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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.

jbezorg

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Files posted by jbezorg

  1. Estrus Chaurus

    NOTE
    Read REQUIRED MODS & WHAT'S NEW IN v2.0 at the least.
    DO NOT UPDATE WHEN THIS MOD IS ACTIVE.

    WHAT DOES THIS MOD DO?
    Chaurus spit attacks will trigger an Estrus Tentacle attack and impregnation. In roughly 3 days, they Chaurus Eggs will be expelled from the host's body.

    WHAT CAN YOU DO?
    If the skeleton supports node scaling the breasts will enlarge during that time. MCM will auto-configure Estrus Chaurus based on your skeleton and it will be available if the skeleton and body mesh supports it. If this is available, you can set how large the breasts will grow.
    You can set how long the impregnation will last.
    You can turn on / off impregnation by enabling / disabling the pregnancy option. The tentacle attack will still happen but no impregnation.
    You can turn on / off the chaurus eggs hatching by enabling / disabling the Chaurus Infestation option. An impregnated NPC will still lay chaurus eggs. They just will not hatch.
    You can choose to have some residual breast growth. Breast size is not returned fully to the original size.
    You can remove all impregnation effects from NPCs, Companions & the Player by enabling "Prepare for uninstall" ( this can take a few min. to run).

    The breast enlargement feature is very experimental. It's very likely to cause CTDs. You can disable this feature in MCM by setting breast growth to "NONE".

    SOME THINGS TO KEEP IN MIND
    Don't update to a new version without first enabling "Prepare for Uninstall" and letting it cure everyone.
    Estrus shout abilities AND THE ESTRUS MOD ITSELF is completely unrelated to this mod.
    When the pregnancy effect ends:The original breast scale is restored.
    The victim is removed to the Chaurus Faction ( if still in it )
    The perk is removed.

    [*]Don't save or game wait while the Estrus Tentacle magic effect is active. You'll most likely CTD. Wait a few min. before to allow for the first NiNode update to occur.
    [*]Breast enlargement and pregnancy will only work on body meshes that support skeletal scaling e.g. TBBP, BBP body meshes.
    [*]If You don't see MCM updating, use the following console command.


    setstage SKI_ConfigManagerInstance 1
    REQUIRED MODS
    SKSE 1.6.16
    SkyUI 4.1
    Estrus For Skyrim by Cotyounoyume
    Either one of SkullTyrant's or xp32's custom skeletons ( latest xp32 is required if you want to get the belly to work. )
    Actor Events v2.2
    SexLab v1.31
    FNIS 4.0 & FNIS Creature Pack 4.0

    Pay attention to the requirements for these mods as well.

    While not required, you will not see any body part growth if your installed body mesh does not support TBBP or BBP.

    You will also not see belly growth if the body mesh does not have a weight painted stomach. Pregnancy-weighted TBBP Body for Bodyslide++ gives complete instructions on how to install a CBBE version. A UNPB body mesh is available with this mod ( b3lisario's UNPB BBP Pregnant Body (beta).7z. ) and can be installed over the CBBE version if you prefer the UNPB body.

    You may also want to look at
    Pregnant-Weighted-tbbp-armor 2.0 (CBBE)
    Pregnant Armor Meshes! (UNPB)

    CUSTOM RACES & SKELETONS

    For the base / vanilla races, the actual skeleton that contains the belly node is:


    skyrim\Data\meshes\actors\character\character assets female\skeleton_female.nifskyrim\Data\meshes\actors\character\character assets female\skeletonbeast_female.nif
    You will have to update the custom race's equivalent if it has it's own custom skeleton.

    SUPPORTED MODS
    Sexlab Arousal - Infected players are a little more horny
    Devious Devices - Chastity belts protect the player from infection

    CONFLICTS
    Estrus Chaurus 1.8.3 Fluids Plugin is for Estrus Chaurus 1.8.3. Most likely, you don't have it. So don't install it.
    Any other mod that uses node scaling on the same nodes unless specifically stated to be compatible with this mod.

    WHAT'S NEW IN v2.0
    Supports SexLab v1.2+
    Note the file name change. Don't run Estrus Chaurus.esp & EstrusChaurus.esp at the same time.
    The mod Actor Events adds a health triggering event.
    Spitting no longer is an automatic trigger however a chaurus bit attack now can trigger the animation.
    Estrus Chaurus DG.esp is no longer needed. Delete it.

    SPECIAL THANKS
    To b3lisario for weight painting the UNPB BBP Pregnant Body.
    To cotyounoyume for his work on the Estrus Mod.
    Ashel for the SexLab Framework.
    cGI for creating the Mod Installer version & tools to make it.

    TRANSLATIONS
    NOTE: If the translation is older than the current version, DO NOT replaces the esp file.
    Estro Chaurus ITA - RockMic
    Traductions françaises by aravis7

    215,808 downloads

    Updated

  2. Devious Devices - Gags+

    About
    Normally a Devious Device gag will block dialog. Gags+ allows the player to open dialog with a NPC at their normal speech level of ability if they have in their possession a writing set that consists of at least one of each of the following items:
    Quill
    Inkwell
    Roll of paper
    Alternatively, the player may also use the following writing set with a debuff to their speech ability.
    Charcoal
    Roll of paper
    In both cases one item from the set that is in use is consumed when dialog with the NPC is closed.

    If the player is in possession of both types of writing sets then the set without the debuff is used first.

    Required
    Devious Devices - Integration v2.6.6
    Note
    If the player is already wearing a gag when Gags+ is installed you must restart the Devious Devices - Integration Gag's quest in console for this mod to start functioning.

    stopquest zadgagqueststartquest zadgagquestBONUS: Masque of Clavicus Vile.esp
    Did you really think you'd come out ahead making a deal with Clavicus Vile? The Daedric Prince of twisted wishes and eldritch deals?

    11,347 downloads

    Updated

  3. SexLab RND

    NOTE: If you are upgrading from Weight RND, You need to:
    Stop Realistic Need and Diseases in MCM
    Uninstall Weight RND.
    Save. Restart & load your save. Then save.
    Install SexLab RND
    Restart Realistic Need and Diseases in MCM

    WHAT DOES THIS MOD DO?
    This is an addon to Realistic Needs and Diseases (RND) by perseid9. Obviously you will need RND installed for this to work. It will change the player's body weight based on their eating habits and activities.

    You will also need SexLab. It will make the player a little tired after sex as well as count as an activity that will make the player lose weight. In addition, Oral sex will provide some "water" for the player.

    HOW DOES IT WORK?
    This mod will start when RND starts and stop when it is stopped.
    The player's weight is restored to it's original value when it's stopped.
    No configuration menu is added by this mod.

    Weight Change RND monitors the hunger magic effects placed on the player by RND. It will also monitor how often the player is in combat, sprinting, and if the player is over encumbered. ( Player's inventory weight greater than max carry weight and the player is forced to walk ).

    Generally:
    Gluttony will shift the player's weight up
    Satiated & Peckish shift the player's weight towards their original weight.
    Hungry will not shift the player's weight ( by itself. other activities will most likely shift weight down ).
    Very Hungry & Starving will shift the player's weight down
    Sex makes the player tired. Tiredness from sex scales with it's duration. Aggressive sex applies a multiplier.

    Other factors the influence weight gain/loss besides eating.
    sex, combat, sprinting, and being over encumbered all contribute to shifting the player's weight down.
    sleeping, sitting, will contribute to shifting the player's weight up.

    Weight adjustments are calculated and applied at the end of the day and is the sum of all the player's actions. e.g. If the player spends half a day with the RND Gluttony effect applied and then spends the other half with RND Starving Effect applied, the net result would be no weight change.

    SOME THINGS TO KEEP IN MIND
    The weight change is limited to the in game limit of 0 to 100 of SetWeight().
    The visual body changes are currently limited to the player's chosen body mesh.

    REQUIREMENTS
    SexLab v1.3
    Realistic Needs and Diseases (RND) by perseid9
    Quest Versioning SDK

    UPDATING
    Just replace the old files with the new. Then stop and restart RND in it's MCM menu. You'll be prompted to reset the character to it's original weight. Select yes/no depending on your preference.

    If you want to put things back to the way they were before the update you can use the following console commands to set the target weight the player shifts to when peckish or satiated and the player's current appearance.
    setpqv rndweight fOrigPlayerWeight {target value}
    player.setnpcweight {target value}
    CONFLICTS
    None verified

    8,855 downloads

    Updated

  4. Actor Events Framework

    What is this?
    This is a modders resource. As more and more mods trigger events when actor values reach specified values there are conflicts as they compete to start up their events. This mod is a framework to manage those events.

    Who Should Use It?
    Modders who want to trigger events when monitored actor values enters a specific value range. Gamers who install a mod and the mod author lists this as a required mod.

    Modders who want to use Actor Events in their mods should download the Github copy (Wiki is a WIP).

    Everyone Else should download the mod from loverslab.com.

    Files
    actorEvents.esm & .bsa: the framework files

    How does it work?
    Actor value changes trigger the activation and deactivation of magic effects attached to an ability added to the actor. This activation/deactivation triggers scans a list of registered mods to see if they are watching that value and if the value being monitored falls within their selected range. Mods competing for the same event are chosen by a prioritized random selection set by the user in MCM.

    The selected mod event then gets it's custom event sent appended with "_start". The actor is flagged as being within an event associated with the monitored actor value ( other actor values can still receive events ) by adding a hidden spell "ae_marker_{value}" (e.g. "ae_marker_health"). The actor must not already have the spell for an event to be sent.

    When the actor value moves out of range of the selected mod event, the custom event is sent again appended with "_end" At this time the spell is removed and the actor value can again trigger mod events.

    Monitor an Actor
    Parameters
    Actor akActor: the actor to enable/disable monitoring for.
    Bool abMonitor: enable (abMonitor = true) or disable (abMonitor = false) actor event monitoring.

    Returns
    Bool: Success/Failure.

    function monitor(Actor akActor, Bool abMonitor = true)
    Events Assocated with the monitoring an actor.




    SendModEvent("ae_monitor", "add", akActor.GetFormID() as float)SendModEvent("ae_monitor", "clear", akActor.GetFormID() as float)
    Monitored Actor is Ragdolling?
    Parameters
    Actor akActor: the actor to test.

    Returns
    Bool: Is/Is not ragdolling.

    Bool function isRagdolling(Actor akActor)
    Get Last Attacker on Monitored Actor
    Parameters
    Actor akActor: the actor to test.

    Returns
    ObjectReference: akAggressor returned by the OnHit event.

    ObjectReference function GetLastAttacker(Actor akActor)
    Get Mod Index By Name
    Through the customOwner property you can access other mods functions by casting the ref to _ae_mod_base. e.g.:




    (ae.customOwner[N] as _ae_mod_base).qualifyActor(kTarget, stat)
    Parameters
    String asName: The name of a registered owner of an event.

    Returns
    Int: The index of the named mod or -1 if not found.

    Int function GetModIndexByName(String asName)
    Register a callback to watch for actor events.
    The block's associated with an event can be edited within MCM. A mod event can also be disabled.
    Parameters
    Quest akOwner: Any refid within the mod that's using the framework. It cannot evaluate to none when the save is loaded or the registration is removed. The scripting must extent "_ae_mod_base".
    Int aiStatBlockHi: Valid range is 0-9 representing 0% to 99% in 10% increments. 100%+ remains clear so the 90% - 99% block can send a exit request when the actor is 100%
    Int aiStatBlockLo: Valid range is 0-9. A registered event cannot span more than 4 10% blocks (inclusive)*.0 = Less than 10%
    1 = Greater than or equal to 10%, less than 20%
    2 = Greater than or equal to 20%, less than 30%
    3 = Greater than or equal to 30%, less than 40%
    4 = Greater than or equal to 40%, less than 50%
    5 = Greater than or equal to 50%, less than 60%
    6 = Greater than or equal to 60%, less than 70%
    7 = Greater than or equal to 70%, less than 80%
    8 = Greater than or equal to 80%, less than 90%
    9 = Greater than or equal to 90%, less than 100%

    [*]String asCallback: The custom ModEvent that will get sent.
    [*]String asStat: The actor value. Currently available are Health, Magicka, Stamina


    Returns
    Int: The registered callback's index.

    * This may be increased but there must always be some uncovered range so the event can clear and allow other event to happen.
    int function register(Quest akOwner, Int aiStatBlockHi, Int aiStatBlockLo, String asCallback, String asStat)
    The format of the custom event:
    akActor.SendModEvent(asCallback + "_start", asStat, akActor.GetActorValuePercentage(asStat))akActor.SendModEvent(asCallback + "_end", asStat, akActor.GetActorValuePercentage(asStat))
    Events Assocated with the callback index.
    Purge: sent when Actor Events cannot resolve the callback owner's RefID.




    ae.SendModEvent("ae_update", "purge", idx as float)
    Disable/Enable: Sent when the user enables/disables the callback in MCM.
    ae.SendModEvent("ae_update", "disable", idx as float)ae.SendModEvent("ae_update", "enable", idx as float)
    Remove: Sent when the player removes a mod event in MCM
    ae.SendModEvent("ae_update", "remove", idx as float)
    Unregisters a mod event
    Parameters
    Quest akOwner: The refid used to register.

    Returns
    Bool: Success/Failure.

    bool function unRegister(Quest akOwner)
    Animation Mod Events
    This animation event is sent when the animation event "RemoveCharacterControllerFromWorld" is triggered. The actor is flagged as ragdolling by adding a hidden spell "ae_marker_ragdoll" with the effect keyword "ae_ragdoll". The actor must not already have the spell for the event to be sent.




    kActor.SendModEvent("ae_anim_start", "ragdoll", Utility.GetCurrentRealTime())
    This animation event is sent with the animation event "GetUpEnd" while the actor has the hidden spell "ae_marker_ragdoll". At that time the spell is removed allowing ragdoll events to be sent again.
    kActor.SendModEvent("ae_anim_end", "ragdoll", Utility.GetCurrentRealTime())
    Scripting
    The event owner must be a quest now and extend the _ae_mod_base script. Within your quest script you must define the following functions.

    Functions



    Bool function qualifyActor(Actor akActor = none, String asStat = "")
    This will be called during the mod selection process to see if the actor in question qualifies for your event. If this function returns false then your mod will be skipped. If it is not defined in your mod then your mod events will not be triggered.
    function aeRegisterMod()
    This may be called during AE's cleanup process. Possibly due to a refid change. It will reregister the mod with AE.
    function aeUninstallMod()
    This function will be called when the user permanently disables the mod through the AE MCM menu. It's suggested that you do not use this function as a method to reinstall/update the mod. Use this as an alternative for uninstalling your mod.
    int function aeGetVersion()
    This functions exactly as and has the same purpose as the SkyUI function GetVersion(). It returns the static version of the AE script.
    function aeUpdate( int aiVersion )
    This functions similarly and has the same purpose as the SkyUI OnVersionUpdate() event. Called when a version update of this script has been detected. The parameter aiVersion is the old version number of the script.

    Properties
    _ae_framework Property ae Auto
    Required: This has to point to _ae_base
    String Property myEvent Auto
    Required: This is the base name for your mod's AE events
    String Property myCallback Auto
    Required: This is the base name for your mod's AE event callback
    Actor[] Property myActorsList Auto
    Required: This has to point to a form list containing actors your Mod monitors.
    String[] Property publicModEvents Auto
    Optional: This is registry of public mod events sent out by your mod. see: http://www.creationkit.com/RegisterForModEvent_-_Form

    Aliases
    Much like SkyUI, each AE quest runs maintenance code when the game is reloaded.
    In the quest you created, select the Quest Aliases tab and add a new reference alias. Name it PlayerAlias.
    For Fill Type, select the player reference (Specific Reference, Cell any, Ref PlayerRef).
    In the Scripts list, add _ae_PlayerLoadGameAlias.

    65,907 downloads

    Updated

  5. Quest Versioning SDK

    If the Mod lists this as a requirement and you are not a Modder:
    Then all you need to do is install this.


    If you are a Modder and you want to use this as a resource
    This is a conceptual copy of SkyUI's version control with some minor changes.
    Versioned quest scripts must extend questVersioning.
    Under the Quest Aliases tab, add a new reference alias pointing to the Specific Reference, Cell any, Ref PlayerRef. Then add the questVersioningPlayerAlias script

    function qvGetVersion
    int Function qvGetVersion()
    Returns the static version number of the script.


    function qvUpdate
    function qvUpdate( int aiCurrentVersion )
    Called on every game load. In addition to version control it can be used to register mod events.
    param int aiCurrentVersion - This is the current running version of the quest at the time of game load. The running version is updated to the value returned by qvGetVersion() after this function is called.

    property qvCurrentVersion
    The current running version of the quest script.


    GIT
    https://github.com/jbezorg/questVersioning

    16,543 downloads

    Updated

  6. SexLab: Murder, Theft and Seduction

    WHAT DOES THIS MOD DO?
    This mod will allow the player to complete Delvin Mallory's fishing (pick-pocketing) quests as well as steal the key to the strong boxes for Vex's heist quests if the player manages to have sex with the quest target.

    In addition, Members of the Dark Brotherhood may choose to kill contract targets in their sleep after sex. The option to kill is only available to Dark Brotherhood contract targets.

    Murder
    Witnesses will change how the murder crime will be reported.
    You must have a potion that damages health for each contract you wish to kill.
    One potion will be removed from the player's inventory for each murder.
    The method for selecting what potion to be removed is based off item count. Removing the potions you have the most of first.

    Theft
    Pickpocket bonus of up to 20% for pickpocket challenges made against a sexual partner depending on the player's sexual experience for up to one hour (game time)
    For thieves guild quests, you will get a chance to snatch the item right after the sexual act.

    Seduction
    Speech bonus of up to 20% for dialogue challenges made against a sexual partner depending on the player's sexual experience for up to one hour (game time).

    UNINSTALLING
    Two perks are added to the player by this mod. Both control the afterglow skill bonus to speech and pickpocket. To remove these perks from the player and for a clean uninstall, use the following command in console:




    set _sltns_version to -1.0
    HOW DOES IT WORK?
    This mod does not add any dialogue options*. You will need another SexLab mod for that. Theft and Seduction uses SexLab's global hooks so any SexLab mod that can initiate sex with the Thieves Guild quest target will work.

    For both assassinations and theft opportunities you will be given the option to not go through with those actions after sex is over. Stealing is no longer a sure success. When given the option to steal, you will be told your percentage chance of success.

    * it does make changes to some existing Dark Brotherhood quest dialogue.


    SOME THINGS TO KEEP IN MIND
    Both of these changes may cause conflicts with other mods that alter the same quests.
    Some minor changes to the Thieves Guild Heist quest. Adding keys to the strongboxes to steal.
    And to the Dark Brotherhood assassination contract quests were made to enable dialogue with the targets.

    REQUIREMENTS
    Sexlab v1.2+
    Any Sexlab Mod that allows the player to initiate sex with the Thieves Guild & Dark Brotherhood quest target NPCs. ( Suggested SexLab Romance )

    FAQ
    Conflicts
    Inconsequential NPCs

    Skyrim Potions that will work for assassinations.
    Ice Wraith Bane
    Deadly Poison
    Virulent Poison
    Potent Poison
    Poison
    Weak Poison
    Nightshade Extract
    Deadly Lingering Poison
    Malign Lingering Poison
    Potent Lingering Poison
    Lingering Poison
    Weak Lingering Poison
    Lotus Extract

    Magic Effects that a potion must have at least one of if it's player created.
    Damage Health
    Lingering Damage Health
    Ravage Health

    32,873 downloads

    Updated

  7. Papyrus Utilities

    This is just a simple script to manipulate Papyrus error logging.

    This is the script.
    Scriptname Papyrus Hidden; silence the Papyrus log =====================================================bool[] function getDebugLogState() global bool[] bDebugState = new bool[3] bDebugState[0] = Utility.GetINIBool("bLoadDebugInformation:Papyrus") bDebugState[1] = Utility.GetINIBool("bEnableTrace:Papyrus") bDebugState[2] = Utility.GetINIBool("bEnableLogging:Papyrus") return bDebugStateendFunctionbool[] function getDebugLogSilent() global bool[] bDebugState = new bool[3] bDebugState[0] = false bDebugState[1] = false bDebugState[2] = false return bDebugStateendFunctionfunction setDebugLogState( bool[] bDebugState ) global Utility.SetINIBool("bLoadDebugInformation:Papyrus", bDebugState[0]) Utility.SetINIBool("bEnableTrace:Papyrus", bDebugState[1]) Utility.SetINIBool("bEnableLogging:Papyrus", bDebugState[2])endFunction
    In the following example function the animation var "FNISflags" has not been defined.
    ; call FNIS.GetFlag( ([mymod] as FNIS ).ISBETA )Bool function GetFlag( int aiFlag ) global bool ret = Math.LogicalAnd(Game.GetPlayer().GetAnimationVariableInt("FNISflags"), aiFlag) as Bool return retendFunction
    This will generate an error in the Papryus Log. e.g.:
    [09/14/2013 - 10:34:37PM] Error: (00000014): cannot fetch variable named FNISflags of type int, returning 0.stack: [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ? <unknown self>.fnis.GetFlag() - "FNIS.psc" Line 59 [zzEstrusChaurusMCM (9200EF8A)].zzestruschaurusmcmscript.registerMyAnimation() - "zzEstrusChaurusMCMScript.psc" Line 30 [zzEstrusChaurusMCM (9200EF8A)].zzestruschaurusmcmscript.OnVersionUpdate() - "zzEstrusChaurusMCMScript.psc" Line 145 [zzEstrusChaurusMCM (9200EF8A)].zzestruschaurusmcmscript.CheckVersion() - "SKI_QuestBase.psc" Line 17 [zzEstrusChaurusMCM (9200EF8A)].zzestruschaurusmcmscript.OnGameReload() - "SKI_ConfigBase.psc" Line 119 [alias Player on quest zzEstrusChaurusMCM (9200EF8A)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line 6
    If you as a modder do not care about this noise in the Logs because a failure is sometimes expected you can silence Papryus error logging with these utilities. e.g.
    ; call FNIS.GetFlag( ([mymod] as FNIS ).ISBETA )Bool function GetFlag( int aiFlag, bool abFailSilent = true ) global bool[] bDebugOff = Papyrus.getDebugLogSilent() bool[] bDebugState = Papyrus.getDebugLogState() if abFailSilent Papyrus.setDebugLogState( bDebugOff ) endIf bool ret = Math.LogicalAnd(Game.GetPlayer().GetAnimationVariableInt("FNISflags"), aiFlag) as Bool if abFailSilent Papyrus.setDebugLogState( bDebugState ) endIf return retendFunction

    786 downloads

    Updated

  8. Weight Change - Realistic Needs and Diseases

    WHAT DOES THIS MOD DO?
    This is an addon to Realistic Needs and Diseases (RND) by perseid9. Obviously you will need RND installed for this to work. It will change the player's body weight based on their eating habits and activities.

    HOW DOES IT WORK?
    This mod will start when RND starts and stop when it is stopped.
    The player's weight is restored to it's original value when it's stopped.
    No configuration menu is added by this mod.

    Weight Change RND monitors the hunger magic effects placed on the player by RND. It will also monitor how often the player is in combat, sprinting, and if the player is over encumbered. ( Player's inventory weight greater than max carry weight and the player is forced to walk ).

    Generally:
    Gluttony will shift the player's weight up
    Satiated & Peckish shift the player's weight towards their original weight.
    Hungry will not shift the player's weight ( by itself. other activities will most likely shift weight down ).
    Very Hungry & Starving will shift the player's weight down

    combat, sprinting, and being over encumbered all contribute to shifting the player's weight down.

    Weight adjustments are calculated and applied at the end of the day and is the sum of all the player's actions. e.g. If the player spends half a day with the RND Gluttony effect applied and then spends the other half with RND Starving Effect applied, the net result would be no weight change.

    SOME THINGS TO KEEP IN MIND
    The weight change s limited to the in game limit of 0 to 100 of SetWeight().
    The visual body changes are currently limited to the player's chosen body mesh.

    REQUIREMENTS
    Realistic Needs and Diseases (RND) by perseid9

    1,491 downloads

    Submitted