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Monoman's Mod Tweaks

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 Monoman's Mod Tweaks

 

Description

This is a collection of mods that are either tweaks to existing mods made by other modders (Tweak) or original creations made by myself (Original) that were either small features cut from my other mods or mods too small to justify their own page. I claim no credit for any of the tweaked mods. All credit goes to the original mod authors. Please note that I'm not looking to create hassle for myself or other mod authors. If there's a problem with anything here just drop me a message and I'll take down the file in question or anything else that needs to be done. Also know that I'm not seeking to 'take over' maintenance of any mod. I'm already oversubscribed. Unless otherwise stated the tweaks posted here are only for the specific version of the mod it applies to and the original mod is required. I can't guarantee compatibility if a mod gets updated so pay attention to the version number. 

 

Please remember to endorse the original mod author for their hard work without which most of the content here would not have been possible. 

 

Index

  1. Amputator Framework (Tweak)
  2. Apocalypse Magic - Wild Healing Tweak (Tweak)
  3. Aroused Nips (Tweak)
  4. Barefoot Realism (Tweak)
  5. Bathing In Skyrim (Tweak)
  6. Devious Bell And Chain Sounds Reduced (Tweak)
  7. Fly You Fools (Original)
  8. FNIS PCEA2 Tweak (Tweak)
  9. Hydras Slave Girls (Tweak)
  10. Immersive Fashion (Tweak)
  11. Loot And Degradation (Tweak)
  12. MME Milk RND Hunger/Thirst Tweak (Tweak)
  13. Rape Tattoos (Tweak)
  14. Requiem Passive Armor Training Tweak (Tweak)
  15. Rock Trap De-Lameifier (Original)
  16. Wet Function Redux (Tweak)

 

====================================================

 

Amputator Framework

Amputator Framework Beta v0.7 By Hæretic

 

Changes:

  • Cleaned up code. 
  • Fixed amputations not being reapplied on game load. 
  • Fixed amputations will reapply when an actor is unloaded and loaded again. 
  • Changed amputation information storage from magic effects which are temporary on Npcs to factions and quest aliases which are permanent. As a trade-off there are now limited amputation actor 'slots' that can be used (10 at the moment. Can be expanded pretty easily if needed)
  • Fixed slow effects didn't seem to be working when amputated. 
  • Includes SLIF compatibility. 
  • Added some extra Mcm options.
  • Added option to disable the glitched animation set (I need to see if I can replace that set with the animations from DDs pet suit animations. They look very similar)
  • Should be backward compatible with mods that use 0.7. 
  • Sends out a mod event whenever an actors amputations are changed/healed. 

 

Changes For Modders:

Spoiler
  • I've tried to be as backward compatible as possible. 
  • If you're calling the Amputator Framework via function ApplyAmputator then nothings changed. 
  • If you're detecting spells/magic effects then nothings changed. 

 

The tweaked framework sends out a modevent whenever an actors amputations are changed or healed which you can use to update the status of your own mod. Just make sure you are not creating an execution loop (you should probably deregister for the event before making amputation changes of your own) otherwise:

1. send out amputation operation

2. receive amputation event (your own)

3. do another amputation operation

4. receive another event etc etc etc.

 

Amputator code:

Function SendAmpModEvent(Actor akActor, Form akSource = None)
     Int AmpEvent = ModEvent.Create("_AMP_LimbChangeEvent")
     If (AmpEvent)
         ModEvent.PushForm(AmpEvent, akActor)

         ModEvent.PushForm(AmpEvent, akSource)
         ModEvent.Send(AmpEvent)
     EndIf
EndFunction

 

Your code example:

Event OnInit()
    RegisterForModEvent("_AMP_LimbChangeEvent", "On_AMP_LimbChangeEvent")
EndEvent

 

Event On_AMP_LimbChangeEvent(Form akTarget, Form akSource)
    Actor akActor = akTarget as Actor
    If akActor
        If akActor == PlayerRef

           If akSource != MyQuest ; Where MyQuest was used earlier to call ApplyAmputator (IE. it wasn't your mod that requested this change)
               ; Do some stuff

           EndIf
        EndIf
    EndIf
EndEvent

 

Installation:

Can NOT be installed in a game that is already running Amputator Framework 0.7 as there are major core changes. Must be installed on a new game or clean save. 

Technically does not require the original version but I'd appreciate if you went over there, downloaded the file and endorsed it. Without the original work by Hæretic this file would not be possible. 

 

Do NOT install both frameworks! Only this one is required!

 

====================================================

 

Apocalypse Magic - Wild Healing Tweak

Apocalypse - Magic of Skyrim v945 By EnaiSiaion

https://www.nexusmods.com/skyrim/mods/16225?

 

Changes:

  • Doesn't automatically heal the player. 
  • Heals a random target (including the player) within '50 feet' a random amount between 10 - 60 points. 
  • Balanced for Requiem really but shouldn't be any problem if used without it. 

 

Purpose:

Almost wasn't going to upload this one as it's so niche I don't think it'll get much use but whatever. Makes wild healing properly wild. The original is a bit overpowered compared to Requiems equivalent novice level spell - 'Healing Aura I' which heals sometime like 1 hp every 3 seconds whereas wild healing would always heal the player and another target nearby making it just a little less useful in combat. This tweak tries to make it far less useful in combat by not automatically healing the player but selecting a single npc or player close by to heal. Also heals a random amount for both health and stamina so you might end up healing yourself 10 points and an enemy 60 points. You can enable spell debugging by using the console command 'set wb_WildHealingDebug to 1'. It'll tell you who it healed, how many potential targets there was and how much it healed them by. 'set wb_WildHealingDebug to 0' to turn off debugging. 

 

====================================================

 

Aroused Nips

Aroused Nips 1.1.2 By TanookiTamaTachi

 

Changes:

  • SLIF compatible.
  • Frostfall integration - Nipples will get harder (bigger) the colder you get.
  • MME integration - Nipples will get bigger the more full of milk your breasts get (MME - Your nipples swell and tingle)
  • Rolling average for player nipple size for smoother changes
  • Adds some Npc comments (but needs more, maybe you can help?)
  • Added Import/Export settings for PapyrusUtil
  • Settings are automatically imported on new games/clean saves
     

Purpose:

Because. Nipples.

 

Requirements:

PapyrusUtil

 

Problems:

Make sure you "Build Morphs" in bodyslide

You should also set AlignHeapAllocate=1 in CrashFixes.ini

If you add/remove Frostfall mid-game you should reinstalled Aroused Nips Tweaked to give you the correct interface script. 

 

====================================================

 

Barefoot Realism

Barefoot Realism 0.8 by cytochrome_p450

 

Changes:

  • Added a pain stagger volume slider to the pain menu
  • Added option to disable spell notifications to the debug menu
  • Added SexlabNoStrip keyword exception for ankle chains. Footwear with this keyword should now equip over ankle chains (DD boots, Being a cow hooves, etc)
  • Bribe a trading into dealing with you when you're refused service. 
  • Added Import/Export settings to the debug MCM page. Requires PapyrusUtil.

 

Purpose:

Prevent non-Skyrim Npcs from adding a bounty to the player and alerting the guards. (Stop the neighbors calling the police). Pain sound was very loud IMO with no way to turn it down. Slider defaults to 50% which sounds about right in my setup.

 

I don't recommend you use BFR. Something about it causes save bloat over time!!!

 

====================================================

 

Bathing In Skyrim

Bathing In Skyrim 1.11 by mzin

 

Changes:

  • Dirt is now applied as a race menu overlay. So your character can be filthy and covered in cum at the same time now \o/
  • Bathing removes cum from your body. Cum will be removed gradually if SCO is installed. 
  • Bathing will not remove devious devices. 
  • You can no longer bath while wearing suits or heavy bondage (armbinders, yokes, straitjackets). 
  • Sex makes you dirtier depending on the number of actors involved. Creatures double the effect. 
  • Dirt starts off slightly transparent and increasingly becomes opaque the dirtier you get. 
  • Adds the concept of character shyness - Optional. 
  • Adds several mod events that modders may use to forbid bathing and punish the player for trying to bathe when forbidden. 
  • Vanilla Sexlab cum script replacement that disables the clearing of cum when swimming within a 5 second interval - Optional. 
  • Fixes issues around Npcs losing their dirtiness
  • Bathing will fade your Fade Tats. Soap is better for it.
  • Bathing clears Pee & Fart 'dirt'.
  • Import/export settings for PapyrusUtil added
  • A few small fixes
  • Texture sets the same as SL Cum Overlays. See below for details.
  • You can bathe with Rnd/iNeed water containers now. Container must be 3/3 or 4/4 full. 2/3 or 2/2 or less won't work.

 

Purpose:

Because it needed to be done.

 

Installation:

Just overwrite existing files. Should be OK to add mid-game. If you are using an older version of BIS you should disable and re-enable the mod in the MCM after updating. 

 

Requirements:

RaceMenu or possibly just NiO (not sure)

A free overlay slot in all slots (Face, Body, Hands, Feet )

PapyrusUtil - https://www.loverslab.com/files/file/484-papyrusutil/

 

Texture Sets:

BiS Tweaked supports up to 5 different dirt texture sets. Install extra sets into '\Textures\mzin\Bathe'. The textures go directly into the 'Set' folders. Add/Remove texture sets IN ORDER. DO NOT install a set into 'Set2' and then skip 'Set3' to install into 'Set4'. The mod will stop trying to detect textures once it reaches an empty folder. 

A complete set of dirt textures is three files:
DirtFXBody.dds
DirtFXFace.dds
DirtFXHands.dds
Currently the body texture is also applied to the feet (this may change). 

 

Your dirt texture will be either of 2 things. A single file that was intended for original BiS or a set intended as RaceMenu overlays.
Single files: Create copies of the same file and rename them as above and place into a set folder. 
Overlays: Simply copy and rename them as appropriate and place them into a set folder. 

 

Adding sets: Once you're happy. Load the game and 'Redetect Sets' in the MCM. Go play.
Removing sets: Load your game. 'Remove All Overlays' in the MCM. Disable the mod. Save and quit. Remove whatever textures but make sure 'non-empty' set folders are contiguous - No empty set folders between full sets. Load your save. 'Redetect Sets' in the MCM. Enable the mod. Play. 

Known mods with dirt textures:
FreckleMania 2: https://www.nexusmods.com/skyrim/mods/86208
Dirt Textures for Bathing in Skyrim: https://www.nexusmods.com/skyrim/mods/68380/
Heretical Resources - (It's Heretical SlaveTatsPack v1.0.rar you'll want) - https://www.loverslab.com/files/file/3062-heretical-resources-11-03-2017/

 

S.L.U.T.S Redux: https://www.loverslab.com/files/file/5726-s_l_u_t_s-redux/

 

Problems:

Make sure bEnableFaceOverlays is set to one. If you can not get texture sets to be detected properly make sure you have the latest version of PapyrusUtil and that nothing is overwriting it. Some mods include an outdated version of PapyrusUtil. 

 

For Modders:

There are several mod events if you need to hook in:

 

Successful bathe event: Bis_BatheEvent
Sent by Bis Tweaked when an actor has successfully completed bathing

Example Code for you:


Event OnPlayerLoadGame()
	RegisterForModEvent("Bis_BatheEvent", "OnBis_BatheEvent")
EndEvent

Event OnBis_BatheEvent(Form akTarget)
	Actor CleanActor = akTarget as Actor

	; Do Stuff
EndEvent

-----------------------------------------------------------------------------------------------------------------------------

 

Forbid actor bathing: BiS_ForbidBathing
BiS Tweaked listens for this event. The actor sent will not be allowed to bathe

Here is the code from BiS Tweaked:

Event OnBiS_ForbidBathing(Form Sender, Form ForbiddenActor, String ForbiddenString)
	;
EndEvent

Sender: Something to identify your mod. (Eg. one of your quests, etc)
ForbiddenActor: The actor you want to forbid from bathing
ForbiddenString: A notification containing this string will be displayed when the actor attempts to bathe while forbidden. Eg: "Your master has not given you permission to bathe". 

Note that Bis Tweaked will use the last string received for ForbiddenString should more than one mod forbid bathing on a single actor

 

Example code for you:

int ForbidBathing = ModEvent.Create("BiS_ForbidBathing")
if (ForbidBathing)
	ModEvent.PushForm(ForbidBathing, self.GetOwningQuest())
	ModEvent.PushForm(ForbidBathing, Game.GetPlayer())
	ModEvent.PushString(ForbidBathing, "Your master has not given you permission to bathe")
	ModEvent.Send(ForbidBathing)
endIf

-----------------------------------------------------------------------------------------------------------------------------

 

Permit actor bathing: BiS_PermitBathing
BiS Tweaked listens for this event. Your previous blocking of bathing will be removed. If there are no other mods forbidding bathing then the actor will be allowed to bathe

 

Here is the code from BiS Tweaked:

Event OnBiS_PermitBathing(Form Sender, Form ForbiddenActor)
	;
EndEvent

Sender: A form to identify your mod. It MUST match the form you sent when you forbid bathing
ForbiddenActor: The actor you wish to unblock

 

Example code for you:

int BiS_PermitBathing = ModEvent.Create("BiS_PermitBathing")
if (BiS_PermitBathing)
	ModEvent.PushForm(BiS_PermitBathing, self.GetOwningQuest())
	ModEvent.PushForm(BiS_PermitBathing, Game.GetPlayer())
	ModEvent.Send(BiS_PermitBathing)
endIf

-----------------------------------------------------------------------------------------------------------------------------

 

Forbidden bathe attempt: BiS_ForbiddenBatheAttempt
BiS Tweaked sends this event when an actor attempts to bathe while they are forbidden from bathing. Handy if you want to punish disobedience etc.

 

Example Code for you:

Event OnPlayerLoadGame()
	RegisterForModEvent("BiS_ForbiddenBatheAttempt", "OnBiS_ForbiddenBatheAttempt")
EndEvent

Event OnBiS_ForbiddenBatheAttempt(Form akTarget)
	Actor NaughtyActor = akTarget as Actor

	; Do Stuff
EndEvent

 

 

====================================================

 

Devious Bell And Chain Sounds Reduced

Devious Devices - Expansion V4.3a By Kimy + DD team

 

Purpose:

The bell and chain sounds that come with the bell pears are great and realistic sounding but are far too loud IMO. I can't hear what Npcs are saying over the noise they create, particularly if you're unlucky enough to get both holes stuffed with one. And I'm not usually prone to this but they actually start to make me feel physically sick for some reason if used for extended periods of time. So I created a couple of reduced volume versions. The archive has 3 versions:

Reduced to 50% of the original loudness. (Quiet)

Reduced to 25% of the original loudness. (Quieter)

And 100% - the original versions if you want to switch back. 

 

And that's all. Simple. 

 

====================================================

 

Fly You Fools

FYF.jpg.cd18e8c7d15420ef75730262497cb31d.jpg

 

Features:

  • Forces 5 of the nearest Npcs in CurrentFollowerFaction to follow you under certain circumstances during combat. 
  • Gives them a 20% speed boost while fleeing to try and negate stupid path-finding etc. 

 

Purpose:

Three dragons appear over-head. Lydia: 'Not quite good enough, are you?' <takes out shitty wooden bow>.  'We can take em! Right Dragonborn?!' <turns to a smokey silhouette where Dragonborn was standing>

'Run you crazy bitch!' screamed the Dragonborn from 200 meters away running at the pace of a sabre cat. 

 

Got sick of followers staying in fights they couldn't possibly win. This mod tries to force the nearest 5 Npcs in CurrentFollowerFaction to follow the player under the following circumstances:

Player IsInCombat. 

Player Has no weapons/magic/fists drawn. 

Player is running. Most be running forward, for some reason running backwards doesn't count.

Player is not bleeding out. 

 

The mod is also good for controlling your followers in a fight. Take for example Embershard mine and the open cavern it has near the end. Normally, once alerted your followers will charge in like lunatics and swiftly get murdered in the open, leaving you to deal with pretty much all of the bandits yourself. With this mod you can retreat back to a choke point once the bandits are alerted and keep your followers alive to fight with you. 

 

I also wanted to add GetPlayerControlsDisabled condition to the list but can't quite figure out the condition (not the papyrus function). None of the parameters seem to 'stick' when set. If anyone knows more, let me know. 

If you want your followers to stand and fight while you wimp out just keep your weapon drawn while you eh... 'make a tactical withdrawal'.

 

CurrentFollowerFaction = May not work on super custom followers that might use their own follower system. 

 

Mod should be very light. There's only 2 lines of papyrus code. Everything else is quests/aliases/packages etc.


====================================================

 

FNIS PCEA2 Tweak

FNIS PCEA2 - Player Exclusive Animations (dynamic) V1.3 by fore

 

Changes:

  • Adds a hotkey option to the Mcm to allow you to refresh animations by pressing a button. 

 

Purpose:

This was requested because some other mods are sometimes overriding the players animation set and you'd have to go into the PCEA2 Mcm to reset the animations. 

 

====================================================

 

Hydras Slave Girls

Slave Girls 826 by hydragorgon

 

Changes:

  • Simply removes the MCM

 

Purpose:

The Mcm serves no purpose that I can discern but it takes up a valuable Mcm slot, so I removed it. It was probably a placeholder for future expansion that never happened. This is a modified version of bearcanos modified 'reduced chatter' version which can be found here: https://www.loverslab.com/topic/28253-slave-girls-by-hydragorgon/?do=findComment&amp;comment=1606895

 

 

Installation:

I think it's ok to add mid game but you should probably clean your save after adding it. 

 

====================================================

 

Immersive Fashion Tweak

Immersive Hair Growth and Styling (YPS Devious & Immersive Fashion 2020-05-09) 6.2.1 by emily1673

https://www.loverslab.com/files/file/2583-immersive-hair-growth-and-styling-yps-devious-immersive-fashion-2020-05-09/

 

Changes:

  • Fixed applying pubic hair via 'SOS - Pubic Hair for Females'. Changed growth stages to: Bare, strip, bush, wild, untamed, untamed (stage 5 is the same as there aren't enough meshes. And yes I know pubic hair doesn't grow like this but I don't care)
  • Trim your pubic hair into a desired shape (strip, bush, wild) instead of just shaving it off completely. Though shaving is still an option of course. 
  • Sets various global StorageUtil variables and sends mod events allowing external mods to track your appearance for reasons... Includes lipstick, eyeshadow, nail polish (both), pubic hair, fashion buff level change, fashion addiction level change, hair stage change.
  • Added 5 different strength potions of hair growth.
  • Allowed shaving your pussy while wearing a corset. Disallowed shaving while wearing a harness instead.
  • Fixed a couple of potential sources of log spam.

 

Purpose:

Mostly to allow external mods to monitor your appearance - SL Survival.

 

====================================================

 

Loot And Degradation

Loot And Degradation 1.31 by isoku

 

Changes:

  • Simply changes the 'Temper Cost Multiplier' MCM slider to have a greater granularity.

 

Purpose:

I found that tempering was really expensive and couldn't reduce the cost anymore as the multiplier had a minimum limit of 0.25. The slider can now be set as low as 0.01 but note that the minimum cost is 20 gold because of the formula in the background. Currently I'm not sure if just changing this slider is enough. The formula itself may need to be changed. 

 

Installation:

Just overwrite. Should be OK to add mid-game. 

 

====================================================

 

MME Milk RND Hunger/Thirst Tweak

Milk Mod Economy 08-09-2019 by By Ed86

 

Changes:

  • Configure how much food and thirst satiation is granted when drinking milk by editing the included json file. 
  • Configure whether or not to receive an empty bottle after drinking milk. 

 

Purpose:

I found that once my character became a milk maid, RND needs basically goes out the window and RND becomes almost redundant. Milk becomes the solution to most of your needs problems. If you're the type that likes food scarcity so that you need to hunt for or actually buy food then this might interest you. Hopefully, it will also encourage you to eat cum more in Survival if necessary. Also added an option to disable getting an empty bottle after drinking a milk. Empty bottles are quite useful with RND. Getting loads of them for free doesn't seem right and reduces clutter a little. Plus where the hell are they all coming from when getting milked?! :P

 

Overwrites a single MME script that I doubt is changed very often so it will probably be compatible with future versions of MME. 

 

Remember this is for RND Only!

 

Configuring:

Configure settings by editing \SKSE\Plugins\StorageUtilData\MME RND Tweak\Settings.json

 

hungermod = How much to multiply the normal food satiation amount by. Default 0.0 (no food satiation)

thirstmod = How much to multiply the normal food satiation amount by. Default 0.25

addemptybottle = Whether to add an empty bottle or not after drinking a milk. Default 0. Set to 1 to enable. 

 

====================================================

 

Rape Tattoos

RapeTattoos 1.4 by xj47

 

Changes:

  • Added separate slider options for: chance of tattoos for player, NPC and Zaz slave NPCs.
  • Added separate tattoo fade time sliders for player, NPC and Zaz slave NPCs.
  • Added separate toggles for permanent tattoos for player, NPC and Zaz slave NPCs.

 

Purpose:

Since rape mods mainly focus on the player I found that my character ended up covered in tats while npcs might only have one or two and they would normally have faded out by the time they get another one. With this tweak you can have zaz slaves get tattooed permanently while normal NPCs can have a longer fade time than the player character to try to keep things balanced and interesting. FYI - Paradise Halls slaves are also members of the Zaz slave faction. 

 

Installation:

Just extract the archive over your existing files. Or if you're using MO create a new mod that overrides the original mod. Should be OK to add mid game. 

 

Important:

If you are going to use rape tattoos you should also download the SlaveTats tweak found on this page. Without it you will find that your inventory will get locked periodically and it will get worse as the game goes on and more NPCs get tats. This fixes that problem. (also saved my sanity). Credit for the fix goes to WaxenFigure. 

====================================================

 

Requiem - Passive Armor Training Tweak

Requiem - The Roleplaying Overhaul v.1.9.4.1 by ogerboss

https://www.nexusmods.com/skyrim/mods/19281

 

Warning!: This tweak is only intended for use with version 1.9.4.1 of Requiem!

 

Changes:

  • Makes armor equipped in any slot contribute to passive armor training. Vanilla only counts circlet, hair, body, hands and feet slots. This allows you to train armor skill with bikini armors etc...

 

Purpose:

Armor training was going way too slow for my liking because most of the time it wasn't training at all because the armor slots I was using didn't count. This tweak makes all armor slots count towards training. Any new slot added contributes 0.02 towards skill gain. For reference hands, feet and body slots provide 0.05, 0.05 and 0.35 respectively towards skill gain so I don't think it'll be overpowered but at least you'll get something for wearing that steel bikini thong. Armors should only contribute once towards skill gain. Eg: if a body armor occupies body, forearms and calves slots it will still only contribute 0.35. The trade-off is that evasion skill gain from clothing is reduced. 

 

Installation:

MUST be installed on a new game. Install and load after requiem.esp. And I'll reiterate that this is only for Requiem 1.9.4.1. I haven't gotten around to updating to 2.0 (and I might never by the looks of it) because a lot of my favorite mods haven't had their compatibility patches updated. And the scripts ARE different between 1.9.4.1 and 2.0 so they're not compatible.

 

====================================================

 

Rock Trap De-Lameifier

 

Changes:

  • Disables stupid rocks after 7 seconds once they're out of your line of sight. Rocks will re-enable when the trap is reset. 
  • Triggering the trap creates a detection event, potentially revealing you in sneak. 

 

Purpose:

So you're level 1 or 2? Built like a wet paper towel? A mild fart would tear you in half? What to do? I know! Lets go to Ember Shard Mine and lure the fool bandits into the most cunning death trap ever to exist.... A little static fucking rock sitting in the middle of the floor. Bandit: "Owwy! My middle toe!! My one weakness. These boots were supposed to protect me! Blearhgh <death squeals>"

Fuck off. Just, fuck off Skyrim. 

 

Rocks disappearing might not be realistic but then neither is immediate contact death with a small static rock. Hilarious. But not realistic. 

 

Compatibility:

Should be compatible with mods that change the amount of damage the rocks do as that would need to be done via an esp which this mod doesn't have. 

 

====================================================

 

Sexlab - Cum Overlays

Sex Animation Framework v1.62 by Ashal

Moved to it's own page to make space: https://www.loverslab.com/files/file/14676-sexlab-cum-overlays/

 

====================================================

 

Slavetats

Slavetats v1.2.3

 

Removed my version of the Slavetats tweak but here is the original fix that fixes menu locking while slavetats works on/updates Npcs.

https://www.loverslab.com/topic/93707-continual-menu-locking/?do=findComment&comment=2158065

 

====================================================

 

Wet Function Redux

Wet Function Redux v39 By nop0x90

 

Changes:

  • Added a mod event to allow external mods to modify actor wetness
  • Currently it is only used in Spank That Ass' skin balm effect

 

Installation:

Install as normal. If installing into an existing game you'll need to stop the effect from running and restart the effect. 

 

For Modders:

 

The tweak adds this code to WetFunctionEffect:

RegisterForModEvent("WFR_MakeWetExternal", "On_WFR_MakeWetExternal")

Event On_WFR_MakeWetExternal(Form akTarget, float Amount)
	Actor TargetActor = akTarget as Actor
	If TargetActor == act
		wetness += Amount
		UpdateWetness()
	EndIf
EndEvent

So your code should look something like this:

Function SendGetWetEvent(Actor akTarget, Float Amount)
    Int GetWet = ModEvent.Create("WFR_MakeWetExternal")
    If (GetWet)
        ModEvent.PushForm(GetWet, akTarget)
        ModEvent.PushFloat(GetWet, Amount)
        ModEvent.Send(GetWet)
    EndIf
EndFunction

 

 

====================================================

 

 

 

 


  • Submitter
  • Submitted
    09/17/2018
  • Category
  • Requires
  • Special Edition Compatible
    No

 

Link to comment

 Very useful addition to a great Mod.  Opens a lot more possibilities now which I was reluctant to use before.. Cheers..  

 

I hope little tweaks like this to Mods become accepted in the community as it enables players to use mods more to their liking without forcing the mod makers to change the core mod. Of course respect for the original Mod maker must be adhered to if they prefer not to have them but hopefully more Mod makers will see good additions like this one as a Positive for their mod not a negative..    Good luck

Link to comment
42 minutes ago, steelmagpie said:

 Very useful addition to a great Mod.  Opens a lot more possibilities now which I was reluctant to use before.. Cheers..  

 

I hope little tweaks like this to Mods become accepted in the community as it enables players to use mods more to their liking without forcing the mod makers to change the core mod. Of course respect for the original Mod maker must be adhered to if they prefer not to have them but hopefully more Mod makers will see good additions like this one as a Positive for their mod not a negative..    Good luck

Thanks :) 

 

Anyone that's using Rape Tattoos. I forgot to mention a fix I came across a while back. Please read the 'Important' section of the Rape tats entry on the main page for details. Seriously, it will save you a headache.

Link to comment
10 minutes ago, letterman said:

Simce you already tweaked barefoot realism, would you be able to tweak it so we could turn off notifications? They're constant and drown out all other notifications.

Can you be more specific. What exactly do the messages say? I haven't noticed any constant notifications yet but I've only started using the mod really. 

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"Clean Feat added"

"Dirty Feet added"

"Dirty Feet added"

"Dirty Feet added"
"Bleeding Feet Added"

"Bleeding Feet added"

 

Along those lines, the moment I take shoes off. It even happens during animations.

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30 minutes ago, letterman said:

"Clean Feat added"

"Dirty Feet added"

"Dirty Feet added"

"Dirty Feet added"
"Bleeding Feet Added"

"Bleeding Feet added"

 

Along those lines, the moment I take shoes off. It even happens during animations.

Hmm, I kind of get the feeling that that shouldn't happen. The mod should pick a state for your feet to be in and that's that. But try version 1.1 of the tweak. 

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10 minutes ago, letterman said:

Actually, I tried your tweaked version just now for a couple minutes, and so far, no constant messages? No idea why, but if it's fixed, I'm happy

Good :)

the new option I added defaults to off which is why you're not seeing anything. Switch it on if you need to debug an issue. 

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Regarding Loot and Degradiation I made a fix last year and publish it in the technical section. But i forgot which of the scripts i changed.

The fix was to eliminate the stack dumps caused by loot and degradiation and it worked on my computer. But there was not much feedback.

 

The more weak your computer, the more likely the stack dump in original script will occur, the reason was something I call  "time gap".

I found this 2 bug(s) in a lucky moment. I write to original author but he didn't change the mod. Maybe not interested or do not understand the problem or the solution.

 

The complete set of modified scripts is found here:

If you like you can merge it with your own modifications.

 

 

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Hi. These are some useful tweaks! Haven't tried them yet, but installed the ones for Barefoot and Bathing.

 

Perhaps you could look into making another tweak for Barefoot Realism, if it's possible - filtering vendor types so that some of them would always ignore you looking like a beggar? (would make sense for people like skooma dealers or small food stall owners...)

That would be cool!

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7 hours ago, Adetu said:

Regarding Loot and Degradiation I made a fix last year and publish it in the technical section. But i forgot which of the scripts i changed.

The fix was to eliminate the stack dumps caused by loot and degradiation and it worked on my computer. But there was not much feedback.

 

The more weak your computer, the more likely the stack dump in original script will occur, the reason was something I call  "time gap".

I found this 2 bug(s) in a lucky moment. I write to original author but he didn't change the mod. Maybe not interested or do not understand the problem or the solution.

 

The complete set of modified scripts is found here:

If you like you can merge it with your own modifications.

 

 

I might look into this but I'm actually working on a mod that will pretty much replace Loot and Degradation (for me at least) if I ever finish it. 

 

4 hours ago, Warlock3000 said:

Hi. These are some useful tweaks! Haven't tried them yet, but installed the ones for Barefoot and Bathing.

 

Perhaps you could look into making another tweak for Barefoot Realism, if it's possible - filtering vendor types so that some of them would always ignore you looking like a beggar? (would make sense for people like skooma dealers or small food stall owners...)

That would be cool!

Initially I thought you mean Skooma Whore skooma dealers. So I made this: BarefootRealism - InnKeeper & Peddlers Allowed & Skooma Whore.7z

 

But then I realized of course there are skooma dealers in vanilla Skyrim so I made this as well: BarefootRealism - InnKeeper & Peddlers Allowed.7z

 

Note that I haven't tested these at all but it should be ok to swap them with the originals as there's no script changes. They should only allow inn keepers and skooma dealer to sell stuff but not regular food stalls as merchants are all part of the same faction. I wasn't sure about the vanilla skooma dealer faction. There's a lot of templating going on that's hard to follow so let me know if it works.

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  • 4 weeks later...

Question:

Did you also fix the issue that Cum Textures applied by sexlab and other mods remove the Bathing of Skyrim dirt textures? 

This was one of the main reasons I cannot use most of the bathing mods. I just sux that they basically are incompatible with sexlab. 

And its kinda retarded that cum textures tend to "clean" the player temporarilty, hehehe.

 

Any chance you can make a fix for that too, if not already included? 

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3 hours ago, Nymra said:

Question:

Did you also fix the issue that Cum Textures applied by sexlab and other mods remove the Bathing of Skyrim dirt textures? 

This was one of the main reasons I cannot use most of the bathing mods. I just sux that they basically are incompatible with sexlab. 

And its kinda retarded that cum textures tend to "clean" the player temporarilty, hehehe.

 

Any chance you can make a fix for that too, if not already included? 

Nope. That's not fixed here I'm afraid. The problem (I think) is that both sexlab cum and bathing dirt are both spell effects. You'll get the same problem if you cast mage armor. Cum will disappear. It is something that bugs me too and I've been meaning to see if I can do anything about it. It would be great if both dirt and cum could be converted to a race menu overlay. But obviously it mustn't be easy otherwise it would have been done by now. And if it involves texture editing I won't be much use as I know next to nothing about that. 

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14 minutes ago, Monoman1 said:

Nope. That's not fixed here I'm afraid. The problem (I think) is that both sexlab cum and bathing dirt are both spell effects. You'll get the same problem if you cast mage armor. Cum will disappear. It is something that bugs me too and I've been meaning to see if I can do anything about it. It would be great if both dirt and cum could be converted to a race menu overlay. But obviously it mustn't be easy otherwise it would have been done by now. And if it involves texture editing I won't be much use as I know next to nothing about that. 

Too bad :(
It seems virtually ALL mods that apply cum and ALL mods that apply dirt have the same incompatibility problem.

 

I honestly dont know why there is no such mod that uses SlaveTats. because all mods that use slave tats work like a charm with each other (dont know what WetFunction Redux uses, but it is also compatible with everything).

I m using Apropos - Wear & Tear, Blush When Aroused, Wet Function Redux, all without any problems. 
Bathing in Skyrim textures tend to look weird in general when also using Slave Tats. 

 

Only dirt textures I am forced to apply manually via SlaveTats. Such a shame, because it makes the bathing immersion quite bad because its really work to apply textures to all body parts and then remove it again :(
 

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2 hours ago, Nymra said:

Too bad :(
It seems virtually ALL mods that apply cum and ALL mods that apply dirt have the same incompatibility problem.

 

I honestly dont know why there is no such mod that uses SlaveTats. because all mods that use slave tats work like a charm with each other (dont know what WetFunction Redux uses, but it is also compatible with everything).

I m using Apropos - Wear & Tear, Blush When Aroused, Wet Function Redux, all without any problems. 
Bathing in Skyrim textures tend to look weird in general when also using Slave Tats. 

 

Only dirt textures I am forced to apply manually via SlaveTats. Such a shame, because it makes the bathing immersion quite bad because its really work to apply textures to all body parts and then remove it again :(
 

Well I got a racemenu overlay pretty easy. But I couldn't get it to show up for the head or 'Makeup' slot for some reason which results in a seam around the neck.

 

 


20181019154427_1.jpg.e7ca0c768f6f30258b8c13783d4a8cde.jpg

 

Edit: Fuck it. I might try and do it regardless. Like you, it's been bugging me for a long time. Even if there is a neck seem it's better than dirt disappearing and reappearing. If anyone out there is familiar with overlays/slavetats/textures etc and can tell me why the texture won't apply to the 'Face' slot, then get in touch. There doesn't seem to be any problem with the hands or feet.

 

Here she is with dirt + mage armor :

 

 


20181019174803_1.jpg.4d5686cc989a66145980f9f99969b337.jpg
 

 

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 Genius!

 

Bathing In Skyrim Tweak v1.1

- Dirt is now applied as a race menu overlay. So your character can be filthy and covered in cum at the same time now \o/

- Search for an empty overlay slot begins at slot 13. This is to preserve SlaveTats slots. If the number of overlay slots is less than 12 the search begin at slot 0

- You can now longer bath while wearing heavy bondage (armbinders, yokes, straitjackets) or suits

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