Jump to content

Search the Community

Showing results for tags 'wip'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community
    • Announcements
    • General Discussion
    • Off Topic
  • Skyrim
    • SexLab Framework
    • Skyrim Adult Mods
    • Skyrim Non Adult Mods
    • Skyrim General Discussion
    • Skyrim Technical Support
    • Skyrim: Special Edition
  • Fallout 4
    • Fallout 4 Adult Mods
    • Fallout 4 Non Adult Mods
    • Fallout 4 Technical Support
  • Oblivion
    • Lovers with PK
    • Oblivion Adult Mods
    • Oblivion Non Adult Mods
    • Oblivion General Discussion
    • Oblivion Technical Support
  • Fallout 3 / New Vegas
    • Sexout
    • Fallout Adult Mods
    • Fallout Non Adult Mods
    • Fallout General Discussion
    • Fallout Technical Support
  • The Sims 4
    • WickedWhims
    • The Sims 4 General Discussion
    • The Sims 4 Technical Support
  • The Sims 3
    • Downloads - The Sims 3
    • The Sims 3 General Discussion
    • The Sims 3 Technical Support
  • Other Games
    • Dead or Alive
    • Crusader Kings II & Stellaris (Paradox Games)
    • Adult Gaming
    • General Gaming
  • General Discussions
    • Virtual Reality
    • Modders Resources
    • Tutorials & Guides
    • Technical Support
    • Big Board of Fun
  • Skyrim Ladies's Screenshots
  • NSFW Skyrim & Fallout's NSFW Softcore Area
  • NSFW Skyrim & Fallout's NSFW Hardcore Area
  • The Spooky Supernatural's The Spooky Supernatural Screenies
  • The Lore(ish) Club's Lore(ish) Screenshots
  • The Lore(ish) Club's Lore(ish) Discussion
  • The Lore(ish) Club's Lore(ish) Stories
  • Quality Lovers Club's 3D Artworks & Videos
  • Quality Lovers Club's 2D Artworks & Videos
  • Quality Lovers Club's Music & sounds works
  • LGBT Community's General Discussion
  • LGBT Community's Uhh... Stuff.
  • LGBT Community's Sexy Gaming Girls
  • LGBT Community's Sexy Gaming Guys
  • LGBT Community's Sexy Gaming Characters (Everything In-between)
  • LGBT Community's Nothing to see here...
  • Club 34's Discussion
  • Club 34's Gallery
  • Misfit Toyz's Club Rules
  • Misfit Toyz's Discussion
  • Misfit Toyz's Ren'py Games
  • Misfit Toyz's Unreal Engine Games
  • Little Ladies's Club Rules
  • Little Ladies's Discussion
  • Little Ladies's Anime and Manga
  • Little Ladies's Gallery
  • Communauté Francophone's Général
  • Communauté Francophone's Support Technique
  • BDSM CLUB's Question asking about BDSM
  • BDSM CLUB's Member Introduction & Questions for Specific Members
  • BDSM CLUB's General Discussion
  • BDSM CLUB's Lessons about BDSM
  • SIMS 4 CLUB's General Discussions
  • Starbound Club's Mods Ideas
  • Starbound Club's General Discussion
  • Pregnancy Club's Topics
  • BULLET CLUB's NJPW - Spot
  • BULLET CLUB's WWE - Spot
  • BULLET CLUB's ROH - Spot
  • BULLET CLUB's iMPACT - Spot
  • BULLET CLUB's Lucha Underground - Spot
  • The Erectoral Collage's General Discussion
  • The Erectoral Collage's Modding
  • The Erectoral Collage's MMOs
  • The Erectoral Collage's Art
  • The Erectoral Collage's Screenshots/Machinima
  • Beast Fucker's Art
  • Beast Fucker's Beast Fucking Pictures
  • Fetish Club's Name your fetish!
  • Fetish Club's Screenshots
  • Wasteland Wonders's General Area
  • LoversLab Furries's Chat
  • Music Lovers Club's General Discussion Thread
  • Music Lovers Club's The 70s
  • Music Lovers Club's The 80s
  • Music Lovers Club's The 90s
  • Music Lovers Club's The 2Ks
  • Music Lovers Club's The 2010s
  • Music Lovers Club's Older Music Area
  • Music Lovers Club's Scores
  • Futanari Paradise's Forum
  • BodySlide Lovers's Club forum
  • Fantasy Factory Deva's's Sim Of The Day
  • Amber's Play Room's Talk about stuff
  • Amber's Play Room's Request Box
  • Amber's Play Room's C:/Program Files/BethesdaSoftworks
  • Amber's Play Room's C:/Program Files/Steam
  • Amber's Play Room's Skill Set: Mercs wanted!
  • Amber's Play Room's Raul's Noodles
  • lore-friendly RP (18+)'s OC's (non-adult)
  • lore-friendly RP (18+)'s OC's (adult)
  • lore-friendly RP (18+)'s RP's (Adult and non-adult)
  • The Dark Humor Club's The Dark Joke Thread
  • The Dark Humor Club's The Meme Thread
  • The Dark Humor Club's Our Black Souls
  • The Dark Humor Club's The World Is Not Always So Dark
  • Alternative and proud's Introductions
  • Alternative and proud's Roleplay
  • Alternative and proud's Gallary
  • Paradox Grand Strategists's Crusader Kings 2
  • Vampire Succubus Playstyle Club's Rules
  • Vampire Succubus Playstyle Club's Welcome
  • Vampire Succubus Playstyle Club's This is what we are doing here
  • M/FF, F/MM or three way sex lovers's Pictures
  • M/FF, F/MM or three way sex lovers's Stories and fantasies
  • Hardcore Hentai's Topics
  • Comunidad de Habla Hispana de Loverslab's Enlaces
  • Comunidad de Habla Hispana de Loverslab's Pedidos
  • Comunidad de Habla Hispana de Loverslab's Comentarios
  • Comunidad de Habla Hispana de Loverslab's Utilidades
  • Comunidad de Habla Hispana de Loverslab's Capturas-Screenshots
  • Comunidad de Habla Hispana de Loverslab's ¿Quién soy?
  • Comunidad de Habla Hispana de Loverslab's Guías y Tutoriales
  • Sims XXXX Stories's Taboo Stories - Brother and Sister
  • Sims XXXX Stories's Taboo Stories - Other Stories
  • Sims XXXX Stories's Self Help Stories
  • Sims XXXX Stories's Pictures
  • Sims XXXX Stories's Taboo Stories - Mother and Son
  • Belgique francophone : Wallonie's Bienvenue à tout les nouveaux membres!
  • Belgique francophone : Wallonie's Informations
  • otakus of loverslab's Anime discussions
  • otakus of loverslab's Adult anime & Hentai discussions
  • otakus of loverslab's None-adult gaming discussions
  • otakus of loverslab's Adult games & hentai games
  • otakus of loverslab's Manga none-hentai only
  • otakus of loverslab's Hentai manga & doujinshi
  • otakus of loverslab's Mods requests
  • otakus of loverslab's Release dates of games,anime & manga including adult games,hentai games,hentai,hentai manga,doujinshi
  • Storytellers Club's Guides and Tutorials
  • Storytellers Club's Skyrim Stories
  • Storytellers Club's General Discussions
  • Workshop Skyrim's Before installing skyrim 32bit
  • Workshop Skyrim's Basic Tools to install
  • Workshop Skyrim's Internal Tools for skyrim
  • Workshop Skyrim's Modding tools
  • Workshop Skyrim's problems/solutions
  • Russian Community's Список тредов
  • Skyrim's NPC's, Followers, and Mysteries's How to make the game more dynamic
  • Skyrim's NPC's, Followers, and Mysteries's Holidays
  • Skyrim's NPC's, Followers, and Mysteries's Followers
  • Skyrim's NPC's, Followers, and Mysteries's NPCS
  • Skyrim's NPC's, Followers, and Mysteries's Mysteries
  • Skyrim's NPC's, Followers, and Mysteries's Bandits
  • Footfetish Club's Topics

Categories

  • Skyrim
    • SexLab Framework
    • Adult Mods
    • Regular Mods
  • Skyrim: Special Edition
    • Adult Mods
    • Regular Mods
  • Fallout 4
    • Adult Mods
    • Regular Mods
  • Oblivion
    • Lovers with PK
    • Adult Mods
    • Regular Mods
  • Fallout 3 / New Vegas
    • Sexout
    • Fallout: New Vegas Adult Mods
    • Fallout: New Vegas Regular Mods
    • Fallout 3 Adult Mods
    • Fallout 3 Regular Mods
  • The Sims 4
    • WickedWhims
  • The Sims 3
  • Other
    • Dead or Alive 5
    • Dead or Alive Xtreme: Venus Vacation
    • Crusader Kings 2
    • Adult Mods
    • Hentai
    • Misc
  • Skyrim Ladies's Files
  • Misfit Toyz's Files - TES & Fallout
  • Misfit Toyz's Mods - Other
  • Little Ladies's Download
  • Communauté Francophone's Traductions (Mods)
  • Pregnancy Club's Files
  • Fetish Club's Ideas & Mods!
  • LoversLab Furries's Club Mods
  • BodySlide Lovers's Share your presets
  • Amber's Play Room's [FILES]
  • Hardcore Hentai's Files
  • Comunidad de Habla Hispana de Loverslab's Archivos
  • No odinary love's Files
  • Footfetish Club's Files
  • The Skyrim Priestess of Love's My character Lilu

Blogs

There are no results to display.

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Twitter


Discord


Skype


Instagram


Snapchat


Kik


Website


Location


Interests


Bio

Found 161 results

  1. View File ADULT CONTENT 18+ Requires: Oniki's Kinky World OR Passion The new update arrived. (v.1.5) There are 8 new animations for your sims to enjoy! Now with WORKING handcuffes included in the download. Thanks to Asser and Twilightstorm for sharing! Only place them in your mods folder to have them show up on the animations! View full animation list and required objects: How to install: Download my replacement Pole Dance Animations for Kinky World: If you're using the latest build on Patreon, this isn't needed anymore, the animations are included. Don't override it. If you're using the public version, you still need this animation override. Submitter MaryJane Submitted 02/16/2017 Category The Sims 3 Requires Oniki's Kinky World or Passion View File
  2. Ok as promised I start the WIP thread on An Egyptian mage follower. The Concept: 1) An Egyptian mage girl in an Egyptian outfit with a custom staff (both, the model and the spells are custom) accompanied by two guardians other Egyptian outfits and weapons (they will be followers to the mage, not to the player). The archtype for the mage will be Egyptian goddess Isis, The mage has no weapons but there is a magic book hovering around her and casting random protective spells. In combat, she will also summon a pair of giant gauntets that will beat the enemies. This feature is based on this concept image She will use different spells except for destruction spells. If the mage's health goes below 50% she turns into a powerful mummy (girl in a mummy rags outfit) The archtype for the first guardian - Egyptian goddess Bastet or Sekhmet (they are just two reincarnations of the same goddess) armed with khopesh or - maybe Egyptian goddess Neith The cat's head will be a removable helmet (a retextured Khajiit head with a mane). The archtype for the second guardian - Egyptian goddes Nephthys armed with a staff. She will use destruction spells. For now this is the base for the Isis (face preset, body model and texture) More pics (NSFW - nothing too vulgar or insulting but still there is some nudity) And we have to choose the hair. Please vote by reposting here one of these images under the following spoiler button
  3. View File ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 30 for runtime 1.10.120 2019 01 19 by jaam and Chosen Clue and EgoBallistic ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_120.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.120 will no longer be supported. ; Written and tested against F4SE 0.6.15. You should not use an older version of F4SE. ; ; ; Known issue: errors in description and untested functionalities. This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch. This is also where the sources for the released plugin will be found. Current interface and available functions for v30: Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 30 for runtime 1.10.120 2019 01 17 by jaam and Chosen Clue and EgoBallistic ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_114.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.114 will no longer be supported. ; Written and tested against F4SE 0.6.15. You should not use an older version of F4SE. ; ; ; ; Returns the version of this script (when someone has not forgotten to update it :) ) Float Function GetLLFPScriptVersion() global return 30.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; ObjectReference functions ; ========================= ; ; Set the reference display name as a string without token. TO BE TESTED bool Function ObjectReferenceSetSimpleDisplayName(ObjectReference akObject, string displayName) native global ; ; Actor functions ; =============== ; ; Check if the ActorBase has a specific skin. TO BE TESTED bool Function ActorBaseIsClean(Actor akActor) native global ; Return the WNAM ARMO of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 new in v16: compatible with runtime version v1.10.75 new in v17: compatible with runtime version v1.10.82 new in v18: compatible with runtime version v1.10.89 fixed OriginalFormID added DelKeywordFromForm (but it untested at the moment). new in v20: fix for DelKeywordFromForm. ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. Function PrintConsole(String text) native global v21: Same as v20 but with the correct DLL. new in v22: compatible with runtime version v1.10.98 new in v24: compatible with runtime version v1.10.106 new in v25: DELETED. new in v26: compatible with runtime version v1.10.111 new in v27: compatible with runtime version v1.10.114 (untested for now but should work). new in v28: ; Return the WNAM ARMO (skin mesh) of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global new in v29: compatible with runtime version v1.10.120 (untested for now but should work). new in v30: ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global Other files: Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin. Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers. Submitter jaam Submitted 07/22/2017 Category Modders Resources Requires Fallout 4 version 1.10.120 and F4SE 0.6.14 or greater. View File  
  4. View File True Amazons Playable Race and Armors Playble race with custom muscular body and special abilities. Racial Powers, Abilities and Passive Attributes Amazons have increased health, stamina and magicka compared to other races as well as all regenerations. Also, they completely immune to all poisons and diseases. All this thanks to extremely healthy build of the Amazons, and hard trainings, of course! Because of huge muscle mass Amazons have additional native armor rating, they moves and attack faster, recieve less damage from falling, and can carry more weight. Also, they unarmed attacks deal more damage, and unarmed power attacks can toss enemies away (if someone be so stupid to challenge Amazon in a brawl - well, this person may die easily. Especially on lower difficulty levels. So, be careful). Amazons trainings give them perfect knowledge in all, that related to combat - starting combat skills is higher than other races (Two Handed, One Handed, Block, Archery, Light and Heavy armors). And they learn all, related to this skills, faster then others. Amazons especially deadly with two handed weapons. Hard trainings also increase Amazons lungs capacity, so this allow them hold their breath for hours (waterbreathing) and gave them perfect coordination, so they can move very silently. But this is not all! Amazons have lesser power, called "Power Within" (toggleable ability) - and this is a real deal! Under Power Within Amazons moves and attack even faster, their jump height increased, unarmed attacks dealt additional damage, and they completely ignores all fall damage. If Amazons sprints, they push away anyone, who stand on their way (this is non-hostile, so don't be afraid sprinting in towns). But all potential of Power Within reveals in combat! If Amazons perform power attack, this strike launch into the air all foes in front of them. And this also applies to bashes and power-bashes (standard bashes don't have "sweep" flag, so they push away only one target). All arrows, that Amazons shoots from their bows, inflicts deep stagger to targets. Incoming physical combat damage is cut in half, damage they dealt has been doubled, and also Amazons can't be staggered, paralyzed or trowed by enemy shouts. Mod have two versions - "Regular" and "Light" Depending of version you choose your character will have different height, stats and abilities. All differences listed in table below. Other Details This is a race with hand-made body (based on UUNP), tweaked skeleton with additional nodes (XPMSE v3.91), and hand-made textures (based on FairSkin textures and Tigersan's muscle normal maps). Base scale to this race is set to 1.18 for "Regular" version (slightly lower than Ebony Warrior) and 1.05 to "Light" version. This race is designed for play as a female, so male part is standard Redguards. It's powerful race, so I recommend play on legendary difficulty (or you may just don't use Power Within). From version 2.0 and higher you can use MCM-menu for some combat-related settings customization. Also you can check my followers mod, based on this race. Main archive contain: -- Main mod: Race, meshes and textures. Normal maps for muscle relief goes in 6 variants, 3 variants of skin (much veins, less veins, no veins), and 5 variants of skeleton (various muscle mass). "Light" version have only one skeleton. -- Animation pack: I recommend use this race with custom animations pack - for maximum immersion, and because standart female animations terrible fits for this kind of muscular body (but you still can use male animations i think). It's just a pack that i combined from another mods, so all thanks and regards goes to their creators. -- hdtPhysicsExtensionsDefaultBBP.xml: For breast and butt physics. It's not my personal preset, but i forgot where i found it. -- ECE-files: Important for ECE-users. See instructions below. Armors archive contain: At this moment - two weapons and 60+ sets of premade armors, vanilla remakes and others. Most of them goes in two variants - full and cut. And their is quite skimpy - because why need to hide such perfect body? Meshes and\or textures used in created armors: Skyrim meshes and textures TERA armor collection SoS Penzor addon Patch Patch for my SoS-addon. New normals, textures, meshes and sliders for BodySlide. Two variants - with balls and without balls. Installation --Use NMM and choose what you need. --If you use ECE instead of RaceMenu - don't forget ECE-part of the mod. In character creation menu go to the slot-load part and select "Preset 1" "Preset 2" or "Preset 3" - this loads pre-defined preset with various skeleton bones scaling. --Also, ECE users can further customize body proportions of this race. Thanks to this mod (and my additions), what adds more body sliders. --For using animation pack you need FNIS and FNIS_PCEA2. Don't forget run "Generate Fnis for Users" after install this mod, and check MCM-menu for enable animations. --For SoS Patch - use NMM installer. --For armors archive - standard install. Requirements Skyrim core game and it's Update 1.9.32.0.8 Dragonborn DLC Dawnguard DLC RaceCompatibility for Skyrim and Dawnguard XPMSE HDT Physics Extension FNIS and FNIS_PCEA2 for animation pack. NetImmerse Override (standalone or as part of Racemenu) for armors high heels. SkyUI for MCM-Menu. Better Jumping - if you want to use reaaly high jumps (300+ points). SoS Penzor Addon for corresponding patch (obviously). Bugs and limitations Because of modified skeleton you can expect clipping or other weird things in some poses or animations. May appear some strange bugs in beast form or vampire lord form, especially for ECE users. Also, skin tone may change after player becoming a vampire. If this happens, go to racemenu and change it manually. Because of custom body, this race can't normally wear vanilla armors. For obtain armors - use AddItemMenu. Or you can found all armors in a sack near the Warrior's Stone. Because of Skyrim engine limitation, If you want to use really high jumps (300+ points) you need to install Better Jumping (SKSE Plugin), or you may stuck in mid-air during high jumps. Power Within ability have some limitations: -- If you learn "paralysis strike" in one handed or two handed skill trees, it's overwrite push-ability in backward power-attacks. Also this apply to disarming power-bash. ATM i don't know how to fix it. -- If you use mods, that change basic jump height, after disable PW, jump heght may be revert to standart (76 points). ATM i don't know how to fix it too. At this moment race work only at basic Skyrim, without any game re-balancing mods (like Requiem and similar). If you install this kind of mods, you can expect bugs with attack speed under some conditions. Please PM me, if you see any bugs - I'll try to fix them. Thanks and Credits Tigersan - for normal maps. HHaleyy - for Fair Skin textures. Groovtama - for skeleton. tktk1 - for ECE. Septfox - for more sliders for ECE. Caliente - for BodySlide TMPhoenix - for Race Compatibility shidoni - for testing and help crossfire1616 - for invaluable help in testing and screenshots kinghulk - for help in testing and screenshots clanomega2501 - for SSE version. Animation creators (all of them) - for animations that I used in my pack. All who I forgot to mention here. Ah, and sorry about my bad english Submitter Azazellz Submitted 04/06/2017 Category Races Requires RaceCompatibility, HDT Physics Extension, XPMSE Special Edition Compatible Yes View File
  5. Hey everyone!Let me introduce a game i'm working on: NakedFighter3D. A multiplayer adult fighting game. It’s an indie project started by one person but with your help it could be best catfight game ever (wink) You can create your own fighting girl, boy or t-girl, train them and challenge each other or other players. Please, share your thoughts. I'm willing to hear your feedback and open for any input. Feel free to ask any questions in this topic. ^_^(Sorry, you can't play right now. It's still in development but i'm quite close to releasing a working prototype) ---> DEMOBUILD <--- [upd. 9 feb 2019] Main site: http://nakedfighter3d.com Patreon: https://www.patreon.com/nakedfighter3d Youtube videos Seems like image upload on this forum is not working for me. I'll put some direct imgur links with previews https://imgur.com/pRgHh4F https://imgur.com/GkYlfJG https://imgur.com/JrlbeJ1 https://imgur.com/18woe4B
  6. View File _-_Slave_Girls_-_ This mod adds about 200 npcs in various states of distress all throughout Skyrim. There are slave caravans, house slaves, hostages, and bandits in bondage. Many of the NPCs have dialogue, and some are merchants. At the moment this mod is mostly for visual appeal, but I have plans to add scripts and quests as soon as I can get online more regularly. I use alot of extra NPC mods because I think they add alot to the random element of the game. That's what Slavegirls does. This mod DOES NOT simulate an actual slave trading economy; it's just flavor so far. Thanks alot to all the Lover's Lab community for helping me make this mod decent. _Requirements_ There are only two requirements, but they both require FNIS and SKSE at least. Check the pages carefully, please. One version 826 and up, you NEED both the main and texture downloads Sexlab Framework http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v159c-updated-oct-3rd/ ZaZAnimationPack http://www.loverslab.com/topic/17062-zaz-animation-pack-2015-07-02/ _Patches_ Copy over the main esp No-Nude Males _More Info_ There are quite a few different types of slavegirl in the mod, and even a few slaveguys too. I use many different AI packages to tune the mod, but there are still bugs. If you see a slave standing around doing nothing, just wait an hour. She'll usually end up getting herself into trouble somehow. Some NPCs are Sexlab Forbidden to preserve their bondage, but there's a patch to change that included. Here's a brief explanation of most of the types of slavegirls out there. Slavegirls- These are house slaves serving the more wealthy denizens of Skyrim. They have been trained throughly, and so have a certain amount of freedom. Many slavegirls have dialogue. Townies- Most of the settlements have a townie or two with personal slaves to serve them. Some are paid champions protecting a given territory. Many of these lucky folk are merchants including a.. Rare gem dealer in Solitude Rare book dealer in Dawnstar Dealer in soul gems and enchanted objects in Whiterun Scroll dealer in Windhelm Skooma dealer in Riften And hopefully more soon... Adventurers- Small groups of adventurers travel the wilds of Skyrim, slave girls rushing behind them to catch up. You can often find them in taverns and inns, or discussing important business with their ragtag associates. Be careful because some of these adventurers are quite powerful! Some of them are merchants too, including.. Travelling alchemists selling potions and other apothecary needs Orc wanderers selling their ethnic weaponry A Dungeoneer selling Dwemer artifacts and metals And also more soon.. Slave Caravans- Various slave traders and their drooling cronies drive helpless slavegirls all along the roads of Skyrim. They are quite tough, and will defend their merchandise with their lives. Hostages- In some cities the guards keep groups of hostages in case their families are willing to pay ransom for their safe return. Many of these poor girls are prisoners of war. Vignettes- These poor ladies are stuck in states of almost total bondage, depending of course on buggy AI packages. If you see one standing around, just wait for an hour. thanks for downloading hydragorgon Submitter hydragorgon Submitted 03/06/2014 Category Other Requires Zaz Animation Pack Sexlab Special Edition Compatible  
  7. # Combat Mod: Legion (name is WIP and subject to change) ## Latest Download 2019-02-08: Legion-20190208.zip - Added custom meshes for Legion NPCs - Requires CT77's UUNP Remodeled armor: https://www.nexusmods.com/skyrim/mods/69562?tab=description - Modified using Azazellz's UUNP-JaneBob sliders: https://www.loverslab.com/topic/104956-uunp-janebod/ 2019-02-02: Legion-20190202.zip - MCM Support - Refactored scripts to drastically improve performance from initial draft - Legion health no longer fluctuates drastically. ## Introduction ### Weapon Resistance Mechanic ### Classes ### TODO - Implement Monk - Optimizing scripts - Think of a better name for the mod
  8. NEVER RUN FOMM AS ADMINISTRATOR. NEVER EVER. This is to protect you from MY bugs. If you EVER run it as administrator, you must then: 1. ALWAYS run it as administrator. A fucking terrible idea. or 2. Fix the file permissions (or delete) for everything in the FOMM mod tracking dir, "c:\games\falloutnv" by default. 32bit vs anycpu, what gives?! The 32bit only version is no longer maintained. The anycpu version will run as a 32bit program on 32bit windows, and a 64bit program on 64bit windows. The 32bit version here is only for people who have trouble using the anycpu version -- such as people using MO alongside FOMM. WEIRD FILE ERRORS? TRY CLEANING YOUR WINDOWS TEMP DIR(S) BEFORE ASKING FOR HELP. FOMM v0.14.11.13 Attached is our custom build of FOMM. At present it has a few new features, but is mostly bug fixes, when compared to the last official release. See the release history below for full details. Features (compared to 'official' release). New features this release are yellow. ShaderDisasm support removed (does not work in 64bit) FNV4GB support built in (thanks niv!) Built for "any cpu". 7z 64bit DLL included. No more "make copy" dialog -- this is always done Installer now reports full version in add/remove programs No more file renaming chopping off versions. Version sanity check Stack overflow fix .Net 4.0 required BOSS masterlist location update Prelaunch check fix InstallLog.xml "downgrade" support to undo NMM changes. IA32 build. This will help bring any big-memory issues to light quickly. 4th version # showing in title. This is 0.14.9.3. Previously 4th digit was hardcoded to 0. Large archive support in x32 "Yes to mod" and "No to mod" support Redesigned 'overwrite' window to not resize and move around. Colorization in Fallout3 now working BOSS report (and sorting?) now works. Removed the messages at startup asking if you want to enable update checks since they were just lies. Plugin list now colorized. Red for mods with missing masters, orange for required masters present but disabled, brown for incorrect load order. FOMM will still refuse to launch the game in all of these cases. Removed code that closed FOMM upon launch. Will now stay open throughout game. All "update check" stuff removed. Detects NMM "corruption" of InstallLog.xml and tells you how to fix. Links to SF project readme/forums removed. Refusal to launch with an incorrect load order. Refusal to launch with a required master present but disabled. Refusal to launch if a required master is missing. Release History Requirements - Windows w/ .Net 4 Runtime - Fallout 3 and/or Fallout New Vegas Installation - Extract the zip file and run the included installer. Uninstalling / Upgrading - Uninstall the old version, install the new version. Your load order, mods in the packaage manager, etc. will not be affected. FULL uninstall - First run FOMM and deactivate and remove every installed mod to "clean up" you game directories. - Next uninstall FOMM. - After uninstalling FOMM, delete the FOMM metadata directories. Typically these are "c:\games\FalloutNV" and "c:\games\fallout 3". Doing this without. Screenshots Links - LoversLab GIT project Future plans - Support for 'external' load order system NMM and Wrye agreed on. - Update to use NMM's XML format. - More robust mod versioning (meaning don't CRASH if there is a letter or too long number or.. whatever.) - Show mod dependencies in mod list. More distant future plans - Reintroduction of mod update check supporting more than just Nexus (Nexus, moddb, LL, etc.) - Oblivion and Skyrim support. - Rename to GMM/GeMM fommsetup 0.14.11.10 (32bit).7z fommsetup 0.14.11.13 (anycpu).7z
  9. View File Description A new guild has come to Skyrim! They are looking to change the known ban on prostitution and widen the perspective to allow for Skyrim to become a source of income. There are however a lot of people disagreeing with this. You will have to convince them and in the end face up against the people with the strongest believe on the matter... The Dibella sisters who believe strongly that love and beauty shouldn't be for sale. The guild need a subject that can help them achieve this... Someone not afraid of a challenge and interested in gold glory and sex. Watch as the guild grows, gains reputation and gets privileges in the land of Skyrim. And how very slowly all the Skyrim citizens become more and more interested in sex. I'm new to this mod. I want to do everything there is to do in this mod. Game related problems. Bugs and other problems that shouldn't be there. If you think you found a bug or something else causing problems that shouldn't be there please contact me through this thread. Generally I can fix it before the next release. Feedback tips and ideas. If you think I can do something better, have a new idea or simply something you'd like to see drop a post in this thread so I may create your fantasy. There are of course a few things that simply don't fit in the mod or are too much work. but if you don't try, you never win. Credits TheSC (For the lines of text forming a quest mod) Ashal (For the Framework) Calypso (Open Resource toys(great stuff)) Thulas Mr_Death (someone i shamelessly stole an idea from in the "mod ideas plans discussion threat") TheC (Helping with design) A ton of other people (for helping me with bugfixed etc.) Submitter TheSC Submitted 08/19/2013 Category WIP / Beta Requires SexLabFramework FusRoD-ôh Special Edition Compatible
  10. View File Stellar Lewds Stellar Lewds An effort to make space a whole lot more sexy. Simply, in its current state, the mod adds two new species. One set of rather lewd slimes, and one collection of just as lecherous birds. However, it is my full intent to continue expanding on this mod to add more species and soon enough also events, traits and other such fun things. Currently, the slimes and birds are under the "Lewds" category on the appearance select screen. The mod also adds a "Testmachines" category that for the time being, is empty. It bears mentioning that this mod was heavily inspired by the "SSX" mod made by our very own Toronam. I recommend you check out that mod for more content like this. Currently, I am aiming towards making an anthro wolf species, in addition to a living machine species. If you have ideas, however, don't be afraid to suggest them down below! Oh and if it wasn't already obvious... The mod contains very NSFW content. Happy Lewding! Submitter The-Raven Submitted 07/02/2018 Category Crusader Kings 2 Requires  
  11. View File THERE IS NO MAIN QUEST YET. MY APOLOGIES FOR HINTING AT THEMES AND ACTIONS IN EXISTING DIALOG WHICH ARE NOT YET ACTUALLY IMPLIMENTED. THIS IS A WORK IN PROGRESS. Overview: So, the premise is this: A "private facility" is seeking to rehabilitate a certain demographic of prisoner, and... provide... them with some highly-demanded skills for their post-prison lives. At least, that's how the warden phrases it. The PC happens upon an advert to work as a guard, and decides to at least take a look. The prison entrance is located along the river just north of Riverwood. You can also teleport there via the "coc 0_rubber_room" command in console. At the moment, development has been focused on building the cell. Introductory dialog is fleshed out a little, but no main quest is in place. Still, once inside you can run around and interact/look at the objects, mechanized inventions, etc. All the of the characters have at least a little bit of dialog. Main quest content getting closer to being a priority! Requirements: A new save! If you've installed this file before, you will almost surely need a new save. Eventually, other mod dependencies will be added, but none exist at this time. Hints: Extra reactions available among NPCs if the player needs "more time" with speaking with the warden or tabs out of the conversation early. (AKA stage 5.) Don't piss off the guard. She will hunt you like the terminator if you piss her off. Yes, she is invulnerable. If you're freaking out, you can console "disable" her. Thanks: To Grayspammer for his excellent inspirational mod and technical help, Rubbermatt for his help and letting me use his vacbed mesh, and those who've been testing and giving feedback while I awkwardly learn new software. Misc: Other modders are welcome to copy and use my meshes and textures for their purposes. After all, this project was started as a modder's resource file. Just ask--don't profit off it, etc etc. If I have used someone else's creations and they would like me not to or would like attribution, let me know. Bugs: Well, in the current version this mod renames some doors, waterwheels, and... one other thing at least. Sloppy modding over here! I'll fix it soon. Submitter Farmthat Submitted 04/02/2016 Category Quest Requires Skyrim, predilection toward shiny things. Special Edition Compatible No  
  12. So, it's been a while. Here's a sneak peek of my upcoming mod. Not much to say at this point, just some rough WIP stuff. If you have used my previous Tau Ceti mod, you should have a pretty good idea as to what to expect here. I'll try to keep this thread updated as I go. Suggestions are very much welcome at this stage. Everything shown here is subject to change... 8/21/18 - On Hold, see here The set currently has 14 main modules, with ~8 more in the pipeline. Probably some additional accessories as well... /Nom
  13. Slaves of Tamriel

    Immersive Pet Girl

    View File Immersive Pet Girl Introduction Immersive Pet Girl is a mod which tries to provide an immersive experience of living a life as a pet slave girl. Being forbidden to speak, walk, wear any clothes, or use hands would pose many difficulties to such a pet girl, so it is a survival mod at its core, integrating with such mods like Realistic Needs and Diseases or Frostfall. Also, this mod intends to be a framework for adding pet play contents to other mods, so the core mod itself does not mandate any specific context or storyline regarding the player's current condition as a pet girl, which will be provided by various 'addons' later, when the core mod will be reasonably feature complete. If anyone find the idea, or the mod itself interesting enough to build upon, please don't hesitate to take them and do whatever you want to do with it. You don't even need to ask me for a permission for that Features Restrictions You are forced to crawl on the ground, with a collar and shackles. You can't fight, jump, or keep any items except for the restraints you are wearing. You can't interact with any objects with you hands. Playing a 'Fetch' You can ask other people to play a fetch with you (choose "(Look up expectantly)" in the dialogue options). In a fetch game, the person will throw a stick in a random direction, which you need to chase and pick up with your mouth and return to him or her in 30 seconds. You need to be very precise in positioning yourself, in order to pick up the stick. Upon a successful fetch, the person will throw you a random food item (including some raw meat). Sexual Activities You can also offer a sexual service to other people in order to earn your food. If you encounter a dog, it might follow you and probably try to rape you. Eating Food You can only eat foods which are lying on the ground, without using your hands. (Optional) If you have Realistic Needs and Diseases eating food from ground will fill your stomach, and maybe make you sick, if it is not fresh. Bladder System You can take a pee in a doggy style, if your bladder is full. If you hold it too long, or get hit there's a chance of wetting your legs. The pee pool will grow as you release and dry up after you finish. Drinking water will fill up your bladder faster. Drinking Water You can drink from most of water sources, like puddles, streams, and etc. (If it doesn't work, move to another location or just try it again.) (Optional) If you have Realistic Needs and Diseases, drinking water from ground will quench your thirst with some risk of getting sick. Hygiene and Bathing Your body will get dirtier as time passes by. You'll collect dust quicker if you move around much. You can bath from a water source, which will clean some of the dirt you collected on your body. (Optional) If you have Frostfall bathing will make you wet, which might have further consequences depending on circumstances. Sleeping You can sleep any place on the ground. You don't choose how much hours you want to sleep like in vanilla Skyrim. Instead, it will be determined by various factors, like temperature, wetness, status of your bladder and etc which will also affect the quality of your sleep (Requires Frostfall). Plans and Ideas Next version (0.0.4) will add more interactive options with NPCs and probably include some disposition system, so that you can gain or lose favor of other people by doing various tasks. Credits Includes a slightly modified version of a log gag mesh from ZaZ Animation Pack. Contains a female solo sequence from Leito's Animations. Thanks, and hope you enjoy it! Submitter Slaves of Tamriel Submitted 12/10/2016 Category WIP / Beta Requires SexLab Framework, ZaZ Animation Pack, ZaZ Extension Pack, Devious Devices - Assets, Heretical Resources, Fuz Ro Doh Special Edition Compatible  
  14. Version v30

    42,918 downloads

    ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 30 for runtime 1.10.120 2019 01 19 by jaam and Chosen Clue and EgoBallistic ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_120.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.120 will no longer be supported. ; Written and tested against F4SE 0.6.15. You should not use an older version of F4SE. ; ; ; Known issue: errors in description and untested functionalities. This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch. This is also where the sources for the released plugin will be found. Current interface and available functions for v30: Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 30 for runtime 1.10.120 2019 01 17 by jaam and Chosen Clue and EgoBallistic ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_114.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.114 will no longer be supported. ; Written and tested against F4SE 0.6.15. You should not use an older version of F4SE. ; ; ; ; Returns the version of this script (when someone has not forgotten to update it :) ) Float Function GetLLFPScriptVersion() global return 30.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; ObjectReference functions ; ========================= ; ; Set the reference display name as a string without token. TO BE TESTED bool Function ObjectReferenceSetSimpleDisplayName(ObjectReference akObject, string displayName) native global ; ; Actor functions ; =============== ; ; Check if the ActorBase has a specific skin. TO BE TESTED bool Function ActorBaseIsClean(Actor akActor) native global ; Return the WNAM ARMO of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 new in v16: compatible with runtime version v1.10.75 new in v17: compatible with runtime version v1.10.82 new in v18: compatible with runtime version v1.10.89 fixed OriginalFormID added DelKeywordFromForm (but it untested at the moment). new in v20: fix for DelKeywordFromForm. ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. Function PrintConsole(String text) native global v21: Same as v20 but with the correct DLL. new in v22: compatible with runtime version v1.10.98 new in v24: compatible with runtime version v1.10.106 new in v25: DELETED. new in v26: compatible with runtime version v1.10.111 new in v27: compatible with runtime version v1.10.114 (untested for now but should work). new in v28: ; Return the WNAM ARMO (skin mesh) of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global new in v29: compatible with runtime version v1.10.120 (untested for now but should work). new in v30: ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global Other files: Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin. Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers.
  15. View File THIS IS A CONTINUATION OF redneck2x's LOVER'S COMFORT. For the original mod, see http://www.loverslab.com/files/file/160-wip-sexlab-lovers-comfort-2013-12-30/ permissions granted according to the licence "Do whatever you want with the mod." RELEASE CANDIDATE No RC is currently available. FEATURES (FROM THE ORIGINAL) Lover's Comfort - triggers sex with your spouse then you go to sleep at the same house. Follower's Comfort - get to know your follower from new perspective. NPC's Comfort - Married/Lovers NPC will occasionally comfort each other at night. Also Jarls and Housecarls, Cousins, Siblings, Courting NPCs. (example) Couple Swinging - looking for some variety in sex? Ask NPC couples at the right time if they are interested in swinging... Spouse Lover - If you do not comfort your spouse for some time he/she might find a lover, then see feature 3. WHAT DOES THIS UPDATE DO? contains an updated NPC scanner based on SexLab Aroused Redux which reduces scanning time increases the number of NPCs that can be checked for comfort from 5 to 24 fixes detection of nearby beds so the NPCs have sex on them rather than embedded in them adds a short scene before NPC-NPC couplings where both walk to the bed add options to set the arousal level before NPCs will comfort each other, or masturbate NEW FOR 2015-03-17 more settable arousal levels, for followers and spouse events adds an option to make male-male NPC scenes limit animations to plausibly gay ones adds an option to make ZAP-collared NPCs available to comfort NPCs if they can't find a proper partner allows certain factions to comfort each other - currently Thieves' Guild and Bandits - if they sleep, or use nearby slaves NEW FOR 2015-04-05 small pre-slave scene. REQUIREMENTS SexLab (and it's requirements) v1.59c+ SexLab Aroused Redux RECOMMENDED hydragorgon's Slave Girls (and requirements) Sex Slaves for Vanilla Bandit Camps (and requirements) Sleep Tight FISS (supported from 20160114 and up) TRANSLATIONS (BY OTHERS) Italian for version 20151008 INSTALLATION Download the latest version: 20160116. Use a mod manager. Original Lover's Comfort is not required. UPGRADING Use a mod manager. Remove any old version, install new version - or overwrite. No clean save needed. UPGRADE FROM ORIGINAL LOVER'S COMFORT Use a mod manager. Remove original Lover's Comfort and install the latest version of Further Lovers Comfort. No clean save needed. UNINSTALLATION Use a mod manager and save cleaner. TROUBLESHOOTING Make sure you're using the latest version (20161204 as of now). When reporting problems, please make sure you turn on logging in the MCM and provide a papyrus log. To prove you've read this section, please supply the name of any song by Spinal Tap, otherwise you may not get any help. SWINGING TIPS NPCs may allow you to swing with them, if you have an appropriate partner, and they're in the right mood. After they've had their own pleasure at least twice, they'll start to wear a ring (see screenshots). Ask them about the ring and it may lead to something. Ask them about swinging at the wrong time or place though, and they'll turn you down and take off the ring. Details in the spoiler if you don't want to mess around. PERMISSIONS Do whatever you want with the mod. Submitter Quisling Submitted 03/10/2015 Category Misc Sex Requires SexLab, SexLab Aroused Redux Special Edition Compatible
  16. View File Lich Evilynn Includes rape and torture! Both of the player, and by the player! You have been warned! Supplemental Warnings: Story Based - Expect long scenes and lots of dialog and reading. This is very early beta. Only the intro quest and part of the victim story exist. [HOW COULD YOU CREATE SUCH A HORRIBLE MOD?] Personal, feel free to ignore.... [BACKSTORY] [WHAT TO EXPECT] STORY BASED: If you just want sex scenes, you should use another mod. Expect a lot of story scenes and reading. On the victim path you will not be able to control you character at times - including most of the first half hour or so. This mod is HEAVILY geared towards lesbian sex and a female character. If you are looking for shemale, heterosexual, or homosexual(male) content - this is probably not the mod for you. (try slaverun, PAHA, etc) My kink is lesbian bondage, mind control, pain, and domination, and I'm the one spending hours of my time to create this mod. That said... Lich Evilynn assumes you are playing a female character, but that is not enforced. Playing as a male or shemale should still work, but it will result is some strange issues for dialog and animations. This is very early beta. The first quest will offer two paths. One is good and the other is evil. If you take the good path by refusing to join Evilynn: Evilynn will rape, torture, humiliate, and use mind control on you. Evilynn will force you to upgrade her lair, and then use the upgrades on you. She will force you to capture additional victims for her. She will force all of her victims to rape, torture, and abuse each-other. If you take the evil path and join Evilynn: Evilynn will offer quests to capture victims for both of you. Evilynn will offer quests to upgrade her lair. Evilynn will have you kidnap victims that are upgrades for her lair (like a woodworker to build furniture) [HOW TO START] Go to Saarthal and look on the tables near the entrance (don't go inside). You will find a strange object. Activate it to start the quest. In the menu under the debug settings you can jump to Saarthal right next to the table with the first quest item on it. You can follow one of two paths, either as Evilynn's victim, or as Evilynn's partner. She will only offer a partnership to someone that interests her. The current content is very short, but I'd love some feedback. [INSTALLATION] When installing a WIP mod like this, it's best to either: Use a throwaway save game. Make a backup save, install the mod, try the content, remove the mod and revert to the backup save. Run FNIS Simply install the current version with your favorite mod manager. [UPDATING] Don't update. You need a new saved game if you have ever used another version of Lich Evilynn. It's to early in beta to do all the changes needed to make a mod update correctly. [FAQ] Q: What about my follower? A: Followers are currently ignored. I suggest leaving them at home when you start the quest-line. Q: After the first scene, nothing happened. Why? A: After the opening, Evilynn will leave you for a bit. She will be back. A two hour wait should be enough. Q: I think I found a bug! What do I do? A: That sounds likely. Post it in the support thread. I'll try to help. Q: What can I do if I get stuck? I can't move my character! A: You can free yourself in the MCM options menu, but I recommend reloading from your last save. [HOW TO START THE PARTNER PATH] [TEARS] To enable face overlays like tears edit the file "SKSE\Plugins\nioverride.ini" Scroll down to [Overlays] and make sure that bEnableFaceOverlays=1 and not 0 Scroll down to [Overlays/Face] and make sure that iNumOverlays= a number greater than 0 WARNING: Enabling tears can causes a crash-to-desktop when a decapitation killmoves triggers. If your playstyle does not cause decapitations then you can enable it without risk. If your playstyle does causes decapitations, then you need to disable them first with a mod like VioLens [REQUIREMENTS] SexLab ZaZ8.0+ Slave Tats [CREDITS] @Sarge Misfit - for his all of his help re-rewriting my original sub-par dialog. @t.ara - for his work improving ZaZ. @-alpha- - for an awesome magic strapon texture. @supremebeholder - for cane marks @Mitos - for sharing some awesome animations @Funnybizness - for sharing awesome animations @Ekirts Ykcul - for awesome skin textures I don't know if they ever stop by, but we all owe a large round of thanks to: @ZaZ and @xaz - for their work on the original ZaZ Animation Pack Submitter Evilynn Submitted 10/28/2017 Category WIP / Beta Requires SexLab, ZaZAnimationPack8.0+, SlaveTats Special Edition Compatible
  17. SexLab Drunk 1.0 Released Thank you everyone for your great suggestions so far. Please do keep them coming in the thread above. ------- Decided to take on a second Skyrim project now that the most time-consuming parts of SL Kidnapped are out of the way. This will be my fifth sexlab mods for Skyrim. SexLab Drunk in a nutshell: If you consume too much alcohol, you'll lose control of yourself (literally! you'll lose control of your player character temporarily) and end up: - Getting violated (female/ submissive) - Violating others (male/ dominant) Scenarios/ Features: You consume alcohol yourself or a NPC approach you offering a drink - use drinking animation Nearby NPC approach, chat you up and take you to bed either in the inn or back at his home. You going around offering yourself to every guy in sight You going on a rampage around town violating anyone who dares roam the dark You break the laws while drunk and end up in jail for the night (violated by the guards) -maybe Prison Overhaul optional integration? Different gangbang scenarios - NEED SUGGESTIONS Optional bestiality scenarios - NEED SUGGESTIONS NPC's approach/ actions/ reactions based on Morality Optional Integration into SexLab Kidnapped , allowing you to pass out and start a kidnap scene, taking advantage of Kidnapped's large variety of scenarios SexLab Framework will always be the only hard dependency Drunk effect/ blurred screen imagescape/ drunk moving animaitions Things to think about/ should I try to include: NEED SUGGESTIONS Combat while drunk? What to do with followers? Expected SexLab Drunk 1.0 Release Date: around 24 March/ ie. next weekend - probably will focus on the submissive/ female side first Any suggestions, comments or anything, please reply to this thread. Thanks for all your contributions.
  18. View File I've been working on some animations for a little while now, problem is I just haven't had alot of time to sit down and get alot of work in. But I figured that anyway I might just release what I have as it gets done, rather than just sit on this forever. Currently I have two animations done for the first set, based on my first posepack I uploaded here a while ago, I want this one to be roughly 5 animations long with the handjob and blowjob animations as you see, then 2 vaginal animations and a climax animation. Don't know when this will be done, and currently I haven't added any sounds to the first two, but plan on doing that in addition to finishing out the set. Previews of what has been done so far in .webm format below. You require WickedWhims for this animation to work, obviously. Also both of the animations use autobanned's tongue so you need a rig that supports that and a tongue mesh, look here for tongue stuff https://www.loverslab.com/topic/85318-test-sims-4-tounge/. I should also thank Zheur for helping me out with these rigs that Dagger made, I tried animating without those in the beginning and it made for much slower and more arduous going. Submitter mrrakkonn Submitted 03/18/2018 Category WickedWhims View File
  19. Project ASS - A Sex Simulator Choose and customize your player character, then your partner. Select a scenario, then proceed to interact with objects and your partner. Experience different sexual positions on different objects with as little immersion breaking as possible. Control the rate of interaction activity and optionally, play mini-games to force an orgasm on your partner or delay your partner's attempt to force an orgasm on you. Many character customization options will be available, including appearance and animations. If you want to have your character do a silly walk, you'll be able to. NPC characters will also have distinct personalities and animations to match. Target Platform: PC Using Unreal Engine 4 If you find this project of interest, please consider supporting me on Patreon. I'll never put anything behind a paywall (except for the final game which will go on Steam), but my savings are running thin and I would like to continue working on this project. Eventually, if there is enough support, I will make this into a fantasy-action game (similar to Skyrim) with swords, shields, armor, magic, etc. I'm always having ideas for new gameplay mechanics, but I have to table them to avoid scope-creep. Current Status: Feature Development Base Features These are the features targeted for the first release. I've put a lot of thought into them, and while I think they are all attainable, I can't guarantee that they will all be included. And if I decide to add more features I'll be sure to update this post. Realistic Art Style Diffuse/Spec/Subsurface/Normal Map Support Normal Map Morph Support Jiggly Stuff Collisions Genital Breast Mouth Face Procedural Animations Animation Tools Integrated Into Each Character Full FK With Limits Snap IK<->FK IK With Push/Pull & Limits Hip Position Management Characters Pick Up and Use Objects Dildos Ping Pong Balls Character Dynamic Positioning Genital/Mouth/Breast/etc Based Alignment Character Customization Hair Style Skin Type & Tone Bone Scale - Length & Size Musculature Breast, Butt, Genitalia Clothes Scenario Selection Rustic Shack (Skyrim-esque) Sex Dungeon Cameras First Person Orbit Free Cam Some douchebag flagged the YT video. Appeal was successful. Old Videos:
  20. View File The mod is focuses on adding content to non combat rape. Features: Add Lover's Victim effect to PC - that negatively effects PC for getting raped. Rapist might switch animation stage back at "Rapist Arousal / 2" probability, works for all scenes (PC/NPC) Walking around naked around aroused NPC has become very risky - based on SexLab Dangerously Nude by @Bromm83 Naked NPC are in danger of being raped by aroused NCP PC/NPC might automatically change animation, once during session. Switch probability is set in MCM menu. Planned Features: PC get raped by aroused NPC on sleep - conflicts with LC Rapist first follows PC for some time, then PC can talk/brawl with potential rapist. Use morality/aggression to tune event start Requirements: SKSE SkyUI 4.1 FNIS SexLab 1.2+ SexLab Aroused v20131203+ !!! Installation: Copy all contents of attached .ZIP file to /Data/ directory Uninstall / Cleanup: Troubleshooting: Bugs / Conflicts: Version History: v20140106 - Possibly fixed NPC rape naked PC quest not starting up - Made few fixes to NPC-NPC rape AI packages Credits: Ashal - for creating SexLab framework Bromm83 - for Dangerously Nude mod : walking around naked is generally bad idea All modding community for creating scripts, animations, textures, meshes, utilities without which none would be possible. Permissions: Do whatever you want with the mod. Submitter redneck2x Submitted 12/01/2013 Category Misc Sex Requires SKSE,FNIS,SKYUI,SexLab,SexLab Aroused Special Edition Compatible
  21. View File This is a very crude mash-up style loincloth (male underwear) mod, mainly developed for the use together with SoS: Schlongs of Skyrim. [UPDATED]: Uploaded SAM (only) supported version on vectorplexus.com: https://vectorplexus.com/files/file/123-vlsimu-vanilla-like-schlong-interactive-male-underwear-for-sam/ Features: Almost vanilla-looking (loincloth-style) underwear for male actors, with flexible front side 'apron' that can move in accordance with the movement of the wearer's schlong. That is to say, no more his schlong sticking directly out from the cloth. Compatible with BOTH SoS: Schlongs of Skyrim - Full (v 3.0.4) AND SoS - Light (v 1.0.4). Sorry, so far not the body-builder mesh support (Normal body only). WIP Sundracon SoS mesh (you can find somewhere in LL) and its variant, SMSOSL: Sundracon Male Schlongs of Skyrim - Light can be also supported (use the alternative meshes in [optional] folder in the sub-folder of the mesh (Boo's Sundracon SoS) / separate optional download package (SMSOSL). Use equipment slot 56 (instead of slot 52, unlike other male underwear mod), so it does not hide your PC's manly bit entirely while he put it on. No Script, very light-weight (i.e. low poly mesh/low-res texture...) Constructable with one roll of linen wrap and two leather strips, at the tanning rack. No smithing skill/perk required. Supposed to be hidden under (almost) all vanilla armors or clothes. Male only. If female can try put it on, the underwear will just not show up on their body (i,e. she will remain nude). Its assets also should work well with the other (female-only) underwear mod, Vanilla Underwear for all (One piece version) by Andrelo (http://www.nexusmods.com/skyrim/mods/69490/). For more detail, check the article below. The mod itself does not distribute the underwear to other NPCs in the game. Although I personally cannot recommend, if you REALLY wish to achieve such a thing, check the relevant article below. v. 0.2(+): added crafting only (i.e. not distributed to NPCs) three variants of the underwears. Red (linen: additionally requiring five pieces of Red Mountain Flowers as dye when crafted), Green (linen: additionally requiring five pieces of Lavenders as dye), and soft touch leather one (requiring one piece of Leather instead of Linen Wrap). Requirements: DLC Dawnguard/ Dragonborn SoS: Schlongs of Skyrim (Full/ Light, both are OK) (http://www.loverslab.com/files/file/498-sos-schlongs-of-skyrim/) Compatible Skeleton with SoS like XPMSE (http://www.nexusmods.com/skyrim/mods/68000/) SKSE (http://skse.silverlock.org/) as their prerequisite. : they are indispensable for the flexible movement of the front side 'apron' of the underwear. Besides, who would like to try this WIP 'interactive/ responsive' underwear without SoS installed? Known Incompatibilities/ Problems: Any other armor/ cloth mod that occupies the equipment slot 56. I assume that, however, few male armor mods use this slot, and even if female actor tries to put it on, other equipments (using the same slot) should be prioritized in the game. non-vanilla armors/ clothes will not hide the underwear unless the patch is not made (how to make it compatible with TESVEdit, check SS below). http://imgur.com/GTmOVO5 Some clippings especially while sneaking/ running. Due to its nature of tweaking armor add-ons of all the vanilla armors and clothes to hide the slot 56, I assume that I carry forwards almost all the 'fixes' of armor add-ons done by USLEEP (and CRF as well) that can be done without any dependency also into this mod's .esp. Fixes of the other overhaul mods like CCF are currently not supported, however. How to install/uninstall and get the underwear Just install and activate the (main) .esp file by NMM or Mod organizer. vanilla_male_NPC_outfitlist_vlsimu.esp is (UNRECOMMENDED) OPTIONAL. Unless you really wish to try the feature of distributing the underwear to male NPCs, just ignore it and don't download. Recommended Load order: definitely after the massive equipment/ armors/ clothes overhaul mods like USLEEP/ WAF/ CCF/ CCOR. Otherwise, it matters little. The underwear will not be added in your inventory just by installing. You have to craft it at the tanning rack (recipe: one roll of linen wrap and two leather strips). Alternatively, you can resort to console or Additemmenu(http://www.nexusmods.com/skyrim/mods/64905/) Probably Safe to uninstall unless you put the underwear on or have it inventory (if so, just discard it into some barrels around before un-install). v. 0.2(+): It must be safe to update just by overwriting the existing assets as well as .esp. Also the latest underwear's .esp is compatible with the 0.1(a)'s optional .esp for the underwear distribution to NPCs (It means that you don't have to update the latter if you don't mind four missing entries of the male underwear in some NPC's inventory). How its assets can be integrated with Andrelo's Vanilla Underwear for all: Install both mods (the order should be irrelevant). meshes/ textures from both mods are to be found in the sub-folder named 'VanillaUnderwear', under meshes (textures)>clothes DISABLE (DELETE) THIS MOD's .esp/ back up both mods' .esp somewhere. Open VanillaUnderwear.esp, with TESVEdit, and edit some entries in her/his original .esp as shown below in the album. http://imgur.com/a/Wo0x4 How to distribute the underwear to other NPCs in the game? (though I strongly wish to dissuade you to try) #Except for the option A, you will definitely need some basic knowledge on TESVedit/ CK. Option A: Use Underpants (http://www.loverslab.com/files/file/1878-underpants/) Option B: Integrate this mod's asset with Andrelo's Vanilla Underwear for ALL, and rely on her/ his other mods, Outfit filter and updater (http://www.nexusmods.com/skyrim/mods/71342/) and Undergarment distribution (http://www.nexusmods.com/skyrim/mods/71308/). Option ? If you achieve it by non-scripting ways, you can make use of my optional .esp, titled as vanilla_male_npc_outfitlist_vlsimu.esp, as instructed below. Put vanilla_male_npc_outfitlist_vlsimu.esp below in your load order (preferably just above your bashed/merged patch). Open this .esp and your other mods together with TESVEdit. Carry forward all the conflicting record into NPC's outfit entry of this .esp (see SS). http://imgur.com/5fSa1L1 NB: You have to make a patch by yourself by tweaking the outfit list of other additional mods. NB2: If you install vanilla_male_npc_outfitlist_vlsimu.esp in course of your play through (i.e. not from the new game), the actors those who had already appeared in the game would be not affected by this outfit change. So, it's best to install vanilla_male_npc_outfitlist_vlsimu.esp from the new game. Sorry for your inconvenience. Recommended Mods: RUSTIC CLOTHING (http://www.nexusmods.com/skyrim/mods/69784/? copy its maleunderwear.dds and maleunderwear_n.dds from the original location (textures>actors>character>male) to this mod's textures folder (textures>clothes>VanillaUnderwear). It will improve the aesthetic quality of your PC's loincloth drastically. FAQ: 'It's so ugly. Even uglier than the vanilla!': Sorry, I definitely lack the very basic skill of mesh-handling software like blender. Besides, the vanilla male underwear texture does not have the high-res variant in official texture pack (that I originally intended to use for improving the quality of texture). 'Why the loincloth? I prefer more sophisticated one!': Check RUMP: Rydin Underwear for Men Pack (http://www.loverslab.com/files/file/2662-rydin-underwear-for-men-pack/) 'I wanted to distribute the underwear to male NPC only, but found that some female NPCs actually not only had, but also put it on. Are they perverts? Or, does your outfit-list.esp have some problems?': Well, without relying on the script, it is sometimes impossible to distinguish between male and female NPCs, especially when they are generated from the same, mix-gendered leveled list. So, as a fail safe, I made the female world model of this loin-cloth as nude (as if she wears nothing). I know they try to put any item (including this underwear) on, but so, it will not cause any (visual) harm on female..... 'Futa support?': Currently No. I don't know about the game mechanics, but I assume that it is usually difficult to distinguish between the futa and other female actors, and to apply the (visible) vlsimu underwear to the non-schlongified female actor would cause visual glitch (please see my SS album post in the support thread). Permission for Re-Use: Just credit the original mod author of SOS - Male Skimpy Crouch underwear for SOS, DarkSchneiderBS, who implemented the interactivity to the mesh, would be enough. What I did is basically to mess up the awful mash-up job and to tweak .esp a bit only. What should be done in the future: Find the possible remaining bugs/ missing entries in the entry of Armor Add-on or NPCs' outfit list (optional .esp). Improve the asset of the ground object (especially for the additional, colored one) Female/ SAM support (not so soon, definitely not before September, I afraid ......) +++ Credits: SOS - Male Skimpy Crouch underwear for SOS by DarkSchneiderBS (http://www.loverslab.com/files/file/1016-sos-male-skimpy-crouch-underwear-for-sos/) for the flexible mesh/ weighting of the front side 'apron'. It was her/him who invented the interactive mesh, and I just adapted it to the vanilla-style underwear. v. 0.2(+): HD Sacks Retexture by Mazarin (http://www.nexusmods.com/skyrim/mods/2836/) for the re-texture base (cloth/ soft-leather). Compared with other candidate material (some of them were clearly high-resolution like 1K/ even 2K), only 512x512 resolution pieces of her/his sack looked really good so that I decided to re-texture of the loincloth based on them. Other meshes and textures come from vanilla assets. Submitter y_sengaku Submitted 06/03/2017 Category Armor & Clothing Requires DLC DG, DLC DB, SoS: Schlongs of Skyrim (either Full/ Light) (http://www.loverslab.com/files/file/498-sos-schlongs-of-skyrim/) Special Edition Compatible View File  
  22. View File Adds 50 armor racks with extended customization functionality and animation support making it easier to create action packed scenes for screenshots or settlement ambiance. Long version: Armor racks using the default female model allowing more customization than normal armor racks. * Edit appearance - Standard menu, make them look however you want * Looping or proximity triggered animations - Set an idle and have them continuously repeat them or only when the player gets close enough. Want someone to salute you whenever you get out of bed? No problem! * Toggle AI option - If disabled animations will freeze making it possible to lock them in the perfect stage of an idle * Command mode - Issue orders to where they should stand, sit or what furniture to use for that perfect screenshot scene * Follow mode - Tired of settlement shots? Have them follow you for some nature shots! * Settlement mode - Just want some ambiance? Assign them to a settlement and they'll sandbox around. Don't worry they don't count towards the population. * Show weapon mode - Unlike armor racks (?) puppets can show off whatever weapon you give them. Can interfere with animations updating, see known issues below. HOW TO USE * Enter workshop * Place rack * Exit and customize * Wonder why you're creating fake people to act as pretend friends in a virtual world and where life went so very very wrong If you want to place several with identical looks just keep placing without exiting. If you want a new unique one exit and renter and the game will automagically iterate to the next one. If you want to pick a previous one quickly use the rack selector. Beyond that there are some toggles that might require more detailed explanation * Head tracking toggle - Toggles whether the selected rack should look at the player or not. May revert back to on on re-placement and other actions since it seems to be default NPC behaviour * Restrained toggle - Toggles the NPC being "locked" in place. When off idle animations may make them move away from their spot. * Ghost toggle - Toggles "god mode", when on they ignore all attacks. When off they can be injured just like any humanoid for that full Westworld experience. * Toggle AI - As previously mentioned disables any actions/animations on the NPC, even freezing them mod motion or fall. Will be re-enabled in a lot of cases by the game. ANIMATIONS Animation support require Voyeur. Mod might work without it though, haven't tried. RECOMMENDED MODS Dave's Poses - Enables Voyeur to play these on the puppets Place anywhere - So you can put baby in the corner or wherever else you want KNOWN ISSUES Crash-to-desktop - Sometimes the game will do this when trying to place a rack. I suspect it might be related to physics bodies that the workshop, not surprisingly, isn't prepared to handle. Quickly placing them, exit and then re-enter the workshop so the NPC is properly placed in the game world before making any other changes seem to avoid this. Menu displays wrong state (off when on or vice versa) - The game lacks functions to check if things are active or not for many functions so the mod makes a guess based on the known state when placing a rack. If this is a problem simply toggle the option between both settings and it should read correct. Can't be assigned in settler mode - The standard menu for static object will override the one for NPC assignments. Very low on the priority to fix since the goal of this mod isn't to add settlement workers. Repeated placement of identically numbered puppets sometimes don't work - Seems editing the filters of allowable items to place in the same workshopmode-session is a bit iffy with current solution. You may have to exit out and select the desired id again. Making sure the function to increment to the next puppet number is only run outside workshop through related events alternatively disabling it altogether (is it more a problem than useful?) could solve this. Weapon display mode blocks animation update - Keep it off until you selected the animation Preview selection not updating properly - Set animation mode to PROXIMITY and stay outside the trigger range while selecting Logo image courtesy of "The Wandering Faun" Submitter LazyGirl Submitted 04/20/2017 Category WIP / Beta Requires Voyeur, Automatron DLC, Contraptions DLC  
  23. This is the development thread for a 'light' port of SexLab to be used in Skyrim Special Edition. For the stable SexLab Framework used for Skyrim Legendary Edition, please go here: http://www.loverslab.com/files/file/150-skyrim-sexlab-sex-animation-framework-v162-updated-jun-3rd-2016/ -------------------------------- SexLab Light SE v 0.1.0 Released : http://www.loverslab.com/files/file/4432-sexlab-light-se/ Installation Guide | Conversion Guide for Modders | MatchMaker Light SE If you experience any problems, I need your Papyrus logs, especially those that cover SexLab Light SE initialization to troubleshoot for you! With Ashal's permission, I'm working on a 'light' port of SexLab to Skyrim SE without relying on SKSE64 and PapyrusUtil. You can click on "Follow This Topic" (top-right corner) to keep up-to-date with SexLab Light SE's development. I have nothing but tremendous respect for the Script Extender team, but I seriously doubt SKSE64 will be here in any foreseeable future. I consider SE's 64-bit stability worth the effort, even if SexLab Light SE turns out to be only a temporary solution. Please be aware that a lot of functionality is simply impossible without SKSE64 and PapyrusUtil, while I'm now in a position to promise you some sort of release, please keep your expectations realistic also: It will take time. Without SKSE64, a lot of SexLab's code will have to be rewritten with vanilla Papyrus, most likely resulting in 10x lines of code. It would be at least a 50% conversion, 50% new mod (or even more on the latter). Also it will take time because my current priority is on FO4's Four-Play. I will try as much as possible to keep SexLab API close to Oldrim - meaning it should be possible for existing SexLab mods that don't rely on SKSE directly to be converted to SSE by their original authors in a matter of hours - but can't guarantee that. However, the SexLab custom events are obviously not available without SKSE64, so there will need to be some workarounds. There will be a large reduction in functionality across the board. Most of the 'nice-to-have' features in SexLab will probably not be there. Animation alignment might not be as good as Oldrim There won't be a proper MCM menu like Oldrim - user customizations will be limited if any at all. Ashal has offered future help to me if I hit any roadblock for this WIP port. However, please avoid confusing this port with the full Sexlab (all SexLab Light SE releases will have 0.x.x version numbers to avoid confusion). We especially want to clarify that Ashal himself is not responsible for supporting this 'SexLab Light SE' port - please refrain from bombarding him with messages asking for status updates and (after the port gets released) trouble-shooting. All questions about SexLab Light SE before and after its release should be directed to myself only for the time being. Ashal still intends to port the full SexLab to SSE, if and when SKSE64 gets released with all the stuffs he needs. Status Updates: 29 Aug: Implemented a replacement for the hook system - pretty much a like-for-like replacement, I'm quite sure most modders will be happy to use/ convert to use it, conversion will be like a 10-min effort. There's no point waiting till the weekend anymore. I'll do some final testing, package everything and I'll release SexLab Light SE 0.1.0 in a few hours! 29 Aug: Tested successfully that a few more SexLab Oldrim mods will work right away with SexLab Light SE without conversion: http://www.loverslab.com/topic/83020-sexlab-light-se-wip-discussion/?p=1993917 28 Aug: I'm delighted to confirm that the Oldrim SexLab versions of both Amorous Adventures and SexLab Solutions will work straight away with SexLab Light SE - no need for any patches, resaving the esp or doing anything special - all you'll need to do this weekend is literally install their Oldrim versions in SSE along with SexLab Light SE - and voila. Seems like my effort to keep SexLab API intact isn't for nothing. 28 Aug: Implemented a small but functional MCM (only 11 most important customization options for now) and In-Scene Controls system, a latter being another pleasant surprise (control menu brought up using a Favorite hotkey of your choice) . Also eliminated any previous (even harmless) errors and warnings in Papyrus logs that have been seen in my set 25 Aug: Done adding all the animations (i.e. translating their SLAL json's into Papyrus) for SexLab Light SE 0.1.0 as its default animations. Ignore the previous number given (I did a find for the phrase "function" which doubles the count due to EndFunction) - the final total number of default animations for 0.1.0 is 803 animations (467 human, 336 creature), each with their numerous stages of course. Still plenty I think 24 Aug: All of Leito's SLAL animations are now in. 4 json's translated into Papyrus - 20 to go ... By the end of this, my keyboard will probably have learned how to 'Ctrl + C' and 'Ctrl + V' by itself ... 23 Aug: As I pretty much now have all the core functionality working, the plan for the next couple of days is to add all the animations I got permission for to the SexLab default animations (tedious copy-and-paste mostly), replace the hook system, then make a MCM menu without SkyUI, then finally clean up everything and do extra testing, ensuring no stack dumps etc. After all that, I can see a SexLab Light SE first beta release coming (v0.1.0):This weekend is probably too much of a rush, but probably next weekend (1 - 3 September). It will come out with a SSE version of MatchMaker too so that people can start testing right away. I may also write up a few documents on how to convert a Oldrim SexLab mod to SSE using SexLab Light SE. 23 Aug: Got animation tagging to work without SKSE64 and PapyrusUtil. A pleasant surprise this, I previously expected this to be potentially impossible. Quite important as a few SexLab mod authors do prefer to pick specific animations using tags so less work for them to convert to SSE. Also good for that "Pre-sex Foreplay" MCM option. 23 Aug: Gotta test 'em all! 22 Aug: The first creature animation ! 22 Aug: Currently doing some testing for Fore for his FNIS Creature Pack for SSE (not on Nexus yet). All positive so far. 22 Aug: Strap-ons now work perfectly. Got voices to work too. As mentioned before, sounds are already working - so pretty much done on the audio functionality of SexLab 22 Aug: Got permissions from Leito86, FunnyBizness, SirNibbles and AnubiSs2167. All their popular SLAL packs will be included in SexLab Light SE by default (SLAL isn't possible due to the lack of json loading). 21 Aug: Concurrent scenes and bed use both work fine now. So do solo and threesome scenes. Cum works. Sounds work (penetration, oral, etc), but voices still need looking into 21 Aug: Got redressing to work perfectly. Fixed the issue with spells not being unequipped from the actors' hands, as seen in the previous set of screenshots. 19 Aug: The first ever multi-stage correctly-aligned animation! There are obviously still issues with the spell still being equipped during sex and no redressing. Thanks Ashal for giving the math formulas that he used for the offset coordinates, which fixed the alignment issue yesterday. 19 Aug: While trying to fix the alignment, I somehow ended up getting the multi-stages working instead! The animation timers work perfectly and the animation ends as intended too, re-enabling movement, collision and player control etc, but no redressing yet. 18 Aug: First animation started using 'SexLab SE' ever - horrendously misaligned (I know why though, shouldn't be too hard to fix), but getting there ... 18 Aug: Positioning, scaling, stripping, disabling movement and collision, and erection (SOS Light integration) all works fine now. Managed to get it to reach this familiar-looking stage of your typical SexLab scene, just before the actors start animating. The animation database is populated with the default animations, which are grabbed correctly by the API (using the GetAnimationByDefault() method at least), but can't quite get the animations to play yet. Time to hit up Fore I guess . As mentioned before, as soon as I can get the animations to play - SexLab SE can be considered a WIP as far as I'm concerned. 16 Aug: Just converted most of the animations made for Oldrim into SSE hkx format. As we won't have JSON support for a SLAL-like solution, the idea (subject to obtaining all the animators' permissions and to SexLab SE actually going ahead) is to include the default Oldrim SexLab animations, More Nasty Critters animations and the most popular SLAL packs (Leito's, FunnyBiz's, Nibbles', etc) all as the default animations for SexLab SE. 15 Aug: Triggered a sex scene with MatchMaker, got the actors to strip, move to the wherever the sex takes place, zoom out into third person and send the correct races, genders and number of actors to the SexLab's 'animation search engine'. That animation database is of course empty right now (it's heavily reliant upon PapyrusUtil's list and array stuffs and the added Utility functions from SKSE) so nothing happens after that as expected, so on to finding the most appropriate alternative to populating the animation database. Should be easy enough for tomorrow. According to CPU, might even be do-able without FNIS just like FO4. 15 Aug: Wrote a few utility functions to mimic Ashal's PapyrusUtil work with arrays and a function that converts decimal to hex. My math teacher would be proud of me. Quite important as SexLab relies on EditorIDs for races etc, which are hex, but Papyrus (without the help of SKSE and PapyrusUtil) only gives us GetFormID which returns decimal. 14 Aug: Got the SexLab system to initialize and install itself successfully on Skyrim SE without throwing any errors 14 Aug : I decided that a "Repeal and Replace" approach to this is probably the most efficient method and have commented out all SKSE and PapyrusUtil functions from SexLab, allowing all the SexLab scripts to be recompiled without those, which is a start. So far, based on what I commented out, I think the important ones should be replaceable - so I'll say the possibility of SexLab SE just went up. Now onto replacing them ... Frequently Asked Questions Q: Wait, aren't you also working on Four-Play Framework for Fallout 4, vinfamy? Does this mean Four-Play get delayed? A: Absolutely not. Four-Play is my priority and my experience with SexLab Light SE would actually help with Four-Play development. Read this for a more detailed explanation. Q: What's the difference between this and FlowerGirls ? A: This is more of a framework. My main purpose for this SexLab Light SE port is to hopefully allow authors of Oldrim SexLab mods (think Defeat, SD+, etc) to also make similar light ports to SSE. I want to replace the SKSE and PapyrusUtil element of SexLab, while keeping the structure and API of the framework as intact as possible. Also, this port won't try to be 'Nexus-friendly' in any way: all sort of kinks on LoversLab (aggressive, bestiality) will be supported as much as the lack of SKSE64 and PapyrusUtil allows. Q: Insert SKSE64 speculation here A: Please avoid speculating and making conspiracy theories about SKSE64, out of respect for what the Script Extender team has done for the community in the past. The last official update from them is "We are creating SKSE64 for the new 64-bit Special Edition. We appreciate your patience while work continues. Currently we don't have a estimated time frame for a beta release of SKSE64. " (3 April 2017). In any case, SexLab Light SE without relying on SKSE64 should serve its purpose as a temporary solution for how ever long the wait for SKSE64 is. As I pretty much now have all the core functionality working, the plan for the next couple of days is to add all the animations I got permission for to the SexLab default animations (tedious copy-and-paste mostly), replace the hook system, then make a MCM menu without SkyUI, then finally clean up everything and do extra testing, ensuring no stack dumps etc. After all that, I can see a SexLab Light SE first beta release coming (v0.1.0):This weekend is probably too much of a rush, but probably next weekend (1 - 3 September). It will come out with a SSE version of MatchMaker too so that people can start testing right away. I may also write up a few documents on how to convert a Oldrim SexLab mod to SSE using SexLab Light SE.
  24. Farelle Animations for AAF - Foot(ball) Lovers Update - Alpha View File JULY 14 2018 UPDATE 0.1.2 : Foot(ball) Lovers Update Disclaimer : This animation package is a Work in Progress (WIP). You may encounter bugs and other issues with these animations. This file will be updated frequently so do not hesitate to follow it to stay up to date ! I do not condone having fun with bestiality or other things in real life, this is PURELY FICTIONAL, remember it when playing the game please. DESCRIPTION This is my Work in Progress animation package for the Advanced Animation Framework created by Dagobaking. Thanks to the awesome rigs from Leito, I started creating some animations for the Fallout universe. The main goal of this package is to create missing animations and animations that are asked by the community. Each updates of this animation package will focus on one animation story. An animation story represent one big animation with multiple animations in it. For example : Teasing, Handjob, Blowjob, etc... I have already alot of ideas for the next updates but do not hesitate to give realistic ideas that can fit into this package. I want it to be close to a lore friendly animation pack so do not ask for some wildly things. ANIMATION LIST INITIAL RELEASE (Testing purposes, but decided to keep it in the package) - JULY 8 2018 Forced Blowjob Stage 1 Forced Blowjob Stage 2 LUSTY SUPERMUTANTS (Alpha 0.1.0) - JULY 8 2018 Supermutants Threesome Teasing with Female Supermutants Threesome Handjob with Female Supermutants Threesome Blowjob with Female Supermutants Threesome Gangbang with Female FOOT(BALL) LOVERS (Alpha 0.1.2) - JULY 14 2018 Female Feetjob with Male REQUIREMENTS F4SE - Last version AAF - Last version INSTALLATION MOD ORGANIZER : Simply import the ZIP file like you would do with any other mod, do not forget to activate the esp in the right window. NEXUS MOD MANAGER : I don't use the NMM anymore so I didn't create this package to be used with it. You can try, but you might face issues. If you do, extract the ZIP file content into your DATA folder in the Fallout 4 game directory. BUGS - NO SOUND ! Well this is not really a bug but this will come in later updates, maybe. - Alignments are off sometimes. I can't do alot about that since it can be related to the terrain where the animation is playing. - Mouths doesn't work, limited by the rigs, can't do anything about that at the moment. - Other bugs, tell me in the comment section what you are facing. Remember that AAF error messages are not related to my animations. CREDITS Dagobaking - Advanced Animation Framework, advice, tips and alot more, thanks again ! Leito - Awesome ready to use rigs. CG! - Advice and tips Polistiro - Alpha testing, tips and advice ShadeAnimator - Documentation to create animations for Fallout 4 Loverslab users - Without you, nobody would create anything for the game Besthesda - Cool game guys Everyone that i forgot to mention in this credits section. PERMISSIONS This mod is a Loverslab only mod. I don't want this mod to be uploaded anywhere else, and precisely not on Nexus or Bethesda.com You are not allowed to include this animation package in any commercial or donation taking projects. You cannot use this package to make money of it. You are allowed to use this animation package without modifying its content. HAVE FUN ! Submitter Farelle Submitted 07/08/2018 Category Animation Requires AAF, F4SE  
  25. View File DISCLAIMER This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road. TLDR: Skyrim version of the Fallout 4 mod with the same name NON-TLDR: The goal of this mod is simple - allow the player more options in their encounters with NPCs. If you ever been disappointing in yet another quest culminating in a simple kill-or-be-killed situation, felt unsatisfied with the fate of a NPC or maybe wished they had a more prominent one in your gameplay this is the mod for you! Some examples: Assassin and tired of having to kill people you're not getting paid for? Avoid combat entirely by sneaking and restraining NPCs on your way to your target! Thief and problem with patrolling guards keeping an eye on "your" valuables? Tie them up with a blindfold so you can work in peace. Finished the quest by killing the boss but though the punishment was too harsh? Resurrect them and give them a jailcell as new "home" Want to be a bandit chief? Beat other bandits in battle and recruit them to your gang Dissatisfied with the limited home owner options in Skyrim? Take ownership of any location as your own! Want to live wild and free with the forsworn? Best the camp in battle and make them recognise you as an ally with the abduction feature! A necromancers life for you? Find a nice damp cave and obtain wandering travellers for your experiments with the bag feature! Found growing more interested in a merchant than their wares? Marry them and bring them on your trips! Want to reunite that workholic mother and her daughter? Have mom come and live with her with the set home feature! And so on, the options are generally available for all NPCs and can be combined allowing for many possible scenarios. HOW DOES IT WORK? Install the mod, the necessary perk and control spell should be automatically added to your character. Next you need to find (or "make" ahem ) a NPC eligible to put in a restrained state. There are three different categories of "candidates" * NPCs sleeping or knocked out * NPCs in bleedout or the optional knockdown state (see below) * NPCs unaware of a sneaking players presence By activating them the option to "Restrain" them will be displayed which upon selection will put them in the bound animation and the following options * Restrain - Normal use * CloneKill - Makes a copy and kills the original if possible. Try this if the NPC is having their behaviour controlled by quests or scripts causing problems if abducted normally * CloneCopy - Makes a copy and keeps the original untouched. Use this to abduct vital NPCs without breaking them. May still cause problems since some data is still shared between the versions so make this decision based on the assumption the original will break. Activating them again will offer some more options * Abduct - strips factions, hostility etc and makes them friendly towards player * Bag - puts the NPC in a bag so you can transport them elsewhere. * Release - Frees the NPC which will attack you. Sheathing your weapon may stop combat. Another option is simply leaving them, the restraints will be removed once the target is unloaded. * Strip - Unequips all items * Inventory - Shows targets inventory * KIll - As it says There are also some extra options available through the Abduction spell Bag/Summon Menu * Unbag - Releases all NPCs in the bag at your current location * Unbag-Abduct - Same as above but also automatically abducts everyone * Summon All - Summons all NPCs, both bagged and abducted to you * Summon All Restr - Summons all NPCs, both bagged and abducted to you in a restrained state * Re-abduct All - Re-applies the abduction stuff to all registered NPC in case the game did a reset or despawn on them Capturing Menu -> Restrain Options * Restrain hood - Equips a hood over restrained victims which is removed once they're released or abducted. Uses default game asset, purely cosmetic. * Quick-Restrain - Skips the verification popup and immediately restrains the NPC in normal mode * Trigger hostility - When active restraining and abduction counts as a criminal action that will prompt the NPCs nearby allies to attack Capturing Menu -> Abduction Options * Auto-Reabduct - Re-applies the edits on game load to all abducted automatically on game load (only use when needed) * FactionQuery - Pops up a window when abductin where you can decide to keep the NPCs factions or not. Keeping them *may* keep custom dialogue and functions. This is handy if you want to make a merchant your friend keep their services, not so handy if you use it on a bandit so they're seen as enemies by every friendly NPC * AutoOutfit - Will automatically applied the currently active outfit on abduction. More about outfits below * Adoptions - This will add the necessary faction for adoption options to child NPCs missing it. Capturing Menu -> Knockdown Options * Enable knockdowns - Puts NPCs in bleedout mode when the health limits are met, player HP is MORE THAN value and enemy is LESS THAN value. Triggers on physical melee or ranged attacks. It's recommended to keep this on since the default bleedout is between 0-10% and very easy to overshoot killing the NPC instead. Capturing Menu - Regarding the "Target" option You can toggle if you want the mod to work on only humans (default) or any NPC. This feature is in testing and not recommended to use. Outfit Menu * Enable Outfit Edit - Makes Abduction register any wearable item you equip or unequip. Easiest way to set an outfit up is to put on the stuff you want to wear, activate this option and then simply unequip/requip the items. After that disable the edit mode to "lock in" the outfit. * Apply Outfit to All - As it says * OnLoadRequip - Applies every NPCs outfit whenever you load the game. Is normally not needed as long as you've applied the outfit once. Recommended to keep off since it takes a few seconds to check every registered NPC. You can have five different outfits. Applying an empty outfit is a quick way to strip one or all NPCs Home Menu * Take ownership - Will turn the current cell ownership including all items and containers over to the player. WARNING - owning things/places you shouldn't may interfere with quests/npcs/whatever assuming you're not. This will NOT disable respawning (if enabled) so stored items may vanish and enemies re-appear. * Set as home, sleeping or work area - Does as it says for all abducted NPCs. Requires My Home is Your Home The tool menu accessible by sneaking and activating an abducted NPC offers the following * Restrain - Puts the NPC in tied up position again * Release - Removes the NPC from Abduction entirely, useful if you want to manage them with other mods and avoid the summon, re-abduct and other functions to mess them up. Don't worry their factions, allegiances, aggression settings and so on will remain. * Resurrect - Resurrects and puts the NPC in restrained state. Useful if they're accidentally killed or dead already when found. Won't work on NPCs set to start out as dead, they're dead-dead Jim let it go. * Kill - as it says * Vendorize - Turns the NPC into a merchant. Uses the same merchant chests as spouses setting up shops in Whiterun do. Note that it takes a few seconds for the dialogue to activate on the first activation and even longer when you change from one merchant type to another. Waiting a few ingame hours and/or travelling elsewhere and back may speed up the process. * Outfit - Brings up the outfit menu so you can apply one RECOMMENDED MODS FOR FULL FUNCTIONALITY Amazing Follower Tweaks SSE - Allows you to recruit more than one NPC at a time as well as making them much more useful and tweakable My Home is Your Home - Makes it possible to give the NPCs a home as well as designate them areas to work/guard/sleep in Relationship Dialogue Overhaul - Greatly extends the voiced dialogue for a multitude of NPC voices Animated Prostitution and/or Flower Girls SE - If you want sexy time options Public Executions - If you want to bring criminals to justice. Or innocents to injustice if that's your thing I'm not judging. Hearth Craft and/or Placeable Statics - Allows placement of various furniture, workbenches and other items. Useful to turn locations into comfy/functional homes for your abducted. KNOWN ISSUES General note: Re-abduction now skips stripping allegiances from NPCs in the CurrentFollowerFaction to prevent active companions from breaking but if you use any mods handling followers applying different/more factions for their functionality this protection won't work and they'll likely still break. If you abduct a NPC you intend BFF up it's recommended to remove them from this mod once abducted/pacified and only put them in the follower mod system once that's done. * Some abducted NPCs won't fight - Non-aggressive NPCs often lack a combat style which means they have no idea how to fight and will run away instead. Use AFT to assign one manually and the should work fine. * Abducting NPCs can break them - Just assume it will and don't use this on anyone important * NPCs may vanish, change gender/gear or act odd/hostile - This mod does not remove any attached quests/scripts/packages/etc from NPCs that control their behavior. Catching these problematic NPCs with the clone options *may* help. * Wrong amount of NPCs displayed or some missing - The registry for bagged and abducted NPCs is very simple so NPCs suffering the problems from the previous point may throw a wrench in it * Some NPCs won't be possible to recruit at all - If they lack the vanilla voice support for the necessary dialogue it won't show * Mod is not tested with Oldrim - While it actually works it's unsupported. * Bagged NPCs still talk and show the dialogue option in their spot - To prevent the NPC being unloaded by moving them to a storage cell and risk having them reset or disabled they're instead made "invisible" by having their scale set to 0.01. This will keep them persistent at least for as long as the player is in the same cell. * Abducted NPCs may turn hostile towards former allies - Many groups are set to be friendly to only specific factions and hostile to everyone else including those with no factions at all. Provided they're allied with the player recruiting the NPC will stop this but in some cases combat will prevent the recruitment dialogue. In these cases use the bag option to move the restrained actor somewhere safe where you can abduct/recruit them without interruptions. * Unbagged actors may briefly or permanently be freed - If you use a lot of HD skins, armors, script intensive items or have a slow rig dumping a bunch of NPCs near instantly at you will make the game work hard to load everything causing lag/glitches in the script checking hostility. * Can't marry certain NPCs - The mod only adds the PotentialMarriageFaction nothing else. If the NPC misses the dialogue for marriage or you fail to have fulfilled the pre-quisities this option will not be availible. You may "marry anyone" mods for it to work or issue the command "setrelationshiprank player X" where X is the required level for them to like you enough. * Some options missing for child NPCs - This is intended and will not be changed. If inappropriate actions still show up you have a mod that's changed that individual or NPC type to be read as adult for whatever reason. * Custom dialogue not showing up - In some cases you need to save and reload once for them to work * Certain Win 10 setups will block the mod from working - Unknown why, possibly related to built in or added security software. Submitter LazyGirl Submitted 05/06/2017 Category Adult Mods Requires Common sense, ver GrownUp or later Regular Edition Compatible  
×