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Blogs

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  • Image Dump
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  • The Melody of Frozen Trees
  • Shout Like a Virgin 8.0 SE - Beta Testing
  • Hello I'm searching for someone to give me the Glow color mod for the daedric armor because the mod was removed from Nexus pleas
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  • How to Treat CTDs (and some other stuff) in Skyrim LE
  • SkyLovers says things.
  • Skyrim SE Girls Nessa & Muiri
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  • Character Creating, is always difficult. [4k Wallpapers]
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  • Can some one make some custom factions for sexout
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  • Sims 4 Fnaf cc that works with wicked whims
  • Life’s a Cock, now suck it!
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  • Notes to self for future reference
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  • Lets Play Enderal (english translation)
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  • Conan Exiles - Paula
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  • Its a question of Honor !
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  • Tales of Iron Vol.2
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  • Kimberly Skyrim Animations
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  • Bloode Castle
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  • Part 1 OC turned into cow kinky Skyrim mod adventure ​​​​​​​?
  • Working Girl
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  • Pete the Necromancer rides again...... or is that rises again?
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  1. SL Triggers(v11) [2020-06-13] View File Sexlab Triggers (v11) 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. Submitter Fotogen Submitted 04/14/2019 Category Other Requires Sexlab framework Special Edition Regular Edition Compatible  
  2. [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;
  3. 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  
  4. The Manipulator by ffabris for SE View File I have been given permission by ffabris to upload my port of The Manipulator to LoversLab. In fact, ffabris mentioned he gives "blanket permission for all his mods" to be ported and uploaded to LoversLab. Please read the description at the original Oldrim version for more details about this amazing utility. -->> Please don't "bother" ffabris if there are issues with this mod. <<-- NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions. Submitter Vachnic Submitted 07/02/2018 Category Adult Mods Requires Skyrim SE, SkyUI, PapyrisUtil Regular Edition Compatible No  
  5. 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
  6. Skyrim Utility Mod 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 Install/Uninstall Install it using your favorite mod manager. Installation Steps 1. Install ‘SUM’. 2. Install the latest ‘SUM - UIE Patch’ available in the download section, only if you have UIE installed already. Uninstallation Steps 1. Uninstall ‘SUM - UIE Patch’ if installed. 2. 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. 1.23 A change in, 3 -> Minor update, can be installed on the previous version (uninstall the old, then install the new version). 2 -> Regular 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. Skyrim Special Edition Conversion (SE) Provided by @Herowynne. Available in the download section. See here for release notes. https://www.loverslab.com/topic/115377-skyrim-utility-mod/?do=findComment&comment=3276353 Update Log Submitter Inte Submitted 01/18/2019 Category Other Requires SLE, ZAP, SL, PapyUtil Special Edition Compatible Yes
  7. Skyrim like dialogue options. Many mods surly will benefit from it.
  8. View File The Manipulator The Manipulator started as a mod to allow players to quickly and easily change some values on NPCs (eg, essental, potential follower, SexLab and SexLab Aroused stats, etc). The goal was for it to be a quick, easy to use and above all, light weight mod. It has since grown to include other functions, such as "storage anywhere", marking places for later fast travel, and creating a harem of NPCs. None of these functions are "all singing, all dancing". They are bare bones, in keeping with the goal of a light weight mod. So for example, if you want to micro manage NPCs, don't use the harem functionality, and instead get a mod like "My Home is Your Home", or similar. Warning! Using this can break your game! Setting an NPC to be a follower, or part of your harem, can break quests. So don't set NPCs to be follower or marryable or recruit into your harem, unless you are willing to take that risk. Please report bugs to the support thread, as opposed to sending PMs, since you may find your question has already been answered - and answer to your question(s) may help others. Thanks. Updating You can try just dropping in the new files, but if things act wonky, then please clean as described: Dismiss any harem members Quit the game, disable Manipulator, load the game. Save. Clear your save with Save Game Cleaner Install and enable the latest Manipulator Start Skyrim Load the cleaned save. Updating from 5.9 to 6.0 should be just drop-in, but no promises. Updating from 5.8 to 5.9 is just drop-in - no clean needed. Updating to 4.x or 5.x will require a clean save as described above. How To Use Install the mod. Then once the MCM has registered, open it. There are several panels, described here. People Here you can change certain NPC values on the fly. Have an NPC under your crosshair, then open the MCM. The panel shows the name of the NPC, followed by the RefID. You can make an NPC: Protected Essential Potential follower (use the vanilla system to actually recruit as follower, or a follower mod) Potentially marryiable Force any NPC to become part of a harem (see below for details) You can open his/her inventory to give/take items Strip/dress the NPC Kill/Resurrect Disable RaceMenu cosmetic (see below) Change outfit Optionally, set SexLab orientation Optionally, set SexLab Aroused gender preference and other SLA values. Note that changes are applied and saved as soon as the MCM is closed. If you have UIExtensions installed, then you will have a RaceMenu entry in the panel as well. This allows you to modify some aspects of the NPC, including body sliders (if your installed skeleton supports it). Tattoo support probably requires RaceMenu Overlays as well. This RaceMenu window can also be opened via hotkey (set in the Settings panel) In brief, the RaceMenu bit allows you to do to an NPC everything you can do to your own character, minus anything that would alter the face to the point that the facegendata becomes invalid. If you don't have morphs available for yourself, you won't have them for NPCs - etc. Anything that would alter the face cannot be done. This isn't lack of will or knowledge; simply, the game engine doesn't allow it. Strip/dress can also be done without opening the MCM, via hotkey. If you wish changes made in this panel to persist into a new game, then click "Save info to config". This save all data on the panel to the external JSON config file, except harem status, disabled, killed and forced outfit. Saved info can be reloaded at any time via Settings, "Load NPC Data". Harem This panel has NPC-specific settings for harem members. Before being able to add anyone to your harem, you must set both the home and sleep markers somewhere. NPCs will need these to know where to sandbox and sleep. There are two markers to allow for homes that consist of multiple cells. Markers are set in the Settings panel. Once the markers are set, then you can add pretty much anyone in Skyrim (up to 50 NPCs total) via the People panel. NPCs added this way are automagically set as lovers. They are NOT set essential; if you want this, use Manipulator to set that flag on them. If you add an NPC who is currently a follower, he/she will be removed from the CurrentFollower faction. Once added to your harem, the NPC should head off to the location you have marked as home, and remain there. By default, they will sleep between 23 and 6, in the cell marked for sleeping. To remove an NPC from your harem, you an select Dismiss in the lower right of the Harem panel. The NPC will be "downgraded" to ally, and return to whatever schedule they used to have. If a member of the harem dies, he/she will be removed from the internal list. To control specific NPCs in your harem, first select one from the drop down. Then you can specify different home and sleep locations, as well as whether the NPC sleeps during the day (9-16) instead of at night (23-6). It also allows for limited outfit control: Fully naked Default (the outfit the NPC was wearing before being recruited) Loaded from a mod. Outfits are defined in the Settings panel. Harem members can also be married. You can either select the option to automagically marry them on adding to your harem, or selectively marry them once added. Note that marriage via The Manipulator uses the vanilla marriage factions but does not touch the vanilla marriage quests in any way. Thus if you prefer to use the vanilla system, or a separate multi-marriage mod, The Manipulator will not conflict. However, you will still get the married "hello" and "goobye" comments from NPCs you marry this way, since the text and voice files are duplicated from the vanilla game. Also note that voiced marriage dialog does not exist for all voice types; for those where it is lacking, you will instead have unvoiced comments. Lastly, if you rather not have the voices, simply do not install the included BSA file. Divorcing an NPC has no penalties. A divorced NPC will remain part of the harem unless dismissed. On the other hand, dismissing a married NPC from the harem will also result in divorce. You can have one harem member flagged as Favorite. This NPC will have the use of any bed(s) belonging to the player. Note that harem data is saved to the json config file. You an eload this saved information after starting a new game, via Load Harem Data in the Info & Data Load panel. Adding an NPC has caveats: The harem quest is high priority. This means that almost all, if not all, NPCs can now be added to your harem. Note that NPCs may be in a scene which needs to run to completion, before they head off to their new designated home. NPCs you add to your harem will be allies to one other via a custom faction (Manipulator will not manage their relationship to one another). If you remove an NPC from the harem, the ally status is lost, so it is entirely possible that the others will turn hostile toward him. I saw this in testing with random guards from different holds. If adding an NPC to your harem breaks your game, you own both parts. Manipulator gives you the ability, it is up to you to use it carefully. Places This shows info about the current cell you are in. The cell name, worldspace and grid coordinates (for exterior cells), the location, and actor/faction ownership, if any. Here you can also flag the cell (if it is an interior cell) as player-owned, or owned by PlayerFaction. You can also set whether the cell is public. On the right of this panel are fast travel functions. You can store up to 10 locations. First, use the drop down to select an item from the list. Then you can: Store your current position to that slot in the list. (If you selected a slot that is already in use, the previously stored info will be deleted and the slot will be reused.) Remove the stored position from the list. Fast travel to the selected position (if a position was stored there, of course) Storage This panel gives access to "containerless" storage. Store items via "Store", and they will get sorted according to the category they belong to (using the built-in keywords assigned to items in the game). To access items, select the type in the MCM. If the checkbox is marked, there are items stored. If you have UIExtensions installed, you can also define a hotkey (in the Settings panel) for quick access to storage. Crafting Similar to Storage, this gives you access to crafting stations from anywhere in Skyrim. If you have UIExtensions installed, you can also set a hotkey (in the Settings panel) for faster access to crafting. Friend Factions NOTE: enabling any of the settings on this panel will break your game, since you will no longer be attacked in dungeons, etc. If you are concerned about how enabling any of these factions might interfere with game interaction, simply don't enable any; the mod does nothing if no factions here are enabled. Any issues you might have if all are OFF and have never been enabled, are therefore outside the scope of this mod. In a new game, before anything can be done on this panel, you must load factions from the Info and Data Load panel, even if you never had this mod installed before. Here, you can set a number of factions, which are normally enemies, to be friends. More specifically, the player is added to their faction (eg, if you enable Bandit, the mod will add you to the Bandit faction). It also sets CurrentFollowerFaction to be an ally, so follwoers will not be attacked. Orcs are a special case; they are not (normally) enemies. However you have to complete a favor quest before you can become an OrcFriend (unless your character is an Orc, of course). Enabling the setting here bypasses the need for the favor quest. Note that enabling any faction that Vigiliants consider enemies (see spoiler below), will cause them to attack you. To prevent this, you should also enable the Vigilants faction (which is why it was included). Hacks Offers some game hacks, if you want to use them. All hacks are potentially game breaking; use with caution, or not at all. The Increment functions max out the respective stat. The right side are massive cheats. Also on this panel: Strip Courier: Gives the vanilla courier an all-naked outfit. Block Student & Challenger: Enable this is you want to block the annoying Student and Challenger "attacks". No Naked Comments: As the name suggests. Same end result as offered by this mod, but implemented differently. No stupid dog comments: Same functionality as offered by this mod. No vampire attacks: blocks vampire attacks. No Dawnguard attacks: blocks attacks by the Dawnguard if you added Vampires as a friend faction No DA Hijckas: Prevents some D.Artifact quests from hijacking your game. Currently handles: DA03 (A Daedra's Best Friend), DA07 (Pieces of the Past), DA10 (The House of Horrors), DA14 (A Night To Remember) NOTE: Some of these trigger on location change event and may have already started before you disable them; DA10 is one such. Get Player Homes: Hack to claim player homes, and fully furnish them: Markarth, Riften, Solitude, Whiterun. Windhelm is excluded due to "Blood on the Ice", as are the Heathfires BYOH homes. Does not give the housecarls. No Children's deco. Do NOT use this if you play the vanilla game. Also likely not compatible with mods that alter the interior of these 4 homes. Also note that this setting does not persist. Settings Here can specify: Hot keys for strip/dress, RaceMenu, storage access. Global Harem settings, including setting home and sleep markers, whether they should automatically be stripped, disarmed, married, and if they should fast travel to their home, or walk. Note: if Disarm is enabled, all harem weapons, shields and staffs will be removed from their inventory and placed into Manipulator storage; you can retrieve the items from there, if needed. Outfits. Select a slot in the list, then give the outfit a name, indicate the mod that contains it, and the form ID in hex, without the first two digits. (eg, Skyrim.esm, 0E3E66) Up to 50 outfits can be define in this way. Brute force strip: rather than simply removing what an NPC is wearing, this changes his/her outfit to one containing nothing. The pro is that this survives resets caused by items being added to inventory (but not a levelled actor respawning). However, in order to keep this mod light-weight, no attempt is made to remember what the NPC was wearing, so redressing will equip a random farmer (common) outfit. Info & Data Load This panel shows the mod version, which optional other mods are installed, and whether the harem markers have been placed. Also on this panel: Load NPC Data: loads any saved NPC data from the config file, where possible. This will clearly fail for NPCs that were in mods that have been removed since the data was saved. Load Harem Data: Loads all saved info for people added to your harem on a previous play-through. The NPCs are added to the harem. Load Friend Faction Data: Loads stored faction relationships. Note that loading NPC and harem data can fail to load NPCs from the game, even if the mods they are defined in are correctly installed (this happens when the NPC is not set as persistent in CK). But see the optional mod below. Also note that as of V4, saved NPC information is no longer load order dependant. Persist, Damn It A separate, optional mod. Makes some NPCs persistant so that you can save and later load their data (loading fails otherwise), or add and then load to harem. Currently handles: Hreinn Vorstag Belrand Erik (both versions) Jenassa Marcurio Sigurd Stenvar Teldryn Sero If you know of other NPCs which fail to load when loading NPC info, let me know and I'll try to add them to the mod, Requirements Skyrim Legendary SkyUI PapyrusUtil 3.3 or later Optional SexLab SexLab Aroused (Redux) UIExtensions RaceMenu NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions. Submitter ffabris Submitted 04/02/2016 Category Other Requires See description. Special Edition Compatible
  9. Version 1.2.0

    932 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!
  10. Version 2.01 [June 6, 2021]

    179,089 downloads

    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 Install/Uninstall Install it using your favorite mod manager. Installation Steps 1. Install ‘SUM’. 2. Install the latest ‘SUM - UIE Patch’ available in the download section, only if you have UIE installed already. Uninstallation Steps 1. Uninstall ‘SUM - UIE Patch’ if installed. 2. 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. 1.23 A change in, 3 -> Minor update, can be installed on the previous version (uninstall the old, then install the new version). 2 -> Regular 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. Skyrim Special Edition Conversion (SE) Provided by @Herowynne. Available in the download section. See here for release notes. https://www.loverslab.com/topic/115377-skyrim-utility-mod/?do=findComment&comment=3276353 Update Log
  11. 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  
  12. Version 0.10.2 - REDUX

    3,216 downloads

    Automatic helm, weapon etc hider - Because I got tired of falling for the "Spend an hour creating a face - wear helmet the whole game" meme Getting started Install mod Wait until SkyUI message pops up about menu being registered If you don't want to use the auto hide function make sure to bind the toggle key. Note - you can have auto hide enabled and still toggle manually Helm and gauntlets are automatically detected when mod starts up. If you weren't wearing any at this time they'll be detected whenever any are equipped instead The NPC option will attach the necessary scripts in order to manage them. This will increase the number of scripts running in your (save) game, no way around it. If you don't know what this means do not use this option. Obselete as of Redux release How it works Helm and gauntlets are unequipped - Armor rating and effects of attached enchantments will be removed Weapons are rescaled to 0 - Won't show but still there so any custom stuff they offer will still be active Supported nodes WeaponBack Weapon WeaponAxe WeaponMace WeaponSword WeaponDagger WeaponAxeLeft WeaponMaceLeft WeaponSwordLeft WeaponDaggerLeft WeaponStaff WeaponStaffLeft WeaponBow (includes crossbows as well) Quiver Shield Notes If you're using a skeleton that places weapons on different nodes or lack them entirely mod won't work. The script is conditional triggered and should be very lightweight. No cloak effects, loops or other scripts are running in the background. The node scaling is a session override and not permanent. The mod will however rehide your equipment on game load when applicable. The nodes are assumed to have a default scale of 1 so if you've used another mod to change their size in game this will be overridden. Fixed in Redux version
  13. Version 1.12 (6 January 2021)

    42,743 downloads

    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
  14. Version 0.3.0

    78 downloads

    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
  15. Version 1.0.0

    14,470 downloads

    I have been given permission by ffabris to upload my port of The Manipulator to LoversLab. In fact, ffabris mentioned he gives "blanket permission for all his mods" to be ported and uploaded to LoversLab. Please read the description at the original Oldrim version for more details about this amazing utility. -->> Please don't "bother" ffabris if there are issues with this mod. <<-- NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions.
  16. Version 2.12.50 - 2020/04/25

    263,553 downloads

    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
  17. Version 6.3 (FR 1.0)

    227 downloads

    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.
  18. Version 6.3 - 2016-12-16

    46,374 downloads

    The Manipulator The Manipulator started as a mod to allow players to quickly and easily change some values on NPCs (eg, essental, potential follower, SexLab and SexLab Aroused stats, etc). The goal was for it to be a quick, easy to use and above all, light weight mod. It has since grown to include other functions, such as "storage anywhere", marking places for later fast travel, and creating a harem of NPCs. None of these functions are "all singing, all dancing". They are bare bones, in keeping with the goal of a light weight mod. So for example, if you want to micro manage NPCs, don't use the harem functionality, and instead get a mod like "My Home is Your Home", or similar. Warning! Using this can break your game! Setting an NPC to be a follower, or part of your harem, can break quests. So don't set NPCs to be follower or marryable or recruit into your harem, unless you are willing to take that risk. Please report bugs to the support thread, as opposed to sending PMs, since you may find your question has already been answered - and answer to your question(s) may help others. Thanks. Updating You can try just dropping in the new files, but if things act wonky, then please clean as described: Dismiss any harem members Quit the game, disable Manipulator, load the game. Save. Clear your save with Save Game Cleaner Install and enable the latest Manipulator Start Skyrim Load the cleaned save. Updating from 5.9 to 6.0 should be just drop-in, but no promises. Updating from 5.8 to 5.9 is just drop-in - no clean needed. Updating to 4.x or 5.x will require a clean save as described above. How To Use Install the mod. Then once the MCM has registered, open it. There are several panels, described here. People Here you can change certain NPC values on the fly. Have an NPC under your crosshair, then open the MCM. The panel shows the name of the NPC, followed by the RefID. You can make an NPC: Protected Essential Potential follower (use the vanilla system to actually recruit as follower, or a follower mod) Potentially marryiable Force any NPC to become part of a harem (see below for details) You can open his/her inventory to give/take items Strip/dress the NPC Kill/Resurrect Disable RaceMenu cosmetic (see below) Change outfit Optionally, set SexLab orientation Optionally, set SexLab Aroused gender preference and other SLA values. Note that changes are applied and saved as soon as the MCM is closed. If you have UIExtensions installed, then you will have a RaceMenu entry in the panel as well. This allows you to modify some aspects of the NPC, including body sliders (if your installed skeleton supports it). Tattoo support probably requires RaceMenu Overlays as well. This RaceMenu window can also be opened via hotkey (set in the Settings panel) In brief, the RaceMenu bit allows you to do to an NPC everything you can do to your own character, minus anything that would alter the face to the point that the facegendata becomes invalid. If you don't have morphs available for yourself, you won't have them for NPCs - etc. Anything that would alter the face cannot be done. This isn't lack of will or knowledge; simply, the game engine doesn't allow it. Strip/dress can also be done without opening the MCM, via hotkey. If you wish changes made in this panel to persist into a new game, then click "Save info to config". This save all data on the panel to the external JSON config file, except harem status, disabled, killed and forced outfit. Saved info can be reloaded at any time via Settings, "Load NPC Data". Harem This panel has NPC-specific settings for harem members. Before being able to add anyone to your harem, you must set both the home and sleep markers somewhere. NPCs will need these to know where to sandbox and sleep. There are two markers to allow for homes that consist of multiple cells. Markers are set in the Settings panel. Once the markers are set, then you can add pretty much anyone in Skyrim (up to 50 NPCs total) via the People panel. NPCs added this way are automagically set as lovers. They are NOT set essential; if you want this, use Manipulator to set that flag on them. If you add an NPC who is currently a follower, he/she will be removed from the CurrentFollower faction. Once added to your harem, the NPC should head off to the location you have marked as home, and remain there. By default, they will sleep between 23 and 6, in the cell marked for sleeping. To remove an NPC from your harem, you an select Dismiss in the lower right of the Harem panel. The NPC will be "downgraded" to ally, and return to whatever schedule they used to have. If a member of the harem dies, he/she will be removed from the internal list. To control specific NPCs in your harem, first select one from the drop down. Then you can specify different home and sleep locations, as well as whether the NPC sleeps during the day (9-16) instead of at night (23-6). It also allows for limited outfit control: Fully naked Default (the outfit the NPC was wearing before being recruited) Loaded from a mod. Outfits are defined in the Settings panel. Harem members can also be married. You can either select the option to automagically marry them on adding to your harem, or selectively marry them once added. Note that marriage via The Manipulator uses the vanilla marriage factions but does not touch the vanilla marriage quests in any way. Thus if you prefer to use the vanilla system, or a separate multi-marriage mod, The Manipulator will not conflict. However, you will still get the married "hello" and "goobye" comments from NPCs you marry this way, since the text and voice files are duplicated from the vanilla game. Also note that voiced marriage dialog does not exist for all voice types; for those where it is lacking, you will instead have unvoiced comments. Lastly, if you rather not have the voices, simply do not install the included BSA file. Divorcing an NPC has no penalties. A divorced NPC will remain part of the harem unless dismissed. On the other hand, dismissing a married NPC from the harem will also result in divorce. You can have one harem member flagged as Favorite. This NPC will have the use of any bed(s) belonging to the player. Note that harem data is saved to the json config file. You an eload this saved information after starting a new game, via Load Harem Data in the Info & Data Load panel. Adding an NPC has caveats: The harem quest is high priority. This means that almost all, if not all, NPCs can now be added to your harem. Note that NPCs may be in a scene which needs to run to completion, before they head off to their new designated home. NPCs you add to your harem will be allies to one other via a custom faction (Manipulator will not manage their relationship to one another). If you remove an NPC from the harem, the ally status is lost, so it is entirely possible that the others will turn hostile toward him. I saw this in testing with random guards from different holds. If adding an NPC to your harem breaks your game, you own both parts. Manipulator gives you the ability, it is up to you to use it carefully. Places This shows info about the current cell you are in. The cell name, worldspace and grid coordinates (for exterior cells), the location, and actor/faction ownership, if any. Here you can also flag the cell (if it is an interior cell) as player-owned, or owned by PlayerFaction. You can also set whether the cell is public. On the right of this panel are fast travel functions. You can store up to 10 locations. First, use the drop down to select an item from the list. Then you can: Store your current position to that slot in the list. (If you selected a slot that is already in use, the previously stored info will be deleted and the slot will be reused.) Remove the stored position from the list. Fast travel to the selected position (if a position was stored there, of course) Storage This panel gives access to "containerless" storage. Store items via "Store", and they will get sorted according to the category they belong to (using the built-in keywords assigned to items in the game). To access items, select the type in the MCM. If the checkbox is marked, there are items stored. If you have UIExtensions installed, you can also define a hotkey (in the Settings panel) for quick access to storage. Crafting Similar to Storage, this gives you access to crafting stations from anywhere in Skyrim. If you have UIExtensions installed, you can also set a hotkey (in the Settings panel) for faster access to crafting. Friend Factions NOTE: enabling any of the settings on this panel will break your game, since you will no longer be attacked in dungeons, etc. If you are concerned about how enabling any of these factions might interfere with game interaction, simply don't enable any; the mod does nothing if no factions here are enabled. Any issues you might have if all are OFF and have never been enabled, are therefore outside the scope of this mod. In a new game, before anything can be done on this panel, you must load factions from the Info and Data Load panel, even if you never had this mod installed before. Here, you can set a number of factions, which are normally enemies, to be friends. More specifically, the player is added to their faction (eg, if you enable Bandit, the mod will add you to the Bandit faction). It also sets CurrentFollowerFaction to be an ally, so follwoers will not be attacked. Orcs are a special case; they are not (normally) enemies. However you have to complete a favor quest before you can become an OrcFriend (unless your character is an Orc, of course). Enabling the setting here bypasses the need for the favor quest. Note that enabling any faction that Vigiliants consider enemies (see spoiler below), will cause them to attack you. To prevent this, you should also enable the Vigilants faction (which is why it was included). Hacks Offers some game hacks, if you want to use them. All hacks are potentially game breaking; use with caution, or not at all. The Increment functions max out the respective stat. The right side are massive cheats. Also on this panel: Strip Courier: Gives the vanilla courier an all-naked outfit. Block Student & Challenger: Enable this is you want to block the annoying Student and Challenger "attacks". No Naked Comments: As the name suggests. Same end result as offered by this mod, but implemented differently. No stupid dog comments: Same functionality as offered by this mod. No vampire attacks: blocks vampire attacks. No Dawnguard attacks: blocks attacks by the Dawnguard if you added Vampires as a friend faction No DA Hijckas: Prevents some D.Artifact quests from hijacking your game. Currently handles: DA03 (A Daedra's Best Friend), DA07 (Pieces of the Past), DA10 (The House of Horrors), DA14 (A Night To Remember) NOTE: Some of these trigger on location change event and may have already started before you disable them; DA10 is one such. Get Player Homes: Hack to claim player homes, and fully furnish them: Markarth, Riften, Solitude, Whiterun. Windhelm is excluded due to "Blood on the Ice", as are the Heathfires BYOH homes. Does not give the housecarls. No Children's deco. Do NOT use this if you play the vanilla game. Also likely not compatible with mods that alter the interior of these 4 homes. Also note that this setting does not persist. Settings Here can specify: Hot keys for strip/dress, RaceMenu, storage access. Global Harem settings, including setting home and sleep markers, whether they should automatically be stripped, disarmed, married, and if they should fast travel to their home, or walk. Note: if Disarm is enabled, all harem weapons, shields and staffs will be removed from their inventory and placed into Manipulator storage; you can retrieve the items from there, if needed. Outfits. Select a slot in the list, then give the outfit a name, indicate the mod that contains it, and the form ID in hex, without the first two digits. (eg, Skyrim.esm, 0E3E66) Up to 50 outfits can be define in this way. Brute force strip: rather than simply removing what an NPC is wearing, this changes his/her outfit to one containing nothing. The pro is that this survives resets caused by items being added to inventory (but not a levelled actor respawning). However, in order to keep this mod light-weight, no attempt is made to remember what the NPC was wearing, so redressing will equip a random farmer (common) outfit. Info & Data Load This panel shows the mod version, which optional other mods are installed, and whether the harem markers have been placed. Also on this panel: Load NPC Data: loads any saved NPC data from the config file, where possible. This will clearly fail for NPCs that were in mods that have been removed since the data was saved. Load Harem Data: Loads all saved info for people added to your harem on a previous play-through. The NPCs are added to the harem. Load Friend Faction Data: Loads stored faction relationships. Note that loading NPC and harem data can fail to load NPCs from the game, even if the mods they are defined in are correctly installed (this happens when the NPC is not set as persistent in CK). But see the optional mod below. Also note that as of V4, saved NPC information is no longer load order dependant. Persist, Damn It A separate, optional mod. Makes some NPCs persistant so that you can save and later load their data (loading fails otherwise), or add and then load to harem. Currently handles: Hreinn Vorstag Belrand Erik (both versions) Jenassa Marcurio Sigurd Stenvar Teldryn Sero If you know of other NPCs which fail to load when loading NPC info, let me know and I'll try to add them to the mod, Requirements Skyrim Legendary SkyUI PapyrusUtil 3.3 or later Optional SexLab SexLab Aroused (Redux) UIExtensions RaceMenu NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions.
  19. Version 11.0.0

    23,778 downloads

    Sexlab Triggers (v11) 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.
  20. Version 1.04.2

    11,214 downloads

    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.
  21. Version 3.3

    349,892 downloads

    1. Description 2. Examples 3. Requirements 4. Installing 5. Uninstalling 6. Updating 7. Compatibility & issues 8. Credits 9. Changelog 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 1.7.3 latest version: http://skse.silverlock.org/ 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 - refactoring of original plugin's source code h38fh2mf - original version and idea SKSE team - for making this plugin possible milzschnitte - for suggestions 9. Changelog 3.3 - 09/15/2016 JsonUtil New Functions: Added arbitrary path functions to allow custom JSON formatting JsonInFolder(string folder) to get array of JSON files that exist in a given folder [*]MiscUtil New Function: ScanCellNPCsByFaction() to search cell for actors within a given faction [*]PapyrusUtil New Function: GetScriptVersion() to get current installed script version, which might differ from GetVersion()'s DLL value depending on user's varied and/or bad mod installation. [*]Fixes: Some fixes to JsonUtil file handling and missing values Many other fixes I can't specifically remember at the moment 3.2 - 01/04/2016 Many fixes for various CTD and performance issues JsonUtil New Functions: Unload() - Unloads a file from memory that has been used by JsonUtil, optionally saving changes first IsPendingSave() - Checks if the given Json file has been modified since it was last loaded/saved IsGood() - Checks if the given Json file is currently loaded or not and has no errors GetErrors() - Returns a formatted string of any Json parsing errors, if any JsonInFolder() - Returns an array of all Json files in a given directory. [*]StorageUtil New Functions: CountObj<type>Prefix() - counts the number of keys that start with string on a specific object ClearObj<type>Prefix() - removes any values with keys that start with string on a specific object [*]MiscUtil New Functions: FilesInFolder() - Returns an array of all files, or with a given extensions, contained in a folder. ScallCellActors() - Get an array of nearby actors in a cell matching criteria. ScanCellObjects() - Get an array of nearby objects of specific form type in a cell matching criteria. WriteToFile() - Readded after having removed in previous update. ReadFromFile() - Readded after having removed in previous update. 3.1 - 09/01/2015 Fixed a bug causing CTD during save load for some users. Added Count<type>Prefix() to StorageUtil and JsonUtil - counts the number of keys that start with string Added Clear<type>Prefix() to StorageUtil - removes any values with keys that start with string Added Pluck<type>() to StorageUtil - gets a value and returns it, then removes it from storage. Added Shift<type>List() to StorageUtil - gets the first value of a list and then removes it from that list. Added Pop<type>List() to StorageUtil - gets the last value of a list and then removes it from that list. 3.0 - 08/21/2015 REQUIRES SKSE 1.7.3 StorageUtil & JsonUtil Int/Float/String/FormListToArray() Various new utility and array functions in PapyrusUtil.psc Various other new functions I can't remember, mostly related to dealing with or returning arrays Fixed various crash related bugs Improved performance for many functions REMOVED MiscUtil.WriteToFile(),ReadFromFile(),ExecuteBat() - Functions were largely unused, a security risk, and better accomplished by other means. 2.8 - 10/03/2014 Fixed critical bug causing StringListRemove to do exactly the opposite of what you want it to do Fixed crash to desktop issue some users have experienced when plugin loads an external json files for reading Added papyrus array initializing functions to PapyrusUtil.psc 2.7 - 09/09/2014 Added back package override saving. Added AdjustInt/FloatValue() and Int/FloatListAdjust() functions to StorageUtil and JsonUtil, shortcut function for adjusting existing values +/- a given amount Added a ClearAll() function to JsonUtil for emptying out an external json files contents. Cleaned up various native functions to better check for proper arguments being passed to prevent potential crashes. 2.6 - 08/11/2014 Fixed bug causing crash/freeze when attempting to load a nonexistent external file. 2.5 - 08/08/2014 REQUIRES SKSE 1.7.1 Rewrite of plugin source code Added new JsonUtil script ListSlice() function for copying list into a Papyrus array ListCopy() function for copying a Papyrus array into a list ListResize() function for changing the length of list Various other bug fixes and minor new functions
  22. mem4ob4

    MemPoserplug

    Version 2

    1,652 downloads

    MemPoserPlug v2.0 A tool for LAPF/LwPK to test specific animations by Pos number. For all Man/Mer animations (1-200). Not for creature animations. Working on an animation and want a quick way to test it in game? Want to run through all your animations to check/adjust alignment? You will be given a touch spell (you must be done with chargen quest). Cast it on an NPC and you will be presented with Menu options. There are prechecks for InCombat, riding a horse, etc. The Menu option: PoseNumber # Click to go to menu to change the pose number. pick 0 for a random pose. It will let you know if the Pos number choosen is not installed. NPC is offence/Player is offence Toggle for choice This is consentual/This is rape Toggle for choice Next-> To move to summery with options to reset/do it/abort There is aprox a 4 sec. delay then animation will start. Install: put the esp in your data file and let the modhandler of your choice know you want to use it (OBMM,Wrye,etc). Tested while placed just above LoverswPK esp. Your mileage may vary. Contents of esp: A scripted touch spell, quest and associated scripts. Legal: Use it, abuse it. Just give credit where credit is due. Much of the methods used were learned from WappyOne. (A huge Thanks) Do not upload this esp to any other site. It is to stay on LoversLab.
  23. Version 1.7

    214 downloads

    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).
  24. 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
  25. Version 0.96

    40,229 downloads

    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!
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