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Found 159 results

  1. 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  
  2. 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 )
  3. View File True Amazons Playable Race and Armors Playble race with custom muscular body and special abilities. Racial Powers, Abilities and Passive Attributes Amazons have increased health, stamina and magicka compared to other races as well as all regenerations. Also, they completely immune to all poisons and deseases. All this thanks to extremly healthy build of the Amazons, and hard trainings, of course! Because of huge muscle mass Amazons have additional native armor rating, they moves and attack faster, recieve less damage from falling, and can carry more weight. Also, they unarmed attacks deal more damage, and unarmed power attacks can toss enemies away (if someone be so stupid to challenge Amazon in a brawl - well, this person may die easily. Especially on lower difficulty levels. So, be careful). Amazons trainings give them perfect knowledge in all, that related to combat - starting combat skills is higher than other races (Two Handed, One Handed, Block, Archery, Light and Heavy armors). And they learn all, related to this skills, faster then others. Amazons especially deadly with two handed weapons. Hard trainings also increase Amazons lungs capacity, so this allow them hold their breath for hours (waterbreathing) and gave them perfect coordination, so they can move very silently. But this is not all! Amazons have lesser power, called "Power Within" (toggleable ability) - and this is a real deal! Under Power Within Amazons moves and attack even faster, their jump height increased, unarmed attacks dealth additional damage, and they completely ignores all fall damage. If Amazons sprints, they push away anyone, who stand on their way (this is non-hostile, so don't be afraid sprinting in towns). But all potencial of Power Within reveals in combat! If Amazons perform power attack, this strike launch into the air all foes in front of them. And this also applies to bashes and power-bashes (standart bashes don't have "sweep" flag, so they push away only one target). All arrows, that Amazons shoots from their bows, inflicts deep stagger to targets. Incoming physical combat damage is cut in half, damage they dealt has been doubled, and also Amazons can't be staggered, paralysed or throwed by enemy shouts. Mod have two versions - "Regular" and "Light" Depending of version you choose your character will have different height, stats and abilities. All differences listed in table below. Other Details This is a race with hand-made body (based on UUNP), tweaked skeleton with additional nodes (XPMSE v3.91), and hand-made textures (based on FairSkin textures and Tigersan's muscle normal maps). Base scale to this race is set to 1.18 for "Regular" version (slightly lower than Ebony Warrior) and 1.05 to "Light" version. This race is designed for play as a female, so male part is standart Redguards. It's powerful race, so I recommend play on legendary difficulty (or you may just don't use Power Within). From version 2.0 and higher you can use MCM-menu for some combat-related settings customization. Also you can check my followers mod, based on this race. Main archive contain: -- Main mod: Race, meshes and textures. Normal maps for muscle relief goes in 4 variants, 3 variants of skin (much veins, less veins, no veins), and 5 variants of skeleton (various muscle mass). -- Animation pack: I recommend use this race with custom animations pack - for maximum immersion, and because standart female animations terrible fits for this kind of muscular body (but you still can use male animations i think). It's just a pack that i combined from another mods, so all thanks and regards goes to their creators. -- BodySlide files: If someone will want to make armors for this race. -- hdtPhysicsExtensionsDefaultBBP.xml: For breast and butt physics. It's not my personal preset, but i forgot where i found it. -- ECE-files: Important for ECE-users. See instructions below. "Light" version archive contain: -- Main mod: Race, meshes and textures. Normal maps for muscle relief goes in 4 variants, 3 variants of skin (much veins, less veins, no veins), and only one skeleton variant. -- Animation pack: I recommend use this race with custom animations pack - for maximum immersion, and because standart female animations terrible fits for this kind of muscular body (but you still can use male animations i think). It's just a pack that i combined from another mods, so all thanks and regards goes to their creators. -- BodySlide files: If someone will want to make armors for this race. -- hdtPhysicsExtensionsDefaultBBP.xml: For breast and butt physics. It's not my personal preset, but i forgot where i found it. -- ECE-files: Important for ECE-users. See instructions below. Armors archive contain: At this moment - two weapons and 40+ sets of premade armors, vanilla remakes and others. Most of them goes in two variants - full and cut. And their is quite skimpy - because why need to hide such perfect body? =) Meshes and\or textures used in created armors: Skyrim meshes and textures GuildWarsConversions TERA armor collection SoS Penzor addon Patch Patch for my SoS-addon. New normals, textures, meshes and sliders for BodySlide. Two variants - with balls and without balls. Installation --Choose and download only ONE version of main mod. --Use NMM and choose what you need. --If you use ECE instead of RaceMenu - don't forget ECE-part of the mod. In character creation menu go to the slot-load part and select "Preset 1" "Preset 2" or "Preset 3" - this loads pre-defined preset with various skeleton bones scaling. --Also, ECE users can further customize body proportions of this race. Thanks to this mod (and my additions), what adds more body sliders. --For using animation pack you need FNIS and FNIS_PCEA2. Don't forget run "Generate Fnis for Users" after install this mod, and check MCM-menu for enable animations. --For SoS Patch - use NMM installer. --For armors archive - standart install. Requirements Skyrim core game and it's Update 1.9.32.0.8 Dragonborn DLC Dawnguard DLC RaceCompatibility for Skyrim and Dawnguard HDT Physics Extension FNIS and FNIS_PCEA2 for animation pack. NetImmerse Override (standalone or as part of Racemenu) for armors high heels. SkyUI for MCM-Menu. Better Jumping - if you want to use reaaly high jumps (300+ points). SoS Penzor Addon for corresponding patch (obviously). Bugs and limitations Because of modified skeleton you can expect clipping or other weird things in some poses or animations. May appear some strange bugs in beast form or vampire lord form, especially for ECE users. Also, skin tone may change after player becoming a vampire. If this happens, go to racemenu and change it manually. Because of custom body, this race can't normally wear vanilla armors. For obtain armors - use AddItemMenu. Or you can found all armors in a sack near the Warrior's Stone. Because of Skyrim engine limitation, If you want to use really high jumps (300+ points) you need to install Better Jumping (SKSE Plugin), or you may stuck in mid-air during high jumps. Power Within ability have some limitations: -- If you learn "paralysis strike" in one handed or two handed skill trees, it's overwrite push-ability in backward power-attacks. Also this apply to disarming power-bash. ATM i don't know how to fix it. -- If you use mods, that change basic jump height, after disable PW, jump heght may be revert to standart (76 points). ATM i don't know how to fix it too. At this moment race work only at basic Skyrim, without any game re-balancing mods (like Requiem and similar). If you install this kind of mods, you can expect bugs with attack speed under some conditions. Please PM me, if you see any bugs - I'll try to fix them. Future Plans Testing and bug fixes. Craft system for armors and special location. More armors. More powers? Related quests? Thanks and Credits Tigersan - for normal maps. HHaleyy - for Fair Skin textures. Groovtama - for skeleton. tktk1 - for ECE. Septfox - for more sliders for ECE. Caliente - for BodySlide TMPhoenix - for Race Compatibility shidoni - for testing and help crossfire1616 - for invaluable help in testing and screenshots kinghulk - for help in testing and screenshots clanomega2501 - for SSE version. Animation creators (all of them) - for animations that I used in my pack. All who I forgot to mention here. Ah, and sorry about my bad english =) Submitter Azazellz Submitted 04/06/2017 Category Races Requires RaceCompatibility, HDT Physics Extension Special Edition Compatible Yes
  4. So, it's been a while. Here's a sneak peek of my upcoming mod. Not much to say at this point, just some rough WIP stuff. If you have used my previous Tau Ceti mod, you should have a pretty good idea as to what to expect here. I'll try to keep this thread updated as I go. Suggestions are very much welcome at this stage. Everything shown here is subject to change... The set currently has 14 main modules, with ~8 more in the pipeline. Probably some additional accessories as well... /Nom
  5. View File Attention Russian speakers! Looking for help from you guys! There is a section in the What's new section where I put the lines which I couldn't figure out from the machine translation. If you are willing to help, please check it and give me a rough translation. It is okay if it has bad grammar or not really English - it will be still a hundred times better than the machine translated texts. I'll fix it if necessary and of course you will be listed in the credits for your contribution. What is this? Defiler Wings is a dragon simulator game. You take the role of a dragon and bring destruction to all kingdoms. You also kidnap virgins and work on your dynasty... It was developed by Old Huntsman and Co, a russian(?) dude and Co. When I tried it, it was obvious at once that the English version is mostly a machine translated one. Except from a few small parts (which was made by people) it is simply horrible. So I started to make my own version, simply by writing directly in the python files. I thought I might as well share it with you. It is not an easy job, because: - I don't speak Russian, so I don't know what was the original text and what style the text had. - I don't speak Google translate (nobody does...) - I don't speak python - English is not my 1st language. - I am a Grandmatser of typoing. An example: "Yes, if all women Floor was such a Dark Lady and her offspring would have very salty!" Basically I have to figure out what the original text was by reading lines like this. Since I look at the python code, I don't have much context, just some variable names and comments. Sometimes there are still Russian words in it, which I may or may not find in online translators. Most of the time I think I know what was the text about, but in cases like the above, I just don't have the foggiest idea. So I come up with something which fits the text around it or just leave it out. How to install (Optional) Do a safety copy of the "game" directory in your game folder (or just the files which are in the zip). Unpack into the game directory, overwrite when asked. Disclaimer I'm aware that the texts i "fixed" are still full with errors, typoes, etc. At the moment I made only 1 pass on them, meaning I didn't recheck them. IMO it is better to get all texts in "somewhat good" state before I start spending more time on shining them. That being said if you report problems I will fix them. Credits - Old Huntsman - the creator of the game - the people who made the current translations, English menu, etc. - Akmed - helped with countless lines from day 1. Kudos! - LightSpectr and<Censored name> - their help was invaluable in making sense of some tricky lines Submitter monsta88 Submitted 04/25/2018 Category Misc Requires Defiler Wings 1.4.1 View File
  6. View File This small Racemenu plug-in file is my first mod that I've ever 'created', with help of automated vwr Racemenu Mod Maker (http://www.nexusmods.com/skyrim/mods/49349/). It includes some variants of overlay files of male (not female) body hairs, comprising of chest, armpit, arms, pubes, back, butt, legs, and hands. # 43 variants of the body hair in sum (0.5a) As for the color balance of the body hair/ vanilla hair color and the pattern of body hairs (where the body hair is to be added), check the following albums: Body Hair Color - Vanilla Hair Color: http://imgur.com/a/sQcNu Pattern of the Body Hairs Added (v 0.51): http://imgur.com/a/8hodD The body hair textures had been adapted from other original modder's resource files, like .psd file of Bodyhair Nude Male HD by MysticBinary82 (http://www.nexusmods.com/skyrim/mods/265/) and that of SOS - Custom Body Textures for Schlongs of Skyrim by Lord Skass (http://www.nexusmods.com/skyrim/mods/39609/). What I did was just to tweak their colors, and to add alpha channel in order to be susceptible to the color change of Racemenu. I reduced their maximum resolution to 2K (2048x2048) (due to be handled by my potato laptop), sorry. Yes, you can change your PC's body hairs' color of this small plug-in in accordance with your male PC's hair color or any other color as you like. Possible Incompatibilities: I found that 'UVMAP' of the male body 'overlay' is allegedly based on better male (FS version) regardless of the body texture. So..... I desperately tried, but failed miserably in applying hair overlay to the groin area (between the genital and male body mesh) to reduce the seam between them. In order to hide the seam (when you add more pubes hair on your PC's crotch), I instead recommend to use the genital re-texture of: Vitruvia - Skin texture overhaul for males (http://www.nexusmods.com/skyrim/mods/82948/) that has very thick black public hair around the crotch (to hide the seam between the textures). In The latest build of Racemenu (3.4.5), the face overlay function is by default disabled due to some CTD possibilities when get decapitated. Updating (since v 0.2+) Just overwriting the file from my old pack would be suffice. You don't have to uninstall the plug-in just for update. Recommended mods to be used together with this plug-in: Showracemenu Precache Killer: http://www.nexusmods.com/skyrim/mods/33526/ Vitruvia - Skin texture overhaul for males (for possible mismatch between SoS genital and Pubes): http://www.nexusmods.com/skyrim/mods/82948/ Permission: For my part, I'm happy if you wish to re-use my part of contribution of this pack without any inquired permission. Some (in fact, almost whole) of the assets (textures), especially since v 0.5+, however, are not my works. They actually belong to the mod authors credited below. Thus, you have to get permission from the original authors (Lord Skass, concerning the files with the suffix _ls) first if you wish to utilize his assets in this pack for your own creation. Credits: Bodyhair Nude Male HD by MysticBinary82 (for body hair): http://www.nexusmods.com/skyrim/mods/265/ SOS - Custom Body Textures for Schlongs of Skyrim by Lord Skass (for additional body hair assets in v 0.5+): http://www.nexusmods.com/skyrim/mods/39609/ vwr Racemenu Mod Maker by vwr: http://www.nexusmods.com/skyrim/mods/49349/ PapyrusCompilerPlus by by Amadar: http://www.nexusmods.com/skyrim/mods/74672/ Submitter y_sengaku Submitted 05/21/2017 Category Models & Textures Requires Racemenu (http://www.nexusmods.com/skyrim/mods/29624/) Special Edition Compatible
  7. The Goal: Create a new female body replacer for Skyrim/SE. Limitations/Experience/Expectations/Reasons etc: I've always thought that the original body models in Skyrim, were made by people who have never looked at a naked body on the 'internet', or indeed in real life. This is especially true when it comes to the female body, you know, bo*bs flow to the side and down naturally, especially big b*obs ... they don't jut out like cannons... unless you are watching some cookie cutter american p*rn. The natural 'sag' for a better word, is what is most alluring. Maybe that's not what people like, and I'm the odd one out. Reasons I've literally just started 3D sculpting (a week) and thought I'd see if i couldn't change some of the aspects that have bugged me, and generally add femininity. Hands - King gong would be proud of those hands Feet - Can they even be called feet, I've seen more attractive feet on an elephant. Bo*bs - see above Butt - two round comically large hemispheres does not a butt make. I couldn't understand why some experienced modeller hasn't added a truly nice replacer... until I started looking into the work flow myself. To say that it is a pain in the proverbial, is akin to saying North Korea can be a bit mean to it's people. It's just not fun. Experience There are my limitations of modding experience, and the limitations of the tools to streamline the addition of wholly new meshes. I know enough that most body replacers are as they are (using bodyslide etc), not because of technical limitations but universal acceptance... unfortunately this constrains what you can do model-wise. Limitations My body replacer will not be compatible with any other skin texture because it will use a custom optimised uvmap The idea is to keep the body very close to UNP, I've only been sculpting for a week, and although I can already see the anatomical stance of the skyrim model is wrong, I'll work around that for compatibility (XPMSE etc). I first tried sculpting just the body, sans feet/hands but the extra time needed to make a perfect match to existing extremities ( e.g snapping vertex ), I decided to sculpt the whole thing. I've already had the body, or a variant of it, working with the new physics for SSE, and was surprised how well it worked. I will initially stick to one size, i.e 100 (femalebody_0 and _1). I did use a size 0 and size 100 but that complicates the mesh making process. Unless you are really careful, you get the mesh explosion in-game, even if the vertex count and order are the same. It can work but it necessitates double checking at each stage of the workflow. The hands, oh god the hands! I made some changes there but since I'm worried about in-game issues, I've kept the fingers the same length, slightly reduced the actual sausage'ness but mostly sculpted to mimic shapeliness, without really going hard on the dimension reduction. I hated the original thumb, so that is definitely smaller. It's a trade off, I will need to adjust the bone positions. The feet should work with existing footwear.. comprehensive testing of the whole project, will tell me more. The toes are spaced apart for now, as it makes it easier for sculpting purposes. I get the argument that lore friendly (not something the community here probably minds much) might mean a seasoned female fighter will be bulky, well, I'm going for the strong athletic, form over force that could be used for other characters as well. I probably wont (at least initially) manually retopo. I had an auto generated version working without issue in SE... the purists out there might curse a pox on upon my heretic backside but hey, you can't please everyone. What this wont be, is a traditional highly game friendly optimised model. Oldrim has a limit of 65k tris. SE, although you can convert the mesh to nif without issue, the limit is still their, as nifskope later throws an error. You can split the body into partitions giving you greater flexibility but it's not really designed for that purpose. E.g. You get invisible legs when still wearing boots, until you take them off etc. Anyway, I will target 65k tris, as this worked without problems. End Product Initially: Body Model Body Textures Later: Custom built outfits Thoughts This is where you guys/girls come in, any (critical but) helpful comments are welcome. To be honest, with the interchangeability of existing body types, I expect there wont be enough interest, so it will likely be a personal project, even if I eventually upload a fully working documented mod. Question. (hopefully some kind sole might take the time to answer) If I create a completely custom body mesh at say size 0, I think I can import (nif or obj) into OS, and make some presets to go with my mod. I've never used bodyslide but if that does work, presumably people should be able to adjust outfits to fit the preset? I'm not familiar with the head making process. Does anyone know of a workflow where I can also add custom heads, and then generate Skyrim compatible morphs/facegeom etc Finally, is it worth making a completely custom body replacer. Why don't we see more variants (that are not just bodyslide changes), is it the reasons I suggest above. i.e pain in the butt, and universal compatibility.
  8. View File ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 24 for runtime 1.10.106 2018 07 26 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_106.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 1.10.106 will no longer be supported. ; Written and tested against F4SE 0.6.11. 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 v22: Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 20 for runtime 1.10.89 2018 06 07 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_89.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.89 will no longer be supported. ; Written and tested against F4SE 0.6.9. 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 20.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 new in v16: compatible with runtime version v1.10.75 new in v17: compatible with runtime version v1.10.82 new in v18: compatible with runtime version v1.10.89 fixed OriginalFormID added DelKeywordFromForm (but it untested at the moment). new in v20: fix for DelKeywordFromForm. ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. Function PrintConsole(String text) native global v21: Same as v20 but with the correct DLL. new in v22: compatible with runtime version v1.10.98 new in v24: compatible with runtime version v1.10.106 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 1.10.106 and F4SE 0.6.11 or greater. View File  
  9. Version 20180815

    1,631 downloads

    Attention Russian speakers! Looking for help from you guys! There is a section in the What's new section where I put the lines which I couldn't figure out from the machine translation. If you are willing to help, please check it and give me a rough translation. It is okay if it has bad grammar or not really English - it will be still a hundred times better than the machine translated texts. I'll fix it if necessary and of course you will be listed in the credits for your contribution. What is this? Defiler Wings is a dragon simulator game. You take the role of a dragon and bring destruction to all kingdoms. You also kidnap virgins and work on your dynasty... It was developed by Old Huntsman and Co, a russian(?) dude and Co. When I tried it, it was obvious at once that the English version is mostly a machine translated one. Except from a few small parts (which was made by people) it is simply horrible. So I started to make my own version, simply by writing directly in the python files. I thought I might as well share it with you. It is not an easy job, because: - I don't speak Russian, so I don't know what was the original text and what style the text had. - I don't speak Google translate (nobody does...) - I don't speak python - English is not my 1st language. - I am a Grandmatser of typoing. An example: "Yes, if all women Floor was such a Dark Lady and her offspring would have very salty!" Basically I have to figure out what the original text was by reading lines like this. Since I look at the python code, I don't have much context, just some variable names and comments. Sometimes there are still Russian words in it, which I may or may not find in online translators. Most of the time I think I know what was the text about, but in cases like the above, I just don't have the foggiest idea. So I come up with something which fits the text around it or just leave it out. How to install (Optional) Do a safety copy of the "game" directory in your game folder (or just the files which are in the zip). Unpack into the game directory, overwrite when asked. Disclaimer I'm aware that the texts i "fixed" are still full with errors, typoes, etc. At the moment I made only 1 pass on them, meaning I didn't recheck them. IMO it is better to get all texts in "somewhat good" state before I start spending more time on shining them. That being said if you report problems I will fix them. Credits - Old Huntsman - the creator of the game - the people who made the current translations, English menu, etc. - Akmed - helped with countless lines from day 1. Kudos! - LightSpectr and<Censored name> - their help was invaluable in making sense of some tricky lines
  10. 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.
  11. 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.
  12. Version v24

    25,796 downloads

    ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 24 for runtime 1.10.106 2018 07 26 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_106.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 1.10.106 will no longer be supported. ; Written and tested against F4SE 0.6.11. 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 v22: Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 20 for runtime 1.10.89 2018 06 07 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_89.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.89 will no longer be supported. ; Written and tested against F4SE 0.6.9. 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 20.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 new in v16: compatible with runtime version v1.10.75 new in v17: compatible with runtime version v1.10.82 new in v18: compatible with runtime version v1.10.89 fixed OriginalFormID added DelKeywordFromForm (but it untested at the moment). new in v20: fix for DelKeywordFromForm. ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. Function PrintConsole(String text) native global v21: Same as v20 but with the correct DLL. new in v22: compatible with runtime version v1.10.98 new in v24: compatible with runtime version v1.10.106 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.
  13. View File THIS IS A CONTINUATION OF redneck2x's LOVER'S COMFORT. For the original mod, see http://www.loverslab.com/files/file/160-wip-sexlab-lovers-comfort-2013-12-30/ permissions granted according to the licence "Do whatever you want with the mod." RELEASE CANDIDATE No RC is currently available. FEATURES (FROM THE ORIGINAL) Lover's Comfort - triggers sex with your spouse then you go to sleep at the same house. Follower's Comfort - get to know your follower from new perspective. NPC's Comfort - Married/Lovers NPC will occasionally comfort each other at night. Also Jarls and Housecarls, Cousins, Siblings, Courting NPCs. (example) Couple Swinging - looking for some variety in sex? Ask NPC couples at the right time if they are interested in swinging... Spouse Lover - If you do not comfort your spouse for some time he/she might find a lover, then see feature 3. WHAT DOES THIS UPDATE DO? contains an updated NPC scanner based on SexLab Aroused Redux which reduces scanning time increases the number of NPCs that can be checked for comfort from 5 to 24 fixes detection of nearby beds so the NPCs have sex on them rather than embedded in them adds a short scene before NPC-NPC couplings where both walk to the bed add options to set the arousal level before NPCs will comfort each other, or masturbate NEW FOR 2015-03-17 more settable arousal levels, for followers and spouse events adds an option to make male-male NPC scenes limit animations to plausibly gay ones adds an option to make ZAP-collared NPCs available to comfort NPCs if they can't find a proper partner allows certain factions to comfort each other - currently Thieves' Guild and Bandits - if they sleep, or use nearby slaves NEW FOR 2015-04-05 small pre-slave scene. REQUIREMENTS SexLab (and it's requirements) v1.59c+ SexLab Aroused Redux RECOMMENDED hydragorgon's Slave Girls (and requirements) Sex Slaves for Vanilla Bandit Camps (and requirements) Sleep Tight FISS (supported from 20160114 and up) TRANSLATIONS (BY OTHERS) Italian for version 20151008 INSTALLATION Download the latest version: 20160116. Use a mod manager. Original Lover's Comfort is not required. UPGRADING Use a mod manager. Remove any old version, install new version - or overwrite. No clean save needed. UPGRADE FROM ORIGINAL LOVER'S COMFORT Use a mod manager. Remove original Lover's Comfort and install the latest version of Further Lovers Comfort. No clean save needed. UNINSTALLATION Use a mod manager and save cleaner. TROUBLESHOOTING Make sure you're using the latest version (20161204 as of now). When reporting problems, please make sure you turn on logging in the MCM and provide a papyrus log. To prove you've read this section, please supply the name of any song by Spinal Tap, otherwise you may not get any help. SWINGING TIPS NPCs may allow you to swing with them, if you have an appropriate partner, and they're in the right mood. After they've had their own pleasure at least twice, they'll start to wear a ring (see screenshots). Ask them about the ring and it may lead to something. Ask them about swinging at the wrong time or place though, and they'll turn you down and take off the ring. Details in the spoiler if you don't want to mess around. PERMISSIONS Do whatever you want with the mod. Submitter Quisling Submitted 03/10/2015 Category Misc Sex Requires SexLab, SexLab Aroused Redux Special Edition Compatible
  14. 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  
  15. Ok so I have finally learned how to create meshes and add them to Skyrim so I will be making something that I have only dreamed of since 2011 lol This is a Work in progress and I hope to have it ready for upload before the end of the week...Ladies and Gentlemen I present to you...Necro Equipment and Horse Saddle! I will be making equipable Necro items for players to where like belts and stuff. These are a work in progress. Should by done by next weekend Horse Saddle Necro Sack Gif
  16. Farelle Animations for AAF - Foot(ball) Lovers Update - Alpha View File JULY 14 2018 UPDATE 0.1.2 : Foot(ball) Lovers Update Disclaimer : This animation package is a Work in Progress (WIP). You may encounter bugs and other issues with these animations. This file will be updated frequently so do not hesitate to follow it to stay up to date ! I do not condone having fun with bestiality or other things in real life, this is PURELY FICTIONAL, remember it when playing the game please. DESCRIPTION This is my Work in Progress animation package for the Advanced Animation Framework created by Dagobaking. Thanks to the awesome rigs from Leito, I started creating some animations for the Fallout universe. The main goal of this package is to create missing animations and animations that are asked by the community. Each updates of this animation package will focus on one animation story. An animation story represent one big animation with multiple animations in it. For example : Teasing, Handjob, Blowjob, etc... I have already alot of ideas for the next updates but do not hesitate to give realistic ideas that can fit into this package. I want it to be close to a lore friendly animation pack so do not ask for some wildly things. ANIMATION LIST INITIAL RELEASE (Testing purposes, but decided to keep it in the package) - JULY 8 2018 Forced Blowjob Stage 1 Forced Blowjob Stage 2 LUSTY SUPERMUTANTS (Alpha 0.1.0) - JULY 8 2018 Supermutants Threesome Teasing with Female Supermutants Threesome Handjob with Female Supermutants Threesome Blowjob with Female Supermutants Threesome Gangbang with Female FOOT(BALL) LOVERS (Alpha 0.1.2) - JULY 14 2018 Female Feetjob with Male REQUIREMENTS F4SE - Last version AAF - Last version INSTALLATION MOD ORGANIZER : Simply import the ZIP file like you would do with any other mod, do not forget to activate the esp in the right window. NEXUS MOD MANAGER : I don't use the NMM anymore so I didn't create this package to be used with it. You can try, but you might face issues. If you do, extract the ZIP file content into your DATA folder in the Fallout 4 game directory. BUGS - NO SOUND ! Well this is not really a bug but this will come in later updates, maybe. - Alignments are off sometimes. I can't do alot about that since it can be related to the terrain where the animation is playing. - Mouths doesn't work, limited by the rigs, can't do anything about that at the moment. - Other bugs, tell me in the comment section what you are facing. Remember that AAF error messages are not related to my animations. CREDITS Dagobaking - Advanced Animation Framework, advice, tips and alot more, thanks again ! Leito - Awesome ready to use rigs. CG! - Advice and tips Polistiro - Alpha testing, tips and advice ShadeAnimator - Documentation to create animations for Fallout 4 Loverslab users - Without you, nobody would create anything for the game Besthesda - Cool game guys Everyone that i forgot to mention in this credits section. PERMISSIONS This mod is a Loverslab only mod. I don't want this mod to be uploaded anywhere else, and precisely not on Nexus or Bethesda.com You are not allowed to include this animation package in any commercial or donation taking projects. You cannot use this package to make money of it. You are allowed to use this animation package without modifying its content. HAVE FUN ! Submitter Farelle Submitted 07/08/2018 Category Animation Requires AAF, F4SE  
  17. View File Stellar Lewds Stellar Lewds An effort to make space a whole lot more sexy. Simply, in its current state, the mod adds two new species. One set of rather lewd slimes, and one collection of just as lecherous birds. However, it is my full intent to continue expanding on this mod to add more species and soon enough also events, traits and other such fun things. Currently, the slimes and birds are under the "Lewds" category on the appearance select screen. The mod also adds a "Testmachines" category that for the time being, is empty. It bears mentioning that this mod was heavily inspired by the "SSX" mod made by our very own Toronam. I recommend you check out that mod for more content like this. Currently, I am aiming towards making an anthro wolf species, in addition to a living machine species. If you have ideas, however, don't be afraid to suggest them down below! Oh and if it wasn't already obvious... The mod contains very NSFW content. Happy Lewding! Submitter The-Raven Submitted 07/02/2018 Category Crusader Kings 2 Requires  
  18. 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  
  19. Version 0.1.2

    4,563 downloads

    JULY 14 2018 UPDATE 0.1.2 : Foot(ball) Lovers Update Disclaimer : This animation package is a Work in Progress (WIP). You may encounter bugs and other issues with these animations. This file will be updated frequently so do not hesitate to follow it to stay up to date ! I do not condone having fun with bestiality or other things in real life, this is PURELY FICTIONAL, remember it when playing the game please. DESCRIPTION This is my Work in Progress animation package for the Advanced Animation Framework created by Dagobaking. Thanks to the awesome rigs from Leito, I started creating some animations for the Fallout universe. The main goal of this package is to create missing animations and animations that are asked by the community. Each updates of this animation package will focus on one animation story. An animation story represent one big animation with multiple animations in it. For example : Teasing, Handjob, Blowjob, etc... I have already alot of ideas for the next updates but do not hesitate to give realistic ideas that can fit into this package. I want it to be close to a lore friendly animation pack so do not ask for some wildly things. ANIMATION LIST INITIAL RELEASE (Testing purposes, but decided to keep it in the package) - JULY 8 2018 Forced Blowjob Stage 1 Forced Blowjob Stage 2 LUSTY SUPERMUTANTS (Alpha 0.1.0) - JULY 8 2018 Supermutants Threesome Teasing with Female Supermutants Threesome Handjob with Female Supermutants Threesome Blowjob with Female Supermutants Threesome Gangbang with Female FOOT(BALL) LOVERS (Alpha 0.1.2) - JULY 14 2018 Female Feetjob with Male REQUIREMENTS F4SE - Last version AAF - Last version INSTALLATION MOD ORGANIZER : Simply import the ZIP file like you would do with any other mod, do not forget to activate the esp in the right window. NEXUS MOD MANAGER : I don't use the NMM anymore so I didn't create this package to be used with it. You can try, but you might face issues. If you do, extract the ZIP file content into your DATA folder in the Fallout 4 game directory. BUGS - NO SOUND ! Well this is not really a bug but this will come in later updates, maybe. - Alignments are off sometimes. I can't do alot about that since it can be related to the terrain where the animation is playing. - Mouths doesn't work, limited by the rigs, can't do anything about that at the moment. - Other bugs, tell me in the comment section what you are facing. Remember that AAF error messages are not related to my animations. CREDITS Dagobaking - Advanced Animation Framework, advice, tips and alot more, thanks again ! Leito - Awesome ready to use rigs. CG! - Advice and tips Polistiro - Alpha testing, tips and advice ShadeAnimator - Documentation to create animations for Fallout 4 Loverslab users - Without you, nobody would create anything for the game Besthesda - Cool game guys Everyone that i forgot to mention in this credits section. PERMISSIONS This mod is a Loverslab only mod. I don't want this mod to be uploaded anywhere else, and precisely not on Nexus or Bethesda.com You are not allowed to include this animation package in any commercial or donation taking projects. You cannot use this package to make money of it. You are allowed to use this animation package without modifying its content. HAVE FUN !
  20. 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  
  21. MatthewWalrus

    [WIP] Arkianus Stone

    View File I am new to modding and I wanted to share this to get help with it to make it better for everyone that's interested. Arkianus Stone can be found in the Whiterun Bannered Mare. He can be married and he can be a follower. He has minimal dialogue, and it works but some of it isn't functional ( by that I mean the ale dialogue ) The dialogue is not voiced, and is also very rude and forward. You have been warned. I appreciate any feedback, comments, questions, concerns, etc. Credits - Ashal for the SexLabFramework Submitter MatthewWalrus Submitted 12/10/2017 Category WIP / Beta Requires Skyrim.esm, SexLabFramework.esm Special Edition Compatible No  
  22. Mitos

    Mitos' Animation Shop

    Welcome to Mitos' Shop eh? I always wanted some specific animations as part of my game but after months of waiting and looking around, I decided to just learn the ropes and try to do it myself. Why not? Now here I am opening my animations showcase. Anyway, on to the show! What's in here? This is where I will continue to release new animations as I create them, time permitting. Side Notes -These animations are resources for modders, meaning that a mod has to use them for you to see them in your game. (Or you could replace already existing animations with mine by changing file names, I guess that works also) -I welcome feedback on suggestions, and what to change or improve. Anyway, onto the real show! Animations Latest Release: May 20, 2015. Animations are aligned to work best with SOS (average size), max male body weight and Body By Leito 2.0 Previews: I'm all for sharing my work with the community so feel free to use these animations anyway you see fit, but if you are going to use any of my animations it'd be nice to get some recognition and a link back to this page. A PM to a link of where you are using it would be swell so I can see the animations in action! Credits - A big thank you to pornphile for his help, Animation Tutorial and his skeleton. - HUGE thanks to Leito86 for his guidance and meshes to work with. and for not losing his patience with me. I think. - Big ol' thanks to rydin for including my animations in his awesome mod Non SexLab Animation Pack - Kudos to everyone that puts out tutorials. Crack your head enough and you can learn anything.
  23. Witch Trainer download Link CURRENT: Update 0.01v -added Hermione outfit in game -pickpocket hermione in Sanctuary I am going to start making AKABUR's Witch Trainer in Fallout 4, I would like to know if anyone would actually want me to do this. Also, if youd like me to add others such as Cho Chang and Luna, let me know UPDATE CHAIN Update 1 7/7/18: - Working on importing hogwarts uniforms and script instances for the mod. -Will share the outfit nifs soon Update 2 7/8/18 -Finished nif and will work on the Hufflepuff/Raven/Slytherin outfits -Scripting dialogue with Hermione -
  24. DixiePig

    [WIP] Slooty Jumpsuit

    CURRENT STATUS: Reposting all my updates here in the reverted forums so I don't lose record of the process. I could use the help of anyone analysing the released Fallout 4 material for feature information. So I'm pretty excited about Fallout 4. I'm making a WIP thread to encourage myself to complete this armor. This might be jumping the gun a little, but since I recently created my own body mesh for this thing I thought I might as well put it in Fallout and finally have an in-game body that suits my preferences perfectly. It's very rough at the moment. At this stage I'm subsurface-modelling the basic forms before sculpting details. Next thing will be creating boots, and buckles on the belts. Here are the questions I have for those of you who are closely following Fallout 4: We can see that armor pieces are added on top of the base armor, but do we have any examples of armor pieces replacing parts of the base armor? If parts of the base armor can be replaced, that will create far more possibilities for armor piece designs. Can armor pieces be used with any base armor? For example, could we attach a raider chest-piece to the vault 111 jumpsuit? If so, this will have consequences for body mod compatibility and will affect whether I create my own custom body or convert this project to someone else's. Here's a tricky one: Do the character skeletons have knee/elbow/pauldron bones? If you look closely at the power armor in Fallout 3, you'll see that the knee-pad actually shrinks as the leg bends, instead of bending slightly with the leg. This is a quirk of skeleton deformation without a separate knee bone. Has anyone seen any rigid knee-pads shrinking or bending in the trailers? Do we have any evidence of cloth physics? Thanks for reading. I'd deeply appreciate any help/commentary/criticism. Any feedback is very encouraging. I'll post renders of this as it progresses, and as I create more armor pieces for it. Edited 10 Novemberby DixiePig update FP to show current state of the WIP Update: Combat Boots. I was think that thigh-bandolier will be an over-armor piece. Instead of providing more damage resistance, it would have some interesting game-play effect. For example, an NPC wearing it would throw a lot of grenades, forcing you to scramble between cover or shoot it off them. This is very interesting to read. I have very little knowledge about .nifs, and I know that skeletons in an optimized real-time context would be different to, say, Blender, but I didn't know it would be that different. In any case, you've answered my question pretty well so thank you. On 13/8/2015, 10:38:16, tndvrs said: ohhhhhh, beautifull....... I can't wait On 15/8/2015, 3:43:47, ritualclarity said: Very nice work. I wish you the best of luck, which is about all I can do. It does indeed look very good. I love this community. Thanks so much, It really helps. Update: Belt detailing. I've been trying to use parametric modelling where possible, and I'm very pleased with the results I'm getting on belts and zippers. Basically you just model a small segment, then duplicate it along a bezier curve. I'm tempted to try it with stitches on the jumpsuit but probably ought to leave that for the texturing stage. Next up, sculpting the body suit. Update: High poly details, fold sculpting. I think this is all the highpoly modelling done. Next is retopo. On 18/8/2015, 12:50:46, kahunabob said: Oh wow! I'm always amazed at the great stuff all you modders get up to. This is looking awesome! Looks like it will be both sexy and functional. On 20/8/2015, 4:07:28, simplerabbit said: This looks really great! I'd love to rock a sexy vault suit in 3 or 4. Thanks so much! Really appreciate it. Update: Topology. I'm keeping the bandolier separate for the moment so I can place it in a texture map with other matching armor pieces. I estimate the triangle count to be a little under 10 000, about the same as my previous wip here. I will probably add more details later on, such as low poly zippers. Still, the number seems higher than I would prefer. I think that Bethesda are much better at optimising their polycount. Next up will be UV mapping and baking. On 17/8/2015, 12:45:46, BruceWayne said: Looking great. What program(s) do you use? You know, if you are finished with the armor before FO4 comes out, we'd welcome any contributions to FNV (or FO3 for that matter). All this so far has been done in Blender 2.75. I also tend to use photoshop for texturing but this time I'd like to try texturing in Blender using the node system. As for releasing it for FO3 and FNV, I hadn't planned to but I would be stupid not to test it in-game somewhere, especially since at this rate I'll be finished well before November 10 (And who knows how long until we'll be able to import meshes. BGS has never been good at supporting that). The main problem is that I've been building this around my own custom body mesh. FO4, FNV and Skyrim already have established, well-supported body mods and converting this project to those bodies will be a lot of extra work. Update: UV maps, baking, colors! What we see here is a simple blend of ambient occlusion, a lightmap from an overhead lamp, and blocked-out colors, as well as the normal map. It will be cool to have a vault-boy color palette but ultimately I want to do something a bit different (I was thinking Red-Racer themed). Next I think will be rigging. In my previous project I messed around with blenders Rigify addon, which is AMAZING. I hope I can at least use it to rig the mesh to BGS skeletons. I'll also probably have to re-proportion the mesh to match the Fallout 4 skeleton, hopefully the change won't be too dramatic. On 28/8/2015, 7:10:53, BruceWayne said: Actually there are some tools, which would make this process (relatively) easy. Check out the Clothing converter from Gerra. Though, you'd probably still have to do minor adjustments after the conversion is done and I can't vouch for how long the process takes. This seems like a pretty good lead to investigate. Thanks! I would prefer on the whole to release clothing models for all the most popular bodies, and this might help a lot. Update: changed kneepads to be not-lame Also added matching elbow-pads, you can't really see them from this angle. It's great to finally have time for this again. Coming back to it I had to squint at it really hard because those kneepads looked like crap. I don't understand how it is that I can do something like that and not realise it sucks. Maybe I needed time away from it? In any case, changing the high-poly model this much means I need to remake the lowpoly topology, and completely redo the UV maps, baking, texturing, etc. So I think maybe I should change my methodology to just stop and wait for a while after I finish a highpoly model so I can fix it when I've gained some distance, and thereby save myself a lot of work. So next up will be the new lowpoly topology. After that I think it'd be fun to rig and pose it, maybe give it a laser rifle prop or something. I think it's about 2 weeks until fallout 4 comes out; I'm looking forward to finally getting answers for my original questions. On 31/8/2015, 11:50:42, LaEspada said: Looks awesome, I always loved armors/outfits like this for badass female characters. On 30/8/2015, 11:23:03, Happysparkles said: This is really beautiful. Looking forward to seeing more On 27/9/2015, 7:15:34, youngfool said: its, its beautiful... On 30/9/2015, 3:35:42, Rakill54 said: Wow, its better than the whole fallout 4 trailer..... if u can make more sexy version , and with standing nipples, you will be my hero On 8/10/2015, 9:16:28, TheBlackShadow said: I love it m8, I love it so much. I would love to have something like this in my game when the time comes, so hot. Keep up the great work : D Really, really appreciate this. Keep saying nice things to modders because it's powerful motivation fuel. I should just encourage a modder every day, because having a positive community is awesome. On 3/9/2015, 6:04:24, Halstrom said: Looks good though I think the rolled up sleeves don't suit the skin tight look for me, maybe roll them down and add elbow pads? If you get really bored with your success maybe a zipped up version and if you extended the zip right down all the way maybe a fully zipped open adult version exposing the breasts, crotch and rear. Can you make the belt a separate or separable item so we can make Pregnant versions later? And also a damaged version might be good too I'll make the .blend and .psd files available for download when it's complete. Should help to alter it to suit any particular tastes. Update: Topology Posing it is almost pointless because I'll need to redo all the weights for the FO4 skeleton, but it does reveal weaknesses in the topology which will need to be fixed before texturing. On 30/10/2015, 1:48:19, maybenexttime said: You're making an armor without the proper FO4 body. You may have to scale somethings to fit the FO4 body which may lead it to making it look strange in some parts. That's the only other concern I'd have. Very true. Most likely I will have to re-proportion ratios like shoulders-hips and legs-torso, but I think my precious waist-bust should survive intact. On 5/11/2015, 4:37:13, E_Nigma said: This makes the future for FO4 body mods look so bright, 3/NV had little choice for curvy bodies, but this is I dare say the most ideal body I have seen. I like it even more than 7B Yeah, It would be nice if I could get in early with a body mod. If people like it perhaps it'll be supported by whatever kind of Bodyslide thing someone smarter than me creates. One shortcoming of CBBE is that the topology can't fit something like this very well. UPDATE: Texturing So now it's finally getting interesting. I think it will still need a lot of dirt and wear before it'll look okay for fallout. This is the low-poly model with diffuse, normal, and specular textures. I think at some point I said I would release the .psd along with the mod - I apologise, I think I forgot that I wasn't going to be using photoshop for this project. This was all done inside of blender using the material node system. I was getting sick of being constrained by the layer stack in photoshop; my computer isn't the beefiest and the cost of 4096^2 layers with alpha channels adds up pretty quickly. I'm pretty impressed with the results so far. Here's one thing I like: If you zoom in on the bright blue fabric you can see I was going for a kind of carbon-fiber style weave texture. That's just a tiny tiling image I made, and I can scale it or rotate it and watch it change in real-time until it looks right. I'd say the biggest drawback I can think of is that it would be difficult for someone else to use my work as it's much more difficult to read than photoshop. I'll see if I can find a way to label or comment on the node layout so that this will actually be useful to someone. At least changing the colors will be super easy, you can just pick them directly. On 7/11/2015, 8:37:05, CPU said: Nooooo! CBBE! (And I hope we will have a single body type for Skyrim, but I am sure we will have a <insert any random number greater that 10 here> of them.) I like the idea of a fresh slate for a new game, body-wise. So... don't be mad but I'm going to try and get this display body into FO4. As one more of many competing body mods with partial support. I think that the problem is that it's easiest and most common for modders to work alone on this kinda thing. I know that I'm not driven by a vision for a vast, customizable buffet of assets for everyone, I'm driven by my own fickle and selfish creative whims. On 8/11/2015, 8:02:12, NoJoker said: Btw, I think the shoes look a bit too big, imo, generally women with smaller feet always look more appealing. On 9/11/2015, 11:19:09, Grine said: It may be hard to tell, because this body is already heavily stylized, but you actually just caught an anatomical error that I somehow completely failed to notice. Thanks! I'll fix it up when I re-proportion everything to fit the vanilla skeleton. On 9/11/2015, 6:36:54, tenzan said: Looking good. Will be nice to have something right out the gate. (Or soonish out the gate) Ugh, I wish. last time when I did the tentacle thing for Skyrim literally more than half the work was trying to get the damn thing to work in-game. I expect that FO4 will be even more vexing. On 9/11/2015, 10:39:06, alucrad90 said: by the way, I've to say zip mesh is realy computer burner. Not a problem, it's all in the texture. Thanks again everyone for the encouragement, you're the best! Update: I HAVE JUST HAD AN INCREDIBLE IDEA. I think a lot of people who want to make models for mods go into it and get turned off by how bloody complicated it all is. First there's blender, which is confusing to learn. You have to learn, at the very least, box modelling, UV mapping, rigging, and texturing in photoshop. And once you've mastered those you need to use nifscope, the CK, export scripts, obsolete versions of software... Every modder who's put a thing into the game has had to go through all this, figuring it out for themselves, reinventing the wheel. So, what if I were to create a tutorial series for a full project of getting an idea out of your head and into the game? Requiring only novice skills to understand Teaching the tricks I've learned to get high quality with minimal effort Where all the importing, rig, texturing, everything possible is already set up in a custom .blend file Where as much of the nifscope work as possible is also already prepared With accompanying timelapse videos of an entire example project to follow along with What I've discovered from using cycles is that all the texturing stuff can be made extremely simple: All the student would have to do is assign different pre-made materials to different parts of their mesh. Textures can be baked straight out of blender without any need to edit with photoshop. It can even be highly customizable, like for example I just changed all the colors of the jumpsuit in a snap: Rigging can also be simplified a great deal if I set up a rigify rig based on the vanilla skeleton. So for the tutorial, all the student would need to do is rough out an idea, subsurf-model it, make the lowpoly model, unwrap it, assign materials. The rest will just be rote following instructions for rigging, baking out textures and exporting. Similarly a custom .nif can be made as an ideal starting point, with existing objects with shader properties already set up to match the pre-made materials in the .blend file, and exported mesh parts can just be copied over. I would love to hear any thoughts on this tutorial idea. Especially if you can foresee any issues with it. Also if anyone knows if it would be possible to have the rote stuff handled by a script, or any other way to make it as easy as possible for the student, I'd love to hear it. Well this is embarrassing. I just saw my renders on my laptop screen and they're all wrong! The body and laser rifle are supposed to be so black you can only see their silhouettes. Instead You can see the untextured face and it's creepy as hell. On 13/11/2015, 6:29:13, Miarc007 said: How soon can we expect a prototype to try? I know it must be tricky with the changes made to the files so please don't feel pressurized to rush it! On 15/11/2015, 5:14:27, slider said: This project looks so promising I would love to see it setting the bar for mod quality. Can you give us a status update? By the way, what's your intention: to make it a stand-alone item or to modify the original Lone Wanderer jumpsuit? I guess I would prefer the latter. Here's the situation: On the blender side things are pretty much done. It's all modelled, wrapped and textured. The only thing remaining is to skin it to the FO4 skeleton and for that I'll need to be able to import models from FO4. To the best of my knowledge, nobody has yet succeeded in getting FO4 models into blender or vice versa. Since my expertise lies solely on the blender side, this won't be in-game until someone who's figured it out explains it to me very slowly, i.e after the first model replacer mods come out. I won't be the first. With Skyrim, the first model mods were out well in advance of the Creation Kit, so they started as replacers. As far as I understand the FO4 meshes work differently so it may take longer this time. In any case it's out of my hands for the moment. On 13/11/2015, 6:29:13, Miarc007 said: I like the alternate jumpsuit colours, if your planning any more I'd suggest black or green (military). On 13/11/2015, 10:13:28, Miarc007 said: Will it be modifiable in game? I've looked at several crafting options and the ability to improve the vanilla suit, things like insulated padding against damage, lead lining against rads, etc. It would be a really cool idea to either A) use the vanilla mods to improve your work or create you own unique upgrades. The other thing is an idea: armour layering, got anything planned for this? if you can get the vanilla armour to stack onto your model then you can design your own to fit the style better. Again keep up the good work, I'm determined to get this as my first replacer in game. From what I've seen so far, it seems that some outfits can't have addons. For those that do, addons are universally compatible: you can wear a raider pauldron with a vault jumpsuit for example. What this means is that if an outfit is made with a different body type, and it allows addons, then every addon must be changed to fit it, and then every other outfit must also be changed for the addons. So at least to begin with, the only choice (scope-control wise) is to disable addons from working with it. I like that you can modify the outfit itself. I'll need to investigate that and see if it can be linked to different textures or model versions. On 15/11/2015, 1:56:14, Mailamea said: I really like the body type, please make this a body type mod as well when its possible <3 kudos On 10/11/2015, 5:51:07, Grine said: And just a little feedback regarding the jumpsuit, since it is so skin tight do you mind doing something that it kind looks like our fair lady has some muscle on her? on the naked body we usually do this with normal mapping but since this is jumpsuit covering most of the body that wont work. I really dont know how you would do it though, can it be done with just texturing? I think it can't be done with textures, but the body slider has a muscular type, so if I'm being thorough then I should make a muscular version. I would like to make a body replacer to resemble this one. On 15/11/2015, 5:28:14, tenzan said: @DixiePig Would be amazing. I was comfortable modding in Oblivion after a while, but FO3 threw a wrench in as did Skyrim, and it just became too exhausting to get grounded in it. That would also help me far beyond just from a modding standpoint. I didn't know you could customize Rigify either. What I meant was that there would be a rig in the .blend file that matches the game skeleton, with the same bone names. IIRC using the rigify script on the rig and mesh together should skin it automatically with pretty good results. The point being that the student wouldn't have to learn how to weightpaint which is arduous and boring. But now that I think on it, maybe copying bone weights from the nude body would be a simpler route. Update: On 21/11/2015, 10:24:51, Miarc007 said: Been Fairly quite lately, what's the latest news? Not much to do now but glare at Nifscope's issue tracker on github. So I've just been messing around with stuff. Thought I'd see if I could subsurf model some loose clothing: Update: Nifskope So it seems that nifSkope partially supports FO4 now. Excellent. However, my grasp of .nif files isn't great. I've spent some time with it and so far I still haven't been able to get anything into blender. To get the jumpsuit into the game I need to reshape the mesh to match up with the vanilla neck and hands, and skin it to the vanilla skeleton. To do this, I need that vanilla body mesh. This isn't my area of expertise so if anyone has had success in this area, I'd love some help. As it is, I may not be able to continue until someone posts some explicit instructions, but I'd rather not keep you all waiting. Another thing: If I can get this out before the GECK, it will have to be a replacer. What vanilla outfit should I replace? I'd prefer to avoid common items like the vault jumpsuit. I've been enjoying the game a lot but taking it slow so I don't know the full range of options I have. Thanks again for the encouragement, it means a lot. We're out of the honeymoon phase of this project and getting into the hard, boring part. I have some smaller testing projects I've been working on that I'd like to post about because they illustrate the methods behind the jumpsuit. I'd like to post about them in between slogging through nifSkope stuff. One question: at least one of the projects is very NSFW compared to the jumpsuit project. Would it be a breach of etiquette to post about that here? Update: On 28/11/2015, 8:57:18, TheCaptn said: Hahaha... This whole forum is built around developing the NSFWest content we can possibly imagine, I think almost universally the response will be "not a breach at all". Post! The more the better!. ...Right. This was a test of the node based texturing method I'm using for the jumpsuit. It's a little rough, I feel like it could be improved in a few ways but I'm not sure how. I'd really appreciate any criticism. Here are some interesting things about this: No UV mapping. The tentacles look pretty detailed but they're just simple bezier curves with procedural textures. The nipples and wet areas on the skin are textures projected onto the body. Their position/orientation/scale are controlled by empty objects in world space, making it highly customizeable. Normal details can go a long way when you can edit them with real-time feedback. UV distortion and seams are no longer a problem when you can just project texture details All these details can be baked into game-ready textures once the body is UV mapped. This method will probably feature heavily in the Tutorial project. I haven't even started that though, so if in the meantime anyone would like explicit guidance on how to do this feel free to ask. Also, if anyone would like to study the .blend file I'd be happy to provide it. On 30/11/2015, 10:39:05, Arhon said: Call me crazy but that suit looks really close to the suit Vault meat uses I was first pointed to Shadman's work when I put this project up on reddit. They do look similar! I'm not much of a designer, so I just made a generic skin-tight jumpsuit without any creative spin on it. Maybe next I should make that hair and makeup so we can have her in-game for real. On 23/11/2015, 3:38:35, Grine said: Just a little tip, STAY AWAY FROM HIGH HEELS. On 1/12/2015, 4:06:32, Arhon said: However please stay away from High-Heels until a proper Framework for HH is developed for Fallout 4. Nearly nobody used the ones before the framework appeared. Noted. Though it doesn't really bother me if no-one uses this mod. On 3/12/2015, 5:48:13, Aleanne said: You don t need the GECK to add new outfits, F4Edit allows it already. On 4/12/2015, 12:54:25, Gameplayer said: I know your worried about how to implement it into the game with its ESP, but don't get absorbed in like panic mode there if your having a tough time with that part its not as big a deal as say actually being able to make unique mesh that works in the game. That's a bridge I'll cross when I get to it. At the moment I'm concerned with getting the mesh game-ready, which means it needs to be weight painted and matched to the vanilla proportions. For this I need a weighted vanilla body mesh in blender. I got in touch with Caliente about this, it seems that she has had only partial success in this area. She very graciously provided me with a .obj of the vanilla body. .obj doesn't contain any bone weights so it's not sufficient for getting this in-game, but it does allow me to begin re-proportioning my mesh. So far, I've realized that the body I've made has a really tiny neck which makes the vanilla neck look beefy. It also means that the collar will have to be the most distorted area.
  25. So, with all the adult mods hosted here for Sims3, Sims4, and the various Bethesda titles, I'm trying to gauge public interest in modding an older game - The Movies (Stunts & Effects) by Lionhead Studios, 2005. The game was distributed by Activision, and has since gone out-of-print, but that doesn't mean it's not available anymore. Used copies can be found online for cheap, and there are torrent seeds easily available for cracked versions (if you want to go that route...) There are a few mods hosted on Nexus for it, some independent sites that host props & costumes, but no active community for Adult Modding of the game, and that's really kinda' sad. The meshes and armatures for animations look to-be about equal to Sims3 (which might allow porting of some of those animations... that merits investigation). For now, though, I'm just starting with some retexturing... here are some in-game shots of a few things I've done so-far. Anyone else here who plays 'The Movies' who'd be interested in this as a project? Are people interested in this? The game is really cool for its' ability to export machinima, and where it used to be kinda' slow (built for WindowsXP, Pentium 4, & DirectX9c) it runs like greased-lightning on my current laptop (Win7-64b, Dual Core, & DX11). Anyone else interested in this? Or am I just modding for myself, here? For those who don't have the game, here are links to .iso downloads of them. You'll need an .iso mounter, either Daemon Tools or Virtual Clone Drive to install the game. Base Game (with 1.1 patch): http://www.theisozone.com/downloads/pc/windows-games/the-movies/ and Stunts & Effects Expansion Pack: http://www.theisozone.com/downloads/pc/addons-mods/the-movies-stunts-and-effects/ Also available for download at these links - Base Game: http://www.mediafire.com/file/5yeqic23c1f8k63/The.Movies.rar Stunts & Effects: http://www.mediafire.com/file/t3c78h98tkt4m17/The+Movies+Stunts+And+Effects.rar Key Codes that can be used for the MediaFire downloads (might also work on the TheIsoZone downloads) The Movies - ANPK-GNJH-A4ZZ-KKZ7-2993 The Movies Stunts And Effects - KKKK-KKKK-KKKK-KKKK-3473 With a helpful tutorial video on how to install from the MediaFire download links: https://www.youtube.com/watch?v=UPRGpZF6LtA
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