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  1. How To Dick with NifSkope + Creature Framework Integration Guide View File a howto on my way of adding dicks (or any mesh) to nif files, only using NifSkope. (click by click screenshots with text) Warning: some nif files are harder to mod than others using this method. now with a Creature Framework Integration Guide. WARNING, THE NIFSKOPE PART IS BADLY OUTDATED: 1. how things are now you don't rename any nodes, the newer NifSkope is not as stupid with the root node's name. 2. with ABC based stuff all of the new nodes for the penis need to be coped over first before the penis mesh is. 3. the receiving creature need to be using the same skeleton that the ABC penis is made for, cross race penis transplants are a no go without a 3d editing program. 4. you can't adjust/move the penis with NifSkope due to the ABC weight painting, a 3d editing program (max or blender....or maybe even outfit studio but i'm not sure about that one) will need to be used to do that. 5. make sure any meshes in the nif are NOT sharing the same string names as the nodes, nifskope may "auto sanitize" the node's name to something else instead of the meshes to "fix" it, if this happens parts of your mesh will "T pose" (part of the mesh will be stuck in the air and wont move with the rest of the mesh) Submitter MadMansGun Submitted 10/24/2015 Category Other Requires NifSkope and 15 years of game moding knowhow Special Edition Compatible Not Applicable  
  2. THINGS YOU NEED - HIGH POLY HEAD MOD By KouLeifoh https://vectorplexus.com/topic/1170-high-poly-head/ - OUTFIT STUDIO by Ousnius and Caliente https://www.nexusmods.com/skyrimspecialedition/mods/201 - RACE MENU by Expired https://www.nexusmods.com/skyrimspecialedition/mods/19080 - SSE NIF OPTIMIZER by Osnius https://www.nexusmods.com/skyrimspecialedition/mods/4089 - NPC NIF MERGE by Turulo https://www.nexusmods.com/skyrim/mods/40494 - NIFSKOPE released by jonwd7 https://github.com/niftools/nifskope/releases/tag/v2.0.dev7 - SSEEDIT by ElminsterAU and the xEdit team https://www.nexusmods.com/skyrimspecialedition/mods/164 - TIME, WILL & PATIENCE Few words dont be offended by caps - its easier to read Im not yelling Mods that dont have head in the face part section of the ESP cannot be converted using this procedure for now, well they can be converted but they wont work ingme on NPCs only on your character if you import head in Racemenu, I will try to find a solution, CK is a....,likes to crash when setting HP head to those low poly npcs...., .tris and nif fun times... I will update this as I find solutions or if anyone contributes some knowledge. Firstly a big thanks and credit goes to immyneedscake for creating a video tutorial on how to convert LP Vanilla Heads to HP Custom Heads with conforming procedure and using tools above - link is in the text file There are other ways to do this but this is the easiest way and you dont need to learn or use 3d software or funky plugins that dont work each time with each version or simply are outdated... I also zipped some pics with steps from txt , I suggest you use Notepad++ to view text file. I tried to keep it as simple as possible and Im sure you wont have a hard time following it , but if you have any questions dont hesitate to ask. Note that High Poly Head is meant for Race Menu and supports Expressive Facegen Morphs sliders even when you import your converted head into RM . edit: added part 7.2 to section II. in text file added pics for adding textures to NifSkope Vanilla SSE LowPoly Heads.7z PICs-LP-HP-Convert.7z NECK-GAP-TUTORIAL-1.1.txt Adding-BSA-Textures-to-NifSkope.7z
  3. A guide to make a bashed patch that works. Why? Because most guides to making a bashed patch neglect to mention that not all mods have bash tags. Or how to add them. Benefits: Proper Bash Tags in your important mods, will be utilized by Wrye Bash to create a bashed patch that will resolve more conflicts. LOOT will utilize these Bash Tags, to assist in sorting your load order. Annoyances in-game can be avoided or minimized. i.e. having to have an NPC in your cross-hairs, enter MCM for Schlongs of Skyrim to set the "Revealing" Keyword repeatedly Makes making a "Merged patch" in SSEEdit obsolete. Makes the game stable Resources required: Wrye Bash: https://www.nexusmods.com/skyrimspecialedition/mods/6837 SSEEdit: https://www.nexusmods.com/skyrimspecialedition/mods/164 Generate Bash Tags script from https://github.com/fireundubh/WryeBashTagGenerator ****Install to "Edit Scripts" folder of SSEEdit**** Skyrim SE Mod Organizer 2: https://www.nexusmods.com/skyrimspecialedition/mods/6194 LOOT: https://loot.github.io/ Patience General installation guidelines: Make sure the mods you install ARE SE compatible - several guides located here: https://www.loverslab.com/topic/94228-se-compatibility-tracking-jul-19-6272/ Even mods that are downloaded from Skyrim Special Edition Nexus can have missed textures, animations and meshes! It is highly recommended to install Steam, Skyrim SE, Mod Organizer 2 & your other tools outside of Windows UAC control. This means not in "Program Files" or "Program Files (x86)" For Mod Organizer 2, I recommend the installer version {ends in .exe}, this will add entries in the system registry. On first run of Mod Organizer 2, select the "portable instance" option, this will keep your files out of the %LocalAppData% folders. Again, that is to keep clear of Windows UAC issues. A guide to installing Mod Organizer 2 - https://www.loverslab.com/topic/136543-v112-mod-organizer-2-other-tools-from-zero-to-hey-sexlab-is-working/ The folder structure I use: Setting up Windows Explorer to prevent confusion: Wrye Bash Configuration in MO2: Note: The folder listed in "Create files in mod" was created by: Setting SSEEdit up in MO2: Running the Bash Tags script: The script will remove any bad tags, and write the missing tags to the header. Exit SSEEdit, making sure to save the plugin. Making the Bashed Patch: Well that was complicated, but worth it. I'd like to thank user @Mertz for advice given and the users at the forum AFKMods https://www.afkmods.com/index.php?/topic/4966-wrye-bash-all-games/ @tasairis for the hard work keeping the SE Compatibility thread going https://www.loverslab.com/topic/94228-se-compatibility-tracking-jul-19-6272/ All the users here who have offered free advice over the years, you know who you are Excellent reading for those who want to know more: Tome of xEdit: https://tes5edit.github.io/docs/ REALLY in-depth look at modding & conflict resolution Wrye Bash : https://wrye-bash.github.io/docs/Wrye Bash General Readme.html#intro
  4. How to create your own animations for KW or Passion:- Hello guys & girls, I know a lot of you out there want create your own animations for TS3. I know it maybe too late and there maybe lot of tutorial out there. But still... who knows if anyone finds this useful. Many thanks to all people who made these mods possible❤️. To visit my Sims 3 animations page Click Here. Contents in or will be there in this tutorial are:- The rigs I use for animations and a tutorial on creating a basic loop animations with it. Supported objects/props list. Adding sounds to your animations. How to make Kinky*******Animations.package and OKW_Kinky*******Animations.package. Creating .xml and .stbl files in OKW_Kinky*******Animations.package. Note:- 1.Pets animation will not be covered. 2.Not all objects are supported by both mods. Requirements:- s3pe:-http://www.simlogical.com/s3pe.htm s3oc:-http://www.simlogical.com/ContentUploadsRemote/uploads/190/index.htm or TSRW:-https://www.thesimsresource.com/workshop/ STBL editor:-https://modthesims.info/d/350777/ts3-stbl-editor.html Blender 2.67:-https://download.blender.org/release/Blender2.67/ The Sims Clip Tool(Blender Plugin):-https://sims3cliptool.wordpress.com/download/ Modified Sims Rigs:- basicrigs.zip Woohooable Object List:- Step 1 - Setting up Blender: 1. Once you have installed blender, open it. Go to Files ===> User Preferences. Click on Add-ons tab, then click on Install Add-on from file button. Navigate to the folder where you have kept that plugin file, ie, io_s3py_animation-1.xx.zip. 2.Select io_s3py_animation-1.xx.zip. and click Install Add-on from file button. Click on checkbox in front of Import-Export: S3PY Animations Tools and click on save User Settings and close the window. Step 2 - Creating your animation in Blender 1. Extract rig.zip file and open the blend file in Blender. 2. As shown in the image below, make sure and LocRot is selected in Active keyset box and record , keyframe button is active. 3.There are 5 major bones are used for animating which are highlighted in image below. One for torso, two for hand and two for legs. b_ROOT_bind_ - for torso lh.ik - for left hand rh.ik - for right hand lf.ik - for left leg rf.ik - for right.leg 4.There are four bones which can be use to rotate your actors limbs. They are marked in the image below. Each bone to use to rotate the limb it is connected to. 5.There are few bones that are used to rotate your actors palm or foot. lhconst - for left palm rhconst - for right palm b__L_Foot_ - for left foot b__R_Foot_ - for right foot 6.You can follow a little video tutorial here for better understanding the use. Note:- 1.I'm really sorry for video quality. I'll upload a better video whenever it is possible for me. 2.Before baking animation, while pos mode press 'Alt+H' to unhide all bones. Then select the entire skeleton, then go to Pose ----> Animations ------> Bake Action... and press ok.(Make sure all options shown in the video are selected.) animationmaking.zip Step 3 - Exporting animations, creating package file, creating .xml,.stbl and adding sounds. Exporting Animations : - 1.To export your finish animation, go to File ----> Export ------> select Sims 3 Animations(.animation). 2.In the name window, make sure you name the file in similar fashion to keep your animation name unique and avoid any error. for Actor 1 - a_authorname_propname_positionA_01, for eg, a_luc_floor_doggystyleA_01. for Actor 1 - a_authorname_propname_positionB_01, for eg, a_luc_floor_doggystyleB_01. Creating Package Files : - 1. Open s3pe, select File----> New. 2. Click on Resources -----> Import -------> From file. Navigate to your animation folder and add those animations you exported from blender. 3. Save file as 'kinky********animations'. For eg, for this tutorial I have save this package file as 'kinkytutorialanimations'. You should see kinkytutorialanimations.package, this file has all your animations. 4. Now we will create another package file, with which we can play those animations in game. Create new package file. Right click on the left side and select Add from the menu. 5. In the details tab, select _XML 0x0333406C from drop down menu. Type 0x0 in group section. For name, simply type your animations name without '.package' (in my case 'kinkytutorialanimations') and click FNV64 so that instance value is automatically created. Press Ok and now you should have a xml file with the name of your animation file. 6.Right click on that xml file and select Notepad. Copy paste the code from text file below to your XML file and make necessary changes, then save. Save your package file as okw_kinky********animations, ie, okw_kinkytutorialanimations for this tutorial. Before closing s3pe, copy your xml file name, ie, kinkytutorialanimations (it will be use as unique name for STBL files) and your animations key name, ie, kinkytutorialanimations.a_author_pos_01 (this string is used by STBL files). Close s3pe. inc (1).txt 7.STBL file handles display name of your animations. To create STBL file open Easy STBL Manager software. Open your okw_kinky********animations file. Click on Add STBL. Use your XML file name (kinkytutorialanimation) as Unique Name for STBL ID then click on Add STBL. 8.Now to add display name of your animation, go to Add String tab. Paste the key (kinkytutorialanimations.a_author_pos_01) in Key Text to Hash box. In Displayed Text list, type your animations name as shown in the image. Click on Copy English to empty translations and click Add string. Now save the package. Note:- You have to do step 8 for all animations or you will get wierd display name such as kinky******animations.a_author_xxxxx_01. Adding Sounds : - 1.Open your animation package in s3pe. Select your animation and click on Grid. 2.In Data Grid window, click on the arrow near Event Section to Expand. Click on Events and then the three dots in front of it. 3.In another window, click and add and select Sound Event. Make changes as explained in the image below. Once you are happy with your change click Ok and press on Commit. Repeat the process for all animations then save your package file. Note:- You can refer other animator packages for event/sound names. THAT'S IT! All that is left, is to test your animations in-game.
  5. I must say before everything that this guide is made from a BHUNP-Legendary-Edition perspective. There are some variations on SE, given the different body mods, especially if you're using CBBE-3BA type bodies instead of the UUNP-BHUNP lineage. But a lot of the concepts are somewhat general to all systems, considering that in the end, it all comes down to nif files, and the mechanics that make them have physics. With the arrival of SMP, the entire world of modding was revolutionized again, offering incredible looks for body physics, but the problem is these mods are some whimsical, and most people just see a gif of bouncing tits, and they immediately want to get the new mod, without really understanding what it is, how to set it up right, and how to even make it work in the first place. Even more, something that I dont think many people notice, is that following the install documentation on BHUNP doesnt actually guarantee that SMP is going to work. It's more likely that it doesnt, because in order to truly install SMP propely, one needs extra steps that are hardly described anywhere. My experience might perhaps be limited due to the fact I figured out all of this by just deconstructing some of the basic mods. Perhaps more people out there get different results using stuff like COCO Body or some other addon, physics repack or custom setting lying around. Maybe that's why I see so many SMP enthusiasts on the modding community and I cant for the life of me understand how is it that people actually manages to get SMP working since there's literally no documentation on the base files that helps users get a actually functional install. But what I found here, is less about what mods you install and more about why some things work the way they do while some others just dont. It has taken me several months of research and the creation of my own body mod, to understand how these things work. So in hopes of helping someone else, and also as a way to put my findings in written, I decided to make this guide which will attempt to be addessed to modders and users alike. So let's get on with it. Part 1 - What is HDT/SMP HDT, is actually the name of the modder who created physics for Skyrim, which is also the same person behind SMP. But both are different versions of a physics engine, the original HDT has the long name of HDT-PE (For "Physics Extensions"), but I will refer to it on this guide as simply HDT. SMP stands for "Skinned Mesh Physics" and they have a couple of fundamental differences: HDT is a system based on collision objects. A body or clothing item has certain "bones" that animations can move, and when the animation moves a bone, the model moves. In the case of physics bones, they arent controlled by game animations but by the physics system instead. HDT assigns physics bones values such as acceleration, movement limitations and inertia. It also assigns collision objects to these bones, which are simple invisible meshes such as cubes, boxes, cones, cyllinders and spheres. When those invisible objects colide, you get in-game model collisions. SMP instead, relies less on the collision objects and more on an actual model. The bone assignment mechanic is the same, there are physics bones on a model, and the system will assign motion values and move them, but the collisions can be asigned to an entire actual mesh instead of needing collision objects. This provides for the smoother and more realistic looks you see on the bouncing titty gifs people posts. SMP however is much more CPU-Demanding than HDT, which is why when in game you can just "install it" right off the box. To activate body SMP collisions in game, it is needed that you use the mod, and activate "SMP Mode" from inside the game, which equips invisible collision structures that enable true SMP physics. Part 2A - Installing HDT HDT is the simplest physics system to install. In fact, you only need 3 mods to get it working. XMPSE Skeleton, Bodyslide and HDT-PE, which is the system itself and consists of 2 files, which are hdtPhysicsExtensions.dll and hdtPhysicsExtensions.ini The skeleton just goes in the game directory as ordered by the installer, Bodyslide requires the use of the software inside to generate meshes. In order to generate physics-enabled meshes, users should choose the options labeled as "Special" or "HDT". As for HDT itself, it needs to be added or else, you still wont have jiggle physics. Bodyslide provides the prepared meshes, HDT makes sure they have physics. Part 2B - Installing SMP For now, I have only ever used BHUNP, but it's my understanding that 3BA works more or less the same. This is when things get tricky because SMP will not work right off the box. The BHUNP installer comes with a lot of options most of it are kind of hard to understand, especially for new users, and you may think you're setting up an SMP setting, but you will not succeed unless you take extra steps. The basic process is about running the installer and generating the collision meshes with Bodyslide. When running the installer, you should mind 2 things: First, the size of your collision mesh (referred to as cup size), this is important because it refers to the Players, breast cup size. If you play a small chested character, and choose D Cup IE, your breast jiggle will probably look ridiculous. This is not an issue for NPCs since the mod inside the game allows you to choose a specific physics collision setting for NPCs when you add SMP mode to them. Second, the "Head for NPCs" option. This installs a head mesh that has embedded physics, "for NPCs" this might seem like a good idea at first, but in my experience its a terrible one. For starters, it doesnt really work on NPCs. It only works on the Player. which is why some of my testings with this file active, resulted in different behavior between Player and NPCs. More specifically, stuff like generating the "Advanced V2" model in Bodyslide (which is meant to be the one you use for SMP) can result in the player having automatic breast jiggle (With no SMP collision mode active) while NPCs do not. The reason for that is described on the next part. But basically, when the installer prompts you to install the head, I recommend you don't click that. Finally, after the installer is done, you should generate meshes with Bodyslide, and you have 2 sets of things to generate: The Body Mesh: 3BBB comes with several body options, but the "Advanced V2" should be the one used for SMP, while the "Havok Path" one is meant to be a bit different than normal HDT models BUT IT STILL USES HDT PHYSICS. The rest of the options labeled BBP and TBBP are also set to behave on HDT physics. Collision Meshes: Very important. These models are invisible in game, and can only be equipped from inside the game by activating "SMP Mode" on the player and a target NPC. These must be generated or else true SMP will not work. There are about 5 models to generate, 1 for player, and the other ones are for NPCs. VERY IMPORTANT AGAIN: Remember that at least the basic nude body settings for SMP, work like this, for what I've seen, in both games. SMP mode is triggered from inside the game by an MCM-configurable hotkey. If something jiggles and collides without you activating the key, then it's either not really using SMP physics, or it's an outfit that has internal SMP setting (which will probably conflict with normal SMP if you try to use the hotkey). Part 2B.1 - Why SMP doesnt "just work" and how to fix it. SMP actually has 3 problems: First, the dlls are all wrong. For SMP to work, one needs to have a couple of functional files which are called hdtSkyrimMempatch.dll and .ini. The ones that BHUNP has, do not work, at least on version 2.31. Some other mods come with working copies of these files, including my own body mod, and other mods such as Naturalistic Jiggle. Once you get those files, the SMP collision meshes, when called upon in game, should actually work. Which brings us to the second problem which is physics overlap. I mentioned the head option on the installer before, because if you did install the head, you may notice that generating the Advanced V2 model, already uses physics without the need of SMP mode in game, at least for the player. This is because the head was adding physics to the actor, but the issue here is that SMP requires the actor to have no preexisting physics instead. If you try to add SMP mode to an actor (in this case the Player) in game, when physics are already active, you will get pysics overlap, which in simple terms, means HDT and SMP are competing for control of the physics bones. This will look in game as trembling breasts and buttocks. On top of that, the head also has body, fingers and vagina physics settings, which will mean if you use SMP, you may also get trembling on those areas. The solution to this, is simply minding the previous part and not installing the head. Alternativelty, I was able to solve this by editing hdt3BBB.xml and removing all bone values from it by using JFF to edit the xml. This last option however, will also make 3BBB-PE stop working. Adding one more point, in my case it was the head, but the head is not the only place where physics paths might exist. Sometimes hands and feet can also have them and though Hands didn't seem to add physics for me, maybe they do in other cases. Rememer: Proper SMP requires that HDT is completely shut down, so you can't have other models adding HDT controllers to your actors. Physics Overlap in all their glory The third problem, is that even if you did everything right, have the collision meshes, generated an SMP-Prepared body, and didn't install the head, so that your character's body is ready, you will still have physics overlap in the buttocks. Now the reason for this, is actually HDT. Coded internally, within HDT, is the fact that physics get added to every single model in the game. No exceptions. This means if a model has the "rigging" AKA bones to jiggle, it WILL jiggle. No need to have an xml path embedded inside the nif file for it to jiggle, it will just jiggle no matter what you do. But Myst, what the fuck even are these "embedded" things? I hear you say. Well, embedded xmls or "havok paths" are properties that are contained inside a nif file. They tell the game that this particular nif, should have physics, as they point to controller files that move bones within the nif's "skeleton". Now, some files may have embedded havok path, but some of them have nothing. Having nothing embedded, however, doesnt mean the model wont have physics, because, every model already has an implicit physics file attached to it, even if the nif file itself does not. The controller file for the implicit physics, is the default physics file, called hdtPhysicsExtensionsDefaultBBP.xml. The problem is that SMP requires a model that's clean of preexisting physics, which means HDT should be turned off if we are to use SMP. But this is impossible because HDT is hardcoded to be present in all things, and there is no real way of completely shutting HDT physics down from the nif file. The only solution I could find to this issue, was editing the xml manually. Which means using JFF, locating the DefaultBBP xml you are using, and remove the 4 Butt bones from it. Once that's done, SMP should finally be able to use a mesh that's clean of physics so it can use its own gimmick to generate proper jiggles and collisions. The downside of this procedure is that automatic butt jiggle that models used to have without embedded havok, will in fact, stop working for every model unless the nif file specifically contains xml paths pointing to a file that does use those bones. The good news is such alternate file that can provide full physics without being the default xml, exists. It's called HDT.xml, and it's present on Bodyslide and BHUNP. In other words, a nif with no havok path embeds, will not have butt jiggle. Technically, it's still using defaultBBP xml but that file no longer controls buttocks. The way to give a mesh HDT butt jiggle, is simply a matter of embedding an xml file that does have the bones, such as "HDT.xml" (At least the versions that come in Bodyslide and BHUNP do have the bones) Part 3 - On making properly set collision mods. This part is meant for modders since I feel like I need to say somewhere, that making correctly prepared models is important. For this, any modder should have a few things in consideration. HDT ALWAYS has embedded physics to all the models. So if you simply rig a model to have HDT-Controlled bones, they will jiggle even if you make nifs without embedded xml havok paths inside. The default file is always hdtPhysicsExtensionsDefaultBBP.xml Adding alternate xml havok paths, pointing to the same bones hdtPhysicsExtensionsDefaultBBP.xml controls, results in an overriding (not overlapping) physics controller for a file. Which is probably why many models use HDT.xml instead of DefaultBBP.xml. Those control the exact same bones, but the HDT file has the capacity to override the default one, resulting in different looks for the physics. It is relatively simple; if a model has butt bones, and no embedded xml, Default will move them. If a model has butt bones and embedded hdt.xml, hdt xml file will move butt bones instead In my game, I have removed the butt bones from DefaultBBP and left them on a separate file, which means if a model has butt bones, the default xml has no data about them, so they wont move, unless another xml includes them, which is how I'll be setting my models my models on BHUNP-Lite and every further mod I make from now on. I would like this to become a common practice but unfortunately I'm just a random modder in a sea of other people doing their own thing. I hope this can be a somewhat easy method to fix models anyway. Finally, some mods might add parts that have their own xml paths on some parts other than the body, like IE hands and Feet. This is also a thing since Bodyslide (If you look at Hands-Special and Feet Special, you'll notice the difference is they have embedded xmls) As mentioned before, it used to be a good idea to have extra models containing physics paths, but that was before SMP became a thing. Now with SMP, the priority is to get rid of HDT physics in SMP models which can prove really hard if you have anything else that's adding them. Hands, Heads and Feet seem to be the most common alternate places where people puts physics paths, and they can be somewhat tricky since they dont always work the same for Player and NPCs. IE on my tests I found that an embedded Head gives physics to the player, but not to NPCs, while Hands give physics to an NPC but not the Player. Part 4 . Recommended Install: Depending on what setting you want, the process varies, but what I did is this: I hope you fid this guide useful, It may or may not be subject to further changes as I'm still figuring this all out. If you have any comments feel free to leave them and I'll be sure to check them. Thanks for reading and have a nice day.
  6. Much has been done in the area of follower modding, but when it comes to publishing them, one of the things that every author knows is probably gonna get screwed up, is their precious waifu's designer's body type. In order to avoid this, most followers get released using their own body meshes, and a custom outfit (unless the author doesnt really care about what body they use) But for some purists like me, this is heresy, and ideally, you should be able to install a follower and have them use the exact body the designer gave them without them turning into something they're not. After all, that's probably why you downloaded a follower in the first place, because he/she looks good on the original author's images. That's where this method enters. What I'm offering here, is the possibility of getting a follower, and having them use their designer's body specs on your game without the need of extra custom meshes for them. That's right. Use a follower by someone else, on your game, with your preset, but the follower gets to keep their original shape, and they can wear anything you give them. Now why would anybody want this? Maybe you dont. But if you're like me and have any type of respect for aesthetic values, you should. Some followers may be designed to be delicate flower types with a rather slim figure, and they will probably look terrible if someone comes and slaps them on a super thicc titty/bootymonster preset. Before you continue, keep in mind the following: So let's get on with it. It wasnt easy to come up with this method, but here it goes: Requirements I'm assuming you can manage to install these, especially TES5Edit Scripts, because I will not be covering the instalation process for the requirements: In simple terms: What we'll be doing here consists in basically 2 main steps, which allow the Randomizer feature to apply a bodymorph to a partifular follower. These steps are: "Nullify" one's own bodyslide preset. This is essentially getting a morph setting that will revert any settings done by your bodyslide preset to meshes, turning an already morphed mesh into what Bodyslide files call "Zeroed Sliders" body. Once we get a neutralizer template, we are going to calculate a new bodyslide teplate that would turn a Zeroed Sliders body into whatever the creator wanted for their follower, that is saying, their own custom preset specifications. Part 1: The Bodygen Preset "Nullifier" Part 2: Applying the Follower specs. Possible FAQs Q: For the love of God WHY is this so complicated!?! A: Life ain't easy. I tried to simplify this as much as I could, but this cannot be published in the form of a mod, sadly, it has to be a procedure, so the only way to publish my findings is by making a tutorial. Q: It doesnt work, this is bullshit!!! A: It took me a few tries to get BodyGen Randomizer working for me, but after a while I can promise it works. You just need to be careful about the details, follow the steps to the letter, and be very mindful not to fuck up because any mistake can fuck up the entire process. Q: This thing destroyed my game, now all NPCs are fucked!! A: Really? Sorry but I did warn of a lof things and you probably skipped it since I left every instruction there, including the part where I mention this procedure is permanent on a save so before attempting it, one should first make sure if absolutely works, on a testing instance instead of your main game. Thank you for reading, and I really hope it works.
  7. There are probably other guides out there that cover this same thing, but I decided to put together a simple guide to making compatibility patches, so here it is. It's a guide for beginners by a beginner at modding. Jharise’s Basic Guide to DIY Skyrim Compatibility Patches (It’s easier than you think!) Ever picked up a mod that looked really neat only to find out that it’s got some major incompatibilities with your other mods? Are you struggling with invisible armor on your custom race? Well, despair no more! By following this simple and concise guide, you can kiss those compatibility issues goodbye forever without having to beg for patches, because you’ll be able to make your own. What this guide covers: *Making a basic compatibility patch between mods *Making a basic mod-added equipment compatibility patch for custom races What this guide does not cover: *Scripting. If your mods involve scripting that is race-dependent, then I can’t help you. That’s not what this tutorial’s for. This guide is only for basic conflict resolution. *BodySlide for races with custom body types. The custom races section of this guide is only for equipment that does not require additional fitting for nonstandard body shapes (helmets, tails, accessories, etc). If your custom race uses the standard male/female body as the rest of the races in the game, then this guide will work for body armor as well. If not, expect some weirdness. *The Creation Kit. The Creation kit has its place, but I don’t recommend using it for basic patching for a number of reasons. 1; You can’t set .esp files as masters, which you’ll be needing to do for pretty much every patch you make. 2; the UI is pretty intimidating for people new to modding, which I assume anyone who needs this guide probably is. 3; Put simply, it’s unnecessary for basic patching. The only thing I would recommend using the Creation Kit for when it comes to basic patches is removing superfluous masters if they were added by accident and fixing the dark face bug (which I will also not be covering here). That said, let’s get on with it! 1. 1. WHAT YOU’LL NEED TESEdit/SSEEdit TESEdit/SSEEdit is a powerful tool that lets you see exactly where your mod conflicts lie. You can download this program for free on the Nexus, and it’s where you’ll be doing most of your patching work. Definitely pick this up. I’ll be using screenshots from SSEEdit since it’s the one I have, but the two should be functionally identical. 2. 2. LOADING THE CONFLICTING MODS When you open up TESEdit/SSEEdit, you’ll be greeted with a list of all of your currently-enabled mods. To make a simple compatibility patch, you’ll want to right-click and choose “Select None” to uncheck everything. Then use the Filter field at the top to choose only the mods you’re wanting to work with during this session. Usually, this is just the two mods you want to make a patch for, so for this guide, I’m going to use the Unofficial Skyrim Special Edition Patch (USSEP) and RaceCompatibility. After selecting the mods you want to work with and clicking “Okay”, this is what you should see: Click the plus arrow next to the mod name to get a categorized list of all the objects that mod affects. What we’re interested in right now is the “Armor Addon” category, so we’ll expand that now. Armor Addons are the visual part of any piece of equipment. These are what actually applies the 3D mesh to the item when it’s worn, and any item can have any number of addons associated with it, allowing for different meshes to display depending on race or sex. For example, circlets look different on Khajiit and Argonians than they do on humanoid races. This is because the circlet has different armor addons for each. This also means that custom races will, by default, have all of their equipment invisible because the system can’t find a valid armor addon for that race, as the basic addons won’t have them in their list of allowed races. In the image above, the items marked in red indicate there is a conflict present. In the case of the RingGoldAA (the AA indicates this is an Armor Addon), the original game didn’t have Khajiit Vampires included in their valid races, probably due to oversight. USSEP adds them to the list, but RaceCompatibility, being based on the vanilla game, overrides USSEP and removes them again. So, what we’ll want to do here is make a COMPATIBILITY PATCH. 3. 3. ACTUALLY MAKING THE PATCH Let’s go ahead and right-click on the RingGoldAA object in the left panel. Near the bottom of the context menu you’ll see the “Copy as override into…” option. Click this. You’ll get this warning. Don’t worry about it and just click “Yes, I’m absolutely sure”. We won’t actually be changing any existing mods, so there’s no need to worry about messing anything up here. To make our patch, we’ll want to check “new file” .esp and click OK. Name it whatever you like, but I recommend using something easily distinguishable. I’m going to call this one “USSEP_RaceCompatibilityPatch”. Click OK to create it. This will add our new patch to the mod list. Right now it only has the one Armor Addon we copied over, but you can do this with as many records as you like by highlighting more than one (hold CTRL while clicking nonadjacent records to select multiple objects) before choosing “copy as override”. You can also add additional items by doing the same thing as above and selecting your new patch instead of “new file”. I’ll do this now. Copying the records into a patch won’t fix the conflicts by itself (as indicated by the red highlight still on the items). What you’ll need to do now is edit your patch’s version of the record. In the right panel, the lines in red indicate our conflicts. For our patch, we’ll want to select which parts we want to use. You can do this easily by clicking and dragging the desired option over to the far right. Now just do this with the rest of the red lines, selecting which parts you want to keep from each. Once you eliminate all of the conflicts, the record on the left will turn yellow and the text green, indicating that while the record has been altered (yellow), there are no remaining conflicts (green text). This is what you want. This gold ring Armor Addon is now fully compatible with both of the selected mods. The same method can be used to resolve most mod conflicts, not just with Armor Addons. Save your changes and you’re good to go! You can also right-click on something to remove it if you need to. And there’s your basic compatibility patch done. But I know what you’re saying—what about custom races? Custom races will (usually) come with all of the vanilla assets already assigned, so this is mostly so you can make your other mod-added equipment compatible with these custom races. This is also very simple. 4. 4. CUSTOM RACE COMPATIBILITY For this example, I made an example throwaway race I can use, but the steps will be the same no matter which custom race you use. Select the custom race mod and the other mod you want compatibility for when you load up TESEdit/SSEEdit and do the above steps to copy the item you want compatibility for into a new .esp. I’m using Farm01Hat01AA for this demonstration, but you’ll presumably want to use whatever mod-added equipment you’re wanting compatibility for. What you’ll want to do next is copy anything from your custom race mod (it doesn’t matter what it is) into your patch in order to set it as a master. Once the master is set, you can remove this copied item from your patch as it's no longer needed. Click Yes, then continue to the next step. Scroll down to the “Additional Races” section of the item you want compatibility for and right-click in the empty field I have highlighted here and select “Add”. It should create a new slot that says “Null Reference.” Double-click or right-click/Edit this to access the drop-down menu listing all of the available races (including the custom race ONLY IF it’s set as a master for your patch, which is why we did the above step). After the custom race is added to the list of available races, save your changes and quit. Congratulations! You’ve just made a custom race equipment compatibility patch! TIP: If you're converting multiple items, you can also highlight several references and drag the additional races to each one to make things much faster. And the best part is that most of the time, the file sizes for these will be so low that you can mark them as Lite so they don’t take up .esp slots. To do this, simply click on File Header in your custom patch and change the Record Flag to ESL. And there you go. Your patch won’t take up any .esp slots. If TESEdit/SSEEdit gives you an error when you attempt to save after changing this flag, it probably means that the file size is too large and it doesn’t qualify as Lite, in which case uncheck the ESL flag you just added and deal with it taking up a .esp slot.
  8. This guide assumes no previous knowledge of modding to make it accessible to everyone, so some details may appear trivial to you. Some of the steps are 'to be on a safe side'/ 'just in case' and might not be entirely necessary. Last updated: 28 Oct 2017 Step 1 - Buy and Install Fallout 4 There is no need to install any DLCs for Four-Play to work. Make sure you have the latest version of the game (1.9 - released 6 Feb 17). Steam should automatically keep your game up-to-date. Run the game at least once to generate the ini's needed for Step 2 Step 2 - Enable Modding and Papyrus Logging Navigate to Documents/My Games/Fallout 4 Right click on Fallout4Prefs.ini, select Properties, untick Read-only if it's currently ticked and click OK. Repeat for Fallout4Custom.ini. Open Fallout4Prefs.ini Find [Launcher] section, under it, make sure that bEnableFileSelection=1 If [Launcher] or bEnableFileSelection doesn't exist, add them It should look like this: Save Fallout4Prefs.ini Still in the same folder, open Fallout4Custom.ini If Fallout4Custom.ini doesn't exist, create a new text document and name it Fallout4Custom.ini Find/ Create [Archive] section and make sure it looks like this: (Optional but Recommended) Still in Fallout4Custom.ini, find/ Create [Papyrus] section and make sure it looks like this: (Optional but Recommended) Still in Fallout4Custom.ini, navigate to the [General] section (or create one) and add the following: Save Fallout4Custom.ini Right click on Fallout4Prefs.ini, select Properties, tick Read-only and click OK. Repeat for Fallout4Custom.ini. Step 3 - Download and Install the latest F4SE Download the latest F4SE here. Double-click the file you just downloaded, follow the installation wizard, remember to double-check whether it finds the correct installation directory for your FO4. Let the installation wizard install F4SE for you. Step 4 - Pick a mod manager: NMM, MO or Manual I don't recommend manual installation at all. Things will get hectic very quickly. Nexus Mod Manager is more stable but wastes a bit more HDD space, Mod Organizer causes CTDs at game startups occasionally. Download a mod manager and use its respective installation wizard to install it. Step 5 to 12 are tailored to which mod manager you use. They are very similar in principal though. Mod Organizer Nexus Mod Manager The final two steps are universal for MO and NMM. Step 13 - Load a Clean Save, Initialize Four-Play Framework and Leito's Animation Pack Load any save without Four-Play installed on before. All the better if it's an unmodded save (without the [M]). While in game, wait a few seconds. You should now get a popup asking which animation packs to load, select the appropriate option depending on which animation packs you have installed (I recommend installing all). On the top left corner of your screen, you should see the notification ""Vinfamy: Registered Leito's animations and intialized Four-Play with Supermutant support.". Followed by a bunch of "Vinfamy: Thanks for installing xyz" if you use my plugins. These indicate that both Four-Play and Leito's animation pack has been installed correctly. If they don't show up or if you get "Four-Play Framework has not been installed correctly. Animations won't start.", something went wrong and please double-check that you haven't missed any of the steps above. Step 14 - Enjoy! All your Four-Play plugins should now work as described. Leito's animations should now play, with sounds. Actors involved in sex scenes should strip and redress (redressing may fail sometimes for leveled actors - known issue) correctly. Read the plugins' respective download pages to know how each plug-in works. In attachments are what the two tabs of NMM look like in my very light set-up. Don't worry too much if your set-up doesn't match: load order of the Four-Play mods don't really matter and you don't have to install all the plugins or the control panel.
  9. View File Installation of Sexout Common Resources (SCR): Questions related to use of this tutorial: This tutorial covers the how to create the Resource folder and install it. Support will only cover any issues related to these two issues. Any questions related to issues downloading, extracting or obtaining these files should be directed to the threads host the resources. Please refrain to posting missing requirements here unless they have been added to Halstroms SCR thread. This tutorial is based off of his thread and any new or missing requirements need to be posted there first before being added to this tutorial. FYI: This is the brief tutorial, general instructions and such. For the full step by step instructions download the PDF. It is very large and complete with pictures. Do not PM me with questions on the tutorial. These PMs will be ignored. If it is valuable enough for you to take time to send a PM then it is valuable enough to actually post in the forum. There are others here that can answer many of the common questions I get in PMs. Anybody that wishes to make translations of my tutorial is welcome to do so. Please cite your source (this tutorial) appropriately. However keep in mind if you translate you will be expected to provide support for that language. Please also let me know you have done this. I will be happy to post a link for your language version to help those people with a native language speaker support for SCR Resources. Installation of Sexout Common Resources (SCR): This tutorial is for those individuals that can use tools such as FOMM and 7zip. A Downloadable PDF for convenience. Step 1: Prerequirements Make sure you have all the SCR pre-requirements installed and setup properly. 7zip installed and configured. Required for this tutorial and useful for modding in general. FOMM installed. Preferably the version hosted here on LL. Fallout New Vegas Astymma’s BnB Body Extender FAFF NVG compatibility skeleton. New Vegas Script Extender (NVSE) Most current version available. NVSE Extender (Most current available) SexoutNG Sexout Common Resources (SCR) by Halstrom An Account with both Loverslab.com and Nexus.com to access the mods needed. Create a SCR Resources folder on the desktop or where you want to work. Create an SCR Archive folder to keep you from having to re-download the requirements again. There is an excellent tutorial by BruceWayne on Sexout installation and its requirements found here. Still have problems go here, here and here. Step 2: Installation Prep These requirements installed in this step aren't available in game without some mod accessing them. If you desire to access these outside of mods and gameplay my advice is to install SexoutStore so that you can access these armors and other items when you desire. Provided you have the caps. Keep in mind in order for SexoutStore or Halstrom’s Pregnancy mod to work properly you need all the resources installed. General Concept: Download all the requirements to the SCR Archive folder. Extract the requirements to a convenient location then drag the textures, meshes and sound to the SCR Resources folder. Finally delete the extracted folder and move on to the next requirement. It is advised to follow the list of requirements in order. Remove all esp's from these resources. There will be special instructions to rename files. This must be done in order to get a functional SCR Resource. If you do not follow the instructions properly many issues may occur. In some cases there will be two sets of records (clothes, toys etc) in the game which only one is controlled by SCR. Other cases the items won’t be available and giant red exclamation marks, pink skin, or floating head and hands will be the result. The worst effect of not following the instructions would be your game will crash when you start it. You have been warned! Base Non-SexoutStore/Pregnancy Requirements: [SCR] Spectrums Toy Pack by Spectrum Warrior. Refugee Outfits for Type 3 by Exter (Delete the esp(s) T6 M CH Raider Armor by Izumiko (Delete the esps) Raider Chains Armor T6m – T6BB – TN – BerryK2 .2 by nagothm (Delete the esp(s) Sexout Clothing System by Evilrunner (Sexout Clothing Damage Updated with Combat Armour! Only) (Delete the esp(s) Nordlands Mesh & Texture pack for the Fertility Drugs by Norland GSB’s BDSM Files 20130227 by GSBmodder You now have all the base and specific resources installed. If you desire to have SexoutStore, or Halstrom’s Pregnancy installed continue with the tutorial. If not you can skip to Step 3. The Following are required if using SexoutStore, Halstrom’s Pregnancy, and/or Tryouts mod. The following are mod specific resources and are only required if using specific mods, SexoutStore, or Pregnancy. Tryout's Meshes, Textures and TryoutAudio by Loogie: Sexout Maternity Clothes – Old by Evilrunner Mantis Zero Suit Samus and More - Type 3 for NV by Primantis. (Delete the esp(s) Reflex Armor S-07 for TYPE 3 a Mantis Retexture by static07 and Primantis (Delete the esp(s) Bunny Suit for Dimonized Type3 by Backsteppo (Delete the esp(s) Ghost Armor Conversion FNV Revamp by Ken1945 - Bunsaki – Rikai (Delete the esp(s) Vegas Chokers by adriant1978 (Delete the esp(s) You have to rename the BSA to SexoutCommonResources – VegasChokers Bouncing Breasts Type 3 Armors by revang. (Delete the esp(s) Requires Pack 1, 2, and BB Sexy Sleepwear. The Dragon Girl Dresses Do not use the one on this page. Use this one instead. Julia Chang Set by GSBmodder (Delete the esp(s) Ghost Variants by Brokencrash. (Delete the esp(s) Extravagant Half Masks FNV by t3589. T6M Competition Swimsuit NV by Shimaneko (Delete the esp(s) The following are mods that have been removed by the author. They are no longer publicly available for download. A Collection of Sexy Attire by Shadowtroop (Delete the esp) Step 3: Verification of Installation Check the SCR Resources folder and you should only have the following: Meshes Textures Sound SexoutCommonResources - VegasChokers If you have anything else you did something wrong go back and figure out where you went wrong. If your folder has only the files I mention above and you are completely satisfied that you have everything ready move to Step 4. If you think you made mistake go back and repeat any or all the individual steps for the requirements. Step 4: Installation Instructions Create an FMOD that can be used when installing SCR. Open FOMM and select Fallout New Vegas. Click on Package manager. Click on the arrow pointing down on the “Add FOMod” button. Select Create from Folder. A window opens up select the SCR Resources Folder and click OK. Wait until done. This will take quite some time. When done you will see SCR Resources entry in the Package Manager. Select that and click the Activate button and wait some more. When done you can close the package manager and move on to Step 5 if you desire to add some of the available options from the mods mentioned above, if not move to Step 6. Step 5: Optional Patches (Optional) SCR Resources Patch Used in case there are some options that are desired from the SCR Resources Tutorial above or files added in the future to SCR and SCR’s family of mods. You can also create a patch if you are concerned there might be a mistake or problem with your SCR Resources folder. Patches can be installed separately ( after the base SCR Resources folder of course) and the installation will prompt you for overwrite. After verification that it is what you desire you can later merge this into the SCR Resources folder and overwrite those files. Benefits to creating a patch: Flexibility and expandability without risking the core base folder created by the above instructions. Ability to make multiple patches and numbering them or giving them a brief name at the end. For example SCR Resources Patch – Ghost Armor. This can make it easier to figure out which patch is which in the future. This also allows you to make smaller changes. My suggestion is make a patch for each mod or resource used or added. Patches can be added, removed, altered, and tested until just right. When finalized and determined as “perfect” the folder then can be merged with the SCR Resources folder created in the tutorial above. More info further down under “Merging SCR Resources Patch with SCR Resources folder”. How to create the SCR Resources Patch: Create a folder named SCR Resources Patch Open up the mod desired and look for the Textures, Meshes, or Sounds desired. Might have to dig down onto the folders and move specific files over. Make sure you follow the instructions of the author on how to place these extra folders as some options means manually creating a file, placing a single file into a folder in a specific location etc. When finished return to Step 5 and import the new patch into the game and test. When reinstalling your mods remember that the SCR Resources folder needs to be installed before an SCR Resources Patches. Merging SCR Resources Patch with SCR Resources folder You have determined that the patches you have created are perfect and what you want to use going forward. You would desire to merge these together to easy the management of your mods in your manager. Grab the SCR Resources folder you created earlier. Make a copy. Might take a bit of time. Rename the old copy “SCR Resources Original” This is to designate it is what was started with. You might change your mind later and decide to go back and rework the files. It is always a good idea to have the same base files to start from that everybody else will have. Grab the files out of the SCR Resources Patch Submitter RitualClarity Submitted 10/21/2013 Category Other Requires FNV, FOMM, Sexout, SCR, NVSE Extender, NVSE View File
  10. Hi, after reading some questions in discord about the creation of Strip Club i just will try to resume here what i know and how i have fun running this business. So, this is what i know, if you have any tips please share them!! To start we know TURBODRIVER, NiSaK, LittleMsSam, Noir and so many others are still working in a bunch of features that we are just trying to assemble to make it look cool in our playstyle. Kudos to to all the animators that have been doing amazing job all these years. :: At the moment i have 1 main club, in my world i control only one character so you can try to balance this to the way you play. TIP: Since my pc is not super powerful i find my game being a bit slow to respond some times, specially when costumers spawn in the lot, they tend to stay at the entrance for a long time and that is super annoying! Knowing this i tend to do super simple building, without many rooms or floors that will require npc's to make decisions or do long walks between spots. So, most of my buildings that i want to play for long sessions are super clean one floor with minimal movement (please feel free to criticize). So when i build this Club wanted customers to go inside the building and be really close to the dancers and the bar. TIP: There is some incode (i believe) behavior that makes costumers and dancers to sit nearby when they have nothing to do! So i only have chairs/sofas close by, this way my dancers can talk with costumers faster. Another goal was to have a lot of sex going in some rooms, i will explain bellow how to transform your dancers into hookers, so sex rooms were close enough specially because i want my dancers to get back into talking to another costumer soon. I used to test this with 2/3 floor building and some times they just stayed in the rooms... no profit there. I only have 1 bar stand because in my game for some reason they don't drink that much, so many action are canceled, it is annoying, meaning i don't really see advantages in providing this service. Tip: atm try to have above 60 supplies and almost no one will complain about prices. I normally like to have some restrict zones were only employees can go, in this place i will have a bed so my sim can sleep, a computer, some kind of kitchen and whatever i feel for some role play. Try to have Dishwasher's and Trash can's nearby so your Janitor can keep the place clean. I only use 1, since i can have 50 sims at same time i dont see the need of 2. About the clientele: if you want to have a mix just hire whatever, even if you hire only females you will have female clients coming. But if you want only a certain gender to come to your club you need to make sure your dancers only like one gender! For example, if you want only males you must make sure your dancers have 100 male and 0 female preference. Try it our with a few dancers to see whats happen. So, the main question was how to start have autonomous sex? There is this mod from NiSaK that has a really well done Prostitution System. With this mod the sim will be available to take sex requests, and when the sim is around other sims can become their client and request for something. Cool thing is that this does not override the Dancer but instead gives them more options. Only the client will behave a bit diferent since after sex he/she will leave (after pay ofc) but your dancer will be back to business. So i advise to do this way, since i only want to control my main sim: get into the club with your dancers around, pause the game and do CRTL+SHIFT+C to bring the console and there you put: nisa.slutify FirstName LastName if everything is correct you will see this done, if not it means you probably type the name wrongly. After this what i normally do is changing that sim settings to change the style for starting sex to ALL, this is because if you have like privacy they will try to find empty rooms but i want live orgies in my club. Whit this is done, you need to do this to all the dancers you want to offer sex. By default you have 6 Dancers, but you can extend that with some console commands. I normally have 12 spots even if i don't use them all, to do this: ww.set_stripclub_dancers_employee_limit <amount> if you feel the list that is presented is short, like if you want that specific girl, remember that she must be unemployed to be listed, you can use: ww.set_stripclub_employee_pool_size <amount> Since the engine is not perfect sometimes it compensates and it becomes glorious. If there is a minor error, meaning that the interaction could not occur at that moment, the system will keep on waiting for the next opportunity, resulting in some three or foursomes. So, for example, if you have items that does not have handjob animations and randomly the game tried to do that and it failed, then the dancer or costumer will try to talk to someone else and if that new one succeed when they try to have sex they will bring the old partner too since they are all flagged to sex. Is glorious. About profits, remember that this game is not very good for it even the mods are balanced to give low profits. Without making them hookers i was making it even, most of the money i was making i was spending later with bar drinks. With the mod i make profits of 3k! To make even more you can make the hookers to be in debt with you, meaning that 90% of what they make is yours. If you have basemental you can sell drugs to your clients, is not big profit if you do it slowly but you will have a big amount of costumers by the night. My opening hours usually are from 18h till 7am this is because action will take time to start kicking and by that time i can just put my sim to sleep then later clean the place, invite some friends over if i want and then i am ready to business again. I like to have those gathering clubs with all my employees to do some extra activities, like if i want them to go to the gym or just hang out in my house or parties. I dunno if it is worthed to share my club since it is super simple and most of the CC you can get around here. But i hope my tips can improve your fun ingame. Must have mods imo: https://www.loverslab.com/forum/143-downloads-wickedwhims/ https://www.loverslab.com/files/file/5002-nisa’s-wicked-perversions/ https://www.patreon.com/noiranddark https://littlemssam.tumblr.com/post/175410999028/auto-employees-custom-lot-trait-this-lot-trait (and many many others from this site) there is so many more that you can get around here in loverlab, and don't forget animations! get the freeones and if you can get the patreon versions!
  11. So lately I've been running into several obstacles in creating custom videos for VOTW, and the youtube videos from RazorWire were pretty insightful, but I feel as if I may need a different process for creating videos that would be compatible with VOTW. One major issue is that in using NifSkope, it doesn't seem to recognize the .dds files I create. I have attempted using GiMP to compress and add "mipmaps", but it still doesn't work; I wonder where I may have missed a step? I would like to know more about how to open these files in NifSkope. In my tries to use the VOTW plugins from and batch scripts provided by RazorWire on his Youtube channel, I haven't had much luck. The script seems to have a problem with a certain video folder, but I haven't been able to figure out where it is. I'm sorry if this post sounds like rambling, I'm looking for more ideas and methods that would help me create custom videos for VOTW. Any insight would be appreciated.
  12. A quick tutorial on how to copy & paste DNA in Crusader Kings 3. With this method you can copy/paste any player appearance in your games. All you will need is cheat engine.
  13. View File Minecraft titties mod + Blockbench modeling DYI kit/tutorial There are 2 files, the minecraft sex resource pack and the blockbench kit. inside the blockbench kit is a whole resource pack template for 1.16.5 with all of the default 1.16.5 mob textures, as well as instructions on how to make or edit models and implement them into the game. so you can use this to edit my resource pack, or make your very own! have fun with it. I dont ask of you to credit me in the models, or resourcepacks you create because, I gave you the tools, not the initiative. you have the initiative. Contact me for info or help with my discord tag (God is Alive#1428) my discord tag will never change, so if that tag doesnt work i have been banned from discord, or my account was deleted. Submitter HornyFurryTime Submitted 06/21/2021 Category Misc Adult Mods Requires Curseforge 1.16.5, and the optifine 1.16.5 modification  
  14. Version 1.0.1

    335 downloads

    There are 2 files, the minecraft sex resource pack and the blockbench kit. inside the blockbench kit is a whole resource pack template for 1.16.5 with all of the default 1.16.5 mob textures, as well as instructions on how to make or edit models and implement them into the game. so you can use this to edit my resource pack, or make your very own! have fun with it. I dont ask of you to credit me in the models, or resourcepacks you create because, I gave you the tools, not the initiative. you have the initiative. Contact me for info or help with my discord tag (Rock#1428) my discord tag will never change, so if that tag doesnt work i have been banned from discord, or my account was deleted.
  15. I am an absolute retard so there are probably more efficient ways to do this. Introduction: This guide will show you how to use different BodySlide preset for your PC and NPCs and make NPCs' use different presets from each other. I do not own SSE so i cannot tell you whether or not this method works with it. Requirements: Racemenu - (https://www.nexusmods.com/skyrim/mods/29624) BodySlide - (https://www.nexusmods.com/skyrim/mods/49015) BodySlide compatible body - (CBBE, UNP, 7B, ext.) jBS2BG - (https://www.nexusmods.com/skyrim/mods/88707) not required but makes life a lot easier. A BodySlide compatible armor replacer - (I use CT77 but any one that supports BodySlide will work) Zeroed BodySlide preset - (CBBE and UNP ones can be found jBS2BG download page, not sure about other bodies but the "default one" should be fine) XP32 Skeleton Method: I will use annotated pictures for this: -You can close BodySlide for the time being. -Switch to the morphs tab. In order to change the preset for all female NPCs, type All|Female into the "Custom Targets:" box and press "Add". In order to change the preset for all female NPCs in a race, type All|Female|RaceName into the box and press "Add" - replace "RaceName" with one of the bellow: ArgonianRace BretonRace DarkElfRace DraugrMagicRace DraugrRace ElderRace FalmerRace HighElfRace ImperialRace KhajiitRace NordRace OrcRace RedguardRace WoodElfRace - you can add the suffixes "RaceName"Child and "RaceName"Vampire In order to change the preset for a specific NPC there area two options: - Using a NPC list: jBS2BG comes with an NPC list with all of the Vanilla and DLC NPCs and its nexus page has a tutorial on making new NPC lists for modded NPCs, simply press the "Add NPCs" button Then press the "Add NPCs from file" and select "FemaleNPCList - Dawnguard + Dragonborn + HearthFires + Skyrim.txt" from the jBS2BG install location or your own NPC list if you made your own. Then simply select the NPCs you want and press add - Using a Custom Target: In the "custom target" box, type master|FormID, for example to select Jenassa, i would type: "Skyrim.esm|B9982", If you want to add a NPC from a mod, replace "Skyrim.esm" with the name of the mod's plugin. -For demonstration purposes i have added All|Female and Skyrim.esm|A2C8E (Lydia) Once you have added the NPCs to the list, Select one of the NPCs or NPC groups and on the right-hand menu , press the "Add" Button If you want a NPC group to have multiple body types among a group, select multiple body types and they will be randomly distributed among NPCs in the group In this example, all females (excluding Lydia as she has her own preset) will have either one of the bodies: After you have chosen what presets you want the different NPCs to use, you need to create a folder (don't close jBS2BG) For MO2 Users: Create a this directory mods\BodyGen\meshes\actors\character\BodyGenData\Skyrim.esm For Non-MO2 Users: Create a this directory \data\meshes\actors\characters\BodyGenData\Skyrim.esm (Skyrim.esm is the name of the folder not an .esm file ) Now, back in jBS2BG press "file" and then "export bodygen inis", select the skyrim.esm folder you just created Cleaning Your Save: Download a tool like NiOCleaner () and clean your save file, now you should be able to load into the game and see the new NPCs boddies Setting a preset for the player: Now if you want to use a different preset for your PC, you have to open the preset in a new session jBS2BG and press the "generate templates" button, now leave jBS2BG and open skyrim, when in game open the console and type "showracemenu", now go to the CBBE / UNP / 7B and enter the values shown in jBS2BG. Enter these values into the racemenu sliders, all the values not mentioned should stay at 0:
  16. Smol Warning; Alright, these tutorials are not quite up for magical all-in-one solutions yet. They will more than suffice for making species and monster supports, beds, etc, but you will have some errors due to newer versions changing a few things. Once the next big update is here, i'll be able to update these and point everyone in the right direction towards updating/fixing/making supports. For now though, have some patience, as even i am learning this process again. It is time, we've had no documentation for how to things for a solid while, so time for me to use my holiday to just push out several tutorials at once! Now now, what can we do... Lets see here: Species Supports Dialog Files Bed supports and Sexbound-only beds Monster Supports Clothing Supports Config Fiddling Custom Positions Custom Artworks & Replacements Just a key point i wanted to share though: I don't and won't promote people making mods without consent from original authors, their permission, and such. We at the Sexbound community Discord and project would like to harbor better relations with modders and wouldn't want to give them unwanted attentions by making mods with their content under their nose, with adult content. Remember to request permission when working with mods that don't belong to you. Also, i want to preface this real quick; These tutorials will require a minimum savvy-ness and probably the following: A Packing and Unpacking tool to allow you to view mod's files and data/folders and names is very handy, like Pakit! A image editing program, among options are Photoshoop($), GIMP, Aseprite($?), Paint.NET, PAIN tool SAI (I think this one is for drawing tablets?) or any program of your prefence with layers and transparency. (This excludes MS-Paint) A program for viewing and editing codes and text files in general, i recommend Notepad++, but Window's default notepad works aswell, along with any of your preference! Should anything in particular be unlisted here, or just general questions, i can give a heads up for it, for any users looking for basic info on how to approach these things. This is the Index post, as it will refer you to the right following post for how to do these things later. I'll have to write every single one individually and with lots of example images folks, so be ready for lots of spam in this topic.
  17. Today’s Oblivion how-to is how to do icons in GIMP, both basic item icons as well as quest icons. There are two good icon tutorials that I’m aware of. One for Photoshop is here, and one for GIMP is here. Both cover inventory items, but not quests. Inventory Icons: Before you do anything else, fire up GIMP or Windows Texture Viewer, and have a look at a few of the icons for whatever item you’re making. You can find them in Textures/Menus/Icons/. Most items are positioned a certain way, and it’s best to mimic that when creating your icon. Having done that, let’s make an icon. 1. Open up GIMP if it’s not already open, then open up the .nif file for whatever you’re making the icon for in Nifskope. 2. In Nifskope, zoom out until you can comfortably fit the entire item in the view window. Rotate it around until you have it in the proper pose. Make sure that your background color is something that contrasts with the item, but not too strongly. Grey is usually good. High contrast colors are bad, because it’s hard to get all traces of, say, magenta out of the picture you’re going to take, leaving a halo or noise around the item. If you have the axes, havoc, or anything else showing, turn it off under the Render menu. 3. Hit Printscreen to take a picture of your item. Switch over to your empty GIMP window and hit Ctrl+V to paste. You now have a snapshot of your desktop. 4. Using the box select tool (top left corner of your toolbox), select a perfectly square area around the item. This should be exactly how you want your icon to look – don’t leave extraneous space, make rectangles, or cut the item off. It doesn’t particularly matter how big the selection is, since we’ll be resizing it later anyway. You should end up with something like this: The green box is my selection, the red arrow is the precise size in pixels of said selection. Don’t worry about framing the selection perfectly, as you can click and drag to move it around once you get the size right. Once you have a selection that you want, Ctrl+C to copy, Ctrl+Shift+V to paste as a new image. You’re done with the other image, and you can close it now. Note that if you’re making icons for multiple items, there’s a handy trick you can use. Open several Nifskope windows, scale them and pose them the same (middle mouse button makes this easy), then line them all up in a row. After you screenshot the entire screen, go through this step, but don’t close the window after pasting the new image – go back to the screenshot, and simply move your selection box over to the next item and repeat the process, then stash the windows you want to work on later out of the way until you want them. 5. Now, in the new image, click the magic wand tool (second from the right in the top row of the toolbox), then click the grey area of the image. Hit Delete, and everything that was grey should be replaced by the checkered pattern GIMP uses for transparency. You should have this: So far so good. Now, go to Image/Scale Image. Change the height and width to 64×64 pixels (just change one, the other should change automatically). Hit the Scale button. Your image just got really small. 6. Next, over in the Layers, Channels, Paths toolbar, right click under your current layer (probably called Pasted Layer), and click New Layer. Make sure it’s 64×64 pixels and transparent. Hit ok. If it appears above the layer with your image on it in the list, drag it below. Then switch back to the image layer by clicking it. 7. Now, go click your foreground color in the toolbox to bring up the color picker dialogue. Where it says HTML notation, change whatever’s there to EFE7AD, and hit ok. Now select the magic wand tool, and click the transparent area to select it. MAKE SURE YOUR IMAGE LAYER IS SELECTED, or you’ll get unhappy results. If a dotted line appears around the image, things are going well. 8. Now go to Select/Invert to invert the selection – now you have the item and just the item selected. Then, go to Select/Grow, make sure it’s set to 1 pixel, and hit ok. Now, and this is important, go over to the Layers toolbar and select your new layer, which is probably called New Layer. 9. Select the Pencil tool (looks like a pencil), and change the brush to something really big. Now color in the entire area under the item. You should see an outline appear around the item. 10. Now go back to the Layers toolbar, right click it, and select Merge Visible Layers with the default settings. Hit Merge. What you have should look like this (mine is zoomed in): 11. Now save the image. Icons MUST go somewhere in Textures/Menus/Icons/. Accepted practice is to make a folder with the name of your mod (or one with your name, then another folder with the name of your mod), and then organize your icons however you like in there. Call it some descriptive name and make sure you’re saving as a DDS file. When you hit Save, a menu will pop up with options. Icons should be saved as DXT3, WITHOUT mipmaps – if your icon has mipmaps, the CS will complain loudly. Hit ok, and you’re almost done. We just need to create the Menus80 and Menus50 versions. 12. To create a Menus50 icon (32×32 pixels), go to Image/Scale Image, and change width and height to 32. Hit scale. Now, save it in the precise same spot you saved your icon before, only instead of under Textures/Menus/Icons/, you’re going to put it in Textures/Menus50/Icons/. Make sure you get the right directory, or this won’t work. Also make sure to not save over your 64×64 icon. If you DO save over your 64×64 icon, just keep hitting Ctrl+Z until you get back to it, then save again. 13. Now hit Ctrl+Z to undo the scale change. It’s time to make the Menus80 icon. Same deal as the Menus50 icon, except a different location and a bit more annoying. 14. Use Image/Scale Image to change the size of the icon to 51×51 pixels. Then, go to Image/Canvas Size, and change things back to 64×64 pixels. Your image should now occupy the top left corner. This is good. Hit Resize. Now go to Layer/Layer to image size. If you don’t do this, you’ll get an error when saving. Now save the image. Same deal as before, but it needs to go under Textures/Menus80/Icons/. Now you’re done. It should be noted that it’s not entirely certain if you really need to go through the motions of creating the Menus80 and Menus50 icons, but it doesn’t take long, and won’t hurt anything. Quest Icons: Rather unlike the inventory icon process, creating quest icons is a lot more of an art form. What this means is that while I’m going to tell you some things here, you should treat them as guidelines or helpful suggestions, rather than laws of the land. That having been said, to start with, open up GIMP, and load up a good 3-4 quest icons, which live in Textures/Menus/Icons/Quest/. The Settlement Quest icon is particularly good for this because it has a nice border we can steal. 1. With Icon_Settlements_Quest_Icon selected, go to View/Zoom and pick something nice and big like 4:1. Now, using the box select tool, select the area inside the border, roughly like this: Note that the dark area around the border is NOT included in my selected area. 2. Now, use Select/Invert to invert the selection, Ctrl+C to copy, and Ctrl+Shift+V to paste to a new image. This will one day be the border to our icon. 3. Still in Icon_Settlements_Quest_Icon, select the eyedropper tool (second from the right on the second row), and click somewhere in the sort of medium blue area near the top to change our foreground color, which we’ll need in a second. 4. In your new untitled image with just the border, create a new transparent layer, and make sure it’s under the Pasted Layer. Select the bucket fill tool (looks like a bucket), and with the new layer selected, click to fill it. Everything will go blue, and you should have something like this: This is going to be our base image. We’ll come back here later. For now, we need something to put in the center. There are a couple of rules of thumb here: – You want a balance between blue and tan in the image. Too much empty blue space looks bad, but so does too much tan. Pick something that will be able to balance these out. – At the same time, don’t get too intricate. This is a 64×64 icon, and you simply can’t get a lot of detail at this resolution. 5. That having been said, go find some stuff you want to make up your image. There’s no particular need to draw anything here – symbols from in-game, clip art, and the like can be combined to make a good icon image. For our purposes, we’re going to use .nif models – ARStatue01 and ARArch02. Just like you did for the inventory icons, open up your model in Nifskope, get it to a zoom distance and angle that you want, and Printscreen and Ctrl+Shift+V to get an image. Then copy out the bits you want and magic wand + delete to get rid of the background. Unlike inventory icons, it’s not overly important to make things precisely 64×64 – if you need something smaller, bigger, rectangular, whatever, do it so long as the image you wind up with will fit in a roughly 55×55 interior area. As you create and resize new images, go back to your base image and use Edit/Paste as new layer to paste things in. Reorder the layers in the order you want them to appear in. You may have to do this a few times in order to get something that looks ok. What I wound up with was this: Make sure to keep all your old image windows open all during this process, because there’s a good chance you’ll need them again. 6. Now you’re going to create a whole bunch of new transparent layers. For each actual image you paste in as a layer, you’re going to need 3 transparent layers, organized like so: – Transparent Layer #1: this will eventually be for blue detailing. – Transparent Layer #2: this will be for making a tan version of your image. – Your pasted image. – Transparent Layer #3: this will be for dark blue shadowing later. If it helps, you can rename layers by double clicking their names in the Layers bar. You can also hide layers by clicking the eye icon next to a layer. This will become important later. When you get done, you should have something like this: This looks like a lot, but taken in steps it’s not bad. 7. Now, hide everything except one of your image layers and its tan layer. In the statue layer, use the magic wand to select the transparent area, then Select/Invert to invert the selection. Now switch to the tan layer. Remember this bit from the inventory icons? Yeah. Now, change your foreground color to some sort of tan – e9d6b0 works well enough, or click somewhere in the brighter tan area of one of the icons you opened for reference with the eyedropper tool, and give yourself a nice large paintbrush with the paintbrush tool. Color in the entire selected area over your image. If you get any color outside the area you want, use the eraser tool to fix it. 8. Now, use Select/Grow to grow the selection by 1 or 2 pixels. Use the eyedropper tool to select a pretty dark blue from one of the shadowed areas of another icon (but not the darkest blue), then change to the paintbrush tool. Change the opacity to 50 or 60. You want a small brush for this, Circle 05 or so. Now switch to the shading layer under the image (make sure to unhide it), and outline the image with blue. It’s ok to have some fading and blotches in spots, but try to keep things reasonably uniform. Now repeat the process for the other images. When you get done, you should have something like this: So far so good, but that’s way too much tan. We can fix that by adding in detailing. 9. Pick an image, either image. Hide the tan and shadow layers, make sure the image is visible, and unhide and switch to the details layer. Switch to the paintbrush tool at a very small brush size (usually 1) and 80 opacity or so. Find dark, regular areas of the image. Joints between bricks, wooden posts, anywhere you can break up the tan. In my case, I’m going to be using the arch joints and the wing feathers of the statue. Run the brush a pass or two over the areas. Try not to make entirely straight lines – click a couple of times along the sides to make things uneven if you need to. Every so often unhide the tan layer to see how you’re doing. And here’s our mostly complete image. Still a bit too much tan in the arch though. We can be a bit more subtle in fixing this. 10. Create a new layer, and position it between the tan and details layer. In this case, I’ll put it between the arch tan and details layers. Hide the tan layer and switch to your new layer. Go to the color picker tool and get a slightly darker tan shade. Then, get a mid-sized paintbrush (Circle 05 or 07 work well) and change to 50 or so opacity. Then find areas in the original image you might create a few blotches, and do so. In my case, the mossy areas of the arch are perfect. You may want to use the magic wand to select the transparent parts of your tan layer, then invert the selection to use as a guide. Sometimes you just have too big of a tan area and need to rethink what you’re doing, but for the moment we’ll believe otherwise. Ultimately, your final icon might look like this: From here, make sure all layers are visible, merge visible layers, and save as .dds in Menus, Menu80, and Menus50. Remember to do the Layer/Layer to image size command, or you’ll encounter problems. You might also wish to save a copy with layers unmerged as an .xcf file somewhere OTHER than Menus so that you have a backup you can work on if need be.
  18. Overview: This is a video tutorial meant to serve as a complement to the skeleton controller rig. I start an animation from scratch and walk you through the entire process until the end. Everything in the video was done in 8 minutes at moderate speed, real time. Those familiar with 3ds Max could finish in 15 minutes. I don't imagine noobs taking more than 30. The video and the rest of this guide concentrates on the technical side rather than the aesthetic. Which is to show you a workflow that by the end, you have something to show for. I also recommend OS_Ceo's guides, which delve more into aesthetics and theory. Requirements: You need to have the following set up and have some basic understanding of 3ds Max: Niftools (To import meshes) Max 2010 - Havok Content Tools 2010.2* or Max 2012 - Havok Content Tools 2011.3* + hktcnv.exe (To conver xml to hkx) *Since Microsoft has bought Havok, HCT is no longer publicly availabe. Links kept for reference. However, try looking around. A download manager might help, like jdownloader2. Skeleton Controller Rig (You can use another rig, if you're so inclined. The video is general in nature, but there will be differences) PEN Attribute Holder 2 (The above rig needs this for full functionality) I'm using Dream Girl if you want to replicate the tutorial. Recommended. Use Better Males if you need a male mesh. Usage: My rigs come configured with Havok filters ready for export. If you save the rig scene before HCT is installed, you'll lose the Havok settings. Ensure HCT is properly installed prior to working with the rig to avoid complications. Restarting from a clean rig scene with HCT installed should also resolve this. The Havok filters from the rig scene should look like this when HCT is installed: This is the basic outline the video goes through: Import a body mesh. What mesh you use is unimportant. It's only used as a visual aid in animating. Freeze body meshes. Hide all layers except body mesh and Controllers to reduce clutter. Make your animation. Unhide/unfreeze all layers. Set up proper annotations. Ctrl+A to select everything in the scene. Save your animation. Animation menu --> Save Animation. Tick segment & Key Per Frame. Specify time frame. Save motion. Load your animation back in. Animation menu --> Load Animation --> Load Motion. Export using Havok Content Tools. Test your animation in game. Here are the finished work files. Everything except the Dream Girl meshes and hktcnv.exe are included: Animation Tutorial Work Files.7z Afterwards: Now that you've got your first animation under your belt and know how the process works, you'll no doubt want to start making real animations. Here are some resources to help you on your way: Animators: Export final animations using FRAMES:TICKS. Exporting a 30 fps animation using Frames actually results in a 29.7 fps animation. Using FRAMES:TICKS apparently fixes this. I remember reading about this but can't find the source. Hand positions not aligned in game but look alright in 3ds Max? Leito's source animation files: Look under Resources section. To improve 3ds Max rendering performance: Adding objects and using furniture. Making animations for SexLab. How to quickly reskin a custom body mesh for use with the Controller Rig. Max 2012 users can save some extra steps. by Leito Optimize your final hkx files and batch convert multiple files. by Arocide 2 Actors animation. by Arrok How do I create animations with a nice flow and smooth transitions? by Leito
  19. Version (Edition 3)

    4,200 downloads

    a howto on my way of adding dicks (or any mesh) to nif files, only using NifSkope. (click by click screenshots with text) now with a Creature Framework Integration Guide. WARNINGS: 1. the receiving creature need to be using the same skeleton that the ABC/ASOS penis is made for, cross race/skeleton penis transplants are a no go without a 3d editing program. 2. you can't adjust/move the penis with NifSkope due to the ABC/ASOS weight painting, a 3d editing program (max or blender....or maybe even outfit studio but i'm not sure about that one) will need to be used to do that. 3. make sure any meshes in the nif are NOT sharing the same string names as the nodes, nifskope may "auto sanitize" the node's name to something else instead of the meshes to "fix" it, if this happens parts of your mesh will "T pose" (part of the mesh will be stuck in the air and wont move with the rest of the mesh)
  20. SexLab & More Nasty Critters Install Guide View File a guide for installing SexLab & MoreNastyCritters with screenshots. click on the [DOWNLOAD THIS FILE] button on the right hand side of the screen for the guide. note1: nude player/npc body mods and there skeletons are not covered in this guide because there are too many to choose from, but however XP32 Maximum Skeleton Extended (XP32SE), UNP Blessed Body (UNPB) and Schlongs of Skyrim (SOS) are a good starting point. note2: this guide is made for people that manually install mods, so if your using a mod manager you should be installing the mods through it instead. note3: if your loading XPMSE after MNC please make sure that it's the newest version that has the ABC nodes. My helpful list of available free to use SLAL Packs: Warning to new users/members: there is a limit to how many animation sets SexLab can load, so only install the packs that you truly want to use. SLAL Pack Collection (note: the download files are mostly redundant because updated animations are already found in the SLAL Packs listed below) 32Bit SLE https://www.loverslab.com/files/file/2856-sl-animation-loader-pack-collection-and-installation-guide/ 64Bit SSE ? AnubiSs2167 32Bit SLE https://www.loverslab.com/files/file/2376-anubs-animation-dump-reborn-updated-10052019/ 64Bit SSE https://www.loverslab.com/files/file/5623-anubs-animations-for-se/ Ayasato 32Bit SLE https://www.loverslab.com/files/file/6249-slal-ayasato-animations-28022018/ 64Bit SSE https://www.loverslab.com/files/file/6249-slal-ayasato-animations-28022018/ Billyy 32Bit SLE https://www.loverslab.com/files/file/3999-billyys-slal-animations/ 64Bit SSE https://www.loverslab.com/files/file/3999-billyys-slal-animations/ DogmaMods 32Bit SLE https://www.loverslab.com/files/file/11308-dogmas-animations-for-slal/ 64Bit SSE ? Evacuation!!! 32Bit SLE https://www.loverslab.com/topic/56684-animation-by-evacuation/?p=1836543 64Bit SSE ? FunnyBizness 32Bit SLE https://www.loverslab.com/files/file/2702-funnybizness-v246-slal-pack-by-shashankie/ 32Bit SLE https://www.loverslab.com/files/file/4471-funnybizness-armbinder-creatures-slal-pack/ 64Bit SSE https://www.loverslab.com/files/file/5716-funnybizness-slal-packs-se/ KisakiChika 32Bit SLE https://www.loverslab.com/topic/95813-milky-anims-now-with-slal-pack-by-wolfbread/?do=findComment&comment=2197672 64Bit SSE ? Kurg4n 32Bit SLE https://www.loverslab.com/files/file/3426-k4-animations-slal-package/ 64Bit SSE https://www.loverslab.com/files/file/5732-k4-anim-pack-for-se/ Leito86 32Bit SLE https://www.loverslab.com/files/file/2615-slal-animations-by-leito-91216/ 64Bit SSE https://www.loverslab.com/files/file/6357-slal-animation-pack-by-leito-se/ MadMansGun 32Bit SLE (page offline) 64Bit SSE https://www.loverslab.com/files/file/5465-horny-creatures-of-skyrim-special-edition/ mastermike8800 32Bit SLE https://www.loverslab.com/files/file/2979-slmastermike-testpack-animations/ 64Bit SSE https://www.loverslab.com/files/file/5738-sl-mastemike-animation-testpack-se/ Mike24 32Bit SLE https://www.loverslab.com/files/file/3771-slal-mike24-animations-classics/ 64Bit SSE https://www.loverslab.com/files/file/7733-mike24-skyrim-se-sexlab-animations-unofficial-conversion/ MilkyTabboo 32Bit SLE https://www.loverslab.com/files/file/5844-milkyslal-may-update/ 64Bit SSE https://www.loverslab.com/files/file/6019-milkyslal-for-se/ mojito817 32Bit SLE https://www.loverslab.com/files/file/2725-feet-lovers-slal-anims-idles-cum-textures-sam-feet-replacer/ 64Bit SSE ? nazonootoko 32Bit SLE https://www.loverslab.com/files/file/3765-nazonootokos-animations-for-slal/ 64Bit SSE ? NCK30 32Bit SLE https://www.loverslab.com/files/file/6878-nck30-animations/ 64Bit SSE https://www.loverslab.com/files/file/6878-nck30-animations/ Proxy86 32Bit SLE https://www.loverslab.com/files/file/4369-proxys-animations/ 64Bit SSE ? PsycheHHH 32Bit SLE https://www.loverslab.com/files/file/11477-psyche-animation/ 64Bit SSE https://www.loverslab.com/files/file/11477-psyche-animation/ Rydin 32Bit SLE https://www.loverslab.com/files/file/1972-rydins-animations-resource-pack/ 64Bit SSE ? Sailing Rebel 32Bit SLE https://www.loverslab.com/files/file/3020-slal-animations-by-sailing-rebel-srb-2016-06-29/ 64Bit SSE https://www.loverslab.com/files/file/6024-slal-se-animations-by-sailing-rebel-srb/ SirNibbles 32Bit SLE https://www.loverslab.com/files/file/2585-nibbles-animations/ 64Bit SSE https://www.loverslab.com/files/file/5710-sir-nibbles-anim-pack-se/ SpaceHamst3r 32Bit https://www.loverslab.com/files/file/6105-shs-bound-animations-slal-pack/ 64Bit https://www.loverslab.com/files/file/6111-slal-sh-furniture-anims-v1-se/ Suke 32Bit SLE https://www.loverslab.com/topic/62530-sukes-animations-slal-692016/ 64Bit SSE ? znaroks 32Bit SLE https://www.loverslab.com/files/file/3975-znaroks-animations-with-slal-pack/ 64Bit SSE https://www.loverslab.com/files/file/5748-znaroks-slal-animations-for-se/ 3jiou 32Bit SLE https://www.loverslab.com/files/file/4260-3jious-animations-for-slal/ 64Bit SSE ? some other SLAL Packs can be found here (but mostly redundant because most animations are already in other SLAL Packs) 32Bit SLE https://www.loverslab.com/topic/55268-sexlab-animation-loader-guide/page-6?do=findComment&comment=1422937 64Bit SSE ? other animation packs (not SLAL): 3jiou 32Bit SLE https://www.loverslab.com/files/file/3097-sap-sexlab-animation-pack/ 64Bit SSE ? tweens 32Bit SLE https://www.loverslab.com/files/file/2625-m2m-gay-animations/ 64Bit SSE ? Zaz Animation Pack 32Bit SLE https://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/ 64Bit SSE https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ Submitter MadMansGun Submitted 12/19/2016 Category Other Requires http://www.7-zip.org/ Special Edition Compatible Yes
  21. I am wanting to convert some Sims 4 hairs to Skyrim, and am running into a few issues. I followed Kalilies' youtube tutorial and while it's a good tut it skips over a lot of stuff I still don't know how to do. I was wondering if you lovely LoversLabbers knew of any other tutorials that help with converting sims hair to skyrim. It's okay if it's for LE, apparently the nif plugins for 3DS max don't like SSE hair meshes anyway, so I'll just convert it separately using NIF optimizer. Thank you!
  22. I made a quick YouTube tutorial to help learn how to add voice to your mod.
  23. This Guide is for Installing 3BBB with Body and belly Physics etz for Skyrim Spezialedition (Skyrim SE) not for Legendary Edition (Skyrim LE (has32bit archytecture and is very unstable at times but has a lot of mods that did not get transfered to Skyrim SE)) so make sure you use the right version of skyrim and the right version of mods aswell as Skyrim Scrip Extender (SKSE) for Spezialedition (SE) First of all i will list EVER mod you need for the body and bodyphysics, creatures and creature-schlongs aswell as the stuff to build a bodypreset (the slider-Options for the CBBE Body (how thicc your charakter will be) and the 3BBB Pussy and Belly-Node) aswell as the frameworks to generate animations and a nice Armore-Collection and Bodypreset so you have some stuff that is better than the vanilla-one. You can go from there. This Guide looks long but only because its detailed. If you already know how to install and set up SKSE FNIS and Bodyslide and how to run it feel free to skip the parts. I will go over many bugs and typical reasons for them too so you can use this step by step guide to debug your Problems with 3BBB. You will need to install every mod in the order that there are listed so the loadingorder is right from the start but it will tell you what has to go where at the end too aswell as a coppy of my loading-order that you can use to find the right version or Nexus ID of different mods. I use MO2 and Seperators that i colored so every mod-section is sorted nice and clean. I can make a quick guide on how to use MO2 if you want me to. If you follow this step by step guide it will work just fine but feel free to tell me if my links are out of date or if you run into problems. This still works and is up to date at the 20.11.2020 Modding Skyrim can be frustrating we all have been there i hope i can make some people enjoi 3BBB aswell it is just to good to pass on. And finaly i am from germany so sorry for the bad english at times. (if you wannt a translation of the guide in german let me know i can hook you up) : Wenn ihr die Anleitung nicht ganz versteht oder noch mal auf deutsch wollt lasst es mich wissen ich mache eine deutsche Version es falls es genug Nachfrage gibt . Falls ihr andere Probleme habt helfe ich auch gerne aus so gut ich kann. MOD-LIST: First install the following mods. I will tell you why you need them and what to do with them behind the mod. How to set up the mods ingame and how to build the bodyslide, animations and so on will be at the end. So don´t worry if you don´t understand what the mods are needed for. Just follow step for step: Install: SKSE https://skse.silverlock.org (Its the Skyrim Script Extender: make sure you select the Skyrim SE Version. Its what makes PC-Skyrim better than consols-Skyrim... it lets you add more content to the game and new assets. Its required for almost every mod. It has to be installed differently than other mods) SkyUI https://www.nexusmods.com/skyrimspecialedition/mods/12604 (Is used for User Interface and many Mod-menus.You need it as a requirement for other mods and it will change the Skyrim Menus to be cleaner and smaler) Alternate Start https://www.nexusmods.com/skyrimspecialedition/mods/272 (Lets you spawn in a room to create your charakter aswell as leting you chose your starting szenario etz. IMPORTANT: we need this to skip the long vanilla start and to test our Physiks/animation/mods etz before starting a playthrough) AddItemMenu https://www.nexusmods.com/skyrimspecialedition/mods/17563 (Adds a item at the start to add armores items etz from mods per search menu. Needed so you can test the physik in different sexy-outfits. Just super awsome in general to spawn armore or key, books etz) Racemenu https://www.nexusmods.com/skyrimspecialedition/mods/19080 (For other Mods and charakter creation required. Needed for Racemenu-Higheels and this is used for MANY MANY armoresets. Its important to select it when installing CBBE and 3BBB later so the Sliders Ingame work when making your charakter.) RacemenuHighHeel https://www.nexusmods.com/skyrimspecialedition/mods/18045 (Allowes many Armores to play a heelsound when moving. Needed for many armores.) KSHairDos https://www.nexusmods.com/skyrimspecialedition/mods/6817 (Adds new hair. Just so you don´t need vanilla hair so you can actually enjoi the animations when testing if physics etz work. I can make a guide on Charakter Assets with links aswell if you wannt to but it comes down to personal preferences.) Caliente's Beautiful Bodies Enhancer -CBBE- https://www.nexusmods.com/skyrimspecialedition/mods/198 (IMPORTANT: There are 2 big main Bodyreplacers this is important for Armoresets!!! One is CBBE(this link) the other is UNP and UUNP etz. When Downloading armores select the CBBE or 3BBB Version NOT the UNP Version or the Armore will have vanilla-unp-body with no bellynode and no 3BBB-smp physics!!! Just use CBBE it is only the reqirement for 3BBB anyway) Demoniac 2-4-8k Skin https://www.nexusmods.com/skyrimspecialedition/mods/19355 (Adds new Skin so you don´t use vanilla Skin. Ulta high quality with gloss or wet skin-option aswell. Its so good. You will never need different skin EVER. Needs to be below CBBE to overwrite the SkinTexture.) FNIS (IMPORTANT DESCRIPTION after link) https://www.nexusmods.com/skyrimspecialedition/mods/3038?tab=files (Force new idels into skyrim: Needed to add Animations . Install the Versions FNIS-Spells, FNIS-Creature-pack and FNIS-Behaviour XXL under fiels. XXL just lets you have 25000 animations and oh boi are you going to install a lot of them. Spells and Creatures are used for Creatureanimations etz and Modrequirements for other mods.) XP32 Maximum Skeleton Special Extended - XPMSSE https://www.nexusmods.com/skyrimspecialedition/mods/1988 (Is the Skeleton used to animate your charakter. Imagine it like this: Your Charakter is a hollow shell. This gives your Charakter Bones that this shell is attached to so animating the bones will animate the mesh/shell aswell. Aslo used for other Bone-physic-mods... to let you jiggle etz bone-waight-system is just the name of the physicsystem used for physic it has basicly nothing to do with real bones. IMPORTANT: This Skeleton needs to be below the More-nasty-critters, Beast-cocks and SOS or it will overwrite the skeleton of the dick and its colision box) CBPC https://www.nexusmods.com/skyrimspecialedition/mods/21224 (Physics-Engine of sorts. Used for lower CPU-Intensiv physic. Used for the awsome bellyphysic of the 3BBB Body aswell as most NPC-bodys. The Rest will be SMP (different physic-engine that is highter cpu-intensiv ) you need bothe) SMP (skin-mesh-physic) https://www.nexusmods.com/skyrimspecialedition/mods/30872 (Used for Physic simulation of 3BBB-Body aswell as many armoresets with smp-support and smp-hair, wings or tails. THIS CAN BE TROUBLE WITH SMP HAIR!!! When your boobs fall through the ground you will have a smp problem like smp-hair and smp-breast clipping (glitshes physic out)) CBBE SMP (3BBB) https://www.nexusmods.com/skyrimspecialedition/mods/29023 (Yes this is needed for 3BBB too. Its like normal SMP but way better and more realistic... aswell as a cpu killer but you pc will survive it im sure. So you need CBBE(Bodyreplacer) XPMSSE(Skeleton) CBPC,SMP,CBBE SMP(3BBB)(for Physic)) CBBE 3BBB https://www.nexusmods.com/skyrimspecialedition/mods/30174 (This will add a Anus,Pussy and Belly-node so you have bellyphysic etz when penetrated by a schlong-colisiongroup. You need to build the objective for the player and npc´s aswell as building a batchbuild so the armores and bodys use 3BBB-body. I will explain how step by step at the end per screenshots) Bodyslide and Outfitstudio https://www.nexusmods.com/skyrimspecialedition/mods/201 (This is used to generate the body for 3BBB and Armores. You don´t need the Outfitstudio... its just for fixing clipping on armore. I will explain how to set it up and use it at the end per screenshots) BD's Armor and Clothes Replacer - CBBE 3BBB https://www.nexusmods.com/skyrimspecialedition/mods/32518 (Replaces all the vanilla Armores with some S-Tier Armorereplacer for a 3BBB Body. Just so you can test if the physiks work alright) SunJeong Ninirim Collection https://sunkeumjeong.wixsite.com/mysite/post/sunjeong-ninirim-collection-6-0 (Awsome GIGANTIC Armorecollection that you can spawn with the add item menu. This armores are made with misk armore like capes so you can mix them realy well or just use the slips dresses miniskirts in addition to your normal armore. This is super high quality and free. Realy talented modder! Here is his side its flutted with super sexy armoresets https://sunkeumjeong.wixsite.com/mysite ) A Body-Preset https://www.nexusmods.com/skyrimspecialedition/mods/26464 (Just a Preset for how your body will looklike after building the armores. Needed for testing if your Outfitstuidio did generate the right batchbuild and armore-bodyslide-data. You can use any Bodypreset this is just a quick one that works with modorgeniser and vortex so you don´t need to drag it manualy into the bodyshape-data folders of bodyslide ...like many other presets) LOVERSLAB-MODS and Requirements: SexLab Framework SE (Needed for LoverslabMods in general. IMPORTANT you need to check creatureanimations in the MCM (mod-configuration-menu)i will explain it at the end when setting up the mods) JContainers SE https://www.nexusmods.com/skyrimspecialedition/mods/16495 (Its a Framework that runs scrips for mods in the backgrount. You need it for Sexlab-Animationloader to run animations. Many other mods use this tool too like SexlabarrousedCreatures (Mod that lets you lie down to let creatures breed with you and creatures will try and start raping people if they get horny) realy good mod with tons of utility) Sexlab Animation Loader (Used to generate animations in the game per menu. Than it will add to your Sexlab-animations. Its hard to generate them if your new but i will explain it at the end) Sexlabarrouse Redux (Needed if you wanna use dynamic replacers. You will be able to see if a NPC is horny etz) Sexlab Creatureframework SE (THIS IS NOT FNIS Creatures!!! THIS IS NOT in the Sexlabframework!!! Dick-Replacers from SOS,MoreNastycritters will overwrite the vanilla Sexlabframework-dick. You can use Sexlab Creatureframework in the game to select the dick you wanna use for a race. For example your Troll has the wrong one change it in the mcm. You need it for more-nasty-critters and many creature animations etz. if the Schlong does not load in or has no colision... some don´t have collisionboxes so chose the right one for the sweet sweet belly-bulg of 3BBB) SOS or Schlongs of Skyrim SE (Replaces the Vanilla male body aswell as adding dicks. You can download a smp patch to get a better collisionbox just install the patch in addition to the SOS for SE. PATCHES ALWAYS after the main mod) More Nasty Critters Special Edition AND Hentaicreatures SE (MNC is a replacer for the animal schlongs and some animal textures. Hentai-Creatures CAN BE DOWNLOADE AT THE SAME SIDE under "show files"!!! It will add spells to your game to summon creatures so you need it to test the animations.The spells cost 88 mana so you can cast them anyways. You need to add them per mcm i tell you how all the way bellow.) ABC Animated Beast Cock (This will have a patch for hdt smp colision too on the side. It lets modders animate schlongs better and adds collision if i did understand it right. Needed for many super awsome Sexlab-Animations with animated cocks. Loverslab realy has a lot of tallented modders you will love this!) Babo Animations for Creatures and Humans (This will add some ABC-Animations that are REALY REALY good. The Artist is called Baka-Factory. He has many fifferent mods and is super talented when it comes to animations and many others. Check him out. He has a Discord and Patreon aswell. The Discord is a place to chat view the modprogress or get help. Check it out for sure. ) Billys Animations (YOU NEED TO DOWNLOAD the version for Creatures and one for Human-animations! Make sure you have both and the Skyrim SE-version. Oh billy you realy did it! This are a TON of animationpacks for everyones Taste. Super tallented mod-autor aswell. Has Clutter so basicly cages and Restrains for some animations. Just wow this is what you modding the3BBB Body to begin with ) If you installed it in this order you should be fine. Just install it and whenever you have to chose physic-preferences or mods you use already select: SMP-Physic for every part of the body other than the belly(this will use CBPC). You use Racemenu CBBE and SOS aswell as more nasty critters. If you have problems selecting or you fucked up the instalation of the linked mods let me know. I will make a video on it if there is enoth demand or just ask in this post. After installing every mod with MO2 (or Vortex) you will need to have less than 255 Plugins. Skyrim SE can not load more than that even if it counts them but you can get the plugins down by merging mods just look it up its easy af with the ZMerge Tool if you even get over the 255 plugin limit. To set up Bodyslide and FNIS XXL: IMPORTANT!!! DONT INSTALL MO2 in Programme(x86)!!! This Part of your PC is protected by windows and will not let you overwrite Data. This stops you from generating Armor-bodyslides with Bodyslide for example. When installing MO2 install it on a SSD so it is fast as fuck and not on Programme(x86). If you fucked up don´t worry you can still move it like this https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129&l= AND INSTALL SKYRIM in a different Steamlibery on the SSD or move it like i did. My Skyrim was in the deafault C:Programme(x86)steam>common>Skyrim SE and i moved the libery from C:Programme to just C. It can still be on C just not in Programme(x86) or the default steam location. We will add Bodyslide and FNIS now. Just look up a video how to or do this: FNIS Guide: Bodyslide and Outfit Studio Guide: Go to your Modorgeniser.Click on aplications on MO2 where you use SKSE add a new one. Set "Binary" to C:\MO2\mods\BodySlide and Outfit Studio - v5.0.7-201-5-0-7-1591033882\CalienteTools\BodySlide\BodySlide x64.exe Set "Start in" to C:\MO2\mods\BodySlide and Outfit Studio - v5.0.7-201-5-0-7-1591033882\CalienteTools\BodySlide klick applie and now you have it as a new tool in your selection. The same for FNIS XXL Binary C:\MO2\mods\BodySlide and Outfit Studio - v5.0.7-201-5-0-7-1591033882\CalienteTools\BodySlide Start in C:\MO2\mods\FNIS Behavior SE 7_6 XXL-3038-7-6-1582110624\tools\GenerateFNIS_for_Users apply and finished. Now we will run bodyslide and generate the Bodyslide and Belly-Node. Run it this window will pop up. Select ZincTO´s Preset top left in Presets. Select 3BBB Amazing Body SMP On Object NPC A-D cup and the Cup version you want so probably C or D-Cup all the way on the Top of the slider. Click on build down in the middle. Do the same for 3BBB Amazing Body SMP On Object Player. Now you have created the Pussy,Belly and But Component of the 3BBB-Body-colision. We still need this body to apply on every armore and we need to select the physics option. Click Batchbuild all the way on the left down in the corner. To generate them click on BatchBuild down on the left. Select all or use rightclick > select all. Or use Strg+A. Click Build on the window down right. Now you can chose every armore and body to be generadted with the physics of your choice. Go to SE 3BBB Body Amazing. It will be very hight up. You can check all the different armores aswell but the divault will already have selected a 3BBB or SMP-Physic option...normaly when using nice amoresets. Click OK. Now your CPU will generate all the armores and my CPU (Ryzen5 2600) gets up to 60+ Grad Celsius with air-coling so chill it will get kinda hot and take a while if your pc is bad. IF YOUR SKYRIM IS IN THE PROTECTED Programms folder on C you will get a error. Guide on how to fix it is above. After you done go to FNIS XXL and start it. Check the boxes calles SKELETON Arm Fix or your arms might have a gap this is a fix for a common bug. Click on Update FNIS Behavior. Wait while it generates the animation-behavior-data this will take a bit. At the end you should have less than 25000 registered animations and no errors. If you get errors look them up in the feat above. Most of the time it will say: "ERROR Animationbehaviour not compatible" or Animation behaviour from Skyrim LE or Oldrim etz. This means your mod or animation is for Skyrim Legendary Edition and not Spezial edition. Just remove the mod that is marked and generate FNIS XXL again. You don´t need to do this for FNIS-Spells or FNIS-Creature Framework. Finaly look up the errors in your Modorgeniser. This will be different for Vortex i guess. For MO2 click the Warning Triangle on the top right corner. Overwrite-Error is fine. Overwrite is the Foldermod ontop called overwrite. It will store all your generated Data from Bodyslide and FNIS and overwrites every other mod. Its fine we want this body and animations to overwrite vanilla body and animations and add newonce anyway so ignore the "You have Data in your Overwritefolder" warning. If you still miss a plugin you will find a error that tells you what mod to install (you missed a required mod when installing). If you use a Skyrim Legendary mod it will say "From NUMBER plugin detected". WARNING many Loverslab mods are for the older Skyrim LE (Oldrim) version but work fine with Skyrim SE too so you need to find out what causes problems in case your skyrim has a crash to desktop (ctd). To make it easy write down what mods work finde and when adding a new mod if it is listed as Oldrim Plugin keep a eye on it so you can uninstall it if your skyrim stops working fine. Its mostly animationmods but they still work most of the time. If you know how to set up sexlab-framework and sexlabanimationloader aswell as how to add the hentai-creaturespells to test if the 3bbb body works you can skip until you see this again: ########################################################################################################################################################################################## Now just start SKSE SE. If it works start a new game and you will start at the Alternate Start Location. Create your Charakter and save. You can save the charakterpreset on the top right of the racemenu so you dont need to do this over and over again (save the preset aswell as the sculp by exporting). Exit to the main menu. Load the Savefile. Wait until every mod is finished installing by just standing and don´t be in the menus.In the top-corner you will see whats installing. After its done save and reloade it again. Now press Escape and go to the side with Setting for difficulty. You will see a new menu called MCMs or Modmenus click it. It will show every installed and registered mod that has a menu so not armores. If your Physics are buggy or the Amores do not change do not panic we will fix it. Go into the Sexlabframework or Sexlab MCM and install it if it did not auto install. Activate creature animations and exit the menu you will not be able to click stuff after clicking enable creature animations. Wait until it is installed by standing while not being in a menu or the console. You can tweak the Sexlab MCM to your liking. It contains facialexpressions, undress editor moaning intervall and voices etz. Important: Change the Buttonselection for Changeszene to 0-Key Exit Szene to Enter-Key and move actor top front left to arrowkeys. Shift while top will be down. Shift whil left will be right. Shift will be the so called modyfier key.This is just personal preferenze. Now go to SLAL MCM and click on check new animations and load animations until it starts working. It needs some time and will not start the first time you klick it. Do this until it starts registering new animations. Wait until its finished this will take a long time and this time do not exit the MCM of SLAL!!! After it registered all the animations activate them on the same page. Now Your creatures have new animations and the creatureframework is active. Go into the HentaiCreature MCM and click "Dumb spells on me". This will add the new spells to your charakter. Select Hentaitroll as spell in your right hand and summon him. Search your spells for Sexlab Target Spell. This got added by the Sexlabframework and you do not need to add it per mcm like the hentai creature spells. Put it in your left hand. Shoot it at the troll 2 times and than hold it charged. This will make the Troll target you making the Sexlab Target Self spell useless because now you can select and target yourself with just this one spell. A Animation will start playing. press leer to go a stage forth. 0 to select a different one o to get to the next animation in the list of animations. And Enter to leave. You can move the Szene and the shlong with the arrowkeys. This is just my prefered controll-layout if you did not change the buttonloadout go to the sexlab MCM and Controlls and set it to your liking. ####################################################################################################################################################### You will have a 3BBB MCM with a hotkey to change CBPC Physics to SMP-Physics for your charakter by pressing + on the numpad. This will fix your boops if you have physic-problems. If the bodycolision is not working with the creature cock check if: -you installed all the mods -you activated the creature animations in the Sexlab MCM (or the animation will not have started at all) -you chose the right physic options when installing 3BBB-mod (just reinstall to check) -you have the Maximum Skeleton at priority low like 5 and the rest of the mod overwrite it so they have a priority of 11+ -you chose the right cock in the creatureframework MCM in the game you can still change it in the game -you use a CBBE Body and not a UNP/UUNP Body... -you build the 3BBB Body on Objekts Player aswell as the Batchbuild and chose 3BBB Body Amazing at the batchbuild when you were using Bodyslide - you have SMP,CBPC,3bbb-SMP, Maximum-skeleton installed aswell as the creature stuff (You can just start the game and check if the collision is working for human NPCs in a town so you can tell if only the creature collision is not working. Also: some creatures do not use very big collision boxes so you might not see the bellybulg working depanding on the race and the animation) I know most common bugs so tell me if you run into trouble. I will make a FaQ to fixing bugs below later. If your happy with the result just keep modding and make a backup of the working configuration so you can go back if shit stops working.You need to do the MCM configuration and the waiting at the start of every new charakter unless you save this charakter as a backup. Some mods will need a new savefile so this routine will always be the same you will get quick at it. You can just loade this charakter now and press ^ to get into the console tipe " showracemenu " and enter. You can remoddel your charakter now for a different playthrough without to much MCM work. Then select the start you want from the marastartue and start your playthrough. If you have a better idear how to do it let me know i will change this tutorial acordingly. IMOPTANT: This is just to get the 3BBB Body and Physics aswell as some animations and creatures to work! You still need more Mods to make your game enjoiable. Just some recommendation when it comes to "how do i trigger sexszenes in a immersiv way" and Fill her up to see if your bellynode is working or if you use a UNP-Body. Sexlabaroused creatures (Already explaint above. Awsome to get a natural way to submit to a creature or have randome creature sex) Sexlab Defeat (Lets you get knock down and raped by NPCs aswell as letting you capture them. Sneak knockouts. Put people in a bag and capture them etz ) Sexlab Fill her up Baka Edition (We use it to check the bellynode. Check the right box in the MCM to change to the 3BBB Bellynode if it is not enabled on default) I will keep a eye on this post and try to help as much as i can. For more animations just go to: Downloads>Skyrim-Spezialedition>Frameworks and Rezources> here you will find most animation-packs for Skyrim SE. Good luck and if you ask in this post use screenshots to report bugs it makes it way easyer to see what settings you use in the mcm´s or what physiks-bug is going on. I will add more Screenshots later if someone still has trouble with this guide but for now it will only be the FNIS XXL and the Bodyslide-part. And i also might make a video on it and keep it up to date but i don´t realy know where to publish it and youtube is kinda shit... so plz let me know if you already know of a alternativ videoplatform. Its always faster to just show the entire process in a video.
  24. [TUTORIAL & GUIDE] OBJECT TOOL : How to use and understand it. Doutoku Tool. This thread is under construction. Over years using this tool I will provide all what I know and discovered about this tool. How to use it, how to understand it, what is the capacity of this tool, how to optimize your mods using materials, environnement, shiny effects and else. There are a lot to say and explain about this tool. UNDERSTAND INTERFACE : On this guide I will use the version 0.26.2. Be careful if you use lower versions there are some property that don't exist with some issues and crash, I found this version stable that's why I'm using this one. WGT_all_body : Show mesh name and amount of meshes inside a TMC. VGrp : Show the group assigned per meshes. VtxCt & IdxCt : Show the amount of vertices & index count per meshes slots. Tex1-2-3-4-5 : Show the textures orders. TexType : Show how the textures are read. Trnsp : Transparency level. Dsid : Double Sided level. Mcol / mtcp / Mtrl : Material property. Z1 / Z2 / Cast / Recv / Culling : Advanced parameters. Z1 & Z2 need to be combined with Trnsp, Cast - Recv & Culling are for shadows & lightning. UNWRAPPING ALL OF THIS : WGT_all_body : RIGHT CLICK OVER A MESH SLOT ADD SUB OBJECT : .You can add as many meshes slots as you need, until now I didn't found a maximum but I also didn't tried to add more than 15 meshes slots in 1 TMC. DELETE SUB OBJECT : . You can also delete usless slots that don't include meshes, this is HIGHLY recommended to delete them to fix the blinking shadows issues. DELETE ALL VERTICES AND INDICES : . Remove the mesh inside this slots but DO NOT delete the slot itself. GET MATERIAL : . Import and inject a new material for the targeted mesh (this part will be developped separately). VGrp : . This tab show the number of UV (textures) that the mesh slot can hold. As show on the screenshot it have to be combined with the lower part. . You CAN'T change the number of UV count if a mesh is already added, you have to create a new WGT_all_body group and change the number before inject a mesh inside. . Usefull if you have a mesh that have only diffuse or don't wan't to use Normal Map and others textures for x reasons. But keep in mind a mesh group that have only 1 UV could be less detailed due to lack of Normal Map & Specular. . Also usefull for certain material injection. => On the screenshot you can notice some of my meshes actually use 1 UV (VGrp 2), this is a mesh that have shiny material with only diffuse. VtxCt & IdxCt : . Vertex Count & Index Count are just showing the amount of vertices & their index per meshes inside each slots. . I already added a mesh that have 100k vertices and was working, so I guess there are no limit but you could get some lag in game, specially if the mesh is big. Tex1-2-3-4-5 : . This is where you will swap your textures for each meshes. . A TMC can hold 5 textures per mesh slot, but until now the 5th slot is useless or I didn't found an utility despite some test. . This tab have to be combined with TexType tab to know how to swap and place your textures. . By default the order is usually 0012 (Diffuse - Diffuse / Wet - Normal Map - Specular). TexType : . 0 = Diffuse / Wet, 1 = Normal Map, 2 = Specular & 3 = Environnement. . Unless you are using a Skin Slot you can duplicate the diffuse texture when you use TexType 0012. . To enable the Environnement property you have to choose a TexType that include 3 (example 0123) then check the option. Example to understand better : 0012 : Diffuse - Diffuse - Normal Map - Specular 0123 : Diffuse - Normal Map - Specular - Environement 03 : Diffuse - Environnement . When you decided of your TexType you can swap your textures in the proper order in Tex1-2-3-4-5 tab. Trnsp : . Enable transparency for meshes that have textures with alpha channel. => Level 0 no transparency => Level 1 soft transparency => Level 2 hard transparency . If your mesh don't need alpha channel textures you can leave the setting on 0, but if you set it to 1 or 2 anyway you'll get a lighter mesh. . If your mesh have alpha channel you will have to find the proper setting (to combine with Z1 tab) : => Level 1 need to be combined with 08 setting on Z1 tab. => Level 2 need to be combined with 02 setting on Z1 tab. Others mix will give differents results but are mostly uncompatible and could give bugs. Dsid : . Give to the mesh the double sided property, useful when you have a mesh that is not "closed", good example with skirt then you won't have a kind of see through issue. . If your mesh don't need to be double sided and you activate it anyway you'll get a lighter mesh. => Combined to Level 2 Trsnp where a mesh don't need alpha channel it will give an even more lighter mesh. Mcol / mtcp / Mtrl : . Mcol is the main property where you'll inject or change your material setting. . Try to change the number and see the result by yourself, your mesh will become more or less light / dark, combined to mtcp & Mtrl it will give different result. . If you are using a Skin Slot and want to remove this property you will have to change the mtcp parameter, usually decreasing by 1 is enough to remove it (but will still have other property anyway, this is just to avoid the Wet property mostly). . This part will need a separated tutorial where you'll understand how inject and change your material property (shiny effect, animated textures and others) for each meshes via advanced tab. Z1 / Z2 / Cast / Recv / Culling : . Z1 have to be combined with Trsnp setting to enable and optimize your transparency level (reference said before). . Z2 is how the transparency meshes are read to avoid overlapped problems, 0 - 1 - 2 is the proper order, this is mostly used for hair.TMC. . Cast, Recv & Culling are 3 property where I didn't spend a lot of time but look to be related to lights & shadows, changes are almost not visible in game where I recommend to don't change these settings, whatever the original. => Set the Cast option to 2 if you have a mesh slot empty to avoid flickering shadows issue. __________________________ UNDERSTAND & EDITING MTCOL PROPERTY : This part is an advanced parameters to control and edit the material property (but I'm not talking about injecting material yet). Click on the desired mesh you want to edit then click on the top on MtrCol option. In this example I will show the first mesh slot parameters "WGT_all_body_0 (this is a body mesh without Body Skin Parameter). As show on the screenshot a new window will be opened, revealing all advanced parameters where you'll control the material in detail. INDEX : Show the material index, all meshes who have the same index will be grouped together (in this example, the mesh index 12 is lonely), editing a parameter with many meshes inside the same index will change this parameters for all these meshes. USE : Show the amount of meshes for the same material. RGB - B/W column : R = Red Color G = Green Color B = Blue Color B/W = Black & White Colors . You an add from 0 to 255 numbers for RGB setting but I don't recommend it since low number is enought to change colors too. -> This is where you can control the colors per parameters, as example you can give to a specular a red reflection without recoloring the texture itself. AMBIANT : Control the ambiant, this is what the object reflects when illuminated by ambient light rather than direct light. => Here is an example by increasing the ambiant & diffuse RGB parameters : (Left MtCol edit / Right no MtCol edit) DIFFUSE : Control the diffuse parameter, changing the colors without editing the texture itself. SPECULAR : Control the specular parameter, changing the colors without editing the texture itself (but keep in mind you'll always be more accurate by editing the texture than the MtrCol parameter, this parameter globalize all where editing a texture can let you create colors reflection on the desired spots). ENVIRONNEMENT : Control the environnement parameter, changing the colors without editing the texture itself, even increasing or decreasing the power with B/W tab. GLOW : Control the shiny effect but CAN NOT work without the material injection before (will be developped separately). SPECULAR2 / DIFFUSE2 / SPECULAR3 : Advanced parameters to dig deeper with them. RIM LIGHT : This is a light that highlights only the contours of the subject (will be developped separately). SPECULAR(Wet) : Property only applied to Skin Mesh, control the wet effect. UNKNOWS Parameters : From few test I didn't saw a change with these parameters so I don't know their utility for the moment. IMPORTANT NOTE : . Except Diffuse & Speculars parameters I HIGHLY not recommend to put high number on others settings or your mods could crash in game. . Don't abuse and don't go over 50 maximum per column. If your mod keep crashing after edited a parameter just low the numbers. . More you edit all parameters and more you take the risk to have an unstable mod, be careful and don't be greedy. ________________ GLOW & RIM LIGHT EFFECTS : GLOW : Now let's talk about how to make a mesh shiny with Glow parameter and material injection. First you will have to inject the shiny material from another TMC that include it, on this example I will take Raidou COS01 model and his WGT_All_Body_8 material. Once you located the mesh that have a shiny property in a TMC, open your mod that need to have the shiny material in Object Tool and choose the WGT_all_body slot that need this effect. On this example I will inject it in the WGT_all_body_9 slot. Right click on the mesh slot and choose "Get Material", a new window will appear. Drag Raidou COS01 into "Referenced TMC File", choose the shiny material in "Referenced Object", click on MtrlCol - Add in "Material Type" and then click OK. If your mod never had shiny material it will automatically add a new number in the MCol parameter (here it's number 13). If your mod already had this material it will ask you if you want to add it anyway since it already exist, just click yes. Your mesh is now shiny. You can increase or decrease the power of the shiny effect & their colors via Advanced MtrlCol tab as show before with RGB column. IMPORTANT NOTE : The shiny effect is sometime not visible via Neosis and LR Studio, you have to check in game to be sure it's well injected. --- RIM LIGHT : Now let's talk about how to make a mesh having highlight around the border of your mesh. Difference with Shiny material is Rim Light don't need to have a material injected and can be changed anytime on a mod. You just have to play with the advanced parameter and RGB column to choose the intensity and colors that you want to give on your mod. Here is an example with Durga Mecha HLOD mod, she have custom blue Rim Light : And here the property inside MtrlCol advanced parameters : IMPORTANT NOTE : Rim Light IS NOT Cel Shading. You can't add black Rim Light. _________________ More to explain later. Please keep in mind all of this are explained ONLY by experiments over years using the tool.
  25. Using and Modifying Prylipala Sliders By arse22 APR 2021 Intro This will be a small guide to using and base modifying Prylipala sliders. It’s a powerful mod that allows you to morph the head further than the base game would allow. I will also briefly describe how to modify the head used in the mod, without the need for any 3d knowledge or programs, exponentially increasing the possibilities in your TK modeling. Pre-Requisite -Installed VX -Installed Prylipala Sliders Installing Prylipala Sliders Installing this mod is very simple, in VX it is an add-on head, that adds a new sliders which can morph into other heads, but also in any combination and anything in between. Basically, it replaces the useless asymmetry sliders into something much more practical. Download Prylipala sliders somewhere, if you dont already have it. Locate Custom.Prylipala_AltAsymFull.FaceSlider folder and place it into your AddOns. Then, in game you select it like so (the tool tip in the top left will tell you if its the right mod:) Reload the room or customizer, that means exit to title screen and load it up again. The model you did this to should have additional sliders under the second face tab. I am using Maya, which is a base model that was commonly used before and even quite some time after head replacers. Using Prylipala Sliders Here, is Prylipala sliders applied to a very no-frills default Maya at their max and minimum range to show what is possible and maybe a handy reference for some: Base_Maya_Prylipala_Min_Max_Big_Pic.rar 27.24 MB · 0 downloads Base_Maya_Prylipala_Min_Max_Individual_Pics.rar 28.99 MB · 0 downloads Modifying Prylipala Sliders There is a couple of things worth noting here. First, VX does not support HiPoly heads, the sliders for HiPoly heads (labelled HP,) are only the morphs from my understanding. Second, there is no way to add additional morphs to the base mod, as far as I know (the author of the mod, did not support a VX port or further development.) So, if you find that the pre-selection of sliders is limiting (which it is,) what you can do is replace the base head (.tri) file in the mod. As long as it is not a HiPoly (HP) head it will work with the sliders. I will show this example. First locate the head mod you would like to use as your new base: So, that is the head mod of EiraV. It is the only file in the mod, a .tri file. The best practice would be to copy and pase the folder of Prylipala, “Custom.Prylipala_AltAsymFull.FaceSlider” and rename it like “Custom.Prylipala_AltAsymFull.FaceSlider_EiraV.” This is just for organization. Then you go to the same directory and replace fg_head.tri with the one from the mod you want to use. If you are using a EMFS headpack that looks like this: All you need to do is select the .tri file of the head you want to use and rename it fg_head.tri, before moving it into your Prylipala custom mod. (You can also do head02 for male and head03 for shemale.) Heads To Use I was going to post about this on MG right before it died, since I haven’t seen anyone doing this, and it’s quite easy, greatly increasing the potential face types you can get into the game. Not all are great as you see from the previews, in fact I would not recommend using the maximum or minimum of any sliders when creating a model. Some head replacers are very generic and work really well with the sliders, while others strive for a very unique shape and may create poor results with most sliders, so on such heads it’s still useful to do this to fine-tune some parts to your liking. Examples of versatile heads that are good to make a Prylipala mod for: GE, Female Head Normal or Younger, Hybrid, Realistic Nose, Aaron More unique ones that will give mixed results: Daz-like head, Widowmaker, WaxHead, HurkV Conclusion Of course if you are capable, the absolute best is still just making your own head in a 3d program and adding it in as a replacer, but even such a head could easily benefit from the vast number of morphs provided by this mod for in-game tuning. It’s a shame HiPoly version of this mod was not made. I believe RK created some 2x (hipoly) versions of standard used head replacers in a package on MG, which I still have. From what he explained it is a simple process of doubling some value, but I personally do not know what value to modify to make Prylipala sliders work with it and certainly no clue how to add it to VX. This aside though, there isn’t much to using this and it is as good as it gets for TK face customization.
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