Jump to content

Search the Community

Showing results for tags 'wip'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community
    • Announcements
    • General Discussion
    • Off Topic
  • Skyrim
    • SexLab Framework
    • Skyrim Adult Mods
    • Skyrim Non Adult Mods
    • Skyrim General Discussion
    • Skyrim Technical Support
    • Skyrim: Special Edition
  • Fallout 4
    • Fallout 4 Adult Mods
    • Fallout 4 Non Adult Mods
    • Fallout 4 Technical Support
  • Oblivion
    • Lovers with PK
    • Oblivion Adult Mods
    • Oblivion Non Adult Mods
    • Oblivion General Discussion
    • Oblivion Technical Support
  • Fallout 3 / New Vegas
    • Sexout
    • Fallout Adult Mods
    • Fallout Non Adult Mods
    • Fallout General Discussion
    • Fallout Technical Support
  • The Sims 4
    • WickedWhims
    • The Sims 4 General Discussion
    • The Sims 4 Technical Support
  • The Sims 3
    • Downloads - The Sims 3
    • The Sims 3 General Discussion
    • The Sims 3 Technical Support
  • General
    • Adult Gaming
    • General Gaming
    • Modders Resources
    • Tutorials & Guides
    • Technical Support
    • Big Board of Fun
  • Skyrim Ladies's Screenshots
  • NSFW Skyrim's NSFW SKYRIM Softcore Area
  • NSFW Skyrim's NSFW SKYRIM Hardcore Area
  • The Spooky Supernatural's The Spooky Supernatural Screenies
  • The Lore(ish) Club's Lore(ish) Screenshots
  • The Lore(ish) Club's Lore(ish) Discussion
  • Quality Lovers Club's 3D Artworks & Videos
  • Quality Lovers Club's 2D Artworks & Videos
  • Quality Lovers Club's Music & sounds works
  • LGBT Community's General Discussion
  • LGBT Community's Uhh... Stuff.
  • LGBT Community's Sexy Gaming Girls
  • LGBT Community's Sexy Gaming Guys
  • LGBT Community's Sexy Gaming Characters (Everything In-between)
  • LGBT Community's Nothing to see here...
  • Club 34's Discussion
  • Club 34's Gallery
  • Misfit Toyz's Club Rules
  • Misfit Toyz's Discussion
  • Little Ladies's Club Rules
  • Misfit Toyz's Ren'py Games
  • Little Ladies's Discussion
  • Little Ladies's Anime and Manga
  • Communauté Francophone's Général
  • Little Ladies's Gallery
  • BDSM CLUB's Question asking about BDSM
  • BDSM CLUB's Member Introduction & Questions for Specific Members
  • BDSM CLUB's General Discussion
  • BDSM CLUB's Lessons about BDSM
  • Communauté Francophone's Support Technique
  • Misfit Toyz's Unreal Engine Games
  • SIMS 4 CLUB's General Discussions
  • Pregnancy Club's Topics
  • The Erectoral Collage's General Discussion
  • The Erectoral Collage's Modding
  • The Erectoral Collage's MMOs
  • The Erectoral Collage's Art
  • The Erectoral Collage's Screenshots/Machinima
  • The Lore(ish) Club's Lore(ish) Stories
  • Beast Fucker's Beast Fucking Pictures
  • LoversLab Furries's Chat
  • Wasteland Wonders's General Area
  • Music Lovers Club's General Discussion Thread
  • Music Lovers Club's The 70s
  • Music Lovers Club's The 80s
  • Music Lovers Club's The 90s
  • Music Lovers Club's The 2Ks
  • Music Lovers Club's The 2010s
  • Music Lovers Club's Older Music Area
  • Music Lovers Club's Scores
  • Fetish Club's Name your fetish!
  • Fetish Club's Screenshots
  • BodySlide Lovers's Club forum
  • Futanari Paradise's Forum
  • Amber's Play Room's Talk about stuff
  • Amber's Play Room's Request Box
  • Amber's Play Room's C:/Program Files/BethesdaSoftworks
  • Amber's Play Room's C:/Program Files/Steam
  • BULLET CLUB's NJPW - Spot
  • Fantasy Factory Deva's's Sim Of The Day
  • lore-friendly RP (18+)'s OC's (non-adult)
  • lore-friendly RP (18+)'s OC's (adult)
  • lore-friendly RP (18+)'s RP's (Adult and non-adult)
  • The Dark Humor Club's The Dark Joke Thread
  • The Dark Humor Club's The Meme Thread
  • The Dark Humor Club's Our Black Souls
  • The Dark Humor Club's The World Is Not Always So Dark
  • Amber's Play Room's Skill Set: Mercs wanted!
  • Amber's Play Room's Raul's Noodles
  • Alternative and proud's Introductions
  • Alternative and proud's Roleplay
  • Alternative and proud's Gallary
  • Paradox Grand Strategists's Crusader Kings 2

Categories

  • Skyrim
    • SexLab Framework
    • Adult Mods
    • Regular Mods
  • Skyrim: Special Edition
    • Adult Mods
    • Regular Mods
  • Fallout 4
    • Adult Mods
    • Regular Mods
  • Oblivion
    • Lovers with PK
    • Adult Mods
    • Regular Mods
  • Fallout 3 / New Vegas
    • Sexout
    • Fallout: New Vegas Adult Mods
    • Fallout: New Vegas Regular Mods
    • Fallout 3 Adult Mods
    • Fallout 3 Regular Mods
  • The Sims 4
    • WickedWhims
  • The Sims 3
  • Other
    • Dead or Alive 5
    • Crusader Kings 2
    • Adult Mods
    • Hentai
    • Misc
  • Skyrim Ladies's Files
  • NSFW Skyrim's Files
  • Misfit Toyz's Files - TES & Fallout
  • Misfit Toyz's Mods - Other
  • Little Ladies's Download
  • Communauté Francophone's Traductions (Mods)
  • Pregnancy Club's Files
  • LoversLab Furries's Club Mods
  • Fetish Club's Ideas & Mods!
  • BodySlide Lovers's Share your presets
  • Amber's Play Room's [FILES]

Blogs

There are no results to display.

There are no results to display.


Found 143 results

  1. View File ADULT CONTENT 18+ Requires: Oniki's Kinky World OR Passion The new update arrived. (v.1.4) There are 9 new animations for your sims to enjoy! View full animation list and required objects: How to install: Download my replacement Pole Dance Animations for Kinky World: If you're using the latest build on Patreon, this isn't needed anymore, the animations are included. Don't override it. If you're using the public version, you still need this animation override. Submitter MaryJane Submitted 02/16/2017 Category The Sims 3 Requires Oniki's Kinky World or Passion
  2. View File True Amazons Playable Race and Armors Playble race with custom muscular body and special abilities. Racial Powers, Abilities and Passive Attributes Amazons have increased health, stamina and magicka compared to other races as well as all regenerations. Also, they completely immune to all poisons and deseases. All this thanks to extremly healthy build of the Amazons, and hard trainings, of course! Because of huge muscle mass Amazons have additional native armor rating, they moves and attack faster, recieve less damage from falling, and can carry more weight. Also, they unarmed attacks deal more damage, and unarmed power attacks can toss enemies away (if someone be so stupid to challenge Amazon in a brawl - well, this person may die easily. Especially on lower difficulty levels. So, be careful). Amazons trainings give them perfect knowledge in all, that related to combat - starting combat skills is higher than other races (Two Handed, One Handed, Block, Archery, Light and Heavy armors). And they learn all, related to this skills, faster then others. Amazons especially deadly with two handed weapons. Hard trainings also increase Amazons lungs capacity, so this allow them hold their breath for hours (waterbreathing) and gave them perfect coordination, so they can move very silently. But this is not all! Amazons have lesser power, called "Power Within" (toggleable ability) - and this is a real deal! Under Power Within Amazons moves and attack even faster, their jump height increased, unarmed attacks dealth additional damage, and they completely ignores all fall damage. If Amazons sprints, they push away anyone, who stand on their way (this is non-hostile, so don't be afraid sprinting in towns). But all potencial of Power Within reveals in combat! If Amazons perform power attack, this strike launch into the air all foes in front of them. And this also applies to bashes and power-bashes (standart bashes don't have "sweep" flag, so they push away only one target). All arrows, that Amazons shoots from their bows, inflicts deep stagger to targets. Incoming physical combat damage is cut in half, damage they dealt has been doubled, and also Amazons can't be staggered, paralysed or throwed by enemy shouts. Mod have two versions - "Regular" and "Light" Depending of version you choose your character will have different height, stats and abilities. All differences listed in table below. Other Details This is a race with hand-made body (based on UUNP), tweaked skeleton with additional nodes (XPMSE v3.91), and hand-made textures (based on FairSkin textures and Tigersan's muscle normal maps). Base scale to this race is set to 1.18 for "Regular" version (slightly lower than Ebony Warrior) and 1.05 to "Light" version. This race is designed for play as a female, so male part is standart Redguards. It's powerful race, so I recommend play on legendary difficulty (or you may just don't use Power Within). From version 2.0 and higher you can use MCM-menu for some combat-related settings customization. Also you can check my followers mod, based on this race. Main archive contain: -- Main mod: Race, meshes and textures. Normal maps for muscle relief goes in 4 variants, 3 variants of skin (much veins, less veins, no veins), and 5 variants of skeleton (various muscle mass). -- Animation pack: I recommend use this race with custom animations pack - for maximum immersion, and because standart female animations terrible fits for this kind of muscular body (but you still can use male animations i think). It's just a pack that i combined from another mods, so all thanks and regards goes to their creators. -- BodySlide files: If someone will want to make armors for this race. -- hdtPhysicsExtensionsDefaultBBP.xml: For breast and butt physics. It's not my personal preset, but i forgot where i found it. -- ECE-files: Important for ECE-users. See instructions below. "Light" version archive contain: -- Main mod: Race, meshes and textures. Normal maps for muscle relief goes in 4 variants, 3 variants of skin (much veins, less veins, no veins), and only one skeleton variant. -- Animation pack: I recommend use this race with custom animations pack - for maximum immersion, and because standart female animations terrible fits for this kind of muscular body (but you still can use male animations i think). It's just a pack that i combined from another mods, so all thanks and regards goes to their creators. -- BodySlide files: If someone will want to make armors for this race. -- hdtPhysicsExtensionsDefaultBBP.xml: For breast and butt physics. It's not my personal preset, but i forgot where i found it. -- ECE-files: Important for ECE-users. See instructions below. Armors archive contain: At this moment - two weapons and 40+ sets of premade armors, vanilla remakes and others. Most of them goes in two variants - full and cut. And their is quite skimpy - because why need to hide such perfect body? =) Meshes and\or textures used in created armors: Skyrim meshes and textures GuildWarsConversions TERA armor collection SoS Penzor addon Patch Patch for my SoS-addon. New normals, textures, meshes and sliders for BodySlide. Two variants - with balls and without balls. Installation --Choose and download only ONE version of main mod. --Use NMM and choose what you need. --If you use ECE instead of RaceMenu - don't forget ECE-part of the mod. In character creation menu go to the slot-load part and select "Preset 1" "Preset 2" or "Preset 3" - this loads pre-defined preset with various skeleton bones scaling. --Also, ECE users can further customize body proportions of this race. Thanks to this mod (and my additions), what adds more body sliders. --For using animation pack you need FNIS and FNIS_PCEA2. Don't forget run "Generate Fnis for Users" after install this mod, and check MCM-menu for enable animations. --For SoS Patch - use NMM installer. --For armors archive - standart install. Requirements Skyrim core game and it's Update 1.9.32.0.8 Dragonborn DLC Dawnguard DLC RaceCompatibility for Skyrim and Dawnguard HDT Physics Extension FNIS and FNIS_PCEA2 for animation pack. NetImmerse Override (standalone or as part of Racemenu) for armors high heels. SkyUI for MCM-Menu. Better Jumping - if you want to use reaaly high jumps (300+ points). SoS Penzor Addon for corresponding patch (obviously). Bugs and limitations Because of modified skeleton you can expect clipping or other weird things in some poses or animations. May appear some strange bugs in beast form or vampire lord form, especially for ECE users. Also, skin tone may change after player becoming a vampire. If this happens, go to racemenu and change it manually. Because of custom body, this race can't normally wear vanilla armors. For obtain armors - use AddItemMenu. Or you can found all armors in a sack near the Warrior's Stone. Because of Skyrim engine limitation, If you want to use really high jumps (300+ points) you need to install Better Jumping (SKSE Plugin), or you may stuck in mid-air during high jumps. Power Within ability have some limitations: -- If you learn "paralysis strike" in one handed or two handed skill trees, it's overwrite push-ability in backward power-attacks. Also this apply to disarming power-bash. ATM i don't know how to fix it. -- If you use mods, that change basic jump height, after disable PW, jump heght may be revert to standart (76 points). ATM i don't know how to fix it too. At this moment race work only at basic Skyrim, without any game re-balancing mods (like Requiem and similar). If you install this kind of mods, you can expect bugs with attack speed under some conditions. Please PM me, if you see any bugs - I'll try to fix them. Future Plans Testing and bug fixes. Craft system for armors and special location. More armors. More powers? Related quests? Thanks and Credits Tigersan - for normal maps. HHaleyy - for Fair Skin textures. Groovtama - for skeleton. tktk1 - for ECE. Septfox - for more sliders for ECE. Caliente - for BodySlide TMPhoenix - for Race Compatibility shidoni - for testing and help crossfire1616 - for invaluable help in testing and screenshots kinghulk - for help in testing and screenshots Animation creators (all of them) - for animations that I used in my pack. All who I forgot to mention here. Ah, and sorry about my bad english =) Submitter Azazellz Submitted 04/06/2017 Category Races Requires RaceCompatibility, HDT Physics Extension Special Edition Compatible No
  3. Hey LL, first time posting. So for the past couple weeks I've been playing around with blender 2.78. I'm at the point where I can do some basic modeling and tried to make a tape gag since it hasn't been done yet. I've got the mesh itself to a place where I'm happy with it but I've run into the problem of getting the mesh from blender into Skyrim. I've tried finding guides on how to do it, but I can't seem to find a one on exporting armor/clothing meshes to Skyrim using blender 2.78. Any help at all would be greatly appreciated. Here are screenshots of the work and once I've got something that can be used in game I will happily share it.
  4. View File _-_Slave_Girls_-_ This mod adds about 200 npcs in various states of distress all throughout Skyrim. There are slave caravans, house slaves, hostages, and bandits in bondage. Many of the NPCs have dialogue, and some are merchants. At the moment this mod is mostly for visual appeal, but I have plans to add scripts and quests as soon as I can get online more regularly. I use alot of extra NPC mods because I think they add alot to the random element of the game. That's what Slavegirls does. This mod DOES NOT simulate an actual slave trading economy; it's just flavor so far. Thanks alot to all the Lover's Lab community for helping me make this mod decent. _Requirements_ There are only two requirements, but they both require FNIS and SKSE at least. Check the pages carefully, please. One version 826 and up, you NEED both the main and texture downloads Sexlab Framework http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v159c-updated-oct-3rd/ ZaZAnimationPack http://www.loverslab.com/topic/17062-zaz-animation-pack-2015-07-02/ _Patches_ Copy over the main esp No-Nude Males _More Info_ There are quite a few different types of slavegirl in the mod, and even a few slaveguys too. I use many different AI packages to tune the mod, but there are still bugs. If you see a slave standing around doing nothing, just wait an hour. She'll usually end up getting herself into trouble somehow. Some NPCs are Sexlab Forbidden to preserve their bondage, but there's a patch to change that included. Here's a brief explanation of most of the types of slavegirls out there. Slavegirls- These are house slaves serving the more wealthy denizens of Skyrim. They have been trained throughly, and so have a certain amount of freedom. Many slavegirls have dialogue. Townies- Most of the settlements have a townie or two with personal slaves to serve them. Some are paid champions protecting a given territory. Many of these lucky folk are merchants including a.. Rare gem dealer in Solitude Rare book dealer in Dawnstar Dealer in soul gems and enchanted objects in Whiterun Scroll dealer in Windhelm Skooma dealer in Riften And hopefully more soon... Adventurers- Small groups of adventurers travel the wilds of Skyrim, slave girls rushing behind them to catch up. You can often find them in taverns and inns, or discussing important business with their ragtag associates. Be careful because some of these adventurers are quite powerful! Some of them are merchants too, including.. Travelling alchemists selling potions and other apothecary needs Orc wanderers selling their ethnic weaponry A Dungeoneer selling Dwemer artifacts and metals And also more soon.. Slave Caravans- Various slave traders and their drooling cronies drive helpless slavegirls all along the roads of Skyrim. They are quite tough, and will defend their merchandise with their lives. Hostages- In some cities the guards keep groups of hostages in case their families are willing to pay ransom for their safe return. Many of these poor girls are prisoners of war. Vignettes- These poor ladies are stuck in states of almost total bondage, depending of course on buggy AI packages. If you see one standing around, just wait for an hour. thanks for downloading hydragorgon Submitter hydragorgon Submitted 03/06/2014 Category Other Requires Zaz Animation Pack Sexlab Special Edition Compatible  
  5. View File DISCLAIMER This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road. TLDR: Skyrim version of the Fallout 4 mod with the same name NON-TLDR: The goal of this mod is simple - allow the player more options in their encounters with NPCs. If you ever been disappointing in yet another quest culminating in a simple kill-or-be-killed situation, felt unsatisfied with the fate of a NPC or maybe wished they had a more prominent one in your gameplay this is the mod for you! Some examples: Assassin and tired of having to kill people you're not getting paid for? Avoid combat entirely by sneaking and restraining NPCs on your way to your target! Thief and problem with patrolling guards keeping an eye on "your" valuables? Tie them up with a blindfold so you can work in peace. Finished the quest by killing the boss but though the punishment was too harsh? Resurrect them and give them a jailcell as new "home" Want to be a bandit chief? Beat other bandits in battle and recruit them to your gang Dissatisfied with the limited home owner options in Skyrim? Take ownership of any location as your own! Want to live wild and free with the forsworn? Best the camp in battle and make them recognise you as an ally with the abduction feature! A necromancers life for you? Find a nice damp cave and obtain wandering travellers for your experiments with the bag feature! Found growing more interested in a merchant than their wares? Marry them and bring them on your trips! Want to reunite that workholic mother and her daughter? Have mom come and live with her with the set home feature! And so on, the options are generally available for all NPCs and can be combined allowing for many possible scenarios. HOW DOES IT WORK? Install the mod, the necessary perk and control spell should be automatically added to your character. Next you need to find (or "make" ahem ) a NPC eligible to put in a restrained state. There are three different categories of "candidates" * NPCs sleeping or knocked out * NPCs in bleedout or the optional knockdown state (see below) * NPCs unaware of a sneaking players presence By activating them the option to "Restrain" them will be displayed which upon selection will put them in the bound animation and the following options * Restrain - Normal use * CloneKill - Makes a copy and kills the original if possible. Try this if the NPC is having their behaviour controlled by quests or scripts causing problems if abducted normally * CloneCopy - Makes a copy and keeps the original untouched. Use this to abduct vital NPCs without breaking them. May still cause problems since some data is still shared between the versions so make this decision based on the assumption the original will break. Activating them again will offer some more options * Abduct - strips factions, hostility etc and makes them friendly towards player * Bag - puts the NPC in a bag so you can transport them elsewhere. * Release - Frees the NPC which will attack you. Sheathing your weapon may stop combat. Another option is simply leaving them, the restraints will be removed once the target is unloaded. * Strip - Unequips all items * Inventory - Shows targets inventory * KIll - As it says There are also some extra options available through the Abduction spell Bag/Summon Menu * Unbag - Releases all NPCs in the bag at your current location * Unbag-Abduct - Same as above but also automatically abducts everyone * Summon All - Summons all NPCs, both bagged and abducted to you * Summon All Restr - Summons all NPCs, both bagged and abducted to you in a restrained state * Re-abduct All - Re-applies the abduction stuff to all registered NPC in case the game did a reset or despawn on them Capturing Menu -> Restrain Options * Restrain hood - Equips a hood over restrained victims which is removed once they're released or abducted. Uses default game asset, purely cosmetic. * Quick-Restrain - Skips the verification popup and immediately restrains the NPC in normal mode * Trigger hostility - When active restraining and abduction counts as a criminal action that will prompt the NPCs nearby allies to attack Capturing Menu -> Abduction Options * Auto-Reabduct - Re-applies the edits on game load to all abducted automatically on game load (only use when needed) * FactionQuery - Pops up a window when abductin where you can decide to keep the NPCs factions or not. Keeping them *may* keep custom dialogue and functions. This is handy if you want to make a merchant your friend keep their services, not so handy if you use it on a bandit so they're seen as enemies by every friendly NPC * AutoOutfit - Will automatically applied the currently active outfit on abduction. More about outfits below * Adoptions - This will add the necessary faction for adoption options to child NPCs missing it. Capturing Menu -> Knockdown Options * Enable knockdowns - Puts NPCs in bleedout mode when the health limits are met, player HP is MORE THAN value and enemy is LESS THAN value. Triggers on physical melee or ranged attacks. It's recommended to keep this on since the default bleedout is between 0-10% and very easy to overshoot killing the NPC instead. Capturing Menu - Regarding the "Target" option You can toggle if you want the mod to work on only humans (default) or any NPC. This feature is in testing and not recommended to use. Outfit Menu * Enable Outfit Edit - Makes Abduction register any wearable item you equip or unequip. Easiest way to set an outfit up is to put on the stuff you want to wear, activate this option and then simply unequip/requip the items. After that disable the edit mode to "lock in" the outfit. * Apply Outfit to All - As it says * OnLoadRequip - Applies every NPCs outfit whenever you load the game. Is normally not needed as long as you've applied the outfit once. Recommended to keep off since it takes a few seconds to check every registered NPC. You can have five different outfits. Applying an empty outfit is a quick way to strip one or all NPCs Home Menu * Take ownership - Will turn the current cell ownership including all items and containers over to the player. WARNING - owning things/places you shouldn't may interfere with quests/npcs/whatever assuming you're not. This will NOT disable respawning (if enabled) so stored items may vanish and enemies re-appear. * Set as home, sleeping or work area - Does as it says for all abducted NPCs. Requires My Home is Your Home The tool menu accessible by sneaking and activating an abducted NPC offers the following * Restrain - Puts the NPC in tied up position again * Release - Removes the NPC from Abduction entirely, useful if you want to manage them with other mods and avoid the summon, re-abduct and other functions to mess them up. Don't worry their factions, allegiances, aggression settings and so on will remain. * Resurrect - Resurrects and puts the NPC in restrained state. Useful if they're accidentally killed or dead already when found. Won't work on NPCs set to start out as dead, they're dead-dead Jim let it go. * Kill - as it says * Vendorize - Turns the NPC into a merchant. Uses the same merchant chests as spouses setting up shops in Whiterun do. Note that it takes a few seconds for the dialogue to activate on the first activation and even longer when you change from one merchant type to another. Waiting a few ingame hours and/or travelling elsewhere and back may speed up the process. * Outfit - Brings up the outfit menu so you can apply one RECOMMENDED MODS FOR FULL FUNCTIONALITY Amazing Follower Tweaks SSE - Allows you to recruit more than one NPC at a time as well as making them much more useful and tweakable My Home is Your Home - Makes it possible to give the NPCs a home as well as designate them areas to work/guard/sleep in Relationship Dialogue Overhaul - Greatly extends the voiced dialogue for a multitude of NPC voices Animated Prostitution and/or Flower Girls SE - If you want sexy time options Public Executions - If you want to bring criminals to justice. Or innocents to injustice if that's your thing I'm not judging. Hearth Craft and/or Placeable Statics - Allows placement of various furniture, workbenches and other items. Useful to turn locations into comfy/functional homes for your abducted. KNOWN ISSUES General note: Re-abduction now skips stripping allegiances from NPCs in the CurrentFollowerFaction to prevent active companions from breaking but if you use any mods handling followers applying different/more factions for their functionality this protection won't work and they'll likely still break. If you abduct a NPC you intend BFF up it's recommended to remove them from this mod once abducted/pacified and only put them in the follower mod system once that's done. * Some abducted NPCs won't fight - Non-aggressive NPCs often lack a combat style which means they have no idea how to fight and will run away instead. Use AFT to assign one manually and the should work fine. * Abducting NPCs can break them - Just assume it will and don't use this on anyone important * NPCs may vanish, change gender/gear or act odd/hostile - This mod does not remove any attached quests/scripts/packages/etc from NPCs that control their behavior. Catching these problematic NPCs with the clone options *may* help. * Wrong amount of NPCs displayed or some missing - The registry for bagged and abducted NPCs is very simple so NPCs suffering the problems from the previous point may throw a wrench in it * Some NPCs won't be possible to recruit at all - If they lack the vanilla voice support for the necessary dialogue it won't show * Mod is not tested with Oldrim - While it actually works it's unsupported. * Bagged NPCs still talk and show the dialogue option in their spot - To prevent the NPC being unloaded by moving them to a storage cell and risk having them reset or disabled they're instead made "invisible" by having their scale set to 0.01. This will keep them persistent at least for as long as the player is in the same cell. * Abducted NPCs may turn hostile towards former allies - Many groups are set to be friendly to only specific factions and hostile to everyone else including those with no factions at all. Provided they're allied with the player recruiting the NPC will stop this but in some cases combat will prevent the recruitment dialogue. In these cases use the bag option to move the restrained actor somewhere safe where you can abduct/recruit them without interruptions. * Unbagged actors may briefly or permanently be freed - If you use a lot of HD skins, armors, script intensive items or have a slow rig dumping a bunch of NPCs near instantly at you will make the game work hard to load everything causing lag/glitches in the script checking hostility. * Can't marry certain NPCs - The mod only adds the PotentialMarriageFaction nothing else. If the NPC misses the dialogue for marriage or you fail to have fulfilled the pre-quisities this option will not be availible. You may "marry anyone" mods for it to work or issue the command "setrelationshiprank player X" where X is the required level for them to like you enough. * Some options missing for child NPCs - This is intended and will not be changed. If inappropriate actions still show up you have a mod that's changed that individual or NPC type to be read as adult for whatever reason. * Custom dialogue not showing up - In some cases you need to save and reload once for them to work * Certain Win 10 setups will block the mod from working - Unknown why, possibly related to built in or added security software. Submitter LazyGirl Submitted 05/06/2017 Category Adult Mods Requires Common sense, ver GrownUp or later Regular Edition Compatible  
  6. Soooo... Hello there. I've been practicing animating in blender for about a year and a half now, doing little things here and there. I decided to put those skills I learned to use. Any progress on my projects that I'm working on will be posted here or on my Tumblr. This includes animations, and maybe CAS items in TS4 if I ever get back to it again. I'm open to suggestions & critiques, don't hesitate to comment! Latest Release(s): What I'm currently working on: "Beta" download for the old version of "Private Pleasure - 1": WW_CP_Animation.package
  7. View File Lich Evilynn Includes rape and torture! Both of the player, and by the player! You have been warned! This is very early beta. Only the intro quest currently exists in the game. [HOW COULD YOU CREATE SUCH A HORRIBLE MOD?] Personal, feel free to ignore.... [BACKSTORY] [WHAT TO EXPECT] This mod is HEAVILY geared towards lesbian sex and a female character. If you are looking for shemale, heterosexual, or homosexual(male) content - this is probably not the mod for you. (try slaverun, PAHA, etc) My kink is lesbian bondage, mind control, pain, and domination, and I'm the one spending hours of my time to create this mod. That said... Lich Evilynn assumes you are playing a female character, but that is not enforced. Playing as a male or shemale should still work, but it will result is some strange issues for dialog and animations. This is very early beta. Only the intro quest currently exists in the game. [done] The first quest will offer two paths. One is good and the other is evil. If you take the good path by refusing to join Evilynn: [future update] Evilynn will rape, torture, humiliate, and use mind control on you. [future update] Evilynn will force you to upgrade her lair, and then use the upgrades on you. [future update] She will force you to capture additional victims for her. [future update] She will force all of her victims to rape, torture, and abuse each-other. If you take the evil path and join Evilynn: [future update] Evilynn will offer quests to capture victims for both of you. [future update] Evilynn will offer quests to upgrade her lair. [future update] Evilynn will have you kidnap victims that are upgrades for her lair (like a woodworker to build furniture) [HOW TO START] Go to Saarthal and look on the tables near the entrance (don't go inside). You will find a strange object. Activate it to start the quest. In the menu under the debug settings you can jump to Saarthal right next to the table with the first quest item on it. You can follow one of two paths, either as Evilynn's victim, or as Evilynn's partner. She will only offer a partnership to someone that interests her. The current content is very short, but I'd love some feedback. [iNSTALLATION] When installing a WIP mod like this, it's best to either: 1) Use a throwaway save game. 2) Make a backup save, install the mod, try the content, remove the mod and revert to the backup save. Simply install the current version with your favorite mod manager. [REQUIREMENTS] SexLab ZaZ8.0 [CREDITS] Sarge Misfit - for his all of his help re-rewriting my original sub-par dialog. ZaZ And XaZ - for their work on the original ZaZ Animation Pack t.ara - for his work improving ZaZ Submitter Evilynn Submitted 10/28/2017 Category WIP / Beta Requires SexLab, ZaZAnimationPack, ZaZExtensionPack Special Edition Compatible
  8. This is the development thread for a 'light' port of SexLab to be used in Skyrim Special Edition. For the stable SexLab Framework used for Skyrim Legendary Edition, please go here: http://www.loverslab.com/files/file/150-skyrim-sexlab-sex-animation-framework-v162-updated-jun-3rd-2016/ -------------------------------- SexLab Light SE v 0.1.0 Released : http://www.loverslab.com/files/file/4432-sexlab-light-se/ Installation Guide | Conversion Guide for Modders | MatchMaker Light SE If you experience any problems, I need your Papyrus logs, especially those that cover SexLab Light SE initialization to troubleshoot for you! With Ashal's permission, I'm working on a 'light' port of SexLab to Skyrim SE without relying on SKSE64 and PapyrusUtil. You can click on "Follow This Topic" (top-right corner) to keep up-to-date with SexLab Light SE's development. I have nothing but tremendous respect for the Script Extender team, but I seriously doubt SKSE64 will be here in any foreseeable future. I consider SE's 64-bit stability worth the effort, even if SexLab Light SE turns out to be only a temporary solution. Please be aware that a lot of functionality is simply impossible without SKSE64 and PapyrusUtil, while I'm now in a position to promise you some sort of release, please keep your expectations realistic also: It will take time. Without SKSE64, a lot of SexLab's code will have to be rewritten with vanilla Papyrus, most likely resulting in 10x lines of code. It would be at least a 50% conversion, 50% new mod (or even more on the latter). Also it will take time because my current priority is on FO4's Four-Play. I will try as much as possible to keep SexLab API close to Oldrim - meaning it should be possible for existing SexLab mods that don't rely on SKSE directly to be converted to SSE by their original authors in a matter of hours - but can't guarantee that. However, the SexLab custom events are obviously not available without SKSE64, so there will need to be some workarounds. There will be a large reduction in functionality across the board. Most of the 'nice-to-have' features in SexLab will probably not be there. Animation alignment might not be as good as Oldrim There won't be a proper MCM menu like Oldrim - user customizations will be limited if any at all. Ashal has offered future help to me if I hit any roadblock for this WIP port. However, please avoid confusing this port with the full Sexlab (all SexLab Light SE releases will have 0.x.x version numbers to avoid confusion). We especially want to clarify that Ashal himself is not responsible for supporting this 'SexLab Light SE' port - please refrain from bombarding him with messages asking for status updates and (after the port gets released) trouble-shooting. All questions about SexLab Light SE before and after its release should be directed to myself only for the time being. Ashal still intends to port the full SexLab to SSE, if and when SKSE64 gets released with all the stuffs he needs. Status Updates: 29 Aug: Implemented a replacement for the hook system - pretty much a like-for-like replacement, I'm quite sure most modders will be happy to use/ convert to use it, conversion will be like a 10-min effort. There's no point waiting till the weekend anymore. I'll do some final testing, package everything and I'll release SexLab Light SE 0.1.0 in a few hours! 29 Aug: Tested successfully that a few more SexLab Oldrim mods will work right away with SexLab Light SE without conversion: http://www.loverslab.com/topic/83020-sexlab-light-se-wip-discussion/?p=1993917 28 Aug: I'm delighted to confirm that the Oldrim SexLab versions of both Amorous Adventures and SexLab Solutions will work straight away with SexLab Light SE - no need for any patches, resaving the esp or doing anything special - all you'll need to do this weekend is literally install their Oldrim versions in SSE along with SexLab Light SE - and voila. Seems like my effort to keep SexLab API intact isn't for nothing. 28 Aug: Implemented a small but functional MCM (only 11 most important customization options for now) and In-Scene Controls system, a latter being another pleasant surprise (control menu brought up using a Favorite hotkey of your choice) . Also eliminated any previous (even harmless) errors and warnings in Papyrus logs that have been seen in my set 25 Aug: Done adding all the animations (i.e. translating their SLAL json's into Papyrus) for SexLab Light SE 0.1.0 as its default animations. Ignore the previous number given (I did a find for the phrase "function" which doubles the count due to EndFunction) - the final total number of default animations for 0.1.0 is 803 animations (467 human, 336 creature), each with their numerous stages of course. Still plenty I think 24 Aug: All of Leito's SLAL animations are now in. 4 json's translated into Papyrus - 20 to go ... By the end of this, my keyboard will probably have learned how to 'Ctrl + C' and 'Ctrl + V' by itself ... 23 Aug: As I pretty much now have all the core functionality working, the plan for the next couple of days is to add all the animations I got permission for to the SexLab default animations (tedious copy-and-paste mostly), replace the hook system, then make a MCM menu without SkyUI, then finally clean up everything and do extra testing, ensuring no stack dumps etc. After all that, I can see a SexLab Light SE first beta release coming (v0.1.0):This weekend is probably too much of a rush, but probably next weekend (1 - 3 September). It will come out with a SSE version of MatchMaker too so that people can start testing right away. I may also write up a few documents on how to convert a Oldrim SexLab mod to SSE using SexLab Light SE. 23 Aug: Got animation tagging to work without SKSE64 and PapyrusUtil. A pleasant surprise this, I previously expected this to be potentially impossible. Quite important as a few SexLab mod authors do prefer to pick specific animations using tags so less work for them to convert to SSE. Also good for that "Pre-sex Foreplay" MCM option. 23 Aug: Gotta test 'em all! 22 Aug: The first creature animation ! 22 Aug: Currently doing some testing for Fore for his FNIS Creature Pack for SSE (not on Nexus yet). All positive so far. 22 Aug: Strap-ons now work perfectly. Got voices to work too. As mentioned before, sounds are already working - so pretty much done on the audio functionality of SexLab 22 Aug: Got permissions from Leito86, FunnyBizness, SirNibbles and AnubiSs2167. All their popular SLAL packs will be included in SexLab Light SE by default (SLAL isn't possible due to the lack of json loading). 21 Aug: Concurrent scenes and bed use both work fine now. So do solo and threesome scenes. Cum works. Sounds work (penetration, oral, etc), but voices still need looking into 21 Aug: Got redressing to work perfectly. Fixed the issue with spells not being unequipped from the actors' hands, as seen in the previous set of screenshots. 19 Aug: The first ever multi-stage correctly-aligned animation! There are obviously still issues with the spell still being equipped during sex and no redressing. Thanks Ashal for giving the math formulas that he used for the offset coordinates, which fixed the alignment issue yesterday. 19 Aug: While trying to fix the alignment, I somehow ended up getting the multi-stages working instead! The animation timers work perfectly and the animation ends as intended too, re-enabling movement, collision and player control etc, but no redressing yet. 18 Aug: First animation started using 'SexLab SE' ever - horrendously misaligned (I know why though, shouldn't be too hard to fix), but getting there ... 18 Aug: Positioning, scaling, stripping, disabling movement and collision, and erection (SOS Light integration) all works fine now. Managed to get it to reach this familiar-looking stage of your typical SexLab scene, just before the actors start animating. The animation database is populated with the default animations, which are grabbed correctly by the API (using the GetAnimationByDefault() method at least), but can't quite get the animations to play yet. Time to hit up Fore I guess . As mentioned before, as soon as I can get the animations to play - SexLab SE can be considered a WIP as far as I'm concerned. 16 Aug: Just converted most of the animations made for Oldrim into SSE hkx format. As we won't have JSON support for a SLAL-like solution, the idea (subject to obtaining all the animators' permissions and to SexLab SE actually going ahead) is to include the default Oldrim SexLab animations, More Nasty Critters animations and the most popular SLAL packs (Leito's, FunnyBiz's, Nibbles', etc) all as the default animations for SexLab SE. 15 Aug: Triggered a sex scene with MatchMaker, got the actors to strip, move to the wherever the sex takes place, zoom out into third person and send the correct races, genders and number of actors to the SexLab's 'animation search engine'. That animation database is of course empty right now (it's heavily reliant upon PapyrusUtil's list and array stuffs and the added Utility functions from SKSE) so nothing happens after that as expected, so on to finding the most appropriate alternative to populating the animation database. Should be easy enough for tomorrow. According to CPU, might even be do-able without FNIS just like FO4. 15 Aug: Wrote a few utility functions to mimic Ashal's PapyrusUtil work with arrays and a function that converts decimal to hex. My math teacher would be proud of me. Quite important as SexLab relies on EditorIDs for races etc, which are hex, but Papyrus (without the help of SKSE and PapyrusUtil) only gives us GetFormID which returns decimal. 14 Aug: Got the SexLab system to initialize and install itself successfully on Skyrim SE without throwing any errors 14 Aug : I decided that a "Repeal and Replace" approach to this is probably the most efficient method and have commented out all SKSE and PapyrusUtil functions from SexLab, allowing all the SexLab scripts to be recompiled without those, which is a start. So far, based on what I commented out, I think the important ones should be replaceable - so I'll say the possibility of SexLab SE just went up. Now onto replacing them ... Frequently Asked Questions Q: Wait, aren't you also working on Four-Play Framework for Fallout 4, vinfamy? Does this mean Four-Play get delayed? A: Absolutely not. Four-Play is my priority and my experience with SexLab Light SE would actually help with Four-Play development. Read this for a more detailed explanation. Q: What's the difference between this and FlowerGirls ? A: This is more of a framework. My main purpose for this SexLab Light SE port is to hopefully allow authors of Oldrim SexLab mods (think Defeat, SD+, etc) to also make similar light ports to SSE. I want to replace the SKSE and PapyrusUtil element of SexLab, while keeping the structure and API of the framework as intact as possible. Also, this port won't try to be 'Nexus-friendly' in any way: all sort of kinks on LoversLab (aggressive, bestiality) will be supported as much as the lack of SKSE64 and PapyrusUtil allows. Q: Insert SKSE64 speculation here A: Please avoid speculating and making conspiracy theories about SKSE64, out of respect for what the Script Extender team has done for the community in the past. The last official update from them is "We are creating SKSE64 for the new 64-bit Special Edition. We appreciate your patience while work continues. Currently we don't have a estimated time frame for a beta release of SKSE64. " (3 April 2017). In any case, SexLab Light SE without relying on SKSE64 should serve its purpose as a temporary solution for how ever long the wait for SKSE64 is. As I pretty much now have all the core functionality working, the plan for the next couple of days is to add all the animations I got permission for to the SexLab default animations (tedious copy-and-paste mostly), replace the hook system, then make a MCM menu without SkyUI, then finally clean up everything and do extra testing, ensuring no stack dumps etc. After all that, I can see a SexLab Light SE first beta release coming (v0.1.0):This weekend is probably too much of a rush, but probably next weekend (1 - 3 September). It will come out with a SSE version of MatchMaker too so that people can start testing right away. I may also write up a few documents on how to convert a Oldrim SexLab mod to SSE using SexLab Light SE.
  9. View File The mod is focuses on adding content to non combat rape. Features: Add Lover's Victim effect to PC - that negatively effects PC for getting raped. Rapist might switch animation stage back at "Rapist Arousal / 2" probability, works for all scenes (PC/NPC) Walking around naked around aroused NPC has become very risky - based on SexLab Dangerously Nude by @Bromm83 Naked NPC are in danger of being raped by aroused NCP PC/NPC might automatically change animation, once during session. Switch probability is set in MCM menu. Planned Features: PC get raped by aroused NPC on sleep - conflicts with LC Rapist first follows PC for some time, then PC can talk/brawl with potential rapist. Use morality/aggression to tune event start Requirements: SKSE SkyUI 4.1 FNIS SexLab 1.2+ SexLab Aroused v20131203+ !!! Installation: Copy all contents of attached .ZIP file to /Data/ directory Uninstall / Cleanup: Troubleshooting: Bugs / Conflicts: Version History: v20140106 - Possibly fixed NPC rape naked PC quest not starting up - Made few fixes to NPC-NPC rape AI packages Credits: Ashal - for creating SexLab framework Bromm83 - for Dangerously Nude mod : walking around naked is generally bad idea All modding community for creating scripts, animations, textures, meshes, utilities without which none would be possible. Permissions: Do whatever you want with the mod. Submitter redneck2x Submitted 12/01/2013 Category Misc Sex Requires SKSE,FNIS,SKYUI,SexLab,SexLab Aroused Special Edition Compatible
  10. Hickies/Lovebites - Work in progress

    View File So, this is one of my first ever downloads that I'm uploading; but I made some Hickies for your sims - and mine - they aren't the best, as this is my first time making a 'tattoo' in a long time, but I'm kind of happy with them. I do plan to update these with more options, and some with some scars/bite marks/other marks. For now, there are two swatches. 'Medium' and 'heavy'. 'Medium' 'Heavy' - also has some on the back' Future Plans: More 'realistic' marks More options Bitemarks Whip marks Have them as make up so you can CHOOSE when they go. I have no idea how to actually mod but I would love to be able to do the whole 'have them appear after sex' and maybe have them disappear after a while but I honestly have no idea where to even start with that. So if anyone can explain that to me simply, or would be willing to help, that would be great! Anyway enjoy, and I should hopefully be adding some more to this pack at the end of the week! Submitter Lets Get Illuminaughty Submitted 02/01/2018 Category The Sims 4 Requires  
  11. View File THERE IS NO MAIN QUEST YET. MY APOLOGIES FOR HINTING AT THEMES AND ACTIONS IN EXISTING DIALOG WHICH ARE NOT YET ACTUALLY IMPLIMENTED. THIS IS A WORK IN PROGRESS. Overview: So, the premise is this: A "private facility" is seeking to rehabilitate a certain demographic of prisoner, and... provide... them with some highly-demanded skills for their post-prison lives. At least, that's how the warden phrases it. The PC happens upon an advert to work as a guard, and decides to at least take a look. The prison entrance is located along the river just north of Riverwood. You can also teleport there via the "coc 0_rubber_room" command in console. At the moment, development has been focused on building the cell. Introductory dialog is fleshed out a little, but no main quest is in place. Still, once inside you can run around and interact/look at the objects, mechanized inventions, etc. All the of the characters have at least a little bit of dialog. Main quest content getting closer to being a priority! Requirements: A new save! If you've installed this file before, you will almost surely need a new save. Eventually, other mod dependencies will be added, but none exist at this time. Hints: Extra reactions available among NPCs if the player needs "more time" with speaking with the warden or tabs out of the conversation early. (AKA stage 5.) Don't piss off the guard. She will hunt you like the terminator if you piss her off. Yes, she is invulnerable. If you're freaking out, you can console "disable" her. Thanks: To Grayspammer for his excellent inspirational mod and technical help, Rubbermatt for his help and letting me use his vacbed mesh, and those who've been testing and giving feedback while I awkwardly learn new software. Misc: Other modders are welcome to copy and use my meshes and textures for their purposes. After all, this project was started as a modder's resource file. Just ask--don't profit off it, etc etc. If I have used someone else's creations and they would like me not to or would like attribution, let me know. Bugs: Well, in the current version this mod renames some doors, waterwheels, and... one other thing at least. Sloppy modding over here! I'll fix it soon. Submitter Farmthat Submitted 04/02/2016 Category Quest Requires Skyrim, predilection toward shiny things. Special Edition Compatible No  
  12. KillMoveRapeScenes (WIP)

    Ok so I am making some kill move animations and I just wanted to share what I have so far. It's kind of like a hand to hand kill move where you suffocate the NPC with your...wiener...yeah lol I'm working on MANY projects so I don't know when they will all be done. Stay brutal! Preview
  13. View File ; ; Shared community library of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin. ; ; Version 15 for runtime 1.10.64 2018 01 27 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_64.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 1.10.64 will no longer be supported. ; Written and tested against F4SE 0.6.5. 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 v5: Scriptname LL_FourPlay Native Hidden;; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included;; Version 11 for runtime 1.10.26 2017 09 23 by jaam and Chosen Clue; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_26.dll) is NOT!; You need to always use a plugin corresponding with the game version you play.; Plugin should be available just after F4SE has been updated for the modified runtime.; Runtime versions lower than 1.10.26 will no longer be supported.; Written and tested against F4SE 0.6.0. You should not use an older version of F4SE.;;;; Returns the version of this script (when someone has not forgotten to update it )Float Function GetLLFPScriptVersion() global return 9.0endFunction; Returns the version of the plugin and servers to verify it is properly installed.Float Function GetLLFPPluginVersion() native global; Custom profile: written into "Data\F4SE\Plugins"; ===============; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension.string Function GetCustomConfigPath(string name) native global; Get the value of custom config string optionstring Function GetCustomConfigOption(string name, string section, string key) native global; Get the value of custom config integer option (Use 0/1 for boolean)int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global; Get the value of custom config float optionFloat Function GetCustomConfigOption_float(string name, string section, string key) native global; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen.bool Function SetCustomConfigOption(string name, string section, string key, string value) native global; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen.bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen.bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global;; Camera functions; ================;; Forces the FlyCam state.; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated.; if activate is false and the FlyCam is active, the FlyCam will be desactivated.; if the requested state is identical to the current state nothing is done.; Returns wether the FlyCam was active or not before the call so mods can restore the previous state if needed.bool Function SetFlyCam(bool activate) native global; Get the current state of the FlyCambool Function GetFlyCam() native global; Get the current state of the FXCambool Function GetFXCam() native global; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command); The console command supports an optional second parameter to control rotation speed.; The way it handles default value is not compatible so I use an explicit bool to select which speed to change; Returns the previous value of the selected speed.float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global;; Power Armor/Race/Skeleton functions; ===================================;; Returns the actor's race when in PowerArmorRace Function GetActorPowerArmorRace(Actor akActor) native global; Returns the actor's skeleton when in PowerArmorstring Function GetActorPowerArmorSkeleton(Actor akActor) native global; Returns the actor's current skeleton, not affected by PowerArmorstring Function GetActorSkeleton(Actor akActor) native global;Chosen Clue Edit;; String functions; ================;; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive.Int Function StringFind(string theString, string toFind, int startIndex = 0) native global; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned.string Function StringSubstring(string theString, int startIndex, int len = 0) native global; Splits the string into a string array based on the delimiter given in the second parameter.; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces.string[] Function StringSplit(string theString, string delimiter = ",") native global; Opposite of StringSplit.string Function StringJoin(string[] theStrings, string delimiter = ",") native global;; Array functions; ===============;;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet.Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native globalString[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native globalInt[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native globalFloat[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native globalBool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native globalVar[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill)endFunction; if the int theSize is negative, the resulting array is a copy of the original array unchanged.; Sets the minimum array size required by a mod. Returns false if the current value was greater.Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini;[Custom Arrays];uMaxArraySize=nnnnnn;; !! Creating arrays that are too large will adversaly affect your game !!;; Keyword functions; =================;; Return the first keyword whose editorID is akEditorIDKeyword Function GetKeywordByName(string akEditorID) native global; Adds a keyword to a form (not a reference). Does not persists.bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global; Return an array of all keywords loaded in game.Keyword[] Function GetAllKeywords() native global;; Misc. Form functions; ====================;; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only.String Function GetRaceEditorID(Race akForm) native global; Returns the name of the plugin that created a formString Function OriginalPluginName(Form akForm) native global; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files.Int Function OriginalPluginID(Form akForm) native global;; HIDDEN Functions. Never call directly.;; hidden function, use ResizeVarArray insteadVar[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 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 1.10.64 and F4SE 0.6.5 or greater.  
  14. View File Erectifier Equips outfits automatically for SexLab Scenes - schlongs, armor, clothes, jewelery, sexy lingerie. Basically anything wearable can be used. Unequips, deletes or leaves the outfit on when the scene is finished Sends SOSFastErect and SOSFlaccid events allowing equipped schlongs to work regardless of gender Can change NPC gender to allow opposite type SexLab animations and matchmaking Manages an unlimited amount of NPCs Does the above by simply adding factions to NPCs. No perks, abilities, magic effects, scripts and so on are attached. OUTFIT GUIDE Activate Erectifier Outfit Power Set an active outfit, 1 - 5 (do not use 0, it's fallback for none set) Activate Edit mode Equip the item(s) you want to add to the outfit. Unequip to remove. If you can't wear it due to gender restrictions removing or adding it to your inventory like dropping or putting it in a container should work. Disable Edit mode Set Item to KEEP, RMV or DEL depending if you want the equipment to be left on, unequipped or deleted once the scene is over Done, exit out ERECTIFIER GUIDE Equip Erectifier spell Use it on an NPC Set their outfit to one you've created as above, 1 - 5 (optional) Switch their gender for opposite gender animations and detection in SexLab (optional) To target your own character with the Erectifier Spell use active the OUTFIT POWER while crouching NOTE Remember to disable SexLab strap-ons if you erectify female NPCs without tagging them as male to prevent double-dicking. Unless that's your cup of tea Do not use items you want to keep in Erectifier outfits if you also set the mod to delete them when the scene is done No schlongs or other items are included, you need to download other mods for schlongs and whatever Use this mod on a separate disposable save set up specifically for sexy time. While this mod shouldn't cause the citizens of Whiterun to perish in a hailstorm of dicks or anything else serious it's just something to play with until better schlongifiers are ported/created. ​ Submitter LazyGirl Submitted 09/15/2017 Category Adult Mods Requires SexLab Light SE Regular Edition Compatible  
  15. View File DISCLAIMER This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road. WHAT IS THIS? This mod allows the player to subdue, abduct and control encountered NPCs. They can either be put to work at a settlement or be ordered to act like a simple follower/bodyguard. This is done through a system similar to the Intimidation perk and works as follows * Player crafts the holotape at any chem station * Player makes sure the control quest is running in the MOD menu after which they can add the perk * Player approaches NPC and when close enough issues the "SUBDUE" command while looking through iron sights * While subdued the player can issue the next command in the same manner by aiming and issuing the "ABDUCT" command * The shock collar is equipped and the NPC can now be send to the settlement of your choice and will start to travel there as soon as the selection is done When the equipment requirement option is active the above actions are done with the Abduction Baton equipped with the extra options like dismiss/recruit displayed by BLOCKING After being set to a settlement the player also have the option to immediately RECRUIT, again by aiming, and naturally also DISMISS the NPC similar to a follower. While in a settlement the NPC will function as any other settler and can work farming, scavenging, guarding etc. They can also work as a trader but since the enemy NPCs have no recorded dialogue for this they'll do so silently, just pretend they're sulking and giving you the silent treatment you evil slaver you. The player will address them similar to what the Intimidation perk does and the NPC should also respond in the same manner, at least when active as follower. They'll also keep their default quips so you'll hear their faction specific shouts when in combat. Keep in mind they also seem to retain the "infinite grenade" option enemy NPCs have so things can get messy. Besides that they're also given the keywords for infinite ammo and to be stimpackable. The customization options are fairly extensive ranging from changing voice, outfits, combat style and is continuously updated. For a complete and current list please see the changelog entries. Regarding doctor or vendor assignment dialogue Mod not working? SO WHAT'S THE DISCLAIMER ALL ABOUT THEN? Two main areas, implementation and completeness Implementation issues * The workshopnpc script necessary to allow settlement functions is attached to template actors. This means you might potentially have a whole lot of (enemy) NPCs running scripts in your game. I do not know if they actually take any resources or even are active when the NPC isn't in a settlement but anyone familiar with the vanilla game bug where settlers break in pretty much every way possible except imploding you know the workshop/settlement system is unstable as it is. * Since the scripts are attached to template actors it also means any mod that relies on them being intact and behaving as they should (that is, shooting the player in the face rather than tending to their mutfruits) might have problems * And naturally since the mod changes rank 1 and 3 of the Intimidation perk any mod that does the same might also have problems * NPCs does not have the stimpak option - It's there but not shown, "E" still works * NPCs does not have "STAY" dialogue command when set to follower - It's there but mislabeled as a second "Talk" option * If you have no settlement to send them to the NPC will linger - Keep them as a follower until you capture/get one * NPCs will sometimes attack "free" settlers - Unknown why, they have their faction affiliations stripped and are assigned to the workshop-faction on abduction. If it's a problem make separate settlements for those you capture * Not all NPCs are capturable - You can only capture NPCs equal to or under the player character level. Also, any NPC that doesn't use the template, most random encounter ones and hand placed for specific events/quests/scenes/etc for example, wont have the necessary workshop-script attached and the SUBDUE command won't show for them. * NPCs act differently in settlements - I haven't touched their sandbox packages so they'll use whatever default they have * NPCs run off in combat when companions - It seems some are set to sandbox/linger in a specific location and it might draw them back. Their combat AI isn't modified either so in any situation where they'd normally flee they'll still pick the option regardless if it means leaving the player fighting alone. * The perk is overwritten or overwrites the Intimidation one - pick one or the other. * NPCs assigned as doctors and other unique dialogue vendors only have the trade/barter option - There is no recorded dialogue for enemies to work as these rather unsurprisingly. Set a default voice supporting these functions Completeness issues * While being able to subdue someone with a gun is plausible making them abductable might not be, changing the requirement to a stun gun/rod similar to Fallout 2 might be more realistic. * NPC wandering off to a settlement instead of simply running away as soon as the player is gone isn't good either, adding a requirement for the player to craft and attach an explosive slave collar or other restraint would be an option * A faction to trade slaves should be added so the player can sell captured ones or buy to work in their settlements * Affinity should be added to companions, negative across the board mostly * Reactions should be added to other factions/NPCs, for example the Railroad or Minutemen probably wouldn't like if the player came to pay them a visit with a bunch of slaves in tow. Certain NPCs would also have an issue with the whole thing. * Having many slaves from one side should prompt increased frequency and level of threat from the associated faction, they probably want their friends back right? And probably a bunch of other stuff I forgot. Stuff that's loosely planned to be added * Option to change the voice type of NPCs so they get the recorded lines to function as doctors Added in 0.41 * Option to change combat variables so they work better fighting in follower mode Added in 0.41 * Option to change facial expression and body language * Option to remove the NPC from the intimidation quest which would remove the related threat / mercy dialogue. Added in 0.41 Submitter LazyGirl Submitted 08/18/2016 Category WIP / Beta Requires Automatron DLC, Nuka World
  16. View File KEEP IN MIND THIS IS WORK-IN-PROGRESS! Changes may be needed to be done and the file will be reuploaded. Only the most recent version will be supported. Future bodytypes may be added. NEWEST VERSION IS CURRENTLY DOWN FOR INVESTIGATION. PLEASE REMAIN PATIENT. File Name: Syndra File Submitter: Stahlvormund101 File Submitted: 15.03.2017 File Category: Armor and Clothing Requires: UNPB History about this project and Credits (can be skipped): Spoiler This armor is made to resemble the Classic Syndra Skin from League of Legends as close as possible. It consists of Armbands, Boots (the leggings), Shoulderparts, the main chest armor, a helmet with white hair and a helmet without a wig. It is craftable at the Anvil, can be enchanted and improved at the Workbench. Requirements: UNPB Credits: romeozero who made the armor, rigged the textures and is the main workforce SeriousPermissions aka SkyrimGTX for fixes and improvements Giorgio Palombi for providing the texture sets CPU for invaluable counsil and support Installation: -Install UNPB Body Replacer. Any UNP-based body replacer should work too but failures in size and neck seam may appear -RECOMMENDED: Install the Mod via NMM or MO respectively OR Drop the files into your Skyrim main directory, replace if asked -In game, you can either craft the armor at an Anvil or use AddItem Menu or Console commands to find it KNOWN BUGS: -none currently Legal: Do not upload this file anywhere without my permission. If you have questions regarding it, ask them in the support topic or contact me via PM. You may alter the file for your own personal usage but do not upload the altered version without my permission either. Submitter Stahlvormund101 Submitted 03/15/2017 Category Armor & Clothing Requires UNPB body replacer Special Edition Compatible  
  17. Hickies/Lovebites - Work in progress

    Version

    739 downloads

    So, this is one of my first ever downloads that I'm uploading; but I made some Hickies for your sims - and mine - they aren't the best, as this is my first time making a 'tattoo' in a long time, but I'm kind of happy with them. I do plan to update these with more options, and some with some scars/bite marks/other marks. For now, there are two swatches. 'Medium' and 'heavy'. 'Medium' 'Heavy' - also has some on the back' Future Plans: More 'realistic' marks More options Bitemarks Whip marks Have them as make up so you can CHOOSE when they go. I have no idea how to actually mod but I would love to be able to do the whole 'have them appear after sex' and maybe have them disappear after a while but I honestly have no idea where to even start with that. So if anyone can explain that to me simply, or would be willing to help, that would be great! Anyway enjoy, and I should hopefully be adding some more to this pack at the end of the week!
  18. Nth really special feature now: full face animation / lip function ( speak ) totally remake face model to fully compatible with Skyrim body shape neck seamless HQ face texture (color based on the fair skin body ) New face UV ( use to texture the new face ) Skyrim type face UV map hair adjust according to Skyrim head model so u can use almost all the hair mods without problem lightning hair (model from final fantasy 13) to do list: HDT HAIR (dont need Working race morph (no time) Voice ( from 13 final fantasy : done )
  19. View File Adds 50 armor racks with extended customization functionality and animation support making it easier to create action packed scenes for screenshots or settlement ambiance. Long version: Armor racks using the default female model allowing more customization than normal armor racks. * Edit appearance - Standard menu, make them look however you want * Looping or proximity triggered animations - Set an idle and have them continuously repeat them or only when the player gets close enough. Want someone to salute you whenever you get out of bed? No problem! * Toggle AI option - If disabled animations will freeze making it possible to lock them in the perfect stage of an idle * Command mode - Issue orders to where they should stand, sit or what furniture to use for that perfect screenshot scene * Follow mode - Tired of settlement shots? Have them follow you for some nature shots! * Settlement mode - Just want some ambiance? Assign them to a settlement and they'll sandbox around. Don't worry they don't count towards the population. * Show weapon mode - Unlike armor racks (?) puppets can show off whatever weapon you give them. Can interfere with animations updating, see known issues below. HOW TO USE * Enter workshop * Place rack * Exit and customize * Wonder why you're creating fake people to act as pretend friends in a virtual world and where life went so very very wrong If you want to place several with identical looks just keep placing without exiting. If you want a new unique one exit and renter and the game will automagically iterate to the next one. If you want to pick a previous one quickly use the rack selector. Beyond that there are some toggles that might require more detailed explanation * Head tracking toggle - Toggles whether the selected rack should look at the player or not. May revert back to on on re-placement and other actions since it seems to be default NPC behaviour * Restrained toggle - Toggles the NPC being "locked" in place. When off idle animations may make them move away from their spot. * Ghost toggle - Toggles "god mode", when on they ignore all attacks. When off they can be injured just like any humanoid for that full Westworld experience. * Toggle AI - As previously mentioned disables any actions/animations on the NPC, even freezing them mod motion or fall. Will be re-enabled in a lot of cases by the game. ANIMATIONS Animation support require Voyeur. Mod might work without it though, haven't tried. RECOMMENDED MODS Dave's Poses - Enables Voyeur to play these on the puppets Place anywhere - So you can put baby in the corner or wherever else you want KNOWN ISSUES Crash-to-desktop - Sometimes the game will do this when trying to place a rack. I suspect it might be related to physics bodies that the workshop, not surprisingly, isn't prepared to handle. Quickly placing them, exit and then re-enter the workshop so the NPC is properly placed in the game world before making any other changes seem to avoid this. Menu displays wrong state (off when on or vice versa) - The game lacks functions to check if things are active or not for many functions so the mod makes a guess based on the known state when placing a rack. If this is a problem simply toggle the option between both settings and it should read correct. Can't be assigned in settler mode - The standard menu for static object will override the one for NPC assignments. Very low on the priority to fix since the goal of this mod isn't to add settlement workers. Repeated placement of identically numbered puppets sometimes don't work - Seems editing the filters of allowable items to place in the same workshopmode-session is a bit iffy with current solution. You may have to exit out and select the desired id again. Making sure the function to increment to the next puppet number is only run outside workshop through related events alternatively disabling it altogether (is it more a problem than useful?) could solve this. Weapon display mode blocks animation update - Keep it off until you selected the animation Preview selection not updating properly - Set animation mode to PROXIMITY and stay outside the trigger range while selecting Logo image courtesy of "The Wandering Faun" Submitter LazyGirl Submitted 04/20/2017 Category WIP / Beta Requires Voyeur, Automatron DLC, Contraptions DLC  
  20. View File Vlla is a new settlement / player home in the commonwealth not far away from Spectacle island.. ;;;;;;;;;;;;;;;;;;;;;;;;; V1.5: fixed not been able to send NPC to the Villa settlement (it should work as a normal settlement) V2: added the villa mesh ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; --------------------------------------------------------------------------------- the workshop workbench are not linked with the basement one --------------------------------------------------------------------------- ------------------------------------------------------------ Download and extract to fallout 4 directory (in data folder) ----------------------------------------------------------------------------- ------------------------------------------------------------------------ https://youtu.be/qZAwVAZ1_Ps https://youtu.be/1BDVvA-JCu0 ------------------------------------------ Credits: Base mesh by Giimann --------------------------------- Tutorials: Lukrin HeartImpaled Red Rocket TV speedynl ------------------------------------------------------- =================================== do not redistribute on other sites,forums etc. ======================================= Submitter Gamoholik Submitted 08/14/2017 Category Other Requires fallout 4  
  21. View File Alien symbiotes spread through Mojave, making their hosts very promiscuous, but happier. Work in progress Consider this mod to be in a very early WIP stage, or an Alpha ver. It is not a real mod, just a very, very tiny part of it. So, you could try it out, have fun with it, maybe leave a comment (much appreciated), but don't make important saves with it, as it could brake something. It is safest not to use it during usual gameplay as a constantly active mod. This works only with female courier. [spoiler=Introduction] Couple weeks ago I was thrilled with great ideas found on the Alien Symbiote thread, so I've started working on a mod of my own right away. Thank you all for being so creative back there, hope that best is yet to come.. This is my first "real" mod, and I'm learning my way through this GECK'o thingy alongside making it, and for now it's been a very painful, but fun experience So, please don't expecting anything done fast. Any bug reports, ideas, comments.. are welcome! For any and all feedback about this mod please use 'support topic' button in upper right corner, and 'reply to this topic'. [spoiler=The Story] An alien race with highly developed genetic engineering skills wants to infiltrate humans in Mojave, for some(?) reason. So, they've created a symbiote, and placed it at a convinient location, where he's waiting for an unsuspecting victim (host). When it finds host, it has two goals, mature to reproduction phase, and reproduce finding new hosts, thus spreading through Mojave. To ensure this, it's directly attached to human female reproduction system, like an unavoidable sexual companion. It is capable of changing size, shape, hardness and texture instantly, and release different chems that benefit the host (so it wont be rejected), and also raise sexual arousal.. It feeds on vaginal juices and ejaculate that give him energy and genetic material to grow. What will happen when there's enough(?) symbiotes happy in their host I don't know.. (but aliens do ) There will be a way of removing it, and control their numbers, maybe meds that make it go to hybernation, lower addiction etc.. [spoiler=The Details] Done so far (partialy): North of Horowitz farmstead (where aliens are), you'll find a hollowed rock with a greenish light. After activating it you'll get some msg challenge, which is not important, but it will release the Symbiote. It's attached to you, and develops trough several stages. First it enters is incubation period, during which you'll feel some sickness. In second stage it's adapted to your imune system, so from now on you'll feel much better. You'll get a message and dialog quest is started. It will hold dialogs with doctors, scientists (etc) to learn more about Symbie, and start other specific quests once they are made. There's only one dialog with Fantastic, as I'm working on functionality for now. During this period Symbiote is young and hungry, so it will raise your lust, and after having enough sex it will go to third stage. Third (adult) stage begins with some forced masturbation, a bunch of msgs, and courier will finally see it's new symbiote friend. From now on it can reproduce, addiction is possible, and is wearable sometimes. It gives some permanent bonuses to host, and provides unique dynamic help when in danger. Symbiote behaviour is managed through repro stages, in During Repro stage Symbiote can be equipped, and there should be a dialog line (with anyone) "Wanna try out an alien ?" folowed by few sex options. Symbiote maturity stages: (mostly done) Stage 0: Incubation -> found a host, fighting immune system, duration ~30h (maybe make it a rnd 1-3days, or mcm setting) Stage 1: Young -> very tiny and hungry, duration 3 times have sex (maybe a rnd 5-10, or mcm setting) Stage 2: Adult1 -> can reproduce, addiction chance, symbiote wearable Maybe more.. I have no idea right now Effects in each stage: These are just some numbers for starters, it's yet to be balanced out. Stage 0: Sickness (-1 on all special) raises lust (in second half of period) Stage 1: raises lust gives temporary positive effects after sex (+1 on a.c.e.) Stage 2: permanent effect (AG +1, AP +20, Poison resist +15%, Rad resist +15%, Damage resist +15%, Fire resist +15%) Dynamic effects (each given once a day): - Poison detected -> removes animal poison - HP < 20% -> Restore 20-40% - SLP > 500 -> Restore 100-200 - H2O > 500 -> Restore 100-400 - FOD > 500 -> Restore 100-200 - RAD > 500 -> Restore 200-500 - Restore all limb condition by 1-10% - STD check once a day -> 10% chance of cure Addiction: Could be based on counting times helped host in danger, and/or time host spent using it (wearing). Higher addiction could result in forcing host to have more and more sex, and maybe wear the symbiote more often. Reproduction: (partialy done) Ways of reproducing (maybe something like): Sexual intercourse with another female will give her a chance to 'catch' a Symbi (just like the first host(Player)) While host is gravid there's a (low) chance that offspring will be born with a symbi of her own I don't know, anything could happen.. maybe one day there will be a bunch of little green children runnin' round desert.. Reproduction stages Before -> takes special care of host to be in good health, counts times host had sex. Duration 1 day for now. During -> Pumps lust high, and Symbiote is equippable. Also there's a dialog line "Wanna try out an alien ?" folowed by sex. If lust is over 75 it forces host to stay naked, and have simbiote equipped. If lust is over 90 host will ask nearby NPC to have sex. (not yet implemented) Gives positive effects proportional to number of hosts sex acts in Before stage. Duration 1 day. After -> Symbiote is sleeping, not helping host. Duration of this stage depends on times actor had sex. For now 2 times. [spoiler=Next steps] Next few weeks (or months) I'll primarly work on the functionality (wearing (using), addiction, reproduction). When equipped, it's size changes with lust lvl, but during sex allways using the same model, so anims could line up. The idea is that in During repro stage symbiote is equippable, and possible to use as a dildo in sex scenes. It will keep lust very high, and should be a bit harsh. Any help povided to host is proportional to times she had sex in Before repro stage. In After repro stage Symbie is sleeping, thus not providing any help to host. There are two possibilities: (partialy done) -first is having a "usual" sex anim, (symbiote dissapears) -and second, where it would be used as a dildo, thus having host play the male anims. [spoiler=To be done] Dialogs and quest for doing research on symbiote, interaction with doctors and scientists (maybe others).. As English is not my native language, it's very hard for me to write good dialogs. If there's somebody who would want to write down dialogs and/or ideas for interactions with some npc that would be awesome! Further interaction with other sexout mods, like pregnancy, etc. Make it work on everyone, and be able to activate by male courier (host would be a female companion). MCM settings, not anytime soon. Ummm, there was a bunch of things, but I realy got tired while writing this, so nothing else comes to my mind. A Note This is my first mod on LL, so please be gentle, and don't be surprised when I do something incredible stupid, as I'm a noob. I hope this wont burn down your PC, will work, and wont completly suck.. Name is totally uninnovative, but it's ok for a working title, I guess.. I really think you should not make important saves with this mod active! Compatibility, bugs and latest news Major bugs removed, hopefully. Should be playable as described in "Done so far" part above. Having sex while symbiote is wearable will always result in using it. This part needs more work, so we can call it a known bug After few months I'm back, and about to work on this mod. It will take some time to make any serious progress. Besides new NXvars, dialog and spell callbacks from Sexout, it uses Variable04 SexoutNG.FlagInUse for sex detection. There's a world edit for placing "Strange rock", but besides that it should be compatible with other mods. Requirements FNV, NVSE SexoutNG -> master SCR -> master Spectrum Warrior's Adult Resources for SCR SexoutLust -> this mod is all about lust, and pointless without it SmallerTalk - or alike Credits Prideslayer, Halstrom, Chase Roxand, Spectrum Warrior, and many more, for their great work on Sexout mods. box888, Coffinbag, sen4mi, and many more, for their ideas. LoversLab community, and all the modders out there, for making all this possible. Do a clean save if updating, or it won't work! Old version was very buggy, so I hope you don't have it anyway Submitter Borisni Submitted 02/11/2013 Category Quests Requires  
  22. View File TLDR - Automatically detects and matchmake all nearby NPCs FEATURES Scenes can be started with or without player character Genderswitch toggle Continuous operation toggle Creatures and same sex matching toggle Can start group scenes up to the five actor limit HOW TO USE * Install mod * Equip "Carnival" power * Crouch and active it to access settings menu * Stand and use it to trigger the matchmaking system SETTINGS IncPlayer - Toggles if player should be included in the scenes or not Player Female/Male - Sets players SexLab gender allowing them to us opposite gender animations Scan Def/EXT - Default or extended scan mode. Extended is without any limit on distance meaning it'll tag pretty much every loaded NPC. Only recommended to use in small interiors where a range check is unnecessary in which case it *might* be slightly faster than default mod ScanRange - Set how far to look for NPCs in default mode LoopDelay - Set how long to wait before starting a new scan once the previous is finished. Set to 0 to disable looping and automatic re-scanning/matchmaking. To quickly exit a running looped scanner simply unequip the Carnivale spell to prevent any more scans from starting. MatchLvl - Set which scenes and actors to use. LvL 0 will attempt to set up mixed scenes, LvL 1 allows same sex scenes no mixed ones are possible and LvL 2 does the same but for creature/animal scenes Same6Old vs Same6New: Toggles between different matchmaking modes where the new one might work better for same sex matchups. 5some/4some/3some ON/OFF: Enables or disables these types of matchings, useful if these have too few animations for your composition of NPCs resulting in scenes being frequently replayed MATCHMAKER PRIORITIES MatchLvL 0 = Group with 5 -> Group with 4 -> Group with 3 -> Pair MatchLvL 1 = Group with 5 -> Group with 4 -> Group with 3 -> Pair -> Same sex pairs of whichever gender is left MatchLvL 2 = Group with 5 -> Group with 4 -> Group with 3 -> Pair -> Female with beast -> Same sex pairs of whichever gender is left KNOWN ISSUES Scenes may occasionally fail to start - Large area scans take time to complete which means once done the tagged NPCs may have wandered off, died, been unloaded by the game or otherwise become invalid for animations. Groups of 5 failing - Included animations only support MMMMF or FFFFM groups FUTURE PLANS None, this was mainly a test to play around with the SLLSE framework. For anyone wanting more features and options the excellent Random Sex mod is being ported to SSE. CREDITS Vinfamy for SexLab Light SE and MatchMaker Light SE which I used for source reference material Submitter LazyGirl Submitted 09/04/2017 Category Adult Mods Requires SexLab Light SE Regular Edition Compatible  
  23. Evilynn offers a path for someone wanting to play as either the helpless victim or the evil rapist. You will have two paths to choose from. Good: The normal game is over unless you free yourself (and offering that option is really low on my priority list) Evilynn will rape and torture you. Very bad things will happen to you and to other NPC's at her whim. She will force you to spend a lot of time in her lair. She will force you to do quests for her. Evil: You join up with Evilynn. She works with you to capture victims for both of you. You will have free access to her lair. She will offer quests to you. She will "play" with her victims in the lair. (sex / torture) Quests will include capturing other victims for her, upgrading her lair, and adding additional functionality. If you join her then the quests will include capturing new victims for yourself and the lair upgrades will include options for yourself. Notes: If you are looking for shemale, heterosexual, or homosexual(male) content - this is probably not the mod for you. (try slaverun, PAHA, etc) My kink is lesbian bondage, mind control, pain, and domination, and I'm the one spending hours of my time to create this mod. That said... Lich Evilynn assumes that the player is female, but that in not enforced. Playing as a male or shemale should still work, but it will result is some strange issues for dialog and animations. BDSM: *stands on a soap box* Many people talk about BDSM content here on lovers lab, when the actually mean BDSM clothing and accessories. The core of BDSM is "Safe, Sane, and Consensual". This mod is not safe, sane, or consensual. (Except for the fact that it's all imaginary and no on is harmed) *gets off the soap box* Background Story: ================ v 0.0.2 ================ Added voice to the first quest (Text-to-speech) - Like? Dislike? ================ v 0.0.1 ================ First draft of the first quest complete. Travel to Saarthal, and climb down the staircase. At the bottom of the staircase head to the back wall and look around for a strange object on the ground. Activate it to start the quest. You can find more detailed instructions here: http://www.loverslab.com/topic/86558-wip-lich-evilynn-lesbian-mind-controlslaverybondage-quest-chain/?p=2037422 I’d love for a few people to try it out and give feedback before I spent a lot of time working on more quests. Please try both the good and evil openings. The quest is short. Let me know if you have any suggestions. The quest is designed for female characters, and the entire mod will be designed arround lesbian rape/slavery/domination/mind control. No promises, but feel free to reply with quest requests (include commentary to increase your chances of being included.) ====================================== REQUIREMENTS: Many are not used yet, but I suspect most people interested in this mod already have them installed... SexLab Unofficial Skyrim Legendary pack UI Extensions ZaZAnimationPack ZaZExtensionPack taraUltimateFurniturePack SKY UI INSTALLING: When installing a WIP mod like this, it's best to either: 1) Use a throwaway save game. 2) Make a backup save, install the mod, try the content, remove the mod and revert to the backup save. LichEvilynn-v.0.0.2.7z
  24. 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. 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. Ghost Town Gunfight cannot be completed at the moment, I'll try and fix it ASAP. UPDATE: So I went through and looked at it, I could'nt seem to find a fix, work around is ticking of the mod in your load order, complete the quest, then re-enable. If anyone wants to try and fix it themselves, and send me that version feel free to:) I've been super busy, with work, school and family stuff. [Changelog] V1.5.0: The Boomers ***Player testing needed, did'nt 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 Doctor Fate 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.
×