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Amazons of Skyrim View File === DISCLAIMER === If you not a fan of female muscles, or you just find muscle women is disgusting - just leave this place right now. Author is not responsible for injuring your sense of beauty. This mod adds five playable races (only female versions), as well as special abilities and equipment for them. Contains custom animation pack (work with FNIS) and MCM for more detailed configuration. === RACES === Amazon Warrior The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon warriors have unmatched physical strength. Their attacks do extra damage and they can fight for days without rest. Even novice Amazon warriors can hold their own against the most experienced fighters of other races. Amazon Warlord The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon warriors have unmatched physical strength. Their attacks do extra damage and they can fight for days without rest. Warlords are experienced Amazon warriors. One Warlord is more than a match for an entire Imperial centuria. Amazon Adept The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon mages channel magic through their musculature to greatly increase the power of all spells. Their muscles continually generate vast amounts of magicka. The raw magic power of even young Amazon Adepts exceeds that of most mages of other races. Amazon Warlock The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon mages channel magic through their musculature to greatly increase the power of all spells. Their muscles continually generate vast amounts of magicka. A Warlock's mastery of Amazonian muscle-based magic grants her peerless magical power. Amazon Matriarch The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. The Matriarchs are the rulers of the Amazons. The limits of a Matriarch's martial and magical abilities are unknown. === ABILITIES === === SPELLS === == MOD ARCHIVE CONTENT == Two body variants: body with un-removable underwear and complicatedly nude body. Five different skin textures with different types of veins. Six different skeleton variants: XS, S, M, L, XL, XXL, XXXL. Seven different variants of normal maps for different muscle relief. Two plugins variants: 1) Common .esp plugin. 2) Pseudo-esm plugin (.esp plugin with .esm flag). Will load first in your load order. Extra data: ECE data for Enhanced Character Edit users. RaceMenu character presets for RaceMenu users. BodySlide data for making conversions (for experienced users). FNIS PCEA animation pack. If you have troubles with animations from main mod - use this pack instead. HDT custom preset for breasts and butt jiggles. === ARMOR ARCHIVE CONTENT === 60+ sets of premade armors, vanilla remakes and others. Most of them goes in two variants - full and cut. New weapons. === REQUIREMENTS === Skyrim Dragonborn DLC Dawnguard DLC RaceCompatibility for Skyrim and Dawnguard XPMSE HDT Physics Extension FNIS FNIS_PCEA2 for alternative animation pack. NetImmerse Override (standalone or as part of Racemenu) for armors high heels. SkyUI for MCM-Menu. ===RECOMMENDATIONS === Better Jumping - if you want to use really high jumps (300+ points). Skyrim - Enhanced Camera - SKSE-plugin for better first person experience. === INSTALLATION === Use any mod manager you want and run install. Choose any options you want. If you are ECE user - don't forget ECE-part of the mod! After finishing install don't forget to run FNIS! In the character creation menu set character gender to female before switching to Amazon races (or may occur bug with not-working passive abilities). If you are ECE user - in the 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. Only after this you can tweak your character's face! Don't forget to use MCM for further customization. === BUGS AND LIMITATIONS === Because of modified skeleton you can expect clipping or other weird things in some poses or animations. Because of custom body, this race can't normally wear vanilla armors. May appear some strange bugs in beast form or vampire lord form, especially for ECE users. 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. Some animation mods may overwrite animations from my pack or set it to "vanilla" state. If this happens - use PCEA variant instead. If you use mods, that changes basic jump height, leave Jump option disabled in MCM. If you use mods, that changes attack and move speed - leave this options disabled in MCM. === 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 crossfire1616 - for invaluable help in testing and screenshots kinghulk - for help in testing and screenshots Donegan - for help in testing and screenshots shidoni, resist112, debrarshackelford, RocketNow - for testing and general help bigsmitty2 - for testing and polishing English translation. clanomega2501 - for SSE version of the old True Amazons mod. Animation creators (all of them) - for animations that I used in my pack. All who I forgot to mention here. Old versions of this mod (True Amazons) can be found here. Ah, and sorry about my bad english. Submitter Azazellz Submitted 04/06/2017 Category Races Requires RaceCompatibility, HDT Physics Extension, XPMSE Special Edition Compatible Yes
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Environment Cubemapping Framework [01/07/24] View File QUICK NOTES > THIS IS A WORK IN PROGRESS, for each description need to be more explicit ! It takes long time to edit and update everytime, with LL open, since it has no Save for later button. > I call it ECF (Environment Cubemapping Framework), cause it contains cubemaps, and for each materials have to be setup with environmental mapping scale values... But now that was included, i also added something else, find out more below what's included... > Would be cool if you don't redistribute to somewhere else without my approval! The only place you can find me or where i host, is my discord server. === STORY ACTION COMPENDIUM [ DISCORD ] *I host my mods in my server and LL for now on. I terminated NexusMods for Fallout 4 ! *Keep in track with my stories / mod status news, in my server, or nothing but chill like home. === [ INTRO ] > This is a mod, and a framework for Users and Modders. > ECF is a repository. The links are not hosted here. > Cubemaps, material files, ... are added into one place, so i don't have to duplicate all of them for all my mods (100 times...), while i could simply use FROM it, for all, without adding anything. [ Find out about How to patch a mod with ECF, ONLY if you are a modder ! ] *Permission granted by Ajhakra for custom cubemaps. > Follow my topic, in case any updates arrive sometimes... === [ INSTALL ] ECF_ENGINE Placeholder (2.12) ECF_AJ_Cubemaps (2.0) *I recommend you installing both, then merge into one mod using MO2. I don't know about Vortex how you guys handle it. [ MODS - PATCHED UP with ECF ] == LOGS == =================================================================== [ USER MODE ] > ECF is a 'install and play', mod index-free. It's required only for patched mods. *Self-troubleshooting > If you see anything black/purple meshes as missing textures in game, that's cause cubermaps are NOT included in a mod you installed. *Solution: It's patched up by ECF. Re-read, and install ECF > If there's anything missing (wrong location) or something else, i figure out where and update it. In rare cases, broken textures that makes your game crash... *DM me on Discord >.< =================================================================== =================================================================== [ MODDER MODE - INTRO - What contains ECF ? ] > CORE PLUGIN: ECF.esl Material Swaps: BGSM + BGEM - Emissive colors (Glowing in the dark), Cubemaps Keywords: Attach points and Mod associations - DEFAULT Swaps; for Emissive Colors, cubemaps, flat colors, etc... OMODs: Default setup along with material swaps, in a mod slot > LOOSE TEXTURES The main things to know, before patching a mod - What's the use for certain cases? Case 1: BlackDiffuse_d.dds [ Used for covering meshes / Cubemaps passing over your meshes ] *Sometimes, it's used along with Emissive Per Colors ... when getting your meshes brighter and glowy. *Mostly, for diffuse, it's used as a protection, without having to paint the vertex color of your mesh: Black. Case 2: Disabled_d.dds [ Used to hide one of your mesh parts, invisible. / Default Stickers OFF ] *It's a temporary way of hiding your parts, using BGSM material. Otherwise, it can be done by just flagging the '(1) Hidden' enabled, with Nifskope... Case 3: GlassOverlay_d.dds (dds integrated with nifskope, only) [ Used for Glass overlays ] *Don't confuse one with gray one from Flat Colors! This has 50% alpha map, exported. BGEM only, because of better alpha blending for glass! ========== [ MODDER MODE - CONTENT / MATERIAL LOCATIONS (BGSM / BGEM) ] I suggest you, not to put anything from Textures folder in your mod folder! --- > Black Diffuse (.bgsm + .bgem) Location: ( ./ECF ) > Disabled (.bgsm) Location: ( ./ECF ) --- CUBEMAPS (Ajhakra) (source) [ colors and rainbow ] Location: ( ./ECF/Cubemaps ) CUBEMAPS (ENGINE) [ More colors, gradients, unused vanilla cubemaps ] [ WIP ] Location: ( ./ECF/Cubemaps ) Location: ( ./ECF/Cubemaps_Gradient ) Location: ( ./ECF/Cubemaps_Vanilla ) --- Flat Colors (+ No Specular) Location: ( ./ECF/FlatColors ) Location: ( ./ECF/FlatColors (NoSpecular) ) > No details, unless you want your meshes look realistic... Flat Colors_Reflections (+ No Specular) Location: ( ./ECF/FlatColors_Reflection ) Location: ( ./ECF/FlatColors_Reflection (NoSpecular) ) > Pale, Unsaturated colors, with or without specular, that doesn't look bright (Ref: vanilla coffee cup that can be replaced for a good looking ceramic cup) --- Alpha, Transparent, Translucent, Opague Overlays [ WIP ] Location: ( ./ECF/Alpha_Maps ) > Differences are by how alpha blending behaves. These overlays work for any types of glass: Windows, lenses, screens, etc. > Only works for BGEM-integrated meshes --- Stickers / Patches [ WIP ] Location: ( ./ECF/STICKERS ) > Logo and text stickers for fun, memes. > This can only be done on a plane mesh, either by square shaped for patches or by ratio sized for text. EMISSIVE / GLOWING [ BGSM + BGEM ] Emissive Location: ( ./ECF/Emissive ) > This protects your meshes with BlackDiffuse_d.dds which securely covers everything. (+ You skip painting them to black) Emissive (Protected) Location: ( ./ECF/Emissive (Protected) ) > This is alternative protection, using Flat Colors instead of vertex colors, to cover your meshes completely. > Example: You want one Red, the emissive protected for it, contains flat colors red as a temporary "vertex color" cover. > Without that, it would cause your mesh to behave like the emissive color uses 50% opacity, 50% empty textures with vertex colors off. > NOTE: if vertex color is off OR it's painted white, the emissive colors MIGHT glow up brighter than ever in game. If so, enable vertex and paint them black. Emissive (Vertex) Location: ( ./ECF/EmissivePerColors ) > This doesn't provide any protections. You MUST have your meshes' vertex color 100% black (or any colors), in order to integrate this! > To paint your mesh pieces, refer to ([ MODDER MODE - Common problems ]) section. === [ MODDER MODE - HOW TO PATCH A MOD - with ECF ? ] ===[ NIFSKOPE ]====[ OUTFIT STUDIO ]=== Manual Injection ( ECF integrations with(-out) ECF.esl master dependencies ) *Note that if you going to inject a material with different colors and not default-ready one, it WONT work with material swaps done by ECF.esl in game! *Default-ready materials are necessary for ECF.esl integrations. Even if you don't wanna use ECF.esl, you can still inject it. *Default-ready materials integrated = Material swaps with ECF.esl + swap ANY colors you want in game! *Tools for MATERIAL INJECTION: Nifskope or Outfit Studio (Object Properties)! > Default-ready Cubemaps: Inject a BGSM for any matal pieces you have ( ./ECF/Cubemaps_Vanilla/DefaultOutside1.bgsm ) > Default-ready Emissive: Inject a BGSM or BGEM for any pieces with vertex color painted black ( ./ECF/Emissive/EmissiveOFF.bgsm ) ( ./ECF/Emissive/EmissiveOFF.bgem ) > Default-ready Emissive (Vertex) ( ./ECF/Emissive (Vertex)/EmissiveOFF.bgsm ) ( ./ECF/Emissive (Vertex)/EmissiveOFF.bgem ) > Default-ready Emissive (Protected) [ Default material is reductant cause it also contains diffuse black = No any glow. But name changed to avoid duplications for material swap slot ] ( ./ECF/Emissive (Protected)/EmissiveOFF.bgsm ) ( ./ECF/Emissive (Protected)/EmissiveOFF.bgem ) > Default-ready Flat Colors (+Reflection and NoSpecular) ( ./ECF/FlatColors/_Default.bgsm ) > Default-ready Stickers: Inject a BGSM on a plane you created from blender or 3ds max (You can check Braindance model as example) [WIP] ( ./ECF/STICKERES/StickerPatch_1.bgsm ) ( ./ECF/STICKERES/StickerPatch_2.bgsm ) ( ./ECF/STICKERES/StickerPatch_3.bgsm ) ========== ===[ NIFSKOPE ]====[ OUTFIT STUDIO ]=== Manual Injection ( Simple integrations for no-plugin mods ) > If you don't plan to use ECF.esl, it's still required because of the textures! > Tools for MATERIAL INJECTION: Nifskope or Outfit Studio (Object Properties)! > Inject any BGSM / BGEM material from ECF for your meshes! (e.g. Emissive RED that will be red only.... or Cubemap Gold that will never change) > If you have your diffuse/normal/specular textures you wanna use, with cubemaps, you can have/create your BGSM material, BUT with path folder locations from ECF for cubemaps! ========== ===[ FO4EDIT ]======= ECF.esl ( DEPENDENCY ) - [ *Used for attaching material swaps for your ARMO meshes ] 1. LINK YOUR MOD - SETUP 2.1. INTEGRATE [ AP + MA ] IN YOUR ARMOR ENTRY 2.2. INTEGRATE [ MATERIAL SWAP ] IN YOUR ARMOR / STATIC / FURN / PROPS ENTRIES *The rest, ECF.esl will do the job for your mods, as it gives you all the options you can swap, using SAM or armor bench. ========== =================================================================== =================================================================== [ MODDER MODE - Common problems ] =================================================================== Submitter EngineGaming Submitted 11/11/2023 Category WIP / Beta Requires
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Version (REPOSITORY)
1,560 downloads
QUICK NOTES > THIS IS A WORK IN PROGRESS, for each description need to be more explicit ! It takes long time to edit and update everytime, with LL open, since it has no Save for later button. > I call it ECF (Environment Cubemapping Framework), cause it contains cubemaps, and for each materials have to be setup with environmental mapping scale values... But now that was included, i also added something else, find out more below what's included... > Would be cool if you don't redistribute to somewhere else without my approval! The only place you can find me or where i host, is my discord server. === STORY ACTION COMPENDIUM [ DISCORD ] *I host my mods in my server and LL for now on. I terminated NexusMods for Fallout 4 ! *Keep in track with my stories / mod status news, in my server, or nothing but chill like home. === [ INTRO ] > This is a mod, and a framework for Users and Modders. > ECF is a repository. The links are not hosted here. > Cubemaps, material files, ... are added into one place, so i don't have to duplicate all of them for all my mods (100 times...), while i could simply use FROM it, for all, without adding anything. [ Find out about How to patch a mod with ECF, ONLY if you are a modder ! ] *Permission granted by Ajhakra for custom cubemaps. > Follow my topic, in case any updates arrive sometimes... === [ INSTALL ] ECF_ENGINE Placeholder (2.12) ECF_AJ_Cubemaps (2.0) *I recommend you installing both, then merge into one mod using MO2. I don't know about Vortex how you guys handle it. [ MODS - PATCHED UP with ECF ] == LOGS == =================================================================== [ USER MODE ] > ECF is a 'install and play', mod index-free. It's required only for patched mods. *Self-troubleshooting > If you see anything black/purple meshes as missing textures in game, that's cause cubermaps are NOT included in a mod you installed. *Solution: It's patched up by ECF. Re-read, and install ECF > If there's anything missing (wrong location) or something else, i figure out where and update it. In rare cases, broken textures that makes your game crash... *DM me on Discord >.< =================================================================== =================================================================== [ MODDER MODE - INTRO - What contains ECF ? ] > CORE PLUGIN: ECF.esl Material Swaps: BGSM + BGEM - Emissive colors (Glowing in the dark), Cubemaps Keywords: Attach points and Mod associations - DEFAULT Swaps; for Emissive Colors, cubemaps, flat colors, etc... OMODs: Default setup along with material swaps, in a mod slot > LOOSE TEXTURES The main things to know, before patching a mod - What's the use for certain cases? Case 1: BlackDiffuse_d.dds [ Used for covering meshes / Cubemaps passing over your meshes ] *Sometimes, it's used along with Emissive Per Colors ... when getting your meshes brighter and glowy. *Mostly, for diffuse, it's used as a protection, without having to paint the vertex color of your mesh: Black. Case 2: Disabled_d.dds [ Used to hide one of your mesh parts, invisible. / Default Stickers OFF ] *It's a temporary way of hiding your parts, using BGSM material. Otherwise, it can be done by just flagging the '(1) Hidden' enabled, with Nifskope... Case 3: GlassOverlay_d.dds (dds integrated with nifskope, only) [ Used for Glass overlays ] *Don't confuse one with gray one from Flat Colors! This has 50% alpha map, exported. BGEM only, because of better alpha blending for glass! ========== [ MODDER MODE - CONTENT / MATERIAL LOCATIONS (BGSM / BGEM) ] I suggest you, not to put anything from Textures folder in your mod folder! --- > Black Diffuse (.bgsm + .bgem) Location: ( ./ECF ) > Disabled (.bgsm) Location: ( ./ECF ) --- CUBEMAPS (Ajhakra) (source) [ colors and rainbow ] Location: ( ./ECF/Cubemaps ) CUBEMAPS (ENGINE) [ More colors, gradients, unused vanilla cubemaps ] [ WIP ] Location: ( ./ECF/Cubemaps ) Location: ( ./ECF/Cubemaps_Gradient ) Location: ( ./ECF/Cubemaps_Vanilla ) --- Flat Colors (+ No Specular) Location: ( ./ECF/FlatColors ) Location: ( ./ECF/FlatColors (NoSpecular) ) > No details, unless you want your meshes look realistic... Flat Colors_Reflections (+ No Specular) Location: ( ./ECF/FlatColors_Reflection ) Location: ( ./ECF/FlatColors_Reflection (NoSpecular) ) > Pale, Unsaturated colors, with or without specular, that doesn't look bright (Ref: vanilla coffee cup that can be replaced for a good looking ceramic cup) --- Alpha, Transparent, Translucent, Opague Overlays [ WIP ] Location: ( ./ECF/Alpha_Maps ) > Differences are by how alpha blending behaves. These overlays work for any types of glass: Windows, lenses, screens, etc. > Only works for BGEM-integrated meshes --- Stickers / Patches [ WIP ] Location: ( ./ECF/STICKERS ) > Logo and text stickers for fun, memes. > This can only be done on a plane mesh, either by square shaped for patches or by ratio sized for text. EMISSIVE / GLOWING [ BGSM + BGEM ] Emissive Location: ( ./ECF/Emissive ) > This protects your meshes with BlackDiffuse_d.dds which securely covers everything. (+ You skip painting them to black) Emissive (Protected) Location: ( ./ECF/Emissive (Protected) ) > This is alternative protection, using Flat Colors instead of vertex colors, to cover your meshes completely. > Example: You want one Red, the emissive protected for it, contains flat colors red as a temporary "vertex color" cover. > Without that, it would cause your mesh to behave like the emissive color uses 50% opacity, 50% empty textures with vertex colors off. > NOTE: if vertex color is off OR it's painted white, the emissive colors MIGHT glow up brighter than ever in game. If so, enable vertex and paint them black. Emissive (Vertex) Location: ( ./ECF/EmissivePerColors ) > This doesn't provide any protections. You MUST have your meshes' vertex color 100% black (or any colors), in order to integrate this! > To paint your mesh pieces, refer to ([ MODDER MODE - Common problems ]) section. === [ MODDER MODE - HOW TO PATCH A MOD - with ECF ? ] ===[ NIFSKOPE ]====[ OUTFIT STUDIO ]=== Manual Injection ( ECF integrations with(-out) ECF.esl master dependencies ) *Note that if you going to inject a material with different colors and not default-ready one, it WONT work with material swaps done by ECF.esl in game! *Default-ready materials are necessary for ECF.esl integrations. Even if you don't wanna use ECF.esl, you can still inject it. *Default-ready materials integrated = Material swaps with ECF.esl + swap ANY colors you want in game! *Tools for MATERIAL INJECTION: Nifskope or Outfit Studio (Object Properties)! > Default-ready Cubemaps: Inject a BGSM for any matal pieces you have ( ./ECF/Cubemaps_Vanilla/DefaultOutside1.bgsm ) > Default-ready Emissive: Inject a BGSM or BGEM for any pieces with vertex color painted black ( ./ECF/Emissive/EmissiveOFF.bgsm ) ( ./ECF/Emissive/EmissiveOFF.bgem ) > Default-ready Emissive (Vertex) ( ./ECF/Emissive (Vertex)/EmissiveOFF.bgsm ) ( ./ECF/Emissive (Vertex)/EmissiveOFF.bgem ) > Default-ready Emissive (Protected) [ Default material is reductant cause it also contains diffuse black = No any glow. But name changed to avoid duplications for material swap slot ] ( ./ECF/Emissive (Protected)/EmissiveOFF.bgsm ) ( ./ECF/Emissive (Protected)/EmissiveOFF.bgem ) > Default-ready Flat Colors (+Reflection and NoSpecular) ( ./ECF/FlatColors/_Default.bgsm ) > Default-ready Stickers: Inject a BGSM on a plane you created from blender or 3ds max (You can check Braindance model as example) [WIP] ( ./ECF/STICKERES/StickerPatch_1.bgsm ) ( ./ECF/STICKERES/StickerPatch_2.bgsm ) ( ./ECF/STICKERES/StickerPatch_3.bgsm ) ========== ===[ NIFSKOPE ]====[ OUTFIT STUDIO ]=== Manual Injection ( Simple integrations for no-plugin mods ) > If you don't plan to use ECF.esl, it's still required because of the textures! > Tools for MATERIAL INJECTION: Nifskope or Outfit Studio (Object Properties)! > Inject any BGSM / BGEM material from ECF for your meshes! (e.g. Emissive RED that will be red only.... or Cubemap Gold that will never change) > If you have your diffuse/normal/specular textures you wanna use, with cubemaps, you can have/create your BGSM material, BUT with path folder locations from ECF for cubemaps! ========== ===[ FO4EDIT ]======= ECF.esl ( DEPENDENCY ) - [ *Used for attaching material swaps for your ARMO meshes ] 1. LINK YOUR MOD - SETUP 2.1. INTEGRATE [ AP + MA ] IN YOUR ARMOR ENTRY 2.2. INTEGRATE [ MATERIAL SWAP ] IN YOUR ARMOR / STATIC / FURN / PROPS ENTRIES *The rest, ECF.esl will do the job for your mods, as it gives you all the options you can swap, using SAM or armor bench. ========== =================================================================== =================================================================== [ MODDER MODE - Common problems ] =================================================================== -
Cyber resources WIP View File My first attempt at modding. I am posting here for suggestions on what more to add/advice on how to improve it. The armor sets are in the lucky 38 penthouse next to the big computer. You may use this in your own mods without permission. Submitter Voidson22222 Submitted 08/07/2023 Category Models & Textures Requires
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Version 0.1.2 (pre-alpha)
1,002 downloads
This mod is no longer in active development and has been put on hold indefinitely! ((None of the body or armor mods shown in the images above are included in this mod. The images are simply included to show my progress in areas talked about below)) ((If you want to see the most up-to-date images for the mod, check out the progress updates posted in the mod's support thread)) ((If you want to see my personal mod list, you can find it in the mod's support thread)) (A pre-alpha, proof of concept version of the mod is now available for download!) Hello everyone. This is a work in progress mod -- for Monster Hunter World: Iceborne -- that I am currently working on. As most of you are already aware, Capcom (/the DEV team) never released the source code or developer tools for MHW, so what we can mod into the game is still relatively limited. (That is, of course, unless someone sits down and does a real deep dive to solve it, but few in the community are still active enough to even attempt such a thing, so this is something we may simply have to live with.) That being said, this does not mean that there is no more value to be gained from trying to mod the game, and that is what I have been attempting to do. This project of mine that I am about to talk about has already moved quite some distance, and I have already reached some of my initial goals, but it is still in its early stages. That being said, I have already gotten a good feel for the scope needed to accomplish my initial key goals, and I thus already feel comfortable announcing the project publicly. In short, the following project aims to create a (more or less wholesale) thematic overhaul for MHW:I, turning the game into a female player character centered, sexually loaded experience with heavy emphasis on lust, slavery and submissiveness. KEY CONCEPTS: ・You play as a female slave who has to degrade herself in front of men and get tasked to go on hunts for them. ・If you fail an assignment, or disobey the order that a man gives you, you must apologize and degrade yourself in front of him. (this cannot be implemented through gameplay, so it obviously necessitates some light role playing on the player's part) ・You get cursed out and verbally degraded by every man. They tell you how worthless you are, pick on your self esteem, and make fun of your tiny brain and fuckable body. ・You and the other slaves are not allowed to have a name, only a slave identification tag consisting of numerals and a letter. Among other things, it identifies where a slave was initially enslaved. A template list for how to make a slave tag for yourself is provided in the character creator. ・Your personal Palico and Housekeepers act as slave overseers who report back to your owner what you are up to in return for financial compensation. ・As a sex/hunting slave, a portion of what you earn and/or find while outside of settlements is confiscated before entry as payment. (this could possibly be implemented through gameplay, but until then, it will necessitate self-hindering actions on the player's part. You will essentially have to drop some of the most valuable items you have onto the ground before returning to a settlement) SEGMENT 1: I currently have a number of goals that I want to accomplish. Thankfully, most are quite easy for me to do on my own. Here are some of them: ・Rewrite the narrative of the game in a new, thematic direction around female enslavement, but in such a way that it can still retain player immersion through a mix of 'light, self-imposed role playing' with heavily modified story-related elements (such as completely rewritten cutscene dialogue, completely rewritten in-game interactions, and new in-universe justifications for existing missions). ・Rewrite all lines of dialogue to reflect the reworked narrative and make the player feel like they are genuinely enslaved. ・Replace every instance of every character name with new, thematically consistent replacements. ・Replace every instance of every place name with new, thematically consistent replacements. ・Replace the menu-screen background and title screen text. ・Rename, and completely rewrite the in-game info and dialogue about, all monsters that have a genital remodel by Holimon or Queried (or myself, potentially down the line), to reflect the inclusion of external genitalia. ・Replace sound effects where appropriate to align with the thematic shift imposed by the rest of the overhaul. ・Rename, and provide new in-game descriptions, hints and tips for, every weapon, (usable item?,) and accessible stationary item. ・Replace every sticker with lewd imagery. ・Replace every player message with dialogue appropriate for a submissive slave slut. (there are some finicky details regarding how to implement this, but it should be feasible. People can otherwise always edit in real time what their shout outs say, so this change is perhaps even undesirable for some, so I may not include it in the end, or I make it an optional file) ・Rename every instance of the game title. ・Provide new, optional, high-quality, thematic replacements for the game's .exe file, Steam icon, and Steam artwork. ・Provide a list of mods -- with personal instructions by me for each to ensure that you install everything as intended -- that either simply jive well with the overhaul, or whose inclusions provide maximal immersion and thematic consistency. SEGMENT 2: There are other things that I would also like to include, but which may be unfeasible. Here are some of them: ・Replace all music in the game with brand new tracks produced by me specifically made for this overhaul. (I have been making music for many years, though not in a style appropriate for this project, and while I can without a doubt accomplish this, the time investment I would have to make to produce so many, completely new -- and potentially, copyright-free -- tracks, could prove to be too big of an investment on my part) ・Model and add a new penis mesh with hand-drawn textures for each large (and small) monster that does not currently have a dedicated penis remodel freely available online. (not all monsters in MHW:I (or standard MHW for that matter) have a dedicated penis mod. Holimon only does commissions nowadays, and I am in no way able to provide the financial incentives to get him to finish his Monster Dick project. That being said, I have a lot of (presumably) adequate modeling software (including Blender and ZBrush), so as long as I am able to relearn how to make models, generate textures for them, and get some pointers from Holimon and/or Queried on how they made and implemented their mods, I may be able to do some work myself. Do not get your hopes up too much though, I may have done modeling in the past, but I am essentially starting from square one. Being honest, if everything was within my own control, every small and large monster would have a penis-endowed version, but considering how many monsters there are in MHW:I, and combine that with my very limited practical experience with modeling, this does not seem like a feasible prospect, so unless someone is willing to become a co-author for this project by helping out with modeling and the like, this is not an idea I plan to pursue any further for the time being. Queried's mod "[MHW] Female Monsters 20.3.2-beta" to some extent alleviates the issue by providing 'many of the monsters that lack a penis' with female genitalia instead, so an alternative, but unsatisfactory solution could be to have those creatures remain female and to reflect that in in-game dialogue and info) ・Reanimate some existing poses and gestures into sex animations with an offset so that the player can have pseudo-sex with male NPCs. (to my knowledge, the ability to edit animations and poses for MHW:I is one of those things that are sadly behind lock and key because the MHW modding community lacks the source code and/or DEV tools that enable such edits to be made, but if you know of someone who has been able to do it, feel free to contact them regarding this project or help me out yourself if you are able. In theory, this should not be too difficult to accomplish. NPCs in MHW are renowned for stopping dead in their tracks when you block their path, and moreover, there are multiple NPCs (such as the Huntsman) who are almost always permanently fixed in a specific pose in a specific location. If one was able to reanimate gestures and poses -- especially ones that loop -- one could simply create a sex animation for the female player, then add a forward or backward offset to the animation, and it would look like the player is servicing her master (or a client). If my understanding around the source-codes and DEV tools is correct, this may be completely unfeasible as things stand, but who knows) ・Create a nude remodel for male NPCs. (it is quite evident that an important hurdle to overcome is the complete lack of nude male NPCs, or at least, the complete lack of any mod that adds penises to male NPCs in some fashion. It might be possible to get around this issue by implementing some sort of image-based sex scenes, but that would obviously not be anywhere near as immersive as somehow having sex with actual male NPCs in the 3D environment as your on-screen character) A GENERAL CONCERN: The fact that most NSFW content creators for MHW have dropped out in favor of MHR is the only thing that is a bit disconcerting to me, as it means that there is probably only a handful of people who would be willing to work with me on this project, let alone provide me with info that can help me speed things along. That being said, I am highly meticulous and somewhat of a perfectionist. My approach is very on-the-go - retesting even minor iterative changes to make sure everything is perfect. I will not promise anything, as we all know how that could turn out, but I feel quite confident that I will be able to accomplish everything I outlined in SEGMENT 1. SOME INITIAL PROGRESS IMAGES: As you can see at the top of this page, I have included a number of images showing off some of the progress that I have already made on the project. These pictures can at times be quite outdated, so I encourage you to look at my latest progress update in the support thread for the most up to date images of the mod. POLLS: I sometimes host polls in the support thread. These may regard design direction or other decisions about the mod that I want community feedback on. I strongly encourage people to answer these, as they provide valuable feedback and information that will aid me in the decision making process. A SHOUT OUT THAT IS IN ORDER: The guys at monsterhunterworld.wiki.fextralife.com deserve a shout out for their work. The extensive information that they provide on the monsters of MHW has been particularly useful, and while I fully intend to rewrite everything in my own words, using some of their descriptions as an initial foundation to build upon has helped speed up the process considerably. SHOWING INTEREST AND APPRECIATION FOR MOD AUTHORS: Finally, it should be said that while a lot of the work comes down to text editing, the amount of name instances, lines of dialogue, and bulk info that I I will have to edit is absolutely ridiculous, then add to that all of the sound editing, texture editing, artwork creation in CS6, and potentially even music production, and I have my work cut out for me, so any community encouragement you can give me, or other signs that you guys are interested in what I am doing, will help me see this project to completion. If you want to help out, feel free to reach out. I would not at all mind turning this into a community project as long as the key concepts I outlined at the beginning remain mostly intact.-
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Slave Girls by hydragorgon SE View File Slave Girls by hydragorgon SE I DID NOT create this mod. It was created by the indomitable @hydragorgon, and all rights and privileges belong to them. I messaged Hydragorgon a while back asking for perms to upload this but they have been M.I.A. since last December, so I took a gamble and decided to go ahead and share. If Hydragorgon comes back and doesn't want this conversion to be posted they have the right to... BURN IT DOWN! All I did was Combine the Main Files and Texture Files, Optimize the textures and meshes for Skyrim Special Edition, and convert the ESPs to Form 44. The following copied from the original LE upload page by hydragorgon: About This File _-_Slave_Girls_-_ This mod adds about 200 npcs in various states of distress all throughout Skyrim. There are slave caravans, house slaves, hostages, and bandits in bondage. Many of the NPCs have dialogue, and some are merchants. At the moment this mod is mostly for visual appeal, but I have plans to add scripts and quests as soon as I can get online more regularly. I use alot of extra NPC mods because I think they add alot to the random element of the game. That's what Slavegirls does. This mod DOES NOT simulate an actual slave trading economy; it's just flavor so far. Thanks alot to all the Lover's Lab community for helping me make this mod decent. _Requirements_ There are only two requirements, but they both require FNIS SE and SKSE64 at least. Check the pages carefully, please. Sexlab Framework SE Zaz Animations SE _Patches_ Copy over the main esp No-Nude Males _More Info_ There are quite a few different types of slavegirl in the mod, and even a few slaveguys too. I use many different AI packages to tune the mod, but there are still bugs. If you see a slave standing around doing nothing, just wait an hour. She'll usually end up getting herself into trouble somehow. Some NPCs are Sexlab Forbidden to preserve their bondage, but there's a patch to change that included. Here's a brief explanation of most of the types of slavegirls out there. Slavegirls- These are house slaves serving the more wealthy denizens of Skyrim. They have been trained throughly, and so have a certain amount of freedom. Many slavegirls have dialogue. Townies- Most of the settlements have a townie or two with personal slaves to serve them. Some are paid champions protecting a given territory. Many of these lucky folk are merchants including a.. Rare gem dealer in Solitude Rare book dealer in Dawnstar Dealer in soul gems and enchanted objects in Whiterun Scroll dealer in Windhelm Skooma dealer in Riften And hopefully more soon... Adventurers- Small groups of adventurers travel the wilds of Skyrim, slave girls rushing behind them to catch up. You can often find them in taverns and inns, or discussing important business with their ragtag associates. Be careful because some of these adventurers are quite powerful! Some of them are merchants too, including.. Travelling alchemists selling potions and other apothecary needs Orc wanderers selling their ethnic weaponry A Dungeoneer selling Dwemer artifacts and metals And also more soon.. Slave Caravans- Various slave traders and their drooling cronies drive helpless slavegirls all along the roads of Skyrim. They are quite tough, and will defend their merchandise with their lives. Hostages- In some cities the guards keep groups of hostages in case their families are willing to pay ransom for their safe return. Many of these poor girls are prisoners of war. Vignettes- These poor ladies are stuck in states of almost total bondage, depending of course on buggy AI packages. If you see one standing around, just wait for an hour. thanks for downloading hydragorgon If you enjoy my conversion work and would like to toss a coin to my coffee fund, you can visit my Patreon ~ Nomkaz Submitter nomkaz Submitted 06/15/2019 Category Adult Mods Requires SexLab Framework SE, Zaz Animations SE Regular Edition Compatible No
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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
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TSEX and TSEX Hardship Alpha (Modders resource) View File These unfinished mods are presented as-is for playing and as a modders resource. Anyone who wants to continue developing them has the permission of the authors (@Tentacus and @requiredname65) We are not in any way responsible for the content of any derivitive works. DESCRIPTION: TSEX: The Master mod. Originally meant to hold content that could be used in more mods than just Hardship, this can still be used as such by whoever wants to make it a requirement. It contains numerous global variables, keywords, sounds, and functions This Master also provides a framework of sorts containing numerous new systems, such as a sex drive and trauma system, as well as offering new solo actions like Masturbation and dancing. TSEX Hardship (Requires TSEX): The continuation of the Hardship: Beggar Whore mod (See original mod page for more information). Implementing the new features of TSEX as well as adding some new features. such as Threesomes. This is being posted on a new page because The original "Finished" version of Hardship 1.5 will remain it's own thing. WHAT'S IN THERE (as far as we can remember): - Massively improved MCM - Control your character's expressions/demeanor - Pregnancy system integration with FPE keeping in mind TSEX scene context. - Threesomes for raider rapes. - Cum overlays for both genders and reactions. - Character attributes and histories are expanded. - More character attribute aware content. - Torture mechanics from masters and doms. (slavery system not implemented, but hooks are in there) - Bondage equipment - Sex skills and perks. - Sex Achievments (Though this is dumb and pointless) - Carnal needs and trauma system. - Dancing, suggestive posing that may attract lustful actors. - Injury by beatings will leave bruise overlays on player. - Animated beating scenes interweaved with text boxes. - Branding system for females (no male sets available). - Relationship system for other mods. (Omoshiroi) - Hack some robots and discover a prewar pleasure subroutine. (Really? This sounds neat) - Threesomes for Codmann couple when both are invited to home plate party, requires BP70 animation pack. (I approve of this as I had the same idea) - 'Pillow talk' scene after hanky panky. - Menacing raider might be willing to let character go with a chem bribe. (Cool idea!) - Velma mode. Raiders may steal your glasses. THINGS WE DIDN'T GET TO: - Male dom NPC. Sorry. - Characters to teach the player to dance - Player slavery system (Though lots of elements of it are in there and ready to be utilized if someone takes up the mod) - Improved Isabel dialogue using new BDSM training hooks (Again, it wouldn't be too hard for someone to pick up these threads.) IN CLOSING: While playable, these mods are in an alpha state, and have bugs, some of which may be serious. Some originally planned features are incomplete, or excluded altogether I will provide no support for this mod. frankly I wouldn't know how as requiredname65 has added a lot in recent builds (as you might have guessed from my comments above ). However I am willing to answer questions for anyone wanting to take up the mod or help requiredname65 with their own efforts to continue. requiredname65, may or may not pop in to the forum if they so desire. It's my sincere wish that someone take this and run with it, I only regret that I let it get so out of hand and wasn't able to accomplish all my big ideas, and also that I didn't drop it a lot sooner and unintentionally lead some of you on. Big thanks to all the help and support requiredname65 has given. Without them this wouldn't be as complete as it is. See main Hardship thread for legacy thanks. Requirements: It requires everything Hardship does, so o look there for the detailed info. EXCEPTIONS include Rufgt's old animations, which aren't needed any more, and maybe Staged Leito Plus... This will probably work fine with just UAP's XMLs. instead. In addition to those requirements this needs: Vanilla DLCs May not need them all but I can't be arsed to figure out which it does at this point Atomic Lust Hard requirement. Savage Cabbage Hard requirement for raider threesomes... Maybe something else? ?♂️ BP70 needed for Codman scene. FPE Optional, for pregnancy support. FAQ: Q: Who is this for? A: Tinkerers who want to check out the new features and get a taste for what might have been or modders who wish to take up the challenge for finishing this project. Q: Who is this NOT for: A: Those new to modding, or AAF, or anyone wanting a polished smooth experience. Play Hardship Beggar Whore instead. Q: How do I _______? A: Nope... I am deadly serious about not providing support. Sorry. Please do help eachother though as you always have in the main Hardship thread. Credits: @Rufgt cunnilingus anim. @Gray User Various animations @kziitd facial @JB. bruise overlays @requiredname65bruise overlays, pregnancy system, making the messge windows not blinding and a ton of other shit. @DixiePig slave collar. @Polistiro cum overlays Ascendia for blindfold mesh Ender Guney for tiny snippet of royalty free track I used for Hardship disable sound. If I missed anything do let me know. It's been a long couple of years. Submitter Tentacus Submitted 05/23/2022 Category Framework & Resources Requires DLCs,Savage Cabbage, Atomic Lust,BP70,AAF, FO4 Animations by Leito, AAF Themes, Real Handcuffs
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Hey, I've been working on decoding the file formats and such for SAO:HR (PC Deluxe Edition). I wanted to gauge the interest for an adult mod for this title, just to see if it's worth making a rather polished release or if I should just continue it as a personal project for my own enjoyment. It seems at least a handful are interested so far which is good enough for me. As far as I know, no other mods exist for this game and it's likely due to the difficulty in editing and reinjecting a lot of the files. As a workaround I'm currently repackaging the files uncompressed to help with stability, the downside is the mod file size will be larger than the whole game's installation (The download will be around 55GB at this stage). There's not much I can do about that right now, but I'll see if I can find a more user-friendly way of distributing the mod without the ridiculous size. What I can change at the moment: UI images Character images Backgrounds Scene Images (including 'pillow talk' scenes) All text *NEW* Character textures What I can't change... yet: 3D models Here's a current to-do list I will try to keep up-to-date: DONE Excplicit dating actions (replacing standard 'gaze longingly' and such) Main Menu art Character portraits and affection screen art for: Asuna Silica Explicit 'pillow talk' lead up conversation and art for: Asuna Silica Lisbeth Leafa Yuuki New responses to explicit dating actions for: Asuna TO DO FOR FIRST RELEASE Character portraits and affection screen art for: Lisbeth Leafa Sinon Strea Philia Argo Yuuki Kizmel Rain Alice Explicit 'pillow talk' lead up conversation and art for: Sinon Strea Philia Argo Kizmel Rain Alice 1st 'Pillow talk' scene rewritten to describe sexual talks/acts for: All FUTURE GOALS Complete pillow talk dialogue for the other 4 scenes for each girl Change some of the story events to be more explicit If reimporting models is even possible - New custom modelled base outfits for all girls and remodelled extra outfits to be revealing/semi nude. 1 costume will act as a 'nude' costume You may have noticed I left out Premiere, Tia, Yui and Seven. I can include them if people wish it, I just thought they looked too young (although 3 of those 4 are just AI to be fair). I've also left out male characters as I personally don't sway that way but if people want them included I'd be more than happy on the condition they supply me the materials I need. (PM for more info on that) There will likely be other bits and pieces thrown into the first version too. For example, Silica's conversation about hating tentacle monsters and how they are attracted to her is a bit more revealing about what they like to do Eventually I aim to replace all Pillow Talk dialogue as well as the romantic dating conversations (the ones at night or romantic locations) though they are a lot of work and the order of each line of dialogue they speak isn't in order in the game files meaning I need to screenshot every single line of dialogue they can speak in a specific conversaion, then cross reference it and be careful of any overlapping lines... If anyone is interested in helping, I'd be grateful. Mostly wouldn't mine a hand just with the writing parts since there's so much. Thanks
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WTF is MOFF? Magnum Opus Fuckmeat Follower Project I have been slowly working for a while (couple years) for personal use, but I have gone some extra mile to make it some-what feasible to be portable and possibly released. female high elf well trained slave meat/follower npc. for hetero male players only. for skyrim LE only (unless i will get donated big time to bother converting it to that shit edition) this is wip presentation, not yet released (wheather it will be ever released and packaged to (semi) standalone depends if i will get motivation to do so, i had to buy extra bandwith just to upload demo videos, check under this text for video previews and more under this post) https://rule34video.com/members/49848/videos/ some vids seem to not display in main section no idea why, here direct links to missing ones (should be 12 vids total); https://rule34video.com/video/3280839/moff-standing-show-off-poses-semi-long-preview-1080p/ https://rule34video.com/video/3280884/moff-squirt-on-split-pose-1080p/ https://rule34video.com/video/3280824/moff-all-fours-dog-mode-kneel-strip-examples-1080p/ https://rule34video.com/video/3280749/moff-all-fours-dog-mode-kneel-reactive-poses-and-squirts-1080p/ https://rule34video.com/video/3280794/moff-activating-dog-mode-and-floor-lick-sample-1080p/ Features (short overwiew); 1-extensive voice integration with hand adjusted and edited/mixed ai generation and other assets. around 5k lines currently, goal at least 9k. 2-large part of responses enhanced with mfg console custom facial expressions 3-extensive animations integration from already existing animation mods. the amount of conglomerate content in terms of cockteasing animations out there is vast but they were never implemented in immersive manner into anything. this fixes this. 4-slavetat integration for visual effects like tears, spit, breast milk, blood changing tats via spell, removing them with acid spell etc... 5-sl aroused integration combined with custom mutiple variables mood system (fear, anger etc) for reactivity, behaviour variety and immersion 6-extensive following and posing ai packages (over 300 ai packages) including crawling modes, poses for whipping, masturbation and others 7-reactive whipping (in different picked whipping poses reactive aniamtions and sound responses will trigger) 8-gore options like partial skin and breast removal also some custom object sequences like mammoth tusk impalement 9-effect animated squirts and breast lactating (al 10-extensive manhandling menu for slapping, spitting in face, punching, insulting and other mandatory things vagina should be subjected to 11-almost fully adjustable responses/attitude with interruptive reactions like posing, dirty talking based on orders and variables like arousal etc 12-others, like some functions working for any female npc with lover flag. QA; -When ready? id like to think im over 60% but it could be around 30% depending how fast i can make those 250+ai packages and implement trigers for over 400 poses via dialouge (plus like 100 whip mode reactions and each needs complex individual script) that for some reason likes to hang up with more than 5 options at same time, thanks todd. that being said packaging it will considerable effort on its own. another aspect is for most functions to work on other setup bunch of bat txt files with console commands has to be reworked for correct ids. console command batch sadly is only way to call content from other plugin and do certain things at all so i use them extensively. its also frankly much easier to make batch call in script then integrate quest call in script inside ck which is ridiculous. important things is that im confident i can do all planned functions altho not sure about their scope (aka some response pools may have only 50 responses instead 80 responses etc) considerable donors would get access to files with my support for installation.*** my estimated time is around 10 months for full core being done and like 2-3 month packaging it/converting to semi standalone. -SE version? no way unless some huge donation like over 0.2 btc -Dependencies? more in detailed description but; sl aroused, slave tat and couple others recommended. also all animations mods this mode utilises (most of them are popular like gs animations) -How big it is/requirements? i plan to include ton of custom made 4k-8k tats and some other texture layers for wounds, guro meshes, clothing etc. it could be over 4 gig compressed, im not sure. is light to run, just bunch of quest and short non perpetual/dialouge short scripts but because it uses mfg and some item equip events game has to run fairly fast to not get too glitchy. it wont hog game down script wise but u should run game at least 30 fps. it reads ton of audio files all the time (unless bitch in silent mode etc) but those shouldnt be problem with ssds. ***Send shekels for mod dev; BTC 1HARHsyRhsdJuZLWUTgj1TMobBC8PnGoe9 1HARHsyRhsdJuZLWUTgj1TMobBC8PnGoe9
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Real-Time Body Physics is a highly experimental mod for the Sims 4 that attempts to add real-time body physics to sims. Currently, only the breasts and butt are targeted, but other parts could be added in the future. The mod works via a fake DirectX 9 DLL that behaves just like the real deal, but injects a little extra code into the rendering loop (See: https://en.wikipedia.org/wiki/Hooking). The source code is included for those that want to see how it works. Please read the included "README.html" file before using this mod. It explains how to install, configure, and control the mod in-game. Note for those with an Intel GPU: You'll need to tweak a Sims 4 configuration file for RTBP to work. Go to your game installation directory + "/Game/Bin/" (the same place you put "d3d9.dll"), and open the file "GraphicsRules.sgr". Find the line that says "setProp $ConfigGroup EnableSoftwareSkinning true" (for me it was on line 117) and replace the part that says "true" to "false". This will enable hardware skinning for Intel hardware and allow RTBP to work. RTBP 2020-08-12.webm Butt Physics.webm RTBP 2020-08-12.webm Bonus: If you'd like, you can try out the super duper, highly experimental, RTBP GUI tool that allows you to Alt+Tab out of the game and change settings on the fly via the RTBP Command Server using a user friendly GUI interface: * Screenshot is out of date. The RTBP GUI Tool is a work in progress and more features will be added soon. Beware that you can send values to RTBP that might break it and cause body parts to disappear. RTBP GUI Preview Breasts.webm RTBP GUI Preview Ass.webm RTBP GUI Preview Breasts.webm Bonus 2: Having a bit of trouble installing RTBP? Try out the RTBP installer. Just select the RTBP zip file you'd like to install, your Sims 4 installation directory, and your Sims 4 mods directory. The RTBP Installer will attempt to automatically detect these paths, so if you're unsure, I recommend going with the default values. Update 2023-11-11: The new versions of the RTBP Commander and Installer have been bundled to save space. Note that this version of the installer is incompatible with older versions of RTBP. Download both of them here: RTBP GUI Tools v3.3 2024-03-01.zip Update 2023-04-01: Origin has been depreciated and replaced with the EA App. The RTBP installer will no longer look for your Sims 4 installation in the Origin game directory. Update 2023-03-24: Added the EA App game installation directory to the list of potential Sims 4 game installation directories. The requisite libraries required for RTBP to function will be individually tested during installation. Update 2022-08-13: The RTBP Installer should now detect when GShade is installed and make the changes necessary for RTBP compatibility. Update 2022-07-26: Improved logging. Update 2021-11-18: The RTBP Installer now has an uninstallation wizard.- 14 reviews
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[Dev/Test/Beta] LL FourPlay community F4SE plugin v43 2023 05 06 View File ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 43 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.138 will no longer be supported. ; Written and tested against F4SE 0.6.21. You should not use an older version of F4SE. ; ; ; Known issue: errors in description and untested functionalities. This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch. This is also where the sources for the released plugin will be found. Current interface and available functions for v42: Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 43 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.138 will no longer be supported. ; Written and tested against F4SE 0.6.21. You should not use an older version of F4SE. ; ; ; ; Returns the version of this script (when someone has not forgotten to update it :) ) Float Function GetLLFPScriptVersion() global return 43.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; ObjectReference functions ; ========================= ; ; Set the reference display name as a string without token. TO BE TESTED bool Function ObjectReferenceSetSimpleDisplayName(ObjectReference akObject, string displayName) native global ; ; Actor functions ; =============== ; ; Check if the ActorBase has a specific skin. TO BE TESTED bool Function ActorBaseIsClean(Actor akActor) native global ; Return the WNAM ARMO of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global ; ; INI setting functions ; ===================== ; ; Functions to retrieve INI settings, e.g. Fallout4.ini, Fallout4Prefs.ini, Fallout4Custom.ini, mod .ini files in Data folder ; These functions retrieve the settings from the game engine, not from the INI files themselves. ; Parameter is the .ini setting name and section, fSettingName:SectionName. For example, fMinCurrentZoom:Camera ; Note that typing is strict, e.g. you cannot call GetINIFloat on an Int setting ; ; Return Float setting value or 0.0 if not found float Function GetINIFloat(string ini) native global ; Return Int setting value or 0 if not found int Function GetINIInt(string ini) native global ; Return Bool setting value or false if not found Bool Function GetINIBool(string ini) native global ; Return String setting value or NONE if not found String Function GetINIString(string ini) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 new in v16: compatible with runtime version v1.10.75 new in v17: compatible with runtime version v1.10.82 new in v18: compatible with runtime version v1.10.89 fixed OriginalFormID added DelKeywordFromForm (but it untested at the moment). new in v20: fix for DelKeywordFromForm. ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. Function PrintConsole(String text) native global v21: Same as v20 but with the correct DLL. new in v22: compatible with runtime version v1.10.98 new in v24: compatible with runtime version v1.10.106 new in v25: DELETED. new in v26: compatible with runtime version v1.10.111 new in v27: compatible with runtime version v1.10.114 (untested for now but should work). new in v28: ; Return the WNAM ARMO (skin mesh) of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global new in v29: compatible with runtime version v1.10.120 (untested for now but should work). new in v30: ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global new in v31: compatible with runtime version v1.10.130 new in v32: compatible with runtime version v1.10.138 new in v33: Bug fix for LastCrossHairActor by EgoBalistic. (Possible CTD, so please update) new in v34: Bug fix for SetMinimalMaxArraySize by EgoBalistic new in v35: new MFG morph functions and Scaleform integration by EgoBallistic. ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global new in v37: compatible with runtime version v1.10.162 and both F4SE 0.6.18 and 0.6.19 new in v38: compatible with runtime version v1.10.163 and 0.6.20/0.6.21 new in v39: new functions provided by EgoBallistic: ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global new in v40: ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global compatible with runtime version v1.10.163 and 0.6.20/0.6.21 v40 was not properly packaged (same content as v39). V41 contains the correct compiled files to use. new in v42: ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) native global new in v43 Ported from SKSE by EgoBallistic ; ; INI setting functions ; ===================== ; ; Functions to retrieve INI settings, e.g. Fallout4.ini, Fallout4Prefs.ini, Fallout4Custom.ini, mod .ini files in Data folder ; These functions retrieve the settings from the game engine, not from the INI files themselves. ; Parameter is the .ini setting name and section, fSettingName:SectionName. For example, fMinCurrentZoom:Camera ; Note that typing is strict, e.g. you cannot call GetINIFloat on an Int setting ; ; Return Float setting value or 0.0 if not found float Function GetINIFloat(string ini) native global ; Return Int setting value or 0 if not found int Function GetINIInt(string ini) native global ; Return Bool setting value or false if not found Bool Function GetINIBool(string ini) native global ; Return String setting value or NONE if not found String Function GetINIString(string ini) native global New in v44 New functions by EgoBallistic ; Return an Actor's actor flags (not the same as the Form flags) Int Function GetActorFlags(Actor akActor) native global ; Reset an actor's persistent Essential / Protected data ; Calling Actor.SetEssential() overrides the actor base value. Changing the state on the actor base will no longer have any effect, and ; neither will the Essential flag on Aliases. This function resets the override so ActorBase and alias flags will work again. bool Function ResetActorEssential(Actor akActor) native global ; Return an array of all the forms in a FormList Form[] Function FormListToArray(FormList akFormList) native global ; Return the form with the given formID from any type of plugin (esm, esl, esp) Form Function GetFormFromPlugin(String modName, Int formID) native global ; Return an array of forms given an array of plugin names and an array of form IDs Form[] Function GetFormArray(String[] modNames, Int[] formIDs) native global ; Populate a formlist with the forms given an array of plugin names and a corresponding array of form IDs Function PopulateFormlist(FormList akFormList, String[] modNames, Int[] formIDs) native global ; ; Animation functions ; =================== ; ; Functions to play animations on actors. They do basic sanity checking on the inputs so that None idles and actors, ; actors who are deleted or disabled, and actors with no AI middle process will not attempt to play idles. ; ; Make one actor play an idle Function PlayIdle(Actor akActor, Form akIdle) native global ; Make multiple actors play idles, in synch Function PlayMultipleIdles(Actor[] akActor, Form[] akIdle) native global Other files: Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin. Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers. Submitter jaam Submitted 07/22/2017 Category Modders Resources Requires Fallout 4 version 1.10.163 and F4SE 0.6.20 or later.
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View File MaryJane's animations for Kinky World and Passion (Updated: 01March2021) ADULT CONTENT 18+ Requires: Oniki's Kinky World OR Passion The new update arrived. (v.1.7) There are 7 new animations for your sims to enjoy! Note - one of the animations uses the phone from the University EP. If you don't have that but want the animation with a phone, edit the XML with s3pe: Change the line: <Accessory Key="phoneSmartPhone" ProductVersion="EP9"> To: <Accessory Key="PhoneCell"> View full animation list and get required objects: How to install: Want to make animations? Head over to my rigs. Check out my poledance animations in Kinky World or Passion by interacting with the dancepole! Note: in KW, you need to level up the hidden dancing skill by practicing. Submitter MaryJane Submitted 02/16/2017 Category The Sims 3 Requires Oniki's Kinky World or Passion
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Description: Smutsector is a starsector mod/library that adds smutty events and characters. [WIP] Changelog: v0.0.2b - things break again, on-hold might take a while due to authors laziness To-do's [❌on-hold, ⚙doing, ✔done] ✔ folder Structure of Starsector, Core & Mods ✔ basics of Starsector Modding -> stuck in tutorial hell but ? ✔ bash head cuz starsector isn't v1.0 yet ✔ watch sseth succumb to space madness ⚙ relearn basics of java/modding ⚙ learn changes on 0.96 update ❌ put on private until a working build is in alpha stage [playable] ❌ create a class extension to simplify creation of npc, dialog and story Feature dump-list add user/pc flags(e.g. gender[already in-game might only add a few tweaks], looks[depending on implementation], genitalia), karma system based on the user/pc action (good/neutral/kinky/evil), dynamic smut & events based on user/character flags, karma, relationship publish/Debug stage make it modder friendly for other mod to use cross-mod-drifting slave/trafficking.... (idk unless rs added it)
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- starsector
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Version 0.1a
273 downloads
(THIS MOD IS CURRENTLY A PROOF OF CONCEPT. MORE TO COME.) (UPDATE 2/7: Have run into some issues with my PC and getting G.E.C.K. to work effectively on it. Drawbacks of having an older rig, I suppose. Have not abandoned this idea, hopefully will start making meaningful progress soon. Next planned update is BoS related with a decent volume of content.) If you're anything like me, you've probably had a bit of disconnect from your FNV game when running mods like Sexout. The problem is that there are simultaneously NPCs who will harass you, assault you, and objectify you - all while other NPCs don't even reference your gender or body. The disparity is jarring, and it can pull you out of the game when you go for long stretches between any overtly sexual content. This mod seeks to address that. My aim is to add ~50-100 new NPCs all across the Wasteland like jacks. These NPCs will range from genius perverts to idiotic neandertals, most of whom think you're really, REALLY hot. They will not force themselves on you, but they will comment on your looks and personality. I'm hoping that an addition like this will add more indirectly sexual content (think flirting, catcalling, general sexual harassment) that will increase immersion and really make you *believe* you're a sexy wasteland wanderer. Instead of just adding sex - which so many mods already do, and well! - this mod will add dialogue and world-building to better incorporate your female character into the Sexout world. On top of that, things like your S.P.E.C.I.A.L. stats, regular skills, and dialogue choices will actually matter. There will be a few quests to do, some new factions to meet, and an overall good time for anyone wanting to feel objectified while still enjoying the breadth of the Fallout dialogue system. This mod is NOT a replacement for any actual sex mods of course, as it currently doesn't have any animated sexual content. It probably never will either, unless someone wants to add that themselves. Or if you have a mod to where you can initiate sex with NPCs. If I get significantly better at modding I may add some Sexout content myself, but that's a big if. In essence, beyond just the sexual content -- of which there will be lots -- there will be new factions to interact with, additional lore (obviously non-canon), and lots of skill checks and character references (i.e., stuff you've done in game). Finally, after the new content is completed, I hope to add a healthy smattering of sexual references to plenty of NPCs who already exist in the game; I'll aim to keep their personalities and preferences intact as I do so, rather than some mods which just brute force sexual content into NPC interactions. This mod is intended for a somewhat curvy, female protagonist, though it will not explicitly break if you're a male or a more petite woman - a lot of the dialogue just won't make sense. Please read below so you understand the current state of the mod, and why I'm uploading this so early into its development. Version 0.1a: There is currently only one NPC (Hugo Hoss), a ghoul who lurks near the Strip's front gate in Freeside. His dialogue is pretty much entirely fleshed out, though an intended quest for him is missing. I'm uploading this extremely alpha state of development in order to -- hopefully -- get some ideas on content and tips for how to mod (lol). This is my first time ever using the G.E.C.K. and if there is a lot I have to learn. It's my hope that by having a version of this mod up from the beginning I can get some much-needed feedback from all of you! Current Build Stats: 98 lines of dialogue, 1 NPC, 0 quests. Please don't hesitate to offer ideas, suggestions, and any guides or mod compatibilities that you think may improve the experience! I have lots of ideas of my own, but I always welcome other inputs so that the content can be as diverse as possible. Tips: Re-initiate dialogue with someone even if you've talked to them, new dialogue may appear! Pay attention to the lore, I'm planning on connecting many of these NPCs and drawing them together once quests start rolling out! Don't be afraid to pick a dialogue option, you'll rarely be locked out of content! Final Notes: You should only need NVSE to run this, please let me know if the .esp is not working or something seems wrong.-
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The Class Next Door: EX2 (TCND: EX2) [DEMO] is here! (Tiffany: "What, how!?") Overview: The Class Next Door: EX2 (TCND: EX2) introduces many gameplay changes to the TCND series; in TCND: EX2, the gameplay will follow a linear/kinetic flow with multiple choices. Players can expect a hassle-free experience. ------------------------------------ Get the demo here: Ninecrux ------------------------------------ Other works: TP: The Class Next Door TCND: EX Void Divers: Vortex X profile: NinecruxGD The Story: TCND: EX2 continues on the events from TCND: EX; many of the girls are already close to the main character (MC) and things are starting to get spicy. There are many things going on; there are party preparations, some lines has been crossed, and it seems like things are getting better with the MC's ex-wife. The Gameplay: The game will start by asking for your name, then it will ask you about Tiffany's relationship to you; from there, it will ask you about the girl's age. The game has a default age for each girl but players can set any age they want from a 'credible' range. Next, you will have the option to unlock all the routes or just a selected few. TCND: EX2's days are divided into morning, noon, and night; as events pass, time will automatically move forward. Business days will start with Tiffany waking up the MC, then they will go to school, and they will be back home in the afternoon. Events can occur at any time but most are setup for the afternoons and nights. There will be no need to navigate to any location; the story will take players to where they need to be. Players will be able to choose which route-related event plays first; route options will only be available if players unlocked the given girl's route. At night, you will be able to see any available lewd dream you want. There are a few repeatable events that happen on specific days, and there will be more, Improving a girl's stats will unlock more interactions during repeatable events. Changelogs: January 1 2023 TCND: EX2 episode one's change log: -Story progress with Daria. -Story progress with Emily. -Lewd dream featuring Emily. -Added an animation loop for Emily's lewd dream. -Lewd dream featuring Daria. -Main storyline progression. -First TCND: EX2 official release December 23 2022 TCND: EX2 version 0.1.1 [DEMO] -Linear gameplay with multiple choices; pick your own poison. -Lewd dream selection menu; chose a lewd dream at night. -Main events include all available routes; see route related events one after another. -Daily routine; players will wake-up, go to work, be back home and that will be a day. -Day specific events; repeatable events will only occur on a given day. -Set the girl's age; yeah, now you can specify how old they are (within reason.) -Set Tiffany's relationship to the player. - TCND: EX2 is made with Ren'Py 8, which uses Python 3. You can visit my... Subscribestar.Adult and BuyMeaCoffee for more info!
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Rustic Chastity Belt View File About This mod adds a rustic chastity belt into Skyrim. It is based off of the Devious Devices framework, and as such requires it to be installed. This mod is currently in version 0.1 so I would be happy to accept advice or assistance in any form. In particular if someone were able to test this mod I and give me feedback I would be extremely appreciative. Features Currently this mod only adds a single item to the game, a Rustic Chastity Belt. Its design is based off of one that is sold at Fancy Steel. As this mod is still a work in progress, there is no way to obtain the item without the use of console commands. However, it does retain identical functionality as the stock DD belt. Future Plans Register device as generic device in DD Tweak minor clipping issue in groin region Add matching pieces to set (plug, collar, bra, etc...) Version History V 0.1 - 4/11/2021 Initial WIP version Credits Fancy Steel for the design of the belt Kimy and the whole DD team for both inspiring me to make this mod and providing the framework to create it. Thank you so much! Submitter Boaldyn Submitted 04/11/2021 Category WIP / Beta Requires Devious Devices SE Regular Edition Compatible No
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Boog's Immersive NPCs View File (THIS MOD IS CURRENTLY A PROOF OF CONCEPT. MORE TO COME VERY SOON.) (UPDATE 12/26: Just updating as I go. No new content yet, but I have been making big strides in learning the G.E.C.K. and its functionalities. I do not want to release many low-quality NPCs only to have to retroactively go back and fix/improve them, so I am taking time to properly learn the systems. Big batch of Brotherhood of Steel content is slated as next on the agenda -- two NPCs, full questline, terminals, lore galore, fun hijinks, possible Sexout integration if I can ever figure it out (may have to come later), along with two other minor NPCs that are mostly just for laughs around the Wasteland. Once I nail the quest scripting Version 2 should be ready. Ideally this will be before the end of the year!) If you're anything like me, you've probably had a bit of disconnect from your FNV game when running mods like Sexout. The problem is that there are simultaneously NPCs who will harass you, assault you, and objectify you - all while other NPCs don't even reference your gender or body. The disparity is jarring, and it can pull you out of the game when you go for long stretches between any overtly sexual content. This mod seeks to address that. My aim is to add ~50-100 new NPCs all across the Wasteland like jacks. These NPCs will range from genius perverts to idiotic neandertals, most of whom think you're really, REALLY hot. They will not force themselves on you, but they will comment on your looks and personality. I'm hoping that an addition like this will add more indirectly sexual content (think flirting, catcalling, general sexual harassment) that will increase immersion and really make you *believe* you're a sexy wasteland wanderer. Instead of just adding sex - which so many mods already do, and well! - this mod will add dialogue and world-building to better incorporate your female character into the Sexout world. On top of that, things like your S.P.E.C.I.A.L. stats, regular skills, and dialogue choices will actually matter. There will be a few quests to do, some new factions to meet, and an overall good time for anyone wanting to feel objectified while still enjoying the breadth of the Fallout dialogue system. This mod is NOT a replacement for any actual sex mods of course, as it currently doesn't have any animated sexual content. It probably never will either, unless someone wants to add that themselves. Or if you have a mod to where you can initiate sex with NPCs. If I get significantly better at modding I may add some Sexout content myself, but that's a big if. In essence, beyond just the sexual content -- of which there will be lots -- there will be new factions to interact with, additional lore (obviously non-canon), and lots of skill checks and character references (i.e., stuff you've done in game). Finally, after the new content is completed, I hope to add a healthy smattering of sexual references to plenty of NPCs who already exist in the game; I'll aim to keep their personalities and preferences intact as I do so, rather than some mods which just brute force sexual content into NPC interactions. This mod is intended for a somewhat curvy, female protagonist, though it will not explicitly break if you're a male or a more petite woman - a lot of the dialogue just won't make sense. Please read below so you understand the current state of the mod, and why I'm uploading this so early into its development. Version 0.1a: There is currently only one NPC (Hugo Hoss), a ghoul who lurks near the Strip's front gate in Freeside. His dialogue is pretty much entirely fleshed out, though an intended quest for him is missing. I'm uploading this extremely alpha state of development in order to -- hopefully -- get some ideas on content and tips for how to mod (lol). This is my first time ever using the G.E.C.K. and if there is a lot I have to learn. It's my hope that by having a version of this mod up from the beginning I can get some much-needed feedback from all of you! Current Build Stats: 98 lines of dialogue, 1 NPC, 0 quests. Please don't hesitate to offer ideas, suggestions, and any guides or mod compatibilities that you think may improve the experience! I have lots of ideas of my own, but I always welcome other inputs so that the content can be as diverse as possible. Tips: Re-initiate dialogue with someone even if you've talked to them, new dialogue may appear! Pay attention to the lore, I'm planning on connecting many of these NPCs and drawing them together once quests start rolling out! Don't be afraid to pick a dialogue option, you'll rarely be locked out of content! Final Notes: You should only need NVSE to run this, please let me know if the .esp is not working or something seems wrong. Submitter NoBarkToTheNoonan Submitted 12/16/2023 Category Sexual Content Requires NVSE
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View File [MHW] Monster Hunter World: Slavery Tales This mod is no longer in active development and has been put on hold indefinitely! Update (2023-10-13): development of the mod is likely to resume either before the end of 2023 or sometime in early 2024 ((None of the body or armor mods shown in the images above are included in this mod. The images are simply included to show my progress in areas talked about below)) ((If you want to see the most up-to-date images for the mod, check out the progress updates posted in the mod's support thread)) ((If you want to see my personal mod list, you can find it in the mod's support thread)) (A pre-alpha, proof of concept version of the mod is now available for download!) Hello everyone. This is a work in progress mod -- for Monster Hunter World: Iceborne -- that I am currently working on. As most of you are already aware, Capcom (/the DEV team) never released the source code or developer tools for MHW, so what we can mod into the game is still relatively limited. (That is, of course, unless someone sits down and does a real deep dive to solve it, but few in the community are still active enough to even attempt such a thing, so this is something we may simply have to live with.) That being said, this does not mean that there is no more value to be gained from trying to mod the game, and that is what I have been attempting to do. This project of mine that I am about to talk about has already moved quite some distance, and I have already reached some of my initial goals, but it is still in its early stages. That being said, I have already gotten a good feel for the scope needed to accomplish my initial key goals, and I thus already feel comfortable announcing the project publicly. In short, the following project aims to create a (more or less wholesale) thematic overhaul for MHW:I, turning the game into a female player character centered, sexually loaded experience with heavy emphasis on lust, slavery and submissiveness. KEY CONCEPTS: ・You play as a female slave who has to degrade herself in front of men and get tasked to go on hunts for them. ・If you fail an assignment, or disobey the order that a man gives you, you must apologize and degrade yourself in front of him. (this cannot be implemented through gameplay, so it obviously necessitates some light role playing on the player's part) ・You get cursed out and verbally degraded by every man. They tell you how worthless you are, pick on your self esteem, and make fun of your tiny brain and fuckable body. ・You and the other slaves are not allowed to have a name, only a slave identification tag consisting of numerals and a letter. Among other things, it identifies where a slave was initially enslaved. A template list for how to make a slave tag for yourself is provided in the character creator. ・Your personal Palico and Housekeepers act as slave overseers who report back to your owner what you are up to in return for financial compensation. ・As a sex/hunting slave, a portion of what you earn and/or find while outside of settlements is confiscated before entry as payment. (this could possibly be implemented through gameplay, but until then, it will necessitate self-hindering actions on the player's part. You will essentially have to drop some of the most valuable items you have onto the ground before returning to a settlement) SEGMENT 1: I currently have a number of goals that I want to accomplish. Thankfully, most are quite easy for me to do on my own. Here are some of them: ・Rewrite the narrative of the game in a new, thematic direction around female enslavement, but in such a way that it can still retain player immersion through a mix of 'light, self-imposed role playing' with heavily modified story-related elements (such as completely rewritten cutscene dialogue, completely rewritten in-game interactions, and new in-universe justifications for existing missions). ・Rewrite all lines of dialogue to reflect the reworked narrative and make the player feel like they are genuinely enslaved. ・Replace every instance of every character name with new, thematically consistent replacements. ・Replace every instance of every place name with new, thematically consistent replacements. ・Replace the menu-screen background and title screen text. ・Rename, and completely rewrite the in-game info and dialogue about, all monsters that have a genital remodel by Holimon or Queried (or myself, potentially down the line), to reflect the inclusion of external genitalia. ・Replace sound effects where appropriate to align with the thematic shift imposed by the rest of the overhaul. ・Rename, and provide new in-game descriptions, hints and tips for, every weapon, (usable item?,) and accessible stationary item. ・Replace every sticker with lewd imagery. ・Replace every player message with dialogue appropriate for a submissive slave slut. (there are some finicky details regarding how to implement this, but it should be feasible. People can otherwise always edit in real time what their shout outs say, so this change is perhaps even undesirable for some, so I may not include it in the end, or I make it an optional file) ・Rename every instance of the game title. ・Provide new, optional, high-quality, thematic replacements for the game's .exe file, Steam icon, and Steam artwork. ・Provide a list of mods -- with personal instructions by me for each to ensure that you install everything as intended -- that either simply jive well with the overhaul, or whose inclusions provide maximal immersion and thematic consistency. SEGMENT 2: There are other things that I would also like to include, but which may be unfeasible. Here are some of them: ・Replace all music in the game with brand new tracks produced by me specifically made for this overhaul. (I have been making music for many years, though not in a style appropriate for this project, and while I can without a doubt accomplish this, the time investment I would have to make to produce so many, completely new -- and potentially, copyright-free -- tracks, could prove to be too big of an investment on my part) ・Model and add a new penis mesh with hand-drawn textures for each large (and small) monster that does not currently have a dedicated penis remodel freely available online. (not all monsters in MHW:I (or standard MHW for that matter) have a dedicated penis mod. Holimon only does commissions nowadays, and I am in no way able to provide the financial incentives to get him to finish his Monster Dick project. That being said, I have a lot of (presumably) adequate modeling software (including Blender and ZBrush), so as long as I am able to relearn how to make models, generate textures for them, and get some pointers from Holimon and/or Queried on how they made and implemented their mods, I may be able to do some work myself. Do not get your hopes up too much though, I may have done modeling in the past, but I am essentially starting from square one. Being honest, if everything was within my own control, every small and large monster would have a penis-endowed version, but considering how many monsters there are in MHW:I, and combine that with my very limited practical experience with modeling, this does not seem like a feasible prospect, so unless someone is willing to become a co-author for this project by helping out with modeling and the like, this is not an idea I plan to pursue any further for the time being. Queried's mod "[MHW] Female Monsters 20.3.2-beta" to some extent alleviates the issue by providing 'many of the monsters that lack a penis' with female genitalia instead, so an alternative, but unsatisfactory solution could be to have those creatures remain female and to reflect that in in-game dialogue and info) ・Reanimate some existing poses and gestures into sex animations with an offset so that the player can have pseudo-sex with male NPCs. (to my knowledge, the ability to edit animations and poses for MHW:I is one of those things that are sadly behind lock and key because the MHW modding community lacks the source code and/or DEV tools that enable such edits to be made, but if you know of someone who has been able to do it, feel free to contact them regarding this project or help me out yourself if you are able. In theory, this should not be too difficult to accomplish. NPCs in MHW are renowned for stopping dead in their tracks when you block their path, and moreover, there are multiple NPCs (such as the Huntsman) who are almost always permanently fixed in a specific pose in a specific location. If one was able to reanimate gestures and poses -- especially ones that loop -- one could simply create a sex animation for the female player, then add a forward or backward offset to the animation, and it would look like the player is servicing her master (or a client). If my understanding around the source-codes and DEV tools is correct, this may be completely unfeasible as things stand, but who knows) ・Create a nude remodel for male NPCs. (it is quite evident that an important hurdle to overcome is the complete lack of nude male NPCs, or at least, the complete lack of any mod that adds penises to male NPCs in some fashion. It might be possible to get around this issue by implementing some sort of image-based sex scenes, but that would obviously not be anywhere near as immersive as somehow having sex with actual male NPCs in the 3D environment as your on-screen character) A GENERAL CONCERN: The fact that most NSFW content creators for MHW have dropped out in favor of MHR is the only thing that is a bit disconcerting to me, as it means that there is probably only a handful of people who would be willing to work with me on this project, let alone provide me with info that can help me speed things along. That being said, I am highly meticulous and somewhat of a perfectionist. My approach is very on-the-go - retesting even minor iterative changes to make sure everything is perfect. I will not promise anything, as we all know how that could turn out, but I feel quite confident that I will be able to accomplish everything I outlined in SEGMENT 1. SOME INITIAL PROGRESS IMAGES: As you can see at the top of this page, I have included a number of images showing off some of the progress that I have already made on the project. These pictures can at times be quite outdated, so I encourage you to look at my latest progress update in the support thread for the most up to date images of the mod. POLLS: I sometimes host polls in the support thread. These may regard design direction or other decisions about the mod that I want community feedback on. I strongly encourage people to answer these, as they provide valuable feedback and information that will aid me in the decision making process. A SHOUT OUT THAT IS IN ORDER: The guys at monsterhunterworld.wiki.fextralife.com deserve a shout out for their work. The extensive information that they provide on the monsters of MHW has been particularly useful, and while I fully intend to rewrite everything in my own words, using some of their descriptions as an initial foundation to build upon has helped speed up the process considerably. SHOWING INTEREST AND APPRECIATION FOR MOD AUTHORS: Finally, it should be said that while a lot of the work comes down to text editing, the amount of name instances, lines of dialogue, and bulk info that I I will have to edit is absolutely ridiculous, then add to that all of the sound editing, texture editing, artwork creation in CS6, and potentially even music production, and I have my work cut out for me, so any community encouragement you can give me, or other signs that you guys are interested in what I am doing, will help me see this project to completion. If you want to help out, feel free to reach out. I would not at all mind turning this into a community project as long as the key concepts I outlined at the beginning remain mostly intact. Submitter Wonders of Eros Submitted 07/01/2022 Category Misc Adult Mods Requires Monster Hunter World
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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
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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
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The following images are from an SFM anthro project that I was teasing back in spring. They were taken at around the same time I made the announcement. I had planned to return to this project later on in the year, or in other words now, but having recently moved things around a bit on my PC, I may have broken the project files. If I am able to restore the project files, I will of course continue to work on it, but in case it is completely dead in the water, I wish to share the old progress images. I hope you all enjoy them and please let me know your thoughts on the matter. As I said, I cannot promise that I will be able to restore the files, but I will at least try. I actually got much further along and made significant improvements to all of these frames so it would be quite sad if it all went to waste. The project itself went far beyond just Hyena Tamer. I made a multitude of different sets and had quite a few characters and stories in the lineup. CHANGELOG: 2023-12-04: 1.00 released CHANGELOG: 2023-12-05: project files saved and 2.00 released STAY TUNED FOR MORE!-
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I'm making a mod that adds real-time breast physics to The Sims 4. It's not quite ready for prime time, so consider this a preview of what's to come rather than a finished product. Really, this "mod" is more of a hack than a mod. It's basically a phony DirectX 9 DLL that acts just like the real deal, but injects a bit of extra code into the game loop (See https://en.wikipedia.org/wiki/Hooking). I figured out how to detect when a sim was about to be drawn and modify the joint matrices before the rendering happened. I used the texture coordinates to find which vertices were part of the breasts then determined which joint matrices correlated with the left and right breasts. With that information, I was able to add a rudimentary physics simulator to the breasts. Please read the file "README" before using this mod. I have included a cleaned up version of the source code for anyone that wants to know how this was done. Also, I'm ready to answer any technical questions. QUICK INSTALL: 1.) Extract the files from the archive. 2.) Move "d3d9.dll" to your Sims 4 installation directory + "Game/Bin/". 3.) (Optional) If you'd like to send commands to the physics simulator to change certain things, move the folder "RTBP" into your mods folder. The README file has a list of all available commands. 4.) Use at your own risk. Real-Time Body Physics
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Werewolf Follower Kayla WIP View File I'm creating a custom werewolf follower. She is big and buxom. I am currently working on trying to fix an issue where she doesn't show up in game, can't summon her, she only appears after using placeatme in console, and her body is all messed up and doesn't have proper physics. I assume the body being messed up has to do with the skeleton but I'm not yet sure how to fix that. After completion of the mod I add her in Dragonsreach as a follower and possibly add a werewolf replacer/race addon too. I possibly might a bondage addon to the mod. At the moment the mod only offers a tank version of Kayla, but I do plan on making a much less OP version too. I'd love to take anyones recommendations. I am also a noob when it comes to making mods and especially custom creatures. Any help would be appreciated. Kayla Love werewolves, huge breasts, and huge butts? Kayla is all of that and more. Kayla isn't your standard follower or werewolf. She is strong, buxom, and tall! A complete tank to rule the battlefield. She can help you pick an lock, pickpocket any NPC, and beat down any foe. She can be found waiting for you just outside Dragonsreach in Whiterun. If she is not there then you can use "player.placeatme (Kayla's ID here) 1" to get her. Recommended Mods: - Fuz Ro D-oh - Silent Voice - Relationship Dialogue Overhaul - RDO SE - My Home is Your Home REQUIREMENTS: - CBBE 3BA and its requirements - XPMSSE and its requirements - Dawnguard DLC Credits: Groovtama - XP32 Maximum Skeleton Special Extended - XPMSSE Acro748 - CBBE 3BA (3BBB) ousnius - Outfit Studio Submitter highlyrush7 Submitted 10/27/2023 Category Adult Mods Requires CBBE 3BA, XPMSSE, Dawnguard DLC Regular Edition Compatible No
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Castration Framework (Up for Adoption) View File IMPORTANT: Make sure XPMSE is installed correctly. This mod is up A quick-and-dirty mod that can be used to remove the balls from any NPC seen as Male by Sexlab. This blocks their arousal. (NOTE: Does not currently prevent pregnancy except through SGO, more coming soon) Use AddItemMenu to get the castration knife. Requirements: -Racemenu (for NiOverride) -XP32 Maximum Skeleton Extended (node scaling is used) -Sexlab Aroused (preferably SLAX) -Schlongs of Skyrim -Gender Bender (recommended, not required) for futa support Features: -Castration and decastration via MCM menu or knife -Penectomies (nullification, removes the dick but not the balls) Known bugs: -Certain revealing armors may not realize the NPC is castrated Coming later: Nothing Submitter brrrryes Submitted 12/28/2021 Category Framework & Resources Requires Racemenu, XPMSE, SLAX, SOS, SkyUI Special Edition Compatible Yes
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