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LongDukDong

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  • A Total Quack
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    He/Him
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    In bed ... with Margot Robbie and Sofia Boutella ^_^
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    Seriously? In here? C'mon. Whadda ya think?
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    What came first? The Chicken or the Egg. Who knows? I'm a duck!

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  1. External Locations View File There are various mods or plug-ins that rely upon determining if the player or some other actor is within some location, whether the actor is roaming the city streets, if within the aura of some holy or unholy shrine, or merely to acquire the name of the place in question. However, mods that do perform these checks have an unfortunate side effect. They only test for those locations in which the individual mod creator foresees, and will not recognize locations from other mods that may have fit their criteria. This Elder Scrolls Master (.esm) attempts to streamline this operation, and possibly allow cross-mod recognition of location types. Not only does this master plugin contain an .ini file containing over 100 locations, but it also includes a feature permitting developers to create their own external .ini file for their own custom locations. Indeed, future plugin developers can build upon and expand the locations within their own works, all fully compatible with anyone else's. Through its use, one could create HUD displays, determine if within urban environments, or create triggers for vampire player characters if in the vicinity of Aedric shrines. While External Locations.esm has been designed as a Master(.esm) plug-in, it is not the intention to force its use. It is the intent that External Locations be considered a supplemental system if detected. That is to say, a plug-in created that uses External Locations should also be able to run without External Locations, and rely upon its own built-in location system. Of course, any such use would suggest that the mod developer note it as a recommended mod/master for use. INCLUDED: An example plug-in with its own INI file. It does not have External Locations as an actual master, but uses the "LoadFormFromMod" commands to access its features to perform tests to see if the player is within city streets, in the vicinity of Aedric/Daedric influence, and optional updated names for the cells. Submitter LongDukDong Submitted 03/25/2024 Category Other Requires OBSE v 20+  
  2. Version 1.0.0

    4 downloads

    There are various mods or plug-ins that rely upon determining if the player or some other actor is within some location, whether the actor is roaming the city streets, if within the aura of some holy or unholy shrine, or merely to acquire the name of the place in question. However, mods that do perform these checks have an unfortunate side effect. They only test for those locations in which the individual mod creator foresees, and will not recognize locations from other mods that may have fit their criteria. This Elder Scrolls Master (.esm) attempts to streamline this operation, and possibly allow cross-mod recognition of location types. Not only does this master plugin contain an .ini file containing over 100 locations, but it also includes a feature permitting developers to create their own external .ini file for their own custom locations. Indeed, future plugin developers can build upon and expand the locations within their own works, all fully compatible with anyone else's. Through its use, one could create HUD displays, determine if within urban environments, or create triggers for vampire player characters if in the vicinity of Aedric shrines. While External Locations.esm has been designed as a Master(.esm) plug-in, it is not the intention to force its use. It is the intent that External Locations be considered a supplemental system if detected. That is to say, a plug-in created that uses External Locations should also be able to run without External Locations, and rely upon its own built-in location system. Of course, any such use would suggest that the mod developer note it as a recommended mod/master for use. INCLUDED: An example plug-in with its own INI file. It does not have External Locations as an actual master, but uses the "LoadFormFromMod" commands to access its features to perform tests to see if the player is within city streets, in the vicinity of Aedric/Daedric influence, and optional updated names for the cells.
  3. Yowza! I got this concept system running just fine! Picture, if you will, the installation of "Locations.esm" with its .ini file into your system. And assume that this master can return whether a targeted actor (like your player) is in hallowed ground, is in the city streets (whether in a walled city or dirt streets of a settlement), or a custom location for a HUD system. And picture, if you will that a mod you are using can determine if your player is in a city, or can use "Locations" as an enhancement to expand the list of available city regions... or the like. The script for my Testing Mod that 'uses' the Locations.esm And once put into a quest stage, this is the basis script I use to push my 'testing' plugin's own INI file into Locations's system. I basically set up the Master to be pretty easy to use, commandwise: The syntax: ret_value := GetInCity actor_ref Returns 0 if not in a city, 1 if in a city ret_value := GetIsEtAda actor_ref test_id Returns 1 if the area is spiritually active ret_string := GetInCity actor_ref test_flag Returns the name of a location, or optionally '!Unknown Area' The test_id parameter for the Et'Ada command is (0=none, 1=Aedric, 2 = Daedric, 3=Good, 4=Bad). Granted 1-4 are the only functioning flags. The test_flag parameter for the GetInCity command is (0=loaded values only, 1=read cell names as backup) Most returned strings from the City command include a prefix character (!, @ and ^) for optional words "in", "at" and "on", these added for some HUD or text options. I got a bit more work... Ini editing-wise. Essentially, adding 'Knights of the Nine" content to the .Ini file I intend to supply.
  4. The above code 'almost' worked perfectly. A minor touch needed... increasing the freakin' counter would be nice!!! BUT it works (once fixed). And I added upon this concept. Not just testing for worldSpaces, but exterior cells. Now some may say "You cannot run GETINCELL on an exterior cell! It's only for interior cells!" And they would be correct. However, to test for an exterior cell, you really just need to test if the Actor is in the same cell as a reference IN that cell. To test if the player is wandering around BorderWatch, just test if he's in the same cell as BorderWatch's Map Marker!!! So now, I have this little plugin set up with two scripts that return (1) whether the player is in a city or town (even exterior towns like Hackdirt) and (2) able to retrieve the names of these locations. That... might be entertaining for a HUD. And yes... I made another plugin that just used GetFormFromMod and generated the replies just fine. This little plugin will have a few more features before I'm done with it.
  5. Is it me, or is the site updating and navigation slowed again?
  6. While working on some code to test for the detection of XXXXX, it dawned on me that there had to be a better way than make detection methods for certain things over ... and over... and over again. For example, TamagoClub takes a history of your activities and says where you first got busy or where you just got laid. And in LoversEncounter, it branches dialogue on whether you are inside a building, in a city, or not. Both use a system to just check World Cell locations... ... So why not make a simple "Detectable" plugin? This suggested plugin merely reads a text file that has the following content: The basic name of world cell. But not like "BrumaWorld". Just "Bruma". The formID of that world cell The MOD to which that world cell belongs The mod would read this list into memory, and have one (relatively) simple script. In my mind, each line it reads would be in the format: "FormID|WorldSpace Name|Mod Name". So a three-parameter line, each param ceparated by a pipe ("|") character. scriptname WorldMapTest Ref Actor ; Function Param: Actor tested Array_var ListArray ; Variable: Copy of worldSpace list array Array_var TestArray ; Variable: Three-Param Array for individual worldSpace String_var ListString ; Variable: Line acquired from the worldSpace array String_var sForm ; Variable: FormID for individual WorldSpace String_var sMod ; Variable: Mod where the worldSpace exists Short Counter ; Variable: Loop counter Begin Function { Actor } ;; Assume not detected SetFunctionValue 0 ;; Acquire list of FormIDs from quest array Let ListArray := xMyList.WorldList ;; Reset for loop Let Counter := 0 ;; Cycle through each line within the array while Counter < ar_Size ListArray ; Let ListString := ListArray[Counter] Let TestArray := sv_split ListString "|" ; Acquire the FormID and its Mod Let sForm := $TestArray[0] Let sMod := $TestArray[2] ; Acquire the test reference for the worldSpace Let TestRef := GetFormFromMod $sMod $sForm ; Test if the actor is in the worldSpace If Actor.GetInWorldSpace TestRef SetFunctionValue 1 endIf ; loop ;; Cleanup ListArray := ar_Null TestArray:= ar_Null sv_destruct ListString sv_destruct sForm sv_destruct sMod ;; Exit with return Return End This... just off the top of my head. No joke, I brainstormed that right here while typing SCARY, Isn't it? Once done, I could theoretically just do a little magic and 'detect' if this mod is loaded in my Oblivion load order, and use GetFormFromMod and just access this single script's function. And yes, I have been able to make mods that are not a part of "CrowningIsles" and still determine if my PC was in the isles with that mod. So theoretically, this should be... FUN. EDIT: Oh, and another list for EditorIDs for specific areas like Hackdirt, Pell's Gate or whatever needs to be named.
  7. GET VERSION 3.5 D FOR BETTER BEHAVING SLAVES Many must have noticed that slaves gawk and stare when someone is having sex. Such behavior does not fit a slave when it is being instructed in the manners of sex. It should enjoy sex, but not be bothered or shocked by others doing the same. Well, no more. As of now, you have an option within the INI file that lets you determine the behavior of slaves when in the presence of NPCs engaged in coital bliss, rough play or very ... very naughty cases of despoilment. Do note that this includes the new servants. The INI file now has a new 'xLSTMain.AIStaring' value which lets you configure the slave's behavior. These options are as follows: 0: OFF - The slave behaves as any other citizen and shocked at such behavior 1: BROKEN SLAVE ONLY - Fully versed now as a sex slave, seeing others do it too is but a reminder. 2: ALL SLAVES - All slaves now assume this will be their normal life. Nothing to see here. As stated, this works for both classic LST Slaves, and the newer Servants introduced in version 3.0d (December 2022). However, Servants may also carry a special xLSTObjectServantNoGawking token (FormID: xx0AC089) that ensures they do not stare at others having sex regardless of the AIStaring setting. This more geared for custom NPCs. ♦ ♦ ♦ Also updated was the Creatures Control menu, the menu that becomes available when one wishes to control an enslaved creature. The text to permanently release a creature from its enslavement no longer uses the phrase "Emancipation of Slave", but more akin to the LST topics themselves states "Release from Slavery". But with that, the creature's "Let them Free" option which suggested to let a creature roam while still being a slave has been altered. The command now states "Let them wander" and now acts as if under a lesser version of the NPC's Relax command. Currently an early edition, creatures do not have sleep, read or drink/eat options... only wandering. But with that, they DO wander within the same basic radius as an NPC would. It seemed a more logical option than letting a creature roam free with you unable to determine where the creature went. Most all of them look alike.
  8. Rats... I was hoping for someone with some expertise to craft submissive creature animatics for the vanilla creatures.
  9. @TDA5 How is your experience in manipulating vanilla creature skeletons? You may have said, but I could have forgotten. Inquiring ducks wanna know. >o__
  10. UPDATED to V 1.30 New features have been added, and a whole new .INI file to enjoy. The traditional LoversEncounter.Ini file now has two new options. The first option is the Gossip Speed option, allowing you to increase or decrease the duration of the messages on-screen. And the second option, is the Guards option, allowing you to permit guards to be included with the rumours as usual or to prevent them from appearing. But this system now includes the new LoversEncounterList.Ini file. This file contains (as of now) 125 rumours, admittedly some are duplicates for certain NPC scenarios. As an external file, it is now possible to add more rumour as desired and according to one's personal taste. And as LoversEncounter has always done, both INI file reload each time you load/reload your game. As always, the rumours can be based on whether sex is consentual or rape, if creatures are involved and whether the subjects are indoors or outdoors. And as before,those using TamagoClub may find NPCs getting reproductively compromised (the system originally being dependent upon TamagoClub). However, the system can now support delivering dialogue indicating a subject being pregnant and even the lovers' marital states. Indeed, you can supply dialogue just for those cheating on their husband or wife. For this, a marital status check was added, based loosely upon the collection of NPCs listed within the old AdultPlayPlus module, adding additional couples overlooked. At some time later, a secondary option for marriage detection may be added. And now, the rumours may be tailored to recognize female creatures as well as the assumption of male creatures. Some may not realize, but TamagoClub had always generated 'womb' objects for creatures on a split 50/50 basis. As such, even LoversCreatures 2.0 animals had a 50/50 chance of bearing spawn despite their generalized single-gender slant. As for this, LoversEncounter now has support for both LoversCreatures and LoversCreatures 2.5+ rumours. And if one thinks they crafted a rumour fit enough to be included, I am not unwilling to add it to the list. SPECIAL NOTE: The system does not fully require the LoversEncounterList.Ini file to be present, the mod containing 24 rumours available within. However, that list is hard-coded and fixed while the INI file has 5 times the number of rumours and may be expanded.
  11. Well, how long ago were those posts??? Yeah... I do tend to really crank code out when I put my mind to it. Albiet, I went through a number of playthroughs of messages and conditions to make sure nothing broke. And that took actual hours. Yes, the rumours are now a separate text file that loads at game start. And as a text file, new rumours may be entered without changing actual code conditions. AND... I now have defined 7 conditions rather than 6. Marriage status is now a part of the rumor-defining options. This can now be entertaining if Rena Bruiant and Bailey actually got busy... suggesting she liked her dog better than her hubby! There's no way to define 'taboo' conditions like mother/daughter content between Seed-Neeus and Dar-Ma, or anything else without searching through every character lore. That's already been done regarding married couples (though the initial AdultPlayPlus ignored the Moslins in HackDirt, the couples in Border Watch... and a couple more.) I currently only have 49 rumors, both Consentual and Rape: BETTER breakdown on the 7 category types If anyone had suitable ideas for rumours, I would actually not mind. I figure this needs to be filled a bit more. EDIT: I just added 'widows' as an option in the Marriage Style category. This for Countess Valga, Ursanne Loche, Eduard Retiene or a handful of others predestined to lose their counterpart... IF a package (present or future) allows an encounter. But it will not as yet account for unplanned deaths if the player goes murder-hobo. Also... new configuration options added: GUARDS: You can now disable any rumours that involve guards, or limit them to just aggressive or submissive couplings. GOSSIP DELAY: The displayed rumours have a defined duration. However, the duration can now be cut to just half the speed or doubled in length with a (-10 to 10) range. 0 is obviously ignored and the duration is normal.
  12. SON of a bitch... Do you know how much work needs to be put into LoversEncounter to make it LoversCreature 2.5+ compatible? Um... 5 lines. ON GAME LOAD, I ONLY NEED TO FUCKIN' CHECK TO SEE IF THE MOD IS IN PLACE!!! LoversEncounter already comes with TamagoClub values built-in, including a womb test. So ... just (1) check to see if LC 2.5+ is loaded, and then (2) see if the fucker has a womb!!! MALE/FEMALE TEST COMPLETE! So now, I just lie back and reconsider how to handle the creatures... (I'm lying back now and typing train-of-thought😞 If the encounter has no creature, the encounter is set to '0' for the CREATURE test. If the encounter has a creature running Pre-LC2.5, the encounter is set to '1' for the CREATURE test. With Pre-LC2.5, all creatures are assumed Male by default for the GENDERS test. M/F and M/M considerations. If the encounter has a creature with LC2.5 is detected, the encounter is set to '2' for the CREATURE test. With LC2.5, it needs only test the creature for a womb for the GENDERS test, this allowing for all SameSex/HeteroSex options. With LC2.5, creatures, female creatures can be flagged with the FEM STYLE test... as any other. (if ever...) In short, the messages already established do not need to be changed, or changed that much! I just need to update and adapt some sort mechanics. Then, I very well MAY add a TABOO factor: Daedric, Undead, etc. Scratching the whole Taboo idea. Only HalLiurz and Count Hassildor would ever generate Undead content if at all, and there's really no other Undead or Daedric reactions I've ever seen generated.
  13. If interested, look at General Discussion for my level of Encounters Mayhem!
  14. Yeah, no kidding. I just attacked LoversEncounter. And rather than use the convoluted means of using if...endif blocks nested within one another to generate the resulting rumour, I decided to go another route. I decided to list each rumor out one at a time, adding each one to the whole rumours-selecting array, and then let code weed out the ones that don't match the condition. Tell me this doesn't look easier to read. Each rumor has these in common: There are six numbers that handle their 'conditions' (rape, creatures, aggressive females, etc). There is a single number that determines text flow ( aggressor/target or target/aggressor). There is a floating point value that handles how long the message stays on-screen Then the text that includes two %n placeholders for character names. It is pretty complete, though it doesn't know jack about LoversCreatures 2.5+ (later....), no determination as to what KIND of creature for any customized dialogue (Unholy daedric, Necrophilia, etc), and nothing on marital affairs (mebby later). However, the conditions added covers every rumour from the original, and then some. ... Oh, I am so open to suggestions for more rumours. And before you say it, yes. I have wondered if I could now just have all the rumours in a TEXT/INI file to load up at game start, so rumours can be later added on the fly without changing code. But before I consider that, I need consider what other 'conditions' may be desired beyond the base 6 categories I already have.
  15. BREAKING UP THE EGG NEWS UPDATE TO VERSION 1.05D Indeed, the system now no longer uses the phrase "Egg News" when reporting if an NPC becomes pregnant, has a miscarriage or gives birth. Instead, the system now uses the system-spanning term "Tamago" in its place. So say goodbye to Egg News and hello to Tamago News. And why not? Tamago is Japanese for Egg. And it certainly sounds better going with the Japanese names of Tamago and Hiyoko than Egg and Chick. And no joke, not only is Hiyoko a girl's name, but means Chick. Ahh... but that's beside the point. Some rewriting was performed to the scripts, cleaning them up a little, and I introduced a new script whose function is to merely define the current version number. That's it.
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