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SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
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Posts posted by Toastman
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100%, 50% 0% weight after 28 days
Oh you magnificent people both you and b3lisaro this is a fantastic step forward for this genre!
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Any progress with the belly node function is a new mesh needed or?
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Fantastic work both you and smurf and anyone else if there was. I commend you with the constant replies here and the nexus man!
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I would love to see some unique speeches for NPC's like Sibbi Blackbriar for example it would be interesting! Keep up the good work!
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I am currently working on a Pregnancy mod. I have pretty much no modding experience at all, though I do have some coding experience. I got bored of waiting around for someone to make a decent pregnancy mod, so once SexLab was released I decided I'd make one. I started about a week ago, and learning the Creation Kit is taking time. I currently have a mod with the following features:
Current features:
- A menstruation system on the player (the player goes through four phases). (Only applied if female, obviously...)
A system to acquire sperm. Currently the only way to do this is through a spell called "Acquire Sperm", but I plan on integrating this with SexLab as soon as the basics of the mod are finished (assuming it is even possible. I don't know, I'm just learning as I go).
Sperm survives for a day or two. If the player has sperm during the ovulation phase, the player might get pregnant.
Pregnancy passes through 3 trimesters.
At the end of the 3rd trimester a "birth" function is called, and the menstruation system is started up again after a short time. No child is spawned (yet).I have a lot of planned features. Here's a short list of what I think a pregnancy mod should include:
- Visuals. Pregnant women should look pregnant. I am not a modeller, but I know pregnant models have already been made. If the creators of those don't want me to use them for some reason, I hope someone will make a model I can use. Ideally this would also require a lot of maternity clothes. I'm also unsure how to make some women appear pregnant, and some not. Using a weight system seems like a good option (though this would make a lot of NPCs look pregnant, even if they aren't). Bodysuits is another option.
NPC child followers after birth. Should be able to let the child stay at the players home. Should perhaps give a buff when close to them or debuff if they die.
Spells affecting the player (e.g. reduced stamina regeneration during later stages of pregnancy - running around with a baby isn't easy).
NPC pregnancies. This is eventually gonna be created (hopefully), but not untill the system works well on the player character. I'm also unsure how to store fairly large amounts of data, which I think would be necessary. There's no "database" system. Can txt files be used? Would this kill performance?
MCM support.
Birth control/Abort/Miscarriage.Sure, it's a lot of work, but more comprehensive mods already exist. The only real barrier, it seems, is my patience and will to continue, both of which are fine right now... and hopefully it'll stay that way till I'm done. I'll (probably) have more spare time on my hands than usual the next few months, so hopefully I'll make good enough progress that the mod will be worth releasing.
In terms of visuals speak with Jbezorg he is looking to work on this within Estrus Chaurus.
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It's good to see that a lot of people have great ideas for this. Maybe if we are lucky someone will pick it up at some point
! As for the calendar thing, it sounds great, but we might need to implement a way to notify the player. Otherwise a lot of people might not notice the holiday feature during normal gameplay.
I was reading a bit of lore last night and it proved my earlier point, people have a negative stigma towards Dibellan culture because of the eroticism practiced. This could really make an interesting plot that involves disputes within the cult and public opinion. Perhaps a part of it could focus on teaching outsiders that Dibella culture is more than just eroticism and that the eroticism factor should be approached in an artistic way.
The painting idea also keeps coming to mind as well. I also think that perhaps there could be specializations within the cult. PC could either specialize in the art of painting, dancing, etc. This could provide some positive buffs.
Someone mentioned a great idea about Dibella herself contacting you and such. The whole concept sounds great, however there might be a lore difficulty, given that the Aedra don't have direct contact like the Daedra.
All in all, everything I keep reading from you guys sounds great. Keep up the good work
!The only medium with dibella here would be the sibyl who is a child if the quest has been finished
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casualmods.net/RTD.html Maybe you can utilise this amusing finisher

This doesn't help so much b/c its a replacer,...it replaces one of the varied killmoves for werewolves,..meaning it has a random chance to show up,..or another could show up.
You could make this animation play everytime by renaming the animation to overwrite all the other possible werewolf killmove options, but its still essentially a replacer since you have to remove a vanilla animation to make it work.
And this is the point where Beth's engine really fucks modding up...
Beth's engine is the CK,...its havok behavior and physics that complicates modding. Since bethesda only licences havok (they dont own it),..they can't provide the tools and tutorials needed to animate/develop the game as easily as they did during skyrims development.
Technically you could purchase the havok behavior and physics SDK and recreate bethesda's setup, but the software is expensive, and Fore is the only modder Im aware of with havok behavior knowledge.
The behavior software is a intermediary between animations and CK scripts. It takes care of details like foot angles on terrain (IK constraints), ragdoll motion, collision, animation transitions, and anything else that helps get raw animations into the game with minimal scripting support.
The problem (from what I understand) is that in order to accomplish this, behavior requires a final list of all animations in the game for all actors / beasts. The CK can only register the animation present in the behavior files, so, in short, the behavior files must be edited with the newly introduced animations listed. Thats what FNIS does, using a txt file (FNIS list) in the folder containing the new animations. FNIS for modders creates the new behavior file, and FNIS for users merges that with the master behavior.
Well fair enough I only utilised modelling structures to a degree via auto desk maya. I did some very simple animation and not aware if you could use these files as such and not just a replacer.
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I mentioned this back on lovers comfort sexis thread ages ago, Redneck seemed to ring with this idea. I believe he will utilise something of the sort in future updates. Good ol' Dibellan instruction.
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Hmm just curious has there been any extension on male voices?
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I'm curious if the belly part of the mesh node thingy.. :0 increases for the pregnancy part of Estrus Chaurus is successful. Would this spur on progression, in an actual pregnancy mod do you think? there is other resources now is there not?
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I'd love to see a mod that can use animations similar to Final Fantasy 11's for combat and weapon skills. Specifically the katanas, the way they are held and the weapon skills are amazing. I don't know how difficult that would be, but it's gorgeous stuff. There are works out that are pretty cool, but nothing like FFXI.
Amen to that how I missed being a PLD in that game and SAM was fun too
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Doing some final testing for Rev 4 now, assuming I find nothing horribly wrong should be released in the next couple hours or later tonight.
Great stuff man, thank you very much!
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Do I need to replace any files to use 4udik?
you need to replace Skyrim\Data\meshes\SexLab\malenudesuit_0.nif and malenudesuit_1.nif
Thanks I tried that but the leg textures don't match.. and the erect form is larger than it should be like the favoured size. 4udik mesh is the only one I renamed for this framework btw.
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Do I need to replace any files to use 4udik?
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I placed this amusing link in the animations thread but it went quiet so I will place here: casualmods.net/RTD.html
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Just a heads up for anyone who wanted to tinker with the xp32 skeleton. The author has released the resources for use if that is handy to y'all.
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Look at the downloads section. The only quest orientatedish would probably be Sanguines Debauchery. There is other things to use in terms of your own role play such as Lovers Comfort or Estrus Chaurus, with them just use your own imagination.

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That one is a bit of a stretch for now I think.. let it be taken in baby steps. (Pun intended)
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Is it possible to utilise the trick with the nodes for the stomach as well?
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casualmods.net/RTD.html Maybe you can utilise this amusing finisher

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Hope the Lab port is going smoothly dude, good luck! x
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How do I name the german shepard textures correctly?
EDIT: Ok I have the white shepard detail applied now, which is the original sheath file that I need to rename? It is still Blue no texture is attached yet..
DERPDIT: found the issue nvm..
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I haven't tried this yet as I await certain add ons Lovers comfort as such. Still applause for this work man. I just want to know, is it possible to have another nude suit option for Argonian and Khajiit by using the Immersive beast genitals by EternalBlack while using my original 4udik for the human species?
EDIT: just because I found only one suit choice in Sexis I am confused if this is it not possible to have multiple.
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Ahaha I just watched the video! Genius work.
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UFO/AFT Compatible SexLabWorkingGirl v1.0 and a Small Concept Mod
in Downloads - SexLab Framework
Posted
It was an awesome mod like the little approaches as such I hope this gets extended upon.