With that out of the way, lets discuss the mods I’ve integrated into this package. I’m merely combining and re-uploading them for convenience. None of these mods have been created by me.If you would like to try out the more uh…ambitious ones, you can visit Loverslab and check them out. The link provided in this guide has the basic Sexlab mods.The files I’m attaching in this guide will only work with Skyrim Special Edition, and not the older 32-bit one.
In this post, I’ll be explaining how to set up Skyrim Sexlab for the game’s Special Edition. Sex-mod frameworks (dubbed Skyrim Sexlab) offer a whole range of 18+ adult mods to satisfy your wildest fantasies in Tamriel, and the best part of these sex frameworks or mods is that they are free and available for pretty much every Bethesda game! But there’s a special space in modding considered as taboo by the mainstreamists, something you might not be familiar with: adult modding. So much so that many people buy them solely to try out the millions of mods available over at NexusMods. The first thing you need to know is how to mod Skyrim ( LE or SE) with Mod Organizer 2 ( MO2).As long as you’re familiar with Bethesda’s RPGs like Skyrim or Fallout, you’ll probably know that modding is a big deal in these titles. If you don’t know how to mod Skyrim, check out my beginner’s guide to modding Skyrim SE ( Special Edition). It opens in new tab so go ahead and click it. It’s the same for LE ( Legendary Edition). You just need to download appropriate mods between them.
Once you’re ready, download & install Project New Reign – Nemesis PCEA from Nexus. This link is for Skyrim SE ( Special Edition). PCEA stands for Player Character Exclusive Animations ( for your character only).ĭon’t worry, there are other animation packs out there that will affect NPCs as well, but we have to start somewhere. Now go ahead and download the latest version of Nemesis Engine from Github and ALSO install like any other mod in MO2. This latest version works for both Skyrim LE & SE. Navigate to the root folder of Nemesis Engine and add as an executable ( check my video if you can’t find it).
I use MO2 as portable so it’s in the mods folder. One thing to note if you’re knew to all this, is that not all animation mods need to be run through Nemesis engine. When you added it as an executable, the output will be ( by default) sent to your MO2’s overwrite folder.įor example, Magic Casting Animations Overhaul SSE will work just fine when installed on its own.Īlways read the description of the mod’s page for details and potential requirements.Īny mod that simply changes vanilla animations DOES NOT need to be run through Nemesis. So it’s a good idea to make sure it’s empty before you run the engine. You can set this to a custom empty mod in MO2 if you want to. Since we only have the first PCEA mod right now, the engine will pick that up and generate the output. Later, if you add more mods like that, you’ll need to re-run the engine and re-install the output of course. I’ll explain below how to structure the mod folders so the engine picks everything up, it’s kind of picky and won’t just detect everything automatically, even though we’ve installed it in MO2. You’ll also see a bunch of available patches should you need them.
Only select if you’re actually using any of those mods.Ĭlick on Update Engine and then Launch Nemesis Behavior Engine. Now right click on your overwrite folder and just create a new mod from the contents inside. Now go into the game and open the MCM menu in mod configuration area. Check the box for new animations you generated and they will become enabled. Equip a two-handed weapon and you’ll see a different stance. If you don’t want a certain animation, then you would simply delete that file from the mod’s contents before running the engine, and it won’t be available. When adding other animations to run through the engine, you need to pay attention to the mod’s folder structures. So let’s say you downloaded an animation mod, now how do you run it through the engine? Do you install that mod first in MO2 as standalone? No. You need to take the contents of that mod, go into the PCEA mod’s root folder and find a folder ( buried deep) that starts with 0. Then make a new folder like this: 1customanimationmodwhatever and place the contents of the mod you downloaded INTO that new folder you created and THEN re-run the engine and re-install the output from overwrite.