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  1. A few days ago, I started playing Marvel Cosmic Invasion for the first time, and I've been enjoying it a lot, even though I'm not a huge beat 'em up fan. I also think the roster is really solid, with a great mix of popular characters and lesser-known ones. That made me want to see if the game could be modded, and I ended up making these sprites for Hela, Dark Phoenix, and Boom Boom. Would anyone be interested in seeing a full mod for this game?
  2. Version 2.3.1

    202178 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 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). Please read the included "ReadMe.html" file before using this mod. It explains how to install, configure, and control the mod in-game. RTBP 11 (DirectX 11): RTBP for DirectX 11 is now available. You can expect all functionality from the DirectX 9 version in RTBP11, but the better performance of the Sims 4's newer DirectX 11 renderer. https://streamable.com/0ukdjd Be warned that it is a little buggy compared to the DirectX 9 version, but things should improve with time. DirectX 11 is quite a bit more complicated than DirectX 9, so getting everything working has been more of an ordeal. Most of the bugs are very minor, small visual glitches while everything else appears to be solid as a rock. That being said, don't forget to save often and backup your save games. Hopefully the small visual bugs aren't deal breakers for most of you. If they are, you can eliminate almost all of them by disabling butt physics. If you haven't used the internal GUI yet, try it out in game by pressing F11. The internal GUI will eventually replace the Commander, but for the time being both can be used to tweak RTBP to your liking. To avoid confusion, I'm calling this release RTBP v2.0. That way you'll know that and RTBP release with a version number of 2.0 and above is the DirectX 11 version and anything below is DirectX 9. Known Issues: * For some meshes, one of the butt cheeks looks deflated and sags downward. * Some sims glich out and their geometry shoots out in random directions. * Sims might look a little weird in the portrait images. * Probably more. These issues ought to be fixed in time. Let me know if you have any problems. Please enjoy and have a happy new year. Real-Time Body Physics Experimental Builds Fixing bugs can be difficult, especially when you can't reproduce the error that has befallen so many users. If you're up for it, try out an experimental build in testing and report your findings in the support thread. 2026-07-28: Accidentally left some debug stuff in there. Please try again. RTBP v2.3~8 2026-07-28.zip If you were unable to use RTBP before, but this release works, let me know. RTBP Legacy (DirectX 9, Depreciated): The DirectX 9 version of RTBP has been superseded by the DirectX 11 version and is no longer being developed. Use the DirectX 9 version only if you have to. RTBP v0.4-p8 2024-04-12.zip 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. Note on DirectX 11: A recent update added DirectX 11 support to the Sims 4. RTBP was designed around the original version of the game that uses DirectX 9. For RTBP to function, the D3D9 version of the game needs to be used (D3D11 support is coming). To explicitly launch the D3D9 version of the Sims 4, find your installation directory and execute "...\Game\Bin\TS4_DX9_x64.exe". You can also choose to switch to the D3D9 version of the game in the game options. 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: * Screenshot is out of date. 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 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. Update 2023-11-11: The new versions of the RTBP Commander and Installer have been bundled to save space. Note that this version of the installer is incompatible with older versions of RTBP. Download both of them here: Update 2023-04-01: Origin has been depreciated and replaced with the EA App. The RTBP installer will no longer look for your Sims 4 installation in the Origin game directory. Update 2023-03-24: Added the EA App game installation directory to the list of potential Sims 4 game installation directories. The requisite libraries required for RTBP to function will be individually tested during installation. Update 2022-08-13: The RTBP Installer should now detect when GShade is installed and make the changes necessary for RTBP compatibility. Update 2022-07-26: Improved logging. Update 2021-11-18: The RTBP Installer now has an uninstallation wizard. Bonus 3: Looking for a more bleeding edge version of RTBP? Download the latest preview and/or experimental release here. These releases need to be manually installed, so they're for more advanced users. Documentation and script mods aren't typically included with these: RTBP v0.4-p9-e3 2025-12-11.zip RTBP GUI Tools 2026-03-04.zip
  3. Version 0.0.2

    1247 downloads

    Creampie Overhaul FFoD Cycle Calendar Image Pack (WIP) A simple background image pack, used to decorate each day of the Female Player Character's fertility cycle - in Creampie Overhaul. This image pack is only usable with the test version (0.2.0 and up) of Creampie Overhaul The test version of creampie overhaul is a very exploratory work in progress and only available on the XCL discord. Image Themes It is very likely that this specific pack will be updated once i find better fitting images. My goal is to eventually have all images have a contemplative note (not looking to the camera, essentially lost in thought about their cycle) mixed with feminine visual cues. Work in Progress Rae is still missing 3 images and repeats the current available 4 Scarlit has images that have some awkward cropping and i hope to find better images soon
  4. View File Creampie Overhaul FFoD Cycle Calendar Image Pack Creampie Overhaul FFoD Cycle Calendar Image Pack (WIP) A simple background image pack, used to decorate each day of the Female Player Character's fertility cycle - in Creampie Overhaul. Image Themes It is very likely that this specific pack will be updated once i find better fiting images. My goal is to eventually have all images have contemplative note mixed with feminine visual cues. Work in Progress Rae is still missing images and defaults to a picture of liya Submitter FFoD Submitted 06/23/26 Category Gameplay Changes & Events Requirements XCL 0.24.8 Creampie Overhaul 0.2.3  
  5. Version 1.0.2

    1233 downloads

    I tried my hand on a somewhat nuanced incest system. I wanted to see what can be implemented and I will try to add more things. Right now this mod adds -new familial relationship labels -enabling incest through gameplay for one pair of paras at a time -interactions that let paras form opinions about incest -reaction of other paras to incest depending on different factors -being able to freely edit relationship labels in the character editor -developing onesided crushes on family members (right now only available for the version including teenagers) -chance that becoming romantic partners while having an incestuous crush become "stand-in" (right now only available for the version including teenagers) Note: Since so far I have only been asked for a version that includes teenagers I won't update the version that excludes them for now. If people are interested in that version as well I will pick up support for it. The new lables are grandparent, grandchild, pibling (genderneutral term for uncle/aunt), nibling (genderneutral term for niece/nephew) and cousin. They automatically apply the fitting inverse label to the other para when given (if you give someone grandparent, the other para gets grandchild as well), but i have not implemented any additional automatic connections since I don't know how that would interfere with the way i implemented the incest interactions. There are three new TogetherCard types: "innocent compliment" which is a normal friendly interaction available between family members, a variation that let's one para develop a onesided crush on a family member, and a variation that switches the normal familial label to one that allows romantic interactions (siblings would loose their "sibling" labels and those get replaced with "dearest sibling"). The second variation has a success chance based on a couple different factors. I added three new emotions: being ok with incest, being disgusted by it and having it as a fetish. Those can be gained by interacting with a mirror and they last for about two weeks. They are not exclusive. There is one interaction for each "emotion" plus one that gives you a randomised outcome. If other paras are in the group while two related paras "flirt" they will react to it if they know their family situation. Each "stance on incest" emotion should give a different reaction. Right now it only works for the TogetherCards I added, but I will see if I can add it for already exisitng ones as well. I don't know if there is a function with which I can implement people "noticing" without being in the group already. I don't think it is possible with to add the reaction of others to cards that are not exclusively available to incest couples with how things work at the moment, but I will continue to look into it. If a para that has an incestuous crush enters a romantic relationship there is a one in five chance for it to become a "stand-in" relationship giving a malus on all romantic interactions. If you have suggestions, bug reports or feedback let me know. I am very thankful for any input.
  6. View File [WIP] Incest for Storytelling I tried my hand on a somewhat nuanced incest system. I wanted to see what can be implemented and I will try to add more things. Right now this mod adds -new familial relationship labels -enabling incest through gameplay for one pair of paras at a time -interactions that let paras form opinions about incest -reaction of other paras to incest depending on different factors -being able to freely edit relationship labels in the character editor -developing onesided crushes on family members (right now only available for the version including teenagers) -chance that becoming romantic partners while having an incestuous crush become "stand-in" (right now only available for the version including teenagers) Note: Since so far I have only been asked for a version that includes teenagers I won't update the version that excludes them for now. If people are interested in that version as well I will pick up support for it. The new lables are grandparent, grandchild, pibling (genderneutral term for uncle/aunt), nibling (genderneutral term for niece/nephew) and cousin. They automatically apply the fitting inverse label to the other para when given (if you give someone grandparent, the other para gets grandchild as well), but i have not implemented any additional automatic connections since I don't know how that would interfere with the way i implemented the incest interactions. There are three new TogetherCard types: "innocent compliment" which is a normal friendly interaction available between family members, a variation that let's one para develop a onesided crush on a family member, and a variation that switches the normal familial label to one that allows romantic interactions (siblings would loose their "sibling" labels and those get replaced with "dearest sibling"). The second variation has a success chance based on a couple different factors. I added three new emotions: being ok with incest, being disgusted by it and having it as a fetish. Those can be gained by interacting with a mirror and they last for about two weeks. They are not exclusive. There is one interaction for each "emotion" plus one that gives you a randomised outcome. If other paras are in the group while two related paras "flirt" they will react to it if they know their family situation. Each "stance on incest" emotion should give a different reaction. Right now it only works for the TogetherCards I added, but I will see if I can add it for already exisitng ones as well. I don't know if there is a function with which I can implement people "noticing" without being in the group already. I don't think it is possible with to add the reaction of others to cards that are not exclusively available to incest couples with how things work at the moment, but I will continue to look into it. If a para that has an incestuous crush enters a romantic relationship there is a one in five chance for it to become a "stand-in" relationship giving a malus on all romantic interactions. If you have suggestions, bug reports or feedback let me know. I am very thankful for any input. Thank you for playing. Submitter .______. Submitted 06/06/26 Category Paralives Requirements Install Instructions Unzip the downloaded folder into: C:\[User]\AppData\LocalLow\Paralives\Paralives  
  7. WTF is MOFF? Magnum Opus Fuckmeat Follower Project I have been slowly working for a while (couple years) for personal use, but I have gone some extra mile to make it some-what feasible to be portable and possibly released. female high elf well trained slave meat/follower npc. for hetero male players only. for skyrim LE only (unless i will get donated big time to bother converting it to that shit edition) this is wip presentation, not yet released (wheather it will be ever released and packaged to (semi) standalone depends if i will get motivation to do so, i had to buy extra bandwith just to upload demo videos, check under this text for video previews and more under this post) https://rule34video.com/members/49848/videos/ some vids seem to not display in main section no idea why, here direct links to missing ones (should be 12 vids total); https://rule34video.com/video/3280839/moff-standing-show-off-poses-semi-long-preview-1080p/ https://rule34video.com/video/3280884/moff-squirt-on-split-pose-1080p/ https://rule34video.com/video/3280824/moff-all-fours-dog-mode-kneel-strip-examples-1080p/ https://rule34video.com/video/3280749/moff-all-fours-dog-mode-kneel-reactive-poses-and-squirts-1080p/ https://rule34video.com/video/3280794/moff-activating-dog-mode-and-floor-lick-sample-1080p/ Features (short overwiew); 1-extensive voice integration with hand adjusted and edited/mixed ai generation and other assets. around 5k lines currently, goal at least 9k. 2-large part of responses enhanced with mfg console custom facial expressions 3-extensive animations integration from already existing animation mods. the amount of conglomerate content in terms of cockteasing animations out there is vast but they were never implemented in immersive manner into anything. this fixes this. 4-slavetat integration for visual effects like tears, spit, breast milk, blood changing tats via spell, removing them with acid spell etc... 5-sl aroused integration combined with custom mutiple variables mood system (fear, anger etc) for reactivity, behaviour variety and immersion 6-extensive following and posing ai packages (over 300 ai packages) including crawling modes, poses for whipping, masturbation and others 7-reactive whipping (in different picked whipping poses reactive aniamtions and sound responses will trigger) 8-gore options like partial skin and breast removal also some custom object sequences like mammoth tusk impalement 9-effect animated squirts and breast lactating (al 10-extensive manhandling menu for slapping, spitting in face, punching, insulting and other mandatory things vagina should be subjected to 11-almost fully adjustable responses/attitude with interruptive reactions like posing, dirty talking based on orders and variables like arousal etc 12-others, like some functions working for any female npc with lover flag. QA; -When ready? id like to think im over 60% but it could be around 30% depending how fast i can make those 250+ai packages and implement trigers for over 400 poses via dialouge (plus like 100 whip mode reactions and each needs complex individual script) that for some reason likes to hang up with more than 5 options at same time, thanks todd. that being said packaging it will considerable effort on its own. another aspect is for most functions to work on other setup bunch of bat txt files with console commands has to be reworked for correct ids. console command batch sadly is only way to call content from other plugin and do certain things at all so i use them extensively. its also frankly much easier to make batch call in script then integrate quest call in script inside ck which is ridiculous. important things is that im confident i can do all planned functions altho not sure about their scope (aka some response pools may have only 50 responses instead 80 responses etc) considerable donors would get access to files with my support for installation.*** my estimated time is around 10 months for full core being done and like 2-3 month packaging it/converting to semi standalone. -SE version? no way unless some huge donation like over 0.2 btc -Dependencies? more in detailed description but; sl aroused, slave tat and couple others recommended. also all animations mods this mode utilises (most of them are popular like gs animations) -How big it is/requirements? i plan to include ton of custom made 4k-8k tats and some other texture layers for wounds, guro meshes, clothing etc. it could be over 4 gig compressed, im not sure. is light to run, just bunch of quest and short non perpetual/dialouge short scripts but because it uses mfg and some item equip events game has to run fairly fast to not get too glitchy. it wont hog game down script wise but u should run game at least 30 fps. it reads ton of audio files all the time (unless bitch in silent mode etc) but those shouldnt be problem with ssds. ***Send shekels for mod dev; BTC 1HARHsyRhsdJuZLWUTgj1TMobBC8PnGoe9 1HARHsyRhsdJuZLWUTgj1TMobBC8PnGoe9
  8. Version 1.0

    19 downloads

    Warning ⚠️ This is for emulator only! I'm still working on the console version despite the limited/nonexistent information and tools available. I hope you like it! :]
  9. View File Rayman Origins 3ds - Topless Betilla Warning ⚠️ For now, it's only for emulators! I'm still working on the console version despite the limited/nonexistent information and tools available. I hope you like it! :] Submitter msrio Submitted 06/01/26 Category Other Games Requirements Install Instructions  
  10. Version 0.4

    1281 downloads

    Disclaimer This is a very lightweight (very work-in-progress) mod about reworking the Porn Addict Compulsion to have some actual consequences for highly masculine PCs. Fair warning, it was very heavily vibe-coded. So, if you have any personal qualms about AI-usage... well, no offense, but why the fuck are you playing XCL? Requirements v0.24.8 from the gitgud repo | Playtest v0.24 (I can only guarantee the gitgud repo, at this time. Try earlier versions/ the supporter playtest at your own risk.) Context As someone who finds it difficult to RP a reluctant character, especially when it comes down to a highly masc character getting curious about being turned into a woman and willingly fucked, I wanted to have a way to self-sabotage that didn't break my RP/require major suspension of disbelief. If you're good at the mini-games, good at closing sales and dodging demos, good at dodging getting spiked at the bar/club, don't feel like your character would ever be dumb enough to gamble with Bruce or Dredd to risk taking a Breeder/Insta-Strip (lmao), and you don't have other mods that can force you to transform consistently in a narratively coherent way, you probably find yourself getting stuck in a loop of accidentally succeeding as a full masculine character like I do. I wanted to find a way to help address that problem without needing to force my character to make catastrophically poor decisions that were impossible to justify, or ending up in positions that escalate way too quickly (Secretary mini-game, many of the demos, Purple Alexia, etc.). It dawned on me that the porn videos don't currently have a tolerance system, despite the Porn Addict compulsion providing the framework for one. I was disappointed that X-Change porn (in base game) only serves to further an already ongoing feminization after you've lost a decent chunk of masculinity. Well, I wanted more from the porn given how sexy the clips are. So, this mod makes it so that a Porn Addiction can kick-start the feminization, instead. After all, what better way for someone to get curious about the pill than seeing someone on the pill cumming their brains out, or looking ecstatic while sucking a cock? In the privacy of their own home, while living in a city where anyone they know could swap around at any moment, who wouldn't get a little curious after seeing enough porn of it? What does this mod do? You'll have both RP and meta-game reasons to choose the X-Change porn despite the guaranteed -1 to Masc, even as a highly masculine PC. You want to keep your MAX AP buff, but you don't want to risk the heavier masc loss if you fail to get off to Mainstream porn. You can use an AP to bypass the failure, but it still heavily reduces the arousal reduction. I wanted it to reflect how a porn addiction in real life is a rabbit hole that sucks you down. The more Mainstream porn you watch, the harder it becomes to get off to it. (On an exponential curve increasing with times watched, to the point that even having Male Masturbation at level 10 won't net you more than a 10% chance of succeeding at the dice roll.) The Reflex mini-game also scales with this, but it's unfortunately one of the easiest in the entire game. Ironically, it's actually far more fun because your mandatory 20 seconds will likely be over by the time you've managed to fill the bar, as opposed to how your normally have to constantly stop-and-go with it. Basically, use the dice roll if you want to get the most out of this mod until I find a solution for the reflex mini-game being too easy. If you do manage to pass the check, the more you've watched over your entire run, the less arousal you'll lose (scaling all the way down to only 1 arousal lost based on the amount of porn watched). X-Change porn will get you off harder and can even overcap cum loads, so if you have a mod that raises the max load count, i.e. arousal, it'll work with that. If not, it's just an unnecessarily big number currently to convey the addiction better. If you cross over a certain number of watches, you'll now be at-risk of losing masculinity if you fail to get off to Mainstream porn. (-3 if you fail the check). Obviously, you can force pass the skill check with an AP point, but you still won't clear your arousal. A high masc character (>90) is no longer prevented from watching X-Change porn if they have the Porn Addict compulsion. However, you are guaranteed to lose 1 masc if you use it at all. Replaces and expands the nags and much of the dialogue surrounding porn usage based on your Porn Addict state to indicate your PC's growing desire for more "taboo" X-Change porn. Each X-Change video has 10 unique lines that replace the original "you gain arousal watching this" that would show up when clicking on a video, based on your masc/fem tier, and your current body state. It's a 5-band tier, scaling down from 100 100-80 | 79-60 | 59-40 | 39-20 | 19-0 These are meant to represent the reaction of the PC and their slowly eroding identity, so you'll see their thoughts shift from aroused repulsion, to a submissive acceptance. Basically, it's a spectrum from, "God, why is this so hot?" to "Yeah, I want to be her so bad right now." These are mostly AI-generated lines, but I plan to go through and overhaul them to my liking soon. I wanted to get the system working first. There are also general lines for all X-Change videos, so you have a 50% chance to see your stat specific line, or to see the general line. I figured that would help keep things a bit more exciting if you click on the same video at the same tier. A little trick to compel the player themselves to want to watch more of the in-game porn. Installation Use the Modloader (if not using the gitgud repo version) OR Drag and drop into your mods folder in the game's root (if using the gitgud repo version) X-Change Life/mods/Porn-Tolerance-Mod/PornToleranceMod.twee Bugs/Compatibility Please let me know if this mod conflicts with any current major mods. I don't think it should, given that it's almost entirely contained to just using the computer and the Porn Addict compulsion. I have only done the bare minimum of testing on the female side. I plan to spend more time improving that side of things, but hopefully it functions as smoothly as the male side. Admittedly, this mod is currently more focused on the masculine PC for the time being, but I absolutely plan to expand on that. It also uses the "around" function as much as possible, so even if there are any critical bugs, they shouldn't be catastrophic (I hope.) Future Plans I am still currently working on expanding this mod, and I plan to do much more with it. I want more dialogue, captions, functionality, porn videos/categories, but I feel that it's currently in a place that's worth sharing around for feedback/bug-testing. Primarily, I would like to introduce new porn categories and radiant dialogue/captions, as I believe that would be the easiest expansion. Once again, I have only done the bare minimum of testing on the female side. I plan to spend more time improving that side of things, but hopefully it functions as smoothly as the male side. Admittedly, this mod is currently more focused on the masculine PC for the time being, but I absolutely plan to expand on that in the future.
  11. View File [XCL] [0.24] Porn Tolerance Mod - Porn Addict Rework (Compulsion) Disclaimer This is a very lightweight (very work-in-progress) mod about reworking the Porn Addict Compulsion to have some actual consequences for highly masculine PCs. Fair warning, it was very heavily vibe-coded. So, if you have any personal qualms about AI-usage... well, no offense, but why the fuck are you playing XCL? Requirements v0.24.8 from the gitgud repo | Playtest v0.24 (I can only guarantee the gitgud repo, at this time. Try earlier versions/ the supporter playtest at your own risk.) Context As someone who finds it difficult to RP a reluctant character, especially when it comes down to a highly masc character getting curious about being turned into a woman and willingly fucked, I wanted to have a way to self-sabotage that didn't break my RP/require major suspension of disbelief. If you're good at the mini-games, good at closing sales and dodging demos, good at dodging getting spiked at the bar/club, don't feel like your character would ever be dumb enough to gamble with Bruce or Dredd to risk taking a Breeder/Insta-Strip (lmao), and you don't have other mods that can force you to transform consistently in a narratively coherent way, you probably find yourself getting stuck in a loop of accidentally succeeding as a full masculine character like I do. I wanted to find a way to help address that problem without needing to force my character to make catastrophically poor decisions that were impossible to justify, or ending up in positions that escalate way too quickly (Secretary mini-game, many of the demos, Purple Alexia, etc.). It dawned on me that the porn videos don't currently have a tolerance system, despite the Porn Addict compulsion providing the framework for one. I was disappointed that X-Change porn (in base game) only serves to further an already ongoing feminization after you've lost a decent chunk of masculinity. Well, I wanted more from the porn given how sexy the clips are. So, this mod makes it so that a Porn Addiction can kick-start the feminization, instead. After all, what better way for someone to get curious about the pill than seeing someone on the pill cumming their brains out, or looking ecstatic while sucking a cock? In the privacy of their own home, while living in a city where anyone they know could swap around at any moment, who wouldn't get a little curious after seeing enough porn of it? What does this mod do? You'll have both RP and meta-game reasons to choose the X-Change porn despite the guaranteed -1 to Masc, even as a highly masculine PC. You want to keep your MAX AP buff, but you don't want to risk the heavier masc loss if you fail to get off to Mainstream porn. You can use an AP to bypass the failure, but it still heavily reduces the arousal reduction. I wanted it to reflect how a porn addiction in real life is a rabbit hole that sucks you down. The more Mainstream porn you watch, the harder it becomes to get off to it. (On an exponential curve increasing with times watched, to the point that even having Male Masturbation at level 10 won't net you more than a 10% chance of succeeding at the dice roll.) The Reflex mini-game also scales with this, but it's unfortunately one of the easiest in the entire game. Ironically, it's actually far more fun because your mandatory 20 seconds will likely be over by the time you've managed to fill the bar, as opposed to how your normally have to constantly stop-and-go with it. Basically, use the dice roll if you want to get the most out of this mod until I find a solution for the reflex mini-game being too easy. If you do manage to pass the check, the more you've watched over your entire run, the less arousal you'll lose (scaling all the way down to only 1 arousal lost based on the amount of porn watched). X-Change porn will get you off harder and can even overcap cum loads, so if you have a mod that raises the max load count, i.e. arousal, it'll work with that. If not, it's just an unnecessarily big number currently to convey the addiction better. If you cross over a certain number of watches, you'll now be at-risk of losing masculinity if you fail to get off to Mainstream porn. (-3 if you fail the check). Obviously, you can force pass the skill check with an AP point, but you still won't clear your arousal. A high masc character (>90) is no longer prevented from watching X-Change porn if they have the Porn Addict compulsion. However, you are guaranteed to lose 1 masc if you use it at all. Changes the nags and much of the dialogue surrounding porn usage based on your Porn Addict state to indicate your PC's growing desire for more "taboo" X-Change porn. Installation Use the Modloader (if not using the gitgud repo version) OR Drag and drop into your mods folder in the game's root (if using the gitgud repo version) X-Change Life/mods/Porn-Tolerance-Mod/PornToleranceMod.twee Bugs/Compatibility Please let me know if this mod conflicts with any current major mods. I don't think it should, given that it's almost entirely contained to just using the computer and the Porn Addict compulsion. I have only done the bare minimum of testing on the female side. I plan to spend more time improving that side of things, but hopefully it functions as smoothly as the male side. Admittedly, this mod is currently more focused on the masculine PC for the time being, but I absolutely plan to expand on that. It also uses the "around" function as much as possible, so even if there are any critical bugs, they shouldn't be catastrophic (I hope.) Future Plans I am still currently working on expanding this mod, and I plan to do much more with it. I want more dialogue, captions, functionality, porn videos/categories, but I feel that it's currently in a place that's worth sharing around for feedback/bug-testing. Primarily, I would like to introduce new porn categories and radiant dialogue/captions, as I believe that would be the easiest expansion. Once again, I have only done the bare minimum of testing on the female side. I plan to spend more time improving that side of things, but hopefully it functions as smoothly as the male side. Admittedly, this mod is currently more focused on the masculine PC for the time being, but I absolutely plan to expand on that in the future. Submitter Thronicomar Submitted 05/31/26 Category Gameplay Changes & Events Requirements v0.24 X-Change Life  
  12. Version v60-20260528

    239624 downloads

    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 52 for runtime 1.10.984 2024 08 19 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_984.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 1.10.984 will no longer be supported. ; Written and tested against F4SE 0.7.2. 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 52.0 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 ; Sets reference angle in degrees. Will not cause load screen if called on Player Function SetRefAngle(ObjectReference akRef, float x, float y, float z) native global ; Sets no-collision state on reference Function SetRefNoCollision(ObjectReference akRef, bool abState) native global ; Get the scale of a reference Float Function GetScale(ObjectReference akRef) native global ; Set the scale of a reference Function SetScale(ObjectReference akRef, Float afScale) 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 ; Return an Actor's actor flags (not the same as the Form flags) Int Function GetActorFlags(Actor akActor) native global ; Reset an actor's persistent Essential / Protected data ; Calling Actor.SetEssential() overrides the actor base value. Changing the state on the actor base will no longer have any effect, and ; neither will the Essential flag on Aliases. This function resets the override so ActorBase and alias flags will work again. bool Function ResetActorEssential(Actor akActor) native global ; Sets an actor's position. Directly moves the ref so does not cause load screen if called on player Function SetActorPosition(Actor akActor, float x, float y, float z) native global ; Enable collisions for specific actor Function EnableActorCollision(Actor akActor) native global ; Disable collisions for specific actor Function DisableActorCollision(Actor akActor) native global ; Snap actor out of whatever interaction (furniture, etc) they are in Function ActorStopInteractingQuick(Actor akActor) native global ; Force AI package Function ActorSetPackageOverride(Actor akActor, Form pkg) native global ; Clear forced AI Package Function ActorClearPackageOverride(Actor akActor) native global ; Returns whether the actor is currently ignoring combat (e.g. due to package flags) Bool Function ActorGetIgnoringCombat(Actor akActor) native global ; Force the actor to ignore combat or not, overriding any package flags Function ActorSetIgnoringCombat(Actor akActor, Bool abIgnoreCombat) native global ; Update actor 3D equipment only (less expensive than QueueUpdate 0xC) Function ActorUpdateEquipment(Actor akActor) native global ; Update Player Character 3D Function PlayerUpdateEquipment() 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 - updated in v51 Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist - updated in v51 Bool Function SetPersistent(Form akForm, bool akFlag) native global ; Return an array of all the forms in a FormList Form[] Function FormListToArray(FormList akFormList) native global ; Return the form with the given formID from any type of plugin (esm, esl, esp) Form Function GetFormFromPlugin(String modName, Int formID) native global ; Return an array of forms given an array of plugin names and an array of form IDs Form[] Function GetFormArray(String[] modNames, Int[] formIDs) native global ; Given an array of FormID Ints that was packed as Var via VarArrayToVar(), return the array of corresponding forms Form[] Function GetFormArrayFromVar(Var akVar) native global ; Populate a formlist with the forms given an array of plugin names and a corresponding array of form IDs Function PopulateFormlist(FormList akFormList, String[] modNames, Int[] formIDs) native global ; ; AAF functions ; ============== ; ; Return an array of actors near akRef who qualify for AAF animations Actor[] Function AAF_PerformActorScan(ObjectReference akRef, float radius) native global ; Return the actor gender as seen by AAF Bool Function AAF_GetGender(Actor targetActor) native global ; Collects statistics on an actor for use by the Scaleform Var[] Function AAF_MakeActorData(Actor targetActor, Bool includeDistance, Keyword[] conditionKeywords) native global ; Collects statistics on location objects for use by the Scaleform Var[] Function AAF_MakeLocationData(ObjectReference target, Bool includeDistance = False) native global ; Returns whether an object is suitable for use as an animation location Bool Function AAF_IsValidLocation(ObjectReference targetLocation, Var[] actorGroup) native global ; Converts the internal representation of AAF's furniture list to an array of Forms as Var Var[] Function AAF_ProcessFurnitureList(Var[] akArgs) native global ; Returns an array of LocationData, packed as a Var, of all the valid locations for animations within the given radius from the scan location Var Function AAF_GetLocationData(int scanLocation, Var[] furnitureForms, Var[] furnitureSources, Var[] actorGroup, Bool quickScan, Float scanRadius) native global ; Returns whether an actor has any keywords in the blocked keywords list Bool Function AAF_GetBlockedStatus(Actor akActor) native global ; Returns whether an actor is valid for AAF use (not dead, not disabled/deleted, etc.) Bool Function AAF_IsValidActor(Actor akActor) native global ; Returns whether an actor is valid for use and not currently in an animation Bool Function AAF_IsAvailableActor(Actor akActor) 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 ; Enable or disable blinking. Disabling allows MFG morphs to work on eyelids (morph ID 18 and 41) Function SetAllowBlinking(Bool allowed) 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 ; ; INI setting functions ; ===================== ; ; Functions to retrieve INI settings, e.g. Fallout4.ini, Fallout4Prefs.ini, Fallout4Custom.ini, mod .ini files in Data folder ; These functions retrieve the settings from the game engine, not from the INI files themselves. ; Parameter is the .ini setting name and section, fSettingName:SectionName. For example, fMinCurrentZoom:Camera ; Note that typing is strict, e.g. you cannot call GetINIFloat on an Int setting ; ; Return Float setting value or 0.0 if not found float Function GetINIFloat(string ini) native global ; Return Int setting value or 0 if not found int Function GetINIInt(string ini) native global ; Return Bool setting value or false if not found Bool Function GetINIBool(string ini) native global ; Return String setting value or NONE if not found String Function GetINIString(string ini) native global ; ; Animation functions ; =================== ; ; Functions to play animations on actors. They do basic sanity checking on the inputs so that None idles and actors, ; actors who are deleted or disabled, and actors with no AI middle process will not attempt to play idles. ; ; Make one actor play an idle Function PlayIdle(Actor akActor, Form akIdle) native global ; Make an array of actors play a corresponding array of idles, in synch Function PlayMultipleIdles(Actor[] akActor, Form[] akIdle) native global ; Stop the actor's current idle Function StopCurrentIdle(Actor akActor) native global Looks like I delteted the list of updates Well the first post is a lot shorter now. Also there is now a GitHub site to host the sources for this and other tools of mine at https://github.com/Lkdb5RDr v52-20240902 is a hotfix for v52-20240821 v53-20250105 fixes loading in fallout 1.10.163. v54-20250330 Hotfix for issue describe on March 30th by EgoBallistic v55 : deleted. v56 for 1.11.137.0 v57-20251120 adds support for Game version 1.11.159.0 (~AE Hotfix) paired with F4SE 0.7.5. Maintains support with 1.10.163.0, 1.10.984.0 and 1.11.137.0 (temporary) Tested successfully with basic functionality. v58-20251126: Adds support for Fallout v1.11.169.0 and F4SE 0.7.6. v59 for Fallout 1.11.191.0 and F4SE 0.7.8 v60 : - Compatible with game version 1.11.221.0 (and F4SE 0.7.8) - Corrected an issue with SetFlyCamSpeedMult in all versions but 1.10.984.0 since that game version was available.
  13. [Dev/Test/Beta] LL FourPlay community F4SE plugin View File 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 52 for runtime 1.10.984 2024 08 19 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_984.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 1.10.984 will no longer be supported. ; Written and tested against F4SE 0.7.2. 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 52.0 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 ; Sets reference angle in degrees. Will not cause load screen if called on Player Function SetRefAngle(ObjectReference akRef, float x, float y, float z) native global ; Sets no-collision state on reference Function SetRefNoCollision(ObjectReference akRef, bool abState) native global ; Get the scale of a reference Float Function GetScale(ObjectReference akRef) native global ; Set the scale of a reference Function SetScale(ObjectReference akRef, Float afScale) 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 ; Return an Actor's actor flags (not the same as the Form flags) Int Function GetActorFlags(Actor akActor) native global ; Reset an actor's persistent Essential / Protected data ; Calling Actor.SetEssential() overrides the actor base value. Changing the state on the actor base will no longer have any effect, and ; neither will the Essential flag on Aliases. This function resets the override so ActorBase and alias flags will work again. bool Function ResetActorEssential(Actor akActor) native global ; Sets an actor's position. Directly moves the ref so does not cause load screen if called on player Function SetActorPosition(Actor akActor, float x, float y, float z) native global ; Enable collisions for specific actor Function EnableActorCollision(Actor akActor) native global ; Disable collisions for specific actor Function DisableActorCollision(Actor akActor) native global ; Snap actor out of whatever interaction (furniture, etc) they are in Function ActorStopInteractingQuick(Actor akActor) native global ; Force AI package Function ActorSetPackageOverride(Actor akActor, Form pkg) native global ; Clear forced AI Package Function ActorClearPackageOverride(Actor akActor) native global ; Returns whether the actor is currently ignoring combat (e.g. due to package flags) Bool Function ActorGetIgnoringCombat(Actor akActor) native global ; Force the actor to ignore combat or not, overriding any package flags Function ActorSetIgnoringCombat(Actor akActor, Bool abIgnoreCombat) native global ; Update actor 3D equipment only (less expensive than QueueUpdate 0xC) Function ActorUpdateEquipment(Actor akActor) native global ; Update Player Character 3D Function PlayerUpdateEquipment() 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 - updated in v51 Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist - updated in v51 Bool Function SetPersistent(Form akForm, bool akFlag) native global ; Return an array of all the forms in a FormList Form[] Function FormListToArray(FormList akFormList) native global ; Return the form with the given formID from any type of plugin (esm, esl, esp) Form Function GetFormFromPlugin(String modName, Int formID) native global ; Return an array of forms given an array of plugin names and an array of form IDs Form[] Function GetFormArray(String[] modNames, Int[] formIDs) native global ; Given an array of FormID Ints that was packed as Var via VarArrayToVar(), return the array of corresponding forms Form[] Function GetFormArrayFromVar(Var akVar) native global ; Populate a formlist with the forms given an array of plugin names and a corresponding array of form IDs Function PopulateFormlist(FormList akFormList, String[] modNames, Int[] formIDs) native global ; ; AAF functions ; ============== ; ; Return an array of actors near akRef who qualify for AAF animations Actor[] Function AAF_PerformActorScan(ObjectReference akRef, float radius) native global ; Return the actor gender as seen by AAF Bool Function AAF_GetGender(Actor targetActor) native global ; Collects statistics on an actor for use by the Scaleform Var[] Function AAF_MakeActorData(Actor targetActor, Bool includeDistance, Keyword[] conditionKeywords) native global ; Collects statistics on location objects for use by the Scaleform Var[] Function AAF_MakeLocationData(ObjectReference target, Bool includeDistance = False) native global ; Returns whether an object is suitable for use as an animation location Bool Function AAF_IsValidLocation(ObjectReference targetLocation, Var[] actorGroup) native global ; Converts the internal representation of AAF's furniture list to an array of Forms as Var Var[] Function AAF_ProcessFurnitureList(Var[] akArgs) native global ; Returns an array of LocationData, packed as a Var, of all the valid locations for animations within the given radius from the scan location Var Function AAF_GetLocationData(int scanLocation, Var[] furnitureForms, Var[] furnitureSources, Var[] actorGroup, Bool quickScan, Float scanRadius) native global ; Returns whether an actor has any keywords in the blocked keywords list Bool Function AAF_GetBlockedStatus(Actor akActor) native global ; Returns whether an actor is valid for AAF use (not dead, not disabled/deleted, etc.) Bool Function AAF_IsValidActor(Actor akActor) native global ; Returns whether an actor is valid for use and not currently in an animation Bool Function AAF_IsAvailableActor(Actor akActor) 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 ; Enable or disable blinking. Disabling allows MFG morphs to work on eyelids (morph ID 18 and 41) Function SetAllowBlinking(Bool allowed) 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 ; ; INI setting functions ; ===================== ; ; Functions to retrieve INI settings, e.g. Fallout4.ini, Fallout4Prefs.ini, Fallout4Custom.ini, mod .ini files in Data folder ; These functions retrieve the settings from the game engine, not from the INI files themselves. ; Parameter is the .ini setting name and section, fSettingName:SectionName. For example, fMinCurrentZoom:Camera ; Note that typing is strict, e.g. you cannot call GetINIFloat on an Int setting ; ; Return Float setting value or 0.0 if not found float Function GetINIFloat(string ini) native global ; Return Int setting value or 0 if not found int Function GetINIInt(string ini) native global ; Return Bool setting value or false if not found Bool Function GetINIBool(string ini) native global ; Return String setting value or NONE if not found String Function GetINIString(string ini) native global ; ; Animation functions ; =================== ; ; Functions to play animations on actors. They do basic sanity checking on the inputs so that None idles and actors, ; actors who are deleted or disabled, and actors with no AI middle process will not attempt to play idles. ; ; Make one actor play an idle Function PlayIdle(Actor akActor, Form akIdle) native global ; Make an array of actors play a corresponding array of idles, in synch Function PlayMultipleIdles(Actor[] akActor, Form[] akIdle) native global ; Stop the actor's current idle Function StopCurrentIdle(Actor akActor) native global Looks like I delteted the list of updates Well the first post is a lot shorter now. Also there is now a GitHub site to host the sources for this and other tools of mine at https://github.com/Lkdb5RDr v52-20240902 is a hotfix for v52-20240821 v53-20250105 fixes loading in fallout 1.10.163. v54-20250330 Hotfix for issue describe on March 30th by EgoBallistic v55 : deleted. v56 for 1.11.137.0 v57-20251120 adds support for Game version 1.11.159.0 (~AE Hotfix) paired with F4SE 0.7.5. Maintains support with 1.10.163.0, 1.10.984.0 and 1.11.137.0 (temporary) Tested successfully with basic functionality. v58-20251126: Adds support for Fallout v1.11.169.0 and F$SE 0.7.6. Submitter jaam Submitted 07/22/17 Category Modders Resources Requirements Fallout 4 version 1.11.159.0 or 1.11.137.0 or 1.10.984.0 or 1.10.163 only. Use the correct related F4SE  
  14. Version 1.3.3

    1079 downloads

    TRANSLATE! Its Movie Time| ВРЕМЯ КИНО от TANK |18+| RU добавлен перевод для PATREON-версии⭐) https://boosty.to/pussybattlesad/posts/9150938d-57fb-4625-ab27-b8a309ab2419 ‼️ТРЕБУЕТСЯ:Дополнение "Жизнь в городе" TanksMods Mod Central (переведено) Предпочтения от TANK (переведено) https://www.patreon.com/posts/custom-sim-2-1-3-115045096 The Custom Preferences от Zebru https://clck.ru/3LPeBU СКАЧАТЬ МОД: СКАЧАТЬ 💾КОЛЛЕКЦИИ ДИСКОВ: БОЛЬШЕ МОИХ ПЕРЕВОДОВ https://vk.com/topic-212181903_49580210
  15. View File Dynamic Traps SE (WIP) New in 0.2: Death Worms and Mimics from Traps NTR(Need Trappy Reality). Spawn traps in dungeons at random locations. Some traps can appear at chokepoints (doorways, narrow corridors), while others - on random walkable surfaces. Optional integration with Deviously Cursed Loot, Skyrim Chain Beasts, Devious Curses NG - activating a trap can trigger events from these mods. Mod in incomplete, I would like to test its core mechanics before adding new stuff. Available Traps: 1) Fire, Frost and Shock Rune - spawns on the ground, behaves like vanilla runes. Can be disarmed by firing a spell from safe distance. Can appear in narrow corridors and basically anywhere as long as the area has NavMesh. 2) Tripwire - spawns in doorways, in front of doors and narrow corridors. Can be disarmed by firing a spell or manually activating it (Warning: will still trigger a Basic Event). 3) Death Worm - Requires "Traps NTR(Need Trappy Reality)" and "Dynamic traps - TNTR addon.esp" to be installed. A giant worm hides in the ground. Can spawn in narrow corridors, similar to tripwires. Triggers when walking over it. 4) Mimic Chest - Requires "Traps NTR(Need Trappy Reality)" and "Dynamic traps - TNTR addon.esp" to be installed. A mimic that replaces large boss chests. Grabs Player when activated or when mad. more to come Trigger Events Trigger Events - events that fire when a trap is activated. NPCs and Followers can trigger only Basic Events - damaging explosions and poking spikes. Available Events for the Player depend on installed mods and settings. Basic Events - explosions and spears poking through the ground, similar to what vanilla traps do. Deviously Cursed Loot Events - requires Deviously Cursed Loot to be installed - will start an event as if the Player opened a cursed chest. Deviously Cursed Loot will choose what happens based on it settings. Chain Beasts - requires Skyrim Chain Beasts to be installed - will spawn a number of random Chain Beasts, pretty self-explanatory. Devious Curses - requires Devious Curses NG to be installed - will trigger a random Event. Special trap description Death Worms Death Worms can be spotted by a large pile of dirt on the ground. They will attack anyone that steps on it. Two possible outcomes: 1) Death Worm will emerge from the ground and push away its target while dealing damage. Works on Player and NPCs; 2) Death Worm grabs its victim and starts a QTE Struggle Event; Death Worm can be tricked into emerging by strafing left and right in front of the dirt pile. When it appears, damage the Worm with a spell to force it into hiding for a few minutes. Mimics Mimics replace large boss chests and will grab Player when they try to open it. To open a chest safely you need to appease the Mimic by giving it a treat. There are 3 types of Mimics that prefer different offerings: Meat dishes, Alcohol and Sweet Rolls. Drop a treat in front of the Mimic and if it's the right type of item, Mimic will gobble it up. If satisfied, Mimic won't attack when you click on it and will let you access the chest it's replacing. Although Mimics prefer different treats there is a certain item adored by all Mimics. Panties. Offering this specific item will satisfy any Mimic and will grant you rewards. QTE Struggle Event Being grabbed by Mimics and Death Worms will start a QTE Event. Fill the Struggle Bar by sequentially pressing the keys shown above the Bar. For example, A-D-A-D-A-D. Fill amount depends on your current Stamina Percentage. Struggling with full Stamina Bar is much more effective. Press and hold Left Shift to replenish Stamina, but deplete Struggle Bar. Pressing correct keys consecutively will grant you a small bonus to fill amount. Hitting the wrong key will reset this bonus. Struggle Bar passively depletes over time with increasing speed. Mimics will also damage your Magicka. Once Magicka is fully depleted, Mimic will cast a shock spell that will deplete some amount of your Stamina. Issues Some traps might will spawn at weird locations - inaccessible areas, under furniture or being partially submerged underground making them hard to notice. This happens because we are not spawning traps at pre-determined placed - I'm not placing traps manually in every cell. Dynamic Traps analyses dungeons and their NavMeshes, looks for specific items and structures, and tries to calculate suitable locations for traps. Unfortunately, technical limitations make it complicated to check for all possible circumstances. I will continue to look for ways to improve calculation methods, but there will always be some level of imperfection. Compatibility 1) To prevent breaking other mods, Dynamic Traps won't spawn or trigger traps if the Player is considered to be enslaved by ZaZAnimationPack. 2) Mimic are incompatible will O.M.N.O.M.S. Both mods are basically doing the same thing. If you would like to use O.M.N.O.M.S. than set the Mimic spawn chance in Dynamic Traps MCM to 0. Future plans 1) Bug fixes, obviously; 2) More trap variations - vanilla frost and shock Runes, explosive gas trap; 3) Optional integration of Traps NTR, specifically Skeleton trap, Snare rope and Worms; SKSE Source Code (for mod makers): Submitter AndrewLRG Submitted 12/14/25 Category Regular Mods Requirements PapyrusUtil, Address Library for SKSE Plugins Regular Edition Compatible No Install Instructions
  16. Version 0.2.3

    4042 downloads

    New in 0.2: Death Worms and Mimics from Traps NTR(Need Trappy Reality). Spawn traps in dungeons at random locations. Some traps can appear at chokepoints (doorways, narrow corridors), while others - on random walkable surfaces. Optional integration with Deviously Cursed Loot, Skyrim Chain Beasts, Devious Curses NG - activating a trap can trigger events from these mods. Mod in incomplete, I would like to test its core mechanics before adding new stuff. Available Traps: 1) Fire, Frost and Shock Rune - spawns on the ground, behaves like vanilla runes. Can be disarmed by firing a spell from safe distance. Can appear in narrow corridors and basically anywhere as long as the area has NavMesh. 2) Tripwire - spawns in doorways, in front of doors and narrow corridors. Can be disarmed by firing a spell or manually activating it (Warning: will still trigger a Basic Event). 3) Death Worm - Requires "Traps NTR(Need Trappy Reality)" and "Dynamic traps - TNTR addon.esp" to be installed. A giant worm hides in the ground. Can spawn in narrow corridors, similar to tripwires. Triggers when walking over it. 4) Mimic Chest - Requires "Traps NTR(Need Trappy Reality)" and "Dynamic traps - TNTR addon.esp" to be installed. A mimic that replaces large boss chests. Grabs Player when activated or when mad. more to come Trigger Events Trigger Events - events that fire when a trap is activated. NPCs and Followers can trigger only Basic Events - damaging explosions and poking spikes. Available Events for the Player depend on installed mods and settings. Basic Events - explosions and spears poking through the ground, similar to what vanilla traps do. Deviously Cursed Loot Events - requires Deviously Cursed Loot to be installed - will start an event as if the Player opened a cursed chest. Deviously Cursed Loot will choose what happens based on it settings. Chain Beasts - requires Skyrim Chain Beasts to be installed - will spawn a number of random Chain Beasts, pretty self-explanatory. Devious Curses - requires Devious Curses NG to be installed - will trigger a random Event. Special trap description Death Worms Death Worms can be spotted by a large pile of dirt on the ground. They will attack anyone that steps on it. Two possible outcomes: 1) Death Worm will emerge from the ground and push away its target while dealing damage. Works on Player and NPCs; 2) Death Worm grabs its victim and starts a QTE Struggle Event; Death Worm can be tricked into emerging by strafing left and right in front of the dirt pile. When it appears, damage the Worm with a spell to force it into hiding for a few minutes. Mimics Mimics replace large boss chests and will grab Player when they try to open it. To open a chest safely you need to appease the Mimic by giving it a treat. There are 3 types of Mimics that prefer different offerings: Meat dishes, Alcohol and Sweet Rolls. Drop a treat in front of the Mimic and if it's the right type of item, Mimic will gobble it up. If satisfied, Mimic won't attack when you click on it and will let you access the chest it's replacing. Although Mimics prefer different treats there is a certain item adored by all Mimics. Panties. Offering this specific item will satisfy any Mimic and will grant you rewards. QTE Struggle Event Being grabbed by Mimics and Death Worms will start a QTE Event. Fill the Struggle Bar by sequentially pressing the keys shown above the Bar. For example, A-D-A-D-A-D. Fill amount depends on your current Stamina Percentage. Struggling with full Stamina Bar is much more effective. Press and hold Left Shift to replenish Stamina, but deplete Struggle Bar. Pressing correct keys consecutively will grant you a small bonus to fill amount. Hitting the wrong key will reset this bonus. Struggle Bar passively depletes over time with increasing speed. Mimics will also damage your Magicka. Once Magicka is fully depleted, Mimic will cast a shock spell that will deplete some amount of your Stamina. Issues Some traps might will spawn at weird locations - inaccessible areas, under furniture or being partially submerged underground making them hard to notice. This happens because we are not spawning traps at pre-determined placed - I'm not placing traps manually in every cell. Dynamic Traps analyses dungeons and their NavMeshes, looks for specific items and structures, and tries to calculate suitable locations for traps. Unfortunately, technical limitations make it complicated to check for all possible circumstances. I will continue to look for ways to improve calculation methods, but there will always be some level of imperfection. Compatibility 1) To prevent breaking other mods, Dynamic Traps won't spawn or trigger traps if the Player is considered to be enslaved by ZaZAnimationPack. 2) Mimic are incompatible will O.M.N.O.M.S. Both mods are basically doing the same thing. If you would like to use O.M.N.O.M.S. than set the Mimic spawn chance in Dynamic Traps MCM to 0. Future plans 1) Bug fixes, obviously; 2) More trap variations - vanilla frost and shock Runes, explosive gas trap; 3) Optional integration of Traps NTR, specifically Skeleton trap, Snare rope and Worms; SKSE Source Code (for mod makers):
  17. Happy Hearts Stuff View File Happy Hearts Stuff (WIP) Hey there, Simmers! For now, there's only one pose and one painting available, but I plan on adding more over time. Please note that this will only show up in your game if you have Andrew's Pose Player and Scumbumbo's Teleport Any Sim mod. Once you're in the game, simply place the teleporter statue on a double bed, click on the statue and select "teleport" to move your desired sim to the spot, click on your sim, choose "pose by pack" and select "[Porkybork] Happy Hearts Poses," and voila! Planned updates: Additional single-sim poses based around heart shapes Couples poses based around heart shapes Custom paintings/posters Submitter porkybork Submitted 02/15/2020 Category Other Requires Andrew's Pose Player and Scumbumbo's Teleport Any Sim mod  
  18. View File So, this is one of my first ever downloads that I'm uploading; but I made some Hickies for your sims - and mine - they aren't the best, as this is my first time making a 'tattoo' in a long time, but I'm kind of happy with them. I do plan to update these with more options, and some with some scars/bite marks/other marks. For now, there are two swatches. 'Medium' and 'heavy'. 'Medium' 'Heavy' - also has some on the back' Future Plans: More 'realistic' marks More options Bitemarks Whip marks Have them as make up so you can CHOOSE when they go. I have no idea how to actually mod but I would love to be able to do the whole 'have them appear after sex' and maybe have them disappear after a while but I honestly have no idea where to even start with that. So if anyone can explain that to me simply, or would be willing to help, that would be great! Anyway enjoy, and I should hopefully be adding some more to this pack at the end of the week! Submitter Lets Get Illuminaughty Submitted 02/01/2018 Category The Sims 4 Requires
  19. View File I am new to modding and I wanted to share this to get help with it to make it better for everyone that's interested. Arkianus Stone can be found in the Whiterun Bannered Mare. He can be married and he can be a follower. He has minimal dialogue, and it works but some of it isn't functional ( by that I mean the ale dialogue ) The dialogue is not voiced, and is also very rude and forward. You have been warned. I appreciate any feedback, comments, questions, concerns, etc. Credits - Ashal for the SexLabFramework Submitter MatthewWalrus Submitted 12/10/2017 Category WIP / Beta Requires Skyrim.esm, SexLabFramework.esm Special Edition Compatible No  
  20. mrrakkonn's Animations for WickedWhims (WIP) View File I've been working on some animations for a little while now, problem is I just haven't had alot of time to sit down and get alot of work in. But I figured that anyway I might just release what I have as it gets done, rather than just sit on this forever. Currently I have two animations done for the first set, based on my first posepack I uploaded here a while ago, I want this one to be roughly 5 animations long with the handjob and blowjob animations as you see, then 2 vaginal animations and a climax animation. Don't know when this will be done, and currently I haven't added any sounds to the first two, but plan on doing that in addition to finishing out the set. Previews of what has been done so far in .webm format below. You require WickedWhims for this animation to work, obviously. Also both of the animations use autobanned's tongue so you need a rig that supports that and a tongue mesh, look here for tongue stuff https://www.loverslab.com/topic/85318-test-sims-4-tounge/. I should also thank Zheur for helping me out with these rigs that Dagger made, I tried animating without those in the beginning and it made for much slower and more arduous going. Submitter mrrakkonn Submitted 03/18/2018 Category The Sims 4 - Sims
  21. View File This is a very crude mash-up style loincloth (male underwear) mod, mainly developed for the use together with SoS: Schlongs of Skyrim. [UPDATED]: Uploaded SAM (only) supported version on vectorplexus.com: https://vectorplexus.com/files/file/123-vlsimu-vanilla-like-schlong-interactive-male-underwear-for-sam/ Features: Almost vanilla-looking (loincloth-style) underwear for male actors, with flexible front side 'apron' that can move in accordance with the movement of the wearer's schlong. That is to say, no more his schlong sticking directly out from the cloth. Compatible with BOTH SoS: Schlongs of Skyrim - Full (v 3.0.4) AND SoS - Light (v 1.0.4). Sorry, so far not the body-builder mesh support (Normal body only). WIP Sundracon SoS mesh (you can find somewhere in LL) and its variant, SMSOSL: Sundracon Male Schlongs of Skyrim - Light can be also supported (use the alternative meshes in [optional] folder in the sub-folder of the mesh (Boo's Sundracon SoS) / separate optional download package (SMSOSL). Use equipment slot 56 (instead of slot 52, unlike other male underwear mod), so it does not hide your PC's manly bit entirely while he put it on. No Script, very light-weight (i.e. low poly mesh/low-res texture...) Constructable with one roll of linen wrap and two leather strips, at the tanning rack. No smithing skill/perk required. Supposed to be hidden under (almost) all vanilla armors or clothes. Male only. If female can try put it on, the underwear will just not show up on their body (i,e. she will remain nude). Its assets also should work well with the other (female-only) underwear mod, Vanilla Underwear for all (One piece version) by Andrelo (http://www.nexusmods.com/skyrim/mods/69490/). For more detail, check the article below. The mod itself does not distribute the underwear to other NPCs in the game. Although I personally cannot recommend, if you REALLY wish to achieve such a thing, check the relevant article below. v. 0.2(+): added crafting only (i.e. not distributed to NPCs) three variants of the underwears. Red (linen: additionally requiring five pieces of Red Mountain Flowers as dye when crafted), Green (linen: additionally requiring five pieces of Lavenders as dye), and soft touch leather one (requiring one piece of Leather instead of Linen Wrap). Requirements: DLC Dawnguard/ Dragonborn SoS: Schlongs of Skyrim (Full/ Light, both are OK) (http://www.loverslab.com/files/file/498-sos-schlongs-of-skyrim/) Compatible Skeleton with SoS like XPMSE (http://www.nexusmods.com/skyrim/mods/68000/) SKSE (http://skse.silverlock.org/) as their prerequisite. : they are indispensable for the flexible movement of the front side 'apron' of the underwear. Besides, who would like to try this WIP 'interactive/ responsive' underwear without SoS installed? Known Incompatibilities/ Problems: Any other armor/ cloth mod that occupies the equipment slot 56. I assume that, however, few male armor mods use this slot, and even if female actor tries to put it on, other equipments (using the same slot) should be prioritized in the game. non-vanilla armors/ clothes will not hide the underwear unless the patch is not made (how to make it compatible with TESVEdit, check SS below). http://imgur.com/GTmOVO5 Some clippings especially while sneaking/ running. Due to its nature of tweaking armor add-ons of all the vanilla armors and clothes to hide the slot 56, I assume that I carry forwards almost all the 'fixes' of armor add-ons done by USLEEP (and CRF as well) that can be done without any dependency also into this mod's .esp. Fixes of the other overhaul mods like CCF are currently not supported, however. How to install/uninstall and get the underwear Just install and activate the (main) .esp file by NMM or Mod organizer. vanilla_male_NPC_outfitlist_vlsimu.esp is (UNRECOMMENDED) OPTIONAL. Unless you really wish to try the feature of distributing the underwear to male NPCs, just ignore it and don't download. Recommended Load order: definitely after the massive equipment/ armors/ clothes overhaul mods like USLEEP/ WAF/ CCF/ CCOR. Otherwise, it matters little. The underwear will not be added in your inventory just by installing. You have to craft it at the tanning rack (recipe: one roll of linen wrap and two leather strips). Alternatively, you can resort to console or Additemmenu(http://www.nexusmods.com/skyrim/mods/64905/) Probably Safe to uninstall unless you put the underwear on or have it inventory (if so, just discard it into some barrels around before un-install). v. 0.2(+): It must be safe to update just by overwriting the existing assets as well as .esp. Also the latest underwear's .esp is compatible with the 0.1(a)'s optional .esp for the underwear distribution to NPCs (It means that you don't have to update the latter if you don't mind four missing entries of the male underwear in some NPC's inventory). How its assets can be integrated with Andrelo's Vanilla Underwear for all: Install both mods (the order should be irrelevant). meshes/ textures from both mods are to be found in the sub-folder named 'VanillaUnderwear', under meshes (textures)>clothes DISABLE (DELETE) THIS MOD's .esp/ back up both mods' .esp somewhere. Open VanillaUnderwear.esp, with TESVEdit, and edit some entries in her/his original .esp as shown below in the album. http://imgur.com/a/Wo0x4 How to distribute the underwear to other NPCs in the game? (though I strongly wish to dissuade you to try) #Except for the option A, you will definitely need some basic knowledge on TESVedit/ CK. Option A: Use Underpants (http://www.loverslab.com/files/file/1878-underpants/) Option B: Integrate this mod's asset with Andrelo's Vanilla Underwear for ALL, and rely on her/ his other mods, Outfit filter and updater (http://www.nexusmods.com/skyrim/mods/71342/) and Undergarment distribution (http://www.nexusmods.com/skyrim/mods/71308/). Option ? If you achieve it by non-scripting ways, you can make use of my optional .esp, titled as vanilla_male_npc_outfitlist_vlsimu.esp, as instructed below. Put vanilla_male_npc_outfitlist_vlsimu.esp below in your load order (preferably just above your bashed/merged patch). Open this .esp and your other mods together with TESVEdit. Carry forward all the conflicting record into NPC's outfit entry of this .esp (see SS). http://imgur.com/5fSa1L1 NB: You have to make a patch by yourself by tweaking the outfit list of other additional mods. NB2: If you install vanilla_male_npc_outfitlist_vlsimu.esp in course of your play through (i.e. not from the new game), the actors those who had already appeared in the game would be not affected by this outfit change. So, it's best to install vanilla_male_npc_outfitlist_vlsimu.esp from the new game. Sorry for your inconvenience. Recommended Mods: RUSTIC CLOTHING (http://www.nexusmods.com/skyrim/mods/69784/? copy its maleunderwear.dds and maleunderwear_n.dds from the original location (textures>actors>character>male) to this mod's textures folder (textures>clothes>VanillaUnderwear). It will improve the aesthetic quality of your PC's loincloth drastically. FAQ: 'It's so ugly. Even uglier than the vanilla!': Sorry, I definitely lack the very basic skill of mesh-handling software like blender. Besides, the vanilla male underwear texture does not have the high-res variant in official texture pack (that I originally intended to use for improving the quality of texture). 'Why the loincloth? I prefer more sophisticated one!': Check RUMP: Rydin Underwear for Men Pack (http://www.loverslab.com/files/file/2662-rydin-underwear-for-men-pack/) 'I wanted to distribute the underwear to male NPC only, but found that some female NPCs actually not only had, but also put it on. Are they perverts? Or, does your outfit-list.esp have some problems?': Well, without relying on the script, it is sometimes impossible to distinguish between male and female NPCs, especially when they are generated from the same, mix-gendered leveled list. So, as a fail safe, I made the female world model of this loin-cloth as nude (as if she wears nothing). I know they try to put any item (including this underwear) on, but so, it will not cause any (visual) harm on female..... 'Futa support?': Currently No. I don't know about the game mechanics, but I assume that it is usually difficult to distinguish between the futa and other female actors, and to apply the (visible) vlsimu underwear to the non-schlongified female actor would cause visual glitch (please see my SS album post in the support thread). Permission for Re-Use: Just credit the original mod author of SOS - Male Skimpy Crouch underwear for SOS, DarkSchneiderBS, who implemented the interactivity to the mesh, would be enough. What I did is basically to mess up the awful mash-up job and to tweak .esp a bit only. What should be done in the future: Find the possible remaining bugs/ missing entries in the entry of Armor Add-on or NPCs' outfit list (optional .esp). Improve the asset of the ground object (especially for the additional, colored one) Female/ SAM support (not so soon, definitely not before September, I afraid ......) +++ Credits: SOS - Male Skimpy Crouch underwear for SOS by DarkSchneiderBS (http://www.loverslab.com/files/file/1016-sos-male-skimpy-crouch-underwear-for-sos/) for the flexible mesh/ weighting of the front side 'apron'. It was her/him who invented the interactive mesh, and I just adapted it to the vanilla-style underwear. v. 0.2(+): HD Sacks Retexture by Mazarin (http://www.nexusmods.com/skyrim/mods/2836/) for the re-texture base (cloth/ soft-leather). Compared with other candidate material (some of them were clearly high-resolution like 1K/ even 2K), only 512x512 resolution pieces of her/his sack looked really good so that I decided to re-texture of the loincloth based on them. Other meshes and textures come from vanilla assets. Submitter y_sengaku Submitted 06/03/2017 Category Armor & Clothing Requires DLC DG, DLC DB, SoS: Schlongs of Skyrim (either Full/ Light) (http://www.loverslab.com/files/file/498-sos-schlongs-of-skyrim/) Special Edition Compatible View File  
  22. View File Vlla is a new settlement / player home in the commonwealth not far away from Spectacle island.. ;;;;;;;;;;;;;;;;;;;;;;;;; V1.5: fixed not been able to send NPC to the Villa settlement (it should work as a normal settlement) V2: added the villa mesh ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; --------------------------------------------------------------------------------- the workshop workbench are not linked with the basement one --------------------------------------------------------------------------- ------------------------------------------------------------ Download and extract to fallout 4 directory (in data folder) ----------------------------------------------------------------------------- ------------------------------------------------------------------------ https://youtu.be/qZAwVAZ1_Ps https://youtu.be/1BDVvA-JCu0 ------------------------------------------ Credits: Base mesh by Giimann --------------------------------- Tutorials: Lukrin HeartImpaled Red Rocket TV speedynl ------------------------------------------------------- =================================== do not redistribute on other sites,forums etc. ======================================= Submitter Gamoholik Submitted 08/14/2017 Category Other Requires fallout 4
  23. View File Obsolete, use AbductionLite instead. This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road. WHAT IS THIS? This mod allows the player to subdue, abduct and control encountered NPCs. They can either be put to work at a settlement or be ordered to act like a simple follower/bodyguard. This is done through a system similar to the Intimidation perk and works as follows * Player crafts the holotape at any chem station * Player makes sure the control quest is running in the MOD menu after which they can add the perk * Player approaches NPC and when close enough issues the "SUBDUE" command while looking through iron sights * While subdued the player can issue the next command in the same manner by aiming and issuing the "ABDUCT" command * The shock collar is equipped and the NPC can now be send to the settlement of your choice and will start to travel there as soon as the selection is done When the equipment requirement option is active the above actions are done with the Abduction Baton equipped with the extra options like dismiss/recruit displayed by BLOCKING After being set to a settlement the player also have the option to immediately RECRUIT, again by aiming, and naturally also DISMISS the NPC similar to a follower. While in a settlement the NPC will function as any other settler and can work farming, scavenging, guarding etc. They can also work as a trader but since the enemy NPCs have no recorded dialogue for this they'll do so silently, just pretend they're sulking and giving you the silent treatment you evil slaver you. The player will address them similar to what the Intimidation perk does and the NPC should also respond in the same manner, at least when active as follower. They'll also keep their default quips so you'll hear their faction specific shouts when in combat. Keep in mind they also seem to retain the "infinite grenade" option enemy NPCs have so things can get messy. Besides that they're also given the keywords for infinite ammo and to be stimpackable. The customization options are fairly extensive ranging from changing voice, outfits, combat style and is continuously updated. For a complete and current list please see the changelog entries. Regarding doctor or vendor assignment dialogue Mod not working? SO WHAT'S THE DISCLAIMER ALL ABOUT THEN? Two main areas, implementation and completeness Implementation issues * The workshopnpc script necessary to allow settlement functions is attached to template actors. This means you might potentially have a whole lot of (enemy) NPCs running scripts in your game. I do not know if they actually take any resources or even are active when the NPC isn't in a settlement but anyone familiar with the vanilla game bug where settlers break in pretty much every way possible except imploding you know the workshop/settlement system is unstable as it is. * Since the scripts are attached to template actors it also means any mod that relies on them being intact and behaving as they should (that is, shooting the player in the face rather than tending to their mutfruits) might have problems * And naturally since the mod changes rank 1 and 3 of the Intimidation perk any mod that does the same might also have problems * NPCs does not have the stimpak option - It's there but not shown, "E" still works * NPCs does not have "STAY" dialogue command when set to follower - It's there but mislabeled as a second "Talk" option * If you have no settlement to send them to the NPC will linger - Keep them as a follower until you capture/get one * NPCs will sometimes attack "free" settlers - Unknown why, they have their faction affiliations stripped and are assigned to the workshop-faction on abduction. If it's a problem make separate settlements for those you capture * Not all NPCs are capturable - You can only capture NPCs equal to or under the player character level. Also, any NPC that doesn't use the template, most random encounter ones and hand placed for specific events/quests/scenes/etc for example, wont have the necessary workshop-script attached and the SUBDUE command won't show for them. * NPCs act differently in settlements - I haven't touched their sandbox packages so they'll use whatever default they have * NPCs run off in combat when companions - It seems some are set to sandbox/linger in a specific location and it might draw them back. Their combat AI isn't modified either so in any situation where they'd normally flee they'll still pick the option regardless if it means leaving the player fighting alone. * The perk is overwritten or overwrites the Intimidation one - pick one or the other. * NPCs assigned as doctors and other unique dialogue vendors only have the trade/barter option - There is no recorded dialogue for enemies to work as these rather unsurprisingly. Set a default voice supporting these functions Completeness issues * While being able to subdue someone with a gun is plausible making them abductable might not be, changing the requirement to a stun gun/rod similar to Fallout 2 might be more realistic. * NPC wandering off to a settlement instead of simply running away as soon as the player is gone isn't good either, adding a requirement for the player to craft and attach an explosive slave collar or other restraint would be an option * A faction to trade slaves should be added so the player can sell captured ones or buy to work in their settlements * Affinity should be added to companions, negative across the board mostly * Reactions should be added to other factions/NPCs, for example the Railroad or Minutemen probably wouldn't like if the player came to pay them a visit with a bunch of slaves in tow. Certain NPCs would also have an issue with the whole thing. * Having many slaves from one side should prompt increased frequency and level of threat from the associated faction, they probably want their friends back right? And probably a bunch of other stuff I forgot. Stuff that's loosely planned to be added * Option to change the voice type of NPCs so they get the recorded lines to function as doctors Added in 0.41 * Option to change combat variables so they work better fighting in follower mode Added in 0.41 * Option to change facial expression and body language * Option to remove the NPC from the intimidation quest which would remove the related threat / mercy dialogue. Added in 0.41 Submitter LazyGirl Submitted 08/18/2016 Category WIP / Beta Requires Automatron DLC, Nuka World
  24. View File Lich Evilynn Includes rape and torture! Both of the player, and by the player! You have been warned! Supplemental Warnings: Story Based - Expect long scenes and lots of dialog and reading. This is very early beta. Only the intro quest and part of the victim story exist. [HOW COULD YOU CREATE SUCH A HORRIBLE MOD?] Personal, feel free to ignore.... [BACKSTORY] [WHAT TO EXPECT] STORY BASED: If you just want sex scenes, you should use another mod. Expect a lot of story scenes and reading. On the victim path you will not be able to control you character at times - including most of the first half hour or so. This mod is HEAVILY geared towards lesbian sex and a female character. If you are looking for shemale, heterosexual, or homosexual(male) content - this is probably not the mod for you. (try slaverun, PAHA, etc) My kink is lesbian bondage, mind control, pain, and domination, and I'm the one spending hours of my time to create this mod. That said... Lich Evilynn assumes you are playing a female character, but that is not enforced. Playing as a male or shemale should still work, but it will result is some strange issues for dialog and animations. This is very early beta. The first quest will offer two paths. One is good and the other is evil. If you take the good path by refusing to join Evilynn: Evilynn will rape, torture, humiliate, and use mind control on you. Evilynn will force you to upgrade her lair, and then use the upgrades on you. She will force you to capture additional victims for her. She will force all of her victims to rape, torture, and abuse each-other. If you take the evil path and join Evilynn: Evilynn will offer quests to capture victims for both of you. Evilynn will offer quests to upgrade her lair. Evilynn will have you kidnap victims that are upgrades for her lair (like a woodworker to build furniture) [HOW TO START] Go to Saarthal and look on the tables near the entrance (don't go inside). You will find a strange object. Activate it to start the quest. In the menu under the debug settings you can jump to Saarthal right next to the table with the first quest item on it. You can follow one of two paths, either as Evilynn's victim, or as Evilynn's partner. She will only offer a partnership to someone that interests her. The current content is very short, but I'd love some feedback. [INSTALLATION] When installing a WIP mod like this, it's best to either: Use a throwaway save game. Make a backup save, install the mod, try the content, remove the mod and revert to the backup save. Run FNIS Simply install the current version with your favorite mod manager. [UPDATING] Don't update. You need a new saved game if you have ever used another version of Lich Evilynn. It's to early in beta to do all the changes needed to make a mod update correctly. [FAQ] Q: What about my follower? A: Followers are currently ignored. I suggest leaving them at home when you start the quest-line. Q: After the first scene, nothing happened. Why? A: After the opening, Evilynn will leave you for a bit. She will be back. A two hour wait should be enough. Q: I think I found a bug! What do I do? A: That sounds likely. Post it in the support thread. I'll try to help. Q: What can I do if I get stuck? I can't move my character! A: You can free yourself in the MCM options menu, but I recommend reloading from your last save. [HOW TO START THE PARTNER PATH] [TEARS] To enable face overlays like tears edit the file "SKSE\Plugins\nioverride.ini" Scroll down to [Overlays] and make sure that bEnableFaceOverlays=1 and not 0 Scroll down to [Overlays/Face] and make sure that iNumOverlays= a number greater than 0 WARNING: Enabling tears can causes a crash-to-desktop when a decapitation killmoves triggers. If your playstyle does not cause decapitations then you can enable it without risk. If your playstyle does causes decapitations, then you need to disable them first with a mod like VioLens [REQUIREMENTS] SexLab ZaZ8.0+ Slave Tats [CREDITS] @Sarge Misfit - for his all of his help re-rewriting my original sub-par dialog. @t.ara - for his work improving ZaZ. @-alpha- - for an awesome magic strapon texture. @supremebeholder - for cane marks @Mitos - for sharing some awesome animations @Funnybizness - for sharing awesome animations @Ekirts Ykcul - for awesome skin textures I don't know if they ever stop by, but we all owe a large round of thanks to: @ZaZ and @xaz - for their work on the original ZaZ Animation Pack Submitter Evilynn Submitted 10/28/2017 Category WIP / Beta Requires SexLab, ZaZAnimationPack8.0+, SlaveTats Special Edition Compatible
  25. Robert S Male v3 WIP - Preset Goodie Bag View File Misc RS/RS-Ex v3 presets to go with the WIP version on Allnarta's Official Discord, you can use them to batch build directly or feel free to mess around with them if you want (there's also a good bit of overlap or pre-existing presets in there, so sorry for the slight bloat in advance) 01) Download Bodyslide & Outfit Studio MANUALLY from the Fallout 4 Nexus Page 02) Drag and drop it as-is into the downloads section of MO2 and install like a regular mod 03) In the mods folder for MO2 look for the now installed "Bodyslide and Outfit Studio" folder and open it 04) If there is a folder named "CalienteTools" rename it to just "Tools" (FO4 version's filepath SHOULD be fine) 05) Open the Tools folder then Bodyslide folder 06) Copy the filepath and add a new program to MO2 (gamerpoets on youtube can give you a short video on this) 07) Add Bodyslidex64.exe and/or Bodyslide.exe, add OutfitStudiox64.exe and/or OutfitStudio.exe 08) Make sure its enabled in your modlist and select the program from the program drop down menu 09) Make sure you have Robert S v3 from Allnarta's official Discord (or Nexusmods and/or LoversLab when it officially releases) 09a) Select the "a_RS Base Body Nude" or "a_RS Body Nude Ex" project in bodyslide and select a preset and/or customize it, then hit the batch build button You should now have your preset body built in-game 👍 Submitter incubaddon Submitted 06/04/2025 Category Modders Resources Requirements Robert S Male Body Replacer v3 WIP, Robert S Male Body Replacer Extended(?), FO4's BodySlide & Outfit Studio  
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