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Found 73 results

  1. [Dev/Test/Beta] LL FourPlay community F4SE plugin v18-2018 05 24 View File ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 18 for runtime 1.10.89 2018 02 24 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_89.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 1.10.89 will no longer be supported. ; Written and tested against F4SE 0.6.8. You should not use an older version of F4SE. ; ; ; Known issue: errors in description and untested functionalities. This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch. This is also where the sources for the released plugin will be found. Current interface and available functions for v18: Scriptname LL_FourPlay Native Hidden;; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included;; Version 11 for runtime 1.10.26 2017 09 23 by jaam and Chosen Clue; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_26.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 1.10.26 will no longer be supported.; Written and tested against F4SE 0.6.0. 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 9.0endFunction; 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 optionstring 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 optionFloat 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;; 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 desactivated.; if the requested state is identical to the current state nothing is done.; Returns wether 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; Get the current state of the FlyCambool Function GetFlyCam() native global; Get the current state of the FXCambool 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 PowerArmorRace Function GetActorPowerArmorRace(Actor akActor) native global; Returns the actor's skeleton when in PowerArmorstring Function GetActorPowerArmorSkeleton(Actor akActor) native global; Returns the actor's current skeleton, not affected by PowerArmorstring Function GetActorSkeleton(Actor akActor) native global;Chosen Clue Edit;; String functions; ================;; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive.Int Function StringFind(string theString, string toFind, int startIndex = 0) native global; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned.string Function StringSubstring(string theString, int startIndex, int len = 0) native global; Splits the string into a string array based on the delimiter given in the second parameter.; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces.string[] Function StringSplit(string theString, string delimiter = ",") native global; Opposite of StringSplit.string Function StringJoin(string[] theStrings, string delimiter = ",") native global;; Array functions; ===============;;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet.Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native globalString[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native globalInt[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native globalFloat[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native globalBool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native globalVar[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD 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 add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini;[Custom Arrays];uMaxArraySize=nnnnnn;; !! Creating arrays that are too large will adversaly affect your game !!;; Keyword functions; =================;; Return the first keyword whose editorID is akEditorIDKeyword Function GetKeywordByName(string akEditorID) native global; Adds a keyword to a form (not a reference). Does not persists.bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global; Return an array of all keywords loaded in game.Keyword[] Function GetAllKeywords() native global;; 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 formString Function OriginalPluginName(Form akForm) native global; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files.Int Function OriginalPluginID(Form akForm) native global;; HIDDEN Functions. Never call directly.;; hidden function, use ResizeVarArray insteadVar[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 new in v16: compatible with runtime version v1.10.75 new in v17: compatible with runtime version v1.10.82 new in v18: compatible with runtime version v1.10.89 fixed OriginalFormID added DelKeywordFromForm (but it untested at the moment). Other files: Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin. Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers. Submitter jaam Submitted 07/22/2017 Category Modders Resources Requires Fallout 4 version 1.10.82 and F4SE 0.6.7 or greater.  
  2. View File True Amazons Playable Race and Armors Playble race with custom muscular body and special abilities. Racial Powers, Abilities and Passive Attributes Amazons have increased health, stamina and magicka compared to other races as well as all regenerations. Also, they completely immune to all poisons and deseases. All this thanks to extremly healthy build of the Amazons, and hard trainings, of course! Because of huge muscle mass Amazons have additional native armor rating, they moves and attack faster, recieve less damage from falling, and can carry more weight. Also, they unarmed attacks deal more damage, and unarmed power attacks can toss enemies away (if someone be so stupid to challenge Amazon in a brawl - well, this person may die easily. Especially on lower difficulty levels. So, be careful). Amazons trainings give them perfect knowledge in all, that related to combat - starting combat skills is higher than other races (Two Handed, One Handed, Block, Archery, Light and Heavy armors). And they learn all, related to this skills, faster then others. Amazons especially deadly with two handed weapons. Hard trainings also increase Amazons lungs capacity, so this allow them hold their breath for hours (waterbreathing) and gave them perfect coordination, so they can move very silently. But this is not all! Amazons have lesser power, called "Power Within" (toggleable ability) - and this is a real deal! Under Power Within Amazons moves and attack even faster, their jump height increased, unarmed attacks dealth additional damage, and they completely ignores all fall damage. If Amazons sprints, they push away anyone, who stand on their way (this is non-hostile, so don't be afraid sprinting in towns). But all potencial of Power Within reveals in combat! If Amazons perform power attack, this strike launch into the air all foes in front of them. And this also applies to bashes and power-bashes (standart bashes don't have "sweep" flag, so they push away only one target). All arrows, that Amazons shoots from their bows, inflicts deep stagger to targets. Incoming physical combat damage is cut in half, damage they dealt has been doubled, and also Amazons can't be staggered, paralysed or throwed by enemy shouts. Mod have two versions - "Regular" and "Light" Depending of version you choose your character will have different height, stats and abilities. All differences listed in table below. Other Details This is a race with hand-made body (based on UUNP), tweaked skeleton with additional nodes (XPMSE v3.91), and hand-made textures (based on FairSkin textures and Tigersan's muscle normal maps). Base scale to this race is set to 1.18 for "Regular" version (slightly lower than Ebony Warrior) and 1.05 to "Light" version. This race is designed for play as a female, so male part is standart Redguards. It's powerful race, so I recommend play on legendary difficulty (or you may just don't use Power Within). From version 2.0 and higher you can use MCM-menu for some combat-related settings customization. Also you can check my followers mod, based on this race. Main archive contain: -- Main mod: Race, meshes and textures. Normal maps for muscle relief goes in 4 variants, 3 variants of skin (much veins, less veins, no veins), and 5 variants of skeleton (various muscle mass). -- Animation pack: I recommend use this race with custom animations pack - for maximum immersion, and because standart female animations terrible fits for this kind of muscular body (but you still can use male animations i think). It's just a pack that i combined from another mods, so all thanks and regards goes to their creators. -- BodySlide files: If someone will want to make armors for this race. -- hdtPhysicsExtensionsDefaultBBP.xml: For breast and butt physics. It's not my personal preset, but i forgot where i found it. -- ECE-files: Important for ECE-users. See instructions below. "Light" version archive contain: -- Main mod: Race, meshes and textures. Normal maps for muscle relief goes in 4 variants, 3 variants of skin (much veins, less veins, no veins), and only one skeleton variant. -- Animation pack: I recommend use this race with custom animations pack - for maximum immersion, and because standart female animations terrible fits for this kind of muscular body (but you still can use male animations i think). It's just a pack that i combined from another mods, so all thanks and regards goes to their creators. -- BodySlide files: If someone will want to make armors for this race. -- hdtPhysicsExtensionsDefaultBBP.xml: For breast and butt physics. It's not my personal preset, but i forgot where i found it. -- ECE-files: Important for ECE-users. See instructions below. Armors archive contain: At this moment - two weapons and 40+ sets of premade armors, vanilla remakes and others. Most of them goes in two variants - full and cut. And their is quite skimpy - because why need to hide such perfect body? =) Meshes and\or textures used in created armors: Skyrim meshes and textures GuildWarsConversions TERA armor collection SoS Penzor addon Patch Patch for my SoS-addon. New normals, textures, meshes and sliders for BodySlide. Two variants - with balls and without balls. Installation --Choose and download only ONE version of main mod. --Use NMM and choose what you need. --If you use ECE instead of RaceMenu - don't forget ECE-part of the mod. In character creation menu go to the slot-load part and select "Preset 1" "Preset 2" or "Preset 3" - this loads pre-defined preset with various skeleton bones scaling. --Also, ECE users can further customize body proportions of this race. Thanks to this mod (and my additions), what adds more body sliders. --For using animation pack you need FNIS and FNIS_PCEA2. Don't forget run "Generate Fnis for Users" after install this mod, and check MCM-menu for enable animations. --For SoS Patch - use NMM installer. --For armors archive - standart install. Requirements Skyrim core game and it's Update 1.9.32.0.8 Dragonborn DLC Dawnguard DLC RaceCompatibility for Skyrim and Dawnguard HDT Physics Extension FNIS and FNIS_PCEA2 for animation pack. NetImmerse Override (standalone or as part of Racemenu) for armors high heels. SkyUI for MCM-Menu. Better Jumping - if you want to use reaaly high jumps (300+ points). SoS Penzor Addon for corresponding patch (obviously). Bugs and limitations Because of modified skeleton you can expect clipping or other weird things in some poses or animations. May appear some strange bugs in beast form or vampire lord form, especially for ECE users. Also, skin tone may change after player becoming a vampire. If this happens, go to racemenu and change it manually. Because of custom body, this race can't normally wear vanilla armors. For obtain armors - use AddItemMenu. Or you can found all armors in a sack near the Warrior's Stone. Because of Skyrim engine limitation, If you want to use really high jumps (300+ points) you need to install Better Jumping (SKSE Plugin), or you may stuck in mid-air during high jumps. Power Within ability have some limitations: -- If you learn "paralysis strike" in one handed or two handed skill trees, it's overwrite push-ability in backward power-attacks. Also this apply to disarming power-bash. ATM i don't know how to fix it. -- If you use mods, that change basic jump height, after disable PW, jump heght may be revert to standart (76 points). ATM i don't know how to fix it too. At this moment race work only at basic Skyrim, without any game re-balancing mods (like Requiem and similar). If you install this kind of mods, you can expect bugs with attack speed under some conditions. Please PM me, if you see any bugs - I'll try to fix them. Future Plans Testing and bug fixes. Craft system for armors and special location. More armors. More powers? Related quests? Thanks and Credits Tigersan - for normal maps. HHaleyy - for Fair Skin textures. Groovtama - for skeleton. tktk1 - for ECE. Septfox - for more sliders for ECE. Caliente - for BodySlide TMPhoenix - for Race Compatibility shidoni - for testing and help crossfire1616 - for invaluable help in testing and screenshots kinghulk - for help in testing and screenshots clanomega2501 - for SSE version. Animation creators (all of them) - for animations that I used in my pack. All who I forgot to mention here. Ah, and sorry about my bad english =) Submitter Azazellz Submitted 04/06/2017 Category Races Requires RaceCompatibility, HDT Physics Extension Special Edition Compatible Yes
  3. Greetings! I'm Dark Cube, the illustrator, comics artist and the developer of "House of Maids", an adult visual novel game. Used to be a long-time crawler of Loverslab Skyrim section back in the days! It's a great pleasure to share with you the results of my work. Below you'll find more info about the "House of Maids" project and download links for Windows and Mac versions of the game. I'm starting my mornings with reading game feedbacks, critics, bug reports, so feel free to share your impressions. Hope you'll enjoy playing "House of Maids"! Synopsis: House of Maids tells a story about a young glamor photographer who appears on an isolated island for a photo shoot with a smoking hot model but instead discovers a secret private mansion inhabited by amazing maids and other kinky servants. And that's how an exciting player's adventure begins! You may look for a quick way off the island or get acquainted with its sexy inhabitants and dive into an amazing story - the choice is always yours! Gameplay features - visual novel story progression - high-quality animated game characters - branching dialogues - unlockable CG artworks; - secret scenes; - mini-games - multiple choices; - multiple endings I bet some of you would like to see how the game looks. We're here for some hot babes and sexy action after all! Check out the game screenshots and artworks under the spoiler! "House of Maids" is planned to be a free game, but you're welcome to participate in its development and help make one of the best adult visual novel games! Please, visit the game's Patreon page to learn more about the development progress and cool rewards, which are available to patrons of "House of Maids". Patreon page: https://www.patreon.com/dark_cube Now to the best part - the game itself! Get the FREE full v0.0.1 of the "House of Maids" game, which provides almost an hour of gameplay. Patreon version of the game has recently been updated to v.0.0.2 and provides even more characters, adult scenes, player choices, and unlockable CG's! Enjoy the game and feel free to share your feedback to help make the game better! DOWNLOAD full v.0.0.1: Windows version Mac version
  4. So, with all the adult mods hosted here for Sims3, Sims4, and the various Bethesda titles, I'm trying to gauge public interest in modding an older game - The Movies (Stunts & Effects) by Lionhead Studios, 2005. The game was distributed by Activision, and has since gone out-of-print, but that doesn't mean it's not available anymore. Used copies can be found online for cheap, and there are torrent seeds easily available for cracked versions (if you want to go that route...) There are a few mods hosted on Nexus for it, some independent sites that host props & costumes, but no active community for Adult Modding of the game, and that's really kinda' sad. The meshes and armatures for animations look to-be about equal to Sims3 (which might allow porting of some of those animations... that merits investigation). For now, though, I'm just starting with some retexturing... here are some in-game shots of a few things I've done so-far. Anyone else here who plays 'The Movies' who'd be interested in this as a project? Are people interested in this? The game is really cool for its' ability to export machinima, and where it used to be kinda' slow (built for WindowsXP, Pentium 4, & DirectX9c) it runs like greased-lightning on my current laptop (Win7-64b, Dual Core, & DX11). Anyone else interested in this? Or am I just modding for myself, here? For those who don't have the game, here are links to .iso downloads of them. You'll need an .iso mounter, either Daemon Tools or Virtual Clone Drive to install the game. Base Game (with 1.1 patch): http://www.theisozone.com/downloads/pc/windows-games/the-movies/ and Stunts & Effects Expansion Pack: http://www.theisozone.com/downloads/pc/addons-mods/the-movies-stunts-and-effects/ Also available for download at these links - Base Game: http://www.mediafire.com/file/5yeqic23c1f8k63/The.Movies.rar Stunts & Effects: http://www.mediafire.com/file/t3c78h98tkt4m17/The+Movies+Stunts+And+Effects.rar Key Codes that can be used for the MediaFire downloads (might also work on the TheIsoZone downloads) The Movies - ANPK-GNJH-A4ZZ-KKZ7-2993 The Movies Stunts And Effects - KKKK-KKKK-KKKK-KKKK-3473 With a helpful tutorial video on how to install from the MediaFire download links: https://www.youtube.com/watch?v=UPRGpZF6LtA
  5. View File Defiler Wings 1.4.1 English translation (not machine) Attention Russian speakers! Looking for help from you guys! There is a section in the What's new section where I put the lines which I couldn't figure out from the machine translation. If you are willing to help, please check it and give me a rough translation. It is okay if it has bad grammar or not really English - it will be still a hundred times better than the machine translated texts. I'll fix it if necessary and of course you will be listed in the credits for your contribution. What is this? Defiler Wings is a dragon simulator game. You take the role of a dragon and bring destruction to all kingdoms. You also kidnap virgins and work on your dynasty... It was developed by Old Huntsman and Co, a russian(?) dude and Co. When I tried it, it was obvious at once that the English version is mostly a machine translated one. Except from a few small parts (which was made by people) it is simply horrible. So I started to make my own version, simply by writing directly in the python files. I thought I might as well share it with you. It is not an easy job, because: - I don't speak Russian, so I don't know what was the original text and what style the text had. - I don't speak Google translate (nobody does...) - I don't speak python - English is not my 1st language. - I am a Grandmatser of typoing. An example: "Yes, if all women Floor was such a Dark Lady and her offspring would have very salty!" Basically I have to figure out what the original text was by reading lines like this. Since I look at the python code, I don't have much context, just some variable names and comments. Sometimes there are still Russian words in it, which I may or may not find in online translators. Most of the time I think I know what was the text about, but in cases like the above, I just don't have the foggiest idea. So I come up with something which fits the text around it or just leave it out. How to install (Optional) Do a safety copy of the "game" directory in your game folder (or just the files which are in the zip). Unpack into the game directory, overwrite when asked. Disclaimer I'm aware that the texts i "fixed" are still full with errors, typoes, etc. At the moment I made only 1 pass on them, meaning I didn't recheck them. IMO it is better to get all texts in "somewhat good" state before I start spending more time on shining them. That being said if you report problems I will fix them. Credits - Old Huntsman - the creator of the game - the people who made the current translations, English menu, etc. - Akmed and LightSpectr - their help was invaluable in making sense of some tricky lines Submitter monsta88 Submitted 04/25/2018 Category Misc Requires Defiler Wings 1.4.1
  6. Version v18

    15,125 downloads

    ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 18 for runtime 1.10.89 2018 02 24 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_89.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 1.10.89 will no longer be supported. ; Written and tested against F4SE 0.6.8. You should not use an older version of F4SE. ; ; ; Known issue: errors in description and untested functionalities. This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch. This is also where the sources for the released plugin will be found. Current interface and available functions for v18: Scriptname LL_FourPlay Native Hidden;; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included;; Version 11 for runtime 1.10.26 2017 09 23 by jaam and Chosen Clue; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_26.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 1.10.26 will no longer be supported.; Written and tested against F4SE 0.6.0. 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 9.0endFunction; 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 optionstring 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 optionFloat 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;; 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 desactivated.; if the requested state is identical to the current state nothing is done.; Returns wether 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; Get the current state of the FlyCambool Function GetFlyCam() native global; Get the current state of the FXCambool 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 PowerArmorRace Function GetActorPowerArmorRace(Actor akActor) native global; Returns the actor's skeleton when in PowerArmorstring Function GetActorPowerArmorSkeleton(Actor akActor) native global; Returns the actor's current skeleton, not affected by PowerArmorstring Function GetActorSkeleton(Actor akActor) native global;Chosen Clue Edit;; String functions; ================;; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive.Int Function StringFind(string theString, string toFind, int startIndex = 0) native global; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned.string Function StringSubstring(string theString, int startIndex, int len = 0) native global; Splits the string into a string array based on the delimiter given in the second parameter.; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces.string[] Function StringSplit(string theString, string delimiter = ",") native global; Opposite of StringSplit.string Function StringJoin(string[] theStrings, string delimiter = ",") native global;; Array functions; ===============;;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet.Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native globalString[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native globalInt[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native globalFloat[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native globalBool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native globalVar[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD 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 add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini;[Custom Arrays];uMaxArraySize=nnnnnn;; !! Creating arrays that are too large will adversaly affect your game !!;; Keyword functions; =================;; Return the first keyword whose editorID is akEditorIDKeyword Function GetKeywordByName(string akEditorID) native global; Adds a keyword to a form (not a reference). Does not persists.bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global; Return an array of all keywords loaded in game.Keyword[] Function GetAllKeywords() native global;; 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 formString Function OriginalPluginName(Form akForm) native global; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files.Int Function OriginalPluginID(Form akForm) native global;; HIDDEN Functions. Never call directly.;; hidden function, use ResizeVarArray insteadVar[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 new in v16: compatible with runtime version v1.10.75 new in v17: compatible with runtime version v1.10.82 new in v18: compatible with runtime version v1.10.89 fixed OriginalFormID added DelKeywordFromForm (but it untested at the moment). Other files: Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin. Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers.
  7. Version 20180526

    544 downloads

    Attention Russian speakers! Looking for help from you guys! There is a section in the What's new section where I put the lines which I couldn't figure out from the machine translation. If you are willing to help, please check it and give me a rough translation. It is okay if it has bad grammar or not really English - it will be still a hundred times better than the machine translated texts. I'll fix it if necessary and of course you will be listed in the credits for your contribution. What is this? Defiler Wings is a dragon simulator game. You take the role of a dragon and bring destruction to all kingdoms. You also kidnap virgins and work on your dynasty... It was developed by Old Huntsman and Co, a russian(?) dude and Co. When I tried it, it was obvious at once that the English version is mostly a machine translated one. Except from a few small parts (which was made by people) it is simply horrible. So I started to make my own version, simply by writing directly in the python files. I thought I might as well share it with you. It is not an easy job, because: - I don't speak Russian, so I don't know what was the original text and what style the text had. - I don't speak Google translate (nobody does...) - I don't speak python - English is not my 1st language. - I am a Grandmatser of typoing. An example: "Yes, if all women Floor was such a Dark Lady and her offspring would have very salty!" Basically I have to figure out what the original text was by reading lines like this. Since I look at the python code, I don't have much context, just some variable names and comments. Sometimes there are still Russian words in it, which I may or may not find in online translators. Most of the time I think I know what was the text about, but in cases like the above, I just don't have the foggiest idea. So I come up with something which fits the text around it or just leave it out. How to install (Optional) Do a safety copy of the "game" directory in your game folder (or just the files which are in the zip). Unpack into the game directory, overwrite when asked. Disclaimer I'm aware that the texts i "fixed" are still full with errors, typoes, etc. At the moment I made only 1 pass on them, meaning I didn't recheck them. IMO it is better to get all texts in "somewhat good" state before I start spending more time on shining them. That being said if you report problems I will fix them. Credits - Old Huntsman - the creator of the game - the people who made the current translations, English menu, etc. - Akmed and LightSpectr - their help was invaluable in making sense of some tricky lines
  8. Alluvian Race (Slime Race) UPDATE: 7/16/16: I haven't given up on this but real life took over. =( If anyone knows how to make the slime texture look better, I'd love to talk to you. It has some seams and my gimp skills are lacking. UPDATE: 3/11/15: I am finally getting back on track. I am making a proper worldspace for the race and pretty much starting from scratch. I would like for this to have a standalone race but I am not very good with that. If anyone would like to create that, please PM me. Old Material and files here: Blackreach is their home. Alluvians have lived in a cavern that connects to Blackreach. Most live in the pools (liquid state) but some venture out into the world The Communal Pool They originated from a small lake underground. -The Great Mother – founder of their race (long story) -human female, somewhere near the pool - Blank eyes, blank expression, no dialoge, wanders around pool, comfy clothes Current Files: Alluvian Mod.zip This is a start for the new direction of this. The race is not included with this version. Many edits still needed. EDIT: 2/14/14 I added an esp with Blackreach cleaned out. It is in the files spoiler. Took me a few hours in the CK to clean it out. EDIT: Some pics of how the race looks at present. EDIT: 2/15/14 Added "alluvan blackreach.7z" to the bottom of files list. Add the esp to see the changes. I will be learning how to do most of this as I go. Any help would be appreciated. Please contact me if this interests you. I have no clue how do do half of this, so will be fun. EDIT: 8/23/14 I learned how to create worldspaces and will be changing some of the cells into their own worldspaces instead. I'm looking for someone to make the race standalone. EDIT: 3/11/15 Remade the cavern and entrance. The Alluvian cavern is now a proper world space.
  9. The Goal: Create a new female body replacer for Skyrim/SE. Limitations/Experience/Expectations/Reasons etc: I've always thought that the original body models in Skyrim, were made by people who have never looked at a naked body on the 'internet', or indeed in real life. This is especially true when it comes to the female body, you know, bo*bs flow to the side and down naturally, especially big b*obs ... they don't jut out like cannons... unless you are watching some cookie cutter american p*rn. The natural 'sag' for a better word, is what is most alluring. Maybe that's not what people like, and I'm the odd one out. Reasons I've literally just started 3D sculpting (a week) and thought I'd see if i couldn't change some of the aspects that have bugged me, and generally add femininity. Hands - King gong would be proud of those hands Feet - Can they even be called feet, I've seen more attractive feet on an elephant. Bo*bs - see above Butt - two round comically large hemispheres does not a butt make. I couldn't understand why some experienced modeller hasn't added a truly nice replacer... until I started looking into the work flow myself. To say that it is a pain in the proverbial, is akin to saying North Korea can be a bit mean to it's people. It's just not fun. Experience There are my limitations of modding experience, and the limitations of the tools to streamline the addition of wholly new meshes. I know enough that most body replacers are as they are (using bodyslide etc), not because of technical limitations but universal acceptance... unfortunately this constrains what you can do model-wise. Limitations My body replacer will not be compatible with any other skin texture because it will use a custom optimised uvmap The idea is to keep the body very close to UNP, I've only been sculpting for a week, and although I can already see the anatomical stance of the skyrim model is wrong, I'll work around that for compatibility (XPMSE etc). I first tried sculpting just the body, sans feet/hands but the extra time needed to make a perfect match to existing extremities ( e.g snapping vertex ), I decided to sculpt the whole thing. I've already had the body, or a variant of it, working with the new physics for SSE, and was surprised how well it worked. I will initially stick to one size, i.e 100 (femalebody_0 and _1). I did use a size 0 and size 100 but that complicates the mesh making process. Unless you are really careful, you get the mesh explosion in-game, even if the vertex count and order are the same. It can work but it necessitates double checking at each stage of the workflow. The hands, oh god the hands! I made some changes there but since I'm worried about in-game issues, I've kept the fingers the same length, slightly reduced the actual sausage'ness but mostly sculpted to mimic shapeliness, without really going hard on the dimension reduction. I hated the original thumb, so that is definitely smaller. It's a trade off, I will need to adjust the bone positions. The feet should work with existing footwear.. comprehensive testing of the whole project, will tell me more. The toes are spaced apart for now, as it makes it easier for sculpting purposes. I get the argument that lore friendly (not something the community here probably minds much) might mean a seasoned female fighter will be bulky, well, I'm going for the strong athletic, form over force that could be used for other characters as well. I probably wont (at least initially) manually retopo. I had an auto generated version working without issue in SE... the purists out there might curse a pox on upon my heretic backside but hey, you can't please everyone. What this wont be, is a traditional highly game friendly optimised model. Oldrim has a limit of 65k tris. SE, although you can convert the mesh to nif without issue, the limit is still their, as nifskope later throws an error. You can split the body into partitions giving you greater flexibility but it's not really designed for that purpose. E.g. You get invisible legs when still wearing boots, until you take them off etc. Anyway, I will target 65k tris, as this worked without problems. End Product Initially: Body Model Body Textures Later: Custom built outfits Thoughts This is where you guys/girls come in, any (critical but) helpful comments are welcome. To be honest, with the interchangeability of existing body types, I expect there wont be enough interest, so it will likely be a personal project, even if I eventually upload a fully working documented mod. Question. (hopefully some kind sole might take the time to answer) If I create a completely custom body mesh at say size 0, I think I can import (nif or obj) into OS, and make some presets to go with my mod. I've never used bodyslide but if that does work, presumably people should be able to adjust outfits to fit the preset? I'm not familiar with the head making process. Does anyone know of a workflow where I can also add custom heads, and then generate Skyrim compatible morphs/facegeom etc Finally, is it worth making a completely custom body replacer. Why don't we see more variants (that are not just bodyslide changes), is it the reasons I suggest above. i.e pain in the butt, and universal compatibility.
  10. Hey everyone!Let me introduce a game i'm working on: NakedFighter3D. A multiplayer adult fighting game. It’s an indie project started by one person but with your help it could be best catfight game ever (wink) You can create your own fighting girl, boy or t-girl, train them and challenge each other or other players. Please, share your thoughts. I'm willing to hear your feedback and open for any input. Feel free to ask any questions in this topic. ^_^(Sorry, you can't play right now. It's still in development but i'm quite close to releasing a working prototype) Main site: http://nakedfighter3d.com Patreon: https://www.patreon.com/nakedfighter3d Youtube videos Seems like image upload on this forum is not working for me. I'll put some direct imgur links with previews https://imgur.com/pRgHh4F https://imgur.com/GkYlfJG https://imgur.com/JrlbeJ1 https://imgur.com/18woe4B
  11. View File ADULT CONTENT 18+ Requires: Oniki's Kinky World OR Passion The new update arrived. (v.1.4) There are 9 new animations for your sims to enjoy! View full animation list and required objects: How to install: Download my replacement Pole Dance Animations for Kinky World: If you're using the latest build on Patreon, this isn't needed anymore, the animations are included. Don't override it. If you're using the public version, you still need this animation override. Submitter MaryJane Submitted 02/16/2017 Category The Sims 3 Requires Oniki's Kinky World or Passion
  12. Stellar Lewds An effort to make space a whole lot more sexy. Simply, in its current state, the mod contains only a single thing: A species of rather lewd slimes. However, it is my full intent to continue expanding on this mod to add more species and soon enough also events, traits and other such fun things. Currently, the slimes are under the "Lewds" category on the appearance select screen. The mod also adds a "Testmachines" category that for the time being, is empty. It bears mentioning that this mod was heavily inspired by the "SSX" mod made by our very own Toronam. I recommend you check out that mod for more content like this. The slimes do have genders, the "male" ones being hermaphrodites whilst the female ones are just female. Currently, I am aiming towards making an anthro wolf species, in addition to a living machine species. If you have ideas, however, don't be afraid to suggest them down below! Oh and if it wasn't already obvious... The mod contains very NSFW content. Happy Lewding! Stellar Lewds v0.1.0.rar
  13. Merman Simmer is creating dynamic hair for sims 4! check this https://www.youtube.com/watch?v=cjEyxtz1VI0
  14. 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
  15. View File Erectifier Equips outfits automatically for SexLab Scenes - schlongs, armor, clothes, jewelery, sexy lingerie. Basically anything wearable can be used. Unequips, deletes or leaves the outfit on when the scene is finished Sends SOSFastErect and SOSFlaccid events allowing equipped schlongs to work regardless of gender Can change NPC gender to allow opposite type SexLab animations and matchmaking Manages an unlimited amount of NPCs Does the above by simply adding factions to NPCs. No perks, abilities, magic effects, scripts and so on are attached. OUTFIT GUIDE Activate Erectifier Outfit Power Set an active outfit, 1 - 5 (do not use 0, it's fallback for none set) Activate Edit mode Equip the item(s) you want to add to the outfit. Unequip to remove. If you can't wear it due to gender restrictions removing or adding it to your inventory like dropping or putting it in a container should work. Disable Edit mode Set Item to KEEP, RMV or DEL depending if you want the equipment to be left on, unequipped or deleted once the scene is over Done, exit out ERECTIFIER GUIDE Equip Erectifier spell Use it on an NPC Set their outfit to one you've created as above, 1 - 5 (optional) Switch their gender for opposite gender animations and detection in SexLab (optional) To target your own character with the Erectifier Spell use active the OUTFIT POWER while crouching NOTE Remember to disable SexLab strap-ons if you erectify female NPCs without tagging them as male to prevent double-dicking. Unless that's your cup of tea Do not use items you want to keep in Erectifier outfits if you also set the mod to delete them when the scene is done No schlongs or other items are included, you need to download other mods for schlongs and whatever Use this mod on a separate disposable save set up specifically for sexy time. While this mod shouldn't cause the citizens of Whiterun to perish in a hailstorm of dicks or anything else serious it's just something to play with until better schlongifiers are ported/created. Submitter LazyGirl Submitted 09/16/2017 Category Adult Mods Requires SexLab Light SE Regular Edition Compatible  
  16. View File KEEP IN MIND THIS IS WORK-IN-PROGRESS! Changes may be needed to be done and the file will be reuploaded. Only the most recent version will be supported. Future bodytypes may be added. NEWEST VERSION IS CURRENTLY DOWN FOR INVESTIGATION. PLEASE REMAIN PATIENT. File Name: Syndra File Submitter: Stahlvormund101 File Submitted: 15.03.2017 File Category: Armor and Clothing Requires: UNPB History about this project and Credits (can be skipped): Spoiler This armor is made to resemble the Classic Syndra Skin from League of Legends as close as possible. It consists of Armbands, Boots (the leggings), Shoulderparts, the main chest armor, a helmet with white hair and a helmet without a wig. It is craftable at the Anvil, can be enchanted and improved at the Workbench. Requirements: UNPB Credits: romeozero who made the armor, rigged the textures and is the main workforce SeriousPermissions aka SkyrimGTX for fixes and improvements Giorgio Palombi for providing the texture sets CPU for invaluable counsil and support Installation: -Install UNPB Body Replacer. Any UNP-based body replacer should work too but failures in size and neck seam may appear -RECOMMENDED: Install the Mod via NMM or MO respectively OR Drop the files into your Skyrim main directory, replace if asked -In game, you can either craft the armor at an Anvil or use AddItem Menu or Console commands to find it KNOWN BUGS: -none currently Legal: Do not upload this file anywhere without my permission. If you have questions regarding it, ask them in the support topic or contact me via PM. You may alter the file for your own personal usage but do not upload the altered version without my permission either. Update: New file version has been added. Check it out! Submitter Stahlvormund101 Submitted 03/15/2017 Category Armor & Clothing Requires UNPB body replacer Special Edition Compatible
  17. SexLab Drunk 1.0 Released Thank you everyone for your great suggestions so far. Please do keep them coming in the thread above. ------- Decided to take on a second Skyrim project now that the most time-consuming parts of SL Kidnapped are out of the way. This will be my fifth sexlab mods for Skyrim. SexLab Drunk in a nutshell: If you consume too much alcohol, you'll lose control of yourself (literally! you'll lose control of your player character temporarily) and end up: - Getting violated (female/ submissive) - Violating others (male/ dominant) Scenarios/ Features: You consume alcohol yourself or a NPC approach you offering a drink - use drinking animation Nearby NPC approach, chat you up and take you to bed either in the inn or back at his home. You going around offering yourself to every guy in sight You going on a rampage around town violating anyone who dares roam the dark You break the laws while drunk and end up in jail for the night (violated by the guards) -maybe Prison Overhaul optional integration? Different gangbang scenarios - NEED SUGGESTIONS Optional bestiality scenarios - NEED SUGGESTIONS NPC's approach/ actions/ reactions based on Morality Optional Integration into SexLab Kidnapped , allowing you to pass out and start a kidnap scene, taking advantage of Kidnapped's large variety of scenarios SexLab Framework will always be the only hard dependency Drunk effect/ blurred screen imagescape/ drunk moving animaitions Things to think about/ should I try to include: NEED SUGGESTIONS Combat while drunk? What to do with followers? Expected SexLab Drunk 1.0 Release Date: around 24 March/ ie. next weekend - probably will focus on the submissive/ female side first Any suggestions, comments or anything, please reply to this thread. Thanks for all your contributions.
  18. View File For now, this adds: Two hooker spawn points to Windhelm Tekla in Falkreath now hooks New NPC Aurelia the ‘flower girl’ in Solitude Abelone in Dawnstar now hooks New NPC Yasmine in Whiterun This was an on-going project. Complaints about the mod and technical support should be posted here. Suggestions, ideas, and your wish lists need to go in the discussion thread HERE. Note from Game Goblin: I originally took over this mod from Kendo2 with his full support and blessings. Sadly I can not continue any updates on this mod as other multimedia projects have eaten up nearly all of my time. If you wish to take this mod to the next level, Send me a PM and we can discuss the details. WINDHELM FALKREATH SOLITUDE DAWNSTAR WHITERUN Disclaimer: Mostly, the hookers are NOT hawt. They are gutter sluts, dope whores or regular girls. There is no intention of adding player prostitution to the mod, other mods are available for that. Permissions: Ashal's code and the technical aspects of this mod that were not created by the author or current host, they are his intellectual property and subject to his terms of use for Sexlab. Everything else belongs to Game Goblin with full endorsement from Kendo2, so hands off. If you want to help with mod, private message me, and we can talk. Versions: Submitter Game Goblin Submitted 10/17/2015 Category Misc Sex Requires Skyrim.esm, Update.esm, Sexlab, Fuz Ro Dah Special Edition Compatible
  19. Hello! I've noticed that Fallout 4 does not yet have a consistent nor well developed mod for the implementation of player slavery. If I might, I would like to elaborate on two Mod Proposals that might help address this: FourPlay Debauched, and FourPlay Harlotry. The Name for FourPlay Debauched comes from the old FourPlay Debauchery, as a nod to what it intended to do. Fourplay Harlotry will be explained later on down in the post. Before I begin, however, I need to make some declarations clear: I am an experienced programmer. I have worked in software dev, an my primary skillsets are C++, Python, the *ML languages, etc. I AM NOT AN EXPERIENCED FALLOUT MODDER. I haven't the slightest clue where to begin, except that I have already downloaded the bethesda game creation kit. I AM WILLING TO DO MOST OF THE WORK ON THIS MOD, PROVIDED THAT I FIND A MENTOR WHO WILL GUIDE ME IN WHAT DOCUMENTATION I WILL NEED TO READ AND WHAT SYSTEMS I WILL NEED TO MODIFY AND/OR ACCESS. It also would be greatly appreciated if said mentor gave me a feasibility account on what is feasible and what is not out of the following mod descriptons. Below, I am going to go into detail about not just the features of this mod, but also the implementation details of the mod from a programming language agnostic viewpoint. Any experienced modder will be able to immediately recognize the key points and pathway to implement these mods from within a Fallout 4 modding perspective, as the below descriptions could also double as a coding specifications design document, with some loose ends here or there. IF ANYONE DECIDES THAT THEY WISH TO TAKE THIS DESIGN DOCUMENT AND IMPLEMENT IT WITHOUT MY INPUT AND MAKE WHATEVER DESIRED CHANGES THEY WISH, THEN THEY HAVE FULL PERMISSION TO DO SO. IF ANYONE WISHES TO PERFORM THE AFOREMENTIONED MENTOR ROLE AND GUIDE ME IN WHICH SYSTEMS I WILL NEED TO ACCESS AND WHICH DOCUMENTATION I WILL NEED TO READ, THEN I WILL GLADLY IMPLEMENT THE MODS MYSELF. IF NO ONE WISHES TO ACT AS AFOREMENTIONED MENTOR, THEN I WILL TAKE NO STEPS TOWARDS IMPLEMENTATION ASIDE FROM PRESENTING THIS DESIGN DOCUMENT ON THE FORUMS HERE TODAY. :EDIT: Hello, everyone. I've been going over the documentation at the creation kit. I had wanted to have a mentor on things because I knew that, despite being an experienced programmer, large systems still take a long time to learn, yet often one doesn't need to know everything about a system to implement the desired functionality. After looking over the documentation however, I don't think I will need to ask for a mentor after all. It actually looks quite doable, and I'm pleasantly pleased with the elegance of Papyrus. @Hiemfire, I will modify the mod so as to adopt your suggestion over the originally planned functionality. Thank you for your input. @Clegane, I don't believe this should be too difficult to implement. I will see what I can do. @Holdout, Yes, the quest object is the right place to start. Thank you for the link, and for your feedback. I will be posting updates on a monthly basis. Please note: I have a fairly full work schedule, but I believe I can get everything done within a reasonable amount of time. Thank you, everyone. Fourplay Debauched The jumping off point of Debauched is as an extension of FourPlay Violate. If the player surrenders in combat or otherwise submits but is NOT killed, then after being raped multiple times the scene will fade to black, and the player will wake up within the confines of one of 3 Auction Houses that are to be built and distributed throughout the CommonWealth. I also want this mod to be compatible with Trykz's "Where do the Bad Girl's Go?" mod, so there should also be a possibility of having that mod take over instead of Fourplay Debauched. Rather, Debauched might decide to relinquish control voluntarily to that other mod after a random dice roll, etc. In any case, the player's time at the auction house will be short. They will be stationed within a pen with little to do but talk to other slaves. They will have their items stripped. The items will be given to their new master once they are sold, where they will be stored within a trunk that is only accessible if the player legitimately purchases their freedom. After a certain period of time of watching other girls get auctioned on a nearby stage, the player will find themselves on the stage, where they will be auctioned off to the highest bidder. (But really, by random luck for a random high price.) After the auction, the screen will fade to black, and the player will awaken in a place that will become the designated location for which the core mechanic of the mod will operate through and upon. The player will also meet their master for the first time in this location. The main idea behind this would be that the player must continually prove their loyalty to their master to greater and greater degrees, or suffer increasingly dire consequences. The "means" by which a player proves their loyalty to their master would be by undertaking actions of the following sort: Forced slutty clothing and/or Bondage Restraints. This would act in a way similar to the Devious Devices and Deviously Cursed Wasteland mods. The clothing would bring with it game play significant penalties, such as lowered protection from damage and/or rads. The clothing would also cause difficulties by making the player unable to communicate normally with NPCs. The NPCs would not "take seriously" a character dressed in slutty clothing, and would only treat such a character as a prostitute until the player was able to prove their worth. Requiring the player to meet their master and "serve" them at regular intervals. This sort of scenario actually should take the form of a kind of dialogue based mini-game, which I will elaborate upon in a little bit later on in the post. Additional quests and objectives are given to the player for the times when they are not with their master. Forcing the player the give up their own hard earned caps, items, weapons, etc, to their master, who will store these items in a chest which is completely inaccessible to the player. The only way to retrieve these items is for the player to purchase their freedom from their master. If the player were to attack and kill their master, then the chest becomes inaccessible forever. Ok, so that's the basic idea behind the Debauchery Resurrected Mod. Let's go into more detail, as well as how exactly this mod is to be implemented. First, the "service" mini-game: (Note: All masters must be a new race of NPCs created specifically for this role. I need information on how feasible this is, but in general no vanilla NPC will every function as a master of a player slave. Sorry folks, No Piper-Master here.) "Meeting" Your Master The central backbone of the mode is the "servicing" mechanic. The player must meet up with their master at a predetermined location at regular intervals. The mod should create 3 types of new locations scattered around the commonwealth: Whorehouse, Residence, Mansion. The whorehouses would basically be stables where whores would be fucked by clients non-stop, although they also reserve stalls for "appointment" visits. Essentially, the player would be assigned a stall where they would need to present themselves at regular intervals. Their masters would be inside the stalls already. Having entered the stalls, the entire scope of the '"servicing" your master' mini-game takes place within this area. I will get to that mini-game in a bit, but first, let me discuss the other two types of location: The Residence, and the Mansion. Residences are essentially the same, except that the mini-game takes place within a dedicated room that is inside a structure that is more or less a settlement house. In this case, the player's master will usually bumble about inside or near this house, but will always be found inside the dedicated room when it comes times for their regular interval appointment. The mod should come with vanilla forms of the Whorehouse and the Residence, but in general the mod functions as a framework for other modders to implement their own custom whorehouses and residences which each conform to certain pre-set specifications. This way, a player will need to install the Fallout 4 Debauchery Resurrected Mod, and then will also need to install list sets of various whorehouse and residence locations that are created by others to actually have whorehouses and residence locations within their game. The Mansion location, however, is different, in that there are only 3 Mansion locations available, and they are pre-built within the mod. The mansion locations essentially feature a specialized version of the "servicing" your master mini-game. The masters that are assigned to these are custom designed to be more fleshed out NPCs, each with their own lore-friendly background, personality, temperaments, etc. Further, the 3 Mansion-Based NPCs each also have custom slave-master story arcs which wrap around the "servicing" mini-game and extend throughout their estates and into the world. Basically, you can think of these masters more as BDSM Slavery Themed Quests in their own right. The "servicing" mini-game in this case is extended with additional functionality. I'm thinking that for these 3 masters, we would have 2 Males of Opposite Personality types, and one Female Dominatrix Type. (NOTE: I'm actually on the fence about making this into a framework that does nothing on its own or implementing full functionality. I'll have to decide later, and on how you guys respond to all this.) Ok, so I've discussed the locations where the player is to actually meet their master. Within each of these locations, there is a dedicated "room" within which a "servicing" the master mini-game is supposed to happen. So what does this actually mean? "Servicing" Your Master The "servicing" mini-game relies on two primary variables, named, appropriately enough: Obedience and Resistance. Obedience is essentially a measure of the master's self-esteem in comparison to the player's. It is used to gauge the level of deference that your master has come to expect from you. Resistance is the opposite: a measure of the player's self-esteem in comparison to their master's. It is used as a comparison value between the two actors, and also in helping to add complexity in various ways, but I will get to that a bit later. In any case, the mini-game consists of a series of "phases", each of which is experienced consecutively, and which are called, appropriately enough: Interview, Conflict, Session, and Resolution. (PLEASE NOTE: There is never any clear boundary between when each phase ends and the next one begins. Further, the length of each phase is variable, depending on a variety of factors which will be discussed below. Doing things this way helps present a picture of fluid immersion.) The Interview Phase The interview consists of a series of dialogue exchanges between the master and the player slave. In this phase, the master will essentially make comments and/or ask questions about the player's gameplay experience since the last "servicing" mini-game. The mod at this point will take the following game information into account: Current Active Quests Player Status Effects, such as Lethargy, Illness, Buffs, Debuffs, etc. Newly Acquired Perks, Gained Levels, Change in Caps Player Body Type (This information will have to be provided by the player via a holotape item menu or equivalent.) Now, recall that this mod is a framework(maybe. ;^D). So, in addition to other modders creating locations for use by this mod, modders will also get to create their own "masters" lists. Each master should have their own personal feelings and dispositions towards various different game factions, quests, status effects, essentially everything that is taken into account in the above mentioned 4 categories. From this information, each master will also have lists of associated dialogue possibilities from two categories: Inquiries, and Reactions. The mod should also provide an option for masters to be able to share and use dialogue options from other masters of the same dispositions, etc. So, from the game mod's perspective, the situation will go something like this: The mod checks the current state of the player's game play using the information from the 4 categories mentioned above. Then, from the current values of said gamestate, the mod will select more or less at random a dialogue from the master's dialogue set that matches the values of the variables. If the "shared similar master dialogues" option is enabled, then the dialogue choices from will be drawn from the pool of all masters matching the values of the above 4 variable types closely enough. And this is where the magic happens: The player is given 4 options for response, as usual(maybe more, with the optional extended dialogue interface mod), and each of these options has associated with it an Obedience Modifier Value. These values go from High Negative to Low Negative to Neutral to Low Positive to High Positive, or: Very Resistant to Neutral to Very Obedient. The player has to choose options which will keep their own Resistance Value High while Keeping their Obedience Value as low as possible. The Master has the opposite objective: They want the player to have low resistance and high obedience. The mod should not just provide for dialogue responses between master and slave. An interesting feature of the mod is that different animations can be assigned to different dialogue responses for both the master and the slave. By doing this, some very interesting functionality can be created, with having the actors actually "act" out their dialogue by engaging in various animated movements, etc, throughout the course of the different phases. (NOTE: The player does not have the same 4 options to choose from at each interaction. Rather, the options that the player has to choose from will be determined by taking into account the player's current obedience and resistance values. The options, then, will tend to cluster around the same level of obedience and resistance that the player already currently is in.) It's not as simple as just choosing 'High Obedience' all the time. If the player is too obedient too quickly, (remember, there are multiple dialogue exchanges in the Interview Phase), the Master will take advantage of this by becoming hostile and violent very quickly, and there is a strong possibility that the player may be killed in that phase, or killed later during the actual sex session, which occurs in the Session Phase. Similar issues will occur if the player is too defiant for too long: This will cause the master to become hostile and violent as well. So how does this work? The player has to carefully navigate the situation and make sure that their master is pleased. A master can be pleased by both defiant and obedient behavior. The trick is that defiance can not be held up for too long, and obedience can not be pursued too eagerly. There are several dialogue exchanges, and after each exchange, the obedience and resistance values are modified. If things go smoothly, then the master is pleased, and the Conflict phase is not entered. Things will proceed directly to the Session Phase. Before I get to that, however, let's go over the Conflict Phase. It's important: The Conflict Phase The conflict phase occurs when the player has upset their master. This can occur if the player has been too defiant for too long, or if the player has been too obedient too quickly. In the case where the player has been too defiant for too long, the player will have to rapidly reverse course and suddenly act very, very obediently. The dialogue exchange back and forth continues as before. In fact, the player should have no explicit instruction that the phase has changed. They will have to figure it out on their own. ;^D Things that the player can do to reverse course include: Verbal Self Denigration -- Things like saying, "I'm sorry!", "I'm Worthless...", "Please master, this worthless whore begs your forgiveness...!", stuff like that. Glorifying their Master -- Things like saying, "You're right, Master!", or "I only exist for you!", or "I love your cock, master!" etc, etc. Giving their master caps and/or items, along with dialogue, such as, "I thought of you when I picked this hubflower, Master." Accepting and Not resisting humiliating treatment or abuse. Essentially, if the master slaps the player or whips them, or puts them in any humilating pose or whatever, the player responds gratefully. The conflict phase actually is simply an intensification of the Interview phase. The player has to be far more obedient, but again, the player doesn't want to too obedient. Likewise, if the player has already been too obedient and has angered the master by being too obedient, they now need to act more defiantly. HOWEVER... they still can't act "too" defiantly. The question ultimately is what constitutes too defiantly and too obediently? And the answer is that it depends on those two variables I mentioned earlier: The Obedience variable and the Resistance variables. The player can not come to expect that a single dialogue response will always be the correct one every time for every master. It all depends on how obedient and resistant the player has already displayed themselves to be. Further, different masters will have different expectations for how long a player should be resistant and how quickly a player should become obedient. And finally, it will not always be clear to the player if they have been too obedient or too resistant. If the player thinks that they have been too resistant, but they have actually been too obedient after a while, the player might actually try and become more obedient, with disastrous consequences. After a certain point, the Conflict Phase will come to an end, the Session Phase will begin. Let's have a look at that: The Session Phase The session phase is slightly different from the previous two phases, in that it is less about gameplay and more about the player reaping the results of what they sowed in the previous two phases. It therefore serves two purposes: An informational one, and a Sexual Perverted one. Essentially, the mod will select a sexual scenario based off of the current state of the resistance and obedience variables. As these two variables inevitably shift over successive sessions, the type and severity of the sexual acts that will be performed will also shift. Granted, it is impossible to cover all possible types of sexual acts and map them onto this continuum. There will have to be a set of about 40 or 50 baseline sexual scenarios which are spread out over the entire gamut, ranging from the relatively tame to the extremely hardcore and sadistic. Each of these baseline sexual scenarios would then have various elements within them that would be randomized to provide for more variety. (Please Note: I can do the programming for most of the mod, but I will probably need help for animations. Sorry about that. ^^ A tentative classification of the various baseline categories would be: Softcore Vanilla -- Essentially Kissing, Groping, Touching, Fingering, and Hand Jobs. Vanilla -- Vaginal and Oral Sex Hardcore -- Anal Sex, Spanking, Choking Fetish -- Bondage Gear, Public Sex, Multiple Partners, Used as Furniture Sick -- Scat, Urination, Bestiality, Guro, Multiple Partners Atrocity -- Torture, Gore, and Snuff if the player slave is unable to acquire their freedom, they will eventually hit the lowest level and be killed. The various different scenes also have randomized elements: The outfit, accessories, and bondage gear that the player might wear. Who the player is having sex with. That is to say, they might be passed around to others by the master, or be forced to fuck animals. Where the sex takes place. That is to say, the sex might occur right in the designated "servicing" session. But in some cases, the master might say that the player needs to be taught a lesson or equivalent. The screen will fade to black, and then the scene will fade in where the player will essentially be having any one of the above category sex scenes in any number of places around the commonwealth. It might be interesting to have the mod work optionally with Fusion City Rising and popular Created Place Mods, etc. I suppose session sex scenes could also be crowd sourced, allowing other modders to get their own custom scenes to work with the mod framework. So, obviously, this part of the mod is the part that is the entire point for the mod: The sex. But the Session Phase is also important from another standpoint: It provides the player slave with the only feedback they will receive for where they currently are on the obedience/resistance value scale. In that respect, the player will have to pay attention, because it will give them valuable information regarding how much time they have left before they are eventually killed at the hands of a horrific sex act. There is little interactivity for the player at this stage. Most of us will be jerking off at this point in any case, so the sessions will last as long as we can get them, and you guys will only need to sit back and beat your meat. But after the Session Phase, we come to the final phase, The Resolution Phase. The Resolution Phase It is important that the mod mechanic work seamlessly with normal gameplay. After the session with their master, the player will then receive various buffs and/or penalties before being let out into the wastes again. It is important to emphasize that pleasing a master offers real, tangible gameplay benefits. A well pleased master may endow the player slave with a huge quantity of caps. If the dialogue reaches a certain point, the master might offer to help take care of some of the problems of the player, and a difficult quest might then be completed automatically with the master saying that "I'll take a look into it." or something like that. The player can receive equipment, armor, ammo, all sorts of beneficial goodies. Alternatively, the master can also create all sorts of horrible issues and make life a living hell for the player slave. This is where things get interesting. If the player lost both the Interview Phase and the Conflict Phase, then the player will have to play the game with severe penalties until the next "session" mini-game. The actual severity of these penalties depends, again, on where the player is on the Obedience/Resistance scale. A player that is very far down on Resistance and High on Obedience will have extremely agonizing gameplay penalties. These can include things like: Wearing a shock collar that does nothing more than deal damage regularly until the next meeting. Losing Perk Ranks, or Losing Perks all together. Losing Levels! Permanent Debuffs! Visual Disfigurement and/or Permanent Crippling of various limbs, etc. Yikes! If a player is higher up on Resistance and Much Lower on Obedience, then the penalties will still be severe, but not as severe. They might include things like: Being Forced to give all of one's caps to the master, and to collect huge sums of caps before the next meeting. Being stripped of one's clothes and/or items Temporary debuffs, being forced to wear bondage gear until next meeting, etc. Forced slutty clothing, etc, etc, see the beginning of the post. But here's the Kicker: Not only do negative penalties grow in magnitude the further down the scale one is, but so too do positive awards! This means that a good slave that is extremely obedient will have access to incredibly large rewards showered upon them the further they are down on the scale. Again, there are very real tangible benefits to being a good slave, but one must be careful not to be too good, because eventually the player slave will meet a horrific end. A similar mechanic occurs if the player failed the Interview Phase but Succeded in the Conflict Phase (A successful interview phase implies an automatically successful conflict phase), then the player will receive reduced penalties for where they are in the obedience/resistance scale, and also will have a chance at getting some rewards that are much better than would be typical for their current location in the obedience/resistance scale. How to Acquire One's Freedom or Be Sold Once a player has been auctioned off to their first master, the clock starts ticking. The player must acquire their freedom within a certain time span. The player will not know precisely how many "servicing" meetings they will have before they are horrifically killed. There are, however, two ways to acquire one's freedom, and one way to reset the clock: Purchase one's freedom from the master, Kill the master, or Be sold to another master. Purchasing one's freedom will generally require a VAST SUM of caps, and playing the game of survival difficulty will make this EXTREMELY DIFFICULT. All the more so, because caps that are taken from the player slave unwillingly and as punishment or as a penalty WILL NOT COUNT TOWARDS THIS GOAL. Likewise, if the master gives the player slave any number of caps, that same amount is added to the purchase price, so the player will still be in a tough predicament. It will often be necessary for the player to "launder their money" by purchasing large quantities of high value items and storing them somewhere before each meeting with their master. Spending money given to the player slave by the master on consumable items also only makes the whole deeper, so it's a tough predicament. Players are stripped of weapons and ammo before meeting their master for a "servicing" appointment, so the only way to kill a master in a servicing appointment is through hand to hand combat. Masters will almost always have guns and weapons at their disposal in these cases, except if the player is very high on obedience and very low on resistance. This means that a player that is very, VERY close to being killed during a sex session may decide to duke it out with their unarmed master. Note, however, that failure to win will mean certain death, and the player will typically be suffering from a variety of debuffs against their healthier, more vigorous masters. Still, a player could theoretically put all their perks into melee and all their SPECIAL into STRENGTH. So that is an option. The master also might be comparatively weaker physically, depending on a player's luck stat. A player may also try to kill their master outside of a "servicing session" by attacking the master in their sleep and/or in their homes or wherever the player may find them. In scenarios like this, player slaves have collars that will kill them immediately if they attack their master, EXCEPT WHEN THE MASTER DIES WITH THE FIRST BLOW. If you can one shot kill a master, you're free. An added difficulty is added at night for "Residence" and "Mansion" level masters. In these cases, if the player is detected by anyone in the residence or mansion of their master after a certain time in the day, then they will be locked into restraining bondage and forced to spend the night by their master's bed, watching them sleep, while the clock slowly ticks down to morning, at which point they will be released *after* the master has left the house. Finally, there is the third option, which is to be sold. If the player slave can keep their resistance level high enough and their obedience level low enough past a certain threshold over successive "servicings", then the master will complain about the quality of the slave that they purchased, and the player will be returned to the auction house to be purchased by a new master. Again, Masters have different expectations for how quickly the player will become obedient and how long the player will be resistant. Likewise, the threshold for maintaining resistance is different for different masters. In some cases, maintaining resistance as high as one can can be a wise decision. In other cases, it might be a fatal mistake. The player will have to notice how hostile their master gets. Some final notes: If slaves do not meet their regularly scheduled "servicing" meetings on time, they run the risk of being kidnapped and returned to their master for their servicing session. This is inevitable, as the probability of being kidnapped increases to 100% as the time elapsed between the missed session and the next increases to 80%. It is still possible for a player to arrive at their "servicing" meeting late, and if so then the act will simply be interpreted as one of resistance according to the normal mechanic. Player slaves will only get purchased by the 3 mansion class masters if they are a virgin at the time of their submission. If this is the case, they will NOT BE RAPED after submitting, and one of the assailants will probably say something like, "Hold on! She's a virgin. Big money." or equivalent. FourPlay Harlotry So, we've discussed FourPlay Debauched. But I also want to create a companion mod that will expand the functionality of Debauched into the regular gameplay of the game. Functionally it is a combination of the features of Sexout Check me out for Fallout:New Vegas, and a dialogue mechanic that wraps around the usual game-play dialogue. Essentially, a player's Resistance/Obedience values are combined with the faction preferences of the player's master. Whenever a player tries to initiate dialogue with any NPC, the NPC will evaluate these variables, along with the player's Charisma statistic, the sluttiness of the clothing being worn, and will respond NOT WITH TYPICAL GAMEPLAY DIALOG. Rather, first, the NPC will respond to the player using mod specific dialogue. Only if the player can successfully get past this dialogue mini-game, will they be able to interact with the NPC using the normal, vanilla-game dialogue. (NOTE: In some cases and for some specific NPCs, this won't be the case. NPCs with personal history or to which an NPC has already aligned themselves or ingratiated themselves will be far less likely to have this obstacle to overcome.) So how might this work? Well, depending on the previously mentioned values: An NPC might simply dismiss the player with a "get lost, whore." comment, or something similar. The NPC might try and proposition the player for sex, and refuse any other form of interaction. The NPC might require the player slave to justify why they shouldn't just be used for sex. The NPC might respond with acknowledgement, and the normal game dialogue will continue from there. A few things to note: This mini-game will not need to be completed for the same NPC multiple times. Once an NPC has been cleared, the player can always interact with them normally. This mini-game does not need to be completed for interactions with NPCs that are short lived and immediately relevant to current active quest. The player will generally be subjected to catcalling and mysoginist comments left and right from males throughout the commonwealth, and derogatory remarks from females throughout the commonwealth. A player's charisma actually works against them for the purposes of this mini-game, with a high charisma player slave being interpreted as a more attractive player slave, and therefore harder to be taken seriously. The mini-game itself functions like an extremely condensed version of the main debauched "servicing" mechanic. That is to say, the player get's one response to the NPC first, which is evaluated in pretty much the same way as the normal "master/slave" servicing mechanic does. If the player gets past that checkpoint, the NPC will respond once more, and the player will have one more response that they will need to make successfully. Success at each response is determined by the stats as mentioned above, but there also will be a mild element of randomness to the success of each one. Persistence and Luck may be required in addition to Skill. ;^D
  20. MatthewWalrus

    [WIP] Arkianus Stone

    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  
  21. View File THERE IS NO MAIN QUEST YET. MY APOLOGIES FOR HINTING AT THEMES AND ACTIONS IN EXISTING DIALOG WHICH ARE NOT YET ACTUALLY IMPLIMENTED. THIS IS A WORK IN PROGRESS. Overview: So, the premise is this: A "private facility" is seeking to rehabilitate a certain demographic of prisoner, and... provide... them with some highly-demanded skills for their post-prison lives. At least, that's how the warden phrases it. The PC happens upon an advert to work as a guard, and decides to at least take a look. The prison entrance is located along the river just north of Riverwood. You can also teleport there via the "coc 0_rubber_room" command in console. At the moment, development has been focused on building the cell. Introductory dialog is fleshed out a little, but no main quest is in place. Still, once inside you can run around and interact/look at the objects, mechanized inventions, etc. All the of the characters have at least a little bit of dialog. Main quest content getting closer to being a priority! Requirements: A new save! If you've installed this file before, you will almost surely need a new save. Eventually, other mod dependencies will be added, but none exist at this time. Hints: Extra reactions available among NPCs if the player needs "more time" with speaking with the warden or tabs out of the conversation early. (AKA stage 5.) Don't piss off the guard. She will hunt you like the terminator if you piss her off. Yes, she is invulnerable. If you're freaking out, you can console "disable" her. Thanks: To Grayspammer for his excellent inspirational mod and technical help, Rubbermatt for his help and letting me use his vacbed mesh, and those who've been testing and giving feedback while I awkwardly learn new software. Misc: Other modders are welcome to copy and use my meshes and textures for their purposes. After all, this project was started as a modder's resource file. Just ask--don't profit off it, etc etc. If I have used someone else's creations and they would like me not to or would like attribution, let me know. Bugs: Well, in the current version this mod renames some doors, waterwheels, and... one other thing at least. Sloppy modding over here! I'll fix it soon. Submitter Farmthat Submitted 04/02/2016 Category Quest Requires Skyrim, predilection toward shiny things. Special Edition Compatible No  
  22. Azazellz

    True Amazons Race and Armors

    Version 2.1с-2.1d

    7,995 downloads

    True Amazons Playable Race and Armors Playble race with custom muscular body and special abilities. Racial Powers, Abilities and Passive Attributes Amazons have increased health, stamina and magicka compared to other races as well as all regenerations. Also, they completely immune to all poisons and deseases. All this thanks to extremly healthy build of the Amazons, and hard trainings, of course! Because of huge muscle mass Amazons have additional native armor rating, they moves and attack faster, recieve less damage from falling, and can carry more weight. Also, they unarmed attacks deal more damage, and unarmed power attacks can toss enemies away (if someone be so stupid to challenge Amazon in a brawl - well, this person may die easily. Especially on lower difficulty levels. So, be careful). Amazons trainings give them perfect knowledge in all, that related to combat - starting combat skills is higher than other races (Two Handed, One Handed, Block, Archery, Light and Heavy armors). And they learn all, related to this skills, faster then others. Amazons especially deadly with two handed weapons. Hard trainings also increase Amazons lungs capacity, so this allow them hold their breath for hours (waterbreathing) and gave them perfect coordination, so they can move very silently. But this is not all! Amazons have lesser power, called "Power Within" (toggleable ability) - and this is a real deal! Under Power Within Amazons moves and attack even faster, their jump height increased, unarmed attacks dealth additional damage, and they completely ignores all fall damage. If Amazons sprints, they push away anyone, who stand on their way (this is non-hostile, so don't be afraid sprinting in towns). But all potencial of Power Within reveals in combat! If Amazons perform power attack, this strike launch into the air all foes in front of them. And this also applies to bashes and power-bashes (standart bashes don't have "sweep" flag, so they push away only one target). All arrows, that Amazons shoots from their bows, inflicts deep stagger to targets. Incoming physical combat damage is cut in half, damage they dealt has been doubled, and also Amazons can't be staggered, paralysed or throwed by enemy shouts. Mod have two versions - "Regular" and "Light" Depending of version you choose your character will have different height, stats and abilities. All differences listed in table below. Other Details This is a race with hand-made body (based on UUNP), tweaked skeleton with additional nodes (XPMSE v3.91), and hand-made textures (based on FairSkin textures and Tigersan's muscle normal maps). Base scale to this race is set to 1.18 for "Regular" version (slightly lower than Ebony Warrior) and 1.05 to "Light" version. This race is designed for play as a female, so male part is standart Redguards. It's powerful race, so I recommend play on legendary difficulty (or you may just don't use Power Within). From version 2.0 and higher you can use MCM-menu for some combat-related settings customization. Also you can check my followers mod, based on this race. Main archive contain: -- Main mod: Race, meshes and textures. Normal maps for muscle relief goes in 4 variants, 3 variants of skin (much veins, less veins, no veins), and 5 variants of skeleton (various muscle mass). -- Animation pack: I recommend use this race with custom animations pack - for maximum immersion, and because standart female animations terrible fits for this kind of muscular body (but you still can use male animations i think). It's just a pack that i combined from another mods, so all thanks and regards goes to their creators. -- BodySlide files: If someone will want to make armors for this race. -- hdtPhysicsExtensionsDefaultBBP.xml: For breast and butt physics. It's not my personal preset, but i forgot where i found it. -- ECE-files: Important for ECE-users. See instructions below. "Light" version archive contain: -- Main mod: Race, meshes and textures. Normal maps for muscle relief goes in 4 variants, 3 variants of skin (much veins, less veins, no veins), and only one skeleton variant. -- Animation pack: I recommend use this race with custom animations pack - for maximum immersion, and because standart female animations terrible fits for this kind of muscular body (but you still can use male animations i think). It's just a pack that i combined from another mods, so all thanks and regards goes to their creators. -- BodySlide files: If someone will want to make armors for this race. -- hdtPhysicsExtensionsDefaultBBP.xml: For breast and butt physics. It's not my personal preset, but i forgot where i found it. -- ECE-files: Important for ECE-users. See instructions below. Armors archive contain: At this moment - two weapons and 40+ sets of premade armors, vanilla remakes and others. Most of them goes in two variants - full and cut. And their is quite skimpy - because why need to hide such perfect body? =) Meshes and\or textures used in created armors: Skyrim meshes and textures GuildWarsConversions TERA armor collection SoS Penzor addon Patch Patch for my SoS-addon. New normals, textures, meshes and sliders for BodySlide. Two variants - with balls and without balls. Installation --Choose and download only ONE version of main mod. --Use NMM and choose what you need. --If you use ECE instead of RaceMenu - don't forget ECE-part of the mod. In character creation menu go to the slot-load part and select "Preset 1" "Preset 2" or "Preset 3" - this loads pre-defined preset with various skeleton bones scaling. --Also, ECE users can further customize body proportions of this race. Thanks to this mod (and my additions), what adds more body sliders. --For using animation pack you need FNIS and FNIS_PCEA2. Don't forget run "Generate Fnis for Users" after install this mod, and check MCM-menu for enable animations. --For SoS Patch - use NMM installer. --For armors archive - standart install. Requirements Skyrim core game and it's Update 1.9.32.0.8 Dragonborn DLC Dawnguard DLC RaceCompatibility for Skyrim and Dawnguard HDT Physics Extension FNIS and FNIS_PCEA2 for animation pack. NetImmerse Override (standalone or as part of Racemenu) for armors high heels. SkyUI for MCM-Menu. Better Jumping - if you want to use reaaly high jumps (300+ points). SoS Penzor Addon for corresponding patch (obviously). Bugs and limitations Because of modified skeleton you can expect clipping or other weird things in some poses or animations. May appear some strange bugs in beast form or vampire lord form, especially for ECE users. Also, skin tone may change after player becoming a vampire. If this happens, go to racemenu and change it manually. Because of custom body, this race can't normally wear vanilla armors. For obtain armors - use AddItemMenu. Or you can found all armors in a sack near the Warrior's Stone. Because of Skyrim engine limitation, If you want to use really high jumps (300+ points) you need to install Better Jumping (SKSE Plugin), or you may stuck in mid-air during high jumps. Power Within ability have some limitations: -- If you learn "paralysis strike" in one handed or two handed skill trees, it's overwrite push-ability in backward power-attacks. Also this apply to disarming power-bash. ATM i don't know how to fix it. -- If you use mods, that change basic jump height, after disable PW, jump heght may be revert to standart (76 points). ATM i don't know how to fix it too. At this moment race work only at basic Skyrim, without any game re-balancing mods (like Requiem and similar). If you install this kind of mods, you can expect bugs with attack speed under some conditions. Please PM me, if you see any bugs - I'll try to fix them. Future Plans Testing and bug fixes. Craft system for armors and special location. More armors. More powers? Related quests? Thanks and Credits Tigersan - for normal maps. HHaleyy - for Fair Skin textures. Groovtama - for skeleton. tktk1 - for ECE. Septfox - for more sliders for ECE. Caliente - for BodySlide TMPhoenix - for Race Compatibility shidoni - for testing and help crossfire1616 - for invaluable help in testing and screenshots kinghulk - for help in testing and screenshots clanomega2501 - for SSE version. Animation creators (all of them) - for animations that I used in my pack. All who I forgot to mention here. Ah, and sorry about my bad english =)
  23. View File I've been working on some animations for a little while now, problem is I just haven't had alot of time to sit down and get alot of work in. But I figured that anyway I might just release what I have as it gets done, rather than just sit on this forever. Currently I have two animations done for the first set, based on my first posepack I uploaded here a while ago, I want this one to be roughly 5 animations long with the handjob and blowjob animations as you see, then 2 vaginal animations and a climax animation. Don't know when this will be done, and currently I haven't added any sounds to the first two, but plan on doing that in addition to finishing out the set. Previews of what has been done so far in .webm format below. You require WickedWhims for this animation to work, obviously. Also both of the animations use autobanned's tongue so you need a rig that supports that and a tongue mesh, look here for tongue stuff https://www.loverslab.com/topic/85318-test-sims-4-tounge/. I should also thank Zheur for helping me out with these rigs that Dagger made, I tried animating without those in the beginning and it made for much slower and more arduous going. Submitter mrrakkonn Submitted 03/18/2018 Category WickedWhims
  24. I'd like to ask your opinion in a certain matter, That matter being a certain WIP race. (take a guess) Things change, black becomes grey and children become adults. So did my concept of a goblin. My question to you: 1st Gen. or 2nd Gen. goblins? Some examples of 1st Gen (more cartoony in style + very long ears): Some examples of 2nd Gen (More realistic + shorter/straight ears + smaller eyes):
  25. 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
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