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  1. Real-Time Body Physics View File Real-Time Body Physics is a highly experimental mod for the Sims 4 that attempts to add real-time body physics to sims. Currently, only the breasts and butt are targeted, but other parts could be added in the future. The mod works via a fake DirectX 9 DLL that behaves just like the real deal, but injects a little extra code into the rendering loop (See: https://en.wikipedia.org/wiki/Hooking). The source code is included for those that want to see how it works. Please read the included "README.html" file before using this mod. It explains how to install, configure, and control the mod in-game. Note for those with an Intel GPU: You'll need to tweak a Sims 4 configuration file for RTBP to work. Go to your game installation directory + "/Game/Bin/" (the same place you put "d3d9.dll"), and open the file "GraphicsRules.sgr". Find the line that says "setProp $ConfigGroup EnableSoftwareSkinning true" (for me it was on line 117) and replace the part that says "true" to "false". This will enable hardware skinning for Intel hardware and allow RTBP to work. RTBP 2020-08-12.webm Butt Physics.webm RTBP 2020-08-12.webm Bonus: If you'd like, you can try out the super duper, highly experimental, RTBP GUI tool that allows you to Alt+Tab out of the game and change settings on the fly via the RTBP Command Server using a user friendly GUI interface: The RTBP GUI Tool is a work in progress and more features will be added soon. Beware that you can send values to RTBP that might break it and cause body parts to disappear. RTBP GUI Preview Breasts.webm RTBP GUI Preview Ass.webm RTBP GUI Preview Breasts.webm RTBP Commander v0.2 2021-09-15.zip Bonus 2: Having a bit of trouble installing RTBP? Try out the RTBP installer. Just select the RTBP zip file you'd like to install, your Sims 4 installation directory, and your Sims 4 mods directory. The RTBP Installer will attempt to automatically detect these paths, so if you're unsure, I recommend going with the default values. RTBP Installer v0.2 2021-08-31.zip Submitter CPVC Submitted 09/01/2020 Category Extensions Requires The Sims 4 (64 bit)  
  2. Hey, I've been working on decoding the file formats and such for SAO:HR (PC Deluxe Edition). I wanted to gauge the interest for an adult mod for this title, just to see if it's worth making a rather polished release or if I should just continue it as a personal project for my own enjoyment. It seems at least a handful are interested so far which is good enough for me. As far as I know, no other mods exist for this game and it's likely due to the difficulty in editing and reinjecting a lot of the files. As a workaround I'm currently repackaging the files uncompressed to help with stability, the downside is the mod file size will be larger than the whole game's installation (The download will be around 55GB at this stage). There's not much I can do about that right now, but I'll see if I can find a more user-friendly way of distributing the mod without the ridiculous size. What I can change at the moment: UI images Character images Backgrounds Scene Images (including 'pillow talk' scenes) All text *NEW* Character textures What I can't change... yet: 3D models Here's a current to-do list I will try to keep up-to-date: DONE Excplicit dating actions (replacing standard 'gaze longingly' and such) Main Menu art Character portraits and affection screen art for: Asuna Silica Explicit 'pillow talk' lead up conversation and art for: Asuna Silica Lisbeth Leafa Yuuki New responses to explicit dating actions for: Asuna TO DO FOR FIRST RELEASE Character portraits and affection screen art for: Lisbeth Leafa Sinon Strea Philia Argo Yuuki Kizmel Rain Alice Explicit 'pillow talk' lead up conversation and art for: Sinon Strea Philia Argo Kizmel Rain Alice 1st 'Pillow talk' scene rewritten to describe sexual talks/acts for: All FUTURE GOALS Complete pillow talk dialogue for the other 4 scenes for each girl Change some of the story events to be more explicit If reimporting models is even possible - New custom modelled base outfits for all girls and remodelled extra outfits to be revealing/semi nude. 1 costume will act as a 'nude' costume You may have noticed I left out Premiere, Tia, Yui and Seven. I can include them if people wish it, I just thought they looked too young (although 3 of those 4 are just AI to be fair). I've also left out male characters as I personally don't sway that way but if people want them included I'd be more than happy on the condition they supply me the materials I need. (PM for more info on that) There will likely be other bits and pieces thrown into the first version too. For example, Silica's conversation about hating tentacle monsters and how they are attracted to her is a bit more revealing about what they like to do Eventually I aim to replace all Pillow Talk dialogue as well as the romantic dating conversations (the ones at night or romantic locations) though they are a lot of work and the order of each line of dialogue they speak isn't in order in the game files meaning I need to screenshot every single line of dialogue they can speak in a specific conversaion, then cross reference it and be careful of any overlapping lines... If anyone is interested in helping, I'd be grateful. Mostly wouldn't mine a hand just with the writing parts since there's so much. Thanks
  3. Slave Girls by hydragorgon SE View File Slave Girls by hydragorgon SE I DID NOT create this mod. It was created by the indomitable @hydragorgon, and all rights and privileges belong to them. I messaged Hydragorgon a while back asking for perms to upload this but they have been M.I.A. since last December, so I took a gamble and decided to go ahead and share. If Hydragorgon comes back and doesn't want this conversion to be posted they have the right to... BURN IT DOWN! All I did was Combine the Main Files and Texture Files, Optimize the textures and meshes for Skyrim Special Edition, and convert the ESPs to Form 44. The following copied from the original LE upload page by hydragorgon: About This 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 SE and SKSE64 at least. Check the pages carefully, please. Sexlab Framework SE Zaz Animations SE _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 If you enjoy my conversion work and would like to toss a coin to my coffee fund, you can visit my Patreon ~ Nomkaz Submitter nomkaz Submitted 06/15/2019 Category Adult Mods Requires SexLab Framework SE, Zaz Animations SE Regular Edition Compatible No  
  4. View File MaryJane's animations for Kinky World and Passion (Updated: 01March2021) ADULT CONTENT 18+ Requires: Oniki's Kinky World OR Passion The new update arrived. (v.1.7) There are 7 new animations for your sims to enjoy! Note - one of the animations uses the phone from the University EP. If you don't have that but want the animation with a phone, edit the XML with s3pe: Change the line: <Accessory Key="phoneSmartPhone" ProductVersion="EP9"> To: <Accessory Key="PhoneCell"> View full animation list and get required objects: How to install: Want to make animations? Head over to my rigs. Check out my poledance animations in Kinky World or Passion by interacting with the dancepole! Note: in KW, you need to level up the hidden dancing skill by practicing. Submitter MaryJane Submitted 02/16/2017 Category The Sims 3 Requires Oniki's Kinky World or Passion
  5. View File Rimnosis - NSFW Rimnosis: A Rimworld Hypnosis Mod Rimworld always seemed to lack the ability to change pawn's feelings towards events or actions. So I decided to try and fix that, along with some weapons and armor that may also help. This is the NSFW variant of Rimnosis, the SFW variant is on the workshop at: https://steamcommunity.com/sharedfiles/filedetails/?id=2323415457 >>NOTICE: CURRENTLY WIP<< Aphrodisiac gas, weapons, and buildings are currently implemented >>REQUIRED MODS<< Since people keep bugging me about issues relating to the mods I used to make Rimnosis, I'm just going to list them. If you don't have these, then its probably not my mod's fault. https://steamcommunity.com/sharedfiles/filedetails/?id=2012627964 https://steamcommunity.com/sharedfiles/filedetails/?id=2062943477 https://gitgud.io/Ed86/rjw If you need any help, I'm very active on the RJW discord Credits: WolfoftheWest - XML Code and Idea Magenta_Ivy, VFE-P Team, Gas Traps and Shells Team, and Core for various textures a flock of birds, VFE-P Team, and Gas Traps and Shells Team for various C# code https://github.com/WolfoftheWest/Rimnosis Submitter WolfoftheWest1 Submitted 12/24/2020 Category Rimworld  
  6. Version 826

    323,857 downloads

    _-_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
  7. Version 1

    7,624 downloads

    Rimnosis: A Rimworld Hypnosis Mod Rimworld always seemed to lack the ability to change pawn's feelings towards events or actions. So I decided to try and fix that, along with some weapons and armor that may also help. This is the NSFW variant of Rimnosis, the SFW variant is on the workshop at: https://steamcommunity.com/sharedfiles/filedetails/?id=2323415457 >>NOTICE: CURRENTLY WIP<< Aphrodisiac gas, weapons, and buildings are currently implemented >>REQUIRED MODS<< Since people keep bugging me about issues relating to the mods I used to make Rimnosis, I'm just going to list them. If you don't have these, then its probably not my mod's fault. https://steamcommunity.com/sharedfiles/filedetails/?id=2012627964 https://steamcommunity.com/sharedfiles/filedetails/?id=2062943477 https://gitgud.io/Ed86/rjw If you need any help, I'm very active on the RJW discord Credits: WolfoftheWest - XML Code and Idea Magenta_Ivy, VFE-P Team, Gas Traps and Shells Team, and Core for various textures a flock of birds, VFE-P Team, and Gas Traps and Shells Team for various C# code https://github.com/WolfoftheWest/Rimnosis
  8. Void Divers: Vortex Overview: The story starts with Mark, our main character, pondering about a silly mistake he just made. Mark is just returning home from studying abroad; he spent almost four years far away. While he was far away, Mark kept in contact with his best friend, Alma; she is his childhood friend and probably much more. But now, a silly mistake threatens to keep them apart; Mark must find a way to sort things out. Mark and Alma can spend time together inside a Virtual Reality (VR) game called "The Void." The Void is a game that promises an immersive Massively Multiplayer Online (MMO) Role Playing Game (RPG) experience, but something feels off about it... Help our heroes make it through the storm and help them prepare for the monstrous typhoon brewing on the horizon. Game description: Void Divers: Vortex (VD:V) will be an interactive visual novel that will attempt to emulate a VR MMO RPG; we will see events unfold in the VR game and in the heroes' real world. VD:V is based on my first manga/comic but there are many changes around; even if you read my manga/comic you will find many new things in the game. Mark and Alma are best friends, next door neighbors, and partners in crime; the game is a -sort of- prequel spinoff to my manga/comic. Get the demo here: Patreon Itch.io For more info visit my: Itch.io Patreon Game art: Planned content: Sandbox game-play. RPG combat. Repeatable quests. Crafting. Upgrading. Enchanting. Summoning. Planned lewd content: Oral sex. Vaginal sex. Anal sex. Deepthroat. Oral creampie. Creampie. Breast sex. Handjob. Group sex. Role-play sex.
  9. Jarl Balgruuf kicked back in his throne and opened a bottle of mead. He had finally found a solution to the tax revenue loss due to the hardships that had plagued his city recently. And such an easy fix! The answer had been running around his city, drawing the eyes of his citizens in temptation for weeks now. All he had had to do was write one official decree and Whiterun had a new main attraction... ...the Dragonborn... ...the new Public Whore. The File is Up! You probably want to go here instead: Public Whore Summary The premise of this mod is as posted here: https://www.loverslab.com/topic/114261-public-whore/ The core notion is that the player character ends up brought before the court against her will, and declared the public whore of a city. She is then the public property of that city, and can be used by the citizens in exchange for money that goes to the Jarl. This isn't particularly story driven - right now it's more of another "system" that adds to the gameplay loop, though I wish to expand it's quest content with time. Requirements Hard Dependencies (mod will break without these): SKSE Sexlab ZaZ Animation Pack v8.0+ (post in the thread if you want a version without ZaZ dependency) Soft Dependencies (mod works perfectly fine without them, but was designed to have them): Devious Devices SlaveTats Sexlab Aroused Sexlab Sexual Fame Recommended (no interaction I just like having them with this): Spectator Crowds Populated Cities Towns Villages How to Start Introduction Quests (Whiterun and Solitude): asking Balgruuf/Vignar if they have any work for you will begin Whiterun's quest, and speaking to Vedia Belenus in the Winking Skeever will start Solitude's quest. Fame: acquire enough SLSF fame, or use the mod's somewhat less advanced built-in sexual fame system, and you'll eventually be declared public whore by virtue of your depravity. Alternatively, do enough heroic things and your forced prostitution will be an irresistible money-grab for the Jarls. By asking to start: speak to any one of the new Thanes positioned near the Jarls, and you can volunteer yourself easily. <More detailed instructions or user manual coming soon> Possible Future Soft Dependencies (I may add these eventually but it currently isn't on my to-do list) Sanguine's Debauchery+: as a possible way to handle enforced mode mechanics City Bondage: as a method of implementing restraints in the city Devious Mindbreak: where a high enough corruption will cause the PC to love the job
  10. Amazons of Skyrim View File === DISCLAIMER === If you not a fan of female muscles, or you just find muscle women is disgusting - just leave this place right now. Author is not responsible for injuring your sense of beauty. This mod adds five playable races (only female versions), as well as special abilities and equipment for them. Contains custom animation pack (work with FNIS) and MCM for more detailed configuration. === RACES === Amazon Warrior The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon warriors have unmatched physical strength. Their attacks do extra damage and they can fight for days without rest. Even novice Amazon warriors can hold their own against the most experienced fighters of other races. Amazon Warlord The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon warriors have unmatched physical strength. Their attacks do extra damage and they can fight for days without rest. Warlords are experienced Amazon warriors. One Warlord is more than a match for an entire Imperial centuria. Amazon Adept The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon mages channel magic through their musculature to greatly increase the power of all spells. Their muscles continually generate vast amounts of magicka. The raw magic power of even young Amazon Adepts exceeds that of most mages of other races. Amazon Warlock The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon mages channel magic through their musculature to greatly increase the power of all spells. Their muscles continually generate vast amounts of magicka. A Warlock's mastery of Amazonian muscle-based magic grants her peerless magical power. Amazon Matriarch The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. The Matriarchs are the rulers of the Amazons. The limits of a Matriarch's martial and magical abilities are unknown. === ABILITIES === === SPELLS === == MOD ARCHIVE CONTENT == Two body variants: body with un-removable underwear and complicatedly nude body. Five different skin textures with different types of veins. Six different skeleton variants: XS, S, M, L, XL, XXL, XXXL. Seven different variants of normal maps for different muscle relief. Two plugins variants: 1) Common .esp plugin. 2) Pseudo-esm plugin (.esp plugin with .esm flag). Will load first in your load order. Extra data: ECE data for Enhanced Character Edit users. RaceMenu character presets for RaceMenu users. BodySlide data for making conversions (for experienced users). FNIS PCEA animation pack. If you have troubles with animations from main mod - use this pack instead. HDT custom preset for breasts and butt jiggles. === ARMOR ARCHIVE CONTENT === 60+ sets of premade armors, vanilla remakes and others. Most of them goes in two variants - full and cut. New weapons. === REQUIREMENTS === Skyrim Dragonborn DLC Dawnguard DLC RaceCompatibility for Skyrim and Dawnguard XPMSE HDT Physics Extension FNIS FNIS_PCEA2 for alternative animation pack. NetImmerse Override (standalone or as part of Racemenu) for armors high heels. SkyUI for MCM-Menu. ===RECOMMENDATIONS === Better Jumping - if you want to use really high jumps (300+ points). Skyrim - Enhanced Camera - SKSE-plugin for better first person experience. === INSTALLATION === Use any mod manager you want and run install. Choose any options you want. If you are ECE user - don't forget ECE-part of the mod! After finishing install don't forget to run FNIS! In the character creation menu set character gender to female before switching to Amazon races (or may occur bug with not-working passive abilities). If you are ECE user - in the 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. Only after this you can tweak your character's face! Don't forget to use MCM for further customization. === BUGS AND LIMITATIONS === Because of modified skeleton you can expect clipping or other weird things in some poses or animations. Because of custom body, this race can't normally wear vanilla armors. May appear some strange bugs in beast form or vampire lord form, especially for ECE users. 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. Some animation mods may overwrite animations from my pack or set it to "vanilla" state. If this happens - use PCEA variant instead. If you use mods, that changes basic jump height, leave Jump option disabled in MCM. If you use mods, that changes attack and move speed - leave this options disabled in MCM. === 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 crossfire1616 - for invaluable help in testing and screenshots kinghulk - for help in testing and screenshots Donegan - for help in testing and screenshots shidoni, resist112, debrarshackelford, RocketNow - for testing and general help bigsmitty2 - for testing and polishing English translation. clanomega2501 - for SSE version of the old True Amazons mod. Animation creators (all of them) - for animations that I used in my pack. All who I forgot to mention here. Old versions of this mod (True Amazons) can be found 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
  11. 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
  12. Overview: You take the role of a teacher who is moving into a new city to start a new life, his daughter is coming along with him, the reasons why they're moving away to start a new life are ambiguous at first, but as the story unfolds you will understand why they have decided to rebuild their lives. If you're looking for a quick fap then you're in the wrong place, this game is a slow burn, you have been warned. F.A.Q. Q. Is your game a remake of "Teacher pets"? A. No, my game is not a remake, prequel, or sequel of "Teacher pets" it is a spin-off set in the same location. Q. Is your game going to have the same characters from the "Teacher pets" game? A. No, all my characters are original; I made them myself. Q. Your game is a spin-off of the game "Teacher pets", is your game following a secondary character's story? A. No, the spin-off subject is the junior college, the city, the environment, and the settings. The junior college is a girls-only school in my game. Q. What about the lewd content, is your game going to have the same kinds of kinks? A. No, it will not have the same kinks; I will not include drugs, blackmail, or any other form of non-consensual sex. Q. Is your game a harem? Can you follow multiple routes at a time? A. No, my game is not a harem; you can only follow one romance route at a time. Q. Is your game focused on lewd scenes? Many people expect to see tons of pornographic content. A. No, my game is very story-centric; there will be lewd content, but that is not my game's focus. I'm not developing a Nukige. If some people only care about seeing pornographic material, they should just go watch porn. Q. How much lewd content are you going to be adding in each new episode? A. Almost all the dream scenes will have lewd content; not plain porn, but lewd content with a story. Story progress is also going to contain some of it. Q. Your game has a curious character called "Self." who or what is Self? A. Self represents what many people call an inner-voice; is that voice that we hear when we ponder. That voice in our mind when we think really hard about something, Self represents deep-thinking, a conversation with ourselves. In my game, Self represents a collection of inner-voices, the inner-voices of my game's characters. Self also represents an outside viewer when it is in narrator mode. Q. You are releasing new episodes every month; how big are the latest episodes? A. New episodes will range from 70 to 150 new renders, based on scene complexity. The dialogs will be hundreds of lines long. New episodes can range from 60 to 200 MB. Q. Are you planning to change your subscription tiers? A. Yes, I notice my game being shared on pirate sites as soon as I released it for tier two ($5.00) subscribers. I will be making changes to prioritize release time for higher-tier subscribers. Q. What do you think about all the cancel culture people attacking your game on pirate sites? A. I can't care less; I don't follow the herd mentality, and I will not conform or bend to the mob. Q. Some people have problems with the relationships portrayed in your game; some have complained about a teacher dating students. What do you have to say about that? A. All the romance options in my game are consenting adults; they have all the rights to date any consenting adult they want. It sounds more like some people are stuck with high school ideas and policies. Get the demo here: Updated demo version. A few teasers: This is a work in progress, please consider to support my efforts by subscribing in my SubscribeStar.Adult page.
  13. 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  
  14. Overview: The game is about Lee, who travels by plane to a hotel on one of a small distant island, but something unexpected happens, so he'll soon face a vivid adventure and good bunch of survival. An exciting process of taming wild and hot babes, which will open access to a variety of unusual kinks and passionate situations, an island full of mysteries. You will have to develop skills, find contact with wayward girls, complete quests and eventually understand whether there is an opportunity to escape from a desert island! In our game, we decided to replace all texts with emojis. This is an experiment and a serious challenge for us. But it will allow players from all over the world to enjoy the game, regardless of their knowledge of the language. All dialogues, thoughts, tasks in the form of emojis — isn't that fun! Developer: Manka Games - Patreon - Discord - Steam Censored: No Version: 0.10.1 OS: Windows, Linux, Mac, Android Language: English Genre: 3DCG, Male protagonist, Adventure, Point & click, Groping, Voyeurism, Handjob, Vaginal sex, Creampie, Titjob, Monster Girl, Oral Sex, Big Tits Changelog: Download Tame It! for free on our patreon page: https://www.patreon.com/Manka_Games
  15. Gonna document some work on this intriguing mod I have going. The premise is to replace all creatures with Pokemon as I can. I know I'm throwing lore out the window with this one, and yes it will be compatible with SL Creature stuff. I have devised a way to setup new races in CF and I can make animations, too. That means some Pokemon will have adapted sized based on what the original creature I have utilized. Scaling the skeletons gives way for funky motion. So I am gonna try and make specialized SLAL packs for this, though I don't know a way to prevent specific races from using an animation. I also want to make it apparent that I'll be working with DAR in order to improve the creature motion after adapting a rig. This means SLAL might need to have a sparing anim count. Here's what I want to divide the SLAL in, which will come later mostly as I see fit: Straight (Creature on Human) Aggressive (Creature on Human) Creature on Creature (Any pairing) Gay (Creature on Human) Group (Creature on Human) And here's some ideas floating around in my head that haven't been implemented: - Atronachs will be replaced with Regis? Flame Atronach might need to be removed - New elemental abilities for the above at least, if possible - Legendary encounters, may be fixed locations - Female creatures later on - Shiny chances - Replace Paarthurnax with Rayquaza - Replace Durnehviir with Origin Giratina - Replace Arvak with Spectrier Here's what has been done with male meshes: Common Dragon scaled .4x -> Noivern (animation rework in progress) Skeever -> Stunky Rabbit -> Nidoran M (F later) Elk -> Sawsbuck Wolf -> Mightyena Cow -> Tauros Chicken -> Pidgey Gargoyle -> Garchomp Dragon Priest -> Mewtwo Alduin -> Eternatus Wolf scaled 2x -> Zamazenta Here's what I have in need of a rework: Chaurus Hunter scaled 1.45x -> Lunala And screenshots of what I've accomplished thus far ingame, some are nsfw: If you all have any ideas, let me know. I have a mental list of Pokemon I wanna replace certain creatures with, so if you suggest one I may have it planned.
  16. Hello Everyone we are the Magissy team and we want to show you our project Patreon page: https://www.patreon.com/magissy Useful Links: Magissy - Forum Magissy - Discord Free Magissy Public Builds - Itch.io We would like to invite you to become a Patron of the Adult RPG game - Magissy. You will have an opportunity to become a charismatic adventurer which pays attention both to girls and to adventuring. Moreover, you will decide what to do with another defeated witch or a caught thief. The action takes place in a fictional world. And there you will be able to take some exotic or fantasy companions with you. It’s all up to you, so do everything you want in this exciting adult RPG. Take a trip through the Lirn, the flying Island powered by magic. There are lots of islands and each is different from the other including creatures, terrain and so on. Your support will make it possible to implement all of our plans and speed up the development process. We strive to make much high-quality adult content, and also make the game exciting regarding the storyline, quests, battles, characters, etc. We try to make a really cool game, but have miserable resources. Though we have much more freedom about adult content, unlike large studios. Also, as a patron, you can significantly influence the development process by participating in voting etc. You will also help us a lot if you tell your friends about our project and share some screenshots /videos from our game. Some screenshots from our game:
  17. Version 0.4-p2

    44,261 downloads

    Real-Time Body Physics is a highly experimental mod for the Sims 4 that attempts to add real-time body physics to sims. Currently, only the breasts and butt are targeted, but other parts could be added in the future. The mod works via a fake DirectX 9 DLL that behaves just like the real deal, but injects a little extra code into the rendering loop (See: https://en.wikipedia.org/wiki/Hooking). The source code is included for those that want to see how it works. Please read the included "README.html" file before using this mod. It explains how to install, configure, and control the mod in-game. Note for those with an Intel GPU: You'll need to tweak a Sims 4 configuration file for RTBP to work. Go to your game installation directory + "/Game/Bin/" (the same place you put "d3d9.dll"), and open the file "GraphicsRules.sgr". Find the line that says "setProp $ConfigGroup EnableSoftwareSkinning true" (for me it was on line 117) and replace the part that says "true" to "false". This will enable hardware skinning for Intel hardware and allow RTBP to work. RTBP 2020-08-12.webm Butt Physics.webm RTBP 2020-08-12.webm Bonus: If you'd like, you can try out the super duper, highly experimental, RTBP GUI tool that allows you to Alt+Tab out of the game and change settings on the fly via the RTBP Command Server using a user friendly GUI interface: The RTBP GUI Tool is a work in progress and more features will be added soon. Beware that you can send values to RTBP that might break it and cause body parts to disappear. RTBP GUI Preview Breasts.webm RTBP GUI Preview Ass.webm RTBP GUI Preview Breasts.webm RTBP Commander v0.2 2021-09-15.zip Bonus 2: Having a bit of trouble installing RTBP? Try out the RTBP installer. Just select the RTBP zip file you'd like to install, your Sims 4 installation directory, and your Sims 4 mods directory. The RTBP Installer will attempt to automatically detect these paths, so if you're unsure, I recommend going with the default values. RTBP Installer v0.2 2021-08-31.zip
  18. About the game: House of Maids is a high-quality visual novel game. It tells a story about a young glamor photographer who appears on an isolated island for a photo shoot with a smoking hot model but instead discovers a secret private mansion inhabited by amazing maids and other kinky servants. And that's how an exciting player's adventure begins! You may look for a quick way off the island or get acquainted with its sexy inhabitants and dive into an amazing story - the choice is always yours! Gameplay features - visual novel story progression - high-quality animated game characters - branching dialogues - unlockable CG artworks; - secret scenes; - mini-games - multiple choices; - multiple endings Sexual content: anal /classic sex group sex lesbians strapon kinky outfits/fetish gear BDSM ponygirls / petgirls futa voyeurism Support the game on the Patreon page and get exclusive content: latest PC/Mac versions of the game; character sketches; character pin-ups (high-resolution); sex scenes (high-resolution); secret CG's; participate in voting polls; get your name in the game credits; and more! Download link: House of Maids v0.2.9 >>Follow on Twitter<<
  19. [Dev/Test/Beta] LL FourPlay community F4SE plugin v42 2021 09 13 View File ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 40 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT runtime neutral ; 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 1.10.163 will no longer be supported. ; Written against 0.6.20. 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 v42: 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 42 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_163.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 1.10.138 will no longer be supported. ; Written and tested against F4SE 0.6.21. 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 42.0 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 ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) 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 ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) 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 ; ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) 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 ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) 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 ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) 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 new in v31: compatible with runtime version v1.10.130 new in v32: compatible with runtime version v1.10.138 new in v33: Bug fix for LastCrossHairActor by EgoBalistic. (Possible CTD, so please update) new in v34: Bug fix for SetMinimalMaxArraySize by EgoBalistic new in v35: new MFG morph functions and Scaleform integration by EgoBallistic. ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global new in v37: compatible with runtime version v1.10.162 and both F4SE 0.6.18 and 0.6.19 new in v38: compatible with runtime version v1.10.163 and 0.6.20/0.6.21 new in v39: new functions provided by EgoBallistic: ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global new in v40: ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global compatible with runtime version v1.10.163 and 0.6.20/0.6.21 v40 was not properly packaged (same content as v39). V41 contains the correct compiled files to use. new in v42: ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) 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 1.10.163 and F4SE 0.6.20.  
  20. Hello fellow perverts! So I'm working on revamping FO3 Sexus but I need you guys to help me with ideas as my creativity is not the very best. I'm not really good with scripts if at all so please keep them reasonable. Anything else not big script demanding is cool, unless your willing to make the script yourself for me to implement. My intention with this revamp is to iron out bad deal-breaking bugs/issues, merge essential plugins, remove unfinished broken stuff, re-add cut content if possible, add some new content, separate features to new optional plugins, voice act the NPC (Hentai Kamen), make it a more seamless part (not out of place) of the vanilla game, give it a more serious tone and just make it overall less goofy. What I've done so far: # Merged the perk fix esp changes to the main file. # Made a brand new great vanilla game fitting icon for the sexus perk now renamed "Seeping Necro" with a new description. # Removed the get naked option when pickpocketing sleeping npc's as it served no other purpose that just being an additional cheat to the game allowing you to pickpocket everything with maxed out pickpocket skill. # Removed the resurrect dead npc option. # Made the "How to Sexus" item to a book called Kama Sutra (place holder) with a new unique icon, and cleaned up the menu options with new names and descriptions. #Changed the goofy VATS initiation animation with a animation that looks like you instead knock the victim down to the ground before getting on top of them. # Unfortunately removed the 2 male and 2 female first person VATS sexual assault animations as they caused deformed fingers after the act was over. Tried my best to solve the issue by checking the scripts, reset animations ect. but just wasn't able to. The only thing I can imagine being the root cause of it is the fact that the animations are working simultaneously with your ability to still punch and use your arms freely. Maybe its just those specific animations that weren't made properly..? But I highly doubt it. The good news is that the first person animations when performing the act on a sleeping preys still works fine without any deforming fingers but again its not activated trough VATS and doesn't allow for arms to punch ect. during animation which is why my theory of the root cause is what I just presented. What I further plan to do: # Make the sexual assaults you perform give bad karma the same way the cannibalism function in the game does. Most likely an optional plug-in maybe or vice versa..? # So if you've tried the original mod you might know its based of the goofy asf Japanese movie Hentai Kamen. Which the reason behind all the goofy Kun-Fu styled VATS animation, and the NPC giving/selling you the items being a naked man with underwear on his face named Hentai Kamen. Which means "masked pervert" or "perverted super hero". Anyway... I've solved the goofy animation issue as I mentioned above but I also plan to change his whole look. I'm working on making a Japanese devil (Oni) mask for him to wear to replace the underwear on face, as little tribute to our Japanese brothers overseas that originally made this mod. Not sure yet if ill keep him naked like he is at the moment or get him dressed though. # Give him voice lines! Check the mp3 file below (SexusOniDevil) for a rough little quick recording from my phone (will use a proper mic in the future) to give you a feeling of the new character change. # Remove the test vault. Maybe just maybe isolate it to a separate esp for testing. # Isolate the new additional creatures to a separate esp as an optional file, so the main file is human and non-feral ghoul focused. # Give the guest user Donkey's sexus additional files and changes a look to maybe incorporate some of them or improve on them. # Maybe make the startup items for sexus an item you need to purchase like a book of dark teachings..? # Make Sexus patches for other great fallout 3 mods. What I need ideas and suggestions for: # Lore. # New name for the Hentai Kamen NPC. # Dialog lines. # How to implement the NPC. I was thinking of maybe putting him in a metro tunnel with lots of traps and/or enemies on the way, so once you see him he'll say something along the lines of "So your the chosen one. The one to receive the knowledge of my dark moral teachings". Or maybe have him pop up as a rare encounter. Maybe have him walk the caravan route... idk # A better book idea than the generic Kama Sutra. Something darker preferably, rape is supposed to be morally bad remember? # Ideas for new interesting items for him to sell like erotic books with scrollable pages like this mod https://www.nexusmods.com/fallout3/mods/15235?tab=images # I believe the NPC rewards you with trophy-like books after certain amounts rapes performed called iron, silver and how to gold cock. Id like to change these rewards with something else more useful, interesting or interactive. Any ideas? Also i got to do some more testing to see if its actually the case that he rewards you these items but I've seen claims of it in forums discussions about the mod. Would be perfect really, he'd be like a evil devil rewarding you for bad acts. # Anything else that can help me build upon this mod further or improve it really. That's it really. FYI I'm using Labrat's shared Sexus version as the foundation for the mod. Does anyone know what the Start conversation option does and if it even works? Really need to know so I can work on it further or simply remove it. The description for it says "Select the type of NPC to start the conversation." "Immoral (only Raiders and Slavers}, All, or None" but what type of conversation is it talking about? Tried talking to raiders and slavers with no luck. Doesn't really seem to do anything... Gonna end it here before I end up writing a bible long text that's way too long for anyone to consider reading, which it probably is at this point... Hopefully you guys can help me out a little, it'll be a mod for YOU guys to enjoy in the end after all right? SexusOniDevil.mp3 Voice act style. Oni mask.
  21. Version v42

    89,236 downloads

    ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 40 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT runtime neutral ; 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 1.10.163 will no longer be supported. ; Written against 0.6.20. 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 v42: 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 42 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_163.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 1.10.138 will no longer be supported. ; Written and tested against F4SE 0.6.21. 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 42.0 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 ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) 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 ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) 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 ; ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) 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 ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) 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 ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) 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 new in v31: compatible with runtime version v1.10.130 new in v32: compatible with runtime version v1.10.138 new in v33: Bug fix for LastCrossHairActor by EgoBalistic. (Possible CTD, so please update) new in v34: Bug fix for SetMinimalMaxArraySize by EgoBalistic new in v35: new MFG morph functions and Scaleform integration by EgoBallistic. ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global new in v37: compatible with runtime version v1.10.162 and both F4SE 0.6.18 and 0.6.19 new in v38: compatible with runtime version v1.10.163 and 0.6.20/0.6.21 new in v39: new functions provided by EgoBallistic: ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global new in v40: ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global compatible with runtime version v1.10.163 and 0.6.20/0.6.21 v40 was not properly packaged (same content as v39). V41 contains the correct compiled files to use. new in v42: ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) 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.
  22. Hermione and the Magic of Love Overview: This game is based on the Harry Potter novels, but it is not a game about Harry Potter. This game is about Hermione! About the same Hermione whom we all love so much and who so undeservedly ended up in the second role. We decided to correct this injustice. In our game, the main character is Hermione! In it you will learn about her feelings and experiences, about her fears and secret desires, about what we did not see on the screen, but what we always guessed. Complete the game and Hermione will reveal her secrets to you! Developer: https://www.patreon.com/snowforestgames Development status: WIP Version: Public August 2021 Censored: No OS: Windows, Android Language: English Genre: 2D Game, 3DCG, Female protagonist, Parody, School setting, Exhibitionism, Oral sex, Masturbation, Corruption, Sex toys, Animated, Handjob, Oral sex, Voyeurism, Humiliation Changelog: Screenshots: Download for Windows: https://mega.nz/file/8rpC2JoS#zCthR-kKfxVOQB8z3KdIEBCl0UxaopPYu_lgmfQtwO4 Download for Android: https://mega.nz/file/Bqo1RYwa#gD_vrNciYgf18vVKhMf8MHr332Yadu2fRsgXZD6ZlkE
  23. 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
  24. Chaurus Life View File Chaurus Life (early alpha WIP) (The mod stems from ideas fleshed out in my "Chaurus Studies" blog) This mod aims to make chaurus hives more dynamic, structured, and reactive. To get the most out of this mod, it is expected that the player is spending significant time within the hive, and this probably means they are allied (through faction) or that the PC has been captured. Primary Mod Effect: Dynamic Hierarchy Secondary Mod Effect: Player Interaction with the Hive (not yet implemented) Tertiary Mod Effect: Effects related to Breeding The Chaurus Life Cycle What I want to do with the Mod What I won’t do with the Mod Warning! Early alpha work-in-progress mod! Hard Requirements & Installation Dawnguard DLC Sexlab (1.62) Sexlab Aroused Redux (any current version, tested on Baka's) Creature Framework More Nasty Critters (v12RC9 or later) Once installed, you will need to re-register your Sexlab Animation Registry to get the new race record in. Optional Requirements (needed to get the full functionality) Load Order Race Records changed (potential incompatibility) Race records added Injected Records Mods used in part or in whole Texture Sets added for five additional colors, drawn from (or based on) the following mods Tools used Nifskope, GIMP, Outfit Studio, Creation Kit, TESVEdit, Audacity Additional (non-Skyrim) Materials Used Incompatibilities Known Issues Short-Term To-Do List Long-Term To-Do List (exhaustive and not at all guaranteed to happen) Current Animation Tags Thanks to: Ashal -- none of this would be possible without him, and no amount of thanks is enough CPU -- for his duties here and for assisting me with scripting questions over the years BakaFactory -- for inspiration, constant asset development and a phenomenal work ethic MadMansGun -- for keeping Skyrim's bestiality content as streamlined and functional as this kind of insanity can be Bane Master & Jbezorg -- for Estrus Chaurus and EC+ Erstram -- use of particle effects from Cumshot mod Reesewow -- general discussions and encouragement AnubiSs -- for permission to call on his animations within the mod Billyy -- for permission to call on his animations within the mod Dunkin Donuts -- fuel Submitter Seijin8 Submitted 06/03/2019 Category Other Requires Dawnguard, Sexlab v1.62, Sexlab Aroused Redux, Creature Framework/More Nasty Critters Special Edition Compatible No
  25. I posted an image in the screenshots topic some time ago that included my Molag Bal model and an amor item for Valerica. I'm now considering creating a resource mod to let others re-use the material. I also have a clothing piece for Serana for her "induction" ceremony. It has issues when used with MNC as there is a timing conflict in registration, and it's a matter of luck whether the registry gets reset before or after Molag Bal's details are added. One option is for my model to get adopted. Molag Bal is just a re-shaped gargoyle, with wings removed, torso flattened a bit, and facial horns and penis studs added. Regular gargoyle animations work with him.
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