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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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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. 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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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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Version 1.0.1
1071 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 -
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! 👇
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Version 0.983
14627 downloads
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). What Does It Do: 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 More Details Please!: 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. 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. -
Version 1.1.7a
1593 downloads
The viewer allows you to explore existing events without running the game. It is primarily a helper tool to develop and/or troubleshoot event chains that go along Captivity Events. The software will list all valid events, filter the list, show details about a specific event, and a preview of the event chains when applicable. There are caveat and limitations with version 1.0. The software is good enough to be usable, but it has quirks and has seen only one tester (yours truly). I'll be grateful for any feedback. Installation: Unpack the archive wherever you want, then double-click the pce.exe file. While written using python, the software should work "as is". Configuration: During the first run, you'll be greeted with a settings windows. If you wish to make it reappear, you can start the software using the --settings argument (i.e. pce.exe --settings). The first element of the settings windows allows you to inform of the path of each module you want to work on. You have to select the folder containing the submodule. For example, zCEDefaults for the default events. The Validate button will attempt to validate each XML file against the XSD. It is a lengthy process, as such the window will appear to freeze. I still need to implement a "please wait" dialogue. You'll be notified one or more files does not validate, inviting you to consult the log. The log should appear alongside the executable, as pce.log. You need to point to the CEEventsModal.xsd file contained within the Captivity Events mod. It can be found under: "Mount & Blade II Bannerlord/Modules/zCaptivityEvents/ModuleLoader/CaptivityRequired/Events/CEEventsModal.xsd" Usage: As illustrated by the screenshots, you'll be greeted with a list of events. You can filter that list by entering words, that will create a match against the name of the events. Multiple strings can be entered separately. A hidden search feature allows you to filter on the content of the text element using the indices text:"". The same applies for skill usage (e.g. skill:"OneHanded" will filter out all event that doesn't interact with the skill OneHanded). The rest of the software is largely self-evident. Though, if you have trouble understanding something, please do ask. You can follow the development on the GitHub page of the project. -
File Name: SixColorOverlay File Submitter: Bwog File Submitted: 30 Apr 2014 File Category: Models & Textures Requires: RaceMenu v2.5.1 SixColorOverlay is a utility for users who want to make their own overlay designs, and provides the option to publish them as mods. It requires RaceMenu v2.5.1 to add overlays for warpaint and tattoo's on the head, body, hands and feet. To experiment with overlay designs, and to use them in game, SixColorOverlay contains 6 dummy files for each of the 4 body areas; hands, feet, face and body. The dummy files are meant to be overwritten with your own design. Six overlays is a lot, but is meant to test several different designs at one time, and to bring your final design in Skyrim, with up to 6 independent colors. Up to 6 independent glow colors are optional. The dummy files are 1K .dds files, but can be overwritten by any size you want. Look in Data/textures/Actors/Character/Overlays for Body, Hand, Feet and Face folders. For instance, rename your body paint file to BodyColor1.dds and overwrite BodyColor1.dds. Open RaceMenu and choose BodyColor1 in the texture list, choose a color for the texture (a color for glow is optional). A mod with your final design can be made by unpacking this mod, overwrite with your .dds files, and archive with 7-zip. Warnings: be aware that this is my first mod and that is has been tested for a short time only. It works when other overlay mods are present or absent. I had an unintended (but reversible) glow effect once when two overlay mods added textures to the same area. It works when Racemenu Loose Base Scripts v2-5-0 is present or absent. TES5Edit gave no warnings on loading. Installation: use a mod manager or install manually. RaceMenu v2.5.1 is required. I put it after RaceMenuMimic.esp (not required, not present) with BOSS Userlist Manager. Loading after Racemenu or Racemenu plugin is probably OK. Edit nioveride.ini in Data/SKSE/Plugins to use 6 overlays for hand, feet and face (default is 3). Credit: I mentioned that this is my first mod but only part is from me. Compiling became a guessing game for me; I got help from B3lisario, and from Uriel who compiled it for me (which is of course a crucial step). Racemenu includes Netimmerse override and these mods make overlays possible, both were made by expired6978. Credit: Link to this page if you want to post this somewhere else. Nothing is required of users, but a (link to) an image with home made overlays would be nice. Overlays can be shared. Example: In the image 3 different textures are used, which each were given a different texture color and just tiny bit of a glow color (similar, or very different from the underlying texture color). Hands, Feet and Body each have 3 textures (I made no textures for the head this time). The original is a photo from the ESA/Hubble site, credit: ESO, edited version of heic0913c; http://sci.esa.int/h...l-box-heic0913/ For more images (earlier version) see http://www.loverslab.com/topic/15224-show-your-skyrim-counterpart/page-539?do=findComment&comment=759968 Click here to download this file
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View File Nosis' Locks: Arbitrary Read/Write Locks "Protects your code against CTDs better than Trojan protects against STDs" v0.3.0 Description NosLocks gives you an generic read/write locking mechanism to use as you see fit. It abstracts out the GotoState() paradigm of Papyrus effectively allowing a single script to have multiple states at the same time (via semaphore barriers). This library provides classic read/write locking capabilities: many readers and zero writers, or one writer and zero readers. WARNING Semaphore barriers are dangerous if you aren't careful with them. Only you can prevent dead-locks by avoiding modding while intoxicated! BETA Notice (No Longer a Warning) v0.3.0 is a mid-beta release. It's barely been tested under real world conditions but has been heavily self-tested at this point. The API will likely change a bit as well. I'm putting it out there mostly so that other modders can try it out and give feedback/make requests before I move it to a more late beta/stable state and lock the API. It's core has been proven enough at this point that I encourage you to start using it for any projects that you don't plan on releasing in the next few weeks (I expect to declare it late beta/stable by then). My plan is simple. Once it's stable the API gets locked and, other than an unexpected bug fix or two, freeze development of it entirely. So now's the time to make requests, suggestions, etc. Why Would I Need This? If you're a modder then it will help you elegantly protect your code from race conditions, particularly with complex multi-state code that "yields the floor" at inopportune moments. If you're not a modder it might be because another mod is using this (doubtful right now). You can stop reading here unless your curiosity is just boiling over. Dependencies v0.3.0: Maybe SKSE? If you want great debug information then it's a must have. Otherwise I believe nothing should be broken if you don't have it. If someone could test WITHOUT SKSE (try running the debug dump and see what's in your logs) and get back to me, I'd greatly appriciate it. v0.2.x: None. Zip. Zilch. Not even Skyrim.esm. Nothing. Upgrading From 0.2.x If you had any allocated locks in your save file then a clean save is required due to a bug that's now been fixed. Upgrading From 0.1 Clean save. Start over. Your code will be broken anyhow due to API changes. What's New (from 0.2.x to 0.3.0) Bug fixes (two major), support for ActiveMagicEffect as owner, and a bunch of debugging methods/capabilities. In detail, the following was done... What's New (from 0.1 to 0.2.x) A lot. Heavy API refactoring. No bug fixes because I didn't find any . Two major API usage changes: Locks are now "owned" so that they may be garbage collected when deadbeef. You no longer have to manually get the manager. Everything you need is scoped globally. In detail the following has changed... Reference Guide NosLocks: NosLock: Console Commands: Quick-Start Example The below demonstrates NosLocks in a nutshell... NosLock MyLockEvent OnInit() MyLock = NosLocks.AllocLockForForm(Self)EndEventInt Function GetSomething(Actor whatever, Int lockID=0) MyLock.ReadLock(lockID) Int res = gottenFromSomeProtectedData MyLock.Unlock() Return resEndFunctionFunction SetSomething(Actor whatever, Int lockID=0) MyLock.ReadLock(lockID) If (!GetSomething(whatever, lockID)) lockID = MyLock.UpgradeLock() If (!GetSomething(whatever, lockID)) ; check again manipulateSomeProtectedData EndIf EndIf MyLock.Unlock()EndFunction . In-Depth Example Owned vs. Unowned Locks In 0.1 all locks were unowned. Starting with 0.2 it's now strongly preferred that you allocate owned locks. If the script using the lock is a Form use AllocLockForForm(). If it's an Alias use AllocLockForAlias(). If it's an ActiveMagicEffect use AllocLockForAME(). Explict lock freeing is still preferred of course, but now the locks can be garbage collected when someone uninstalls your mod. A Note About Lock Upgrades If you are unfamiliar with read/write locks (but understand the concept of mutexing), keep something in mind: you can not make assumptions about the state of your data after the upgrade. The upgrade is not an atomic operation. During the upgrade another writer might have come along and changed your protected data. Basically... Write Lock IDs Two things... First, 0 is the only invalid write lock ID, so don't expect 0. Second, they should be passed around in a fully reentrant manner. Don't globalize them (it's tempting... I know) or you might find yourself scratching your head about why you're dead-locking when it looks like you shouldn't be. Lock Leaking Release those locks back to the manager if they have a limited life time! Be kind. There's 128 of them but that runs out quickly if they aren't released but new ones keep getting acquired. Examples: If you're using a lock in a magic effect, NosLocks.FreeLock(MyLock) on the effect finish event! If you have a lock for a quest that only is used when the quest is running, release it when the quest stops! If you have "permanent" locks and start an "uninstall" procedure, give them back or they will walk in limbo for eternity! If you don't remember to release then owned locks will be garbage collected periodically (not optimum of course), but unowned locks will be lost forever! Leaking unowned locks may eventually result in the player's save game being 100% deadbeef. Pre-emptive FAQ Please read before asking questions/asserting positions as they might already be addressed. Please try it out (not on a stable branch of your project) and let me know what you think. Particularly if there's issues or feature/API request changes. ~ nosis Submitter nosis Submitted 08/19/2014 Category Modders Resources Requires Special Edition Compatible
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Mods Optimizer View File Hello everyone, this is a small application that I made for myself in a hurry. I'm not sure that this forum is the best place for such utilities, but since the main task of this application for me is inextricably linked with the content from this forum, I decided to share it here. Correct me, if I'm wrong ? Description I often come across releases of some kind of creative work (sims, lots, etc.), in which the author includes absolutely all the custom content used in the creation. And, unfortunately, I always passed such releases because of the problem of duplicate files. A lot of the custom content that comes with the releases is already in my mods folder. Structured. I'm not sure I fully understand how EA solves duplicate mods folder problems, but as a developer I can tell you for sure that the physical memory of my disk and the RAM of the EA process are not infinite ? This utility allows you to scan your mods folder and your desired custom content folder in order to find only those files that you don't actually have. As a result, you will get a new folder with custom content that you can safely place in your mods folder. Note: this is proof of concept app, which can have bugs. If you have any questions or comments please contact me, I will try to help. Version 1.0.1 Fast Scan added. You can find it in new panel for settings (on by default) With Fast Scan new.mp4 Without Fast Scan old.mp4 Submitter wyler Submitted 09/10/2021 Category Uncategorized Requires May require latest .NET Runtime.
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XEdit Scripts - Automate Utilities (SLA, SLS, + other stuff) View File Check for NPC Tint Masks.pas Checks a mod's NPCs for face tint files in the directory you specify. Edit "sTintMaskPath" to point to your mod's FaceGenData\FaceTint directory. Make sure it ends in a backslash. The texture file name gets appended to it. e.g. "mods\[My MO2 mod dir]\Textures\Actors\Character\FaceGenData\FaceTint\[My Mod's ESP/ESM file name]\" IMAD removal.pas This file will create a image space modifier removal bat file "removeimods" in your SSE game directory. If you change your load order you will have to rerun this. To use it. Load the target ESM/ESP files in SSE Edit. This can be your entire load order. CRTL+Click the target ESM/ESP files. Or CTRL+A for your entire load order. Right click on any of the target ESM/ESP files and select "Apply Script...". Select "<new script>" from the list of available scripts dropdown You'll see the New Script Template. Copy all. Delete it. Paste the IMAD removal PAS script. Save it and name it. Run it Each "rimod" command is followed by the source mod in a comment. e.g. rimod 0401EB05; DLC2DBBookLevelIod [IMAD:0401EB05] - [04] Dragonborn.esm rimod 04023F86; DLC2HMDaedraExpImod [IMAD:04023F86] - [04] Dragonborn.esm rimod 04024FBC; DLC2HMDaedraExpImod02 [IMAD:04024FBC] - [04] Dragonborn.esm rimod 040317D8; DLC2MiraakTeleportIMODStatic [IMAD:040317D8] - [04] Dragonborn.esm rimod 04031D26; DLC2StandingStoneReleaseImod [IMAD:04031D26] - [04] Dragonborn.esm While in game you can use "bat removeimods" to remove all image space modifiers. If the something that is applying the modifier is still active it will come back. You can then ALT+TAB out of the game and edit the bat file and remove "rimod" commands to find the troublesome mod. TAWOBA SLS JSON.pas Generates a BikiniArmors.json file for SexLab Survival. Before you start. Right click on any file under "SKSE\Plugins\StorageUtilData\SL Survival\" in MO2's Data Tab and select "Reveal in Explorer". Copy the full path to SL Survival's Storage Util's directory. You'll need this later Making a "BikiniArmors.json" file with SSE Edit. Load the TAWOBA mod in SSEEdit Right of the TAWOBA ESP file name and select "Apply Script..." Select "<new script>" from the list of available scripts dropdown You'll see the New Script Template. Copy all. Delete it. Paste the TAWOBA SLS JSON PAS script. Change "sJsonPath := 'E:\';" to SL Survival's Storage Util's directory. Make sure it ends with a backslash. "BikiniArmors.json" gets appended to it later. Save it and name it. Run it The script uses the ArmorMaterialXXXXXX keywords to sort and categorize the armor. TAWOBA SL Aroused and Survival.pas Automates a large portion of adding SLA and SLS keywords to armor. Instructions for using the xedit script: The Xedit script searches the armor's name for keywords to determine what SLA keywords are applied. The SLS keyword "_SLS_BikiniArmor" is applied to every piece of armor. The SLA keyword "EroticArmor" is applied to any match when the armor's name contains one of the following words boots thong pants bikini skirt thigh harness "SLA_BootsHeels" gets added to any piece if armor with the words "boots" in its name. "SLA_ThongLowleg" added with "thong" in its name. "SLA_MicroHotpants" added with "pants" in its name. "SLA_MiniSkirt" added with "skirt" in its name. "SLA_ArmorHarness" added with "harness" in its name. "SLA_Brabikini" added with "bikini" and "top" in its name. "SLA_ArmorHalfNakedBikini" added with "bikini" and "top" but not with "dwarven" in its name. Feel free to modify and share! Submitter jbezorg Submitted 05/11/2021 Category Other Requires Sexlab Aroused Redux, Sexlab Survival Regular Edition Compatible Yes
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Puppet Master traducido al ESPAÑOL View File Descripción Hola a todos, como esta en el titulo es una traducción de este útil mod que le permite controlar a cualquier animal o humano y hacer que hagan su voluntad. También le permite orinar, defecar, masturbarse, participar en necrofilia y esclavitud. Para mas información acerca de todas las características del mod vaya al post del creador original: Puppet Master Original Gracias a h38fh2mf por este gran mod. Características -Esta es una traducción muy temprana de este mod, intente ajustarlo de la manera mas cómoda al entorno de Skyrim. -En lugar de "Follar" use la palabra "Cojer" ya para mi suena mejor. -Puede tener algunos errores, en dado caso avíseme. -Esto es solamente una traducción de el menu de dialogo ya que no se como traducir el menu MCM Instalación Solo instale después del mod original y reemplace. Requisitos Puppet Master v1.7: https://www.loverslab.com/files/file/463-puppet-master/ SexLab: http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v124-updated-1020/ Zaz Animation Pack: http://www.loverslab.com/topic/17062-zaz-animation-pack-2013-10-08/ SKSE: http://skse.silverlock.org/ SkyUI: http://skyrim.nexusmods.com/mods/3863/? Otras Traducciones Sorlis Balarn's Treasure en Español Créditos h38fh2mf Creado original de este mod Ashal y cualquier otra persona que trabajó en SexLab. ZaZ Chris y Xaz por su paquete de animación. jonx0r para recursos relacionados con la defecación (modelos, texturas, sonidos). Submitter ibsinglo Submitted 10/04/2019 Category Misc Sex Requires SexLab, Zaz Animation Pack, SKSE, SkyUI, Puppet Master Original Special Edition Compatible No
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- puppetmaster
- puppet master
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[New Vegas] Inspector View File Description It's a small mod which gives you few informations about the reference you are pointing with your crosshair. These informations go from the base ID, to the position, the angle, the cell, part of the inventory (if Actors or Containers) etc. Examples: you find a flying tree and you don't know what mod moved it. Or, more complicated, some aspects of the game are unbalanced and you need to inspect deeper (especially when using complete overhauls) To activate it, just press the Hotkey while not having anything under your crosshair, you'll see INSPECTOR ACTIVE on your screen. When the UI is active, you just need to point your crosshair to some reference and if you are close enough (=activation distance) then the infos will appear on the screen. Everytime you'll move your crosshair over a new reference, the infos will automatically update. To close the interface, just go into a Menu (i.e. Pipboy, Main Menu) or point your crosshair to nowhere and press the Hotkey again. The only MenuMode exception is the console: when you open it, the interface won't close and the informations will stay on the screen. By default, the Hotkey is the bar on the numpad ( / ), but it can be changed with a key (see later), or replaced with the Control for Aim / Blocking (default Alt or Right Mouse button) Some references (Actors, Creatures, Containers) can have more pages of informations. To access them, stick with your crosshair on them and press the Hotkey ( / by default) more and more to turn the pages. Since this could be complicated if you're doing it on a moving actor, you can target it and see the first page of the inspector, and then immediately open the console so the game will stop and you can browse through the pages (again, with the Hotkey) safely. I did it few days ago as request from a user, I ended up adding few more features I needed myself. If you need to add few extra infos, please let me know and let's see if it's doable. Options You can set them on MCM. If you don't use MCM you can edit with a notepad the config file inside Data\Config\aDT\Settings.ini - Enable Mod: when you disable this, the hotkey will stop working - Debug Mode: will spam something in console, don't use it if unnecessary - Modifier: if you choose HOTKEY, in the next option you can choose to assign whatever key on your keyboard (default is / on the NumPad). If you choose CONTROL, the hotkey will be the Control for Block / Aim (default is Alt, or Right Mouse button) - Vertical Alignment: the number of pixels from the top of the screen to the Inspector's informations - Horizontal Alignment: it can be Left, Middle or Right - Vertical Line Spacing: you can decide the space from a line to another, in pixels. This is useful to tweak when you change font. Default is 22 for Font 3 - Font: allows to use one of the 8 fonts. - Alpha Background: the transparent black background you see on the Inspector, 0 is invisible and 255 is full black. - All the other flags under Interface Options: they decide what to output on the Inspector The same options are basically replicated inside Data\Config\aDT\Settings.ini, for those not using MCM. In the INI, the hotkey will always take precedence: to switch to the Aim/Block control you must set Key to 0 (zero). Requisites - NVSE - Latest JIP (release 30/11/19) - UIO - MCM (Optional) Installation You can both do it manually, extracting the archive inside \Data, or using a mod manager. Known Issues There's a bunch of meshes which can't be targeted, so the Inspector won't find them. Fortunally I found not many for now. I'm still thinking what to do with them. I.e. treejoshANV.nif, some cactus Changelogs V5 Added new page "Active Effects" for creatures and actors. Corrected small error in previous version. V4 Added check if a reference has a script attached, with the ref ID of the script. It's on the bottom, in the group of the Extra var. Rearranged few lines of script. V3 Added recipes for MISC items (abraxo, egg timer etc.) and ALCH items (food, drinks etc.), they're in second page V2 Added Export button on MCM, so that you can save your actual configuration and you won't have to reconfigure it next time you'll start a new game. Small fix on a script. If possible, make a clean save. V1 First release Submitter A.J. Submitted 12/08/2019 Category Other Requires NVSE, JIP NVSE, JIP UIO, MCM(Optional)
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- better console
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View File Requiert le mod d'origine : Oui Lien du mod d'origine : The Manipulator Auteur d'origine : @ffabris Version mod original: 6.3 Version traduite: 6.3 (FR 1.0) Ce mod est un traduction de l'excellent travail de ffabris The Manipulator Que fait ce mod ? The Manipulator à commencé comme mod permettant aux joueurs de changer rapidement et facilement certaines valeurs des PNJ (PNJ essentiel, acolytes potentiels, SexLab et SexLab Aroused, etc.). L'objectif était que ce soit un mod rapide, facile à utiliser et surtout léger. Il a depuis grandi pour inclure d'autres fonctions, telles que «stocker n'importe où», marquer des endroits pour le voyage rapide plus tard, et créer un harem de PNJ. Aucune de ces fonctions n'est "tout chantant, tout dansant". Elles sont simple, en accord avec l'objectif d'un mod léger. Ainsi, par exemple, si vous voulez gérer des PNJ, n'utilisez pas la fonctionnalité du harem, et télécharger plutôt un mod comme "My Home is Your Home", ou similaire. Attention ! En l'utilisant cela peut casser votre jeu ! Définir un PNJ comme un disciple, ou un membre de votre harem, peut casser des quêtes. Donc, n'assignez pas de PNJ en tant qu'acolyte, mariables ou recrue dans votre harem, à moins que vous ne soyez prêt à prendre ce risque. Veuillez signaler les bogues au thread de support, au lieu d'envoyer des MP, car vous pouvez trouver que votre question a déjà reçu une réponse - et la réponse à vos questions peut aider les autres. Merci. Mise à jour Vous pouvez essayer de glisser/déposer les nouveaux fichiers, mais si cela vous semble bizarre, alors nettoyer le mod comme décrit ci-dessous: Virez les membres du harem Quittez le jeu, désactivez The Manipulator, chargez le jeu. Sauvegarder. Nettoyez votre sauvegarde avec Save Game Cleaner Installez et activez la dernière version de The Manipulator Démarrer Skyrim Chargez la sauvegarde nettoyée. Mise à jour de 5.9 à 6.0 glisser/déposer, mais pas de promesses. Mise à jour de 5.8 à 5.9 glisser/déposer, pas de nettoyage nécessaire. Mise à jour vers 4.x ou 5.x nécessitera une sauvegarde propre comme décrit ci-dessus. Comment l'utiliser Installez le mod. Puis, une fois le MCM enregistré, ouvrez-le. Il y a plusieurs panneaux, décrits ici: Personne(s) Ici vous pouvez changer certaines valeurs des PNJ à la volée. Vous devez avoir un PNJ sous votre réticule, puis ouvrez le MCM. Le panneau affiche le nom du PNJ, suivi du RefID. Voici ce que vous pouvez faire à un PNJ: Protégé (in-tuable, sauf par vous) Essentiel (in-tuable même par vous) Acolytes potentiel (utilisez le système vanilla pour recruter en tant qu'acolyte, ou un mod) Potentiellement mariable Forcer n'importe quel PNJ à faire partie d'un harem (voir ci-dessous pour plus de détails) Vous pouvez ouvrir son inventaire pour donner/prendre des objets Déshabiller/habiller le PNJ Tuer/ressusciter Désactiver (attention vous ne pourrez pas le réactiver à partir de ce mod) RaceMenu cosmétique (voir ci-dessous) Changer de tenue En option, définissez l'orientation sexuelle SexLab Facultativement, définissez la préférence de genre SexLab Aroused et autres valeurs SLA. Notez que les modifications sont appliquées et enregistrées dès que le MCM est fermé. Si vous avez installé UIExtensions, vous aurez également une entrée RaceMenu dans le panneau. Cela vous permet de modifier certains aspects du PNJ, y compris les valeurs du corps (si votre squelette installé le prend en charge). Le support de tatouage nécessite probablement également des extensions de RaceMenu (The Coenaculi). Cette fenêtre RaceMenu peut également être ouverte via une touche de raccourci (définie dans le panneau Paramètres) En bref, le menu RaceMenu vous permet de faire à un PNJ tout ce que vous pouvez faire pour votre propre personnage, moins tout ce qui pourrait altérer le visage au point que le facegendata devient invalide. Si vous n'avez pas de morphs disponibles pour vous-même, vous n'en aurez pas pour les PNJ - etc. Tout ce qui pourrait modifier le visage ne peut pas être fait. Ce n'est pas le manque de volonté ou de connaissance; simplement, le moteur de jeu ne le permet pas. Déshabiller/habiller peut également être fait sans ouvrir le MCM, via raccourci. Si vous souhaitez que les modifications apportées à ce panneau persistent dans un nouveau jeu, cliquez sur "Enregistrer les informations à config". Cela enregistre toutes les données du panneau dans un fichier de configuration JSON externe, à l'exception de l'état du harem, de la désactivation, de la suppression et de l'équipement forcé. Les informations enregistrées peuvent être rechargées à tout moment via Paramètres, "Charger les données PNJ". Harem Ce panneau contient des paramètres spécifiques aux PNJ pour les membres du harem. Avant de pouvoir ajouter quelqu'un à votre harem, vous devez définir les marqueurs de la maison et de sommeil quelque part. Les PNJ auront besoin de ceux-ci pour savoir où aller et dormir. Il y a deux marqueurs pour permettre les maisons qui se composent de plusieurs cellules. Les marqueurs sont définis dans le panneau Paramètres. Une fois les marqueurs définis, vous pouvez ajouter à peu près n'importe qui dans Skyrim (jusqu'à 50 PNJ au total) via le panneau People. Les PNJ ajoutés de cette manière sont automatiquement définis comme des amants. Ils ne sont pas définis comme essentiels. Si vous le souhaitez, utilisez The Manipulator pour définir ceci sur eux. Si vous ajoutez un PNJ qui est actuellement un acolyte, il sera retiré de la faction CurrentFollower. Une fois ajouté à votre harem, le PNJ devrait se diriger vers l'endroit que vous avez marqué comme étant la maison, et y rester. Par défaut, ils dormiront entre 23 et 6, dans la cellule marquée pour dormir. Pour retirer un PNJ de votre harem, vous pouvez sélectionner Rejeter dans le coin inférieur droit du panneau Harem. Le PNJ sera "rétrogradé" à allié, et retournera ses habitude. Si un membre du harem meurt, il/elle sera retiré de la liste interne. Pour contrôler des PNJ spécifique dans votre harem, sélectionnez-en un dans le menu déroulant. Ensuite, vous pouvez spécifier différents lieux de résidence et de sommeil, ainsi que le sommeil diurne (9-16) au lieu du nocturne (23-6). Cela permet également un contrôle limité de l'équipement: Entièrement nu Défaut (la tenue que le PNJ portait avant d'être recruté) Chargé d'un mod. Les tenues sont définies dans le panneau Paramètres. Les membres du harem peuvent aussi être mariés. Vous pouvez soit sélectionner l'option pour les marier automatiquement lors de l'ajout à votre harem, soit les épouser sélectivement une fois ajoutées. Notez que le mariage via The Manipulator utilise les factions de mariage vanilla, mais ne touche en aucune façon les quêtes de mariage vanilla. Ainsi, si vous préférez utiliser le système vanilla, ou un mod multi-mariage, The Manipulator ne sera pas en conflit. Cependant, vous aurez toujours les commentaires "Bonjour" et "Au revoir" des PNJ que vous épouserez de cette manière, puisque les fichiers texte et voix sont dupliqués à partir du jeu de la vanilla. Notez également que le dialogue vocal exprimé n'existe pas pour tous les types de voix; pour ceux qui en manquent, vous aurez plutôt des commentaires non lus. Enfin, si vous préférez ne pas avoir les voix, n'installez tout simplement pas le fichier BSA inclus. Divorcer d'un PNJ n'a pas de pénalité. Un PNJ divorcé restera membre du harem à moins d'être renvoyé. D'un autre côté, le renvoi d'un PNJ marié du harem entraînera également un divorce. Vous pouvez avoir un membre de harem marqué comme favori. Ce PNJ aura l'usage de n'importe quel(s) lit(s) appartenant au joueur. Notez que les données du harem sont sauvegardées dans le fichier de configuration json. Vous pouvez télécharger ces informations sauvegardées après avoir démarré une nouvelle partie, via Charger les données du harem dans le panneau Info & Data Load. L'ajout d'un PNJ a des réserves: La quête du harem est hautement prioritaire. Cela signifie que presque tous les PNJ, sinon tous, peuvent maintenant être ajoutés à votre harem. Notez que les PNJ peuvent être dans une scène qui doit être complétée (quête,...) avant qu'ils ne se dirigent vers leur nouvelle maison désignée. Les PNJ que vous ajoutez à votre harem seront des alliés les uns aux autres via une faction personnalisée (The Manipulator ne gérera pas leurs relations les uns avec les autres). Si vous retirez un PNJ du harem, le statut d'allié est perdu, il est donc tout à fait possible que les autres deviennent hostiles envers lui. J'ai vu cela en testant avec des gardes aléatoires de différentes prises. L'ajout d'un PNJ à votre Harem peut casser votre jeu, utiliser le avec précaution. Les lieux Cela affiche des informations sur la cellule (maison, magasin, grottes, ...) actuelle dans laquelle vous vous trouvez. Le nom de la cellule, l'espace virtuel et les coordonnées de la grille (pour les cellules extérieures), l'emplacement et la propriété de l'acteur/faction, le cas échéant. Vous pouvez également marquer la cellule (s'il s'agit d'une cellule intérieure) en tant que propriété du joueur ou détenue par PlayerFaction. Vous pouvez également définir si la cellule est publique. Sur la droite de ce panneau ce trouve les fonctions de déplacement rapide. Vous pouvez stocker jusqu'à 10 emplacements. D'abord, utilisez la liste déroulante pour sélectionner un élément de la liste. Ensuite vous pouvez: Stockez votre position actuelle dans la liste. (Si vous avez sélectionné un emplacement déjà utilisé, les informations précédemment stockées seront supprimées et l'emplacement sera réutilisé.) Supprime la position enregistrée de la liste. Voyage rapide à la position sélectionnée (si une position a été stockée là, bien sûr) Stockage Ce panneau donne accès au stockage "sans conteneur". Stocker des articles via "Store", et ils seront triés en fonction de la catégorie à laquelle ils appartiennent (en utilisant les mots-clés intégrés affectés aux éléments dans le jeu). Pour accéder aux éléments, sélectionnez le type dans le MCM. Si la case est cochée, certains éléments sont stockés. Si vous avez installé UIExtensions, vous pouvez également définir un raccourci clavier (dans le panneau Paramètres) pour un accès rapide au stockage. Artisanat Semblable au stockage, cela vous donne accès à des stations d'artisanat de n'importe où dans Skyrim. Si vous avez installé UIExtensions, vous pouvez également définir un raccourci clavier (dans le panneau Paramètres) pour un accès plus rapide à l'artisanat. Friend Factions NOTE: l'activation de l'un des paramètres de ce panneau va casser votre jeu, puisque vous ne serez plus attaqué dans les donjons, etc. Si vous êtes inquiet de la façon dont l'activation de l'une de ces factions peut interférer avec l'interaction du jeu, le mod ne fait rien si aucune des faction ici n'est activée. Tous les problèmes que vous pourriez avoir si tous sont désactivés et n'ont jamais été activés, sont donc en dehors de la portée de ce mod. Dans une nouvelle partie, avant que quoi que ce soit puisse être fait sur ce panneau, vous devez charger les factions depuis le panneau Info & Data Load, même si vous n'avez jamais installé ce mod auparavant. Ici, vous pouvez définir un certain nombre de factions, qui sont normalement des ennemis, pour être amis. Plus précisément, le joueur est ajouté à sa faction (par exemple, si vous activez Bandit, le mod vous ajoutera à la faction Bandit). Il définit également CurrentFollowerFaction comme un allié, de sorte que les acolytes ne soient pas attaqués. Les orques sont un cas particulier. ils ne sont pas (normalement) des ennemis. Cependant, vous devez remplir une quête de faveur avant de pouvoir devenir un OrcFriend (à moins que votre personnage soit un Orque, bien sûr). Activer le paramètre ici évite le besoin de la quête de faveur. Notez qu'activer toutes factions que les Vigiles de Stendarr considèrent comme des ennemis (voir spoiler ci-dessous), les amènera à vous attaquer. Pour éviter cela, vous devez également activer la faction VigilantOfStendarrFaction (c'est pourquoi elle a été incluse). Hacks Offre des hacks ne jeu, si vous voulez les utiliser. Tous les hacks peuvent potentiellement briser le jeu, à utiliser avec prudence, ou pas du tout. Le côté droit contient des triches massives, que voici: Déshabiller messager: Donne au coursier vanilla une tenue entièrement nue. Bloquer Étudiant & Adversaire: Activez ceci pour bloquer les "attaques" ennuyeuses d'étudiant et adversaire. Pas de commentaires nu: Comme son nom l'indique. Même résultat final que celui offert par ce mod, mais implémenté différemment. Aucun commentaire de chien stupide: même fonctionnalité que celle offerte par ce mod. Aucune attaque de vampire: bloque les attaques de vampires. Aucune attaque de la garde de l'aube: bloque les attaques de la garde de l'aube si vous avez ajouté les Vampires en tant que faction amie Pas de détournement A.D: Empêche certaines quêtes d'Artefact daedrique de détourner votre partie. Quêtes supportées: DA03 (Un daedra pour ami ), DA07 (les fragments du passé), DA10 (la maison des horreurs), DA14 (une nuit mémorable) NOTE: Certaines d'entre elles se déclenchent suite à un changement d'endroit et ont déjà commencé avant, vous pouvez les désactivez. DA10 est une. Obtenez les maisons: Hack pour avoir des maisons pour le joueur, et les meublent entièrement: Markarth, Solitude, Blancherive et Faillaise. Vendeaume est exclu en raison de la quête "Du sang sur la glace", tout comme les maisons d'Heathfires. Ne donne pas les huscarls. Pas de déco pour les enfants. Ne l'utilisez pas si vous jouez au jeu vanilla. Aussi c'est probablement imcompatible avec les mods qui modifient l'intérieur de ces 4 maisons. Notez également que ce paramètre ne persiste pas. Paramètres Ici vous pouvez paramétrer: Touches de raccourcis: pour Déshabillage/Habillage, RaceMenu, accès au stockage. Les réglages globaux du Harem: y compris la mise en place de marqueurs de maison et de sommeil, s'ils doivent être automatiquement déshabillés, désarmés, mariés, et s'ils doivent se rendre rapidement chez eux, ou marcher. Remarque: si Désarmer est activé, toutes les armes, boucliers et bâtons des PNJ seront retirés de leur inventaire et placés dans le stockage de The Manipulator, vous pouvez récupérer les objets à partir de là, si nécessaire. Tenues: Sélectionnez un emplacement dans la liste, puis donnez un nom à la tenue, indiquez le mod qui la contient et l'ID du formulaire en hexadécimal, sans les deux premiers chiffres. (par exemple, Skyrim.esm, 0E3E66) Jusqu'à 50 tenues peuvent être définies de cette manière. Déshabillage de force brute: plutôt que de simplement enlever ce que porte un PNJ, cela change sa tenue à une ne contenant rien. Le problème est que cela menent à des réinitialisations causées par des éléments ajoutés à l'inventaire. Cependant, afin de garder ce mod léger, aucune tentative n'est faite pour se souvenir de ce que le PNJ portait, donc le système équipera un équipement aléatoire (commun). Info et données Ce panneau montre la version du mod, les autres mods optionnels installés, et si les marqueurs de harem ont été placés. Aussi sur ce panneau: Charger les données PNJ: charge toutes les données PNJ sauvegardées dans le fichier de configuration, si possible. Cela échouera clairement pour les PNJ qui étaient dans des mods qui ont été supprimés depuis que les données ont été sauvegardées. Charger les données de harem: Charge toutes les informations enregistrées pour les personnes ajoutées à votre harem lors d'une précédente partie. Les PNJ sont ajoutés au harem. Charger des données de Friend Faction: charge les relations de faction stockées. Notez que le chargement de PNJ et de données harem peut ne pas charger les PNJ du jeu, même si les mods qu'ils définissent sont correctement installés (cela arrive quand le PNJ n'est pas défini comme persistant dans CK). Mods requis Skyrim Legendary Edition SkyUI Papyrus Util 3.3 ou superieur Mods optionnels SexLab SexLab Aroused (redux) UIExtensions RaceMenu Remerciements: ffabris pour ce mod et son autorisation de partage de ma traduction. NOTE: Le Mod n'est pas traduit à 100%. Car ce n'est pas un mod que j'utilise souvent ou pas intégralement (le harem), donc si vous trouvez du texte non traduit faites une capture d’écran et envoyez la moi que je puisse mettre à jour la traduction. D'avance merci. Ce n'est qu'une simple traduction, aucune stat ou autre a été modifié. S'il y a une erreur de traduction, un oubli, une faute d'orthographe/de conjugaison ou tout autres problèmes, contactez-moi. Vous aimez mon travail? Alors laissez-moi un message sur ma page LL ça fait toujours plaisir. Merci d'avoir téléchargé ce mod, et amusez-vous bien en Bordeciel N'oubliez pas de remercier le créateur du mod d'origine pour son travail. Cette traduction est une exclusivité LL, partagez uniquement le lien de la page et non le mod, merci. Submitter Orpheaned Submitted 11/20/2018 Category Other Requires Voir description Special Edition Compatible View File
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View File About SkyUtilities is a SKSE plugin targeted to Skyrim mod authors. It adds features to Papyrus which yet don't exist and aren't available anywhere else. This project is a way for me to get an understanding of SKSE and the game itself. I'd like to start working on Skyrim SE and Fallout 4 too, as soon as there is a release of their script extensions. I'll try to implement every feature written for Oldrim into SSE as to not make the plugin irrelevant in the future if SSE actually leaves Oldrim behind (modding-scene wise). Info This version (v0.4) is a pre-release and not yet ready to be distributed for a playthrough. I'm releasing it now so that if you're planning on using this SKSE plugin for your mod you can start working with the papyrus functions. The API won't change. Also: I'm looking for ideas. Let me know if you have something in your mind that you think might be useful as an addition and for other modders aswell who might benifit from that. I advice to download SkyUtilities directly from a trusted source (such as this one or the official github repository, if you don't build it for yourself) to make sure that everything works as intended. If this plugin is distributed elsewhere I can't guarantee for proper functionality (meaining: might be altered). Features Networking: (Basic) HTTP requests (both GET and POST) URL en/decoding Mod information retrieval from Nexus (non-adult) or LoversLab (via mod id). Usage of the Steam API: Profile ID, Profile Name, Achievements Configuration (Readable: JSON) StringUtil: regular expressions Note: Requests do not block/freeze the game. Responses are distributed via events (See Examples or scripts in github or in the download archive for more information). Requests not yet finished while saving are too saved and will be loaded if you choose to load that particular save. Examples can be found here: Examples Sourcecode If you want to take a look into the Sourcecode behind this plugin, there is a GitHub repository you can check out (hehe): https://github.com/sereni-ty/SkyUtilities Submitter serenity_ Submitted 06/07/2017 Category WIP / Beta Requires Special Edition Compatible
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GGFriendlyWhore View File Author:: Galgat Needs SKSE Needs SkyUI 5.0+ Needs Sexlab Needs Zaz animation pack Needs Dragonborn DLC Needs DawnGuard DLC Goubo :: with out his scripting Help Most of this little thing would have never got done. Will Make the Majority Of everything you Meet in Skyrim Like you, and some simple Prostitution >> Also on page 2 is now and Option to turn Off/On Random Dragons I did this for a lot of personal usage reason's. The option's in the MCM that are working are Page 1/ second Option, and Page two the prostitution option, click them till it the text box pops up and says Enabled " Might have to cycle through them one time to get them cleared, and right ". ( Important:: Need to repeat this if you reload, or restart the game, toggle through the disabled, enabled again stopping on enabled if you want to be friendly. ) Addition;; added and Option on page 2 to turn Off/On Random Dragons ( This should have no impact on Quest Dragons, only Random dragons, which I find to be a real aggravation much of the time ) pretty simple Friendly >>>Enabled you are Friendly with most everyone, and they like you, >>>disabled, some people really hate you. Simple Prostitution >>>Enable the prostituion Page 2 of MCM, and you can have some very simple sell your body fun, Clicking on the animals that i have added will set up a Creature rape, from the Creatures that I have added, I have many morte to add, so all creatures are not functional 1. I have plans to expand this to a full prostitution mod, with hopefully quest's, maybe. I guess it could be used as a resource, for disabling the mobs, but it need to be enabled before you enter a bandit camp. once they become aggressive the toggle will probably not help. 2. I needed a way to use JazPositioner in bandit area's with out having to kill them all. I used it to set up things in the game with zaira Maria, and this also kept me alive at times when the bandits AI went bonkers in maria. I also wanted to be able to prostitute to the many different crime elements of skyrim. 3. It allowed me to enter, and test many Sexlab mods out on the bandits, and this gave me a lot larger Clientele, ( it gave me more Sex objects (NPC) to use, and was cheaper FPS wise than populated cities.) with out having to add a lot of More people or expansion Mods, just so a working girl could have a larger Clientele. I actually have a lot of expansion mods, but still this gave me a lot more people to enter act with while running some of the Sexlab prostitution mod's that require a partner, or a paying customer. 3.1. This is also a major cheat, as it allows you to run around almost anywhere with out fear of being attacked. It is useful for me as a tool to also look around inside many area's, in the game, with out having to kill everything. or turn on, and off the AI in console. 4. I just wanted to do something in skyrim, and Gourbo was so helpful, I managed to do this. I thought maybe others might have a use for it, mainly just a little toggle that I thought some people might like. 5. Two ESP, one is Dragonborn DLC dependency Only (GGFriendlyWhore_DB.esp), I wanted some of the creatures from there to be friendly, and I really like that DLC more than the others. The other has both Dragonborn DLC, and DawnGuard DLC dependency (GGFriendlyWhore_DB_DG.esp), I needed the dawnguard DLC to stop those darn vampire's thrall from attacking me all the time. Only activate one of them, do not activate both you will have problems. 6. It needs SL and Zaz. 7. I is pretty basic right now the only option's working in the MCM are Page 1/ second Option, and page 2 Prostitution option, which turns on the prostitution dialogue, If you want the prostitution dialogue off, just Disable it in the MCM, right now it is just kind of a little extra, you might want some times. bare with me, I hate Skyrim CK,>>> the separation of the Scripts from the ESP make it suck balls for me, I hate it<< ( Scriptwriters love it, but I do not, I like building large area's to explore, and huge amounts of dialogue, and the Properties assignments just get to be to much of burden for me ) that is why I do mostly only personal, My use only mods for skyrim. If you restart, or reload your game you will need to toggle through disabled/ enabled again. I know how to fix this, But right now it is such a WIP I really hate to add a bunch of things that might need changing every time I upgrade it a little. 8. This is a very simple thing, It does just two things right now, and I don't know if anyone would even want it, but I used it a lot for a lot of thing's, and found the non hostile NPC to be handy sometimes, and it is a pretty non bothersome mod to have, and I keep in most every profile now, so I thought maybe others might have a use for it. [ I mean if the MCM options are disabled, it is basically gone, and should effect nothing. ] 9. I don't think it will conflict with anyone Else's mod [ Heck if some how it did, then just disable it in the MCM, and all will be fine ]. So having it installed, and using it when you want, and turning it off from the MCM when you don't want it should not be a big thing. It does not cast a cloak, or do any constant spell casting, so I don't think you will ever notice it is even there, other than when you use it. 10. If you don't like it, or want it, I am sorry, just uninstall it, and move on. 11. Some of the Creatures that i have added don't always do right, as in the Troll's tend to maybe rape you one or two times, then the second or third time you click on them, the dialogue will not follow through, you can change cells, and come back, and they will work again.. I am looking at it.. It is a strange one. I have to think about how I want to do the Horse's, as when you highlight them, you get option to steal, or ride, if you own it. So for now my simple dialogue will not work for them, I am looking at that too, and so Horse's are not at this time available in the prostitution dialogue. 12. There are surly Mob's or Evil things out there that I have missed in my Friendly Whore part of the mod, so you may still get attacked by some creatures. ******************INSTALLING******************** I would use Mod organizer or NMM, so I could get rid of it if I did not want it. But I suppose you could drop the data folder from zip folder GG_FW into you skyrim folder, let it write it self in, and check it active. ******************Upgrading********************* Clean your save with Save tool, or go to a clean save Then Install is now Only One ESP, and it requires Dragonborn DLC & DawnGuard DLC, Only way i could turn off the aggressive stat of some creatures in those DLC. Credits Of course Ashal Beth for giving us a chance to create our Own fantasy's Goubo , he was such a help, just anything I asked, and he was just too good. Veladarius Such a nice person, even with the many personal problems he has, he stays focused Min Had some very helpful hint's, but most of the time he was way over my head.. Lots of others I will think of in time. Submitter galgat Submitted 10/31/2016 Category WIP / Beta Requires SexLab Framework, SKSE, SkyUI 5.0+, ZazAnimationPack, Dragonborn DLC, ESP requires Dawnguard DLC Special Edition Compatible
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PapyrusUtil LE/SE/AE View File Which file to download: For Skyrim LE (Oldrim): PapyrusUtil LE v33.zip For Skyrim SE (Pre-AE, 1.5.x runtime): PapyrusUtil SE v39.zip For Skyrim SE/AE (1.6.x+ runtime): PapyrusUtil AE v43.zip 1. Description SKSE plugin that allows you to save any amount of int, float, form and string values on any form or globally from papyrus scripts. Also supports lists of those data types. These values can be accessed from any mod allowing easy dynamic compatibility. Also adds the following papyrus commands: Toggle fly cam and set fly cam speed - TFC. Set menus on / off - TM. Adds an additional package stack override on actors. See ActorUtil.psc Replace any animations on selected objects. See ObjectUtil.psc Print messages to console. Get, set, save, or and load data to a custom external JSON file. See JsonUtil.psc PapyrusUtil.psc - version check & variable initialized arrays. StorageUtil.psc - store variables and lists of data on a form that can be pulled back out using the form and variable name as keys. See psc file for documentation. JsonUtil.psc - Similar to StorageUtil.psc but saves data to custom external .json files instead of forms, letting them be customizable out of game and stored independent of a users save file. ActorUtil.psc - actor package override. ObjectUtil.psc - animation replacement. MiscUtil.psc - some misc commands. 2. Examples Example 1: Setting and getting simple values StorageUtil.SetIntValue(none, "myGlobalVariable", 5) ; // enter none as first argument to set global variableStorageUtil.SetIntValue(Game.GetPlayer(), "myVariable", 25) ; // set "myVariable" to 25 on playerStorageUtil.SetFloatValue(akTarget, "myVariable", 75.3) ; // set "myVariable" to 75.3 on akTargetStorageUtil.SetStringValue(none, "myGlobalVariable", "hello") ; // enter none as first argument to set global variableint ivalue1 = StorageUtil.GetIntValue(none, "myGlobalVariable") ; // get the previously saved global variableint ivalue2 = StorageUtil.GetIntValue(Game.GetPlayer(), "myVariable") ; // get value of myVariable from player; // myGlobalVariable can exist both as int and string at the same time.; // Different type values are separate from each other.float fvalue = StorageUtil.GetFloatValue(akTarget, "myVariable") ; // get float value from akTargetstring svalue1 = StorageUtil.GetStringValue(none, "myGlobalVariable") ; // get "hello"string svalue2 = StorageUtil.GetStringValue(none, "myMissingVariable", "goodbye") ; // get "goodbye"; // an optional 3rd variable can be passed in the Get function to be returned if the given key "myMissingVariable" doesn't exists. Example 2: Saving object references Actor akCasterActor akTargetStorageUtil.SetFormValue(akTarget, "Friend", akCaster)Actor friend = StorageUtil.GetFormValue(akTarget, "Friend") as Actor Example 3: Value lists StorageUtil.IntListAdd(none, "myGlobalList", 5)StorageUtil.IntListAdd(none, "myGlobalList", 27)StorageUtil.IntListAdd(none, "myGlobalList", 183)StorageUtil.IntListAdd(none, "myGlobalList", 3)StorageUtil.IntListAdd(none, "myGlobalList", -12398); // iterate list from last added to first addedint valueCount = StorageUtil.IntListCount(none, "myGlobalList")while(valueCount > 0) valueCount -= 1 Debug.Notification("List[" + valueCount + "] = " + StorageUtil.IntListGet(none, "myGlobalList", valueCount))endwhile; // iterate list from first added to last addedvalueCount = StorageUtil.IntListCount(none, "myGlobalList")int i = 0while(i < valueCount) Debug.Notification("List[" + i + "] = " + StorageUtil.IntListGet(none, "myGlobalList", o)) i += 1endwhile; // Get the 2nd, 3rd, and 4th elements of the list into an arrayint[] myList = new int[3]StorageUtil.IntListSlice(none, "myGlobalList", myList, 1) ; // starts pulling elements from the list starting from from the 1 index; // skipping the 0 index value, "5" will fill the papyrus array until it runs out of either list or papyrus array elementsDebug.Notification("2nd: " + myList[0]) ; // prints "2nd: 27"Debug.Notification("3rd: " + myList[1]) ; // prints "3rd: 183"Debug.Notification("4th: " + myList[2]) ; // prints "4th: 3"; // remove 27 from the listStorageUtil.IntListRemove(none, "myGlobalList", 27); // remove last element of listStorageUtil.IntListRemoveAt(none, "myGlobalList", StorageUtil.IntListCount(none, "myGlobalList") - 1); // set first element to -7StorageUtil.IntListSet(none, "myGlobalList", 0, -7); // find first occurance of element in listint index = StorageUtil.IntListFind(none, "myGlobalList", 183)if(index < 0) Debug.Notification("Not found!")else Debug.Notification("Element 183 is at index " + index)endif; // clear listStorageUtil.IntListClear(none, "myGlobalList"); // create a new list from a papyrus arrayfloat[] newList = new float[3]newList[0] = 4.04newList[1] = 39.2newList[2] = -42.25StorageUtil.FloatListCopy(PlayerRef, "myCopiedList", newList)Debug.Notification("Copied value 0 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 0)) ; // 4.04Debug.Notification("Copied value 1 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 1)) ; // 39.2Debug.Notification("Copied value 2 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 2)) ; // -42.25 Example 4: Saving values that are shared among all savegames in an externally saved file. JsonUtil.SetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything", 42); // (optional) Save any changes made to your file and creates it if it does not yet exists.; // This is done automatically without needing to be done manually whenever a player saves their game.; // Files are saved and loaded from Skyrim/data/SKSE/Plugins/StorageUtilDataJsonUtil.Save("MyModConfig.json") ; // ... Start a new game ...int mySetting = JsonUtil.GetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything") ; // mySetting == 3; // Alternative version using the globally shared external file; // All mods using these commands share this file, saved/loaded from Skyrim/data/SKSE/Plugins/StorageUtil.jsonStorageUtil.SetIntValue("AnswerToLifeUniverseEverything", 42); // ... Start a new game ...int mySetting = StorageUtil.GetIntValue("AnswerToLifeUniverseEverything") ; mySetting == 3 3. Requirements SKSE latest version: http://skse.silverlock.org/ Address Library for SKSE Plugins: https://www.nexusmods.com/skyrimspecialedition/mods/32444 4. Installing Use mod manager or extract files manually. 5. Uninstalling Remove the files you added in Installing step. 6. Updating Just overwrite all files. 7. Compatibility & issues Should be compatible with everything. 8. Credits Ashal - continued maintenance & refactoring of original plugin's source code h38fh2mf - original version, idea, address library conversion SKSE team - for making this plugin possible milzschnitte - for suggestions eventHandler, Expired, aers, arha, ianpatt - SKSE64 conversion & update assistance Submitter Ashal Submitted 12/07/2013 Category Modders Resources Requires SKSE, Address Library Special Edition Compatible Yes
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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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42
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- lust
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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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View File NiOverride Pose Adjustments + Objects SE NiOverride Pose Adjustments + Objects SE A utility mod that allows you to adjust poses directly while you play skyrim! - Requirements - XPMSSE Racemenu SE PapyrusUtil SE UIExtensions SE - Installation - 1. Download and install this mod (automatically, using NMM or MO2, or Vortex, or if manually then extract the file into SkyrimSE's Data folder). 2. Let the mod overwrite XPMSSE's skeletons nif files. If your character use a custom race like YgNord, please overwrite 4 skeleton*.nif of that custom race with skeleton*.nif in this file. skeleton.nif skeleton_female.nif skeletonbeast.nif skeletonbeast_female.nif - How To Use - Before Adjustments After Adjustments - How to change posture of NPC - 1. Register to member list - Get and use “Spell Tome: Add to list - NIOPA” (AddItemMenu etc.) - Cast magic to NPC and register to member list. -The maximum registration number is 100. 2. Select target from registered members - Select the NPC you want to adjust from the member list - You can adjust posture of NPC you selected like your character. - Regardless of life and death you can adjust. - Posture save data is common to all characters. 3. Remove unnecessary members from the list - Please remove NPC whose posture adjustment is unnecessary from member list. -Please select NPC to be removed from member list from the menu. -Players can not be removed from member list. -When removed from member, selected NPC will return its posture to default. -When removing NPC in operation from member list, NPC will be deleted from member list and operation return to player from NPC. -If NPC can not be found for reasons such as uninstallation or outside the area, NPC will be removed from member list without posture being reset. If you modify it, please register NPC to member list once and then reset. -When uninstalling this mod, please remove all but player from member list. (to restore posture to default) - How to search NPC nearby the player - -Select “Search NPC Nearby” from member list in menu.-After a while, NPC will be displayed as a list.-If NPC whose attitude you want to adjust is on list, please select that NPC.-That NPC will be registered in member list and can be adjusted.*Caution*NPC on member list will not be displayed in this list.NPC that are using unsupported skeletons will not be displayed in this list.Disabled NPC will not be displayed in this list.Some NPC will not be displayed due to unknown reasons. In that case please register using spell. - Objects - Use AddItemMenu SE to get the items. Description of each item shows armor slot and name of bone to operate with NiOPA. Equip item and operate the designated bone with NiOPA, you can move the equipped object. - Credits - Sesamin for providing screenshots and giving me permission to share this with you guys! Please don't bother Sesamin via his own page about this SSE port! Submitter Andreis Submitted 08/09/2018 Category Regular Mods Requires XPMSSE, Racemenu SE, PapyrusUtil SE, UIExtensions SE Regular Edition Compatible No
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Skyrim Utility Mod (LE) View File Description First, this mod (SUM) is a framework for all my other mods. This is to eliminate a lot of redundancy between all my mods. Understandably, that makes this mod a dependency for all my mods. However, I have added a few features to this, that should justify the extra load order slot. Certain restrictions apply. Ask your doctor if SUM is right for you. Requirements Required Mods SexLab Zaz Animation Pack PapyrusUtil SkyUI (5.1 or later) Optional Mods UI Extensions (UIE) Devious Devices - Equip Prison Overhaul Patched Wider MCM (Allows for more visible text in the MCM.) Install/Uninstall Install it using your favorite mod manager. Installation Steps 1. If you plan on using UIE,, install it before SUM. 2. Install SUM then select the ‘SUM - UIE Patch’ available in the SUM FOMOD, only if you have UIE installed already. Uninstallation Steps 1. Uninstall SUM. Updating to the Latest Version 1. Follow ‘Uninstallation Steps’, for the existing version. 2. Follow ‘Installation Steps’, for the new version. Versioning For example, given version No. 1.2.3 A change in, 3 -> Patch, can be installed on the previous version (uninstall the old, then install the new version). 2 -> Content update, clean save is recommended. 1 -> Major update, clean save required, new save recommended. Features (More details in post No. 2) ZAP posing system. This is using the MCM and the UI Extensions (if installed) to store and use potentially all poses available in ZAP. It does this by using .json files to store all (entered) poses, then the MCM and/or UI Extensions mod to access and use the poses on the PC and NPCs. Faction Management With this feature the player can manage all PC and NPC factions. The factions will be listed in the MCM. There the player can change faction ranks and/or membership. Skills Transfer Have you ever though to yourself “... I sure would like to try some new mod that just came out, but then I found out that it requires a new save, and to top it off a level 66 PC?” Neither have I; nevertheless, with this feature you can transfer skills between all your PCs. Yes you’ve guess it, it is all done through the MCM. There you can save and transfer skills, spells, inventory and factions between your PCs, you can even share them with your friends. Nothing sweeter than a digital sweetroll, no? Yum... yum! StorageUtil Page This is useful for troubleshooting mods that use the StorageUtil mod variables. Game Stats Management With this feature each game and actor stat can be viewed and modified individually in the MCM. Form Lists Page With this feature form lists can be created by clicking/selecting objects in game. Form lists can contain locations, furniture, doors, misc objects, etc. SUM For Skyrim Anniversary Edition (AE) Skyrim Utility Mod AE Update Log Submitter Inte Submitted 01/18/2019 Category Other Requirements SLE, ZAP, SL, PapyUtil, SkyUI Special Edition Compatible No
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View File Cheri Scripting Library Cheri Scripting Library Version 1.12 - 6 January 2021 by Cheri This mod does nothing on its own. Other mods rely on it to work. Cheri Scripting Library is a collection of scripted effects and scripted triggers that I find myself using frequently. Instead of copying it into all my mods, I decided to upload it as a separate mod to make it easier to maintain. Other modders can feel free to use it as a base if they wish. Installation Use 7zip to extract the archive into My Documents/Paradox Interactive/Crusader Kings II/mod/ Info for Modders csl_scripted_effects_body.txt This mainly deals with cross-compatibility between different dick/tit size mods. It also has some functions I needed for Ala's Body Mod traits. csl_add_body_traits_effect csl_add_gigantic_tits_effect (and so on, for all the sizes) csl_grow_tits_effect csl_remove_tits_effect csl_add_gigantic_dick_effect (and so on, for all the sizes) csl_grow_dick_effect csl_remove_dick_effect csl_remove_balls_effect csl_remove_pussy_effect csl_remove_m_shape_effect csl_remove_f_shape_effect csl_m_to_f_shape_effect csl_f_to_m_shape_effect csl_add_futa_trait_effect csl_remove_futa_trait_effect csl_scripted_effects_gender.txt This has effects that flip characters between genders while also changing their names, traits, and LF portraits. Mainly meant for seeding. csl_become_male_effect csl_unsafe_become_male_effect csl_become_female_effect csl_unsafe_become_female_effect csl_sanity_check_portrait_effect csl_become_futa_effect csl_unsafe_become_futa_effect csl_scripted_effects_misc.txt csl_improve_appearance_effect csl_improve_appearance_and_remove_masculine_effect csl_cure_diseases_effect csl_cure_injuries_effect csl_remove_scars_effect csl_set_epidemic_immunity_flags_effect csl_impregnate_check_between_this_and_prev csl_impregnate_check csl_impregnate_cuckoo_if_possible_effect csl_scripted_triggers_body.txt Similar to csl_scripted_effects_body.txt above. csl_futa_content_enabled_trigger csl_tits_content_enabled_trigger csl_dick_content_enabled_trigger csl_is_futa_trigger csl_has_gigantic_dick_trigger (and so on, for all the sizes) csl_has_huge_or_bigger_dick_trigger csl_has_gigantic_tits_trigger (and so on, for all the sizes) csl_has_huge_or_bigger_tits_trigger csl_has_cock_trigger csl_scripted_triggers_misc.txt csl_has_csl_trigger csl_is_untouchable_npc_trigger (checks for special_npc flag and equivalent) csl_is_gender_locked_trigger (checks whether character has a potentially gendered NPC portrait) csl_is_lactating_trigger csl_is_visibly_pregnant_trigger csl_is_pregnant_trigger csl_can_be_a_father_trigger csl_has_incest_trigger csl_is_virgin_trigger csl_down_to_fuck_trigger (equivalent of Luxuria Fantasia lf_can_have_sex_trigger) csl_has_polyamory_trigger (meaning character does not discriminate between bastards and legitimate heirs) csl_is_not_animal_trigger (is not horse, cat, frog, dragon, ghost, Animal Kingdoms culture) csl_is_a_mage_trigger csl_is_a_slave_trigger csl_is_a_prostitute_trigger csl_is_lustful_society_trigger csl_is_senior_spouse_trigger csl_is_junior_spouse_trigger csl_scripted_triggers_racial.txt Supports Luxuria Fantasia, Dark World Reborn, DZM Expanded. csl_is_elf_trigger csl_is_orc_trigger csl_is_fairy_trigger csl_is_demon_trigger csl_is_halfdemon_trigger csl_is_angel_trigger csl_is_fallen_angel_trigger csl_is_succubus_trigger csl_is_incubus_trigger csl_is_neko_trigger csl_is_kitsune_trigger csl_is_dragon_trigger csl_is_vampire_trigger csl_is_werewolf_trigger Submitter Cheri Song Submitted 01/01/2020 Category Crusader Kings 2 Requires
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- ck2
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Version 12.0.0
62291 downloads
Sexlab Triggers (v12) What does it do: Activate various effects when SexLab animation starts or stops. Cast a spell, add items, change stats, etc ... Minor, utility, side effects. Things that other mods usually skip. You can also create custom macros to activate commands. Cast spells from other mods, add items, do someting with perks, change actor values, etc .. Instalation: - unpack zip - copy whats in Data folder into Skyrim Special Edition\Data folder - its a simple mod, unpack and copy - activate triggers in MCM. By default nothing happens. Requirements: - Sexlab SE framework. Full version, not "light" - (optional) ConsoleUtilSSE (https://www.nexusmods.com/skyrimspecialedition/mods/24858) to execute Skyrim console commands - (optional) MfgFix (https://www.nexusmods.com/skyrimspecialedition/mods/11669) for facial expressions stuff Warning: - you can setup up to 80 triggers - but maybe you shouldn't - the more you setup the slower it will be - try not to leave holes. Don't setup up, for example trigger No.3 and then nothing and then No.60 - when code runs, it remembers the last(highest number) triggers that has "chance" higher the 0 and stops there. A small optimization. If you poke into MCM it gets reset to max(80) How to setup things: - open MCM, select Sexlab Triggers - page Main: enable/disable the whole thing - page Triggers 1-5, 6-10, ...: here you setup "triggers". - you have 5 triggers(can also call them "slots") per MCM page - for each slot you setup condition and then what to do, execute if condition is right - and thats about it Conditions: - chance: Probability, chance that command will execute. 0-100%. Hint: set 0 if you want to disable it - on event: Begin: execute on SL start event, Orgasm: on SL orgasm event, End: on SL end event - if actor race: race of actor. Any: all will do, Humanoid: humans and elfs and so on, Creature: not Humanoid, and so on - if actor: role of actor, like Any: anuthing will do, Aggressor: is bad person, Victim: bad things happened, Not part of rape: good things - if gender: male, female - if sex type: a couple of conditions based on animation "tag" like: Vaginal, Anal. - if day time: is it at day or night - if location: is it inside or outside - command 1, 2, 3: pick what to do if conditions have been fulfiled. You can pick 3 different(or the same) commands. Commands: - is a file that has instruction of what to actualy do - name of the file is suppose to describe what command does. Like "Give Gold(10)", gives you 10 gold. - are settings, macros, scripts inside Data\SKSE\Plugins\sl_triggers\commands folder with.json extension - to add new commands just drop a file here. If you don't what it, delete it or change extension so its not json - its a .json file that has to be formated ... just use an existing one as an example - its and array of array of strings. Sort of like lines of function calls. You can also look at it as simple "bat" or "cmd" file - all commands that I made are usuable, but are also examples A couple of examples of what you can trigger: - Add perk point.json: Adds a perk point to player. - Alchocol.json: booze. Actor will get and drink one of drinks that counts as alchocol. - Cast Calm.json: cast Calm spell - Cast Fear.json: cast Fear spell - Cast Light.json: cast Candle light spell. - Change stats (bad).json: Health/Stamin/Magicka change by -10 to 0 (perma change on PC) - Change stats (good).json: Health/Stamin/Magicka change by 0 to 10 (perma change on PC) - Change stats (mix).json: Health/Stamin/Magicka change by -5 to 10 (perma change on PC) - Disease.json: Actor is 'attacked' by disease spell every 6 seconds for as long as sex scene is running - Doomstone Lover.json: Add the effect of Lovers doomstone - Eat (sweet).json: eat something sweet - Give Gold(10).json: Actor gets 10 gold. - Harm (-100).json: Actors Health is drained by 100 points - Heal (+100).json: Actors Health, Stamina, Magicka is restored by 100 points - Heart beat(A).json: Play builtin "heart beat" sound - It was bad.json: Apply some debuffs based on animation tag - Learn skill (Mage).json: increase(learn) one random mage skill by 1 point - Learn skill (random).json: increase(learn) one random skill by 1 point - Learn skill (Thief).json: increase(learn) one random thief skill by 1 point - Learn skill (Warrior).json: increase(learn) one random warrior skill by 1 point - Light Campfire.json: cast light effect that persists until end - Lovers Comfort.json: Adds the effect of Lover Comfort. You married, rest with spouse. - MFG Reset.json: When sex ends, reset facial expression (must have MfgFix plugin installed) - Sex is crime.json: Every 10 sec, if someone is watching you doing it and does not have sex, it reports you for crime (5-15 gold) - Sound - Levelup.json: Play builtin "Levelup" sound - Time Control.json: You can control the game speed, and so animation speed with keyboard. (must have ConsoleUtilSSE plugin) - Time Slow.json: slows global time by 50%. Resets time to normal at the end. Uses console command (must have ConsoleUtilSSE plugin) - Vision blurred.json: Blures screen. Lasts until end of SL scene, plus 30 seconds - ZAZ LeakyPussy2B.json: (needs ZAZ) equip something from ZAZ module Extra documentation: - sl_triggers_commands.txt: list, short description of commands I added - sl_triggers_script_description.txt: may be useful if you want to make your own command(s) - sl_triggers_whatsnew.txt: log Note: Its SexlabtUtil1 "Version 2". Not port from LE version. New. Its SE only. Will not bother with 32bit(LE). Skyrim limits. SkyrimSE CAN handle more. -
Version 1.2.0
1822 downloads
Check for NPC Tint Masks.pas Checks a mod's NPCs for face tint files in the directory you specify. Edit "sTintMaskPath" to point to your mod's FaceGenData\FaceTint directory. Make sure it ends in a backslash. The texture file name gets appended to it. e.g. "C:\... ...\mods\[My MO2 mod dir]\Textures\Actors\Character\FaceGenData\FaceTint\[My Mod's ESP/ESM file name]\" IMAD removal.pas This file will create a image space modifier removal bat file "removeimods" in your SSE game directory. If you change your load order you will have to rerun this. To use it. Load the target ESM/ESP files in SSE Edit. This can be your entire load order. CRTL+Click the target ESM/ESP files. Or CTRL+A for your entire load order. Right click on any of the target ESM/ESP files and select "Apply Script...". Select "<new script>" from the list of available scripts dropdown You'll see the New Script Template. Copy all. Delete it. Paste the IMAD removal PAS script. Save it and name it. Run it Each "rimod" command is followed by the source mod in a comment. e.g. rimod 0401EB05; DLC2DBBookLevelIod [IMAD:0401EB05] - [04] Dragonborn.esm rimod 04023F86; DLC2HMDaedraExpImod [IMAD:04023F86] - [04] Dragonborn.esm rimod 04024FBC; DLC2HMDaedraExpImod02 [IMAD:04024FBC] - [04] Dragonborn.esm rimod 040317D8; DLC2MiraakTeleportIMODStatic [IMAD:040317D8] - [04] Dragonborn.esm rimod 04031D26; DLC2StandingStoneReleaseImod [IMAD:04031D26] - [04] Dragonborn.esm While in game you can use "bat removeimods" to remove all image space modifiers. If the something that is applying the modifier is still active it will come back. You can then ALT+TAB out of the game and edit the bat file and remove "rimod" commands to find the troublesome mod. TAWOBA SLS JSON.pas Generates a BikiniArmors.json file for SexLab Survival. Before you start. Right click on any file under "SKSE\Plugins\StorageUtilData\SL Survival\" in MO2's Data Tab and select "Reveal in Explorer". Copy the full path to SL Survival's Storage Util's directory. You'll need this later Making a "BikiniArmors.json" file with SSE Edit. Load the TAWOBA mod in SSEEdit Right of the TAWOBA ESP file name and select "Apply Script..." Select "<new script>" from the list of available scripts dropdown You'll see the New Script Template. Copy all. Delete it. Paste the TAWOBA SLS JSON PAS script. Change "sJsonPath := 'E:\';" to SL Survival's Storage Util's directory. Make sure it ends with a backslash. "BikiniArmors.json" gets appended to it later. Save it and name it. Run it The script uses the ArmorMaterialXXXXXX keywords to sort and categorize the armor. TAWOBA SL Aroused and Survival.pas Automates a large portion of adding SLA and SLS keywords to armor. Instructions for using the xedit script: The Xedit script searches the armor's name for keywords to determine what SLA keywords are applied. The SLS keyword "_SLS_BikiniArmor" is applied to every piece of armor. The SLA keyword "EroticArmor" is applied to any match when the armor's name contains one of the following words boots thong pants bikini skirt thigh harness "SLA_BootsHeels" gets added to any piece if armor with the words "boots" in its name. "SLA_ThongLowleg" added with "thong" in its name. "SLA_MicroHotpants" added with "pants" in its name. "SLA_MiniSkirt" added with "skirt" in its name. "SLA_ArmorHarness" added with "harness" in its name. "SLA_Brabikini" added with "bikini" and "top" in its name. "SLA_ArmorHalfNakedBikini" added with "bikini" and "top" but not with "dwarven" in its name. Feel free to modify and share!