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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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Files posted by DoctaSax
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Sexout CheckMeOut
Sexout CheckMeOut is a little immersion mod that has NPCs commenting on how you or others are dressed. That’s why it’s called how it’s called.
It does this by checking whether you or they are wearing anything that is in SCR formlists related to opinions about clothing. You add outfits to those formlists by using a functioning version of clothing evaluation, which at the moment is sen4mi's Clothing Eval MCM Supplement .
CheckMeOut focuses on the following descriptions in clothing eval:
- “exposed crotch”, “exposed nipples”: Comments run the gamut of shock, outrage, disbelief, worry, concern for your mental health, and a few cat calls. Males tend to get a few more shocked and apprehensive comments than females if their crotch is exposed. Exposed nipples are only a factor for females.
- “slutty”, “sexy”, “pretty or handsome”: Generally positive comments and flirtation. Some overlap between the three, because as in real life, people don’t always bother to tell the difference. Also as in real life, "slutty" doesn't apply to males.
-“classy”: mostly respectful comments. Or the occasional jealous one. There’s also a chance the White Glove Society will be making negative comments if you’re not wearing anything marked as classy.
- “homely”: mostly bored and uninterested comments, some of them a bit rude.
- “ragged”: people mostly tell you to get out of their sight. You’re the poorest of the poor, so you stink and you’re probably trying to steal
shit, after all. Yes, I know that's discrimination. But it's true in your case
- Some tidbits.
The comments are redirected vanilla bits of dialogue, mostly because for this sort of thing to work you need audio – wouldn’t be very immersive with just subtitles. That also means that the availability of comments is largely determined by which voicetypes had audio for specific lines, in addition to the conditions I set. This means you’re not swamped by them.
In general, I’d advise just turning it on and making sure you’re wearing something that you added to one of the above categories.
Especially later in the game, you still run a higher chance of people bitching about Benny getting whacked or the NCR bringing in rangers, so there’s little point standing around a bunch of npc’s waiting for somebody to say something about your outfit. Let it surprise you as you
go about your business.
Note: as of the 20150609 release, you can't just plunk checkmeout into your install, but need to run a conversion first. See the readme and screenshots under the "conversion" folder to see how.
I’m sure some things may show up too much & others too little. Because it’s the sort of thing that you install to run in the background,
showing up now and then, it’s not easy testing it thoroughly. I’ll make some adjustments depending on what people say.
Needs:
SCR, NG
Permissions: GPL3
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55,420 downloads
Updated
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Sexout Spunk
By DoctaSax in WIP / Beta
"Love Comes In Spurts"
What it is
Sexout Spunk is in essence a data communication mod – I know, that doesn’t sound sexy. So let’s put it differently: Sexout Spunk puts the spunk in you, or on you, as the case may be. It is meant as a detailed and flexible system of determining who orgasms, and what happens with the cum. It generates a bunch of data when an actor orgasms - gender, race, species, location where the ejaculate ends up, volume, time of ejaculation etc - and then tracks and recalculates that as the spunk is absorbed by the body, or trickles from one spot to another. If applicable, it'll also generate similar data for sperm & track that as the little swimmers whip their way upstream.
Spunk comes with a revamped lust tracking system for any actor you wish to add to it, an arousal system tracking individual arousal until orgasm, and 'count', 'experience' and 'enjoyment' variables keeping track of how many times an actor's done something, how good they are at it, and how much they like or dislike it. Oh, yeah, and it shows cum dripping off you, if there is any.
Requirements
SexoutNG 2.10.95.07 (beta) or later
NVSE 5.0.1 or later (5.0.1. actual DL is here)
NX 16 or later
UIO 1.31 or later
WARNING, rant: new updates of Spunk often require you to update NVSE, so check if there's a new NVSE requirement every time you update Spunk - links will be on the download page & OP as well as the update post in the thread. That's 3 places in addition to the official NVSE thread, so don't tell me the version I require doesn't exist. If your NVSE is out of date in relation to the functions that Spunk needs, Spunk will quit the game to avoid errors in its systems. Don't complain, be glad it does that. The link above is always to the minimum that Spunk needs, and the NVSE version it links to is as safe to your game as any other. The latest versions on silverlock are often outdated by a few weeks, and just because what I link to isn't on silverlock doesn't mean it's fishy, it's always an official beta, straight from the NVSE development thread. Don't be afraid, just install the damn thing.
I offer no support for older versions of Spunk than what's uploaded here, because bugs from previous versions have probably been fixed in the current one and chasing them down to something I already fixed holds me back from developing Spunk further, and is incredibly aggravating. The same applies to NVSE or NG: if you stick to only using the 'stable' version, then the betas don't get tested as much as they could by just having lots of people use them and report possible bugs (which get fixed in record time). NVSE, NG and Spunk need to work under any combination of hardware configurations, mod load orders and different in-game situations, so new versions can never be 100% pre-tested before release. Expecting the developers to be able to always foresee all possible problems that could happen under any combination of circumstances, and test for them by creating all those circumstances, is silly and assumes we have unlimited time to do so. Sticking to older versions because they happen to be called 'stable' or because they happen to be on the site you're used to is demotivating and holds us back. Even when Spunk doesn't require the absolute latest versions of NG, NVSE or NX, install them anyway. That's how we move forward.
Permissions: GPL3
Credits
Jaam, mostly, for porting the fancy NVSE4 stuff I’m using in this mod, as well as fixing the fancy NVSE4 stuff that didn’t work at first, and adding some fancy stuff to nx for me. I pestered Jaam about so many things, and he always came through in record time, so I gave him co-authorship. I honestly hope more modders will start to use this stuff and make some great mods with it.
ChaseRoxand, for the orginal SexoutLust, which most of my own lust tracking is based on
A.J. for teaching me how to HUD
Zippy57 for Lust's original HUD readout addons for pHUD and oHUD.
Whoever did Lust's anyHUD addon.
Prideslayer, for a couple of tips along the way
Hal, for pitching the idea & showing patience as it grew and grew - no Doc mod without a bit of feature creep
Odessa, for a great debug dump template
QQuix, for the “DeepDump” UDF found on the TES4 modding wiki, also for several examples of nested array use in assorted posts on the Beth forums, without which I wouldn't have known if that was even possible or how to go about it.
TSS5062 for cum shaders - yowsa!
panthercom for perk names
And, well, some unknown Japanese modders who made the textures I use for the cum shaders (the LoverswithPK bukkake ones).
Anybody who ever reported a bug in a way that I could fix it
Features
Long-term tracking of ejaculations in “spurts” that are determined to be on an actor, at some location, bearing information like the identity, species, race, race category, and gender of the ejaculator as well as the time the ejaculation happened. A lot of this is in place so that a mod like pregnancy can easily pick a spurt to “win” and move over the relevant data for further handling of pregnancy & birth. All of it for any actors ever involved in a sex act. With support for custom races via an ini in which you can declare them to belong to a “race category”, see below. Long-term tracking of sperm, when applicable. (Requires a high enough fertility level, according to Pregnancy) Squirting. Pullout: at the moment this is a straight random percentage you can set, but this is bound to become more interesting when I add arousal tracking. While not so much a straight-up cumshot feature (ie with a new anim), spunk’s pullout feature spreads the volume of a spurt that would otherwise go into an orifice over parts of the body that would logically catch the spatter, determined by the anim’s nature. Ie: a missionary pullout will land little spurts on different areas than a doggy pullout. Overflow: because some actors may be pitching more than you can catch, the overflow feature spreads out what you can’t hold in over parts of the body etc etc, same as pullout but different. Faction smell system: a variation on the faction smell system in SCR, which will be abandoned in due time. After sex with a creature, creatures of that type shouldn’t attack you for a time period that you determine, under conditions that you determine. This should be compatible with almost all DLC, FO3 & its DLC creatures and factions. Caveats: due to Beth/Obsidian’s inconsistencies with factions it can never be 100% safe – some water pack Brahmin for Broken Steel don’t belong to ‘brahmin’-related factions for instance; there may also be something similar with anchorage dogs, the lucky 38 securitrons, maybe some black mountain muties. Left out of the system entirely are anchorage chimera tanks, liberty prime, and ZAX computers. Also, dogs that are faction sniffers for Legion or NCR etc will treat you as dogs, like all types of dogs do, but won’t make you legion/ncr etc. That’d just be stupid because the soldiers can still see you for what you are. Cum shader system. Apart from what I've already said about that above, some creatures’ cum may look funny. This is intentional. Takes all methods of physical contraception from SCR into account (condoms, apfi suits, diaphragms) Basic lust tracking Arousal tracking: during sex, arousal is calculated for each actor, leading to orgasm. Arousal increase can depend on a variety of things. The arousal system may affect the duration of the act, cutting it short or extending it depending on many factors including the type of sex, the role the actor's performing, mutual disposition and experience. Per-role "xp" and "count" handouts. Modders can now know how often you've taken it up the bum for instance. The amount handed out depends on mutual xp, type of role, number of actors in the act etc. Perks!
Lust in Spunk:
Perks in Spunk:
XP, count & enjoyment in Spunk:
see http://www.loverslab.com/topic/24928-sexout-spunk/page-45?p=1152496#entry1152496
The race category system & using the ini:
61,697 downloads
Updated
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Sexout FleshedOut (SOFO)
The pitch
Those gentle hands, that husky voice, those penetrating eyes, that bushy ‘tache… how could you possibly resist? Doc Mitchell – Mitch to his friends – may be getting on in years a little, but he’s still got his mojo working. And other bits. From the minute you wake up to him watching over your helpless naked body, you feel a connection, no matter how hard you may try to deny that to yourself.*
How will you worm your way into his life? Heal his wounds as he did yours? Create a small oasis of domestic bliss amid a vast desert of death and perversity?
(Or will you do none of that and be a total bitch who doesn’t deserve him? Don't!)
*(“Wait a minute,” you say, “Doc M. is like really, really old – ewww!”? Dude, that’s ageist!)
There's a little trailer right here:
http://www.naughtymachinima.com/video/7119/FleshedOut-trailer
So, seriously, what’s it all about? And why does it exist in the first place?
SexoutFleshedOut (SOFO) is a multi-path story mod for a female PC, centered on Doc Mitchell. It could be a romance story, albeit in a fallout kinda way, but there are funny bits, sad bits, you name it. Don’t worry – there will actually be sex, but it might take a while. It’s a slow mod, with the primary focus on atmosphere. Think of it as an old movie instead of a quest.
SOFO is the result of trying to implement a bunch of different things I wanted to see in the Fallout universe, like more developed characters and relationships with them, and people who don’t always speak in well-rounded sentences. An old-world sense of eroticism too, maybe. I also wanted some answers: from the very beginning, you know the Doc’s got a chip on his shoulder and in vanilla it’s only by chance you hear he’s actually a widower. What happened? What’s the big secret? How many more secrets and oddities are bubbling beneath the surface in the sleepy town of Goodsprings?
I also wanted to have a little fun. Some of it’s pretty silly. And then there’s some technical stuff I wanted to try my hand at too, stuff I felt was underused for the purpose of telling stories. It’s all a bit of a mad scientist experiment.
Features
6 different main story paths, some detours and smaller choices (see the support thread for a mini-walkthrough)
quite a bit of freeform content (there’s room for more, see the support thread)
trivial stuff, chatter, little things to make everything feel more alive
a soundtrack system that adapts itself to your story
automatic bed sex positioning
fun with anims, and the occasional special effect
Alright, I’ll give it a go. Better be worth it! What do I need?
SexoutNG 2.6.85 or higher <--changed
A recent SCR Beta or the current stable version <-- changed
SexoutSpunk 0.71 or higher for its lust tracking functionality <-- changed
Sexout Clothing Eval
The data files (NOT the esp!) from the Groovatron
The armor damage pack from SCS
The New Vegas Radio Extender does not need to be installed in your game, but you're gonna need it to help you set up your soundtrack (see below).
If you're upgrading from an older version of SOFO, it's best to make sure that you're not in Doc's house when you do.
A good grasp of English will be necessary to get the most out of it. This isn’t a “go there, kill everybody you see” kind of mission you’re setting out on – there’s a lot of dialog and stupid wordplay. Also, even if your reading skills in English are pretty darn good, you may still have problems understanding one particular individual – this is intentional.
Don't use the NVEC patch if you don't have NVEC complete.
How to set up your soundtrack
As said above, SOFO has a soundtrack system in the form of a radio station that changes its playlist according to where you are in the story, and some other conditions. In an ideal world, it would’ve come equipped with its own tunes. But because the music industry is bat-shit crazy about copyright and has made it so that sound recordings are hardly ever automatically added to public domain, you’re gonna have to add tunes of your own. Except for maybe thinking of what songs to pick, this doesn’t take much effort, and it really makes all the difference!
Just click on this little spoiler thingie here - c'mon...:
How do I play it?
FleshedOut becomes available the moment Doc Mitchell’s walked you to the door & given you all the indispensable stuff you’re going to need out there in the big wide world. (See? That’s just the kinda guy he is!) Talk to him, take it from there. You don’t need to make a new character, but SOFO won’t work if you’ve killed off the main Goodsprings residents.
Remember that it’s all about atmos and creating a somewhat believable narrative. Don’t rush through it; take your time. Go out and wander the wastes occasionally. I intentionally use a lot of delaying tactics. Also, quite some dialog is unavailable if the NPC is sitting down (or standing up) because most of it uses handpicked idle animations.
SOFO occasionally plays an animation on the player; it is recommended to play in 3rd person mode.
Some parts are determined by lust, both yours and his. Doc is automatically added to Spunk's lust tracking system when you move in; you don't need to switch that on for him. If you do, you're switching it off, and you shouldn't.
Some functionality may not work if you have your sexout duration set to a low value; 60 secs is recommended as a safe minimum.
Compatibility
SOFO’s not likely to play nice with SexoutDocMitchell or any other mod that adds *GREETING* topics for Doc Mitchell.
There are a few changes to Doc Mitchell’s house: ownership of stuff, a handful of items were disabled, a few things added, some items made persistent references so that I could refer to them in scripts. So conflicts can be expected from other mods that change that cell (there’s a patch for NVEC Complete 3.3c). Mods that just drop an item in it for you to pick up on your way out will likely be fine, but if you can’t find it, it’s likely under something else so use console commands like tcl or twf maybe. Them’s the breaks. These changes are needed for the story I built around this character, while mods adding gear could place that anywhere else.
There are also a few minor changes to the house Easy Pete sleeps in, and I increased the range of Doc M’s sandbox package. That’s about it.
Underground Hideout NV may have some problem with SOFO. Reasons unsure, see support topic.
Known Bugs
I place most of the sex in this mod on beds because they’re right there. The positioning is tweaked as best I can, but various factors may sometimes cause that to fuck up. Aside from the usual factors (bodies, not enough space around the actors, the camera getting stuck), bed sex seems a little finnicky when it comes to the combination of NG's knockdown effect and its callback features. This has already been reported. Save every once in a while.
2 scenes involve the Doc sitting down on specific furniture (a chair and a couch respectively). Due to some bug in the game engine, he will sometimes pick something else to sit on first, but then moves to where he's actually supposed to go. Let's just say your presence is a distraction to him.
Credits, a mini-walkthrough, a to-do list, faq, how to get support, etc etc will go in the second post of the Support thread.
7,717 downloads
Updated
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SexoutLust
SexoutLust was originally developed by ChaseRoxand. It calculated and allowed you to see just how horny your character and some companions were, and made sure this was affected by sex going on. Horny characters approached you for a little relief, and others approached you to give you relief if you needed it.
After a while Chase ran out of time to work on it, and because I was dependent on it for another mod I took it over, cleaned up a few minor things, and expanded the functionality so that any character could have their lust tracked, using NX. Otherwise nothing much was changed for a long while.
Then came NVSE4, which made a lot more possible and a lot more needed doing in the sexout world too, so I designed Spunk to handle all the number crunching & data transfer, from its own lust tracking figuring out how horny everybody is, to arousal tracking handing out orgasms, and orgasms dealing with cum shaders, faction smells, pregnancy, xp and a lot of other things, all of it applicable to any character, modular, and dependent on a lot of MCM settings that you can toy with.
Lust 7 seeks to preserve and possibly expand what didn't make the transition to spunk:
- NPCs whose lust is tracked by Spunk will approach the player if their lust exceeds a certain value. If too far removed from the player or not orientation-compatible, they'll masturbate instead.
- If the player's lust exceeds a value, nearby NPCs will approach. Except NPCs whose own lust is tracked, and those that aren't orientation-compatible.
- If the player's lust exceeds another value, they'll automatically start to masturbate. I suggest setting this lust value setting higher than the other one.
- A primitive privacy check has NPCs suggest you take it elsewhere, if applicable. To avoid this becoming an exploit to use them as followers, this will time out after a minute or so, and then you'll do it there & then.
- When you press spunk's hotkey in combat, the nearest hostile NPC should ask you what you want, giving you the option to save your ass by offering it up. All hostility should time out until sex is over + the "reprieve" duration (MCM) has been exceeded.
Requirements:
NVSE 4.5.7, nx15, Spunk 0.79+
previous OP:
Changelog
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23,832 downloads
Updated
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JASPM
By DoctaSax in Weapons & Spells
JASPM 1.0
What it is, how it happened
JASPM stands for "Just Another Stash Pack Merge". Well, it started out as one.
The 4 packs' plugins are obviously screaming to be merged, so that's what I did at first, for myself, but due to the packs' use of record injection, simply merging invites incompatibilities with mods that alter the items etc, so I duplicated the formIDs to mimic the same thing.
While I did that, I noticed just how completely sloppy the stash pack system was made:
- You get spammed with 4 messageboxes.
- FalloutNV.esm continually checks which packs you have installed, every 5 seconds throughout the game session, although once on load would be enough. It uses a silly script too
- Each of the packs' quest scripts continually run, every 5 secs throughout the game session, to add the items if checking with the FNV handler quest determines you either run the pack for the first time, or un- and reinstalled it. Again, once would be enough.
- Not only does the vault canteen script spam you with the notification that you're drinking from it, every 5 minutes in the game, but it also runs this quest script whether you have the canteen on you or not.
I'm not even talking about, or touching, the fails with stats and weapon mods for the weapons.
What it does
There are other mods that change how these items end up in your game. Me, I don't go for adding them to the world or in levelled lists - these are after all only useful in the beginning of the game, and I don't like cluttering my wasteland. Others simply give you a message menu so you can decide which one you want, or all, but then you can never get the others if you change your mind later.
When JASPM first loads, you also get a message menu, you can choose either one, all, or none. Whichever ones you don't choose get added to the wardrobe in Doc M's bedroom.
There are 2 versions here, one 'vanilla' that can just replace your stash pack esm's, and one that's compatible with YUP by copying Yup's edits as well (these are Yukichigai's own, which he says are permissions-free). The one for YUP relies on YUP to inject most of the items so its fixes get loaded with that, the other one does it himself exactly like the stash packs did.
.
They both:
- disable NV's monitoring quest
- don't spam you with "shit you just installed is installed" messages, don't add them to your game either
- don't run the individual packs' quests because without the pack esms present and these plugins not adding them they don't exist
- only start the canteen quest when it is added to your inventory, stop the canteen quest if you no longer have it next time it runs
- remove the canteen message spam
Install
- remove the stash pack esms
- make sure you have some way of loading the bsas, either by renaming them similar to vanilla's, renaming them to start with "JASPM", or let MO handle them if you use that
- pick the JASPM you want
- if you have the one for YUP, load that after YUP
Issues, incompatibilities, headaches, heartaches, heartburn, indigestion, constipation...
Existing items should still be in inventory after changing, they kept the same FalloutNV.esm formIDs so to the game you should be good. You will get the choice menu anyway.
Other mods changing anything about the stash pack that have either or all of the stash packs' esms as a master won't work (missing master). That's on them - since the packs use record injection, they should've too.
Will be incompatible with other mods depending on FalloutNV's monitoring quest script to know if you have a pack. That's on them too. IsModLoaded is your friend. Luckily I don't think many mods look that up.
If you don't have all stash packs, picking an option that gives you the items of one you don't have will give you items without assets (meshes, textures, statics) because you don't have the BSAs. Picking that option is on you. Not picking ones you don't have will end up adding such items to Doc M's wardrobe. If you're raiding it later on, don't forget you don't have the BSAs.
If mods editing the unique items refer to the falloutNV.esm formIDs, then whichever conflicts you see are the exact same as if you either had the packs installed for the vanilla version, or had both the packs and YUP installed for the YUP version. Figure it out. The only exception is the weathered pistol - YUP adds a duplicate to your inventory with better weapon mods, my YUP version adds the same thing.
Permissions stuff : feel free to do whatever you like with it
For the cheaters
To run the choice menu again after you already have, type
set "xx000DBB".iInit to 0
startquest xx000DBB
104 downloads
Updated
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NVGeck Syntax Highlighter for NP++
By DoctaSax in Modders Resources
Why?
Just a small little thing, but I mashed this together when I finally relented in giving up on using reinhart_menken's old syntax highlighter for NP++, which was made for FO3 so only recognizes fose. It seems some change to NP++ along the way made that one start failing to collapse complex if-endif nestings, so that's a shame.
Gribbleshnibit's is a far more up-to-date syntax highlighter, has all the NVSE4 functions etc., but I liked my old style settings, the colors and fonts, so I combined some stuff, and ended up changing a few other things too.
Updated to include added functions up to NVSE version 4.5.7
Oh, and what makes yours so special?
Eh, nothing. I just like it. Apart from making sure things jumped out at me more like they did with reinhart's, I also changed the following from Gribble's:
- Let, set to, return, label, goto, break, continue and the like aren't highlighted in the same way as functions, but get their own style. I like to think of them as commands, a separate thing from functions.
- To make room for the extra style, I axed the highlighting of vanilla forms.
- All script functions are styled the same, whether they come from vanilla, nvse (whichever version) or nvse plugins like nx, pn, and mcm. The relevant function keywords are still kept in separate lists according to Gribble's distinction, they just have the same style. So if anybody'd like NVSE4+ functions to look differently again, just adjust the style.
- Foreach-loop and While-loop are treated as code blocks that you can fold and unfold like if-endif, Begin-End
- Added elseif and else as 'middle' chunks of such blocks that you can fold and unfold separately
- Script-local var declarations (including array_var and string_var) have the same style as globals
- Added array/map/stringmap to the styling for non-formatted strings (like health in getav health)
- Uniform styling for blocktypes, begin-end, if-elseif-else-endif
How To Install:
- open notepad++
- Pick "language" in the menu, then "define your language"
- "import", then find the xml uploaded here, and... import it
- done
This highlighter will attach itself to the .geck file extension. You can change that if you want, same as anything else. In Notepad++, the syntax is called "DSGeckSyntax1" because I'm so vain I think this song is about me. No, actually, that's because all these syntaxes are called something similar and if you've gone over a few to figure out what you like, you can't remember which is which.
It's made with Notepad 6.5.5, which uses UDL 2.1. If you've got an older UDL version, you probably want to upgrade.
Permissions
I don't feel like I "own" this. Adjusting font colors and styles and whatever other choices I made were hardly earthshattering innovations.
I did check with gribbleshnibit to see if he was ok with my copy-pasting his updated keywords lists. That's just respecting the work in getting them in there so that I could take a shortcut.
54 downloads
Updated
