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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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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
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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
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SexLab RND
By jbezorg in Sex Effects
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
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Quest Versioning SDK
By jbezorg in Modders Resources
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
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Papyrus Utilities
By jbezorg in Modders Resources
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
