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  1. View File [MHW] Monster Hunter World: Slavery Tales This mod is no longer in active development and has been put on hold indefinitely! Update (2023-10-13): development of the mod is likely to resume either before the end of 2023 or sometime in early 2024 ((None of the body or armor mods shown in the images above are included in this mod. The images are simply included to show my progress in areas talked about below)) ((If you want to see the most up-to-date images for the mod, check out the progress updates posted in the mod's support thread)) ((If you want to see my personal mod list, you can find it in the mod's support thread)) (A pre-alpha, proof of concept version of the mod is now available for download!) Hello everyone. This is a work in progress mod -- for Monster Hunter World: Iceborne -- that I am currently working on. As most of you are already aware, Capcom (/the DEV team) never released the source code or developer tools for MHW, so what we can mod into the game is still relatively limited. (That is, of course, unless someone sits down and does a real deep dive to solve it, but few in the community are still active enough to even attempt such a thing, so this is something we may simply have to live with.) That being said, this does not mean that there is no more value to be gained from trying to mod the game, and that is what I have been attempting to do. This project of mine that I am about to talk about has already moved quite some distance, and I have already reached some of my initial goals, but it is still in its early stages. That being said, I have already gotten a good feel for the scope needed to accomplish my initial key goals, and I thus already feel comfortable announcing the project publicly. In short, the following project aims to create a (more or less wholesale) thematic overhaul for MHW:I, turning the game into a female player character centered, sexually loaded experience with heavy emphasis on lust, slavery and submissiveness. KEY CONCEPTS: ・You play as a female slave who has to degrade herself in front of men and get tasked to go on hunts for them. ・If you fail an assignment, or disobey the order that a man gives you, you must apologize and degrade yourself in front of him. (this cannot be implemented through gameplay, so it obviously necessitates some light role playing on the player's part) ・You get cursed out and verbally degraded by every man. They tell you how worthless you are, pick on your self esteem, and make fun of your tiny brain and fuckable body. ・You and the other slaves are not allowed to have a name, only a slave identification tag consisting of numerals and a letter. Among other things, it identifies where a slave was initially enslaved. A template list for how to make a slave tag for yourself is provided in the character creator. ・Your personal Palico and Housekeepers act as slave overseers who report back to your owner what you are up to in return for financial compensation. ・As a sex/hunting slave, a portion of what you earn and/or find while outside of settlements is confiscated before entry as payment. (this could possibly be implemented through gameplay, but until then, it will necessitate self-hindering actions on the player's part. You will essentially have to drop some of the most valuable items you have onto the ground before returning to a settlement) SEGMENT 1: I currently have a number of goals that I want to accomplish. Thankfully, most are quite easy for me to do on my own. Here are some of them: ・Rewrite the narrative of the game in a new, thematic direction around female enslavement, but in such a way that it can still retain player immersion through a mix of 'light, self-imposed role playing' with heavily modified story-related elements (such as completely rewritten cutscene dialogue, completely rewritten in-game interactions, and new in-universe justifications for existing missions). ・Rewrite all lines of dialogue to reflect the reworked narrative and make the player feel like they are genuinely enslaved. ・Replace every instance of every character name with new, thematically consistent replacements. ・Replace every instance of every place name with new, thematically consistent replacements. ・Replace the menu-screen background and title screen text. ・Rename, and completely rewrite the in-game info and dialogue about, all monsters that have a genital remodel by Holimon or Queried (or myself, potentially down the line), to reflect the inclusion of external genitalia. ・Replace sound effects where appropriate to align with the thematic shift imposed by the rest of the overhaul. ・Rename, and provide new in-game descriptions, hints and tips for, every weapon, (usable item?,) and accessible stationary item. ・Replace every sticker with lewd imagery. ・Replace every player message with dialogue appropriate for a submissive slave slut. (there are some finicky details regarding how to implement this, but it should be feasible. People can otherwise always edit in real time what their shout outs say, so this change is perhaps even undesirable for some, so I may not include it in the end, or I make it an optional file) ・Rename every instance of the game title. ・Provide new, optional, high-quality, thematic replacements for the game's .exe file, Steam icon, and Steam artwork. ・Provide a list of mods -- with personal instructions by me for each to ensure that you install everything as intended -- that either simply jive well with the overhaul, or whose inclusions provide maximal immersion and thematic consistency. SEGMENT 2: There are other things that I would also like to include, but which may be unfeasible. Here are some of them: ・Replace all music in the game with brand new tracks produced by me specifically made for this overhaul. (I have been making music for many years, though not in a style appropriate for this project, and while I can without a doubt accomplish this, the time investment I would have to make to produce so many, completely new -- and potentially, copyright-free -- tracks, could prove to be too big of an investment on my part) ・Model and add a new penis mesh with hand-drawn textures for each large (and small) monster that does not currently have a dedicated penis remodel freely available online. (not all monsters in MHW:I (or standard MHW for that matter) have a dedicated penis mod. Holimon only does commissions nowadays, and I am in no way able to provide the financial incentives to get him to finish his Monster Dick project. That being said, I have a lot of (presumably) adequate modeling software (including Blender and ZBrush), so as long as I am able to relearn how to make models, generate textures for them, and get some pointers from Holimon and/or Queried on how they made and implemented their mods, I may be able to do some work myself. Do not get your hopes up too much though, I may have done modeling in the past, but I am essentially starting from square one. Being honest, if everything was within my own control, every small and large monster would have a penis-endowed version, but considering how many monsters there are in MHW:I, and combine that with my very limited practical experience with modeling, this does not seem like a feasible prospect, so unless someone is willing to become a co-author for this project by helping out with modeling and the like, this is not an idea I plan to pursue any further for the time being. Queried's mod "[MHW] Female Monsters 20.3.2-beta" to some extent alleviates the issue by providing 'many of the monsters that lack a penis' with female genitalia instead, so an alternative, but unsatisfactory solution could be to have those creatures remain female and to reflect that in in-game dialogue and info) ・Reanimate some existing poses and gestures into sex animations with an offset so that the player can have pseudo-sex with male NPCs. (to my knowledge, the ability to edit animations and poses for MHW:I is one of those things that are sadly behind lock and key because the MHW modding community lacks the source code and/or DEV tools that enable such edits to be made, but if you know of someone who has been able to do it, feel free to contact them regarding this project or help me out yourself if you are able. In theory, this should not be too difficult to accomplish. NPCs in MHW are renowned for stopping dead in their tracks when you block their path, and moreover, there are multiple NPCs (such as the Huntsman) who are almost always permanently fixed in a specific pose in a specific location. If one was able to reanimate gestures and poses -- especially ones that loop -- one could simply create a sex animation for the female player, then add a forward or backward offset to the animation, and it would look like the player is servicing her master (or a client). If my understanding around the source-codes and DEV tools is correct, this may be completely unfeasible as things stand, but who knows) ・Create a nude remodel for male NPCs. (it is quite evident that an important hurdle to overcome is the complete lack of nude male NPCs, or at least, the complete lack of any mod that adds penises to male NPCs in some fashion. It might be possible to get around this issue by implementing some sort of image-based sex scenes, but that would obviously not be anywhere near as immersive as somehow having sex with actual male NPCs in the 3D environment as your on-screen character) A GENERAL CONCERN: The fact that most NSFW content creators for MHW have dropped out in favor of MHR is the only thing that is a bit disconcerting to me, as it means that there is probably only a handful of people who would be willing to work with me on this project, let alone provide me with info that can help me speed things along. That being said, I am highly meticulous and somewhat of a perfectionist. My approach is very on-the-go - retesting even minor iterative changes to make sure everything is perfect. I will not promise anything, as we all know how that could turn out, but I feel quite confident that I will be able to accomplish everything I outlined in SEGMENT 1. SOME INITIAL PROGRESS IMAGES: As you can see at the top of this page, I have included a number of images showing off some of the progress that I have already made on the project. These pictures can at times be quite outdated, so I encourage you to look at my latest progress update in the support thread for the most up to date images of the mod. POLLS: I sometimes host polls in the support thread. These may regard design direction or other decisions about the mod that I want community feedback on. I strongly encourage people to answer these, as they provide valuable feedback and information that will aid me in the decision making process. A SHOUT OUT THAT IS IN ORDER: The guys at monsterhunterworld.wiki.fextralife.com deserve a shout out for their work. The extensive information that they provide on the monsters of MHW has been particularly useful, and while I fully intend to rewrite everything in my own words, using some of their descriptions as an initial foundation to build upon has helped speed up the process considerably. SHOWING INTEREST AND APPRECIATION FOR MOD AUTHORS: Finally, it should be said that while a lot of the work comes down to text editing, the amount of name instances, lines of dialogue, and bulk info that I I will have to edit is absolutely ridiculous, then add to that all of the sound editing, texture editing, artwork creation in CS6, and potentially even music production, and I have my work cut out for me, so any community encouragement you can give me, or other signs that you guys are interested in what I am doing, will help me see this project to completion. If you want to help out, feel free to reach out. I would not at all mind turning this into a community project as long as the key concepts I outlined at the beginning remain mostly intact. Submitter Wonders of Eros Submitted 07/01/2022 Category Misc Adult Mods Requires Monster Hunter World
  2. Real-Time Body Physics View File Real-Time Body Physics is a highly experimental mod for the Sims 4 that attempts to add real-time body physics to sims. Currently, only the breasts and butt are targeted, but other parts could be added in the future. The mod works via a fake DirectX 9 DLL that behaves just like the real deal, but injects a little extra code into the rendering loop (See: https://en.wikipedia.org/wiki/Hooking). The source code is included for those that want to see how it works. Please read the included "README.html" file before using this mod. It explains how to install, configure, and control the mod in-game. Note for those with an Intel GPU: You'll need to tweak a Sims 4 configuration file for RTBP to work. Go to your game installation directory + "/Game/Bin/" (the same place you put "d3d9.dll"), and open the file "GraphicsRules.sgr". Find the line that says "setProp $ConfigGroup EnableSoftwareSkinning true" (for me it was on line 117) and replace the part that says "true" to "false". This will enable hardware skinning for Intel hardware and allow RTBP to work. RTBP 2020-08-12.webm Butt Physics.webm RTBP 2020-08-12.webm Bonus: If you'd like, you can try out the super duper, highly experimental, RTBP GUI tool that allows you to Alt+Tab out of the game and change settings on the fly via the RTBP Command Server using a user friendly GUI interface: * Screenshot is out of date. The RTBP GUI Tool is a work in progress and more features will be added soon. Beware that you can send values to RTBP that might break it and cause body parts to disappear. RTBP GUI Preview Breasts.webm RTBP GUI Preview Ass.webm RTBP GUI Preview Breasts.webm Bonus 2: Having a bit of trouble installing RTBP? Try out the RTBP installer. Just select the RTBP zip file you'd like to install, your Sims 4 installation directory, and your Sims 4 mods directory. The RTBP Installer will attempt to automatically detect these paths, so if you're unsure, I recommend going with the default values. Update 2023-11-11: The new versions of the RTBP Commander and Installer have been bundled to save space. Note that this version of the installer is incompatible with older versions of RTBP. Download both of them here: RTBP GUI Tools 2023-11-11.zip Update 2023-04-01: Origin has been depreciated and replaced with the EA App. The RTBP installer will no longer look for your Sims 4 installation in the Origin game directory. Update 2023-03-24: Added the EA App game installation directory to the list of potential Sims 4 game installation directories. The requisite libraries required for RTBP to function will be individually tested during installation. Update 2022-08-13: The RTBP Installer should now detect when GShade is installed and make the changes necessary for RTBP compatibility. Update 2022-07-26: Improved logging. Update 2021-11-18: The RTBP Installer now has an uninstallation wizard. Submitter CPVC Submitted 09/01/2020 Category Extensions Requires The Sims 4 (64 bit)  
  3. I'm making a mod that adds real-time breast physics to The Sims 4. It's not quite ready for prime time, so consider this a preview of what's to come rather than a finished product. Really, this "mod" is more of a hack than a mod. It's basically a phony DirectX 9 DLL that acts just like the real deal, but injects a bit of extra code into the game loop (See https://en.wikipedia.org/wiki/Hooking). I figured out how to detect when a sim was about to be drawn and modify the joint matrices before the rendering happened. I used the texture coordinates to find which vertices were part of the breasts then determined which joint matrices correlated with the left and right breasts. With that information, I was able to add a rudimentary physics simulator to the breasts. Please read the file "README" before using this mod. I have included a cleaned up version of the source code for anyone that wants to know how this was done. Also, I'm ready to answer any technical questions. QUICK INSTALL: 1.) Extract the files from the archive. 2.) Move "d3d9.dll" to your Sims 4 installation directory + "Game/Bin/". 3.) (Optional) If you'd like to send commands to the physics simulator to change certain things, move the folder "RTBP" into your mods folder. The README file has a list of all available commands. 4.) Use at your own risk. Real-Time Body Physics
  4. Werewolf Follower Kayla WIP View File I'm creating a custom werewolf follower. She is big and buxom. I am currently working on trying to fix an issue where she doesn't show up in game, can't summon her, she only appears after using placeatme in console, and her body is all messed up and doesn't have proper physics. I assume the body being messed up has to do with the skeleton but I'm not yet sure how to fix that. After completion of the mod I add her in Dragonsreach as a follower and possibly add a werewolf replacer/race addon too. I possibly might a bondage addon to the mod. At the moment the mod only offers a tank version of Kayla, but I do plan on making a much less OP version too. I'd love to take anyones recommendations. I am also a noob when it comes to making mods and especially custom creatures. Any help would be appreciated. Kayla Love werewolves, huge breasts, and huge butts? Kayla is all of that and more. Kayla isn't your standard follower or werewolf. She is strong, buxom, and tall! A complete tank to rule the battlefield. She can help you pick an lock, pickpocket any NPC, and beat down any foe. She can be found waiting for you just outside Dragonsreach in Whiterun. If she is not there then you can use "player.placeatme (Kayla's ID here) 1" to get her. Recommended Mods: - Fuz Ro D-oh - Silent Voice - Relationship Dialogue Overhaul - RDO SE - My Home is Your Home REQUIREMENTS: - CBBE 3BA and its requirements - XPMSSE and its requirements - Dawnguard DLC Credits: Groovtama - XP32 Maximum Skeleton Special Extended - XPMSSE Acro748 - CBBE 3BA (3BBB) ousnius - Outfit Studio Submitter highlyrush7 Submitted 10/27/2023 Category Adult Mods Requires CBBE 3BA, XPMSSE, Dawnguard DLC Regular Edition Compatible No  
  5. Environment Cubemapping Framework View File QUICK NOTES > THIS IS A WORK IN PROGRESS, for each description need to be more explicit ! It takes long time to edit and update everytime, with LL open, since it has no Save for later button. > I call it ECF (Environment Cubemapping Framework), cause it contains cubemaps, and for each materials have to be setup with environmental mapping scale values... But now that was included, i also added something else, find out more below what's included... > Would be cool if you don't redistribute to somewhere else without my approval! The only place you can find me or where i host, is my discord server. === STORY ACTION COMPENDIUM [ DISCORD ] *I host my mods in my server and LL for now on. I terminated NexusMods for Fallout 4 ! *Keep in track with my stories / mod status news, in my server, or nothing but chill like home. === [ INTRO ] > This is a mod, and a framework for Users and Modders. > ECF is a repository. The links are not hosted here. > Cubemaps, material files, ... are added into one place, so i don't have to duplicate all of them for all my mods (100 times...), while i could simply use FROM it, for all, without adding anything. [ Find out about How to patch a mod with ECF, ONLY if you are a modder ! ] *Permission granted by Ajhakra for custom cubemaps. > Follow my topic, in case any updates arrive sometimes... === [ INSTALL ] ECF_ENGINE Placeholder (2.0) ECF_AJ_Cubemaps (2.0) *I recommend you installing both, then merge into one mod using MO2. I don't know about Vortex how you guys handle it. [ MODS - PATCHED UP with ECF ] == LOGS == =================================================================== [ USER MODE ] > ECF is a 'install and play', mod index-free. It's required only for patched mods. *Self-troubleshooting > If you see anything black/purple meshes missing textures in game, that's cause cubermaps are NOT included in a mod you installed. *Solution: It's patched up by ECF. Re-read, and install ECF > If there's anything missing (wrong location) or something else, i try figure out where and update it. In rare cases, broken textures that makes your game crash... *DM me on Discord >.< =================================================================== =================================================================== [ MODDER MODE - INTRO - What contains ECF ? ] > CORE PLUGIN: ECF.esl Material Swaps: BGSM + BGEM - Emissive colors (Glowing in the dark), Cubemaps Keywords: Attach points and Mod associations - DEFAULT Swaps; for Emissive Colors, cubemaps, flat colors, etc... OMODs: Default setup along with material swaps, in a mod slot > LOOSE TEXTURES The main things to know, before patching a mod - What's the use for certain cases? Case 1: BlackDiffuse_d.dds [ Used for covering meshes / Cubemaps passing over your meshes ] *Sometimes, it's used along with Emissive Per Colors ... when getting your meshes brighter and glowy. *Mostly, for diffuse, it's used as a protection, without having to paint the vertex color of your mesh: Black. Case 2: Disabled_d.dds [ Used to hide one of your mesh parts, invisible. / Default Stickers OFF ] *It's a temporary way of hiding your parts, using BGSM material. Otherwise, it can be done by just flagging the '(1) Hidden' enabled, with Nifskope... Case 3: GlassOverlay_d.dds (dds integrated with nifskope, only) [ Used for Glass overlays ] *Don't confuse one with gray one from Flat Colors! This has 50% alpha map, exported. BGEM only, because of better alpha blending for glass! ========== [ MODDER MODE - CONTENT / MATERIAL LOCATIONS (BGSM / BGEM) ] I suggest you, not to put anything from Textures folder in your mod folder! --- > Black Diffuse (.bgsm + .bgem) [ WIP ] Location: ( ./ECF ) > Disabled (.bgsm) Location: ( ./ECF ) --- CUBERMAPS (Ajhakra) (source) [ colors and rainbow ] Location: ( ./ECF/Cubemaps ) CUBERMAPS (ENGINE) [ More colors, gradients, unused vanilla cubemaps + DefaultOutside1 ] [ WIP ] Location: ( ./ECF/Cubemaps ) Location: ( ./ECF/Cubemaps_Gradient ) Location: ( ./ECF/Cubemaps_Vanilla ) --- Flat Colors [ WIP ] Location: ( ./ECF/FlatColors ) > No details, unless you want your meshes perfectly realistic... Flat Colors_Reflections Location: ( ./ECF/FlatColors_Reflection ) > Pale, Unsaturated colors, with specular, that doesn't look bright (Ref: vanilla coffee cup that can be replaced for a good looking ceramic cup) --- Alpha, Transparent, Translucent, Opague Overlays [ WIP ] Location: ( ./ECF/Alpha_Maps ) > Differences are by how alpha blending behaves. These overlays work for any types of glass: Windows, lenses, screens, etc. > Only works for BGEM-integrated meshes --- Stickers / Patches [ WIP ] Location: ( ./ECF/STICKERS ) > Logo and text stickers for fun, memes. > This can only be done on a plane mesh, either by square shaped for patches or by ratio sized for text. EMISSIVE / GLOWING [ BGSM + BGEM ] Emissive Location: ( ./ECF/Emissive ) > This protects your meshes with BlackDiffuse_d.dds which securely covers everything. (+ You skip painting them to black) Emissive (Protected) [ WIP ] Location: ( ./ECF/Emissive (Protected) ) > This is alternative protection, using Flat Colors instead of vertex colors, to cover your meshes completely. > Without that, it would cause your mesh to behave like the emissive color uses 50% opacity, 50% empty textures with vertex colors off. > NOTE: if vertex color is off OR it's painted white, the emissive colors MIGHT glow up brighter than ever in game. If so, enable vertex and paint them black. Emissive (Vertex) Location: ( ./ECF/EmissivePerColors ) > This doesn't provide any protections. You MUST have your meshes' vertex color 100% black OR any colors, in order to integrate this! > To paint your mesh pieces, refer to ([ MODDER MODE - Common problems ]) section. === [ MODDER MODE - HOW TO PATCH A MOD - with ECF ? ] ========== Manual Injection ( ECF integrations with(-out) ECF.esl master dependencies ) *Note that if you going to inject a material with different colors and not default-ready one, it MIGHT NOT work with material swaps done by ECF.esl in game! *Default-ready materials integrated = Material swaps with ECF.esl + swap ANY colors you want in game! *Tools for MATERIAL INJECTION: Nifskope or Outfit Studio (Object Properties)! > Default-ready Cubemaps: Inject a BGSM for any matal pieces you have ( ./ECF/Cubemaps_Vanilla/DefaultOutside1.bgsm ) > Default-ready Emissive: Inject a BGSM or BGEM for any pieces with vertex color painted black ( ./ECF/Emissive/EmissiveOFF.bgsm ) ( ./ECF/Emissive/EmissiveOFF.bgem ) > Default-ready Emissive (Vertex) ( ./ECF/Emissive (Vertex)/EmissiveOFF.bgsm ) ( ./ECF/Emissive (Vertex)/EmissiveOFF.bgem ) > Default-ready Emissive (Protected) ( ./ECF/Emissive (Protected)/EmissiveOFF.bgsm ) ( ./ECF/Emissive (Protected)/EmissiveOFF.bgem ) > Default-ready Flat Colors (+Reflection) [WIP] ( ./ECF/FlatColors/DefaultSetup.bgsm ) > Default-ready Stickers: Inject a BGSM on a plane you created from blender or 3ds max (You can check Braindance model as example) [WIP] ( ./ECF/STICKERES/StickerPatch_1.bgsm ) ( ./ECF/STICKERES/StickerPatch_2.bgsm ) ( ./ECF/STICKERES/StickerPatch_3.bgsm ) ========== ========== Manual Injection ( Simple integrations for no-plugin mods ) *If you don't plan to use ECF.esl, and/or you don't have your mod plugin, it's still required because of the textures! *Tools for MATERIAL INJECTION: Nifskope or Outfit Studio (Object Properties)! *Inject any BGSM / BGEM material from ECF for your meshes! (e.g. Emissive RED that will be red only.... or Cubemap Gold that will never change) *If you have your diffuse/normal/specular textures you wanna use, with cubemaps, you can have/create your BGSM material, BUT with path folder locations from ECF for cubemaps! ========== ========== ECF.esl ( DEPENDENCY ) - FO4EDIT 1. LINK YOUR MOD - SETUP 2.1. INTEGRATE [ AP + MA ] IN YOUR ARMOR ENTRY 2.2. INTEGRATE [ MATERIAL SWAP ] IN YOUR ARMOR / STATIC / FURN / PROPS ENTRIES *The rest, ECF.esl will do the job for your mods, as it gives you all the options you can swap, using SAM or armor bench. ========== =================================================================== =================================================================== [ MODDER MODE - Common problems ] =================================================================== Submitter EngineGaming Submitted 11/11/2023 Category WIP / Beta Requires  
  6. Version (REPOSITORY)

    416 downloads

    QUICK NOTES > THIS IS A WORK IN PROGRESS, for each description need to be more explicit ! It takes long time to edit and update everytime, with LL open, since it has no Save for later button. > I call it ECF (Environment Cubemapping Framework), cause it contains cubemaps, and for each materials have to be setup with environmental mapping scale values... But now that was included, i also added something else, find out more below what's included... > Would be cool if you don't redistribute to somewhere else without my approval! The only place you can find me or where i host, is my discord server. === STORY ACTION COMPENDIUM [ DISCORD ] *I host my mods in my server and LL for now on. I terminated NexusMods for Fallout 4 ! *Keep in track with my stories / mod status news, in my server, or nothing but chill like home. === [ INTRO ] > This is a mod, and a framework for Users and Modders. > ECF is a repository. The links are not hosted here. > Cubemaps, material files, ... are added into one place, so i don't have to duplicate all of them for all my mods (100 times...), while i could simply use FROM it, for all, without adding anything. [ Find out about How to patch a mod with ECF, ONLY if you are a modder ! ] *Permission granted by Ajhakra for custom cubemaps. > Follow my topic, in case any updates arrive sometimes... === [ INSTALL ] ECF_ENGINE Placeholder (2.0) ECF_AJ_Cubemaps (2.0) *I recommend you installing both, then merge into one mod using MO2. I don't know about Vortex how you guys handle it. [ MODS - PATCHED UP with ECF ] == LOGS == =================================================================== [ USER MODE ] > ECF is a 'install and play', mod index-free. It's required only for patched mods. *Self-troubleshooting > If you see anything black/purple meshes missing textures in game, that's cause cubermaps are NOT included in a mod you installed. *Solution: It's patched up by ECF. Re-read, and install ECF > If there's anything missing (wrong location) or something else, i figure out where and update it. In rare cases, broken textures that makes your game crash... *DM me on Discord >.< =================================================================== =================================================================== [ MODDER MODE - INTRO - What contains ECF ? ] > CORE PLUGIN: ECF.esl Material Swaps: BGSM + BGEM - Emissive colors (Glowing in the dark), Cubemaps Keywords: Attach points and Mod associations - DEFAULT Swaps; for Emissive Colors, cubemaps, flat colors, etc... OMODs: Default setup along with material swaps, in a mod slot > LOOSE TEXTURES The main things to know, before patching a mod - What's the use for certain cases? Case 1: BlackDiffuse_d.dds [ Used for covering meshes / Cubemaps passing over your meshes ] *Sometimes, it's used along with Emissive Per Colors ... when getting your meshes brighter and glowy. *Mostly, for diffuse, it's used as a protection, without having to paint the vertex color of your mesh: Black. Case 2: Disabled_d.dds [ Used to hide one of your mesh parts, invisible. / Default Stickers OFF ] *It's a temporary way of hiding your parts, using BGSM material. Otherwise, it can be done by just flagging the '(1) Hidden' enabled, with Nifskope... Case 3: GlassOverlay_d.dds (dds integrated with nifskope, only) [ Used for Glass overlays ] *Don't confuse one with gray one from Flat Colors! This has 50% alpha map, exported. BGEM only, because of better alpha blending for glass! ========== [ MODDER MODE - CONTENT / MATERIAL LOCATIONS (BGSM / BGEM) ] I suggest you, not to put anything from Textures folder in your mod folder! --- > Black Diffuse (.bgsm + .bgem) [ WIP ] Location: ( ./ECF ) > Disabled (.bgsm) Location: ( ./ECF ) --- CUBERMAPS (Ajhakra) (source) [ colors and rainbow ] Location: ( ./ECF/Cubemaps ) CUBERMAPS (ENGINE) [ More colors, gradients, unused vanilla cubemaps + DefaultOutside1 ] [ WIP ] Location: ( ./ECF/Cubemaps ) Location: ( ./ECF/Cubemaps_Gradient ) Location: ( ./ECF/Cubemaps_Vanilla ) --- Flat Colors [ WIP ] Location: ( ./ECF/FlatColors ) > No details, unless you want your meshes perfectly realistic... Flat Colors_Reflections Location: ( ./ECF/FlatColors_Reflection ) > Pale, Unsaturated colors, with specular, that doesn't look bright (Ref: vanilla coffee cup that can be replaced for a good looking ceramic cup) --- Alpha, Transparent, Translucent, Opague Overlays [ WIP ] Location: ( ./ECF/Alpha_Maps ) > Differences are by how alpha blending behaves. These overlays work for any types of glass: Windows, lenses, screens, etc. > Only works for BGEM-integrated meshes --- Stickers / Patches [ WIP ] Location: ( ./ECF/STICKERS ) > Logo and text stickers for fun, memes. > This can only be done on a plane mesh, either by square shaped for patches or by ratio sized for text. EMISSIVE / GLOWING [ BGSM + BGEM ] Emissive Location: ( ./ECF/Emissive ) > This protects your meshes with BlackDiffuse_d.dds which securely covers everything. (+ You skip painting them to black) Emissive (Protected) [ WIP ] Location: ( ./ECF/Emissive (Protected) ) > This is alternative protection, using Flat Colors instead of vertex colors, to cover your meshes completely. > Without that, it would cause your mesh to behave like the emissive color uses 50% opacity, 50% empty textures with vertex colors off. > NOTE: if vertex color is off OR it's painted white, the emissive colors MIGHT glow up brighter than ever in game. If so, enable vertex and paint them black. Emissive (Vertex) Location: ( ./ECF/EmissivePerColors ) > This doesn't provide any protections. You MUST have your meshes' vertex color 100% black OR any colors, in order to integrate this! > To paint your mesh pieces, refer to ([ MODDER MODE - Common problems ]) section. === [ MODDER MODE - HOW TO PATCH A MOD - with ECF ? ] ===[ NIFSKOPE ]====[ OUTFIT STUDIO ]=== Manual Injection ( ECF integrations with(-out) ECF.esl master dependencies ) *Note that if you going to inject a material with different colors and not default-ready one, it MIGHT NOT work with material swaps done by ECF.esl in game! *Default-ready materials are necessary for ECF.esl integrations. Even if you don't wanna use ECF.esl, you can still inject it. *Default-ready materials integrated = Material swaps with ECF.esl + swap ANY colors you want in game! *Tools for MATERIAL INJECTION: Nifskope or Outfit Studio (Object Properties)! > Default-ready Cubemaps: Inject a BGSM for any matal pieces you have ( ./ECF/Cubemaps_Vanilla/DefaultOutside1.bgsm ) > Default-ready Emissive: Inject a BGSM or BGEM for any pieces with vertex color painted black ( ./ECF/Emissive/EmissiveOFF.bgsm ) ( ./ECF/Emissive/EmissiveOFF.bgem ) > Default-ready Emissive (Vertex) ( ./ECF/Emissive (Vertex)/EmissiveOFF.bgsm ) ( ./ECF/Emissive (Vertex)/EmissiveOFF.bgem ) > Default-ready Emissive (Protected) ( ./ECF/Emissive (Protected)/EmissiveOFF.bgsm ) ( ./ECF/Emissive (Protected)/EmissiveOFF.bgem ) > Default-ready Flat Colors (+Reflection) [WIP] ( ./ECF/FlatColors/DefaultSetup.bgsm ) > Default-ready Stickers: Inject a BGSM on a plane you created from blender or 3ds max (You can check Braindance model as example) [WIP] ( ./ECF/STICKERES/StickerPatch_1.bgsm ) ( ./ECF/STICKERES/StickerPatch_2.bgsm ) ( ./ECF/STICKERES/StickerPatch_3.bgsm ) ========== ===[ NIFSKOPE ]====[ OUTFIT STUDIO ]=== Manual Injection ( Simple integrations for no-plugin mods ) > If you don't plan to use ECF.esl, it's still required because of the textures! > Tools for MATERIAL INJECTION: Nifskope or Outfit Studio (Object Properties)! > Inject any BGSM / BGEM material from ECF for your meshes! (e.g. Emissive RED that will be red only.... or Cubemap Gold that will never change) > If you have your diffuse/normal/specular textures you wanna use, with cubemaps, you can have/create your BGSM material, BUT with path folder locations from ECF for cubemaps! ========== ===[ FO4EDIT ]======= ECF.esl ( DEPENDENCY ) - [ *Used for attaching material swaps for your ARMO meshes ] 1. LINK YOUR MOD - SETUP 2.1. INTEGRATE [ AP + MA ] IN YOUR ARMOR ENTRY 2.2. INTEGRATE [ MATERIAL SWAP ] IN YOUR ARMOR / STATIC / FURN / PROPS ENTRIES *The rest, ECF.esl will do the job for your mods, as it gives you all the options you can swap, using SAM or armor bench. ========== =================================================================== =================================================================== [ MODDER MODE - Common problems ] ===================================================================
  7. Castration Framework (Up for Adoption) View File IMPORTANT: Make sure XPMSE is installed correctly. This mod is up A quick-and-dirty mod that can be used to remove the balls from any NPC seen as Male by Sexlab. This blocks their arousal. (NOTE: Does not currently prevent pregnancy except through SGO, more coming soon) Use AddItemMenu to get the castration knife. Requirements: -Racemenu (for NiOverride) -XP32 Maximum Skeleton Extended (node scaling is used) -Sexlab Aroused (preferably SLAX) -Schlongs of Skyrim -Gender Bender (recommended, not required) for futa support Features: -Castration and decastration via MCM menu or knife -Penectomies (nullification, removes the dick but not the balls) Known bugs: -Certain revealing armors may not realize the NPC is castrated Coming later: Nothing Submitter brrrryes Submitted 12/28/2021 Category Framework & Resources Requires Racemenu, XPMSE, SLAX, SOS, SkyUI Special Edition Compatible Yes  
  8. Slave Girls by hydragorgon SE View File Slave Girls by hydragorgon SE I DID NOT create this mod. It was created by the indomitable @hydragorgon, and all rights and privileges belong to them. I messaged Hydragorgon a while back asking for perms to upload this but they have been M.I.A. since last December, so I took a gamble and decided to go ahead and share. If Hydragorgon comes back and doesn't want this conversion to be posted they have the right to... BURN IT DOWN! All I did was Combine the Main Files and Texture Files, Optimize the textures and meshes for Skyrim Special Edition, and convert the ESPs to Form 44. The following copied from the original LE upload page by hydragorgon: About This File _-_Slave_Girls_-_ This mod adds about 200 npcs in various states of distress all throughout Skyrim. There are slave caravans, house slaves, hostages, and bandits in bondage. Many of the NPCs have dialogue, and some are merchants. At the moment this mod is mostly for visual appeal, but I have plans to add scripts and quests as soon as I can get online more regularly. I use alot of extra NPC mods because I think they add alot to the random element of the game. That's what Slavegirls does. This mod DOES NOT simulate an actual slave trading economy; it's just flavor so far. Thanks alot to all the Lover's Lab community for helping me make this mod decent. _Requirements_ There are only two requirements, but they both require FNIS SE and SKSE64 at least. Check the pages carefully, please. Sexlab Framework SE Zaz Animations SE _Patches_ Copy over the main esp No-Nude Males _More Info_ There are quite a few different types of slavegirl in the mod, and even a few slaveguys too. I use many different AI packages to tune the mod, but there are still bugs. If you see a slave standing around doing nothing, just wait an hour. She'll usually end up getting herself into trouble somehow. Some NPCs are Sexlab Forbidden to preserve their bondage, but there's a patch to change that included. Here's a brief explanation of most of the types of slavegirls out there. Slavegirls- These are house slaves serving the more wealthy denizens of Skyrim. They have been trained throughly, and so have a certain amount of freedom. Many slavegirls have dialogue. Townies- Most of the settlements have a townie or two with personal slaves to serve them. Some are paid champions protecting a given territory. Many of these lucky folk are merchants including a.. Rare gem dealer in Solitude Rare book dealer in Dawnstar Dealer in soul gems and enchanted objects in Whiterun Scroll dealer in Windhelm Skooma dealer in Riften And hopefully more soon... Adventurers- Small groups of adventurers travel the wilds of Skyrim, slave girls rushing behind them to catch up. You can often find them in taverns and inns, or discussing important business with their ragtag associates. Be careful because some of these adventurers are quite powerful! Some of them are merchants too, including.. Travelling alchemists selling potions and other apothecary needs Orc wanderers selling their ethnic weaponry A Dungeoneer selling Dwemer artifacts and metals And also more soon.. Slave Caravans- Various slave traders and their drooling cronies drive helpless slavegirls all along the roads of Skyrim. They are quite tough, and will defend their merchandise with their lives. Hostages- In some cities the guards keep groups of hostages in case their families are willing to pay ransom for their safe return. Many of these poor girls are prisoners of war. Vignettes- These poor ladies are stuck in states of almost total bondage, depending of course on buggy AI packages. If you see one standing around, just wait for an hour. thanks for downloading hydragorgon If you enjoy my conversion work and would like to toss a coin to my coffee fund, you can visit my Patreon ~ Nomkaz Submitter nomkaz Submitted 06/15/2019 Category Adult Mods Requires SexLab Framework SE, Zaz Animations SE Regular Edition Compatible No  
  9. TSEX and TSEX Hardship Alpha (Modders resource) View File These unfinished mods are presented as-is for playing and as a modders resource. Anyone who wants to continue developing them has the permission of the authors (@Tentacus and @requiredname65) We are not in any way responsible for the content of any derivitive works. DESCRIPTION: TSEX: The Master mod. Originally meant to hold content that could be used in more mods than just Hardship, this can still be used as such by whoever wants to make it a requirement. It contains numerous global variables, keywords, sounds, and functions This Master also provides a framework of sorts containing numerous new systems, such as a sex drive and trauma system, as well as offering new solo actions like Masturbation and dancing. TSEX Hardship (Requires TSEX): The continuation of the Hardship: Beggar Whore mod (See original mod page for more information). Implementing the new features of TSEX as well as adding some new features. such as Threesomes. This is being posted on a new page because The original "Finished" version of Hardship 1.5 will remain it's own thing. WHAT'S IN THERE (as far as we can remember): - Massively improved MCM - Control your character's expressions/demeanor - Pregnancy system integration with FPE keeping in mind TSEX scene context. - Threesomes for raider rapes. - Cum overlays for both genders and reactions. - Character attributes and histories are expanded. - More character attribute aware content. - Torture mechanics from masters and doms. (slavery system not implemented, but hooks are in there) - Bondage equipment - Sex skills and perks. - Sex Achievments (Though this is dumb and pointless) - Carnal needs and trauma system. - Dancing, suggestive posing that may attract lustful actors. - Injury by beatings will leave bruise overlays on player. - Animated beating scenes interweaved with text boxes. - Branding system for females (no male sets available). - Relationship system for other mods. (Omoshiroi) - Hack some robots and discover a prewar pleasure subroutine. (Really? This sounds neat) - Threesomes for Codmann couple when both are invited to home plate party, requires BP70 animation pack. (I approve of this as I had the same idea) - 'Pillow talk' scene after hanky panky. - Menacing raider might be willing to let character go with a chem bribe. (Cool idea!) - Velma mode. Raiders may steal your glasses. THINGS WE DIDN'T GET TO: - Male dom NPC. Sorry. - Characters to teach the player to dance - Player slavery system (Though lots of elements of it are in there and ready to be utilized if someone takes up the mod) - Improved Isabel dialogue using new BDSM training hooks (Again, it wouldn't be too hard for someone to pick up these threads.) IN CLOSING: While playable, these mods are in an alpha state, and have bugs, some of which may be serious. Some originally planned features are incomplete, or excluded altogether I will provide no support for this mod. frankly I wouldn't know how as requiredname65 has added a lot in recent builds (as you might have guessed from my comments above ). However I am willing to answer questions for anyone wanting to take up the mod or help requiredname65 with their own efforts to continue. requiredname65, may or may not pop in to the forum if they so desire. It's my sincere wish that someone take this and run with it, I only regret that I let it get so out of hand and wasn't able to accomplish all my big ideas, and also that I didn't drop it a lot sooner and unintentionally lead some of you on. Big thanks to all the help and support requiredname65 has given. Without them this wouldn't be as complete as it is. See main Hardship thread for legacy thanks. Requirements: It requires everything Hardship does, so o look there for the detailed info. EXCEPTIONS include Rufgt's old animations, which aren't needed any more, and maybe Staged Leito Plus... This will probably work fine with just UAP's XMLs. instead. In addition to those requirements this needs: Vanilla DLCs May not need them all but I can't be arsed to figure out which it does at this point Atomic Lust Hard requirement. Savage Cabbage Hard requirement for raider threesomes... Maybe something else? 🤷‍♂️ BP70 needed for Codman scene. FPE Optional, for pregnancy support. FAQ: Q: Who is this for? A: Tinkerers who want to check out the new features and get a taste for what might have been or modders who wish to take up the challenge for finishing this project. Q: Who is this NOT for: A: Those new to modding, or AAF, or anyone wanting a polished smooth experience. Play Hardship Beggar Whore instead. Q: How do I _______? A: Nope... I am deadly serious about not providing support. Sorry. Please do help eachother though as you always have in the main Hardship thread. Credits: @Rufgt cunnilingus anim. @Gray User Various animations @kziitd facial @JB. bruise overlays @requiredname65bruise overlays, pregnancy system, making the messge windows not blinding and a ton of other shit. @DixiePig slave collar. @Polistiro cum overlays Ascendia for blindfold mesh Ender Guney for tiny snippet of royalty free track I used for Hardship disable sound. If I missed anything do let me know. It's been a long couple of years. Submitter Tentacus Submitted 05/23/2022 Category Framework & Resources Requires DLCs,Savage Cabbage, Atomic Lust,BP70,AAF, FO4 Animations by Leito, AAF Themes, Real Handcuffs  
  10. Patreon page and latest builds: https://www.patreon.com/magissy Magissy - Discord Magissy - Latest Free Builds: Itch.io Embark on an unparalleled journey with "Magissy," a richly conceived adult RPG game, presenting an opportunity for you to contribute to the world of gaming as a patron. Experience a perfectly balanced concoction of charismatic adventure and sophisticated allure as you step into the shoes of a character who knows no boundaries when it comes to engaging in daring escapades or enchanting encounters. Whether facing a vanquished witch or a trapped thief, your choices will sculpt the course of your adventure. Magissy invites you to traverse through a meticulously crafted, fictional realm where exotic companions and magical alliances are just a choice away. As a patron of this remarkable adult RPG, you are the master of your own narrative, shaping your destiny with every thrilling decision you make. Let yourself be swept off your feet by the allure of Lirn, an island that floats amidst the clouds, powered by an ancient magic. With a multitude of distinct islands to explore, each bustling with unique creatures and terrain, the promise of discovery is infinite. Your patronage doesn't just support the game, it breathes life into our vision. With your backing, we can turbocharge our development process, ensuring the delivery of an immersive storyline, gripping quests, exhilarating battles, and memorable characters. Our mission is to marry high-quality adult content with compelling gameplay, creating a gaming experience that captivates from the get-go. Operating within a frugal budget, we've adopted a nimble approach to game development. Free from the confines of large studios, we have the liberty to explore bolder realms of adult content, creating narratives that are engaging, edgy, and daring. As a patron, your influence isn't restricted to funding alone. You are invited to contribute to key developmental decisions, having a say in the game's evolution through participatory voting. You can make a greater impact by acting as an ambassador for our project. By sharing the magic of Magissy through screenshots or gameplay videos, you are inviting others to join in on this remarkable journey. Step into the enchanting world of Magissy. Let's reshape the landscape of adult RPG gaming, one adventure at a time. Changelog: Some screenshots from our game:
  11. Hello fellow perverts! So I'm working on revamping FO3 Sexus but I need you guys to help me with ideas as my creativity is not the very best. I'm not really good with scripts if at all so please keep them reasonable. Anything else not big script demanding is cool, unless your willing to make the script yourself for me to implement. My intention with this revamp is to iron out bad deal-breaking bugs/issues, merge essential plugins, remove unfinished broken stuff, re-add cut content if possible, add some new content, separate features to new optional plugins, voice act the NPC (Hentai Kamen), make it a more seamless part (not out of place) of the vanilla game, give it a more serious tone and just make it overall less goofy. What I've done so far: # Merged the perk fix esp changes to the main file. # Made a brand new great vanilla game fitting icon for the sexus perk now renamed "Seeping Necro" with a new description. # Removed the get naked option when pickpocketing sleeping npc's as it served no other purpose that just being an additional cheat to the game allowing you to pickpocket everything with maxed out pickpocket skill. # Removed the resurrect dead npc option. # Made the "How to Sexus" item to a book called Kama Sutra (place holder) with a new unique icon, and cleaned up the menu options with new names and descriptions. #Changed the goofy VATS initiation animation with a animation that looks like you instead knock the victim down to the ground before getting on top of them. # Unfortunately removed the 2 male and 2 female first person VATS sexual assault animations as they caused deformed fingers after the act was over. Tried my best to solve the issue by checking the scripts, reset animations ect. but just wasn't able to. The only thing I can imagine being the root cause of it is the fact that the animations are working simultaneously with your ability to still punch and use your arms freely. Maybe its just those specific animations that weren't made properly..? But I highly doubt it. The good news is that the first person animations when performing the act on a sleeping preys still works fine without any deforming fingers but again its not activated trough VATS and doesn't allow for arms to punch ect. during animation which is why my theory of the root cause is what I just presented. What I further plan to do: # Make the sexual assaults you perform give bad karma the same way the cannibalism function in the game does. Most likely an optional plug-in maybe or vice versa..? # So if you've tried the original mod you might know its based of the goofy asf Japanese movie Hentai Kamen. Which the reason behind all the goofy Kun-Fu styled VATS animation, and the NPC giving/selling you the items being a naked man with underwear on his face named Hentai Kamen. Which means "masked pervert" or "perverted super hero". Anyway... I've solved the goofy animation issue as I mentioned above but I also plan to change his whole look. I'm working on making a Japanese devil (Oni) mask for him to wear to replace the underwear on face, as little tribute to our Japanese brothers overseas that originally made this mod. Not sure yet if ill keep him naked like he is at the moment or get him dressed though. # Give him voice lines! Check the mp3 file below (SexusOniDevil) for a rough little quick recording from my phone (will use a proper mic in the future) to give you a feeling of the new character change. # Remove the test vault. Maybe just maybe isolate it to a separate esp for testing. # Isolate the new additional creatures to a separate esp as an optional file, so the main file is human and non-feral ghoul focused. # Give the guest user Donkey's sexus additional files and changes a look to maybe incorporate some of them or improve on them. # Maybe make the startup items for sexus an item you need to purchase like a book of dark teachings..? # Make Sexus patches for other great fallout 3 mods. What I need ideas and suggestions for: # Lore. # New name for the Hentai Kamen NPC. # Dialog lines. # How to implement the NPC. I was thinking of maybe putting him in a metro tunnel with lots of traps and/or enemies on the way, so once you see him he'll say something along the lines of "So your the chosen one. The one to receive the knowledge of my dark moral teachings". Or maybe have him pop up as a rare encounter. Maybe have him walk the caravan route... idk # A better book idea than the generic Kama Sutra. Something darker preferably, rape is supposed to be morally bad remember? # Ideas for new interesting items for him to sell like erotic books with scrollable pages like this mod https://www.nexusmods.com/fallout3/mods/15235?tab=images # I believe the NPC rewards you with trophy-like books after certain amounts rapes performed called iron, silver and how to gold cock. Id like to change these rewards with something else more useful, interesting or interactive. Any ideas? Also i got to do some more testing to see if its actually the case that he rewards you these items but I've seen claims of it in forums discussions about the mod. Would be perfect really, he'd be like a evil devil rewarding you for bad acts. # Anything else that can help me build upon this mod further or improve it really. That's it really. FYI I'm using Labrat's shared Sexus version as the foundation for the mod. Does anyone know what the Start conversation option does and if it even works? Really need to know so I can work on it further or simply remove it. The description for it says "Select the type of NPC to start the conversation." "Immoral (only Raiders and Slavers}, All, or None" but what type of conversation is it talking about? Tried talking to raiders and slavers with no luck. Doesn't really seem to do anything... Gonna end it here before I end up writing a bible long text that's way too long for anyone to consider reading, which it probably is at this point... Hopefully you guys can help me out a little, it'll be a mod for YOU guys to enjoy in the end after all right? SexusOniDevil.mp3 Voice act style. Oni mask.
  12. Version 0.1.1

    589 downloads

    Mod仍在制作当中 已完成阶段0内容 Mod is still in the works. Stage 0 content completed. The English introduction is in the second half. 概述 这是一个关于 【无情者】艾萨里昂 如何被转化为一名色孽爪牙的故事:无情者真的无情吗?又或者说,他只是一个被关在自己职责里的囚犯,需要被“解救”。 由于艾萨里昂所在的派系,与巫师系列有着联动内容,所以相关角色也无法幸免。主线故事将围绕着 艾萨里昂、卡维尔、梅林迪莱、特莉丝 进行展开。 在艾萨里昂雌堕并且被彻底腐化之后,色孽会给出一系列任务,让她抓捕世间那些正义的领主们。通过监牢里的审讯调教,最终将这些曾经的正义之士收入伊瑞斯派系。 Mod将包括新的任务,新的文本,新的模型,新的特性,新的个人技能线,新的监狱互动形式,以及和其他传奇领主的特殊互动故事。 计划之外:如果有思路的话,也会有新的腐化兵种。 所需前置 !!li_progression_framework.pack 游玩方式 阶段0:新游戏一开始,就会发布一个任务:占领巨人塔。跟着整个任务流程走下来,你最终会在龙角矿场触发一场传送战。输赢都会开启下一阶段,但是赢了并且完成战斗中的目标,将会获得额外收益,强力的战役Buff(具体收益内容正在制作中) 故事流程剧透 English translation By translation software The Stage0 content of the mod is basically completed, and the other parts are WIP Overview This is a story about how Eltharion [the Grim] was transformed into a Slaanesh general: Is The Grim really heartless? Or, he's just a prisoner in his own duties and needs to be "released". Since Eltharion's faction has linkage content with the Witcher series, related characters cannot be spared. The main storyline will revolve around Eltharion, Cavill, Mellindirei, and Triss. After Eltharion fell female and was completely corrupted, Slaanesh will give a series of missions to let her capture the righteous lords in the world. Through interrogation and corruption in the prison, these once righteous people were finally included in the Yvresse faction. The mod will include new missions, new text, new models, new traits, new personal skill lines, new forms of prison interaction, and special interactive stories with other legendary lords. Unplanned: If I have the spare time, there will be new Corrupted units too. Dependency !!li_progression_framework.pack How to play Stage 0: As soon as the new game starts, a mission will be released: Occupy gronti mingol. Following the entire quest process, you will eventually trigger a quest battle at the Dragon Horn Mine. Winning or losing will start the next stage, but if you win and complete the goals in the battle, you will get extra benefits, such as powerful campaign buffs (the specific benefits are under production) Story spoiler
  13. Lore-friendly NSFW Skyrim (a.k.a. Craftable ZaZ) View File Lore-friendly NSFW Skyrim (A community project) Introduction: This is not intended to be a one modder's mod... Not at all! It's going to be a community project. Everyone who likes the concept, can help to develop it and WILL BE PROPERLY CREDITED. I'm not a pro modder, i'm still learning and I WILL NEED HELP. This mod's main goal is to provide a completely new way to play NSFW skyrim without compromising lore. This is achieved by changing visuals from other mods and adding new game mechanics. When it comes to the visual part, the reworks (as i call them) will replace the industrious look by something more handmade or dwemer looking. For example: Sewn Catsuits (handmade looking) and Androol's Dwemer Milking Machine (dwemer looking). As for the mechanics, we have Craftable ZaZ. It allows you to buy Dwemer Schematics from Calcelmo in Markarth, which are used to craft ZaZ Items. These items you can equip and they will be automatically placed on the ground, only being movable with an positioner mod like Jaxonz Positioner mod. Keep in mind that you must have materials in your inventory to craft the ZaZ item, like Firewood, Glass, Quarried Stone, Iron Ingot, etc (it will vary based on the item/schematic). As the schematics are not consumed during the crafting process, those that don't require ingredients allow you to craft infinite ZaZ items (for now). Craftable ZaZ still W.I.P. and is EXPERIMENTAL. In the future you will be able to find dwemer schematic in dwemer ruins, and you will have to talk to Calcelmo before be able to buy and use Schematics. READ THIS: GIFs: Craftable Dwemer Milking Machine Inspiration: Messing around through LoversLab mods and realized a few things: 1. The only mods that gives you access to BDSM clothes without adding a crazy lore or crazy mechanics, are shop mods like Laura's Bondage Shop (awsome mod, by the way) 2. The only way to get zaz furnitures is using commands or Zaz Animation Pack 8.0 Helper 3. There are almost no simple NSFW dwemer mods 4. There are little to no dwemer sex machines resources 5. There best way to make a lore-friendly NSFW Sykrim is by not adding characters, nor creating a sidestory from scratch but using the own game lore Concept: Dwemer were known for being "cruel, intelligent, industrious and careful". Their technology was really advanced. They used high quality materials, and created machines as good as it. But even in advanced societies, where people use their skill to help each other, there are always some individuals who use it for your own benefit. These individuals would use their skills to create things that would satisfy their needs. And they really did it: created Latex Clothes, Leather Harness, Sex Machines, Restraining Contraptions, and more. These creations disappeared, but the "Blueprints" used to create still can be found in dwemer ruins (although they are very rare). When you found a blueprint it will unlock a few recipes, these recipes can be used to craft "Machine Parts", and the "Machine Parts" to craft "Machine Items". A machine item will be an item used to run a script that places a zaz furniture consuming the item (you can move it using something like Cobb Positioner)... And thats it! You can craft machines using parts! To do list: Blueprint Items - Progress [■■■■■■■■■■] = 100% Machine Parts - Progress [■■■■■■■■■■] = 0% Machine Items - Progress [■■■■■■■■■■] = 100% Crafting Recipes - Progress [■■■■■■■■■■] = 10% Recipe unlocking system - Progress [■■■■■■■■■■] = 10% Scripts - Progress [■■■■■■■■■■] = 30% Mod Menu - Progress [■■■■■■■■■■] = 0% Textures - Progress [■■■■■■■■■■] = 10% Meshes - Progress [■■■■■■■■■■] = 10% Machines - Progress [■■■■■■■■■■] = 0% Zaz Animation Pack 8 Integration - Progress [■■■■■■■■■■] = 10% Devious Devices Integration - Progress [■■■■■■■■■■] = 10% AND MORE (WILL UPDATE LATER) Notes: About the files: For Moderators/Administrators/Original Modders: Credits: Submitter EthernalNoob Submitted 04/11/2023 Category WIP / Beta Requires Milk Economy Mod, Zaz Animation Pack V8.0, Devious Devices 5.2, Jaxonz/Cobb Positioner, 3BA/CBBE and BodySlide Special Edition Compatible Yes
  14. Cyber resources WIP View File My first attempt at modding. I am posting here for suggestions on what more to add/advice on how to improve it. The armor sets are in the lucky 38 penthouse next to the big computer. You may use this in your own mods without permission. Submitter Voidson22222 Submitted 08/07/2023 Category Models & Textures Requires  
  15. Version 0.1.0

    269 downloads

    I'm creating a custom werewolf follower. She is big and buxom. I am currently working on trying to fix an issue where she doesn't show up in game, can't summon her, she only appears after using placeatme in console, and her body is all messed up and doesn't have proper physics. I assume the body being messed up has to do with the skeleton but I'm not yet sure how to fix that. After completion of the mod I add her in Dragonsreach as a follower and possibly add a werewolf replacer/race addon too. I possibly might a bondage addon to the mod. At the moment the mod only offers a tank version of Kayla, but I do plan on making a much less OP version too. I'd love to take anyone's recommendations. I am also a noob when it comes to making mods and especially custom creatures. Any help would be appreciated. EDIT: With the way my life has been at the moment. I haven't found time to work on the mod. I may make time to come back to it in the future and maybe not for another month or two or three. Currently looking for someone who knows what they are doing to help or possibly take over. Kayla Love werewolves, huge breasts, and huge butts? Kayla is all of that and more. Kayla isn't your standard follower or werewolf. She is strong, buxom, and tall! A complete tank to rule the battlefield. She can help you pick an lock, pickpocket any NPC, and beat down any foe. She can be found waiting for you just outside Dragonsreach in Whiterun. If she is not there then you can use "player.placeatme (Kayla's ID here) 1" to get her. Recommended Mods: - Fuz Ro D-oh - Silent Voice - Relationship Dialogue Overhaul - RDO SE - My Home is Your Home REQUIREMENTS: - CBBE 3BA and its requirements - XPMSSE and its requirements - Dawnguard DLC Credits: Groovtama - XP32 Maximum Skeleton Special Extended - XPMSSE Acro748 - CBBE 3BA (3BBB) ousnius - Outfit Studio
  16. Sexout: Sexist Dialogue w/ Tryout Add-ons View File What is this mod? In short...It's a primarily a immersion adding mod via the dialogue system. Description: This mod aims to add multiple new lines, to various NPC's around the wasteland. The things the NPC's vary based on your reputation with that current faction. I also add plans to lines towards males as well. I've already told the NPC's to only say these newly added lines only if your character is female, not male. What sort of things do the say? LIke I said it's based on your reputation, but it always includes a comment about you being a female, although it may not always be directly sexist or derogatory. The vanilla game does a really good job at making you feel immersed, especially when characters talk about your sex. However those lines are few and far between and normally only include pronouns like miss or Ma'am. With this mod NPC's will give you lines based on your sex much more frequently and in a descriptive way. Short Term Plans: Slowly adding dialogue Long Term Plans: Ill start taking requests and see If I can do them:) *Important* I put this in Requirements, but you either need SmallTalk or General Subtitles on, because the characters are not voiced. Also some of the lines will make more sense or feel more appropriate if who have Sexout mods or specifically Tryout. *Author's Note* I'm going to try and make a new version as much as I can, it would help immensely If you guys could give some suggestions or let me know If something is not working right, or dialogue's aren't showing up at all. This is my first mod so please bare with me, Thanks. UPDATE 4/26/19: No new updates planned anytime soon. UPDATE 12/23/21: I have returned. Need to get used to modding the dialogue again though, suggestions are very welcome! How to Install: 1.) Download the "ESP" File 2.)Drop it into your Fallout New Vegas "Data" folder. 3.) Use a Mod manager to activate the "ESP" in your load order 4.)Enjoy Armor in Screenshot: https://www.nexusmods.com/newvegas/mods/45141 DO NOT make any changes to my mod for redistribution, without my consent, Thanks. [Changelog] V1.5.1: The Fix I removed Ringo's piece of dialogue that was messing with The Goodsprings Quest. Not really sure why it was, as it was just a greeting. If anyone has any theories let me know. Also let me know if its fixed for anyone who had the problem before, or if anyone downloads this fresh, let me know if you don't have a problem. ------------------------------------------------------------------ V1.5.0: The Boomers ***Player testing needed, didn't get to test myself, thanks*** -I forgot to list all my changes but I added around 10 new lines of dialogue for the boomers. ------------------------------------------------------------- V1.4.2: The Game was Broken Fixes: -Sorry But I have been very busy with work, and didn't even notice a weird glitch, that broke the game. -I've also removed some new lines of dialogue that were messing with the legion. ---------------------------------------------------- V1.4.1: Tryout Legion Fixes General Fixes: -I fixed some of the issues with the legion. Yet some of the reputation conditions are cancer. More specifically the random greetings they give you, based on reputation. ------------------------------------------------------------------------------------------- V.1.4.0: The Legion and Sexout/Tryout Before I start listing things I've added I'd like to thank the creators of Sexout. They have pre-written code already done, so all I'm really doing is just copying and pasting onto dialogue I'm adding. I would also like to say this is first time I've done something like this say please any feedback and help checking if things work would be great. **Sexout/Tryout** Currently having a problem, where instead of legion soldiers forcing you into a convo, they just walk upto and don't say anything, hopefully I'll have a fix out by tomorrow. Legion: -I fixed some lines where legionnaires will still be dicks to you even though you’re Liked-Idolized.(Tryout) -Added another about the “Mark of Caesar” in your possession.(Tryout) Cottonwood Cove: It always bugged me that when the first legionnaire approached you he didn't treat negatively or positively. So what I’m adding is that when you arrive to Cottonwood cove, and are approached for the first time, they will say something based on your reputation, and then continue to call you a profligate even though you might be idolized in their faction that's what I’m going to fix in this and later patches -Added 1 “Say once Greeting” for “Disliked” reputation(Tryout) Working -Added 1 “Say once Greeting” for “Unknown/Neutral reputation”(Tryout) Working -Added 1 “Say once Greeting” for “Liked” reputation(Tryout) Working -Added 1 “Greeting” for “Disliked” reputation(Tryout) Removed -Added 1 “Greeting” for “Unknown/Neutral reputation”(Tryout) Removed -Added 1 “Greeting” for “Liked” reputation(Tryout) Removed ---------------------------------------------------------------------------------------- V1.3.1: General Fixes: -Fixed some spelling and grammar issues. ------------------------------------------------------------------------- V1.3.0--This Update has a lot of variables involved, I didn't have time to test it all, so feedback would be would be greatly appreciated. Thanks. Primm: Johnson Nash: -Added a gender based "Greeting" he gives you when you first walk into the V&V Casino. -Added a "Greeting" dialogue, post-rescue of Deputy Beagle. -Added a "Says once Greeting" once you've brought 'law' back to Primm. -Added a "Goodbye" dialogue. Ruby Nash: I was gonna add dialogue to Ruby, but every time I finished adding it, it deleted itself:( Primm Residents: -Added 2 "Greeting" dialogue pre-rescue of Beagle. -Added 1 "Greeting" dialogue post-rescue of Beagle. -Added 1 "Greeting" dialogue Post-rescue and pre-law in Primm -Added 2 "Greeting" dialogue post post-law in Primm (NCR)(One Greeting is positive and the other negative). -Added 2 "Greeting" dialogue post post-law in Primm (Meyers)(One Greeting is positive and the other negative). -------------------------------------------------------------------------------------------------------------------- V1.2.1 General Fixes: -Fixed some grammar issues Goodsprings: Sunny Smiles: -1 "Greeting" added. -1 "Goodbye" added. Trudy: - 5 "Goodbye" for Trudy (They are more like pieces of advice before you leave). -1 "Greeting" added and hopefully fixed the old one. Joe Cobb: Needs Testing -He had a problem with his greeting as well. Chet: -1 "Greeting" Dialogue added. -1 "Goodbye" Dialogue added. Easy Pete: -Added a "Greeting" and "Goodbye" dialogue for players with a skill of 25 explosives or higher. Ringo: Needs Testing. -1 "greeting" dialogue added. -1 "goodbye" dialogue added (Once RIngo has left Goodsprings). ------------------------------------------------------------------------------------------------------------------- Sexist Dialogue V1.2.0 {{This patch and the next few one's will focus on the early game}} GoodSprings: Doc Mitchell: -I added a greeting as well as a goodbye to his dialogue. Settlers: -1 Dialogue Greeting added for each reputation tier (Good,mixed,Bad). -1 Dialogue added in the even Goodsprings is taken over by Joe Cobb. Trudy: -I added 1 time use greeting for after you beat the powder gangers Not Working -Added 1 goodbye dialogue Joe Cobbs and/or Powder Gangers: -Added a line while you are fighting for Goodsprings -Added a line for before the fight and/or after. -added a line specifically meant for victory over Goodsprings. -[Joe Cobb] added 2 Greetings and 2 Goodbyes (1 for each is only for a victory) ------------------------------------------------------------------------------------------------------ V1.0.1 General Fixes: -Fixed some spelling errors Powder Gangers: -Apparently The NCRCF powder gangers don't have the same dialogue topics as generic powders powder gangers, So added a couple lines for them. ------------------------------------ V1.0.0 General Legionnaires: -2 Dialogue added for "Neutral" Reputation.(F) -1 Dialogue added for "Disliked" Reputation.(F) -1 Dialogue added for "MIxed" Reputation.(F) -1 Dialogue added for "liked" Reputation.(F) -1 Dialogue added for "Hated" Reputation.(F) -1 Dialogue added for "Wild Child" Reputation.(F) NCR: General Troopers: -1 Dialogue added for "Indirect/Generic talk"(F) -2 Dialogue added for "Neutral" Reputation.(F) -1 Dialogue added for "liked" Reputation.(F) -1 Dialogue added for "Idolized" Reputation.(F) -1 Dialogue added for "Mixed" Reputation.(F) -1 Dialogue added for "Wild Child" Reputation.(F) -1 Dialogue added for "Disliked" Reputation.(F) -1 Dialogue added for "Hated" Reputation.(F) Powder Gangers: General Thugs: -1 Dialogue added for "Indirect/Generic talk"(F) -1 Dialogue added for "liked" Reputation.(F) -1 Dialogue added for "Mixed" Reputation.(F) -1 Dialogue added for "Wild Child" Reputation.(F) -1 Dialogue added for "Rascal" Reputation.(F) -1 Dialogue added for "Thug" Reputation.(F) -1 Dialogue added for "Hated" Reputation.(F) Submitter The Lonesome Spirit Submitted 11/09/2017 Category WIP / Beta Requires FalloutNV, Honest Hearts, Old World Blues, Sexout, Sexout Common Resources(SCR),Sexout Slavery, Sexout Tryout and then anything those mods need.  
  17. Version 1.5.1

    22,683 downloads

    What is this mod? In short...It's a primarily a immersion adding mod via the dialogue system. Description: This mod aims to add multiple new lines, to various NPC's around the wasteland. The things the NPC's vary based on your reputation with that current faction. I also add plans to lines towards males as well. I've already told the NPC's to only say these newly added lines only if your character is female, not male. What sort of things do the say? LIke I said it's based on your reputation, but it always includes a comment about you being a female, although it may not always be directly sexist or derogatory. The vanilla game does a really good job at making you feel immersed, especially when characters talk about your sex. However those lines are few and far between and normally only include pronouns like miss or Ma'am. With this mod NPC's will give you lines based on your sex much more frequently and in a descriptive way. Short Term Plans: Slowly adding dialogue Long Term Plans: Ill start taking requests and see If I can do them:) *Important* I put this in Requirements, but you either need SmallTalk or General Subtitles on, because the characters are not voiced. Also some of the lines will make more sense or feel more appropriate if who have Sexout mods or specifically Tryout. *Author's Note* I'm going to try and make a new version as much as I can, it would help immensely If you guys could give some suggestions or let me know If something is not working right, or dialogue's aren't showing up at all. This is my first mod so please bare with me, Thanks. UPDATE 4/26/19: No new updates planned anytime soon. UPDATE 12/23/21: I have returned. Need to get used to modding the dialogue again though, suggestions are very welcome! UPDATE: 10/30/23: Obviously no new updates, I am still around. One of these days I will get back into New Vegas, and I will continue the mod. That being said, there aren't really any bugs people have reported, and I got to many of the factions. So please have fun with the mod! How to Install: 1.) Download the "ESP" File 2.)Drop it into your Fallout New Vegas "Data" folder. 3.) Use a Mod manager to activate the "ESP" in your load order 4.)Enjoy Armor in Screenshot: https://www.nexusmods.com/newvegas/mods/45141 DO NOT make any changes to my mod for redistribution, without my consent, Thanks. If you wish to make a AI Voice Pack or Translation, please feel free to do so! [Changelog] V1.5.1: The Fix I removed Ringo's piece of dialogue that was messing with The Goodsprings Quest. Not really sure why it was, as it was just a greeting. If anyone has any theories let me know. Also let me know if its fixed for anyone who had the problem before, or if anyone downloads this fresh, let me know if you don't have a problem. ------------------------------------------------------------------ V1.5.0: The Boomers ***Player testing needed, didn't get to test myself, thanks*** -I forgot to list all my changes but I added around 10 new lines of dialogue for the boomers. ------------------------------------------------------------- V1.4.2: The Game was Broken Fixes: -Sorry But I have been very busy with work, and didn't even notice a weird glitch, that broke the game. -I've also removed some new lines of dialogue that were messing with the legion. ---------------------------------------------------- V1.4.1: Tryout Legion Fixes General Fixes: -I fixed some of the issues with the legion. Yet some of the reputation conditions are cancer. More specifically the random greetings they give you, based on reputation. ------------------------------------------------------------------------------------------- V.1.4.0: The Legion and Sexout/Tryout Before I start listing things I've added I'd like to thank the creators of Sexout. They have pre-written code already done, so all I'm really doing is just copying and pasting onto dialogue I'm adding. I would also like to say this is first time I've done something like this say please any feedback and help checking if things work would be great. **Sexout/Tryout** Currently having a problem, where instead of legion soldiers forcing you into a convo, they just walk upto and don't say anything, hopefully I'll have a fix out by tomorrow. Legion: -I fixed some lines where legionnaires will still be dicks to you even though you’re Liked-Idolized.(Tryout) -Added another about the “Mark of Caesar” in your possession.(Tryout) Cottonwood Cove: It always bugged me that when the first legionnaire approached you he didn't treat negatively or positively. So what I’m adding is that when you arrive to Cottonwood cove, and are approached for the first time, they will say something based on your reputation, and then continue to call you a profligate even though you might be idolized in their faction that's what I’m going to fix in this and later patches -Added 1 “Say once Greeting” for “Disliked” reputation(Tryout) Working -Added 1 “Say once Greeting” for “Unknown/Neutral reputation”(Tryout) Working -Added 1 “Say once Greeting” for “Liked” reputation(Tryout) Working -Added 1 “Greeting” for “Disliked” reputation(Tryout) Removed -Added 1 “Greeting” for “Unknown/Neutral reputation”(Tryout) Removed -Added 1 “Greeting” for “Liked” reputation(Tryout) Removed ---------------------------------------------------------------------------------------- V1.3.1: General Fixes: -Fixed some spelling and grammar issues. ------------------------------------------------------------------------- V1.3.0--This Update has a lot of variables involved, I didn't have time to test it all, so feedback would be would be greatly appreciated. Thanks. Primm: Johnson Nash: -Added a gender based "Greeting" he gives you when you first walk into the V&V Casino. -Added a "Greeting" dialogue, post-rescue of Deputy Beagle. -Added a "Says once Greeting" once you've brought 'law' back to Primm. -Added a "Goodbye" dialogue. Ruby Nash: I was gonna add dialogue to Ruby, but every time I finished adding it, it deleted itself:( Primm Residents: -Added 2 "Greeting" dialogue pre-rescue of Beagle. -Added 1 "Greeting" dialogue post-rescue of Beagle. -Added 1 "Greeting" dialogue Post-rescue and pre-law in Primm -Added 2 "Greeting" dialogue post post-law in Primm (NCR)(One Greeting is positive and the other negative). -Added 2 "Greeting" dialogue post post-law in Primm (Meyers)(One Greeting is positive and the other negative). -------------------------------------------------------------------------------------------------------------------- V1.2.1 General Fixes: -Fixed some grammar issues Goodsprings: Sunny Smiles: -1 "Greeting" added. -1 "Goodbye" added. Trudy: - 5 "Goodbye" for Trudy (They are more like pieces of advice before you leave). -1 "Greeting" added and hopefully fixed the old one. Joe Cobb: Needs Testing -He had a problem with his greeting as well. Chet: -1 "Greeting" Dialogue added. -1 "Goodbye" Dialogue added. Easy Pete: -Added a "Greeting" and "Goodbye" dialogue for players with a skill of 25 explosives or higher. Ringo: Needs Testing. -1 "greeting" dialogue added. -1 "goodbye" dialogue added (Once RIngo has left Goodsprings). ------------------------------------------------------------------------------------------------------------------- Sexist Dialogue V1.2.0 {{This patch and the next few one's will focus on the early game}} GoodSprings: Doc Mitchell: -I added a greeting as well as a goodbye to his dialogue. Settlers: -1 Dialogue Greeting added for each reputation tier (Good,mixed,Bad). -1 Dialogue added in the even Goodsprings is taken over by Joe Cobb. Trudy: -I added 1 time use greeting for after you beat the powder gangers Not Working -Added 1 goodbye dialogue Joe Cobbs and/or Powder Gangers: -Added a line while you are fighting for Goodsprings -Added a line for before the fight and/or after. -added a line specifically meant for victory over Goodsprings. -[Joe Cobb] added 2 Greetings and 2 Goodbyes (1 for each is only for a victory) ------------------------------------------------------------------------------------------------------ V1.0.1 General Fixes: -Fixed some spelling errors Powder Gangers: -Apparently The NCRCF powder gangers don't have the same dialogue topics as generic powders powder gangers, So added a couple lines for them. ------------------------------------ V1.0.0 General Legionnaires: -2 Dialogue added for "Neutral" Reputation.(F) -1 Dialogue added for "Disliked" Reputation.(F) -1 Dialogue added for "MIxed" Reputation.(F) -1 Dialogue added for "liked" Reputation.(F) -1 Dialogue added for "Hated" Reputation.(F) -1 Dialogue added for "Wild Child" Reputation.(F) NCR: General Troopers: -1 Dialogue added for "Indirect/Generic talk"(F) -2 Dialogue added for "Neutral" Reputation.(F) -1 Dialogue added for "liked" Reputation.(F) -1 Dialogue added for "Idolized" Reputation.(F) -1 Dialogue added for "Mixed" Reputation.(F) -1 Dialogue added for "Wild Child" Reputation.(F) -1 Dialogue added for "Disliked" Reputation.(F) -1 Dialogue added for "Hated" Reputation.(F) Powder Gangers: General Thugs: -1 Dialogue added for "Indirect/Generic talk"(F) -1 Dialogue added for "liked" Reputation.(F) -1 Dialogue added for "Mixed" Reputation.(F) -1 Dialogue added for "Wild Child" Reputation.(F) -1 Dialogue added for "Rascal" Reputation.(F) -1 Dialogue added for "Thug" Reputation.(F) -1 Dialogue added for "Hated" Reputation.(F)
  18. The Class Next Door: EX2 (TCND: EX2) [DEMO] is here! (Tiffany: "What, how!?") Overview: The Class Next Door: EX2 (TCND: EX2) introduces many gameplay changes to the TCND series; in TCND: EX2, the gameplay will follow a linear/kinetic flow with multiple choices. Players can expect a hassle-free experience. ------------------------------------ Get the demo here: Ninecrux ------------------------------------ Other works: TP: The Class Next Door TCND: EX Void Divers: Vortex X profile: NinecruxGD The Story: TCND: EX2 continues on the events from TCND: EX; many of the girls are already close to the main character (MC) and things are starting to get spicy. There are many things going on; there are party preparations, some lines has been crossed, and it seems like things are getting better with the MC's ex-wife. The Gameplay: The game will start by asking for your name, then it will ask you about Tiffany's relationship to you; from there, it will ask you about the girl's age. The game has a default age for each girl but players can set any age they want from a 'credible' range. Next, you will have the option to unlock all the routes or just a selected few. TCND: EX2's days are divided into morning, noon, and night; as events pass, time will automatically move forward. Business days will start with Tiffany waking up the MC, then they will go to school, and they will be back home in the afternoon. Events can occur at any time but most are setup for the afternoons and nights. There will be no need to navigate to any location; the story will take players to where they need to be. Players will be able to choose which route-related event plays first; route options will only be available if players unlocked the given girl's route. At night, you will be able to see any available lewd dream you want. There are a few repeatable events that happen on specific days, and there will be more, Improving a girl's stats will unlock more interactions during repeatable events. Changelogs: January 1 2023 TCND: EX2 episode one's change log: -Story progress with Daria. -Story progress with Emily. -Lewd dream featuring Emily. -Added an animation loop for Emily's lewd dream. -Lewd dream featuring Daria. -Main storyline progression. -First TCND: EX2 official release December 23 2022 TCND: EX2 version 0.1.1 [DEMO] -Linear gameplay with multiple choices; pick your own poison. -Lewd dream selection menu; chose a lewd dream at night. -Main events include all available routes; see route related events one after another. -Daily routine; players will wake-up, go to work, be back home and that will be a day. -Day specific events; repeatable events will only occur on a given day. -Set the girl's age; yeah, now you can specify how old they are (within reason.) -Set Tiffany's relationship to the player. - TCND: EX2 is made with Ren'Py 8, which uses Python 3. You can visit my... Subscribestar.Adult and BuyMeaCoffee for more info!
  19. Version 0.1.2 (pre-alpha)

    784 downloads

    This mod is no longer in active development and has been put on hold indefinitely! Update (2023-10-13): development of the mod is likely to resume either before the end of 2023 or sometime in early 2024 ((None of the body or armor mods shown in the images above are included in this mod. The images are simply included to show my progress in areas talked about below)) ((If you want to see the most up-to-date images for the mod, check out the progress updates posted in the mod's support thread)) ((If you want to see my personal mod list, you can find it in the mod's support thread)) (A pre-alpha, proof of concept version of the mod is now available for download!) Hello everyone. This is a work in progress mod -- for Monster Hunter World: Iceborne -- that I am currently working on. As most of you are already aware, Capcom (/the DEV team) never released the source code or developer tools for MHW, so what we can mod into the game is still relatively limited. (That is, of course, unless someone sits down and does a real deep dive to solve it, but few in the community are still active enough to even attempt such a thing, so this is something we may simply have to live with.) That being said, this does not mean that there is no more value to be gained from trying to mod the game, and that is what I have been attempting to do. This project of mine that I am about to talk about has already moved quite some distance, and I have already reached some of my initial goals, but it is still in its early stages. That being said, I have already gotten a good feel for the scope needed to accomplish my initial key goals, and I thus already feel comfortable announcing the project publicly. In short, the following project aims to create a (more or less wholesale) thematic overhaul for MHW:I, turning the game into a female player character centered, sexually loaded experience with heavy emphasis on lust, slavery and submissiveness. KEY CONCEPTS: ・You play as a female slave who has to degrade herself in front of men and get tasked to go on hunts for them. ・If you fail an assignment, or disobey the order that a man gives you, you must apologize and degrade yourself in front of him. (this cannot be implemented through gameplay, so it obviously necessitates some light role playing on the player's part) ・You get cursed out and verbally degraded by every man. They tell you how worthless you are, pick on your self esteem, and make fun of your tiny brain and fuckable body. ・You and the other slaves are not allowed to have a name, only a slave identification tag consisting of numerals and a letter. Among other things, it identifies where a slave was initially enslaved. A template list for how to make a slave tag for yourself is provided in the character creator. ・Your personal Palico and Housekeepers act as slave overseers who report back to your owner what you are up to in return for financial compensation. ・As a sex/hunting slave, a portion of what you earn and/or find while outside of settlements is confiscated before entry as payment. (this could possibly be implemented through gameplay, but until then, it will necessitate self-hindering actions on the player's part. You will essentially have to drop some of the most valuable items you have onto the ground before returning to a settlement) SEGMENT 1: I currently have a number of goals that I want to accomplish. Thankfully, most are quite easy for me to do on my own. Here are some of them: ・Rewrite the narrative of the game in a new, thematic direction around female enslavement, but in such a way that it can still retain player immersion through a mix of 'light, self-imposed role playing' with heavily modified story-related elements (such as completely rewritten cutscene dialogue, completely rewritten in-game interactions, and new in-universe justifications for existing missions). ・Rewrite all lines of dialogue to reflect the reworked narrative and make the player feel like they are genuinely enslaved. ・Replace every instance of every character name with new, thematically consistent replacements. ・Replace every instance of every place name with new, thematically consistent replacements. ・Replace the menu-screen background and title screen text. ・Rename, and completely rewrite the in-game info and dialogue about, all monsters that have a genital remodel by Holimon or Queried (or myself, potentially down the line), to reflect the inclusion of external genitalia. ・Replace sound effects where appropriate to align with the thematic shift imposed by the rest of the overhaul. ・Rename, and provide new in-game descriptions, hints and tips for, every weapon, (usable item?,) and accessible stationary item. ・Replace every sticker with lewd imagery. ・Replace every player message with dialogue appropriate for a submissive slave slut. (there are some finicky details regarding how to implement this, but it should be feasible. People can otherwise always edit in real time what their shout outs say, so this change is perhaps even undesirable for some, so I may not include it in the end, or I make it an optional file) ・Rename every instance of the game title. ・Provide new, optional, high-quality, thematic replacements for the game's .exe file, Steam icon, and Steam artwork. ・Provide a list of mods -- with personal instructions by me for each to ensure that you install everything as intended -- that either simply jive well with the overhaul, or whose inclusions provide maximal immersion and thematic consistency. SEGMENT 2: There are other things that I would also like to include, but which may be unfeasible. Here are some of them: ・Replace all music in the game with brand new tracks produced by me specifically made for this overhaul. (I have been making music for many years, though not in a style appropriate for this project, and while I can without a doubt accomplish this, the time investment I would have to make to produce so many, completely new -- and potentially, copyright-free -- tracks, could prove to be too big of an investment on my part) ・Model and add a new penis mesh with hand-drawn textures for each large (and small) monster that does not currently have a dedicated penis remodel freely available online. (not all monsters in MHW:I (or standard MHW for that matter) have a dedicated penis mod. Holimon only does commissions nowadays, and I am in no way able to provide the financial incentives to get him to finish his Monster Dick project. That being said, I have a lot of (presumably) adequate modeling software (including Blender and ZBrush), so as long as I am able to relearn how to make models, generate textures for them, and get some pointers from Holimon and/or Queried on how they made and implemented their mods, I may be able to do some work myself. Do not get your hopes up too much though, I may have done modeling in the past, but I am essentially starting from square one. Being honest, if everything was within my own control, every small and large monster would have a penis-endowed version, but considering how many monsters there are in MHW:I, and combine that with my very limited practical experience with modeling, this does not seem like a feasible prospect, so unless someone is willing to become a co-author for this project by helping out with modeling and the like, this is not an idea I plan to pursue any further for the time being. Queried's mod "[MHW] Female Monsters 20.3.2-beta" to some extent alleviates the issue by providing 'many of the monsters that lack a penis' with female genitalia instead, so an alternative, but unsatisfactory solution could be to have those creatures remain female and to reflect that in in-game dialogue and info) ・Reanimate some existing poses and gestures into sex animations with an offset so that the player can have pseudo-sex with male NPCs. (to my knowledge, the ability to edit animations and poses for MHW:I is one of those things that are sadly behind lock and key because the MHW modding community lacks the source code and/or DEV tools that enable such edits to be made, but if you know of someone who has been able to do it, feel free to contact them regarding this project or help me out yourself if you are able. In theory, this should not be too difficult to accomplish. NPCs in MHW are renowned for stopping dead in their tracks when you block their path, and moreover, there are multiple NPCs (such as the Huntsman) who are almost always permanently fixed in a specific pose in a specific location. If one was able to reanimate gestures and poses -- especially ones that loop -- one could simply create a sex animation for the female player, then add a forward or backward offset to the animation, and it would look like the player is servicing her master (or a client). If my understanding around the source-codes and DEV tools is correct, this may be completely unfeasible as things stand, but who knows) ・Create a nude remodel for male NPCs. (it is quite evident that an important hurdle to overcome is the complete lack of nude male NPCs, or at least, the complete lack of any mod that adds penises to male NPCs in some fashion. It might be possible to get around this issue by implementing some sort of image-based sex scenes, but that would obviously not be anywhere near as immersive as somehow having sex with actual male NPCs in the 3D environment as your on-screen character) A GENERAL CONCERN: The fact that most NSFW content creators for MHW have dropped out in favor of MHR is the only thing that is a bit disconcerting to me, as it means that there is probably only a handful of people who would be willing to work with me on this project, let alone provide me with info that can help me speed things along. That being said, I am highly meticulous and somewhat of a perfectionist. My approach is very on-the-go - retesting even minor iterative changes to make sure everything is perfect. I will not promise anything, as we all know how that could turn out, but I feel quite confident that I will be able to accomplish everything I outlined in SEGMENT 1. SOME INITIAL PROGRESS IMAGES: As you can see at the top of this page, I have included a number of images showing off some of the progress that I have already made on the project. These pictures can at times be quite outdated, so I encourage you to look at my latest progress update in the support thread for the most up to date images of the mod. POLLS: I sometimes host polls in the support thread. These may regard design direction or other decisions about the mod that I want community feedback on. I strongly encourage people to answer these, as they provide valuable feedback and information that will aid me in the decision making process. A SHOUT OUT THAT IS IN ORDER: The guys at monsterhunterworld.wiki.fextralife.com deserve a shout out for their work. The extensive information that they provide on the monsters of MHW has been particularly useful, and while I fully intend to rewrite everything in my own words, using some of their descriptions as an initial foundation to build upon has helped speed up the process considerably. SHOWING INTEREST AND APPRECIATION FOR MOD AUTHORS: Finally, it should be said that while a lot of the work comes down to text editing, the amount of name instances, lines of dialogue, and bulk info that I I will have to edit is absolutely ridiculous, then add to that all of the sound editing, texture editing, artwork creation in CS6, and potentially even music production, and I have my work cut out for me, so any community encouragement you can give me, or other signs that you guys are interested in what I am doing, will help me see this project to completion. If you want to help out, feel free to reach out. I would not at all mind turning this into a community project as long as the key concepts I outlined at the beginning remain mostly intact.
  20. [Dev/Test/Beta] LL FourPlay community F4SE plugin v43 2023 05 06 View File ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 43 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.138 will no longer be supported. ; Written and tested against F4SE 0.6.21. You should not use an older version of F4SE. ; ; ; Known issue: errors in description and untested functionalities. This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch. This is also where the sources for the released plugin will be found. Current interface and available functions for v42: Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 43 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.138 will no longer be supported. ; Written and tested against F4SE 0.6.21. You should not use an older version of F4SE. ; ; ; ; Returns the version of this script (when someone has not forgotten to update it :) ) Float Function GetLLFPScriptVersion() global return 43.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; ObjectReference functions ; ========================= ; ; Set the reference display name as a string without token. TO BE TESTED bool Function ObjectReferenceSetSimpleDisplayName(ObjectReference akObject, string displayName) native global ; ; Actor functions ; =============== ; ; Check if the ActorBase has a specific skin. TO BE TESTED bool Function ActorBaseIsClean(Actor akActor) native global ; Return the WNAM ARMO of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global ; ; INI setting functions ; ===================== ; ; Functions to retrieve INI settings, e.g. Fallout4.ini, Fallout4Prefs.ini, Fallout4Custom.ini, mod .ini files in Data folder ; These functions retrieve the settings from the game engine, not from the INI files themselves. ; Parameter is the .ini setting name and section, fSettingName:SectionName. For example, fMinCurrentZoom:Camera ; Note that typing is strict, e.g. you cannot call GetINIFloat on an Int setting ; ; Return Float setting value or 0.0 if not found float Function GetINIFloat(string ini) native global ; Return Int setting value or 0 if not found int Function GetINIInt(string ini) native global ; Return Bool setting value or false if not found Bool Function GetINIBool(string ini) native global ; Return String setting value or NONE if not found String Function GetINIString(string ini) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 new in v16: compatible with runtime version v1.10.75 new in v17: compatible with runtime version v1.10.82 new in v18: compatible with runtime version v1.10.89 fixed OriginalFormID added DelKeywordFromForm (but it untested at the moment). new in v20: fix for DelKeywordFromForm. ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. Function PrintConsole(String text) native global v21: Same as v20 but with the correct DLL. new in v22: compatible with runtime version v1.10.98 new in v24: compatible with runtime version v1.10.106 new in v25: DELETED. new in v26: compatible with runtime version v1.10.111 new in v27: compatible with runtime version v1.10.114 (untested for now but should work). new in v28: ; Return the WNAM ARMO (skin mesh) of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global new in v29: compatible with runtime version v1.10.120 (untested for now but should work). new in v30: ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global new in v31: compatible with runtime version v1.10.130 new in v32: compatible with runtime version v1.10.138 new in v33: Bug fix for LastCrossHairActor by EgoBalistic. (Possible CTD, so please update) new in v34: Bug fix for SetMinimalMaxArraySize by EgoBalistic new in v35: new MFG morph functions and Scaleform integration by EgoBallistic. ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global new in v37: compatible with runtime version v1.10.162 and both F4SE 0.6.18 and 0.6.19 new in v38: compatible with runtime version v1.10.163 and 0.6.20/0.6.21 new in v39: new functions provided by EgoBallistic: ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global new in v40: ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global compatible with runtime version v1.10.163 and 0.6.20/0.6.21 v40 was not properly packaged (same content as v39). V41 contains the correct compiled files to use. new in v42: ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) native global new in v43 Ported from SKSE by EgoBallistic ; ; INI setting functions ; ===================== ; ; Functions to retrieve INI settings, e.g. Fallout4.ini, Fallout4Prefs.ini, Fallout4Custom.ini, mod .ini files in Data folder ; These functions retrieve the settings from the game engine, not from the INI files themselves. ; Parameter is the .ini setting name and section, fSettingName:SectionName. For example, fMinCurrentZoom:Camera ; Note that typing is strict, e.g. you cannot call GetINIFloat on an Int setting ; ; Return Float setting value or 0.0 if not found float Function GetINIFloat(string ini) native global ; Return Int setting value or 0 if not found int Function GetINIInt(string ini) native global ; Return Bool setting value or false if not found Bool Function GetINIBool(string ini) native global ; Return String setting value or NONE if not found String Function GetINIString(string ini) native global New in v44 New functions by EgoBallistic ; Return an Actor's actor flags (not the same as the Form flags) Int Function GetActorFlags(Actor akActor) native global ; Reset an actor's persistent Essential / Protected data ; Calling Actor.SetEssential() overrides the actor base value. Changing the state on the actor base will no longer have any effect, and ; neither will the Essential flag on Aliases. This function resets the override so ActorBase and alias flags will work again. bool Function ResetActorEssential(Actor akActor) native global ; Return an array of all the forms in a FormList Form[] Function FormListToArray(FormList akFormList) native global ; Return the form with the given formID from any type of plugin (esm, esl, esp) Form Function GetFormFromPlugin(String modName, Int formID) native global ; Return an array of forms given an array of plugin names and an array of form IDs Form[] Function GetFormArray(String[] modNames, Int[] formIDs) native global ; Populate a formlist with the forms given an array of plugin names and a corresponding array of form IDs Function PopulateFormlist(FormList akFormList, String[] modNames, Int[] formIDs) native global ; ; Animation functions ; =================== ; ; Functions to play animations on actors. They do basic sanity checking on the inputs so that None idles and actors, ; actors who are deleted or disabled, and actors with no AI middle process will not attempt to play idles. ; ; Make one actor play an idle Function PlayIdle(Actor akActor, Form akIdle) native global ; Make multiple actors play idles, in synch Function PlayMultipleIdles(Actor[] akActor, Form[] akIdle) native global Other files: Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin. Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers. Submitter jaam Submitted 07/22/2017 Category Modders Resources Requires Fallout 4 version 1.10.163 and F4SE 0.6.20 or later.  
  21. Version 1.0.3

    5,018 downloads

    This is a early version of an Alarielle corruption mod. The intended way to play this mod is as Avelorn, but you can play it as any of the other high elves factions (you get an option to confederate Alarielle). Requires a new campaign to work. Still WIP. Added so far: +4 Models for Alarielle +6 Units (Two models shared between the 6 units, WIP) +10 items +3 Building chains +New currency (used to progress and get items) +Some events +A White Lion Hero (2 models, 4 events) Currently planned/worked on, but not added: -2 more Models for Alarielle -The story -More ways to acquire the new currency -More events How to play: -The high elf faction will have the forge mechanic (similar to dwarfs and tomb kings). You start the mod by spending 10k gold on the first item. -The high elves have a new currency, which you gain by random events (20% chance of spawning each turn), buildings or you can purchase it with gold in the forge. -You progress the mod by using the currency to unlock the new stages. Credits: -3d assets I have used are from: @MustardSFM Corv0 -Special thanks to SomeoneElseUnknown for helping with some technical aspects Incompatibility: -This mod doesn’t work with my White Lion Hero mod on Steam, as it’s already a part of this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2996269472 -It’s slightly incompatible with other mods that add “pooled resources” (custom currency) to the high elves. Everything will still work, but you might not be able to see how many perversion points you have.
  22. Description: Smutsector is a starsector mod/library that adds smutty events and characters. [WIP] Changelog: v0.0.2alpha - things break[starsector updated to 0.96, ON HOLD due to exams i need to review] Todo list(legend ❌fail/break, 🛠working/doing, ✔done/success) Learn: ✔ folder Structure of Starsector, Core & Mods ✔ basics of Starsector Modding -> stuck in tutorial hell but 👍 ✔ bash head cuz starsector isn't v1.0 yet 🛠 relearn basics of java/modding ✔ watch sseth succumb to space madness 🛠 learn changes on 0.96 update ❌ host mod to a git website -> prepping to put source folder to gitgud.io -> put on private until a working build is in alpha stage [playable] 🛠 create a class extension to simplify creation of npc, dialog and story. Feature dump-list add user/pc flags(e.g. gender[already in-game might only add a few tweaks], looks[depending on implementation], genitalia), karma system based on the user/pc action (good/neutral/kinky/evil), dynamic smut & events based on user/character flags, karma, relationship publish/Debug stage make it modder friendly for other mod to use cross-mod-drifting
  23. I am coding a mod for CK3 that is currently WIP so I guess this will be a Progress topic plus feedback. I guess I will start from the beginning: I wanted to create a Sex mod based off of Carnalitas mod so I've decided to call it 'Kama Sutra'. Well.... after hours of research I have learned that people of Hindu faith really don't like when people consider the Kama Sutra just a 'sex book' because it actually talks about more than just that. Because of this, I spent more hours of coding to include more than just 'Sex' into it. Kama Sutra mentions 4 Tenets to live by: Artha, Darma, Kama and Moksha. As such the Kama Sutra faith has 4 tenets named after that. The Kama Sutra book also talks about polyamory. Some temples have depictions of bestiality and polyamory. Some feedback I've received early on was: Don't make your mod super easy to play. I've added both 'easy', 'medium' and 'hard' paths. Some complaints were: I don't want a mod that makes me RP in India. Currently Implemented: On game start, you are asked if you're a Deity or a Mortal. (Deity is not implemented yet) Mortal has you discover the Kama Sutra book. The code detects if you're able to read sanskrit or not. If you can't, you hire someone. If you can then you read it. Next event fires months later around Sept/Oct area and you have two choices: Special CB to take land in India(similar to Varangian Adventure) - When you win, you convert to Kama Sutra faith, everyone with you converts and you adopt a Kama Sutra culture similar to what your original culture was (clothing, etc). Practice Kama Sutra in your own faith. This can be dangerous because of the scripts I have (mentioned below). I may turn these off if you choose this option especially if you have a Liege. If you are already in Indi-aryo region then the events will be different and easier. Kama Sutra Faith (4 tenets with a lot of modifiers) 13 different Kama Sutra cultures based on regional cultures and I added hair preferences for players like want that. Kama Sutra trait has 4 leveled tracks(Artha, Darma, Kama, Moksha) Pilgrimages grant you Moksha and Darma experience. Improving realm(non temple) buildings grant you Artha experience Improving temples grant you Moksha experience Having sex gives you Kama experience At level 10 Kama, you can choose or change your Deviant trait. Once a year, one of these 5 events will trigger(and sometimes does not if it cannot find anyone suitable): You get a visit from a wife that has been cheated on, or otherwise have been in a bad relationship and asks for asylum in your realm. You get a visit from a wife that has the lustful trait and the husband has chaste trait and asks to be a courtier. You get a visit from a concubine that was recently forced as one and seeks asylum. An event from a virgin asking for you to be their first. (chance to become deviant if you are deviant) An event from someone who hasn't had sex in over two years. (chance to become deviant if you are deviant) Events 1-3 will convert to your faith. The husband, or concubine owner will hate you. If they are vengeful, you become rivals. Event 4, the AI will write in their memory that they lost their virginity to you and depict how they had sex with you. No pregnancy chance. Event 5, no drama polyamory sex, no pregnancy chance. Current Development: Adding more to do if you don't take the CB to India and stay wherever you are. This will involve creating a Brothel to attract rulers to your capital and pay money to you and the worker they select. I haven't touched the coding of this yet but I would probably require your liege's permission first so you don't get jailed for having such thing especially if you offer a cut to your liege. Creating sex animations for the mod. I have created 6 so far. 'Training' events for the Brothel part to teach your workers new things such as Anal, BJ, etc. Things that need done: Finish Anal sex animations Create more Vaginal sex animations Create BJ animations Create Non-con animations(for prisoners because there aren't any that I've found yet). I know it's supposed to be a pleasurable sex mod, there should be something thrown in there. Bestiality encounters. I've talked with the mod creator of CKZoo and that person has given me permission to use some of their events into my mod.(THANKS!!!!) Random Sex events during feasts(replaces the default CK3 finding lover secret during the feast activity). Add sex encounters during weddings when invited to one. Decide what to do with the 10 levels of 'Kama' in the Kama Sutra trait. Add Deity events and abilities. I know someone else who is working on animations and their mod will probably be a dependency in the future. I welcome feedback to help make shape this mod into a better one that I originally imagined. Thanks in advance
  24. Hey, I've been working on decoding the file formats and such for SAO:HR (PC Deluxe Edition). I wanted to gauge the interest for an adult mod for this title, just to see if it's worth making a rather polished release or if I should just continue it as a personal project for my own enjoyment. It seems at least a handful are interested so far which is good enough for me. As far as I know, no other mods exist for this game and it's likely due to the difficulty in editing and reinjecting a lot of the files. As a workaround I'm currently repackaging the files uncompressed to help with stability, the downside is the mod file size will be larger than the whole game's installation (The download will be around 55GB at this stage). There's not much I can do about that right now, but I'll see if I can find a more user-friendly way of distributing the mod without the ridiculous size. What I can change at the moment: UI images Character images Backgrounds Scene Images (including 'pillow talk' scenes) All text *NEW* Character textures What I can't change... yet: 3D models Here's a current to-do list I will try to keep up-to-date: DONE Excplicit dating actions (replacing standard 'gaze longingly' and such) Main Menu art Character portraits and affection screen art for: Asuna Silica Explicit 'pillow talk' lead up conversation and art for: Asuna Silica Lisbeth Leafa Yuuki New responses to explicit dating actions for: Asuna TO DO FOR FIRST RELEASE Character portraits and affection screen art for: Lisbeth Leafa Sinon Strea Philia Argo Yuuki Kizmel Rain Alice Explicit 'pillow talk' lead up conversation and art for: Sinon Strea Philia Argo Kizmel Rain Alice 1st 'Pillow talk' scene rewritten to describe sexual talks/acts for: All FUTURE GOALS Complete pillow talk dialogue for the other 4 scenes for each girl Change some of the story events to be more explicit If reimporting models is even possible - New custom modelled base outfits for all girls and remodelled extra outfits to be revealing/semi nude. 1 costume will act as a 'nude' costume You may have noticed I left out Premiere, Tia, Yui and Seven. I can include them if people wish it, I just thought they looked too young (although 3 of those 4 are just AI to be fair). I've also left out male characters as I personally don't sway that way but if people want them included I'd be more than happy on the condition they supply me the materials I need. (PM for more info on that) There will likely be other bits and pieces thrown into the first version too. For example, Silica's conversation about hating tentacle monsters and how they are attracted to her is a bit more revealing about what they like to do Eventually I aim to replace all Pillow Talk dialogue as well as the romantic dating conversations (the ones at night or romantic locations) though they are a lot of work and the order of each line of dialogue they speak isn't in order in the game files meaning I need to screenshot every single line of dialogue they can speak in a specific conversaion, then cross reference it and be careful of any overlapping lines... If anyone is interested in helping, I'd be grateful. Mostly wouldn't mine a hand just with the writing parts since there's so much. Thanks
  25. Version 1.3.2

    8,400 downloads

    A Woodelf corruption mod WIP This mod will be a full on corruption of the woodelves and at a later stage include its own rooster instead of just a Reskin of the units. Units will also be more aligned to Slaanesh with abilities and stats. What is already in it? Reskins for: Infantry: Eternal Guard Eternal Guard with shield Wildwood Rangers +RoR Wardancer + RoR Bladesinger Sisters of Thorn Dryads + RoR Malevolent Dryads Heroes: Branchwraithes Spellsinger Lords: Spellweaver What will be coming later? Reskins for all other Units. Reskin for Heroes Reskin for Lords Reskin for Mounts After this point the mod will split in two. One version will be just the Reskin and will be done at this point. The other version will make those units into their own adding them to the Sisters of Twilight rooster with their own abilities, stats and balanceing. If you find any Bugs, have questions or suggestions you can just write them down for me. Also a great thanks to Squiggy for doing a great amount of the Unit cards and helping me with quite a bit of work that way.
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