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My first question is did you put the package files in that folder or did you put another folder in packages? I don't think sims 3 can use subfolders in packages the way sims 4 can in the mods folder, so make sure that what's in your packages folder is package files. Second, you should very quickly know if KW is working because a few seconds after you unpause the game it should start the KW activation process where it injects interactions into the game, which it should do each time you start playing with KW installed. I don't think there is any indication in the game's launcher that KW is installed, you don't see anything about that until you're in game. To that end, do you have any other mods installed and are THEY working? If they are and KW just isn't, then perhaps try a different version of KW, the original is at this point a bit outdated as other modders have taken up the challenge of continuing the good work. I've been using this one by Biterbit, it's pretty decent and links directly to some resources KW needs to work properly which might be nice to have.
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Hey guys sorry if this has been answered a million times, I've been scouring the thread and just can't find an answer. I'm trying to set up my pregnancy meshes for the HFB pregnancy body to use with Minaemm's meshes. I got the upper body to cooperate, but the lower body remains as whatever my default lower body is set to at all stages. I've been over the ini so many times I've given myself eye strain, but I've got a layman's understanding of how these kinds of things fit together at best so I'm for sure missing something. Can anyone point me to the spot where I set the lower body for pregnancy meshes?
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There's some very useful, in depth guides around here that will help get you started, but the thing that will save you more problems than anything else is to make sure you always check a mods requirements before anything else. And then check the requirements for those, because often they have some as well. Luckily the Sexlab framework download page has some pretty good instructions on how to install it, though it is a little old. Instead of using Fores New Idles in Skyrim, I'd recommend using Pandora, it's what I use, though others might recommend Nemesis. Both are a much more modern version of the same basic concept as FNIS, but run faster and a lot of cool modern mods require one of those two as FNIS just doesn't quite do what is needed of them. I think Nemesis doesn't, or at least didn't for a time, handle creatures so Pandora will probably be better in that regard. I listed a few of the defeat mods, but didn't really talk about pregnancy mods, but luckily I've tried basically all of them so I can give you a quick summary. There's a few to choose from depending on what you want to get out of them. The most basic I think is Hentai Pregnancy, female characters might become impregnated by sex and will slowly go through the pregnancy stages. It simulates very little beyond a growing belly, but I think there were some plugins for it to add a couple more functions. Don't remember if it's actually got a SE/AE version floating around here though so it may be moot. Soul Gem Oven is a pregnancy mod but of a certain flavour. Impregnated characters aren't gestating a baby but rather a soul gem, and there's a variety of systems at play in that one that improve the gems a character can cultivate, improve the amount or speed, and it also comes with some basic lactation stuff, but that mostly ties into its harvestable alchemy ingredients in the form of milk and cum that can be acquired using its interaction menu. Fertility Mode is a true pregnancy mod that includes simulated fertility cycles and effects based on those cycles, as well as resulting in an actual child npc being spawned at the end. It can also be used without Sexlab as it has a built in function to sort of simulate the idea that characters are having sex when they sleep in the same bed, which can be turned off if you don't want that. It's pretty good and in depth, has a good amount of customization but unlike the previously mentioned mods isn't very suitable for fast turnover because its scripts struggle on really short cycles. Lastly is Beeing Female, which is sort of like the classic pregnancy mod around here. I think it recently got a new version for SE/AE with some improvements to its systems being made. Beeing Female is the most granular, biologically accurate and in depth of these mods from what I remember, there's a lot to its cycles and pregnancies, but last I remember it was also somewhat limited by the fact it could really only track the player's character and the children that resulted from it didn't do much, but I think that was one of the things the new version was looking to improve. I'd personally recommend Fertility Mode (found on Skyrim Nexus) as an actual pregnancy system but again, it's about what you like, I've used all of them over the years and each one has its niche. Most of the mods for Sexlab run on the assumption that the player character is female, and most of the things the mods are about are happening to her, rather than being something you as the player do to npcs, and as such there might not be a huge amount for you if you were hoping to be the one doing that capturing, enslaving and punishing, but Paradise Halls does do that exact thing so there's that at least. Otherwise a good place to start is to go to the Simple Slavery mod page and look down the list of mods it integrates, it's about as comprehensive of a list of mods of that nature as you'll find. Something in there will take your fancy. As for management systems... not really a gameplay mechanic skyrim uses, and as such not really a mechanic many mods try to put in. TDF Prostitution kind of lets you do what I'd call management stuff, but I'm sorry to say you're not likely to find much of that for skyrim. Hopefully the wide variety of other stuff available from this game makes up for that though.
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What are you hoping to emulate from those games exactly? Skyrim's systems only allow one to go so crazy on certain aspects of mods. It's obvious you like monster girls, and there's a decent range of mods that make the various monsters more sexy and feminine, or add new ones. Just around here is the Demonic Creatures mod which adds a lot of variations of monsters into the game, though many of them are male. Nexus has a variety of replacers for various creatures, so many different flavours in fact you're better served by just typing in the name of the creature you want and picking your favourite from what comes up, the same mod author would probably have more to your tastes too. If you're looking to emulate some of the more core aspects of those games though it may become more difficult. Monster breeding, for instance. There's no shortage of ways to have sex in Skyrim with monsters, and there are pregnancy mods as well that tie into those, but I don't think any of them allow birthing of creature offspring like you have in, say, Lovers Broodmother in the oblivion forum. They're more just becoming impregnated by those monsters and then having human offspring. I say "impregnated by" because knocking up monster girls to breed simply isn't going to happen because of how those npcs have to be handled within the game and the mods, so if you were hoping to run around with an army of sexy monster girls in varying stages of knocked up, you're out of luck. I'm going to assume a few things. First, that you're using Special or Anniversary Edition, second that you don't already have much experience with sex framework mods and third that you're interested mostly in things that will cover the common threads of the games you listed. Personally I use Sexlab, never looked overly deeply into Ostim because it didn't do anything I really needed and Sexlab was what my favourite mods were built for, but that was some time ago and there's a lot more support for Ostim now. Like I said before, grab some creature replacers and maybe Demonic Creatures, it does a lot for monster diversity. If it's interaction with monsters you're looking for, you could probably grab a defeat mod, Defeat Baka Edition is what I use, but that's mostly just because I'm familiar with how it works from back in the day when the only two options were Defeat and Submit and it covered all the bases I wanted. You'll need Creature Framework and will probably want More Nasty Creatures, as well as some animation packs from authors that work with creatures since pretty much any monster girl you could add to your game is going to use a creature race as its base. Just look over the SLAL tag on the forums and you shouldn't have much trouble finding suitable animation packs. Aroused Creatures will also allow you to interact with creatures in a non-violent way. Beyond that, some good basics to get would be Sexlab Animation Loader, which you'll need to add any new animations into Sexlab's framework. SLAL packs are pretty easy to find and usually come with a good range of screenshots and gifs to know what you want to download. You'll need a way to trigger them, which can be done with a defeat mod like I recommended before or with a social mod like Eager NPCs or Romance, or prostitution or slavery mods like TDF Prostitution, Radiant Prostitution, Sanguine's Debauchery, Slaverun Reloaded (this one's not entirely finished and has some bugs here and there but is pretty much entirely useable for its purpose) or Paradise Halls for if you want to be the enslaver rather than the enslaved, or you could go looking for Amorous Adventures if you want encounters that tie into the vanilla characters throughout the game and like the idea of having quests associated with your trysts. There's also simple puppet master mods; cast spell, have sex, no tie in to other mechanics. Once you have a way to actually initiate sex, it's all just flavouring to your liking, scroll down the forum and see what takes your fancy. There's no shortage of BDSM mods, many of which introduce punishing gameplay mechanics, a handful of pregnancy frameworks of varying depth and script load, a few succubus frameworks as well, some mods that compliment creature sex or tie into other mods to add interaction between them and Sexlab. It really all just depends on what you're looking for. Looking over the games you said you wanted to try to emulate in skyrim, I'd say a good start is the mods I mentioned in my previous paragraph, plus maybe a slavery mod or something. Keep in mind virtually all of these mods have dependencies of their own, so if your mod list is already pretty extensive, you may need to be a little selective.
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SMP Head HPH or UBE
Just Checking replied to Predator-RJ's topic in Downloads - Skyrim: Special Edition Adult Mods
Good god, thank you so much. That's made a huge difference, and I was able to tweak a few more things, now it's looking much better. Thanks for all the help you're giving everyone troubleshooting all this stuff. -
SMP Head HPH or UBE
Just Checking replied to Predator-RJ's topic in Downloads - Skyrim: Special Edition Adult Mods
Hey, sorry if this has been answered a million times, I looked through a bunch of the thread and the things I found didn't quite solve the problem for me. Mouths have physics for me, they interact with the stuff they should interact with but they deform quite badly, as if the schlong in question is larger than it actually is and it's pressing the lips thin and misshapen. The result is a mouth that is stretched around an invisible forcefield around the schlong. The help I've seen on this is is tweaking the margin setting in the chosen schlong xml (which I think I've done right, and did seem to improve response to where the schlong ends but not around its girth), switching to tmg and using the file here (currently still using this), which also didn't fix the problem, and making sure alignment is as good as you can get it. I've messed with all of these to the best of my knowledge, tried turning off the wig setting in fsmp and tried to solve both using and not using procedural penis. Maybe it's just a matter of how I've made my character's face, but using your example gifs as a reference for what it should look like, I tried giving my character larger lips thinking maybe fuller lips would account for mouth deformation, but they still don't really match up to the schlong girth very well, and still become pretty distorted. Is there anything I could have missed? I feel like there must be just some random factor I haven't accounted for and it's going to be laughably obvious when it gets pointed out. -
Temper any expectations on that kind of thing. Don't give up on them, just keep your expectations reasonable. Any new game that comes out takes time to figure out how to even mod effectively, let alone make something like WW. I remember it took a long time just to figure out how to implement new animations in Sims 4, like years. Turbodriver might not even want to be the guy to make a whole new framework for a whole new game. Unless by some miracle this supposed new game is so close to Sims 4 that he can repurpose a lot of his existing code, it would be a whole new process of figuring out, writing the new framework and building everything again from scratch. Obviously he COULD be game for that, but it would be a lot of work on top of everything he and the various WW contributors have done in Sims 4. Also be a little wary of new Sims game rumors for the moment. Last year they announced they were doubling down on Sims 4, something about not wanting people who have all that dlc for that game to feel they threw money away just for a new game to come out. Project Rene or whatever it was called was thought to be possible Sims 5 but it looks like it's not supposed to be any kind of new Sims game as we know them. Still a little uncertain how it's supposed to fit together myself but apparently that one's intended to be some kind of multiplayer thing, not a traditional Sims title. Either way they tried to shut down the notion that a new mainline Sims entry was on the way. Wouldn't be outside the realm of possibility that was just an attempt to give them some breathing room to work before people started asking about deadlines and release dates, but it would be kind of odd to deliberately try to kill interest in such a thing. Point is, approach the rumor with skepticism, and if it turns out to be true, assume someone else will eventually make their own take on the adult content framework, it sort of seems to be how it goes. Each category of game on this site has different people building their frameworks with occasional help from the others. Chances are, someone else would build a framework people like, and they'll more or less set the tone for the first while.
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Anyone have suggestions for an alternate to Gender Ratios? I've tried it a couple times and no matter what I do with the sliders I end up with almost all female raiders, the only males are the ones hand placed to trigger dialogue the first time you go through an area.
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What’s the deal with Dwarf Gear and Weaponry
Just Checking replied to chang0986's topic in Oblivion General Discussion
Lorewise, the dwarven empire spanned the northern regions of the continent. Hammerfell, High Rock, Skyrim and Morrowind, or at least the more northern half of Morrowind, I don't know if they spread very far south considering how much of it used to be Argonian territory. They covered a lot of area, but they didn't settle in Cyrodiil, which was the territory of the OTHER now extinct, magically powerful, mysterious underground elf race, the Ayleids. Presumably, those two empires would have had some contact with each other, either trading or fighting, either one could explain how so much dwemer stuff ended up south of the mountains, but there's a second explanation for why dwemer stuff has found its way everywhere. It's maybe not stated directly, but dwemer gear's abundance can be inferred by some of the other things we know about elder scrolls dwarves. Dwemer ruins are in comparatively great shape despite having zero maintenance for thousands of years and all the most important parts being made of old metal because of the magic unique to the dwarves that preserved it far beyond what the normal ravages of time should allow for. We know dwemer artifacts of all kinds, especially their cities, were enchanted to be preserved beyond what should be natural, courtesy of their Tonal Architects, a unique combination of magic, science and... I guess you could say music, capable of warping reality and messing with time that they jealously guarded from the other races. (Unrelated, but isn't it weird how so many unique forms of magic that break the normal magic rules in TES are sound based? Shouts, Tonal Architecture, Blade Singing) We also know crafting and enchanting were hugely important to their society, so it only stands to reason that their art, tools, weapons and armor would be similarly preserved. It's made its way across the empire because there's practically a surplus of it since it doesn't decay. Hell, the only reason it even still needs to be maintained at all up until we got Skyrim is probably because it would be really weird from a game design perspective for it to be the only gear that doesn't degrade with use. As for why it looks so different from elven, I think "elven" is just a general term for high elven armor designs. We know how the dark elves make their armor, and it looks nothing like that. It's easier to see in ESO where all the races have their own styles to their armor, and yeah ESO isn't Bethesda but they did a pretty bang up job capturing the known visual aesthetics of those kinds of things. What we see in the games is just how the dwarves liked to make their armor look, and the designs have changed significantly across the games. Maybe you can chalk that up to regional styles if you want to have a lore explanation there. As for the artefacts, AhegaoAmbrosia mentioned Volendrung and I admittedly can't remember much from the games about Spell Breaker, but all the wikis say is it was commissioned by a dwemer king to battle Shalidor, a name you might recognize from the games as belonging to a historically powerful wizard. It says some tellings say a daedra prince made it for him, and Peryite is associated with it since he's the one who gives it out in both Oblivion and Skyrim, but the actual original creator is unknown. Safe to bet that a dwarf made it, though, given who commissioned it. -
Been trying to use the Unlock Camera Movement setting in the simhub options and it seems not to change anything about my camera movement when trying to take simhub shots, I know it says it's an experimental feature but does anyone have that setting working? I don't know if I'm missing something or if it's not fully functional yet.
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Thanks for the advice, I didn't know about the home zone thing. That said, I tested it recently on a new save with a rearranged load order, it seems to be working now but the fact it wasn't on the other save regardless of what I tried to do makes me think something in the save just didn't want to play nice.
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No luck, unfortunately. One pawn did solicit ONCE so clearly under perfect circumstances it can happen, but I wasn't able to get it to go again even with all other work disabled. Might take some more tinkering, maybe I'll find something that isn't playing nice together, but that might take me a bit. Thanks for the suggestion though. At the very least, RimSort will be useful going forward, I've been manually arranging my load order so far and no doubt doing a poor job of it.
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I didn't want to start a whole new thread so I'm hoping someone will see this one and offer some insight. Trying to play with Brothel Colony, none of my designated pawns will attempt to solicit. I've enabled the work and even set it to maximum priority, I made sure they were designated as whores in the brothel tab, I even built specific rooms with specific beds near where guests gather in case that had something to do with it. Whores will simply not solicit, and I can't direct them to either. I've used it in the past, does anyone know if there's been an update to something that's broken it? Brothel Colony itself has gone some time without an update so I wouldn't be surprised if RJW or something has changed enough that it need tweaking.
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Ran the loader numerous times and each time the same mods failed, so I tried to use the loader to remove the problem mods and it just crashed. The mod in question was not removed. I ended up just manually deleting everything the loader was used to install and just ran it again, this time it didn't come back with any errors. Installed through the loader again to make sure everything was going properly and it seems like we're golden. Maybe there was some mismatch or specific files in the folders that were installed by an older version of the loader that made newer versions confused? I guess I'll see if it happens again in the future, but it sounds like it might just be a matter of removing old folders before running the loader again. Thanks for your help with this, if it's a problem on my end then that's not super surprising but if anyone else gets that issue maybe this little episode will at least be helpful solving it again.
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Gave it another try and got the same thing. If it's just a simple firewall problem I do apologize, but if not hopefully there's some info in this file that might be useful to you. last.log