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Posted
4 minutes ago, WandererZero said:

I mean, I've run them side by side before...they don't really conflict with each other; at least not that I've seen.

 

I always used to look at it from an RP stance:

 

I would do home deliveries and camp quests only from capital inns. Towns I would use TDF/dance. Made sense to me from a player point of view...capitols like Whiterun, etc would  have more contacts to line up bigger jobs, do bigger business. Small towns are all about entertaining the locals.



This actually sounds like a good idea! Thank you :D

Posted
22 minutes ago, Silk said:

This actually sounds like a good idea! Thank you

 

Hey, no problem. I know how hard it can be sometimes trying to compartmentalize some stuff when you're trying to play out a role.

 

Cheers!

Posted
3 hours ago, mr1337psychotic said:

This was a good mod from LE, and there aren't many adult themed player homes I've found for SE. I don't know how to operate the creation kit very well, so I'm wondering if anyone could convert this mod to SE?
https://www.nexusmods.com/skyrim/mods/17863/?tab=posts&BH=2

 

*Google, Google, Google*

...

*Google, Google, GOOOOOOOOOOOOOOOOOgly-Googafucking-GOOOOOOOGLE!*

 

 


From Th3Sa1n7 on the Skyrim Nexus page of Reaper's "The Dark Tower" (slightly corrected for grammar, punctuation and syntax by Vyxenne's runaway OCD) :classic_angel:

 

For those who want an SSE port just follow these instructions:

    Download SSE NIF Optimizer (I tried Cathedral Assets Optimizer but not all mods were convertible with it).
    Manually Download this mod (Reaper's The Dark Tower" - https://www.nexusmods.com/skyrim/mods/17863) but do not install it yet
    Extract the downloaded archive into a temp folder using 7zip or equivalent- there are only 2 files, a BSA and an esp plugin
    Extract the BSA with Bethesda Archive Extractor

 

    Create 2 empty temp directories:
     One for the Head meshes (HeadOpt)
     Second for the rest (BasicOpt)

    Copy the Meshes\actors folder from the extracted BSA to the HeadOpt directory
    Copy the rest of the meshes folders (BUT NOT MESHES\ACTORS!) from the extracted BSA to the BasicOpt directory
    Run SSE NIF Optimizer on the BasicOpt folder with the Calculate Bounds, Clean Skinning and Remove Parallax boxes ticked
    Run SSE NIF Optimizer on the HeadOpt directory with ONLY the Head Parts Only box ticked

 

    Copy both of the optimized meshes folders back to the original extracted BSA folder, authorizing all overwrites.
    No need to convert textures, scripts, sounds etc.

    Delete the BSA from your temp folder

    Either repack all of the mod files, including the newly-converted Meshes, into a new, identically-named BSA, or decide that you will later just install the mod as loose files.

 

    Copy the esp plugin from the temp folder into your game's Data folder so SSEEdit can "see" and open it- there are some some errors in the esp that need to be fixed per Sulhir

 

    SSEEdit Error Report on Reaper's The Dark Tower.esp:

    [00:00] Checking for Errors in [04] Reaper's The Dark Tower.esp
    [00:00] RDTSkeletonAltar "Altar of Minions" [ACTI:04055534]
    [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [01055533] < Error: Could not be resolved >
    [00:00] RDTDreadGreatsword "Dread Greatsword" [WEAP:04024D5A]
    [00:00] WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
    [00:00] RDTDreadSword "Dread Sword" [WEAP:040435BA]
    [00:00] WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
    [00:00] RDTDreadGreatswordUNIQUE "Dread Bloodmourne" [WEAP:04026AF5]
    [00:00] WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
    [00:00] RDTDreadDagger "Dread Dagger" [WEAP:04023718]
    [00:00] WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
    [00:00] RDTDreadStaffUNIQUE "Dread Soulmourne Staff" [WEAP:0403428E]
    [00:00] WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
    [00:00] RDTDreadStaffUNIQUEForFollower "Dread Soulmourne Staff (for follower)" [WEAP:04063DBA]
    [00:00] WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
    [00:00] RDTDreadBow "Dread Bow" [WEAP:04023717]
    [00:00] WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
    
    Load Reaper's The Dark Tower.esp, Dawnguard.esm and Dragonborn.esm into SSEEdit- Update.esm and Skyrim.esm will load automatically

    Find the Activator: RDTSkeletonAltar "Altar of Minions" [ACTI:04055534]
    Locate the error: [01055533] < Error: Could not be resolved > under Virtual Machine Adaptor
    Change the final 3 to a 4 and change the first 1 to a 4 so that it reads: [04055534] < Error: Could not be resolved > It will update to read RDTSkeletonAltar "Altar of Minions" [ACTI:04055534]

 

    Right click anywhere and select: Apply Filter for Cleaning
    Once it completes right click the plugin and select: Remove "Identical to Master Records" records. SSEEdit will display the following messages:
    Removing: [REFR:00082199] (places AutoLoadDoor01 "Passage" [DOOR:00031897] in GRUP Cell Persistent Children of BrittleShinPass01 "Brittleshin Pass" [CELL:00081DEC])
    Removing: [REFR:0008220C] (places AutoLoadDoor01 "Passage" [DOOR:00031897] in GRUP Cell Persistent Children of BrittleShinPass01 "Brittleshin Pass" [CELL:00081DEC])

 

    Expand Worldspace
    Select 0000003C Skyrim and drag the Max Height Data from Dragonborn.esm into Reaper's The Dark Tower.esp
    Select 00000D74 <Persistent Worldspace Cell> and drag the Regions data from Dawnguard.esm into Reaper's The Dark Tower.esp

 

    Find the weapons. Select all of them and right click>compare selected.
    At the very bottom you will see the Critical Data and you'll see the error in the Effect row.
    Change <Error: Expected 4 bytes of data, found 0> to NULL - Null Reference [00000000]
    Right click the corrected row and select: Copy to selected records.

    Close SSEEdit- Make sure the plugin is checked so that it will save. Backup optional.
 
    Open the Creation Kit and load this mod. After it's loaded simply save it again and close the creation kit to update the plugin to SSE specs.

      NOTE from Vyxenne: There is some difference of opinion on whether or not resaving Oldrim plugins in the CK is a necessary, or even beneficial, step- but nobody has cited any potentially harmful consequences AFAIK, so I do it despite the derision of some who "don't believe in it."

Move ("Cut-n-paste") Reaper's The Dark Tower.esp out of your game's Data folder and into the temp folder you extracted the archive into earlier, overwriting the original esp

Finally, use 7Zip to re-compress everything in your temp folder into a new installable 7z archive, drag it into your mod manager of choice and install it
 

Posted
On 10/7/2020 at 4:25 PM, uhletmedownloadstuff said:

Anyone want to take a crack at converting Sex Scene Framework for SexLab? According to the author cool mods like this that are built for the framework would automatically work with SL if the Framework is tweaked to use SL instead of Flower Girls. I can try to do it myself, but I really have no idea what I'm doing with a behemoth like SL so any help would be appreciated.

I've also been hoping to find someone to port SSF to SexLab. Any luck on doing it yourself?

Posted
25 minutes ago, kraoro said:
On 10/7/2020 at 6:25 PM, uhletmedownloadstuff said:

Anyone want to take a crack at converting Sex Scene Framework for SexLab?

I've also been hoping to find someone to port SSF to SexLab.

+3 ?

Posted

Does anyone know if anyone has attempted to create a mod to improve the transitions to and from a sex scene in SexLab? At the moment, the current logic is super un-immersive: the characters merge into each other before sex and then they get placed for the start of the scene. The transitions in OSex on the other hand, are a lot smoother. I don't know whether this is even possible, but incorporating some better transition scenes similar to OSex would greatly improve SexLab, and would shore up its one major weakness...

Posted

 Possible? Yes, probably. But it will never happen.

It would require rework of what SL is now, adding additional transition stages, ungodly amount of work for animation pairing and creating of transition animations, break backwards compatability of SL with 99% probability and drasticly increase the amount of work neccecery from animators going forward. Thats assuming you can even get everyone you need, starting from Ashal on board.

 Basicly, current SL is not designed for that, neither are animation packs. So you'd have to remake the entire system, and then all the animations and all the content ever made for it.

 My guess if you have a budget for a good double AA project, you can try.

Posted

That outfit is from the Kirax' Project Vindictus Vol. 2 if I recall correctly.

 

Unfortunately the publisher for Vindictus DMCA'd all the Vindictus packs so you'll have a hard time finding them. There's a certain Russian site that still has them.

As for the character herself, I'm willing to bet that's the Elin race mod, SMP KS Hairdos, and some fox ears mod. 

 

Edit: Outfit is from [Kirax] Project Vindictus Vol.2 called Silver Fox

Posted

is there a mod that can make Bandits attack and rape female NPCs? i have sexslaves for vanilla bandit camps and devious bandit prisoners and both mods the slaves are just hanging about, i want the bandits to use them and if possible a mod that adds random encounters with enemies (bandits/forsworn/monster/whatever) attacking and using other npcs around skyrim, like you walk up on a group of storm cloaks raping an imperial troop.

Posted

do you ever see an NPC with just a great ass? but its oh so out of reach? maybe some one knows of a mod that lets you deliver a sharp and satisfying slap to an NPCs plump behind and maybe leaves a hand print if dat ass is bare?

Posted

Maybe this one?

Its main feature is others spanking the player, but it does have a "Spank someone" power that lets you slap any and all great asses in sight.

 

Posted

im running around skyrim and despite adding slaves and everything to all the bandits camps and fair maidens walking the land everyone wants to fuck me! im looking for a mod that adds so NPC on NPC action while out and about i have both sexlabs sexlife and lovers comfort, but all they do is make npc approach the player. if you know of any mods that add some NPC on NPC action please, do tell.

Posted

For NPCxNPC I use Random Sex.

 

 

Sexy Bandit Captives also has some sex between the bandits and the captived girls when you are near. 

Posted

There is this:

 

 

They need to be defeated in combat though. But you should be aware that it probably eats fps having the game processing all that activity that you're not even a part of. Just look at what the console spurts out when you're starting an animation with your own character and how long it takes to start. If the animations look weird you don't want to bother aligning them either, so then you just want to look the other way(at least I would).

Posted
Spoiler

1292818674_TheElderScrollsVSkyrimSpecialEditionScreenshot2021_02.19-19_46_56_04.thumb.png.b667d0732888f6329b6d89001f11bfbf.png

Can anyone tell me please from which tattoo pack is the underbreast side tattoo (author of this pic is not answering :( )? 

 

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