First public release of OBody NG PDA Assistance, developed over 3 months of intensive work.
This official release brings the long-awaited PDA (Preset Distribution Assistant) to the public, offering a comprehensive solution for automated OBody preset distribution.
Learn how to create and simplify models from other games or the internet for use in Skyrim using Blender.
This initial tutorial covers the basics of texture simplification and part management for custom models. It's a great starting point for anyone looking to bring unique assets into their game.
Note: While this video is a good foundation, an updated version with extra programs to streamline the process in fewer steps will be released soon. Stay tuned!
I'm back! Here's a brief explanation of my absence and what's coming next for animations and Mantella.
After a month focused on developing the new Mantella mods, I'm returning to animation work with even more enthusiasm. These new tools make Mantella more compatible with Ostim than ever, which will lead to much better and more immersive stories.
Thank you for your patience during this time. I'm excited to continue this journey with all of you and bring more high-quality content to the community!
Exploring the combined potential of Mantella and Ostim for an uncensored AI experience.
Mantella and Ostim together offer incredible possibilities. By using specific mods and configurations, it's possible to enjoy a fully integrated experience without censorship. This video provides a small SFW test of these two powerful tools working in harmony.
More explicit content and detailed discussions are available on the BWY Discord. Stay tuned for further updates as I continue to integrate these systems!
A sneak peek at the upcoming enhancements for the Mantella Generator, arriving this Christmas season!
While much focus has been on Mantella recently, development on Ostim and animations hasn't stopped. This preview showcases several improvements to the Generator that will streamline the creation of NPC stories and integrations.
Expect a more robust toolset for your AI-driven NPC experiences. Stay tuned for the full release and more animation updates coming soon!
Exciting update for Mantella AI users: introducing the Back History NPC generator and my first SKSE DLL!
The Mantella Adding NPCs Back History NG is a powerful SKSE DLL that manages NPC biographies as mods, without the need for an ESP. It automatically organizes and handles JSON biography files for Mantella AI.
Alongside the DLL, the Mantella Generator NPCs Back History NG utility allows you to easily create and customize these stories for any NPC, including those from mods. Check out the GitHub for the source code and the video for a full explanation!
New manual available for Mantella AI, specifically designed for PCs with modest specifications!
This comprehensive guide covers everything from the initial installation in Mantella to its configuration. It also includes tips on how to avoid censorship when using tools like Ostim alongside Mantella AI.
The manual is free to use and aims to make AI integration accessible to more players, regardless of their hardware. Check out the video tutorial in Spanish for a step-by-step walkthrough.
The results are in! The "Snu Snu Giant Ostim and Sexlab PACK" has won the community vote.
With 86% of the votes, the Giant pack will be the first to be released, featuring both SFW and NSFW animations. Following closely will be the "Khajiit Ostim and Sexlab PACK".
Work continues on various ports and animation improvements, including updates to the Blender skeleton. The goal is to have these ready before Christmas. Thank you all for participating!
A special thank you to all patrons and an overview of the exclusive benefits available!
First of all, I want to thank you for believing in me and supporting me on Patreon. This support has allowed me to improve my PC components, which directly translates to better and faster mod development.
Becoming a member grants you instant access to exclusive posts, early previews, and special benefits. Your contribution is what keeps this project moving forward. Thank you for being part of this journey!
First community poll to decide the next animation pack release!
Hello everyone! As promised, I've launched the first poll on Patreon to decide which of the upcoming animation packs for Ostim and Sexlab will be released first.
Your input is vital to prioritize the content you want to see most. Join the Patreon community to cast your vote and help shape the future of our mod collection!
Exciting updates on animations, new mod packages, and the future of the project!
Hello everyone! We've reached almost 20 followers on Patreon, and I'm thrilled to share what's coming. I'm working on new animation packages for both Ostim and Sexlab, featuring both SFW and NSFW versions.
Big news: I've successfully integrated MOCAP for Skyrim animations! This will allow me to refine and create even more realistic movements. Also, keep an eye out for the upcoming Tattoo mod, the Giant mod, and a new Flame Atronach (3BA) mod with custom animations.
We also officially have a Discord server! It's currently being organized for security and will be enabled soon. Thank you for all your support!
Testing new ways to share videos and a preview of upcoming mods!
Hello everyone! I've finally found a way to upload videos that YouTube might not allow, using Vimeo. I'll be posting more progress on animations, outfits, tattoos, and robotics projects soon.
This preview shows a mod for Buxom Wench Yuriana where dynamic tattoos appear on wenches during conversations, intensifying with the curse's effect. It's a psychological impact to match the base mod's curse!
I'm back and fully operational to improve OSTIM packages and more!
Hello everyone, I know I've been absent, but for those who follow me on Discord, you'll know that I've practically learned everything in the world of Skyrim, from modifying followers to mastering Papyrus. I've decided that my break is over, and I’m now working on improving the already uploaded packages as well as upcoming ones.
I also have many surprises regarding OSTIM, like the fact that creatures are now compatible. See you soon with more animations and mods!
I’ve been away for a while because, with your contributions, I’ve been able to buy upgrades for my PC and components to start working on several projects involving Skyrim.
Thank you so much for your support—I will continue improving and working on mods and programs. Additionally, I’ll be starting my own animation pack. This week, I’ll resume as my PC is stable for now. THANK YOU ALL VERY MUCH!
Advanced tips and troubleshooting for PandoraForge!
This video covers advanced usage of PandoraForge, providing solutions to common issues and tips to get the most out of the program. Essential for users looking for a stable and optimized experience.
New video guide for AnimForgePatcher!
This video explains in detail the installation and correct use of AnimForgePatcher. Follow the steps to ensure a smooth integration with your mod setup.
AnimForgePatcher is now available on Nexus Mods!
Hello guys, here's the link to the Pandora+ patch management engine I've created. This is the most stable version so far. It addresses compatibility issues with mods using ZAZ dependencies, making Pandora a more stable and faster replacement for Nemesis and FNIS.
I am John from the future, I released this program when Pandora was only for beta testers on GitHub, now it is no longer necessary. In the future, I will release a final version of this to finish solving all errors.
First version of the program that patches Pandora and ZAZ.
It's very useful for increasing the animation limit and maintaining stability, as well as many other mods incompatible with the process.
Macro keyboard assembled to streamline production and automate repetitive tasks.
Thank you guys for the donations, thanks to them I managed to buy the buttons and, along with some materials I had at home, assemble a macro keyboard that allows me to do many things that used to take me time or left me stuck, being able to do it with a click. I will upload the schematics and fabrication of this macro for free for everyone. I'll also add a 3D-printed case. Thank you guys, you're the best.
Almost everything is ready with the patch engine 'Pandora Plus AnimForgePatcher.'
It's been a month-long effort where I've been refining it to achieve the greatest compatibility with Skyrim animations quickly and easily. It includes various tips to help reduce animation loading times and surpass the game's animation limit. Thanks to Monitor144 for creating the Pandora+ engine and continuing to work on its compatibility. I hope my patch allows for even more use of the engine.
I'll be uploading mods little by little to different platforms, besides helping other modders with whatever I can.
I hope to finish uploading the Pandora patch later on. Greetings, and I'm open to suggestions.
Thank you very much to all my patrons and the people who altruistically support me so I can continue with mod projects for Skyrim, manuals for new mods, and robotics. Without you, I wouldn't have all the motivation. That drive gives me the strength to keep going, since I like to keep my word, so even if it takes me time to make the mods, I'll eventually do them, and you believe in me. Thank you very much.
Special thanks to our dedicated beta testers who helped make this project possible:
Beta review, observation of future applications
Beta review
JSON analysis and observation of corrections in ini parameters
Testing Unicode support, multiple betas reviewed
Mod betatester in complex mod list
Beta tester
Beta tester for COtR and multi-language analysis
Thanks to his observations on the HIMBO system, which led to improvements in it
Advisor on templates and free web addons
Advice/ideas for system modes and keys
Beta tester for the GOG platform, communicated through Nexus.
Beta review: UBE users who with their help I managed to better understand the world of this type of bodies. Thanks to their observations and ideas I implemented the automation system for UBE presets in the blacklist, and default application to UBE races. With this, NPCs with UBE will no longer appear skinny by default, but will be able to have UBE presets for them from the start. Thank you very much.
Thanks to your observation about the use of keys, the system has been modified and implemented with a more comprehensive preset search system based on the presets installed in the player's game. Thank you very much for the idea, which has been implemented in the latest version.
I thank you for testing the betas and giving me your respective observations across your different game versions and mod organizers. Thank you very much.
Thanks to his cooperation with HIMBO system testing, which led to significant improvements in the male body preset distribution logic.
Thanks to his cooperation with multiple beta tests, he provided information from his Skyrim version in Cyrillic, with which it was decided that different Skyrim versions handle different default names for each NPC depending on the language in which the game is played, so it was decided to correct these and add new functions. Thank you.
Fundamental framework for developing modern SKSE plugins.
For the continuous development and support of the Skyrim Script Extender.
For creating the base that makes this functionality possible.
For the constant feedback and ideas for improvements.
Thanks to the original authors of Skyrim for the music played directly from YouTube.
Thanks to Mermaid, Excalidraw and Graphics for being free and very useful tools for drawing and creating diagrams.
This is the progress of several projects I'm working on for Skyrim. I'll be uploading them as they are completed in stages. It's already been 3 years publishing mods, patches, and manuals, so I hope there will be many more. Thank you to everyone who supports me with comments and ideas.
Thank you for being so patient 😿, I'm always delayed because either my ideas don't have existing mods and I have to create everything from scratch, or I simply have to buy things, so I work Monday to Friday and my time is limited. I have more projects that aren't Skyrim related, so I have to make time for everything, but I like to keep my word even as time passes, I always move forward.
The estimated date for each project is just an estimate, so they are subject to change, especially the manuals, since I like to review everything in detail.
Each project has its image, which serves to identify it, but they are more of a summary of various projects.
Simplify cleaning texture errors on NPCs.
SKSE mod created to automatically apply spells of all types to NPCs.
Animated spells for visual effects on NPCs.
Simple FSMP configuration I use, will be improving it.
Long-term project, but I will be adding my ideas with new technologies.
First and simple animation pack, still cooking the rest.
Port of animations from the great Shadowman - used my own programs.
SKSE mod to apply sounds, effects, and music to Ostim simply with INIs.
Benefits for users who use Ostim and OSurvival.
Program to port tattoos to both platforms.
Complex SKSE mod, but a great help for distributing presets.
One of the most complex SKSE mods I've created, still in development. Once finished I can continue with animations.
Generation for Ostim SL and OAR.
Manuals about animations, OBody, AI mods, and performance.
Ambitious project I've been working on for years, and I'm gradually making progress on it.
For over a year, I have been reviewing and improving all the animations I find, creating ports and refinements. I use tools like Blender, Cascadeur, and many others to gain a deeper understanding of the process. I have gradually improved my techniques and documented my ideas, even developing programs to enhance and automate these processes, which I will release over time. The program I am about to release is one that improves and corrects errors in animation skeletons. It's a matter of taking the HKX file, reviewing the skeleton, and converting the old skeleton to a lighter and more versatile one, this fixes most incompatibilities with Pandora and Nemesis. This program took me time to create, and it was thanks to reading many animations at the code level to understand the errors generated in some of the published ones. I hope to release it next year, with it, Pandora will be able to read almost everything, more than now. Consider it a kind of Pandora Forge New, but I'm working on it in secret, so there's no more information yet, okay. Besides other animation projects more advanced than that, which only some patrons and I manage. I have some ideas that will help a lot with the creation of animations for Skyrim, robotics, and technically for any game or whatever, I will publish them, of course, in due time.
This is a complex mod associated with the Assistance MCM system I built using Python and other languages. It integrates with the game through C++ to generate outfit lists and useful NPC information, while distributing advanced configurations. It is still in development, but I hope to release it soon to better manage my NPCs' outfits.
Ostim SA is incredible, but it still lacks many features that SL provides. To bridge this gap, I have been independently learning C++ to create my own engine expansion methods, such as animation aliasing merging and concise expansions. I am also working on sequenced, simple hand spells for both creators and users. This has been my main focus during this past year of silence.
One of the most complex steps for creating Skyrim mods is understanding the C++ language. I have been programming for a long time for work and as a hobby, I set C++ aside due to its complexity when compiling, the excessive use of space when compiling files, about 4 to 8 GB to compile a file no larger than 16 MB. Python is one of the fastest to create and run in environments without compilation, with many tricks I've learned over the years which I've gradually integrated into Skyrim, since even Linux uses Python, unlike C++ which requires creating a complete environment that doesn't always work. But after making some mods and seeing the limitations of Skyrim's game engine, the complexity of Papyrus, its slowness, how it saturates Skyrim's game engine, and since my purpose is to push the engine's limits further, I dove headfirst into C++, taking me over a year from September 2024 to the end of September 2025 to master mod creation in SKSE environments for compatibility with all Skyrim environments. Now I am capable of a lot, so above all, many thanks to the tutorial creator Mrowrpurr, whose advice and videos on how to work with SKSE are splendid. There are many videos without a sequential order, you have to watch them all once, then many more, and understanding them requires a lot of attention. I learned the basics, and they are very comprehensive, it took me a full year to fully comprehend everything. Unfortunately, as some years have passed, tools like Visual Studio 2022 no longer exist, and Microsoft with each update becomes more incompatible in compilation environments, so with each update I have to rebuild my work environment from scratch. Many thanks to all the tutorial creators who have left their teachings over the years. Now, with knowledge of SKSE, I have literally unlocked creative mode in Skyrim. I will use this power for good.
I provide manuals of all types, now available on this website as well as in PDF format. Soon, I will release configurations for the AI mods I am frequently asked about, including guides on how to use them for free. Manual updates are coming very soon.
Officially, I have been involved in robotics for 11 years, starting in September 2014 (I remember I was drunk on a sofa looking at my phone, it was my first year of university, and I saw a 3D printer on YouTube. I already knew Arduino long before, and I didn't know what else to do, and I saw computer numerical control printing, and decided I'd make one because they were very expensive back then, and since then I haven't stopped creating machines). My long-term goal is to create a non-intimidating humanoid robot. Starting from the basics like personalization, event data management, and assistant integration, I have made significant progress in recent years. I am excited to eventually share the ability to extract NPC information and apply it to a real-world robot... yes, I work on this in my spare time, and I love it 💕.
Textures... I love textures in the game, you can do so much with them: like tattoos, effects, give a story, a complete change to situations. It's fascinating how using them in the game is so versatile. I work and will continue working a lot on texture creation using the beloved Paint.net, which is incredible, also some programs I created to convert textures to the BC3 version, which is the one that works best with Skyrim. There's a lot about DDS that I've learned, like their use, cleaning, management through mods like Slavetats, RaceMenu Overlay, Papyrus scripts, even in new methods like pure C++. I will support the community with everything I have to make processes simpler for everyone, and for myself, of course, as you know, I don't have all the time in the world, I work from Monday to Friday, so I have to automate all possible repetitive steps.
You know, I love Python. It's solid as a rock and versatile as a feather, free and can be used in many ways, whether compiled or not, installed or Embeddable, with a very useful usage license. I've used it a lot for almost a decade, and I'm glad that little by little I managed to make it functional for Skyrim, creating a kind of agreement between the Skyrim engine powered by C++ and in turn communicated to Python in a simple Embeddable version, also proving to be fast without CPU load with great persistence. So thank you, Python. There will be many future projects that will include this emblem because it can be used on Windows and Linux without problems, and as I like to now mix Python with JS, CSS, and HTML, (That's how I felt when I was almost forced to use only Qt5 and Tkinter in my projects 😹) this gives it a superior appearance to what I could achieve with the common Tkinter or Qt5, "I have also made an application or two with Flet, which are quite nice, but when converting them to EXE or trying to port them to other environments, problems appear. And I haven't dedicated much investigation time to it, maybe I will in the future" although I don't want to learn about React or Rust, because React has very serious security problems, they are category 10. 10 is the highest, so no, for now. And about Rust, it's good but its work environment is annoying for me, it's not as practical as Python. To create an EXE I have to consume several GB of my PC in compilation, reviewing the project is tedious and takes a lot of time. With Python, I just have to change .py to .pyw and that's it, each modification I make, with a simple click I check how the project is going, without compiling anything. So maybe when I have a more powerful PC I'll review Rust again, but I don't have space on my C drive for so many compilations. But I have to learn, it's a fact.
This project is open source MIT and available to the community. Contributions, bug reports, and suggestions are always welcome. Together we can make Skyrim a more welcoming and comfortable place.