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[AAF] M.C.G. (Extended Social Interactions) View File Magno CUM Gaudio 2.12.50 (Extended Social Interactions) A modification that covers all the basics to properly sexualize your Fallout 4. Check it also for Skyrim Legendary Edition, HERE. MOD GUIDE: HERE! MOD FAQs: HERE! FOR MODDERS: HERE! WHAT IS THIS MOD? This is a jack of all trades mod regarding sex features. Its purpose is to cover all the basics features a reasonable man or woman would want regarding sex, in a coherent, consistent, fair and balanced way gameplay-wise, the goal is to give a simple all purpose mod for sex to use as a "dressing" for your vanilla gameplay. Due to its vanilla friendly and completely modular and customizable nature it can be paired well with almost any other good mod by simply adjusting its settings accordingly but it excels when used as the only main sexual mod in your load order. The primary focus of MCG is to expand the social interactions of the player with neutral, friendly and also enemy actors... because as you surely have noticed, Fallout 4 doesn't have many non combat activities, with MCG, instead, you can rely on solid gameplay and finally pretend to live the world, socially interact with the NPCs, make friends and lovers, recruit who you want as companion, stop in bars, play and flirt with npcs, date people, fear harassment, prostitute yourself, trade in slaves and much, much more... SUMMARY OF FEATURES REQUIREMENTS: All these requirements are mandatory ALL FALLOUT 4 ORIGINAL DLCS; F4SE: HERE MCM: HERE LOOKSMENU: HERE (already a requirement for AAF) AAF: HERE. AAF THEMES: HERE. You need to install all of them, this means that you need to install the Vanilla, Kinky and Creature themes. LEITO'S ANIMATIONS: HERE. SAVAGE CABBAGE ANIMATIONS: HERE. ATOMIC LUST ANIMATIONS: HERE. OPTIONAL REQUIREMENTS FOR ADDITIONAL FEATURES: These mods are not required to be installed, but you can expand MCG features if you install them: HUD FRAMEWORK: HERE. To have widgets of your Lust, Wear and Infamy levels (you may additionally need its patch for dev_UI, if you use it). AAF FAMILY PLANNING ENHANCED: HERE. MCG will make sure you not start a pregnancy if you start a kissing/hugging or foreplaying/masturbation from MCG. Also wearing a condom from FPE will prevent MCG diseases from sexual acts; WORKSHOP SYNTH PRODUCTION: HERE. Synths built using that mod will be flirtable and enslavable at will; CREATURE PACK RELEASE: HERE. (Valid for any other creature pack for AAF). MCG natively support sex with all actors in Fallout 4, you can have sex with any race of Fallout 4, including robots, bugs, animals etc... Stats will be always calculated and if you don't have an animation for a particular race MCG will play a fade to black instead, so you can still pretend to roleplay; RSEII: CSA - COMBAT SURRENDER AND ABDUCTIONS: HERE. MCG player defeat system is integrated with the abductions from CSA, with this when the player is raped defeated you can end being abducted after the rape. AAF BAD END ANIMATIONS: HERE. When you have this mod installed you can execute submitted or enslaved npcs using these amazing animations. And in addition, if you have the MCG Player defeat (Respawn system) enabled, you can enable the execution animations also for the player when you are defeated. AAF BP70s FALLOUT4 SEX ANIMS: HERE. Vanilla chaises can be activated to have sex on them with MCG. POLISTIRO'S PATCHES: HERE. AND AAF OVERLAY PATCHES: HERE. Only CumNWealth_Patches_Base.rar should be installed of AAF Overlay Patches; MCG can apply cum effects if the relative option in MCM debug page is enabled. This system has also a fail safe that remove Cum overlays of those two mods from the actors when the magic effect finish, in case AAF or LM fail. This means that this mod can have a similar function as the mod "Wash out that cum". Generally the more animations packs, the more XMLs patches and gender support you have the better, MCG is a mod that has a very free conception of sex, basically you can do sex with who or what the fuck you want. But if you don't have the animations for the actors you are planning to do sex with, MCG will replace it with a fade to black, it's up to you to find the AAF XMLs patches and animations that satisfy your gaming needs and set MCG settings accordingly. In particular orgy animations in the MCG mod requires genderless XMLs to fully work, if you don't have them it is suggested to set MCG to avoid orgies. INSTALLATION: (Optional for better performances): Disable Fallout 4 Papyrus logging, why and how to do it in THIS POST. Make sure all the requirements are installed correctly with all their dependencie, especially AAF and its XMLs patches if you use them. Download and install MCG FO4 v2.12.50. Do not unpack the .ba2 file of MCG, if you do it you will have to follow the for modders guide, in particular you will have to pay extra attention to not overwrite other mods scripts with MCG ones. If you use any of the mods in the list in the following spoiler, you must download and install MCG Compatibility Patches v2.12.50 to patch them, so they can be used with MCG without producing conflicts. Note that if you don't have any of the mods in that list you don't have to install these compatibility patches. (Optional for no kissing and hugging poses): download and manually extract the content of the "AAF" folder inside the archive "MCG_NoKissHuggingPoses" to your Fallout 4/data/AAF directory in your PC. The files with (Optional) mark are patches for mods that are not required to be installed, they are completely optional and you could install them if you like the changes they make to the original mods, see the suggested mod paragraph below for more info; Source files and MCG_Integration_Kit are for modders only and if you are not a modder you must not install those files. Once into the game remember that MCG when loaded the first time starts completely disabled, and you can activate it when prompted by the starting pop up message or later using the "START THE MOD" button in the MCM front page of the mod. Also note that the "Respawn system", "NPC-NPC random sex system" and the "Npc Initiative (approach) system" need to be manually enabled, each of them in the MCG Option hotkey menu after you activate the mod, if you want to use them: SUGGESTED MODS: These mod are not required and they are entirely optional, these are just my personal recommendation: FULL DIALOGUE INTERFACE: HERE. It's a very well done mod which also preserve the "prompt" part of the dialogues so you can also have "Text Replacement" like knowing exactly what are you going to pay for a prostitute, or a doctor in the MCG dialogues. FDI is a superior choice over XDI, which doesn't preserve the "prompt", but both are compatible with MCG; CWSS: HERE. Optional patch available in the download section of MCG change the buffs to be less OP and make them visible in pipboy, and also add support for the big CWSS showers to be used by MCG furniture selector for sex perk to have sex on them when planning sex. (Do not use this patch if you have other mods that rely on the original CWSS like the "Get Dirty" mod). COMPANION STATUS HUD: HERE. Optional patch available in the download section of MCG limit the hud widgets to ten followers and align the widgets to the right while scaling them down to be minimal, in addition you can show and refresh them pressing the RIGHT CTRL button or hide them by long pressing the RIGHT CTRL button; LIGHT EM UP 2.0: HERE. Optional patch available in the download section of MCG reduce the duration of nicotine effects and the quantity of cigarettes and cigars to be like similar mods from New Vegas and also replace the lit cigar and cigarettes model if you drop them to the LIT one instead of the original off one and other recently additions: Custom immersive animation for when using cigarettes with MCG (The animation can be enabled in the MCM of MCG, Debug page). The animation will play if the player is not in power armor, not in combat, with weapons sheated and generally when it is not sit in any furniture or vertibird. Once started the animation can be controlled using the Right Shift key to have a smoke, drop the cigarette or put it in your mouth. The advantage over other mods is that the animation doesn't lock the player movement. Ligth2.0 cigarettes, cigars and stogies are valid to be used in the "Relax Scenario CRIME AND PUNISHMENT: HERE. It's an awesome mod by the great Flashy - JoeyR that I highly suggest to enhance your gameplay. It is also integrated with some MCG mechanics thanks to some of its optional patches that you can directly download from that mod page. LOAD ORDER: Generally is not important but if you have the following mods make sure to put them after MCG so they'll have an higher priority: RSEII: CSA; INCOMPATIBLE MODS LIST: HERE! KNOW BUGS LIST: HERE! HOW TO UPDATE THE MOD: If you are updating a save to version 2.12.50 from version down to 2.7.30 you must unistall the previous version with a mod manager. Then install the new version with the mod manager and finally once in game you must stop and restart the "Npc Initiative system" and "Respawn system" (Player defeated features) if you use them. Updating from versions lower than 2.7.30 is not possible on the same game, in that case a new game is required. MOD STATUS: The mod is officially finished feature wise. Support for bug fixing will continue if needed. At the current time I have thoroughly tested this mod in my personal gameplay and fixed all I found but this doesn't mean that this mod will run perfect for all configurations out there since mods for Fallout 4 are counted by the thousands and frankly I cannot make this compatible with all of them, so stick with the instructions, always read everything in the mod guide and the FAQs and other materials I have provided you in the long period I developed this mod. CREDITS: BETHESDA CREW; For stealing my time. THE AUTHOR OF F4SE; Because some mods will just be impossible to code without it; DOC CLOX, VINFAMY AND CHOSEN CLUE; Because they started everything about sex in Fallout 4... ASHAL: Because of the best sexual framework ever seen on this planet, and because his work on Skyrim enabled me to make MCG for Skyrim LE on which this mod is based and ported from even with all the current limitation of FO4; CRAZY, LEITO, SAVAGECABBAGE,RUFGT: for fantastic animations! DAGOBAKING: Because of the AAF. HALSTROM: for AAF THEMES! FLASHY(JOE-R): For inspiring me in start modding Fallout 4 in the first place, and for RSEII abductions system! IGNOTUM_VIRUM: for letting me check his code for inspiration! LAZY GIRL and KENTINGTON: for inspiration in the cloning code; nKALEX: for sexout unethical deeds EE (WIP)! DOCTASAX: for sexout spunk! DKATRYL: for sexlab submit! ODESSA: for sexout wear and tear! GRAYUSER: for AAF Bad End Animations mod! EXPIRED6978: for LooksMenu! POLISTRO AND RIOT_PUNCH: for human and mutant looksmenu cum overlays! KENNEDYMADEIT: for AAF XMLs Extended! VIOXIS: for "Strap-on's of Fallout 4". PRA: for "Grave Digger". LEGAL: Downloading or any form of distribution or modifications of this mod is allowed only from LOVERSLAB SITE; You can use the source code, provided under license, to do everything you want in your mod, or you can make forks, changes to this mod and even upload your own version of this mod, but: You must mention me (Anghelos92) in the credits of your mod if you were inspired or used any code from me as I did for every author that inspired or helped me with this mod; You must provide your source code in the download section; Don't allow any child porn situation in your modification, of any kind even if this is a videogame; No priority given in terms of privileged support or limited exclusive temporal distribution of newest version to eventual Patreon or Donators of any kind; If I go "AWOL" from this site for more than a month and a reasonable amount of attempts to contact me have been negative, I authorize Loverslab Staff to take ownership of this very download topic from me and give it to any maintaner(s) of good will. DISCLAIMER: I do not condone any form of violence or sexual abuse in real life. The content of this mod is purely fictional as the game "Fallout 4" which modifies. The file here presented is allowed to be downloaded only by people with the legal age of their country of origin and capable of discerning fiction (as this game and this mod) from reality. CHANGELOG Submitter anghelos92 Submitted 04/13/2019 Category Misc Sex Requires READING CAREFULLY THE INSTRUCTIONS;
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Stable Captives - For Diary of mine / v View File Stable Captives is now released in its first official version. This mod was inspired by BaF (Build a Follower). This mod is being developed based on the latest version of DoM, and was created solely to fix the naked bandit bug in DoM/PAH/HSH/AYGAS. (It cannot be used with PAHE alone.) It supports not only bandits, but all hostile spawning NPCs, including Forsworn. **Existing unique NPCs in Tamriel are not affected by this mod and are never stored in slave slots. This mod targets only spawned hostile NPCs, such as bandits. In MO2’s mod order, this mod must be placed below DoM so that it overwrites DoM’s files. In MO2's right-side ESP/ESL load order, if an NPC replacer or custom NPC mod is placed below DoM, it may be a good precaution to place Stable Captives below that NPC mod as well, so that Stable Captives overwrites it. If any issues occur, try this load order. 1. MCM 2. Mechanism The mechanism used to prevent naked bandit NPCs is relatively simple. Player + DoM knocks down a bandit → DoM duplicates the bandit and enslaves the duplicate, while the original is marked for deletion → Stable Captives mod captures the duplicated bandit in a unique ActorBase slot → Stable Captives loads all information for that NPC, including its FaceGen data → The loaded slave data is treated as a unique NPC → The slot is saved and locked → DoM resumes full management of the NPC stored in the locked slot. 3. Slot Cycling + Cleanup and Management Let me emphasize this once again: Please keep in mind that the Reset feature could corrupt every save file containing existing slaves. **More precisely, only save files that are currently using this mod and still have slaves occupying slots.** Please verify it thoroughly multiple times and proceed with extreme caution. A detailed mod manual is also included. No further features are planned for the mod, but bug fixes and discussion will continue. Also, when continuing with an existing save on the new version, the existing FaceGen folders must be moved to the new version’s mod folder. An EXE file is also available to make this process easier. (Files can only be moved from the old version folder to the new version folder within the mods directory.) Optional MOD - Slave salon (BETA) Update Logs- 1.1.8 1.1.9 (Underground Salon) - 0.1.0 Submitter Thrallmaster Submitted 08/04/26 Category Adult Mods Requirements Diary of mine, PAH-Home Sweet Home, PAH-And you Get a Slave!, Paradise Halls Enhanced (pahe) Special Edition (optional) Regular Edition Compatible Install Instructions
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Devious Devices - Equip (AE) View File Description With this mod you can equip and un-equip most of the devious devices available from Devious Devices Assets and Devious Devices Expansion (DDf) by using the MCM menu. You can also create and store (to a .json file) custom DD outfits. Requirements Required Mods (this mod will not work without these and their dependencies) SkyUI (5.2 or later) PapyrusUtil Zaz Animation Pack Devious Devices - Framework (DDf) Skyrim Utility Mod Optional Mods (more features available with these and their dependencies) Devious Devices - Captured Dreams Shop Restored (CD) BHUNP SE Conversions by @Derenriche. Installation Install it using your favorite mod manager. Installation Steps 1. Install 'DDe’. 2. If you plan to use CD then install it first then, install DDe and select the ‘DDe - CD Patch’ in the FOMOD. Uninstallation Steps 1. Uninstall ‘DDe’. Updating to the Latest Version 1. Follow ‘Uninstallation Steps’, for the existing version. 2. Follow ‘Installation Steps’ for the new version. Versioning For example, version No. 1.2.3 A change in, 3 -> Patch, can be installed on the previous version (uninstall old, install new). 2 -> Content update, clean save is recommended. 1 -> Major update, clean save required, new save recommended. Features See update log below for features. API For Modders See post No. 2 in the support thread. DDe For Skyrim Legendary Edition (LE) Devious Devices - Equip LE Update Log Submitter Inte Submitted 08/12/2023 Category Adult Mods Requirements SkyUI, PapyrusUtil, DDf Regular Edition Compatible No Install Instructions
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Version 1.2.0
688 downloads
Dominion of Communion + Dynastic Domain Manager Relationship, Dynasty & Realm Management Systems for Crusader Kings III I started making these because there were several parts of CK3 that I kept wishing went further. Affairs should be able to become more than a secret and an opinion penalty. Rivalries should be able to develop over years. Lovers should be able to become politically useful. Illegitimate children should occasionally matter to succession. Compromising another ruler's household should potentially mean something beyond sleeping with their spouse once. Then, once your dynasty becomes enormous and you've conquered half the map, CK3 shouldn't expect you to spend the next twenty minutes manually deciding which cousin deserves County #37. So this LoversLab page contains three related downloads in one place: Dominion of Communion A relationship, rivalry, bloodline, humiliation and personal-control system. Dynastic Domain Manager A dynasty and realm-management system that helps decide what land you should keep, who deserves the rest, how the realm should be structured, and even how selective you want to be about the dynasty itself. Dominion of Communion – Carnalitas Compatibility An optional compatibility bridge for people using Dominion alongside Carnalitas. Dominion and Dynastic Domain Manager are independent. You can use one without the other. Carnalitas is NOT required for Dominion. The compatibility patch is only for people using both. DOMINION OF COMMUNION What Is It? Dominion of Communion turns affairs, cuckoldry, lovers, rivalry, illegitimate children and compromised households into persistent systems instead of isolated events. A rival can be humiliated. A lover can become increasingly devoted to you. A compromised household can become a source of intelligence and influence. A child can become politically important. A ruler who once simply hated you can gradually find himself trapped in a relationship with you that has lasted for years. And the AI can participate too. At the center of all of this is the Communion Ledger, which remembers the people, households, rivalries and bloodlines your character has affected. Quick Start Start or load a game. Open Decisions. Choose Open the Communion Ledger. Right-click adult character portraits to see the Dominion interactions currently available. Start playing with the systems and let the relationships develop. You do not need to memorize the entire mod first. The Ledger exists because I don't want you keeping an Excel spreadsheet beside CK3 just to remember whose wife you slept with twenty years ago. The Communion Ledger The Ledger is the central interface for Dominion. It includes: Cucked Characters personally humiliated through your actions. World Cucks Similar situations developing elsewhere in the world, including AI-created relationships. Owned Characters who have fallen under your personal Dominion. Dynastic Prospects People and families whose circumstances may prove useful to your dynasty. Children of Communion Children connected to Dominion's bloodline and acknowledgement systems. Tantalized Characters whose Obedience toward you is developing. Secrets & Tribute People who may provide intelligence, money or other benefits. Imperial Tribute Larger political submission and tribute relationships. The Ledger also provides statistics, relationship information, maintenance tools and save-reconstruction functions. Alpha Check Alpha Check is a personal dominance contest between appropriate characters. Importantly: It is NOT a penis-size contest. The result considers the characters themselves: their standing, experience, personality, reputation, capability and the history between them. Winning can give you leverage over somebody, particularly a person who has already experienced humiliation at your hands. Repeated defeats and the right circumstances can contribute toward eventual Dominion. Cuck Experience Humiliation is remembered. Characters can accumulate Cuck Experience and progress through increasingly serious stages: Humiliated → Submissive → Broken → Abject → Final Collapse Those stages can affect later confrontations and how vulnerable somebody is to further influence. The idea is that one event shouldn't instantly transform an entire relationship. You can watch the dynamic develop over time. Tantalize & Obedience Where Alpha Check focuses more heavily on dominance, Tantalize is attraction-oriented. Attraction matters here. Successful interactions build Obedience, ranging from 0 to 1000. At maximum Obedience, a character may become a Pet. Different characters also have different preferences. There is no universal: Bigger = automatically better. Some characters may strongly prefer one Endowment range, another character may prefer something completely different, and sizes outside someone's favorites can negatively affect attraction. Endowment Male characters receive one of six visible Endowment categories along with an individual stored length and girth. Endowment can also be selected through Ruler Designer. The physical system can influence attraction where appropriate, but does not decide Alpha Check outcomes. Current Ruler Designer Quirk There is one minor issue I am aware of: On some custom rulers, the visible Endowment category/icon may initially disagree with the stored measurements when entering a new game. If this occurs, use: Rebuild Endowment Display once. The stored measurements themselves are retained. I'm mentioning it here because I'd rather tell you about a small known issue than pretend it doesn't exist. Dominion & Owned Characters Dominion means more than simply being someone's lover. An Owned character can become part of an ongoing relationship with their Patron and may provide: tribute intelligence political assistance influence inside their household opportunities involving their family leverage in later conflicts If multiple members of the same household independently fall under the same Patron, that influence can begin extending beyond the original relationship. Household Intrigue A compromised relationship can also become a political weapon. Depending on the relationship and the influence you have established, Household Intrigue can create opportunities involving: spouses rumors courtiers children family relationships household opinion political pressure The intent is to let personal control gradually bleed into the political game. Children, Blood & Succession Children created through these relationships aren't intended to exist solely as statistics. Where CK3's normal succession circumstances permit it, acknowledged children can become part of a larger dynastic conflict. This may involve: acknowledgement disputed parentage succession pressure demands for abdication resistance confrontations succession wars Dominion does not simply hand your biological child somebody else's kingdom. Other rulers can resist. If nobody is willing to give way, the matter may ultimately have to be settled by politics or war. Crowned Union Some relationships between powerful rulers can eventually develop into something larger. Eligible Queens and Empresses may enter a Crowned Union when the relationship and political circumstances support it. The point is to allow a relationship that began between two characters to eventually matter at the level of their realms. The AI Participates Dominion isn't supposed to be a player-only menu of buttons. AI characters can generate their own relationships, scandals and humiliations. Some of those relationships appear in the World Cucks section of the Communion Ledger. So while you're ruining one household, somebody on the other side of the map may be doing the same thing. Existing Saves Dominion can be added to an existing save. Opening or refreshing the Ledger attempts to reconstruct relevant relationships from information CK3 has preserved. There is also a Deep Save Scan for a more extensive reconstruction attempt. There are obvious limits: if something happened before Dominion was installed and CK3 itself retained no useful record of it, the mod cannot recreate information that simply isn't in the save anymore. 18+ CONTENT RULE Dominion contains mature sexual and relationship themes. All sexual or romantic participation created by Dominion is restricted to characters aged 18 or older. Characters under 18 cannot participate in those systems. That restriction also applies if the player character is under 18. DYNASTIC DOMAIN MANAGER Okay. So you've built an enormous family. Maybe Dominion helped. Maybe your ruler simply had twelve children. Maybe your dynasty has been breeding like rabbits for 200 years. Now you've conquered another kingdom and have 47 relatives, loyal courtiers, existing vassals and potential heirs staring at you while CK3 asks: Who gets all this shit? UGH. That's why I made Dynastic Domain Manager. What Is Dynastic Domain Manager? Dynastic Domain Manager is a realm and dynasty administration system for players who want to organize their realm intelligently without manually granting dozens of titles after every conquest. It is not simply an automatic Grant Titles button. You tell the Domain Office what kind of realm you actually want. That includes: what land you personally intend to keep who is allowed to receive land which characters you specifically favor which characters should never receive land whether a specific person should receive a specific title how much succession should influence distribution how much vassal power concentration you are willing to tolerate how outsider holdings should be handled how the vassal hierarchy should be structured how selective you want to be about the dynasty itself The Office then tries to carry out those instructions while still respecting CK3's normal title rules. The Domain Office Open Manage the Dynastic Realm from the Decisions menu. The Domain Office provides sections for: Crown Estate What you personally intend to keep. Distribution How surplus land should be allocated. Recipients Who is allowed — or specifically encouraged — to receive land. Realm Hierarchy How existing landed rulers should be organized beneath you. Outsider Holdings How non-dynastic holdings should be treated. Succession How strongly future inheritance should affect present-day grants. Alliances Management of alliances with landed dynasty members. Dynasty Review Evaluation and optional pruning of the living dynasty. Military & Construction Additional realm-management tools. Ledger A report showing what the Office actually did. Crown Estate Before asking who receives your land, DDM asks a much more important question: What am I keeping? Your capital is protected. You can then choose additional personally held territory that should remain part of your Crown Estate. The Office can help you evaluate holdings based on things such as: development military infrastructure special buildings stationed Men-at-Arms the value of the holding to your personal domain You can also manually protect holdings when you already know exactly what you want. The point isn't simply to make the little red Over Domain Limit warning disappear. The point is to build the personal estate you want. Organizing the Holding List Large realms become annoying to inspect very quickly. DDM lets you reorganize its holding registers by: De Jure A–Z Development Faith Culture Reverse De Jure A–Z organizes the realm through its larger hierarchy: Empire → Kingdom → Duchy → County These are viewing tools only. Sorting the list does not grant or revoke anything. Intelligent Land Distribution Once you've decided what you are keeping, DDM works out who has the strongest claim to the rest. It does not simply hand everything to the first relative it finds. Candidates can be evaluated using factors such as: claims territorial legitimacy de-jure fit existing holdings capability family regard political safety succession relevance how much land they have already received how powerful they are becoming The scoring is title-specific. A generally excellent cousin may therefore lose a particular county to another candidate who has a much stronger territorial reason to hold it. Likewise, a person who has already received several grants becomes less attractive for the next one unless there is a good reason to continue strengthening them. Dynasty Members, Courtiers & Existing Vassals The player decides how broad the recipient pool should be. Dynasty Only Ordinary grants remain inside your dynasty. Selected Candidates Dynasty members remain eligible, but specific outsiders you have chosen may receive priority. All Eligible Candidates Suitable non-dynastic courtiers and existing vassals can participate in distribution as well. An unlanded courtier can therefore receive their first county and become part of your landed governing class. Favor Someone for Land Sometimes you don't care about the entire recipient policy. You just know: I like this guy. Find him something. You can mark a character as Favored for Land. That gives them substantial preference when an appropriate title becomes available. It does not simply give them the next random county. The Office still considers whether a particular title actually makes sense for them. You can also mark somebody Never Grant Land if you specifically do not want the automated system landing them. Reserve a Specific Title Sometimes even that isn't enough. You already know precisely what you want: Give this person that duchy. Right-click an eligible candidate and use: Reserve a Title for This Candidate You can reserve an eligible county, duchy or kingdom for them. Reservations are handled before ordinary scored allocation. Normal protections still apply: your capital your protected Crown Estate title rank restrictions government restrictions religious-title restrictions CK3's normal grant legality If the grant isn't legal, DDM doesn't magically rewrite CK3 to force it through. Dynasty Pruning This is one of the other reasons the mod became Dynastic Domain Manager rather than simply a title distributor. Eventually, some dynasties become enormous. DDM can review every living member of your dynasty — landed or landless, adults or children — and evaluate how valuable the Office considers them to the dynasty's future. But it does not work by saying: No Genius trait? Garbage. There is no single required trait. Each dynast receives a weighted Dynastic Value. Where CK3 provides official Ruler Designer values for hereditary and physical traits, DDM uses those values rather than inventing arbitrary equivalents. Education is also valued using the corresponding CK3 education-tier costs. The assessment then considers additional DDM factors such as: inherited/physical trait value education developed adult capability political safety family regard You can even right-click an individual dynasty member and choose Assess Dynastic Value to see the breakdown for that person, including their: Trait Value Education Value Governance Merit Overall Dynastic Value Political Safety Family Regard So you can see why the Office thinks somebody is valuable rather than just receiving a mysterious number. You Choose How Harsh the Standard Is Pruning uses seven standards. Preservation — Below 40 Only severe liabilities are likely to fall beneath the line. Lenient — Below 75 Weak lines are reviewed, while ordinary useful relatives usually survive. Balanced — Below 110 Default. An average competent adult can survive without needing some special congenital trait. Strong hereditary qualities simply make clearing the standard easier. Selective — Below 155 The dynasty is expected to demonstrate strong inherited quality, genuine governing merit, or a convincing combination of both. High Standard — Below 210 Strong overall merit is expected. There is still no single mandatory trait. Elite — Below 280 Exceptional inherited quality or exceptional demonstrated competence is generally required. Apex — Below 360 Only the dynasty's most valuable combinations of inheritance, competence and standing are likely to clear the standard. The higher you move, the more deliberately selective the dynasty becomes. Balanced is the default because I didn't want a normal 867 or 1066 dynasty to begin the game under some insane eugenics standard that nobody could satisfy. “Pruning” Does Not Have to Mean Killing Anyone This is important. The quality standard and the consequence are separate settings. You choose what happens to somebody who falls below your selected standard. Disinherit Only The character remains alive but is removed from inheritance. Strip Realm Titles + Disinherit If the character holds eligible land inside your realm, those titles are reclaimed before they are disinherited. Lethal Purge Eligible realm titles are stripped and the character is executed. So if all you want is a system for determining who should continue through the succession line, you do not have to turn the dynasty office into the Ministry of Murder. You Have the Final Say Before Anything Happens DDM does not immediately start acting on people because you opened Dynasty Review. First it creates a fixed review register. Before execution, the Office tells you: how many living dynasts were examined how many fall beneath your current standard how many actually clear it how many are protected how many already satisfy the selected consequence Then it asks whether you actually want to carry out the review. You can choose: Carry out the dynastic review or: Not yet. The list is fixed before execution, so the Office doesn't show you one number, recalculate everybody during the action, and quietly act on a different group. Protect People You Don't Want Touched You can manually protect an individual dynasty member with: Protect from Automation A protected character is excluded from automated pruning and land-management actions regardless of their calculated score. Protection can later be removed. The player heir can also be protected from the pruning system according to your settings. So if the Office thinks your favorite idiot grandson is a dynastic catastrophe but you have decided that he is the future of the family... Fine. Protect him. It's your dynasty. Minimum Dynasty Floor You can also tell the pruning system that it is never allowed to reduce the living dynasty below a minimum size. Available floors are: No minimum 4 living members 8 living members 12 living members That floor is checked again before each pruning action. So an aggressive standard cannot simply wipe the dynasty out because everybody failed the spreadsheet. Realm Hierarchy Distributing titles is only half the problem in a large realm. You can also end up with a structurally ridiculous empire where lower-ranking rulers continue reporting directly to you even though they naturally belong beneath one of your Dukes or Kings. DDM can reorganize that structure without changing who actually owns the land. Distribute to Proper Lieges This command looks at your existing landed vassals and attempts to place eligible rulers beneath the appropriate higher-ranking de-jure liege already inside your realm. For example: You are an Emperor. A Duke holds a duchy. Several Counts whose counties belong to that duchy still report directly to you. DDM can move those Counts beneath the Duke. The Counts keep their counties. The Duke keeps the duchy. You remain Emperor. The realm is simply organized into a more coherent hierarchy. DDM works upward through the hierarchy and respects normal CK3 restrictions when determining whether a transfer is appropriate. Outsider Holdings Sometimes you deliberately give land to somebody outside your dynasty. DDM shouldn't immediately assume you made a mistake. Existing outsider holdings can therefore be: Respected Leave them alone. Protected Individually This particular outsider grant is intentional. Reclaimed When Permitted Return eligible, unprotected outsider territory to the Crown. Protection belongs to the holding itself, helping preserve your decision through inheritance. Reclaim Unprotected Now Reclaim Unprotected Now only reclaims eligible outsider territory. It does not immediately hand that land back out. The reclaimed territory returns to you first. You can inspect what happened, change your Crown Estate if necessary, and then separately order settlement. Certain religious titles that CK3 will not normally transfer are handled separately when required so the underlying territorial situation can be resolved. Succession Succession can influence DDM's choices without becoming the sole purpose of every land grant. You can determine how heavily inheritance should matter when evaluating recipients. This allows the Office to consider that your heir may already be receiving a huge inheritance while still recognizing that another family member has a much stronger claim or territorial connection to a particular title. The goal is to stop every conquest from turning into a manual rehearsal of the succession screen. War-Aware Settlement You can still use the Domain Office while at war. If you're not ready to redistribute everything immediately, you can choose: Settle After the War When peace returns, DDM checks the realm again. If your existing plan still makes sense, it can proceed. If conquest or other changes have made the old Crown Estate plan questionable, the Office returns you to review rather than blindly distributing titles according to stale information. Military & Construction DDM also contains additional administrative tools for your personal military infrastructure. The Military Advisor reviews the Men-at-Arms you actually maintain and considers their combat families and counter relationships when making recommendations. The Construction Office can help develop personally held provinces, including military-oriented construction and support for stationed Men-at-Arms. These systems are supplementary. DDM isn't trying to replace CK3's warfare or construction systems. Realm Ledger After settlement, the Ledger tells you what the Office actually did. Your policy pages answer: What do I want? The Ledger answers: What happened? Simple DDM Setup For your first time using it: Open Crown Estate. Choose what you personally want to keep. Leave Dynasty Only selected if you simply want relatives to receive everything else. Review your Distribution settings. Choose your Outsider policy. Press Settle the Realm. Check the Ledger afterward. Once you're comfortable with it, start using candidate priority, outsider recipients, title reservations and the hierarchy tools. Dominion of Communion – Carnalitas Compatibility This is the optional third download. Dominion does not require Carnalitas. If you are using both mods, however, this compatibility patch lets their overlapping systems communicate. Its main purposes are to: synchronize overlapping Endowment information prevent the two mods from independently assigning contradictory physical states recognize appropriate Carnalitas sexual encounters inside Dominion allow Dominion to respond to Carnalitas' existing hooks preserve Dominion's relationship and Ledger systems while Carnalitas handles its own mechanics It does not replace either mod, merge them into one, or redistribute Carnalitas assets. Carnalitas Patch Requirements Requires BOTH: Carnalitas and Dominion of Communion The compatibility patch should never be used by itself. Recommended Load Order Carnalitas Dominion of Communion Dominion of Communion – Carnalitas Compatibility The compatibility patch should load after both parent mods. Which Files Do I Need? If you only want Dominion Download: Dominion of Communion If you only want the realm-management system Download: Dynastic Domain Manager If you want both Download both. They are designed to work alongside each other but neither depends on the other. If you use Carnalitas + Dominion Download: Dominion of Communion Carnalitas Dominion of Communion – Carnalitas Compatibility If you want everything Install all three of my downloads, with the compatibility patch after Dominion and Carnalitas. Installation Extract the mods into: Documents/Paradox Interactive/Crusader Kings III/mod/ The folder should contain the appropriate .mod launcher file beside the corresponding mod folder. For example: Dominion of Communion.mod dominion_of_communion/ Dynastic Domain Manager.mod Dynastic_Domain_Manager/ If using the compatibility patch, install its .mod and folder there as well. Enable the desired mods in the Paradox Launcher. Downloads Dominion of Communion [DOWNLOAD] Dynastic Domain Manager [DOWNLOAD] Dominion of Communion – Carnalitas Compatibility [DOWNLOAD] Complete Pack For convenience, I also provide all three together. [DOWNLOAD COMPLETE PACK] The individual downloads are there for anyone who only wants one system. Steam Workshop Prefer Workshop installation? Dominion of Communion: [STEAM LINK COMING SOON] Dynastic Domain Manager: [STEAM LINK COMING SOON] Carnalitas Compatibility: [STEAM LINK COMING SOON] Compatibility / Bugs / Feedback These are mods I made for fun because I wanted these systems in my own CK3 games. They have been tested, but CK3 is enormous and mod interactions can get weird. If you find a bug, please tell me: what happened what you expected to happen whether it happens consistently what other mods you're using and, if possible, include a screenshot or your error.log Support If you enjoy the mods and want to support the work, I'd appreciate it. It's been a rough summer, and CK3 and making these mods for it has helped make life a little better. I legitimately have never touch 500hours in a game until this one and that's stopped me from a total goon out Cash App: $BBURDSCH No pressure. The mods are here to be played Stay Golden -
SL Triggers Redux View File SLTR lets you run simple scripts without the need to compile and without worrying about Papyrus script dependencies or whether your script will build. SLTR comes with some scripts for you, thinks like giving yourself a little gold, healing yourself, giving yourself a drink. You can also write your own custom SLTScripts. And finally, you can set up triggers, ways to make SLTScripts run in response to game events, like on game load, on changing location, or even tied to custom keymappings of your choice. All of this is configurable via MCM or text files if you prefer. It is ESL flagged to minimize impact on your load order and most dependencies are loaded dynamically, so aside from the requirements of SKSE and PapyrusUtils, everything else is optional depending on what functionality you want. Requirements: SKSE Address Library for SKSE Plugins PapyrusUtil powerofthree's Tweaks Optional: SexLab Framework (if you want SexLab events and commands) SexLab P+ Framework (this version works as well) OStim Standalone Console Util Extended (if you want to execute Skyrim console commands in your scripts) (or another ConsoleUtil variant) MfgFix (if you want facial expression related commands in your scripts) Devious Followers Continued OSLAroused Devious Devices NG/Devious Devices SE Pet Collar Nether's Follower Framework Autonomous Sex Framework More Details Please!: The source code is available at https://github.com/sltriggersredux/sltriggersredux which also has a Wiki. There is also a LoversLab SLTriggers Redux Club available for better organized sharing of SLTR related content (i.e. SLTScripts, mini-games, add-ons). SL Triggers Redux (SLTR, though you may still see references to SLT) is two things: first, it is a scripting engine for the SLTScript scripting language and second, it is an extensible set of triggers that let you set up SLTScripts to be run in response to in-game events. The original focus of SLTR was purely on the four basic SexLab events (Sex Start, Orgasm, Sex End, Separate Orgasm via SLSO), but the framework has been expanded to not be tied solely to SexLab events. In addition, out of the box, you can also set up hotkeys to run scripts on demand, set scripts up to run on the (in-game) hour, and even run scripts directly via console command. These scripts are simple text files with the .sltscript extension, with an easy to understand syntax and a number of examples available to work from. Scripts are comprised of commands. Commands can be functions like "av_set" (to set an Actor Value) or syntactic commands like "goto" (to script execution to a different line). SLTR comes with a base library of functions available for scripting that is growing. That said, it features an extension architecture through which mod authors can implement additional functions that would be available to other users of SLT that also install the extension. This allows the ability to expand the function library without needing it to be added to the core library. You don't have to program the scripts to use them. A selection is available for you to work with from the get-go, plus any you want to copy and modify, and of course you can also share scripts with other SLTR users. (I hold no copyright over any SLTScripts anyone creates, just so you know.) Visit the SLTR wiki for complete details, including script examples and SLT API documentation for your SLTScripts, as well as integration features. Supported Events Events that occur in game (SexLab orgasm, Key press, Fast Travel) can be configured to fire triggers, which in turn can result in running scripts if the filters match. Currently, you can run SLTScripts in response to the following events: Core Keymapping (triggers in response to your choice of hotkey mapping, with optional modifier and DAK support) Top of the Hour (triggers on the in-game hour (or on the next such hour after sleep or travel)) New Session (triggers on each new game load) Player Cell Change (triggers on each Cell change; this happens more frequently than you might think, so be careful about heavy scripts with this, and protect against spamming i.e. player running back and forth across cell boundaries could generate spammed script executions) Player Opened Container (triggers after a Player opens a container; depending on timing of the backing ActiveMagicEffect landing, might not run until after the container is closed) Player Location Change (triggers on each Location change; typically much less frequent than Cell change) Player Equipment Change (triggers when the player swaps equipment) Player Combat State Changed (triggers when the Player's combat status changes) Player Hit Or Is Hit (triggers when the Player is hit; this can result in a lot of executions so be careful with filter selection and heavy scripts) Timer (triggers on a per-minute timer, delayed anywhere from 1 to 60 minutes) Harvesting (triggers when harvesting typical harvestables; e.g. plants, mushrooms, butterflies) Fast Travel Arrival (triggers when you arrive after fast travel) Vampirism Transitions (triggers when: you become a Vampire, you are cured, you transform to a Vampire Lord, and you end the Vampire Lord transformation) Werewolf Transitions (triggers when: you are cursed, you are cured, you transform into a Werewolf, and you end the Werewolf transofmration) Vampire Feeding (triggers when you begin vampiric feeding) Player Swim Start/Stop Player Water Enter/Exit Soul Trapped SexLab (optional) Start Stop Orgasm Orgasm, Separate Stage Start Stage End OStim (optional) Start Stop Orgasm SceneChange Scripts Provided These are some of the SLTScripts provided out of the box with just the Core install. That means you can run any of them from the console, or in response to any trigger, with no additional configuration. Making more SLTScripts available is simple; add them to your 'Data/SKSE/Plugins/sl_triggers/commands/' folder and on your next game launch you will see them. The 'target' of a script might be someone other than the player i.e. if you target them when using the console commands or if an event fires that targets them, like SexLab Separate Orgasm. Core SLTScripts Add perk point.sltscript Alcohol.sltscript Cast Calm.sltscript Cast Fear.sltscript Cast Light.sltscript Change stats (bad).sltscript Change stats (good).sltscript Change stats (mix).sltscript Cry.sltscript CureDisease.sltscript Doomstone Lover.sltscript Eat (sweets).sltscript Give Gold(10).sltscript Harm (-100).sltscript Heal (+100).sltscript Learn skill (Mage).sltscript Learn skill (random).sltscript Learn skill (Thief).sltscript Learn skill (Warrior).sltscript Lovers comfort.sltscript MFG Reset.sltscript Necks bitten(+1).sltscript Show Limited RaceMenu.sltscript Sound - Levelup.sltscript Toggle Collision.sltscript Toggle God Mode.sltscript SexLab SLTScripts (included when selecting either of SexLab/SexLab P+) CumControl.sltscript DD Unlock All.sltscript DF Reset All.sltscript DF Set Debt to 0.sltscript Disease.sltscript Heart beat(A).sltscript Sex is crime.sltscript SL Aggressive Sex With Player - Anal.sltscript SL Aggressive Sex With Player - Oral.sltscript SL Aggressive Sex With Player - Vaginal.sltscript SL Masturbate Self.sltscript SL Sex With Player - Anal.sltscript SL Sex With Player - Oral.sltscript SL Sex With Player - Vaginal.sltscript SLS Destroy Random License.sltscript SLS Evict from Markarth.sltscript SLS Evict from Riften.sltscript SLS Evict from Solitude.sltscript SLS Evict from Whiterun.sltscript SLS Evict from Windhelm.sltscript SLS Magic Curse Add.sltscript SLS Magic Curse Remove.sltscript SLS Revoke All Licenses.sltscript SLS Revoke Random License.sltscript SLS Send to Kennel - Markarth.sltscript SLS Send to Kennel - Riften.sltscript SLS Send to Kennel - Solitude.sltscript SLS Send to Kennel - Whiterun.sltscript SLS Send to Kennel - Windhelm.sltscript SLS UnEvict from Markarth.sltscript SLS UnEvict from Riften.sltscript SLS UnEvict from Solitude.sltscript SLS UnEvict from Whiterun.sltscript SLS UnEvict from Windhelm.sltscript Time Control.sltscript Time Slow.sltscript Vision blurred.sltscript OStim SLTScripts (included when selecting OStim) OStim Disease.sltscript OStim Heart beat(A).sltscript OStim Masturbate Self.sltscript OStim Sex is crime.sltscript OStim Sex With Player.sltscript OStim Time Control.sltscript OStim Time Slow.sltscript OStim Vision blurred.sltscript General Adult-oriented SLTScripts (included when selecting any of OStim/SexLab/SexLab P+) Contamination - MME_Lactacid.sltscript Contamination - Transformative Elixir.sltscript PetCollar - Add Keyless.sltscript PetCollar - Add.sltscript PetCollar - Remove Keyless.sltscript PetCollar - Remove.sltscript Add-Ons/Mini-Games Available These are add-on packs or mini-games implemented through SLTR. These may alter gameplay or introduce new mechanics. Typically these involve combinations of SLTScripts, pre-built triggers, and sometimes configuration files. PetCollar Game - (Requires: SexLab, PetCollar; Contents: SLTScript, trigger, JSON) At the start of SexLab scenes, your followers will (somewhat) randomly choose to equip and unequip the "Keyless Pet Collar" from the PetCollar mod. This is the one which cannot be picked or removed by the wearer. Consumption Lifestyle - (Requires: Transformative Elixirs; contents: SLTScript, trigger) When the non-stealth varieties of Transformative Elixirs appear in containers the player interacts with, they will automatically pull them into their inventory and consume them. Additionally, a periodic timer will run which will look for these items and consume them. Speaking of Copyright and Licensing / Attribution: All work associated with "SL Triggers Redux" aka "SLTR" aka "SLT" (in relation to it's origin) is derived from the original, SL Triggers, by Fotogen. I received approval to continue development. More info available on the SLTR Wiki. All other work that exists as part of this project as well as the associated SKSE C++ plugin project (when it's not hosted here) is and always will be MIT Licensed. All SLTScripts created by anyone else are subject to their copyright and I hold none over them. Code and data related to container activation was graciously provided by @Bane Master from Deviously Enchanted Chests; they deserve any credit for the efficacy of the container activation logic and I'll take the heat for the issues with my implementation. As agreed, this code and data, as part of this project, will remain MIT Licensed. Installation: If You Are Updating From An Older Version If you are moving from Fotogen's original SL Triggers, you will need a new save. If you are updating from one version of SLTR (this mod) to a newer version, check the CHANGELOG, but I'll likely still recommend a new save. Regardless, especially for small version jumps, it doesn't hurt to try first without a new save. That said, I have often found that both Fotogen's and mine seem to be able to survive the following: Save your game and quit Skyrim Remove the old version Run Skyrim, load your save, click through the warning, save, and quit again Perform any necessary cleanup (e.g. some versions no longer understand old script formats like JSON) Install the new version Run Skyrim and enjoy your new version However, in case of support, if a problem persists beyond that, the next logical step would be to test on a new save if possible. If You Are Installing For The First Time Using MO2 Is Recommended I personally use ModOrganizer2/MO2 and even then, often just through whichever modlist I'm using via wabbajack. If using MO2, dragging an SLTR install .zip into the downloads tab should be sufficient to make it available to install into your list. Similarly dragging it into your active load order should be sufficient to have it installed and running when you next play. It doesn't (at this time) have any particular load order requirements so feel free to move it about as you need. If, However, You Are Doing A Manual Install SLTR itself is a typical mod install with a SKSE plugin. It installs into Data\ as you would expect Mod And Plugin Logging Output Mod logging output will appear in whichever folder SKSE is configured to output to. On a typical Windows 10 Steam install, for example, I think this ends up in your 'Documents\My Games\Skyrim Special Edition\SKSE\sl-triggers.log' folder. Generally I also send log output from Papyrus script through the plugin, so all log output should be located in that one file. Once It Is Installed Once installed, you should now find in your 'mods' folder a new sub-folder, 'sl_triggers' (or whatever you named it during install). The mod folder structure at install should look something like: interfaces\ - containing e.g. translation files scripts\ - containing compiled .pex files SKSE\ CustomConsole\ - config file for ConsoleUtil-Extended to provide improved console commands Plugins\ sl_triggers\ commands\ - pre-made SLTScripts you can link to triggers without having to do any coding commandstore\ - folder available for SLTScript usage as well as shared persisted files (other locations are not excluded) extensions\ sl_triggersExtensionCore\ - trigger definitions (JSON) for events handled by the 'Core' extension new triggers for the 'Core' extension will be created here (but may end up in your overwrite or other folder specified for output files) you can place your own JSON files (as long as the filename can be a valid string in the Skyrim Papyrus VM) here without needing to use the MCM this also allows you to share triggers created by others sl_triggersExtensionSexLab\ - trigger definitions (JSON) for events handled by the 'SexLab' extension new triggers for the 'SexLab' extension will be created here (but may end up in your overwrite or other folder specified for output files) similarly, this works for any extension; for now there are only 'Core' and 'SexLab' offered by the mod sl_triggersExtensionCore-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle Core triggers sl_triggersExtensionCore-libraries.json - DO NOT EDIT; JSON configuration for Core function libraries sl_triggersExtensionSexLab-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle SexLab triggers sl_triggersExtensionSexLab-libraries.json - DO NOT EDIT; JSON configuration for SexLab function libraries containers.json - JSON configuration for Containers (provides support for the Core trigger: On Player Activate Container) you can modify this file to add containers from other mods that will be detected; it includes some examples you can also define which containers will be considered "Common" for filtering purposes; some defaults are included settings.json - created at first launch to avoid being overwritten during updates sl-triggers.dll - SKSE plugin; CommonLibNG-SSE based; uses Address Library; should support most used versions source\ scripts\ - containing source .psc files for the .pex files sl_triggers.esp sl_triggers_CHANGELOG.txt sl_triggers_function_library.md - Markdown documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_function_library.txt - Text documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_sltscripts.txt - Basic information about SLTScript; for the best documentation visit the [wiki](https://github.com/lynnpye/sl_triggers/wiki). In-Game Configuration If you have SkyUI installed, you should have an MCM available as 'SL Triggers Redux'. Any extensions registering themselves with SLTR will be listed on the left. The main SLTR MCM screen has an 'Enabled' option (on by default), a 'Debug' option, and a number of Granular Debug options, all of which are off by default. This will cause very little logging output. Even with all 'Debug' options off, during SLTScript parsing, if errors or important warnings or info need to be reported, they will be sent to that log. If your SLTScript isn't behaving as expected, check the log first. All of the 'Debug' options will output to the log file and will absolutely impact performance, both of your SLTScript and likely the game itself. This can be useful when troubleshooting your scripts, but don't leave it on for general play. Selecting an extension displays it's triggers if it has any defined, and gives you the option to create more. Each trigger has filter options on it's card for you to customize when the scripts should be applied. In game, if you are using the MCM to create new triggers, or as any new files are generated by SLTR (like new .json files if you create SLTScript that does so), they will be generated in the 'overwrite\' folder as for any mod; if you want to manage those files, you will need to manually copy them into whatever new location you want them in. You can also "soft delete" a trigger, marking it inactive until either you restore it or go in and physically remove the trigger file. Until restored it will remain inactive. About Performance: Effort has been made to avoid scripts from stressing the system more than necessary, but there are still limitations. Each script will be run on an Actor in game (the Player or an NPC) as an ActiveMagicEffect i.e. as from a Spell. Any one Actor can have no more than 30 scripts running on them at one time. Scripts can be long-running if you make them so, so be careful not to let things run away. Papyrus Tweaks NG is Your Best Friend SLTriggers Redux is *extremely* Papyrus intense, so anything you can do to improve scripting performance will have a *dramatic* impact on SLTScript performance. To that end, I strongly recommend the following to maximize the performance of your SLTScripts. - Install Papyrus Tweaks NG - In SKSE/Plugins/PapyrusTweaks.ini (a reference copy of which is available in the Files tab on Nexusmods) make the following changes: - iMaxOpsPerFrame = 2000 - bSpeedUpNativeCalls = true - bIgnoreMemoryLimit = true For reference, I use several modlists for testing, including Skyrim Modding Essentials (SME), available on Wabbajack. This is a somewhat bare list meant as a springboard for creating your own modlist. While it includes Papyrus Tweaks NG, it only includes the unmodified reference copy of PapyrusTweaks.ini. I install SLTriggers Redux with the "Test Scripts" enabled. To run them, open your console in game and: - prid player - slt run zz_sltr_regression_test This will begin a set of SLTScripts which will send output to your sl-triggers.log file. I keep Notepad++ running, use "View | Always On Top", and "View | Monitoring (tail -f)" on sl-triggers.log so that I can see the output in real time and watch for failures, as well as knowing when the scripts have completed. Using the baseline reference copy of PapyrusTweaks.ini on SME, the full suite of regression test scripts takes roughly 140 seconds to run. Using just those 3 changes to PapyrusTweaks.ini, the execution time drops to just over 14 seconds. Not a 10% reduction in execution time but a whopping 90% reduction. I totally agree that SLTScripts are slow compared to actual compiled Papyrus, but you can get a lot of performance by making these changes. Okay, But How Do I Run A Script! Running Scripts Manually: You can use the console to list available scripts and run them. From the console, use: slt list To list the available scripts. To run a given script, use: slt run "scriptname" The quotes are only necessary if the script name has spaces. So, to give yourself a free 10 septims, try: slt run "Give Gold(10)" Setting Up a Keymapping: If you have a script you want to be able to run at the press of a button, set up a Keymapping trigger. This is most easily done through the MCM. Go to the "SL Triggers Redux" MCM and choose the "SLTR Core" extension. Then click "Add New Item" on the right. Choose "Keymapping" as the event type, then select the key you wish to map it to. Finally, click the "Do 1" drop down and select a script to run. Exit the MCM and you should be able to run that script on demand just by pressing your mapped key! What Is Different From the Original? Fotogen's original sl_triggers effort is great and still works well. Plus I had already added some of these features (like the Keymapping and Top of the Hour event handling) to it. - Extensible - It is very easy to expand functionality to add more operations to be available in your scripts with the new command libraries; Papyrus script developers can create their own .psc file with global functions to add new operations that will be available to any script run on the system - New script format - The original format used JSON which is conveniently supported in the Skyrim environment but not convenient for development; the new .ini format is easier to read and works conveniently with syntax highlighting for some of the features - More than SexLab - I know, SexLab is the SL in SLT; but the framework supports any event to fire a script - ModEvent support for Script Execution - Mod authors can send mod events with a script name and SLT will run the script on the targeted Actor (or the Player if no target is available) - API support - You can also access the same features through an API if you prefer - Console command support - Some features available from the console - Additional SLTScript language features: subroutines, script-to-script execution with call arguments, named variables This is a renewal of development on the original SL Triggers by Fotogen. I received approval to continue development. Submitter hextun Submitted 04/30/25 Category Framework & Resources Requirements Required: SKSE https://skse.silverlock.org/ Address Library for SKSE Plugins https://www.nexusmods.com/skyrimspecialedition/mods/32444 PapyrusUtil https://www.nexusmods.com/skyrimspecialedition/mods/13048 Optional: SexLab Framework https://www.loverslab.com/files/file/20058-sexlab-se-sex-animation-framework-v166b-01182024/ if you want SexLab events and commands SexLab P+ Framework https://www.loverslab.com/files/file/25318-sexlab-p/ this version works as well Console Util Extended https://www.nexusmods.com/skyrimspecialedition/mods/133569 if you want to execute Skyrim console commands in your scripts (or another ConsoleUtil variant) MfgFix https://www.nexusmods.com/skyrimspecialedition/mods/11669 if you want facial expression related commands in your scripts Devious Followers Continued https://www.loverslab.com/files/file/11732-devious-followers-continued-se/ for Devious Followers related functions OSLAroused https://www.loverslab.com/files/file/20867-osl-aroused-arousal-reborn-sse-ae/ for OSLAroused specific functions (not SexLabAroused) Devious Devices NG https://www.loverslab.com/files/file/29779-devious-devices-ng/ for Devious Devices NG functions Devious Devices SE https://www.loverslab.com/files/file/5878-devious-devices-se/ for Devious Devices functions Regular Edition Compatible No Install Instructions If You Are Updating From An Older Version If you are moving from Fotogen's original SL Triggers, you will need a new save. If you are updating from one version of SLTR (this mod) to a newer version, check the CHANGELOG, but I'll likely still recommend a new save. Regardless, especially for small version jumps, it doesn't hurt to try first without a new save. That said, I have often found that both Fotogen's and mine seem to be able to survive the following: - Save your game and quit Skyrim - Remove the old version - Run Skyrim, load your save, click through the warning, save, and quit again - Perform any necessary cleanup (e.g. some versions no longer understand old script formats like JSON) - Install the new version - Run Skyrim and enjoy your new version However, in case of support, if a problem persists beyond that, the next logical step would be to test on a new save if possible. If You Are Installing For The First Time Using MO2 Is Recommended I personally use (ModOrganizer2/MO2)[https://www.modorganizer.org/] and even then, often just through whichever modlist I'm using via (wabbajack)[https://www.wabbajack.org/]. If using MO2, dragging an SLTR install .zip into the downloads tab should be sufficient to make it available to install into your list. Similarly dragging it into your active load order should be sufficient to have it installed and running when you next play. It doesn't (at this time) have any particular load order requirements so feel free to move it about as you need. If, However, You Are Doing A Manual Install SLTR itself is a typical mod install with a SKSE plugin. It installs into Data\ as you would expect Once It Is Installed Once installed, you should now find in your 'mods' folder a new sub-folder, 'sl_triggers' (or whatever you named it during install). Mod logging output will appear in whichever folder SKSE is configured to output to. On a typical Windows 10 Steam install, for example, I think this ends up in your 'Documents\My Games\Skyrim Special Edition\SKSE\sl-triggers.log' folder. Generally I also send log output from Papyrus script through the plugin, so all log output should be located in that one file. The mod will be Enabled by default and all Debug features off. This will cause very little logging output. Even with all 'Debug' options off, during SLTScript parsing, if errors or important warnings or info need to be reported, they will be sent to that log. If your SLTScript isn't behaving as expected, check the log first. In game, if you are using the MCM to create new triggers, or as any new files are generated by SLTR (like new .json files if you create SLTScript that does so), they will be generated in the 'overwrite\' folder as for any mod; if you want to manage those files, you will need to manually copy them into whatever new location you want them in. The mod folder structure at install should look something like: interfaces\ - containing e.g. translation files scripts\ - containing compiled .pex files SKSE\ CustomConsole\ - config file for ConsoleUtil-Extended to provide improved console commands Plugins\ sl_triggers\ commands\ - pre-made SLTScripts you can link to triggers without having to do any coding commandstore\ - folder available for SLTScript usage as well as shared persisted files (other locations are not excluded) extensions\ sl_triggersExtensionCore\ - trigger definitions (JSON) for events handled by the 'Core' extension new triggers for the 'Core' extension will be created here (but may end up in your overwrite or other folder specified for output files) you can place your own JSON files (as long as the filename can be a valid string in the Skyrim Papyrus VM) here without needing to use the MCM this also allows you to share triggers created by others sl_triggersExtensionSexLab\ - trigger definitions (JSON) for events handled by the 'SexLab' extension new triggers for the 'SexLab' extension will be created here (but may end up in your overwrite or other folder specified for output files) similarly, this works for any extension; for now there are only 'Core' and 'SexLab' offered by the mod sl_triggersExtensionCore-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle Core triggers sl_triggersExtensionCore-libraries.json - DO NOT EDIT; JSON configuration for Core function libraries sl_triggersExtensionSexLab-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle SexLab triggers sl_triggersExtensionSexLab-libraries.json - DO NOT EDIT; JSON configuration for SexLab function libraries containers.json - JSON configuration for Containers (provides support for the Core trigger: On Player Activate Container) you can modify this file to add containers from other mods that will be detected; it includes some examples you can also define which containers will be considered "Common" for filtering purposes; some defaults are included sl-triggers.dll - SKSE plugin; CommonLibNG-SSE based; uses Address Library; should support most used versions source\ scripts\ - containing source .psc files for the .pex files sl_triggers.esp sl_triggers_CHANGELOG.txt sl_triggers_function_library.md - Markdown documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_function_library.txt - Text documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_sltscripts.txt - Basic information about SLTScript; for the best documentation visit the wiki. In-Game Configuration If you have SkyUI installed, you should have an MCM available as 'SL Triggers Redux'. Any extensions registering themselves with SLTR will be listed on the left. The main SLTR MCM screen has an 'Enabled' option (on by default), a 'Debug' option, and a number of Granular Debug options, all of which are off by default. All of the 'Debug' options will output to the log file and will absolutely impact performance, both of your SLTScript and likely the game itself. This can be useful when troubleshooting your scripts, but don't leave it on for general play.
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Version 1.0.0
91 downloads
XTH Perk Points - Always at Maximum Keeps your perk points permanently topped up. Spend as many as you like, and a few seconds later you have a full pool again. Why not simply "thousands of points"? Because Skyrim cannot store them. The perk point counter is a single byte in the save file - anything above 255 physically does not fit, and Game.SetPerkPoints(5000) is truncated. That is a limit of the game's save format, not of SKSE and not of this mod. Every mod promising you thousands of points runs into the same wall. So this mod takes the other route: instead of one huge number, it refills continuously. Every three seconds it checks whether the counter has dropped below 255 and tops it back up. The practical result is the same as an unlimited pool - buy a perk, and moments later the point is back. The notification appears once per session. After that it works silently. Requirements SKSE64 Nothing else. No SkyUI, no MCM, no other dependency. Skyrim Special Edition / Anniversary Edition only. The plugin is saved in form version 44 and will not load correctly in Legendary Edition. Installation Install with your mod managerEnable the pluginLoad a save and wait about two seconds Compatibility Works with every perk overhaul - Ordinator, Vokrii, SPERG, Adamant and the rest. The mod only writes the point counter and never touches perks, perk trees, skills or levels. The plugin contains exactly one record of its own (a quest) and overrides nothing from the vanilla game or from any other mod. Its only master is Skyrim.esm. It is 267 bytes. Uninstall Disable the plugin. Points you already have stay - they are an ordinary game value, not a script variable. No cleaning, no save scrubbing. Configuration Two values at the top of the included source file: ZIEL = 255 the target, higher has no effect TAKT = 3.0 check interval in seconds Recompile with the Creation Kit's Papyrus compiler after changing them. How it works A Start Game Enabled quest runs a script that polls with RegisterForSingleUpdate and calls the SKSE functions Game.GetPerkPoints and Game.SetPerkPoints. No memory patching, no Cheat Engine, no console batch files, no level manipulation. Full source is included. Permissions Do what you want with it. Credit is appreciated but not required.-
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- perk points
- perks
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View File XTH Perk Points - Always at Maximum XTH Perk Points - Always at Maximum Keeps your perk points permanently topped up. Spend as many as you like, and a few seconds later you have a full pool again. Why not simply "thousands of points"? Because Skyrim cannot store them. The perk point counter is a single byte in the save file - anything above 255 physically does not fit, and Game.SetPerkPoints(5000) is truncated. That is a limit of the game's save format, not of SKSE and not of this mod. Every mod promising you thousands of points runs into the same wall. So this mod takes the other route: instead of one huge number, it refills continuously. Every three seconds it checks whether the counter has dropped below 255 and tops it back up. The practical result is the same as an unlimited pool - buy a perk, and moments later the point is back. The notification appears once per session. After that it works silently. Requirements SKSE64 Nothing else. No SkyUI, no MCM, no other dependency. Skyrim Special Edition / Anniversary Edition only. The plugin is saved in form version 44 and will not load correctly in Legendary Edition. Installation Install with your mod managerEnable the pluginLoad a save and wait about two seconds Compatibility Works with every perk overhaul - Ordinator, Vokrii, SPERG, Adamant and the rest. The mod only writes the point counter and never touches perks, perk trees, skills or levels. The plugin contains exactly one record of its own (a quest) and overrides nothing from the vanilla game or from any other mod. Its only master is Skyrim.esm. It is 267 bytes. Uninstall Disable the plugin. Points you already have stay - they are an ordinary game value, not a script variable. No cleaning, no save scrubbing. Configuration Two values at the top of the included source file: ZIEL = 255 the target, higher has no effect TAKT = 3.0 check interval in seconds Recompile with the Creation Kit's Papyrus compiler after changing them. How it works A Start Game Enabled quest runs a script that polls with RegisterForSingleUpdate and calls the SKSE functions Game.GetPerkPoints and Game.SetPerkPoints. No memory patching, no Cheat Engine, no console batch files, no level manipulation. Full source is included. Permissions Do what you want with it. Credit is appreciated but not required. Submitter XTH SSE Submitted 08/30/26 Category Regular Mods Requirements SKSE64 Regular Edition Compatible Not Applicable Install Instructions Installation Install with your mod manager Enable the plugin Load a save and wait about two seconds Uninstall Disable the plugin. Points you already have stay - they are an ordinary game value, not a script variable. No cleaning, no save scrubbing.
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- perk points
- perks
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View File Streamer Mode Your monitor stays normal. OBS gets a censored picture. Skyrim Streamer Mode watches the game and tells OBS where to cover a body. Black rectangles over the pelvis and chest, or a black screen for menus and load screens. Your own screen is never modified — only the picture you send to Twitch/Kick/etc. Installation Install the main file with Mod Organizer 2 or Vortex. Enable the mod and tick SkyrimStreamerMode.esp on the Plugins tab. Launch through SKSE, load a save, then Pause → Mod Configuration → Skyrim Streamer Mode. The recommended way: OBS plugin Install the optional download "OBS plugin" (manual install into your OBS folder), then in the scene you stream to Twitch/Kick/etc. add the source "Skyrim (StreamerMode)". Why this one: It is exact. The picture is censored inside the game, frame by frame, before OBS ever receives it. No catching up, no lag behind a fast camera turn. That feed physically cannot contain an uncovered frame — the raw pixels are not in that scene at all. Blur, pixelate or custom image instead of black boxes, if you prefer that look. The simple way: browser overlay No extra install: keep your normal Game Capture and add a Browser Source above it: URL: http://127.0.0.1:8765/ Width / Height: your canvas size, e.g. 1920 × 1080 Read this before using the overlay. It draws on top of OBS's own capture, so it is always a step behind the game: during a fast camera spin or a sprint the rectangles can lag by a frame, and the raw picture is still in the scene underneath them. If you use the overlay, make the rectangles noticeably bigger (MCM → Rectangles → Width / Height) and keep "Motion margin" above zero. Trading a slightly larger black box for a safety margin is the whole point. Network and privacy The overlay mode runs a tiny web server on 127.0.0.1 only (your own machine, port configurable). It serves the rectangle positions to your browser source. Nothing is sent anywhere, there is no telemetry, no auto-update, no account. Settings (MCM) Covered areas — who gets covered, and the test hotkey Rectangles — size, position and rotation of the pelvis / chest boxes Menus & scenes — black screen for RaceMenu, inventory, load screens… OBS connection — the browser port, or the OBS-plugin options Defaults are tuned for a normal third-person setup. If a close-up leaks, make the rectangles a little bigger — that is the one knob most people ever need. Nexus - Streamer mode at Skyrim Special Edition Nexus - Mods and Community Submitter xiqima Submitted 08/23/26 Category Regular Mods Requirements Skyrim Script Extender (SKSE64) Address Library for SKSE Plugins SkyUI and MCM Helper for the in-game settings menu Regular Edition Compatible Install Instructions
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[Beta] PrismaUI Sexlab P+ Animation Toggle View File If you're like me then you are very picky when it comes to animations. Nothing worse than trying to have a simple defeat system for losing a fight and suddenly you're doing acrobatics while pleasuring a bandit. You don't want to get rid of certain packs because of those one or two decent animations so you have to go through each animation to see what you like. This mod is here to help make your animation toggles much easier, faster and keep it across all your saves. Features A clean modern interface, no more sluggish flash menu. Toggle animations from the Sexlab registry at ease. Smart quick spawn, spawns the required actors for the scene. Preview system, scans for valid actors to use with the animation, can change who uses which slot. Spawn menu for basic humans and creatures. NPCs from this mod can be purged. Persistent saves, don't worry about re-doing all of your toggles when you end up breaking your game and need a restart. This mod is early development, once it reached the stage where it worked for my purposes is when I decided to release. That doesn't mean other people will find issues so please send feedback, logs etc.. to help me fix any issues. Preview 1 - Testing Animations.webm Preview 2 - UI Navigation.webm Submitter BananaZombie Submitted 08/11/26 Category Framework & Resources Requirements 1. Skyrim Script Extender (SKSE64) https://skse.silverlock.org 2. Prisma UI - Next-Gen Web UI Framework https://www.nexusmods.com/skyrimspecialedition/mods/148718 3. Address Library for SKSE Plugins https://www.nexusmods.com/skyrimspecialedition/mods/32444 4. SexLab Framework PPLUS (with valid SLSB animations) https://www.loverslab.com/files/file/25318-sexlab-p/ 5. Microsoft Visual C++ Redistributable (x64), 2015-2022 https://aka.ms/vs/17/release/vc_redist.x64.exe Regular Edition Compatible Not Applicable Install Instructions
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View File [XCL] X-Change Life Mod Loader Utility This is the official utility that can be used for applying mods to the game X-Change Life. Find mod loader usage details here: https://gitgud.io/xchange-life/mod-loader/-/wikis/home And a step-by-step guide for applying mods with this utility: https://x-change.life/wiki/docs/mods/ Developed by @togashikokujin who is a primary contributor to the X-Change Life project. If you feel like buying me a coffee, https://ko-fi.com/togashikokujin. The mod loader will always stay free, though. Starting with version 2.4.0, we had to up the Java version from 8 to 17. If you get the oh-so-helpful "A Java exception has occurred" when running the jar version, you will need to install a newer JRE. https://www.oracle.com/java/technologies/downloads/ is a good place for that if you don't already know what you're doing and have other preferences. NOTE: If you're using the installable version of the mod loader, be sure to install it to a folder other than your XCL folder. It will delete everything in its folder when you install updates. We do not have control over this aspect of the installer. Submitter togashikokujin Submitted 01/30/23 Category Gameplay Utilities
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Libidinous Loader An experimental mod loader to moisturize your RimWorld experience. Its features include: Installing & updating mods Adding your own mods Automatically fetching up-to-date list of 100+ available mods (See How the mods are found section) Display already installed mods Remove mods Download Known issues On Windows, if you get a warning about an outdated OpenGL version, you can either: upgrade your graphics drivers try this even more experimental executable On first run, the executable will unpack some necessary files On second run, everything should work How to use Install git Download the executable into an empty folder Run it Select your Mods folder Select Mods in the Mod Providers list Press Install / Update How to update The application checks for new version at startup and updates itself automatically How to report problems / Request features Report problems here (Include the last.log file (next to the executable)): https://gitgud.io/AblativeAbsolute/libidinous_loader.rs/-/issues Request new features here: https://gitgud.io/AblativeAbsolute/libidinous_loader.rs/-/issues or join the RJW Discord Request new mods here: https://gitgud.io/AblativeAbsolute/libidinous_loader_providers/-/issues Screenshot Legacy Python version How the mods are found This project uses a centralized config file to retrieve information about what mods are available. The mods are specified in a providers.toml file and converted to JSON. For example, RJW is specified like this: [providers.root.rjw] type = "git" name = "rjw" description = "Depravity's foundation" url = "https://gitgud.io/Ed86/rjw.git" Projects like Sexperience, which provide a zip file for download instead of dumping DLLs into their repositories can be specified like this: [providers.extra.rjw-sexperience] type = "zip" name = "rjw-sexperience" description = "adds sex skill, cum bucked, sex history ui..." url = "https://gitgud.io/api/v4/projects/30860/packages/generic/rjw-sexperience/dev/rjw_sexperience.zip" More formats could be added in the future.
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Version 2.0.0
72 downloads
Skyrim Streamer Mode watches the game and tells OBS where to cover a body. Black rectangles over the pelvis and chest, or a black screen for menus and load screens. Your own screen is never modified — only the picture you send to Twitch/Kick/etc. Installation Install the main file with Mod Organizer 2 or Vortex. Enable the mod and tick SkyrimStreamerMode.esp on the Plugins tab. Launch through SKSE, load a save, then Pause → Mod Configuration → Skyrim Streamer Mode. The recommended way: OBS plugin Install the optional download "OBS plugin" (manual install into your OBS folder), then in the scene you stream to Twitch/Kick/etc. add the source "Skyrim (StreamerMode)". Why this one: It is exact. The picture is censored inside the game, frame by frame, before OBS ever receives it. No catching up, no lag behind a fast camera turn. That feed physically cannot contain an uncovered frame — the raw pixels are not in that scene at all. Blur and pixelate instead of black boxes, if you prefer that look. The simple way: browser overlay No extra install: keep your normal Game Capture and add a Browser Source above it: URL: http://127.0.0.1:8765/ Width / Height: your canvas size, e.g. 1920 × 1080 Read this before using the overlay. It draws on top of OBS's own capture, so it is always a step behind the game: during a fast camera spin or a sprint the rectangles can lag by a frame, and the raw picture is still in the scene underneath them. It also cannot blur — only cover. If you use the overlay, make the rectangles noticeably bigger (MCM → Rectangles → Width / Height) and keep "Motion margin" above zero. Trading a slightly larger black box for a safety margin is the whole point. Network and privacy The overlay mode runs a tiny web server on 127.0.0.1 only (your own machine, port configurable). It serves the rectangle positions to your browser source. Nothing is sent anywhere, there is no telemetry, no auto-update, no account. Settings (MCM) Covered areas — who gets covered, and the test hotkey Rectangles — size, position and rotation of the pelvis / chest boxes Menus & scenes — black screen for RaceMenu, inventory, load screens… OBS connection — the browser port, or the OBS-plugin options Defaults are tuned for a normal third-person setup. If a close-up leaks, make the rectangles a little bigger — that is the one knob most people ever need. Nexus - Streamer mode at Skyrim Special Edition Nexus - Mods and Community -
Version 0.3.1
1044 downloads
If you're like me then you are very picky when it comes to animations. Nothing worse than trying to have a simple defeat system for losing a fight and suddenly you're doing acrobatics while pleasuring a bandit. You don't want to get rid of certain packs because of those one or two decent animations so you have to go through each animation to see what you like. This mod is here to help make your animation toggles much easier, faster and keep it across all your saves. Features A clean modern interface, no more sluggish flash menu. Toggle animations from the Sexlab registry at ease. Smart quick spawn, spawns the required actors for the scene. Preview system, scans for valid actors to use with the animation, can change who uses which slot. Spawn menu for basic humans and creatures. NPCs from this mod can be purged. Persistent saves, don't worry about re-doing all of your toggles when you end up breaking your game and need a restart. This mod is early development, once it reached the stage where it worked for my purposes is when I decided to release. That doesn't mean other people will find issues so please send feedback, logs etc.. to help me fix any issues. Preview 1 - Testing Animations.webm Preview 2 - UI Navigation.webm -
Version 1.1.9
815 downloads
Stable Captives is now released in its first official version. This mod was inspired by BaF (Build a Follower). This mod is being developed based on the latest version of DoM, and was created solely to fix the naked bandit bug in DoM/PAH/HSH/AYGAS. (It cannot be used with PAHE alone.) It supports not only bandits, but all hostile spawning NPCs, including Forsworn. **Existing unique NPCs in Tamriel are not affected by this mod and are never stored in slave slots. This mod targets only spawned hostile NPCs, such as bandits. In MO2’s mod order, this mod must be placed below DoM so that it overwrites DoM’s files. In MO2's right-side ESP/ESL load order, if an NPC replacer or custom NPC mod is placed below DoM, it may be a good precaution to place Stable Captives below that NPC mod as well, so that Stable Captives overwrites it. If any issues occur, try this load order. 1. MCM 2. Mechanism The mechanism used to prevent naked bandit NPCs is relatively simple. Player + DoM knocks down a bandit → DoM duplicates the bandit and enslaves the duplicate, while the original is marked for deletion → Stable Captives mod captures the duplicated bandit in a unique ActorBase slot → Stable Captives loads all information for that NPC, including its FaceGen data → The loaded slave data is treated as a unique NPC → The slot is saved and locked → DoM resumes full management of the NPC stored in the locked slot. 3. Slot Cycling + Cleanup and Management Let me emphasize this once again: Please keep in mind that the Reset feature could corrupt every save file containing existing slaves. **More precisely, only save files that are currently using this mod and still have slaves occupying slots.** Please verify it thoroughly multiple times and proceed with extreme caution. A detailed mod manual is also included. No further features are planned for the mod, but bug fixes and discussion will continue. Update Logs- 1.1.8 -
Version 2.1.0
471 downloads
# Work in Progress This page is currently under construction. The mod is already functional and can be used, but the documentation is still being rewritten for V2. Some sections may be incomplete or updated as development continues. This is the second generation of SL Tags and Dialogue Sex. V2 focuses on a cleaner workflow, remove small bugs, and improved slot management, easy preset handling, A simple spell has been added to make it easier to test the low-health dialogue. This mod supports human 1 vs 1 animiations only. So I made add on to start 3p animaiton with prostitution dialog and up-date it too. SL Tag and Prostitution V2 Not compatible with SexLab P+ Currently, this mod is designed for the traditional/native SexLab environment, including users of SexLab Utility Plus. Supporting SexLab P+ would require adapting the mod's existing animation and tag-search system to the APIs and registry system used by SexLab P+. Since this involves more than simple compatibility changes, native SexLab support will remain the current target. Though I may consider a separate SexLab P+ compatible version when I migrate my own Skyrim environment to AE/P+ in the future. Then, this mod is intended for users who, like me, continue to maintain and use a traditional SexLab-based setup with ## What does this mod do? SL Tags and Dialogue Sex V2 is a dialogue animation management system for SexLab It allows you to organize your installed SexLab animations into reusable slot groups and play them through conditional dialogs. if you have very few registered animations, only a few tags and results may be available. This mod can search and organize nearly 2,000 registered animations as one List group.The more 2p human animations you have, and the more accurately they are tagged, the better the results will be. Search results depend entirely on the tags assigned to each animation. Incorrect or incomplete tags may produce unexpected results. ## Features Create and save reusable animation 16 slots (A–P). Assign animattion slots to different 5 main dialogue topics. Start animations automatically or manually from a selection list. Search animations again at any time using the current tags of each slot when run animation. (option) Save and load presets as JSON files. Display all serched animation as list with a page system. (avoid hard limit of 128 papyrus list length) (option) Test your current tag settings instantly with the included Test Dialogue and options ## Dialogue Conditions Dialogue A - available for most of NPC (default Dialogue) DIalogue B - Follower-only dialogue DIalogue C - NPC currently in bed DIalogue D - NPC health checked or is affected by a unique Magic spell (this mod added spell) DIalogue E - NPCs carrying a lockpick These are only example conditions. So I recommend change condition as you like. You can set your own conditions for each dialog in the Creation Kit, and assign your saved slot in MCM menu. (or show all slot option) A basic Creation Kit tutorial will be added in a future update. to change dialog text and condtions, Though this guide may assumes you already know the basics of the Creation Kit. not intended as a perfect beginner's guide. ------------------------------------------------------ Currently, there are three Quick Start Guides. ## Quick start guide 1 (edit tag setting and test animation) -------------------------------------------------------------------------- ## Quick start guide 2 (Save a Slot and Assign It to a Dialogue) -------------------------------------------------------------------------- ## Quick start guide 3 (save and load preset json) ------------------------------------------------------------------------------- ## Option Guide (Choosing Slots and Animation) If you find any behavior that is different from what I described here, please feel free to post in the Help thread for this mod. If possible, tell me the steps you followed, your settings, and what happened. That will help me investigate the problem. I plan to continue improving and updating this mod little by little. Thank you for using my mod, and have fun! Peace and Love! ## For advanced users and modders The saved slots can also be used by other add-ons to start sexlab animation. For example, my Prostitution Add-on lets you assign saved 16 animation slots through its MCM and start animations from its own custom dialogues. ---------------------------------------------------------- # About My AI Aibou (How and why I Use AI for Mod Development) I would like to thank ChatGPT, whom I call "Aibou" , which means "my partner" in Japanese. Aibou has been my programming teacher, code reviewer, and brainstorming partner throughout the development of this mod. Rather than generating code blindly, we discuss ideas, review each change step by step, and I always read, understand, test, and verify the final implementation by myself. Working together has helped me to learn papyrus scripting, and I hope this mod reflects that journey. -
SL Tags and Dialogue Sex V2 View File # Work in Progress This page is currently under construction. The mod is already functional and can be used, but the documentation is still being rewritten for V2. Some sections may be incomplete or updated as development continues. This is the second generation of SL Tags and Dialogue Sex. V2 focuses on a cleaner workflow, remove small bugs, and improved slot management, easy preset handling, A simple spell has been added to make it easier to test the low-health dialogue. This mod supports human 1 vs 1 animiations only. So I made add on to start 3p animaiton with prostitution dialog and up-date it too. SL Tag and Prostitution V2 Not compatible with SexLab P+ Currently, this mod is designed for the traditional/native SexLab environment, including users of SexLab Utility Plus. Supporting SexLab P+ would require adapting the mod's existing animation and tag-search system to the APIs and registry system used by SexLab P+. Since this involves more than simple compatibility changes, native SexLab support will remain the current target. Though I may consider a separate SexLab P+ compatible version when I migrate my own Skyrim environment to AE/P+ in the future. Then, this mod is intended for users who, like me, continue to maintain and use a traditional SexLab-based setup with ## What does this mod do? SL Tags and Dialogue Sex V2 is a dialogue animation management system for SexLab It allows you to organize your installed SexLab animations into reusable slot groups and play them through conditional dialogs. if you have very few registered animations, only a few tags and results may be available. This mod can search and organize nearly 2,000 registered animations as one List group.The more 2p human animations you have, and the more accurately they are tagged, the better the results will be. Search results depend entirely on the tags assigned to each animation. Incorrect or incomplete tags may produce unexpected results. ## Features Create and save reusable animation 16 slots (A–P). Assign animattion slots to different 5 main dialogue topics. Start animations automatically or manually from a selection list. Search animations again at any time using the current tags of each slot when run animation. (option) Save and load presets as JSON files. Display all serched animation as list with a page system. (avoid hard limit of 128 papyrus list length) (option) Test your current tag settings instantly with the included Test Dialogue and options ## Dialogue Conditions Dialogue A - available for most of NPC (default Dialogue) DIalogue B - Follower-only dialogue DIalogue C - NPC currently in bed DIalogue D - NPC health checked or is affected by a unique Magic spell (this mod added spell) DIalogue E - NPCs carrying a lockpick These are only example conditions. So I recommend change condition as you like. You can set your own conditions for each dialog in the Creation Kit, and assign your saved slot in MCM menu. (or show all slot option) A basic Creation Kit tutorial will be added in a future update. to change dialog text and condtions, Though this guide may assumes you already know the basics of the Creation Kit. not intended as a perfect beginner's guide. ------------------------------------------------------ Currently, there are three Quick Start Guides. ## Quick start guide 1 (edit tag setting and test animation) -------------------------------------------------------------------------- ## Quick start guide 2 (Save a Slot and Assign It to a Dialogue) -------------------------------------------------------------------------- ## Quick start guide 3 (save and load preset json) ------------------------------------------------------------------------------- ## Option Guide (Choosing Slots and Animation) If you find any behavior that is different from what I described here, please feel free to post in the Help thread for this mod. If possible, tell me the steps you followed, your settings, and what happened. That will help me investigate the problem. I plan to continue improving and updating this mod little by little. Thank you for using my mod, and have fun! Peace and Love! ## For advanced users and modders The saved slots can also be used by other add-ons to start sexlab animation. For example, my Prostitution Add-on lets you assign saved 16 animation slots through its MCM and start animations from its own custom dialogues. ---------------------------------------------------------- # About My AI Aibou (How and why I Use AI for Mod Development) I would like to thank ChatGPT, whom I call "Aibou" , which means "my partner" in Japanese. Aibou has been my programming teacher, code reviewer, and brainstorming partner throughout the development of this mod. Rather than generating code blindly, we discuss ideas, review each change step by step, and I always read, understand, test, and verify the final implementation by myself. Working together has helped me to learn papyrus scripting, and I hope this mod reflects that journey. Submitter greenmango12 Submitted 08/06/26 Category Dialog Sex Requirements Skyrim runtime SE 1.5.97 SexLab Framework SE v1.63 (and all of its required dependencies) SKSE for Skyrim SE 1.5.97 SKY UI for Skyrim SE 1.5.97 Regular Edition Compatible No Install Instructions 1. Download the archive. 2. Install it with your preferred mod manager (I may recommend MO2). 3. Enable the plugin. 4. Launch the game and wait for the MCM menu to initialize. Depending on your load order, this may take a few minutes after the first installation. 5. Open the MCM menu and configure the mod as desired.
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Version 1.0.1
1433 downloads
Hallo!🥰 So, as a person who uses a bit too many tech mods (ACOT, GE, and things of that nature), sometimes the rare candy techs and other T5 soc techs are buried by the weight of other T4 and especially repeatable T5 techs. To keep my sanity, I made this mod that shows whether you meet the requirements for the tech weight modifiers. Also added a cheat to add the techs you fulfill the requirements for as research options. Load Order: Just put this thing after Lustful Void, and it should work fine Lustful Void Lustful Void Tech Inspector Compatibility: This should have no problems since it is just a new event file with the English loc file for the event PS: Since I made this mod using the last LV for 4.0, I put the same version on the descriptor, but it should not be a problem since LV is running ok in the new 4.3 patch -
View File Lustful Void Tech Inspector Hallo!🥰 So, as a person who uses a bit too many tech mods (ACOT, GE, and things of that nature), sometimes the rare candy techs and other T5 soc techs are buried by the weight of other T4 and especially repeatable T5 techs. To keep my sanity, I made this mod that shows whether you meet the requirements for the tech weight modifiers. Also added a cheat to add the techs you fulfill the requirements for as research options. Load Order: Just put this thing after Lustful Void, and it should work fine Lustful Void Lustful Void Tech Inspector Compatibility: This should have no problems since it is just a new event file with the English loc file for the event PS: Since I made this mod using the last LV for 4.0, I put the same version on the descriptor, but it should not be a problem since LV is running ok in the new 4.3 patch Submitter DNL Submitted 04/06/26 Category Stellaris Requirements Lustful Void
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Skyrim Sentinel [BETA]
Somnacyl posted a topic in Downloads - Skyrim: Special Edition Non Adult Mods
Skyrim Sentinel Supply Chain Security for SKSE Plugins TL;DR: Know exactly what's in your load order. Sentinel verifies SKSE plugin hashes against a community-curated database of official releases. 🟢 Verified | 🟡 Unknown. Portable, offline-capable, open source. What is this? Know your DLLs. Every SKSE plugin in your load order is a compiled binary you're trusting to run on your machine. Sentinel gives you visibility into that trust. It scans your mods folder, generates SHA-256 hashes, and checks them against a community-curated database of official releases. Think of it as a provenance checker—answering: "Is this the exact file the author published?" Other modding communities (Minecraft, Factorio) have dealt with supply-chain compromises. This tool exists so Skyrim modders don't have to learn that lesson the hard way. 🟡 Most Plugins Will Show as "Unknown" — That's Expected Unknown does NOT mean unsafe. It simply means the plugin isn't in our database yet. Sentinel currently covers ~100 popular SKSE plugins (Engine Fixes, RaceMenu, po3 Tweaks, etc.). Adult-specific plugins from LL are underrepresented—we're building that coverage with your help. This is a community project. The database grows as people contribute verified hashes. Scan your MO2/Vortex mods folderVerify against 100+ curated plugins🟢 Verified | 🟡 UnknownClick to copy hashes, export unknowns for submissionWorks offline with cached database Download ⬇️ Download SkyrimSentinel.exe (v0.1.0-beta) Just download and run — no Python or installation needed. 📖 How to Use Download and run SkyrimSentinel.exe Click Browse and select your mods folder Click Scan Review results — green means verified! 🤝 Help Build the Trust Registry See unknown plugins? You can fix that. Click Export Unknown after scanning Add the mod name + Nexus/LL link to the JSON Drop it in this thread or open a GitHub PR Every submission helps the next person. We're building the definitive integrity database for SKSE plugins—together. ⚠️ Antivirus False Positives Some AV tools may flag SkyrimSentinel.exe. This is a false positive—extremely common with Python apps packaged as .exe files. PyInstaller bundles Python into a single executable, which looks "packed" to heuristic scanners. This is a well-documented issue affecting thousands of legitimate apps. See also: StackOverflow discussion. The code is 100% open source—review it yourself, or run from source. VirusTotal Analysis: View Full Report Roadmap More LL-specific plugins (SexLab, OStim, DD, etc.)🔴 Revoked status for known-bad hashesMigration to Nuitka (fewer AV false positives)Auto-update for databaseDirect hash submission from the app Requirements Windows 10/11 That's it. Source Code Fully open source: GitHub Repository About Me I started modding Skyrim in 2017—struggling to run Dual Sheath Redux on a low-end rig. Since then I've moved into Cybersecurity and Software Engineering (currently in university). I built Sentinel because I love this community and want to see it stay resilient. Other ecosystems have learned hard lessons about supply-chain security. My goal is to give Skyrim modders the tools to stay ahead—without adding friction to the chaos that makes this place great. Discord: Lullavy | GitHub: Lullacy Looking for Collaborators I'd appreciate suggestions and collaborators to help with: Threat modeling for Sentinel — identifying attack vectors and edge cases Algorithm development & optimization for traversing/walking the folder structure on the client side If you have experience in security research or performance optimization, I'd love to hear from you! A Note on Development I used GitHub Copilot as a development aid. All AI-generated code was reviewed and verified before inclusion. The architecture and security model are my own. Questions? Feedback? Hashes to submit? Post below! 👇 -
Skyrim Sentinel Supply Chain Security for SKSE Plugins TL;DR: Know exactly what's in your load order. Sentinel verifies SKSE plugin hashes against a community-curated database of official releases. 🟢 Verified | 🟡 Unknown. Portable, offline-capable, open source. What is this? Know your DLLs. Every SKSE plugin in your load order is a compiled binary you're trusting to run on your machine. Sentinel gives you visibility into that trust. It scans your mods folder, generates SHA-256 hashes, and checks them against a community-curated database of official releases. Think of it as a provenance checker—answering: "Is this the exact file the author published?" Other modding communities (Minecraft, Factorio) have dealt with supply-chain compromises. This tool exists so Skyrim modders don't have to learn that lesson the hard way. 🟡 Most Plugins Will Show as "Unknown" — That's Expected Unknown does NOT mean unsafe. It simply means the plugin isn't in our database yet. Sentinel currently covers ~100 popular SKSE plugins (Engine Fixes, RaceMenu, po3 Tweaks, etc.). Adult-specific plugins from LL are underrepresented—we're building that coverage with your help. This is a community project. The database grows as people contribute verified hashes. Scan your MO2/Vortex mods folderVerify against 100+ curated plugins🟢 Verified | 🟡 UnknownClick to copy hashes, export unknowns for submissionWorks offline with cached database Download ⬇️ Download SkyrimSentinel.exe (v0.1.0-beta) Just download and run — no Python or installation needed. 📖 How to Use Download and run SkyrimSentinel.exe Click Browse and select your mods folder Click Scan Review results — green means verified! 🤝 Help Build the Trust Registry See unknown plugins? You can fix that. Click Export Unknown after scanning Add the mod name + Nexus/LL link to the JSON Drop it in this thread or open a GitHub PR Every submission helps the next person. We're building the definitive integrity database for SKSE plugins—together. ⚠️ Antivirus False Positives Some AV tools may flag SkyrimSentinel.exe. This is a false positive—extremely common with Python apps packaged as .exe files. PyInstaller bundles Python into a single executable, which looks "packed" to heuristic scanners. This is a well-documented issue affecting thousands of legitimate apps. See also: StackOverflow discussion. The code is 100% open source—review it yourself, or run from source. VirusTotal Analysis: View Full Report Roadmap More LL-specific plugins (SexLab, OStim, DD, etc.)🔴 Revoked status for known-bad hashesMigration to Nuitka (fewer AV false positives)Auto-update for databaseDirect hash submission from the app Requirements Windows 10/11 That's it. Source Code Fully open source: GitHub Repository About Me I started modding Skyrim in 2017—struggling to run Dual Sheath Redux on a low-end rig. Since then I've moved into Cybersecurity and Software Engineering (currently in university). I built Sentinel because I love this community and want to see it stay resilient. Other ecosystems have learned hard lessons about supply-chain security. My goal is to give Skyrim modders the tools to stay ahead—without adding friction to the chaos that makes this place great. Discord: Lullavy | GitHub: Lullacy Looking for Collaborators I'd appreciate suggestions and collaborators to help with: Threat modeling for Sentinel — identifying attack vectors and edge cases Algorithm development & optimization for traversing/walking the folder structure on the client side If you have experience in security research or performance optimization, I'd love to hear from you! A Note on Development I used GitHub Copilot as a development aid. All AI-generated code was reviewed and verified before inclusion. The architecture and security model are my own. Questions? Feedback? Hashes to submit? Post below! 👇