of the Succubus Mod. (Standard Option in MCM) "Skin Transformation" is not needed because the Succubus Skin has already a other color, but you can use it to change the brightness or color tint. (I recommend to use a max alpha value of "100") Installation is simple, just install PSQ with all needed Mods and install the Succubus Mod... no other work is needed, no dummy files, no transform package. Recommended settings for transformation: (left column) Submitter EvilReFlex Submitted 08/11/2019 Category Adult Mods Requires Regular Edition Compatible No  
  14. Hey there, I'm Ditsy Deviant! I'm a software developer and adult game developer currently working on The Lady's Maid. I am currently working on Lady's Maid on a full-time basis. The Lady's Maid is an adult, erotic, text based game that takes place in a world very similar to our own. You take the role of a young maid in a noblewoman's household, responsible for cleaning and maintaining the house while juggling your interpersonal relationships with those around you. The game is still in very early stages of development, and currently there are about 4 scenes in the game, as well as the ability to clean and explore the château. Major updates will occur on a monthly basis, with bug-fixes and patches happening weekly. I'm open to any and all feedback, and look forward to providing you all with an exciting experience! Changelog: Trello | Discord | Patreon | Download
  15. I remember reading this Doujin awhile back, where a large monster 'fished' with the female adventurers. Using some magic the monster turned them into 'onaholes', it was so wild that I never forgot about it! XD The Doujin in question FYI was "Studio TAGATA (Yontarou) Dluminia Oukoku Monogatari Tsurie". How could this made into a quest mod? Using Racemenu, one could change the characters skin and Amputator Framework to shrink [which is how it works] the limbs to 0. On the other hand, Cursed Loot does have a growing Rubber Suit quest? I still have to fix some mod compatibilty issues before I can even start on making this one.
  16. Right now i'm fidgeting with with the Creation Kit, but maybe i'll even go as far as research everything i need to know to make this idea into an actual mod (most likely not)... Although if any of you wanna go make it yourself, go ahead, i'll be even happier! So... Hircine is fed up with the Dragonborn. They keep slaying dangerous beasts left and right: no match for them is the the cunning fox, the resilient moose, the savage bear or the underestimated mudcrab... the hunts last a couple of seconds, and soon the creatures' hide will become a dagger's grip, and their soul a cheap enchantment... and all of this because of their bloody undeserved Dragonborn powers! It's time for Hiricine to teach them a lesson, and let them feel the danger of the hunt, and the terror of the prey! It's time for a curse! Or something like that. The main idea is that the player gets a curse, and its seen as a wild animal (so a prey, in some cases) by everyone else. It doesn't matter their shape or looks, the illusion is strong and affects everyone's perception: to them you look and sound like a deer, a horker or skeewer, and you will be treated as such. Or maybe they see you just as you are, but are deceived by Hiricine and so they are sure that you are just a animal, nothing more. Possible Gameplay implications: -Visual changes: very much needed to better sell the illusion, they could work like a maybe less drastic version of the visual changes found in mods like Being A Cow, so basically the usage of new SlaveTatoos tho change the body's texture, and the addition of things like hooves, horns ecc... maybe having some customization available, or make it depend on some actions you take... -Different reactions for different situations: guards and citizens from the holds might try to shoo you away or shoot you down depending on the time of day or location you are in, as well as other possible factors. -New Dialogue: you'll hear read the surprise of a farmer that sees a large mammal in his house, or the anger of a guard that defends citizens from a dangerous moose that wandered into Solitude, and possiby much more. -Random encounters: ranging from your run of the mill indipendent hunters, to mages in need of a full soulgem, to natural predators or territorial herbivores... the creatures of said encounters should be buffed to always be a real danger to the player! -A "Dangerous Beast" Bounty Sistem: a bounty indipendent from the vanilla one, that the Holds might keep updating if that one pesky creature keeps scaring the townsfolk and going where it shouldn't. This feature has effects the other ones based on how much your bounty is worth: more hunting parties sent looking for you, new dialogues ecc... -Questing: possible original quests and events related to you and the curse. There is no limit to imagination! -Loosing Outcomes: basically "game over sequences", more than "defeated but not dead" like in Death Alternative or Defeat , to cause less incompabilities. Or both, idk. -Surerly other stuff i can't think about right now Things needed to not make the game terribly annoying / broken: -Consumables to temporarily break the illusion: these items are mandatory to not screw up the normal Skyrim gameplay loop - go shopping, crafting, talking, ecc. - but of course they should be quite rare and expensive, having a decent impact on your resources / gold income, or you can hoard them and then the whole point of the curse is lost. -Those truly close to you see trough the illusion: this will be needed to make possible the normal interactions with followers, spouses ecc... , but this does not exclude the addition of new special interactions with those that care about you, caused by your odd nature. -Expert warriors, great mages, and those who are guided by the gods' hands will not be fooled by the illusion: basically it's an excuse to make some npcs ignore the illusion, because it's important that the Vanilla quests keep working as they should -An option to temporarily disable the mod's features: there to be sure not to lock you out of any type of content, modded or not, in case something would break. Any feedback and ideas are appriciated. Just don't expect anything from me pls!
  17. So moonlight tales- and i suspect others - have the whole "transformation is tied to phases of the moon" option. Id like to see if there is a mod out there that has an option.. "transform whenever x damage is taken." walking the road from riverwood to whiterun, just enjoying the flowers..... some bandit comes out and takes a pot shot at you.. that pot shot doesnt do enough damage to force transform, but when the bandit swings again, that reaches the trasnform threshold.. and you transform.. any ideas?
  18. Does anyone know if there's a sex transformation mod out there? As in transforming from one gender into another, preferably gradually or in stages?
  19. Ok so i play using the creature framework mod with More Nasty Critters, Hentai Creatures and Animated Beast Cocks and well the issue i am having is when i transform into my vampire lord form my female character does the animation and then starts floating but she is still using her human body and she is not using the vampire lord body i am unsure why i have noticed sometimes she has wings and other times she does not so i am unsure what causes that here is my modlist and loadorder given by MO2 any help you guys and girls can give would be great thank you. loadorder.txtmodlist.txt
  20. Version 1.5

    2,054 downloads

    What are Alu Fiends and Cambion? Here is the Wiki TLDR: Offspring of Succubus and Mortals that have wings, tail, fangs, horns and some strength of the succubus as well as the ability to shape shift to look normal. Video: Check out the video for a preview of how it looks in game and for how the transformation looks. Note: Please report any bugs so I can fix them, also once i can fully figure out how to do a MCM I will add options to the wings tails and horns also as far as I am aware this mod should be compatible with all uhh 'adult' mods. What does this mod do? This mod lets you transform in and out of the Alufiend/Cambion state. It supports both male and female, and is not a custom race so you can use it with any body and race you wish because YAY HALF BLOODS! Demon Form Grants: Zero Fall Damage 5% Damage Bonus 5% Damage Reduction Increased Jump Height. 50% Reduced cost of Illusion Spells 50% resistance to fire Minor Health Regen Also ability to summon an Oblivion hound that scales to your level once per day lasts for 3 minutes. (book sold at farengar) (Fiends typically are able to call on their own, but not much demonic thing so went with the hound) You will be Attack on Sight in your demonic form. Required Mods: You will be required to have both of the below mods to run this one, ensure that my mod is lowest on the load order. Animated Dragon Wings - By Anthon (I use the 150% size you do not have to adjust to your liking) HDT Physics Extension - By HydrogensaysHDT Note:Special thanks to Jacques00art for letting me use your HDT Dragon Tails mod in this mod, it really helps sale the feeling of what I was trying to capture with this. So thank you again Credits: To the Above Modders, Anthon, HydrogensaysHDT, jacques00 and ThednNightshade this mod would not look so amazing with out these particular peoples mods, take some time to go check out their other stuff. Installation: Install the above mods, and put my esp below them or things probably won't show up properly. How to get the Ability: You can buy the spellbook: Fiendish ways from most of the main cities mages such as farengar just look for the spell with the console via pressing ` than type help "demonic" than add the spell using player.addspell (number goes here) Shout out: To the author of TDN Equipable Horns I am using one of the horns from this set, and honestly there are just so many amazing horns from this, this is not a required mod as the author has given permission for others to use so long as credit is do, but really if you are looking for horns for other characters take a look at this mod! Links to some mods to help with customizing your new alu fiend or cambion! Eyes of Beauty - By Gabriel Mailhot True Eyes - By Jimtownirish Animated Feather Wings - By Milisot1325 (Get this if you prefer the feather wings in the pictures I have. Evil Wings Retexture - By Knightmare077 (get this if you want the red and black wings shown above) cbbe body - by Caliente (my preffered body mod but you can use others if you want) Shroud's Juicy Dragon Wings - By Shroud Sage, lets you rexture the wings in a pretty amazing way! (thank you teepeezombie for the suggestion) Know Bugs: On Occasion if you die in your Demonic form you will still be able to jump high in normal form. I am told this has something to do with script lag. But if you restart the game should go away. I am still looking for a fix its a issue with the animated dragon wings, hopefully can find something if anyone has some insight please let me know!
  21. Version V0.3 Pre-Alpha

    101 downloads

    What is Ananasi Mod: When this mod is finish, it will be a Custom race Mod with a custom follower. ============================================================================ Is it working ? What state is it at ? OK, so the current state of this mod is; WIP (Work in Progress, it doesn't do much for the moment) I am desperately trying to fix a problem with the Character's Menu (Inventory, Map, Spells etc...) (as of right now, when you transform (Using this spell) you lose all access to your spells and inventory). I am trying to fix that. ======================================================================================================= But what is it about ? Can you tell me more about it? Any lore ? For those of you, who are wondering, what this mod is about, you can read a very early version of the lore about this mod in the first link(Below) on the Nexus Forum, my original post. The second link, was me asking help for the last transformation (What is it/that ? = read the mod description in the first or 2nd link(Below), either way, it has been removed from the, To do list - The Final state of the mod will ONLY have 3 forms NOT 4). http://forums.nexusm...ed-help-please/ http://www.loverslab...derqueen/page-3 ======================================================================================================= But, how come it isn't out yet ?, these threads are old. Well like a lot of people, I got tired of Skyrim(Back then in 2013) and moved on, I just recently started playing again. But weren't you almost finish ? Well when I stop playing(back in 2013) I deleted everything, my unfinished mod included... Yes I know, I am still angry at myself as I am writing this. ======================================================================================================= Hey...This name, the name of your mod, it reminds me of something.... If you are a fan of the WOD (World of Darkness) tabletop games, you might have recognize the name, for everyone else, this mod is inspired by the Shapeshifter race of the same name in the Tabletop PnP RPG game; Werewolf: The Apocalypse. They are essentially Werespiders. ======================================================================================================= But why spider!!!!!? Arachnophobia: If you hate spider and you don't want to see them ever, this mod is not for you, it basically turns your character into one(a spider), so don't download this mod if even the vanilla Skyrim's spider disgust you and/or if you can't stand them, this mod is not for you. Personally, I hate spider and I suffer from a mild level of arachnophobia in real life, that being said, its just a game and I know that. The fact that I am the spider, preying on others, I am not sure how to describe it (I feel empowered, it's like your are the monster, stalking instead of being the prey). Did that make sense ? no anyways.. ======================================================================================================= Plans for the future If I get help, I would like to add a Quest and a custom voice to my follower, but I am still a very amateur modder with little experience in modding. ======================================================================================================= Call for Help [To anyone who has experience in scripting or modding in general] To experience Modder out there; (Oh! you silly darkteutonic it's easy you just have to do this...) If you happen to know what is causing the problem with the character's menu please, please let me know so I can finish this mod and upload the full version of it, so that everyone can enjoy it. I have an open thread regarding this problem in the Non-adult related mod section of this forum; http://www.loverslab.com/topic/58330-i-need-help-with-script-and-the-ck/ ======================================================================================================= What is currently included in this version; The mod adds a Spell [Form of the Swarm] How do I get the Spell? You have 2 options; 1) Use the game's console, and type; Help Swarm Then use one of the following command; player.addspell player.additem then add the number of the code for the Spell or the Spell Book. 2) For a more Lore-Friendly way to acquire the spell, simply make your way to Riverwood Sleeping Giant Inn. The book is located on the nightstand(the small table) next to the bed in the 2nd room on the left side. P.S. Do not forget to close the door behind you before picking up the book, as stealing the book, will increase your bounty and you will have to fight your way out of the Inn. Info about the Spell Name: Form of the Swarm. Duration: Unlimited Any bug I should know about ?: Yes, as mention multiple time above, this is a work in progress and I am currently baffled by a bug which prevent the player from opening the inventory, the spell or the map, after changing into the Spider form. I am currently working on the problem and as soon as I figured out, the problem will be fix, and the mod will be re-uploaded. What does it do then ? It does 2 things; 1) It transforms your Character into the Ananasi's Swarm Form (What is that ? - Just a fancy name for the Spider form) But what does it look like ? Well, skin/texture wise, its basically a normal Frostbite Snow Spider. But under the hood, it comes with interesting bonuses such as In combat health regeneration (There are other bonus as well). I will reveal those in time, when I am finish balancing the mod. 2) It summons at your sides, 4 smaller version of yourself (4 Frostbite Snow spiders). For the time being they are Essential, and cannot die. They will follow you everywhere and will only attack those who are hostile to you. Description of the spell; This power is meant to enable the caster (if you haven't guess by now), to transform into a swarm of spiders. Due to multiple reasons, such as the engine limitation, entrance being block by these little guys couple with the fact that many of us (myself included) are already using more than 1 follower...[these are just a few reason why,] I have decided to limit the number of spider summoned by this spell to 4. Think of it like this; 1 spider for each of your legs, 1 spider for each of your arms and 1 spider for your main body and head.
  22. Version 0.95

    1,708 downloads

    Well, this is a weird one. This is The Scourge, a mod that adds a new religion to EU4 that functions as a plague, transforming its followers into strange new forms. Right now, I've got the framework in with the religion popping in at the start of the game and being fairly hard to dislodge until later. There's also a selection of 'deities' to choose to follow, which are the transformations you subject your people to. These give you powerful bonuses that last until the death of your ruler. In the future, I plan on adding more events hopefully locked behind each transformation, along with more artwork changes and centers of reformation. I hope you enjoy, and feel free to leave suggestions! Check out this strawpoll and vote on what kind of art you want to see in the mod for events https://www.strawpoll.me/35205787 Installation
  23. Version 1.8c

    30,694 downloads

    This is a port from the original mod presented with the original authors' permission. The version I have uploaded does not have the cow bell sound in it. I will add the bell back in and upload that one as well. Here is a link to the original mod. This is my first attempt at porting a mod. I have played through this once already with only minor issues, a few cut scenes got stuck, but the fixes in the original mod resolved them. There are also a few scenes where you will want to disable any Death alternatives or Alternate defeat mods or functions like Sexlab defeat. It's pretty obvious at what point in the quest line you'll want to do so, but you can also change the threshold in the BAC menu to be much higher than the other defeat, or death alternative mods. I have not tried that method, but it should work as well. Requirements are the same as the original, Milk Mod Economy for SE, Slavetats for SE and the slavetats file in the downloads section and all of their respective dependencies. None of the scripting was modified, so if there are issues/conflicts outside of what has been posted by the original author, I probably won't be able to help you
  24. skyrimfet

    Being a Cow

    Version 1.7g

    92,222 downloads

    this mod is continued here Do you love milk, supply milk of course? This mod is a experiment that try to provide soft cow transformation, requires Milk Mod Economy. Work's in background and follow milk activities (sex and milk machines) and from time to time turn's you slowly to real HuCow. 1.5 WIP WIP WIP - I uploaded finaly this version becouse it works good for me, but please: keep in mind - it's still mod in develop stage! Features and content: Body changes: Horns Ears Hooves (hands and feet) Tail, Udders Body weight change, limb'ss deformation - as cow you will be very fat. Fur (slaveTat) + Nose ring Collar with bell Some upgrades (Still in progress) Random attributes Naked ass - (special version of fur with opened ass/naked ass) Cellulite - no more skiny look you stupid, fat cow Dirty cow - textures from Heretical Resources Wet cow - small drops Horny cow - squirt's + arousal boost Imaginary pregnancy - extra belly size Fat cow I - + 10pt to body weight (max 90%) Fat cow II - + 10pt to body weight (max 100%) Slim cow I - -15pt to body weight (max 65%) Slim cow II - -15pt to body weight (max 50%) Curvy cow - allow to inflate belly and butt Cow face (nose) - wide nose presset Cow face (mouth) - full lips presset Cow face (eyes) - Elf/Orc eyes presset Big udders Breast's veins I Breast's veins II Slim arms Cow face (overlay) Untamed milk effect Additional effect's Mooo when you are unmilked Mooo when you talki with NPC's Mooo durning combat when somebody hurt you Facial expressions Quests Stories Scenes Book's Places NPC's How it work's Your transformation tempo starts after first milking (you need lactate first). You get small horn's. Then next stages will be related with your milking activity. Mod work's only with Milk Mod Economy. So You need only enjoy MME and all another happend automaticly. Main Quest's: Hammerheart - Add blacksmith, who can craft some extra items for you. Some dialogues will run also another quest's. (+ a few future plans) Who I Am - Line quest about background of cow transformation - you can find some informations about reason of your transformation and try to find a cure. When you finish this quest you can start next: Unowned cow. Some exploration, talking. Unowned - Quest focused on slavery. You afraid that some bad guys can try to capture you and sell in other land as milk toy. I'm not going to write more, you know. [ s p o i l e r s ] Cow's tears - [only if captured] Paul decided that the best way to release yourself from hunters terror is find in Riften group that can create fake Act of ownership. After storm [only if not captured] You will help Paul to legalize his ownership. Additional quest Hunter gona Hunt (period) - bad guys will try to capture you - you can fight with them or surrende. If you will fight in city, guards will help you. If you will be defeat you will be captured. If you win - you will buy a time to ... Quest is silent, you never know wher hunters are, keep eyes around your head. [ s p o i l e r s ] Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] Enslaved cow - Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] NPCs Paul the Blacksmith - Init location: in Riverwood - to start you need first begin transformation. He will noticed your horns. Essential Hunters - very bad guys from Hammerfell. Items Book with short story - legend related with cow transformation (Who I Am) Diary (Who I Am quest) Map (Who I Am quest) Nose ring - 3 sizes (Unowned quest) Collar with bell - 2 sizes ( bell's jingling :-3 ) (Unowned quest) Potion - level up "Cow's levelup" (try in console help "s levelu" ) Potion - mutation "Cow's mutagen" EFFECT IS DELAYED - from 0 to 1 skyrim hour (few minutes) Potion's - colour change "Cow's color switch (" Potion - switch from fat cow to slim or from slim to fat "Cow's body weight switch" Horseshoe & Armored horseshoe (Hammerheart) Locations Whiterun stabbles (a little bit altered (few new items, few hidded zaz furnitures) ) Stop station (wilderness) Ruins (wilderness) Other 1.000.000.000 milion lines of dialogues. Vision I designed this mod as full playable. Almost all feature's works in background or as visual effect's. I'm not going to add restrictions for weapon usage disabling, or buff's/debuff's - becouse skyrim is not fallout2 - you need to fight to play and do many quest's. Well this mod must be transparent. Debuffs/buffs sound's cool - IHMO real cow should fight with 2h weapon's and heavy armors - and it's a point. I can't favorize only one of build. So I finally decided to ignore any restriction's/super powers and (de)buff's. FAQ It's seems that slaveTats doesynt work in this mod. Did you download (current version) tats-pack from download section? I have pointer "in road", Paul not going to add new items on me! Scroll down and check requirements section, then check position "important" - Zaz8.0 - do you see? Great! You need Zaz8.0 or plus. Can you prepare a version for (random animal here)? No - i have no personal interest for it. Maybe i will use part of this mod in future, becouse i'm going to prepare special version of Devious Traning part - related with Pony Play - If I decided to do it, I will upload clean and friendly for developers version here as "resource". Maybe. Hooves, Udders etc. seems poor Perhaps. Use your force and do something better. Send me. I will be grateful and community will be grateful too I'm not going to become 3d expert. I did more than i can. Bodyslade, give us bodyslade!!11one one one I have better idea, Use your force and prepare bodyslade package. Send me. I will be grateful and community will be grateful too I'm not going to learn it. Zaz 8.0?! Yes, 8.0 or 8.0plus. Without it you can forget about Paul's service and in future about some quest part's. Your risk. Can you add more transformations? I could. I'm count on community help with 3d models and textures. Check hand hooves - it's my 3d level. Now, when you understand... Found misspeling, btw. your grammar sucks I know - i can't fix my english. I spend additional time to prepare long dialogue tree, write few book's etc. I know but I'm not currious about learn next few years english. I did all what was possible to supply good quality texts. Did you found mistake? I'm going to add in extra text files source text, you can correct it and send me back. I will be grateful and community will be grateful too I had choice - do nothing or upload mod with poor english. I'm "grammar nazi" - so I understand your point of view. Help me with text, let's make this world great again! Could you remove hand hooves Yes, soon Your favorite option is avaliable in MCM! What's about Soulgem Oven III? Unfortunately I still waiting for support and help. I love this mod but from some reason I can't plug my mod, something is wrong on my or SGO3 side Maybe small API? , I want to use your mod in my mod. Send me PM, I can add some function's SendEvent's etc. What's with male's? Never tested it, maybe works - I don't restricted gender in my mod. I think that every character that is registable in MME should work's in BAC too. Cow with penis is bull, right? I don't judge If you find some issues with male's let me know via PM or support topic. I will try to help You with it. I talk only about basic mechanic's. I'm not going to prepare extra models for male's. If you want - prepare it and send me. I will add it! This mod work's with NPC? Should, I never tested it a lot. But IHMO all basic transformation's work's! Some people report me problem's with detection. I'm planing to check it but I need details first (and time). Mod response will slowdown with many NPC's (limit is 32?), well please don't create cattle army. What the hell is hardcore mode?! It's mean's that if my mod add item to slot, this slot will be locked. For example, you can't equip boot's when you wear hooves. It's a hardcore babe! Perfect way to conflict's and spam-report . Hardcore is recomended but turned off in default setting's. SlaveTats on face not appear Enable face tats in .ini file. More here. Requirements: Milk Mod Economy and all dependencies. NetImmerse Override Important: Zaz Animation Pack 8.0 by t.ara I'm using new, amazing furnutures from this package, without it you will never finish quest's. Edit: If You from some reason not going to update Zaz - ok, i made fix that could give back compatibility - but i'm not going to test it. For short test you need to run Hammerheart quest and then on 14th or higher transformation stage ask him for horseshoe - if scene works good - ( you can take a place in stable and wait for his service ) - ok, all works fine - let me know about it. Soft Requirements (but recommended) SlaveTats SLIF Biggest plans for future: -On all four animation (as event related with milk and/or random attributes) -Remove SlaveTat's and use Nio/ SKSE functions, I'm almost sick when i need to wait for new fur. -Mix some transform item (horns and ears) to save some slot's -Comments, comments, comments! -One time play Skyrim as player, without console hacks, debugs etc... ( Inever finish this game ! ) Credits SPECIAL THANKS For @DirtyAxiom, He made wonderful textures (tats) and bodyslide for udders. Mate! You are the best!! For @DarkRose - Text's correction's - translate from my english to real english! For @Arthacs - bodyslide's models (not tested a lot yet) For @w234aew - udder's model's For @zax for support and tips For @stobor for tips For @botticelli for comment's translations and correction's For @Hæretic for models and textures For @LinksSword for support and tips and Screens For @RandomInternetGuy_ for books translation's (from my english to english) For @CopaceticEmu & @sanaret & @scarebear2403 & @LinksSword & @funkalla & @Cammy & @alexblah & @TheFedaykin for cool gameplay screenshot's I have problem to list all great person here. If you think that i should add you let me know, dont be scared. I probably just forget about it becouse i spend more time in Creation Kit than on this forum and from time to time i dont remember why i applay something in mod, im focused on my work not sources (i'm sorry). So feel free to spank me Heretical Resources HDT Dragon Tails Calyps Animal Ears HDT Tails Wearable
  25. This was originally planned as part of the next entry, but it turned out to be quite extensive and narrates about the events only indirectly related to the next part ^_^ So that has grown into a separate chapter. Enjoy your reading and have a nice day ^_^
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