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-SNIP-

 

First Point:

The problem with Sexlab Util is that it requires any modder who wants functionality to script their own.

The idea of making the framework is to allow modders access to such functionality right off the bat, without having to create their own systems for it.

 

Besides the massive time-saving in just calling a function from a ready framework over building a "framework" yourself, another big advantage is that everything that wants to use the functionality will draw from the same system instead of potentially clashing with systems from other mods trying to do the same with their own unique attempts at the same functionality.

 

A framework has the inherent drawback of limiting the maximum potential of course (since it has to remain functional for many different purposes), but it trades it for the advantage of drastically simplifying the base functionality and making it easily accessible.

 

The hope is that it will let modders use this base functionality for other purposes, rather than abandoning things that would require them due to the amount of work necessary to develop a system to handle it.

 

Second Point:

Compatibility is the big thing. I can't really do much about this other than try to make it as easy as possible to make compatible armors.

I know this is an issue, but I'm really just hoping other modders will take enough of a liking to this to give it a go.

If possible I hope to provide a basic replacer for all the vanilla armors by default, so people have something to use even if/while nobody has developed for the system yet.

 

Once there's a base replacer for the normal armors, it becomes less a case of "there are no compatible armors, you have to make some!" and more "there are armors, you only need to make more if you want to!"

 

Third Point:

As the system is looking right now in my plans (which could change). I believe custom enchantments and improvements will work just fine. The real issue is actually the pre-made armors, since they're entirely separate armor items that just reference to the un-enchanted ones.

In fact, I did not know sexlab had a function like that. I might not need it, but that's good to know.

 

Fourth Point

Slots. I already keep DD in mind, I've chosen armor slots specifically with it in mind actually.

The slots I've (currently) decided to use should make it entirely compatible with the chastity devices.

 

The real problem here is that I can't check every mod out there and nobody's replied with feedback on if they know any problems with the slots I've chosen and listed in the OP. If nobody speaks up I'll just keep going with these ones and hope shit doesn't crash and burn on me later.

 

Fifth Point:

That's the whole idea of a framework! :D

Make functionality accessible at the call of a function so people don't have to make their own.

I'll leave the actual selection up to the mods that use RC, but RC will provide the options and feedback telling them what's available.

 

 

 

i see now that you are planning to build the base functions for other modders to use (ie: DD integration/zaz). i misunderstood this as a standalone mod for the end-user (ie bodyslide). to be honest, i was really craving for a mod which can pick up where sl util left off. sexlab utility is a very versatile mod, and it itself is a framework of sorts, since it didn't really do anything on its own. i believe it is conceptually similar to Scent of Sex. but sexlab util sorely needs conditionals for flow control. imagine building your mod on a framework that didn't have if statements--that's pretty much what i had to do lol. i totally agree with your work because this is definitely an area that has no convention whatsoever, so it can really use some cohesion. i'm by no means a modder; more of a determined hobbyist, so i will not likely be able to make use of your mod. nevertheless, pls add conditions hahah

 

and yeah the newer versions of sexlab does reapply enchant effects if you use the strip item manager from within the framework itself. the first one i used is 1.59c i believe, and that one didn't reapply player enchantments on enchanted items. frostfall had the same problem before too, but i think it's also fixed now. not sure what voodoo they use, but it's good stuff. hope you will integrate it into RC

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First Point:

The problem with Sexlab Util is that it requires any modder who wants functionality to script their own.

The idea of making the framework is to allow modders access to such functionality right off the bat, without having to create their own systems for it.

 

 

You don't necessarily need to create a whole system, SLU, while it definitely has its limitations, can do the following things to/from other mods by creating a simple ini file:

 

remove from and add to faction

increase/decrease global variables

change GVs within limits

activate effects

get items

equip items

increase faction rank

play a sound

maybe another thing or two, think these are most of them though.

 

The real limitation I find in it is the lack of having more triggers, and checks, and that the triggers can only happen during sexlab scene transitions and on orgasms.

 

For example, you could easily have the mod switch to a bottomless version of some mod's armor for the player when sex starts, and switch to the original mod armor when sex ends. However, it would always be that exact armor, and it wouldn't be able to tell if you were wearing the other version.

 

I really wish someone would make an expanded and updated SLU. I put it in every load order.

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You don't necessarily need to create a whole system, SLU, while it definitely has its limitations, can do the following things to/from other mods by creating a simple ini file:

 

remove from and add to faction

increase/decrease global variables

change GVs within limits

activate effects

get items

equip items

increase faction rank

play a sound

maybe another thing or two, think these are most of them though.

 

The real limitation I find in it is the lack of having more triggers, and checks, and that the triggers can only happen during sexlab scene transitions and on orgasms.

 

For example, you could easily have the mod switch to a bottomless version of some mod's armor for the player when sex starts, and switch to the original mod armor when sex ends. However, it would always be that exact armor, and it wouldn't be able to tell if you were wearing the other version.

 

I really wish someone would make an expanded and updated SLU. I put it in every load order.

 

 

I'm afraid it simply doesn't allow for all the functionality that I intend to create.

It would also force other modders who want the functionality to have to learn SLU even if it did, and that sort of goes against my policy of trying to make things as simple as possible for them.

 

Thanks for the suggestion though, it was worth looking into.

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I'm afraid it simply doesn't allow for all the functionality that I intend to create.

It would also force other modders who want the functionality to have to learn SLU even if it did, and that sort of goes against my policy of trying to make things as simple as possible for them.

 

Thanks for the suggestion though, it was worth looking into.

 

 

 My secret fantasy is that some future modder makes a more capable version 2... one can dream...

 

By the way, isn't there a thread with an index of item slots? That seems like it should be a thing, as a modder's resource.

 

If it helps speed things at all, there's this mod here on LL that adds a column into Sky UI which shows the slots of equipment. Haven't used it lately, assuming it is still compatible with latest versions. I suppose for convenience one could couple it with the Add Item Menu mod to also get the things more easily.

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 My secret fantasy is that some future modder makes a more capable version 2... one can dream...

 

By the way, isn't there a thread with an index of item slots? That seems like it should be a thing, as a modder's resource.

 

If it helps speed things at all, there's this mod here on LL that adds a column into Sky UI which shows the slots of equipment. Haven't used it lately, assuming it is still compatible with latest versions. I suppose for convenience one could couple it with the Add Item Menu mod to also get the things more easily.

 

 

Oh I so wish that thread was a thing.

All I've found so far is DD having a list for their slots, other than that it just comes down to assuming people are following the recommended conventions listed by the various larger modding wikis and similar.

 

The problem with mods that let you see which slots are in use is that then you still have to manually test every mod of relevance, which just isn't feasible.

 

A general index thread would be a lifesaver~

i noticed you are thinking of using slot 52 for the waist/crotch area. i'm pretty certain that is the slot using by Schlongs of Skyrim, so that would create a conflict. 

 

This is a potential issue. Noted.

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If only this came about years ago and set the standard of what it could have been.

 

Slot usage is pretty cramped. 40 (tail) and maybe 47 (backpack) might be somewhat free? Although I feel like winged and beasts type characters would disagree. I am not sure what Remodeled armor uses 54 for. Some earrings mods probably use slot 43. 33 and/or 34 for hands/forearms and 37 and/or 38 for feet/calves are pretty interchangeable, especially if the gloves/boots are more along lines of bracer/anklet variety. The rest are standard slot use by vanilla or DD. But ultimately slot usage seems to be partially dictate by what the modder feels like at the moment, I have seen multi slots earrings and piercing mods that take up many different slots to create different configurations.

 

I don't know how Break Undies Plus does it now a days since I haven't mess around with it for at least a year now but I feel like it was pretty compact with its slot usage; replacing one or two slots only with different armor model per piece.

 

As much as I love the idea of having top and bottom piece armor and associate underwear (bra and panties) slots and ways to show them off I don't know if there are enough slots to satisfy that need anymore, if it is a standard that would suit all needs, and make enough of an impact at this time in the modding cycle.

 

I think how revealing an armor set could be, how many different revealing configurations it could have, and what body parts get expose maybe even what slot it occupies should be armor dependent. Where the framework need is to provide characteristics (breasts exposed, revealing level, practically naked, etc.) that would fit what the user or armor creator want a certain configuration to have, and manage switching of the model.

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  • 3 weeks later...
Guest Emercius

Allright I really like this idea, I think Sexlab has a lot to offer at this point about realism( you know the good kind that balances realism and fun.) but interaction with civilians are still at simple porn levels. I understand its more than enough for some people and I can see their point too, I just need a tad more realism tough, personal taste. If we can use this to create something similar to now obselete Attraction/Approach it would give me much happiness. For example getting good or bad sexual attention for wearing exposing clothes would be fun. It would be extraordinary if it happened not immedeatly after changing clothes but by build up. For example wearing more open clothes in a city causing a statistic to grow everytime you do it, eventually changing npc behavour against you, perhaps making non-friendly Npc's jealous and making others demand more from you. I really want to help with any mod can bring something to non-existent city life of Skyrim be it sexual or not and this seems like a step in right direction.

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  • 1 month later...

STATUS UPDATE:

 

Next update is being worked on and should (probably) be out in the coming month.

 

 

Notable Information:

-Currently focusing on a tagging system that will let Revealing Choices and the user dynamically save custom(not CK) tags for armors.

The 4 available tags are: Topless, Bottomless, Top Skimpy, Bottom Skimpy.

 

Topless means that the armor features fully exposed breasts.

-For example, if the armor is just pants and a necklace with no top.

 

Bottomless means that the armor features fully exposed vagina and ass.

-Does not necessarily have to feature exposed asshole.

-For example, an armor that is just a top and leggings, but no skirt of panties.

-May also include not-really-covered armors, such as a bottomless armor with some stray piece of cloth barely covering the vagina from some angles. The important thing is that there's no piece of clothing covering the vagina and ass directly and getting a full view is roughly as easy as tilting your head.

 

Top Skimpy means that the armor features a skimpy upper half, but the breasts are not fully exposed.

-For example: any armor which has just a bra for a top.

-May also include armors which expose one breast but not the other. (At user's own discretion.)

-Does NOT include any armor which fully exposes both breasts.

-Armors must have a top piece that could also be called skimpy. A legitimate full-plate steel armor does not qualify as skimpy.

 

Bottom Skimpy means that the armor features a skimpy lower half, but the vagina is not fully exposed.

-Examples include armors with only panties for cover of the vagina and ass.

-Entries do NOT need to expose or reveal ass cheeks and asshole, so long as the vagina is skimpily covered.

-An armor that features only panties in the front but a robe covering the backside would still qualify for this tag.

-Examples do NOT include things like full pants (unless sufficiently exposed in the crotch region.) (Also determined on user's discretion.)

 

Armors are eligible for one top tag and one bottom tag, not two of either.

For example, an armor can be tagged as Topless and Bottom Skimpy if that's how the armor is, but it SHOULD NOT be tagged as either both Topless and Top Skimpy or Bottomless and Bottom Skimpy under any circumstances!

An armor that doesn't qualify for any of the tags (IE an armor that's just a legit armor with nothing sexual to it) should simply be left untagged and will be detected as "non-sexual."

 

Nothing else has been worked on, as the above system has eaten up a lot of time and effort to design besides being integral.

Any ability to handle or equip armor variants is currently on hiatus in favor of developing the parts of the mod that would be of most use to other modders.

(That is to say, the tagging system that will dynamically let other modders know how revealing an armor is.)

 

Once this update rolls out, I believe it will be safe for other mods to make use of the tagging system to check for levels of exposure.

I will be including a utility script with functions for you to make checks with.

 

OP updated to more clearly explain the functionalities of this mod, both current, future and intended.

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