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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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Files posted by APPS Dev Team
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SerialStrip
By APPS Dev Team in Animation
Now we are also stripping your bras and panties!
Also stripping both PC and NPC!
Description
The SerialStrip plugin brings improved stripping functionality to Skyrim. No more will clothes and armor instantly disappear from the actor when he/she undresses. Instead, with SerialStrip the actor will methodically go from weapons to gloves, to helmet, to boots, to cuirass etc, removing each group of items in turn and playing appropriate stripping animations by aqqh!
The plugin works both for vanilla and modded items. It is designed to look for the "NoStrip" keyword to avoid stripping un-strippable items and will even try to resolve multi-slot issues and slot-keyword mismatching in modded armor. Also, if the user has SexLab installed and has configured some slots as unstrippable, SerialStrip will take it into account.
Thanks to Shinji72 who reviewed our mod you can see SerialStrip in action:
Also thanks to MMOxReview to review our mod on his out:
Modders can easily integrate SerialStrip into their mods: they only need to send a specific ModEvent and SerialStrip will automatically activate and strip the actor.
SerialStrip is a modders' resource: on its own, it does nothing. It needs other mods to activate it, e.g. SerialStripper
Serial Stripper
The SerialStripper plugin is a companion plugin for SerialStrip. It can activate it, it offers an MCM menu to configure it and provides the ability to initiate player stripping on keypress! Single taps will just remove one group of clothing whereas a prolonged keypress will completely undress the player. Needless to say, it needs SerialStrip to work!
Beta
Beta releases include new functionality but they may also contain some bugs. Please let us know if you find any
Most importantly, we are interested in getting feedback about any items you may find that don't strip properly so that we can improve on our stripping algorithm.
Features under beta testing currently: NPC stripping support.
Requirements
Skyrim Sctipt Extender (SKSE)
SkyUI
Fores New Idles in Skyrim (FNIS)
PapyrusUtil (This is also bundled with SexLab. So, you don't need to install it if you have SexLab.)
Recommended Mods
Auto Unequip Ammo : strongly recommended to allow quiver stripping too!
SexLab : allows configuring the slots that will be stripped and offers something to do after removing those clothes!
Updating
Before updating, use the SerialStripper's Uninstall command from the MCM menu to uninstall both SerialStrip and SerialStripper. Then save your game, quit, remove the mods and install the new versions.
Credits
Coding: Antono, Heromaster
Animations: aqqh
Original idea: CGi, Heromaster
German translation: CGi, Heromaster
French translation: Narsilien80
Extra special thanks to aqqh for his animations and all the help he provides to the APPS team in general!
Changelog
SerialStrip v1.1.1-beta
- Brings functionality for stripping NPCs (only one at a time - no multithreading yet).
v1.0.4
- Stable.
- Added uninstall functionality in the code. Modders can use it by calling the Uninstall() function.
- Localized to English, German and French.
v1.0.3-beta
- Easier and safer update path: values and arrays are initialized on each game load.
v1.0.2-beta
- Improved underwear detection: now will ignore main-body keywords if they are found on underwear, thus avoiding detecting bras and panties as main-body armor.
- Will now detect if rings are worn along with gloves and, if so, they will be removed first. Otherwise they will be removed at a later stage.
- Fixed animations mix-up (removing panties was animating like bras and vice-versa).
v1.0.1-beta
- Fixed issue with animations not playing if SS was started when sneaking/jumping/sprinting etc: now SS will not kick in unless player is in default state.
- Fixed issue where NoStrip keyword was ignored.
- Fixed issue where unrelated items were stripping during main-body (cuirass) stripping.
- Fixed issue where SexLab stripping configuration was not enforced.
v1.0-beta
Initial beta release.
SerialStripper v1.1.1-beta
- Makes use of SerialStrip's functionality for stripping NPCs. Just put the NPC in your crosshairs and press the button. If there's nothing under the crosshairs, the PC will strip.
v1.0.4.2
- Corrected French translation by Narsilien80.
v1.0.2
- Stable.
- Added uninstall options in the MCM menu. The parent mod SerialStrip can also be uninstalled through there.
- Localized to English, German and French.
v.1.0
- Initial beta release.
35,663 downloads
Updated
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APPS - Framework
By APPS Dev Team in Framework & Resources
Description
The APPS - Framework is a collection of tools and settings mainly aimed for modders while allowing players to change how mods interact with the functionality this framework is providing.
The current release is a beta version. Although the code was tested for bugs and odd behavior, we want to encourage modders to write little test plugins which make use of the framework in order to have a larger test base and see if the code is stable enough.
Also, we would like the users to test the interface and let us know if they are missing something which should be included in the MCM menu.
Installation
Just download the the main file and install it with your Mod Manager of your choice. If you want to test the functionality and want to see how to use the framework itself we recommend to download the test package as well.
The framework requires you to have PapyrusUtil and SkyUI installed.
Modules
Info Manager
For modders:
This module allows you to make use of a more convenient way to push infos, warnings and errors from your mod through the framework. You can choose what kind of messages you want to provide and how you want to provide them.
For players:
For each and every mod which is redirecting messages through the framework you can set up how you want to be informed. You can just accept what the mod author has set up or change the settings to your liking.
You are even able to completely disable logging for your game session (a game session is valid until closing the game) while in-game. So, if you want just to play and don't care about any error output you can do so. And if you change your mind you can also turn it back on, on the fly.
Init/Uninstall Manager
For modders:
If your mod needs to set up some things before it can be fully activated, you can pass the framework your init quest. It will then be displayed for the player in the MCM menu in a list, together with all the other init quests from other mods. The ordering of this list can be easily changed through the menu.
Mods' init quests will be chained and called one after another to allow for a more safe way to init your mod. You can be sure that every mod, which allows their initialization process to be handled by the framework, does not interfere with your initialization. You can also provide a tooltip to let the player know if your mod needs to be placed in a specific order.
The more mods support this way of initializing , the less bugs will happen through this critical stage of the mod because it will be more unlikely that the Papyrus engine will skip some of the code due to technical reasons. Also, since the player can set up them in a specific order (and if the order is setup the way your mods need it) you can make sure that your mod will be installed after or before certain mods, if you require it.
You can also provide the framework with an uninstall quest so you don't have to write an extra MCM menu just for deinstalling your mod.
For players:
You can change the order in which mods should be initialized. You can build an initialization chain for them or you can manually initialize them. You have control over when these mods should be initialized.
Relationship module
For modders:
This module allows you to create versatile relationships and combine it with the Skyrim's internal relationship system. Or you can decide to make those working independent from each other.
Relationship points are from -499 to 499 and represent a similar structure as the vanilla system. With this module you are able to add or subtract relationship points which are calculated against a multiplier. The default multiplier value going from 0 - 100/-100 is 1.0 while from 100 to 200/-100 to -200 is 0.5. That means if you add 100 points to an actor this would result in 100 points if the current rank is 0 and 50 points if the current rank is 1.
You can set a sync mode between this system and the vanilla system. Values are: 0 - disabled, 1 - from RS mod to vanilla only, 2 - from vanilla to RS only, 3 - both ways. The sync mode can be set globally which will then be applied to every actor. You also can set on specific actors which does overwrite the global setting.
For example: You set global sync mode to 0 but also set a local sync mode for Heimskr to 3. The local value wins and ignores the global value.
You also can fine tune the relationship multipliers globally/locally. Same rules applies as above. A multiplier must be a positive float number and can be set for each rank to rank.
All those settings are regulated by priorities. You can change the values as you like, but if your mod has not the highest priority, your changes will not be applied. The user decides, which mod he wants to have the highest priority. Your values will be saved and when the priority order changes and your mod is now on the highest priority your changes will be applied immediatly w/o needing an interaction from your mod.
Only one mod can have the highest priority at all time. Let's say there is Mod A and Mod B. Mod A has the highest priority and changes local relationship multipliers on different actors, nothing else. Mod B changes the global relationship multiplier and a local relationship multiplier which conflicts with one of the changes of Mod A. What happens now, that the global relationship multiplier will be applied from Mod B (because Mod A hasn't set any global relationship multipliers) and all of the local relationship multipliers are applied by Mod A including the one which conflicts with Mod B.
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You can change the relationship points two ways: One way is with the function ModRelationshipPoints() which applies the multiplier and the second one is by using the function SetRelationshipPoints() which sets the relationship to to passed value w/o modifiers.
You also can ask the framework for how many relationship points are needed for the next or previous rank.
Those functions can be used by any mods w/o registering to the module in the first place. You only need to register your mod if you are planning to change the default settings.
For players:
You can set up the priority order and have the control about which mod should change the values. In the next mini releases we will work on the MCM menu, where you can see, what the mods do change exaclty and use those informations to arrange the priority order.
Documentation
The documenation can be seen here: https://github.com/heromaster/APPS---Framework/wiki/
Permissions
- You are not allowed to upload this file to other sites under any circumstances
- You can convert this file to work with other games as long as you credit us as the creator of the file
- You are allowed to modify our files and release bug fixes or improve on the features so long as you credit us as the original creator
- You are allowed to use the assets in this file without permission as long as you credit us
- You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
3,337 downloads
Updated
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Favor Return Overhaul
By APPS Dev Team in Quest
Description
Welcome to Favor Return Overhaul. This little mod changes some vanilla behavior to radiant quest givers. Normally, if you sell firewood, vegetables or gift a coin to a beggar you immediately are friendly with him. This mod changes this.
Now they are not befriending you immediately. You will have to sell more firewood, more vegetables, spend more money to get their friendship.
This mod is currently available in the following languages:
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Please be aware that the new dialogue options for the beggar are only voiced in German.
Requirements
Needs APPS - Framework Version 1.1.5b or higher and its dependencies.
Installation
Just install this mod and let it overwrite all scripts. This mod has incorporated the latest USKP 2.1.0 patch. If you are using Mod Organizer, drag this mod at the end in the left pane.
If you get the symbol that it is overwriting other files, check under conflicts which mods will be overwritten. Please report any mod, apart from the vanilla plugins and the USKP, which will be overwritten. I then can check and see if I can create a compatibility patch.
Configuration
When you install the mod, under SKSE\Plugins\StorageUtilData\ you'll find a FavorReturnOverhaul.json file. Open it up with an editor of your choice and edit the values of your choice.
Quest changes
Chop Wood now requires you to sell more than just 1 firewood to befriend with the quest giver
Gather Wheat requires you to sell more than just 1 vegetable to befriend with the quest giver
Mine Ore requires you to sell more than just 1 ore to befriend with the quest giver
Quest all Beggars Have requires to spend more than 1 septim to befriend with the beggarAdditionally you can now spend 5 or 25 septims
Changed the buff duration the beggar is giving you depending how much money you have given him (25 gold would give you the vanilla buff)
[*]Quest all Drunk Have requires you to give more than one time a mead to befriend with the drunk
Pay attention that the amount of mead is not counting toward the relationship, only how many times you have given him one (or more)
175 downloads
Updated
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MO Skyrim Tool Launcher
By APPS Dev Team in Other
Description:
Meant to be associated with files like NiFs, ESPs, ESMs and the like. Actually every file type you want.
it was mainly created to fix some flaws between NiFSkope and MO, where associating MO+NiFSkope with NiFs would never allow you to load a file from a mod that you installed in MO, as access to those directories is locked for enabled mods when MO is started and the called program is handled by MO.
To accomplish this, the program emulates the virtual path, by replacing MOs mod folder with Skyrims data path.
Example:
- Source file = C:\MO\Mods\APPS\Meshes\Architecture\APPS\FirePlace.NiF
- Fixed path = C:\Steam\SteamApps\Common\Skyrim\Data\Meshes\Architecture\APPS\FirePlace.NiF
As a result this only works for mods, that are installed in MO.
if the source file is not part of a mod that's installed in MO, then path emulation is not available.
And by design, this programs let's you choose from a multiple of programs (if configured) with a simple double click on a file, this program is associated with.
Other functions:
Configuration:
The GUi:
To-Do:
installation:
Updating from earlier versions:
Note:
The program can work without MO (disabling its MO support), but then looses it's main functionality it was created for.
You'll still have the comfort of calling any program (that's configured in this programs iNi) available with a simple double click on a file, this program is associated with.
Feel free to post bug reports, suggestions or questions.
©CG!
A.P.P.S. Dev Team
218 downloads
Updated
