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Posted

 

 
 

Very bad, 1.08 has sound and expression, but 1.09 and 2.02 have no voice and expression. I tried to delete hudmenu, but it failed.

 

 

 

Open Interface folder from data file and search for hudmenu if u found it delete it and try again.

 

Posted

Can't download due to bad speed and response of website................................................

:@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@  :@

Posted

Is it possible for automatic sex without player driven romance?

Yes, from version 2.02. Not declared by CEO (as i understand it implemented in test mode at current moment), but own 'plans' can be used. I already used some of OSA functionality built-in in my mods for myself.

But you have to know how to compile scripts.

If no, just wait till modders will implement this feature.

 

Kind Regards.

Posted

I have SOS installed, and i don't understand how you get the perfect alignment in the pictures with the penis. In my game the penis usually goes through the head when blowjob and through the ass when she's riding him, and the penis also automatic enlarges making it way to big ang it goes through her head and ass. I've also already enable that thing that changed the body under the general settings, but it doesnt seem to alter anything.


I have SOS installed, and i don't understand how you get the perfect alignment in the pictures with the penis. In my game the penis usually goes through the head when blowjob and through the ass when she's riding him, and the penis also automatic enlarges making it way to big ang it goes through her head and ass. I've also already enable that thing that changed the body under the general settings, but it doesnt seem to alter anything.

Posted

 

Is it possible for automatic sex without player driven romance?

Yes, from version 2.02. Not declared by CEO (as i understand it implemented in test mode at current moment), but own 'plans' can be used. I already used some of OSA functionality built-in in my mods for myself.

But you have to know how to compile scripts.

If no, just wait till modders will implement this feature.

 

Kind Regards.

 

Thanks :) also waiting for 2 female 1 male addon :) 

Posted

I have SOS installed, and i don't understand how you get the perfect alignment in the pictures with the penis. In my game the penis usually goes through the head when blowjob and through the ass when she's riding him, and the penis also automatic enlarges making it way to big ang it goes through her head and ass. I've also already enable that thing that changed the body under the general settings, but it doesnt seem to alter anything.

 

 

Depends on male and female body sizes, particularly female hip/butt for the larger, the better. More important is what SoS schlongs (average smurf, plexus regular) to use, when the scaling in OSA main config menu is disabled. With the right settings in SoS MCM and Racemenu SoS slider section, you´ll achieve a halfway good alignment/size in majority of scenes. Good Racemenu slider settings to start with would be Penis 1 between 1.0 to 1.3, with Penis Base between maybe 1.0 to 1.2. This gives a reasonably good size. Other sliders can usually be left at default.

Posted

 

thanks for this mod. everything is working but how can i start 3some animation? when i choose the invite someone (male role) nothing happened. even i couldn't change the animation. thank you ceo!!

 

There's an error in the code that's stopping it from working if you use the INVITE option in the middle of a scene. You can get around it temporarily by starting an NPC NPC scene and joining that scene as the player. I was finally able to totally correct it today so it should be repaired in the next OSA draft which is happening soon.

 

 

I think I've found the problem. If you have UI or HUD's Mod, it will cause no sound or expression.

 

I think I've found the problem. If you have UI or HUD's Mod, it will cause no sound or expression.

Try disabling your uimod or hudmod, and then try deleting hudmenu.

My English is awful, I'm sorry

Posted

Is there still no way to control NPC-NPC sex scenes or has this been changed/updated?

 

last time i tried to start an NPC NPC sex scene it started fine but the menu didnt open up for further control. It seemed like u can only control scenes where the player character is active.

 

or is there some UI thing i missed where i can control actually control NPC-NPC sex?

Posted

Is there still no way to control NPC-NPC sex scenes or has this been changed/updated?

 

last time i tried to start an NPC NPC sex scene it started fine but the menu didnt open up for further control. It seemed like u can only control scenes where the player character is active.

 

or is there some UI thing i missed where i can control actually control NPC-NPC sex?

 

Once you have the npc's "connected" in the start mode..

you have to walk up to one of them and press +

Then add yourself as an observer.  from that point you can control.

Posted

Hey CEO,

 

Love the mod and can't wait for the additional plugins! You may have answered this before but are you planning on converting 0SEX to SSE at some point in the future?

Posted

I hope CEO is not gone again ;/

 

No I'm here, working on the 2.02C OSA update, I took the polish a lot further then I expected too and wound up fixing pretty much all long standing bugs outside of a few major one's that I might not ever be able to fix (All menus shifting location off screen, mouse dissappearing, actors not being perfect aligned sometimes, crash on keybinding.)

 

A majority of the changes will not be noticable at a glance but they are a lot of detail work that I think makes everything stronger when really using OSex in depth. For example chain spanking with the same move doesn't cause an animation drop to happen, changing head/look direction doesn't reset the speed of the scene stuff like that. A bunch of features that were in 1.09 that I didn't manage to totally complete all got finished up:

 

Here's the patch if you want to see for OSA:

 

 

 

 

OSA 2.02
 
Changes that are not backwards compat. and must be fixed in any modules people made:
 
pandect.xml:  <visitor bt> and <visitor><join bt>  bt="" got changed to i="" to standardize i for icon.
will not break your module but will have no icons show up on the visitor join menu until fixed. Fix by renaming bt= to i=
 
In the past my icons used in OSex had _6_ and _9_ in the icons name to note which direction the body was facing/oriented, they were basically mirrors of each other. I added a new feature where you can flip icons by adding iRevX="1" or iRevY="1" to flip them vertical or horizontal so I no longer needed all the extra icons. If you are using any of the osex icons you might need to remove the _6_ or _9_ from the name and it should return to being displayed. 
 
 
FEATURES STILL NEEDED:
 
- Changing look direction causes the menu to reset and can be a little annoying when trying to look around with an actor. Actions like spanking used to have this problem got fixed but doing it on the special cabinet fold out style menus like head/look direction has a few hurdles I'm trying to get over.
 
 
Module Features:
 
 
- Added the option of a STORAGE block to scene.xmls that allow the scene to be set to record speed and apply it on a new scene, intended for subtle scene changes where the speed should be the same after the switch occurs. (I needed this feature to maintain speed when changing Look or Head direction of the actors, to stop them from dropping back to the default speed when they changed where they were looking)
 
The block looks like this and goes by itself anywhere in the scene.xml on any t="L" type scene (Looping)
 
<storage><L><inheritSpeed fam="0Sx0M2F_DHJ-ParlorDHJO"/></L></storage>
 
fam= is defining a family of scenes that should inheritSpeed if visited back to back. This way if the user navigates away from the family speed will not be maintained but if they are in the same family on the next immediate set then speed will update
 
fam can be whatever you want as long as the adjacent scenes that should inheritSpeed all have the exact same fam. I just use the scene ID of the groupings for this but it can be whatever tag you want.
 
------------------------
 
- Spamming the same action back to back (like spanking) will no longer cause animations to be skipped for a round. This is done by a new xml block that must be added inside the <anim> block of the action (transition) scene.
 
<out cmd="leadIntoAnim" id="0Sx0MF_Ho-St6Pop"/> 
 
Basically right at the end when the scene is closing it runs all <out> commands (cmd) there's just this one for now "leadIntoAnim" where id="" the animation of the scene this animation is leading into if the action wasn't repeated. This will play the leadInto anim just for an instant on all actors before setting the action to occur resulting in the animation being refreshed.
 
--------------------------
 
- OSA now can be told to wait for all actors in scene to have their equipment loaded before revealing the menu. On the first navigation menu that is revealed usually papyrus did not have time to report all the clothing on the actors yet so the original menu would show the actor's naked. The option can be set in the module.xml and forces OSA to wait for all actor's data to be received before showing and updating the menu.
 
The block looks like this and goes by itself anywhere in the module.xml:
 
<boot dataMenu="full"/> 
on Boot the menu requires "full" data for all actors before it can be revealed letting the menu show accurate icons when it first shows up. 
 
note: Depending on papyrus load this will slightly delay the menu appearing, it was fractions of a second on mine but I imagine on a heavy papyrus save this might get longer. The good news is the scene is already started so the actor's are being animated while the menu is waiting so it's less invasive than if the scene didn't start yet at all.
 
 
---------------------------------
 
Small new things to the scene.nav xml:
 
np2 style menus can use  iRevX="1" or iRevY="1" (iconReverseX/Yaxis) on the same line where you fill in the icon to use in the xml. This will flip icons horizontal or vertical. iRot="180' (iconRotation) (180 or any number 0-360) can also be used now to rotate the icon by that amount.
 
----------------------------------
 
 
- Completed the roulette and navigation menus with a sleeker UI / filled in all icons, a little more dramatic then the rest of the UI but I think it works in the case of a quick warp-around menu.
 
---------------------------------
 
 
OSA - Added a minor visual effect on screen after inspecting while actor data is loading but before the menu appeared.
OSA - Added a minor visual effect on screen when OSA is scanning an area for nearby actors when using the INVITE option from the nav menu.
 
- Repaired the INVITE navigation menu option and it now works again. (Was causing all menus to disapear and resulted in no effect.)
 
 
OSA FEAUTURES:
 
 
-----Customizer.xml:
 
This was _generator.xml but I renamed it to customizer.xml. It is an optional download but I reccomend using it.
 
What is Customizer?:
 
Customizer.xml is a text document with xml formatting. It is basically an .ini for default values that characters can have. I didn't want to hard code these values into OSA incase people disagreed with my choices so if they feel the need to change things they can in their customizer.xml. (If you do work on your perfect customizer.xml make sure to make a backup so you don't overwrite it when updating OSA) 
 
While it's basic purpose is similar to an ini it's intended to handle character defaults so it's divided up the same way the Creation Kit does it by race and gender. You can be broad putting data in options like AllGeners|AllRaces" or AllGenders|AllRacesHuman or you can get specific like |Female|RedGuard|. Entries inherit from all sub categories so a RedGuard Female also inherits from RedGuard AllGenders and AllRacesHuman and AllRaces.
 
For now customizer handles a limited amount of graphic display and some special optional features. It's primary purpose is defaults for body stats like arousal and other tolerances that OSA's arrousal system will need in the future. This will allow non-hardcoded defaults to exist that the user can edit to their liking.
 
In a lot of cases the _config.xml has basic defaults, customizer.xml has specific defaults and also actors can have persona data with specific data just for them. Priority is always given in the following order: 1. Data in the actor's persona folder 2. Data in customizer.xml  3. _config.xml as a last resort default.
 
 
What can it do now?:
Customizer has three files at the moment:
 
customizerEquip.xml
customizerTones.xml
customizerNames.xml
 
customizerTones.xml holds Default body and clothing hues for NPCs
customizerEquip.xml holds AutoIntimates data for npcs so you can use AutoIntimates in a broader sweeping way for example to register all Skyrim NPCs for it.
CustomizerNames.xml holds name data to assign names to generic NPCs that OSA encounters.You enter the name of generic NPCs such as "Bandit" and when OSA encounters one it will rename them based on their race and gender to an actual name. All these features are optional. I provided a quick set of defaults name as an example but you can make them whatever you want.
 
customizerBody.xml
 
will be the final customizer where you can define default body-chemistry stat bases and thresholds. It might be separated into two groups for physical and chem/psych/hormone.
 
 
 
ESG:
 
NEW MAJOR MENU OPTIONS:
 
- Added toggle options for Redress animations. There are separate options for both the player and npcs. You can choose to have them either instantly redress, redress with full animation using 0ESG module which comes with OSA or have them not undress. Redress with full animation is the default option.
 
ANIMATED REDRESSING | PLAYER
ANIMATED REDRESSING | NPC
INSTANT REDRESSING | PLAYER
INSTANT REDRESSING | NPC
 
 
CLOTHING AUDIO
- Added a placeholder toggle for some subtle clothing sound effects I'd like to add. In the future this option will mute them.
 
-----
 
- AutoIntimates toggles. See the autoIntimates section for more indepth details
 
Female Auto-Intimates LowerBody - Will attempt to equip females with LowerBody intimates
Female Auto-Intimates UpperBody - Will attempt to equip females with UpperBody intimates
 
Male Auto-Intimates LowerBody - Will attempt to equip males with LowerBody intimates
Male Auto-Intimates UpperBody - Will attempt to equip males with UpperBody intimates
 
 
AutoIntimates & forms.xml:
 
- Added AutoIntimates (Warning this is early work in progress) which can assign upper and lower body undergarments dynamically to actors that are not wearing underclothing. If AutoIntimates are allowed and an actor is valid for them (and has AutoIntimates data): OSA will assign them articles of clothing which it equips at the moment they would be revealed. For example removing a full body cuirass would reveal undergarments, and redressing the cuirass would hide them again.
 
 
AutoIntimates requirest a few things to work. 
1. The actor must be wearing something that would be covering articles of clothing to be revealed underneath. If they are naked already for example AutoIntimates will not consider them valid for receiving underclothing.
2. The actor must have AutoIntimates data which is a short list of things they can wear that are installed in your game. (I have no idea what items you have installed so you have to figure it out yourself and add the one's you want to use to a list.
-- Data can be given to an actor in 2 ways.
--1.They can have a form.xml file put into their persona folder which holds their specific AutoIntimates data. 
--2. Data can be given using -customizer.xml for all NPCs if you prefer. This could accomplish the effect of having all Skyrim NPCs working with AutoIntimates.
3. If OSA finds the actor already is wearing Upper or Lower intimates (through ESG) then it will not assign them.
 
AutoIntimates has a few special features like the ability in certain conditions to use onePiece Leotards and matching sets as opposed to tops and bottoms at random and can be given percentages to allow you to roughly control how often different types and peices show up
 
AutoIntimates considers all Cuirasses as covering both Upper and LowerBody and will reveal both pieces upon removing unless the actor has clothing on that is considered pants by ESG. In this case it will only reveal the upper body. 
 
If an actor is valid for both upper and lower body intimates then they are viable for onePiece options as well, like a lacey nighty thing etc.
 
Some mod created equipment that goes in the cuirass slot only covers the upperbody, (like a tshirt etc.) This would cause OSA to consider the piece covering both Upper and Lower body. To fix this if it's bothering you: OSA will check for a keyword on the cuirass (chest item usually in slot 32) which defines it as upperBody only. (You'll have to add it yourself to the armor piece but if you are into auto-intimates and want things perfect it's a way to get it done.) I haven't tested this part fully yet but think it works (will investigate more soon.
 
- forms.xml is working but I am not 100% sure if I can complete customizer.xml's AutoIntimates in this round. I'll keep this up to date depending on what happens
 
- AutoIntimates will only work on actors in a scene and will not work from other places such as the inspect menu. The scene menu undressing/redressing options will use AutoIntimates however and they have had buttons added when AutoIntimates are in use to show them. they don't occupy the regular spots but get their own spots and are outlined in the subTheme color instead of the mainTheme color.
 
 
ENHANCED LOGGING
 
OSA now is close to fully fleshed out in the features I had designed, it streams as needed a variety of data driven documents of different types and crunches lots of values of different types as it treads through. With the amount of stuff it can do now I needed access to more detailed output of exactly what it is doing to develop the final systems I want without to much head ache and make sure no deep issues are slipping by that could cause issues in the future or performance problems.
 
I added enhanced logging which prints out something similar to a combat log of all the things OSA is doing. It stores a main series of logs for OSA itself and also generates stage specific logs each time you run a module like OSex as well as actor specific logs for each actor it encounters.
 
I don't believe logging has much of any footprint at all but you can turn it off with the following config option. If logging is disabled the options to view logs that are disabled will be turned off in the menus also. Some logs relating to core OSA stuff cannot be turned off as they are more important to general bug hunting and in some cases do most of their logging before I can parse if logging is disabled or not.
 
OSA | CONFIG | LOGGING
- Turns on or off enhanced logging. If disabled logs that aren't being recorded will also not be viewable and get icons in the menus.
 
 
There are 3 main logs
- OSA's primary log
- Log instances for each stage that is made for a module like OSex
- Log instances for each actor OSA encounters in a session
 
If you press OK while having a specific log selected OSA will print the entire log to your data/OSA/logs/ folder and does it's best to label it in a clear way. Generally it will overwrite previous logs from the same actor etc. so make sure if you are looking at logs that it is a recent printout and not something you re-overwrote. Menus only display the last 60-80 entires so the print out can help see the entire log. (If you open them in word pad they have no line breaks so I recommend using something like SublimeText to easily view them.)
 
 
Each of the 3 Main logs has a number of sub sections but they also have a FULL log which all logs print to in case you want to have a full data report or see the timing of things. HOT log is generally for me and my team to analyze specific random things for bugs that we are looking into, so this will be pretty random.
 
I am adding this feature in retroactivey so the most pressing things related to my current development have more logs but i will try to add more depth as needed to prior systems. If you're working on something specific in which you'd like more accurate log data on let me know so I can add in logging points to that area.
 
 
NOTES:
 
- System Report got moved here
- Full Log gets all lines from all sub logs
- Process OSA's basic run log, 
- BootUp Log: Covers the steps OSA took to boot itself up.
- Stage Log: Covers OSA's setting up and closing down stages that module scenes happen on
- Targeting Log: Not used to often, covers OSA's accepting actors that are targeted by crosshairs or with a cellscan.
- HOT Log: This is for me and my team to put whatever we specifically really need to be seeing, and also for testing in development. It either will show nothing or have random data in it.
- Warning Log: Holds warnings, should not have any output in it if everything is functioning properly.
 
 
 
MyOSA -
 
Rebuilt myOSA to now be able to combine folders, I left the old _declare.xml method in as a vestige for backwards compatability but if possible would recommend making a few small changes to the new system.
 
- No more declares needed
- Files use a new extension .myo  - .myo files are just text documents with that special ending and they still hold xml data just like before
- All files in myOSA/anim_1 folder are now loaded and do not need to be declared in a special file. This allows pose modules for OSA to work out of the box without fighting over rewriting the declare
- A new field can be used at the start of each folder - id="" if 2 different documents have a folder with the same id="" then those folders are merged together into a single folder. This way separate documents can add to folders that are already in place.
 
      - The value of id="" is not case sensitive.
      - Folders must be at the same level and id inorder to combine for example:
 
       folder0 with an id="CoolPoses" that has a folder1 inside it with an id="StandingPoses"
 
       this will merge into any folders with a folder0 id="CoolPoses" folder1 id="StandingPoses" but it has to be in the same order. if folder0's id wasn't "CoolPoses" then the folder1 would not merge into the prior folder1.
 
 
 
TEXT AND ICON Display:
 
Added some new options which effect some of OSA's text.
 
A few were moved from Config General:
 
- SMALLER NAVIGATION ICONS
Reduces the size of the icon illustration used by the navigation menu by 30%
 
- OPT FOR TEXT UI
Uses text only instead of illustrations (Already was in 1.09 I just moved it to the new menu))
 
- DYNAMIC ICON DISPLAY
Lets icons be assigned clothing and colors (Already was in 1.09 I just moved it to the new menu)
 
 
- SKINTONE DISPLAY
Lets icons depicting characters receive toning based on their RGB data (Already was in 1.09 I just moved it to the new menu)
 
- LARGE MENU DESCRIPTIONS 
      Makes the description text for major/scene/inspect menu larger so it's easier to read
 
- DROPSHADOW LIGHT TEXT
      Slight dropshadow on the same text mentioned above
 
- GLOW LIGHT TEXT
      Slight glow effect as style preference (Doesn't do much there's some strange behavior I'm trying to figure out why it doesn't work well, I've been trying to get sexy glowing buttons for wizard sex that are a different style from the rest of the navigation buttons so am trying to figure out how to make glow work better and will update this further as I learn more.)
 
 
PROFILE:
 
- Repaired profile to now display information correct in all situations and give more dynamic control. Layouts in profile.xml can somewhat be customized and I can add more layout types in the future for more customization. if you don't provide a layout and only values in their profile it uses the default profile scheme which is set up in _config.xml
 
PANELS:
 
Added Graphic Colors under actor Info so you can see and confirm the Body / Clothing tones that OSA assigned for them. It also lists where it got the data from (Customizer.xml, Config.xml or Profile.xml) in some cases hues are taken as a back up from other things if not defined, for example tender skin tone is used for a lot of soft pinkish skin tones if they aren't specifically given, in those cases it lets you know that it was from a backup.
 
Actor Body has been added to the info panel as a precursor to body stats display and scales have been moved into that. This will hold body stats data for each actor in a future update.
 
PERSONA Files
 
forms.xml is a new document you can put in actor's Persona folders to set up their specific auto-intimates
body.xml is a new document you can put in actor's Persona folders but it's not impelemented much at all yet even though it is working. This will hold body stats data for specific actors in the future.
 
ICONS
 
 
TYPE O
- Added about 50 (type M) icons for the new menu options but they are the type that can be used by myOSA lists also
- Added about 10 random icons for my pose pack OPose that are available to all myOSA files.
- Added specialty (type M) icons for Morra's animation pack, UltiPoser and OPose as a cover icon for their packs
- Added some danced themed icons since a lot of developers are interested in dance animation packs, will add more in the future in different styles
 
TYPE I
- Added about 10 sex themed icons that I needed for OSex, 2M+1F DubHJ, CowGirlRearView Penetration and XPenetration, Embraces etc.
 
 
OTHER
 
- I've added a documents reference folder to data/OSA/ that has sample text documents for different xml types used through out OSA. I provide these generally in pairs, the first is a working version with no notation that will work and can be adjusted, the second is not intended for use it is basically a duplicate of the first but I have typed out notes under ever field about what the values are. My online guides will reference these. The reference folder is there to help out OSA developers as a learning tool to figure out what everything is.
 
TRANSLATE
 
- A ton of new additions to the OSA translate file. Sorry translators!
 
MINOR THINGS
 
- Corrected a majority of typos in all OSA menus / incorrect menu labeling
- Added a minor visual effect on screen after inspecting while actor data is loading but before the menu appeared.
- Added a minor visual effect on screen when OSA is scanning an area for nearby actors when using the INVITE option from the nav menu.
- The scene\major\inspect menu got a little bit of menu jazz visually on menuForward menuBack menuToggle and menuReveal
 
- Custom color values for themeColor and subThemeColor can be set now in _config.xml and the config menus for these colors got added the first entry as CUSTOM COLOR. You can now set an exact RGB value in the _config.xml if you don't want to use any of my premade colors for both main and sub theme colors. In the future I will most likely just add an interface for you to edit this directly in game but for now if you really want you can define the exact RGB value of the colors the menu uses. This primarily effects the color of halos when you select options and the circle borders when toggles are activated on certain options in the menus.
 
- Library (Major Menu), Navigation (Scene Menu) and Roueltte (Scene menu) used double size icons but I decided I prefered these these same size as the rest of the icons throughout OSA so I decreased them. They were supposed to show more detailed illustrations so I thought they needed to be bigger to work but I feel they look fine and maybe a little more precious and nice at the lower size on top of taking up less space and being more unified.
 
 

 

 

 

 

 

Hey CEO,

 

Love the mod and can't wait for the additional plugins! You may have answered this before but are you planning on converting 0SEX to SSE at some point in the future?

 

Hi jehoram, 

Thanks! I would love to but I don't think the tools will ever come to make it possible. specifically SKSE for SSE. It most likely will never be possible to bring it over. If the tools become available it will be relatively quick and easy.

Uses text only instead of illustrations (Already was in 1.09 I just moved it here)
 
Posted

 

I hope CEO is not gone again ;/

 

No I'm here, working on the 2.02C OSA update,

 

Glad to have you back :)

 

I will reinstall Skyrim in place of Special Edition just to try out the new features of 2.02 :P

 

Would you be so kind at one point to give updated instructions on which mods you would recommend to install? Your old blog had missing links and some of those may have been updated.

 

Thank you :)

Posted

Guys, can you start MMF scene ?

When i chose to add another male actor the OSA doesnt show anything, just freezing like what happen when you try to change animation in 1.09 that does not have any connector(not game freeze). cant figure it out, maybe because i use female with female. i really enjoy testing OSA 0SEX, sadly i dont have time.

 

Will CEO add support for female x female ? and Ladies scaling ? hahaha

 

Posted

Any idea when the AI will be implemented ? I love to role play in skyrim but without the AI or even a way to finish (orgasms) it's just not as fun. Keep up the good work and thank you !

 

 

Posted
Hello to you.

I'm sorry to disturb again but I have a question to ask about a problem (I think): I want to animate between 3 female characters with Osex, I have the whole room in my choices of participants in the scene but At the moment of wanting to "invite a third person" I have no choice of personages. Is this normal?

 

I cordially thank the person who gave me the answer to my question.

Posted

This mod seems incredible. I really only found out about it a few days ago properly and just tested it out quickly last night, took a bit to work round the options fluidly but it was so easy to set up and the animations and everything are so much more superior to Sexlab.

 

Does this mod have a patch or method to work with BeeingFemale? I think if I had that sex up to work, along with a cum/finisher animation (I don't even need to see splooge everywhere, just a finisher for the animations) and I way to initiate sex with NPCs with dialog instead of commands I doubt I would even look at Sexlab animations anymore.

 

Once again, this is such a fantastic mod!

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