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ag12

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  1. I had no issues. I installed DD SE 5.2, then installed DD NG over the top of it. I'm one of the few people that have modding experience that actually use and like Vortex, so I just made sure DD NG gets deployed *after* DD SE 5.2. After that I just ran Nemesis and BodySlide, no problem, plug & play (get it?). I'm assuming that you've tried it with other mods or have somehow checked, but make sure that Address Library isn't the thing messing it up. Apart from that, I really just don't get where the issues are meant to come from. DD NG works fine, it's compiled for the correct versions of the game and Address Library. If none of the above fits your issue, you might be at the point of a clean reinstall - especially making sure there isn't any sneaky outdated SKSE plugins making their way in. Oh, nice. I'll hop in the discord and try them out. Great work! That does make a lot of sense. Interesting, I do have SLS on this install and that should have a minimum speed mult function, but seems to not kick in properly. Thanks for the workaround, I wouldn't have figured that one out. I didn't even think about the speedmults, I thought it would for sure be a missing animation or such.
  2. I just wanted to drop by to say two things: - All the people claiming that DD-NG isn't working with the new version of Skyrim have probably just lost control of their install. The mod works just fine, provided the rest of the mods on a current gen Skyrim install are using the appropriate versions for the recent update and such. Everybody had to struggle to get the game to run again (biggest culprit for me was 'Immersive Camera SE', leading to CTDs) but those issues are not an issue with this mod. - You guys are actually doing amazing work. The NG version is a remarkable step up from the original, which was already a labor of love. The only two issues I've run into is obvious issues with the chains and SMP (I think that's what it is) such as on the prisoner chains or some of Heretical's devices - and wearing a hobble skirt makes it impossible to move at all, but the later is an incompatibility on my end I reckon. I'm using so many animations with OAR, it's no wonder. So, and sometimes I feel like we don't say it enough: Thank you for your work, everyone!
  3. is your fallout slave mod useable with vortex? 

    1. ag12

      ag12

      should be but its not been updated in like forever, so i wouldnt recommend playing it tbh

    2. vulteraid

      vulteraid

      ahh ok thank you

       

  4. This made me laugh pretty hard! Kudos. And the rest of you, this isn't the Nexus. This is LoversLab. We all tailor our games to our individual sexual preferences, whether you like it or not. Both the people making a big deal out of removing pronouns (it's a single player game, people can do that without harming anybody!) as well as the people acting as if having representation in a AAA game was bad (grow up!), get lost. You don't have a standing here. We add just the right amount of big futa cock, or remove every last female and replace them with gay furry sluts, or make our games straight as hell by removing anything we don't like to see in the bed room and there is nothing you can do about it. That is the way of LoversLab, and no deranged shouting of any kind will change it. There is almost all kinds of content on this website and you won't like half of it. Be quiet about it and click away. That's how it's always worked, that's how it always will work.
  5. Honestly, this is going to be a vital part of the LL experience, generally just the concept of hiring rather than owning a spaceship. Ways to travel around without actually flying your own ship are going to be key to a lot of other mechanics. Having essentially a carriage system, but then obviously get it fleshed out a lot. It'd be really cool to have starliners service between the major ports as you're describing and then have local pilots service the area, e.g. you take a starliner to New Atlantis, it's a whole journey with the potential for all the stuff you're describing, and in New Atlantis you get off and hire a local pilot to fly you over to Gagarin. Love the idea, best of luck with it!
  6. For human enemies, when they defeat the player the defeat script is just going to have to find the closest spot that's suitable to take off the space suit - and have the NPCs escort the player there. While the positioning of most POIs is randomnly generated, the POIs themselves are not - there is only so many "structures" and caves the game spawns, so it could either find the closest interior cell with breathable atmosphere or, if we really had to, we could just go through all the POIs and manually define locations that are considered indoors. Same for creatures, could either have a fade-to-black creature dragging player to lair, or actually dragging the player via animation or havok. And for creatures, if need be there'd just have to be some generic "lair" interiors made, where the PC gets teleported to alongside the creatures in question. Now, that obviously doesn't solve the actual issue with lack of atmosphere, but it'll be a lot less immersion breaking inside a cave or so rather than in the middle of a frozen hellscape that's quite clearly not suitable. I'd honestly argue that the thing to keep an eye on and be tense about is whether the asset people are able to figure out the animation system and all that - the script and gameplay side won't be a big deal. The engine clearly has the ability to detect airtight spaces and so forth as indicated by NPCs dynamically taking off and on their space suits when entering airlocks that aren't teleports, so I'd say that we'll be able to make due. Whether there's going to be any assets to make due with, well, that's the real question!
  7. After having played Starfield for a fair amount (60h+), one thing is clear: credits are way too easy to get and the economy is just way too forgiving. Now, that just sounds like a great way to build a mod around not just to rebalance but also include some of the functionality from known mods such as SexLab Survival and others as well as to take a big step towards making Starfield's universe feel a little more dystopian overall. So here's a mod concept to extend the functionality of GalBank and the way money works. I fully intend to make this mod when the CK releases, but I can't promise anything due to life reasons - so I'd rather put the idea out first in case I don't end up making it but somebody else likes the idea and feels inspired to make it... also, we got at least half a year to kill before the CK actually drops. Might as well spitball! _______________________________________________ Mod Concept: GalBank+ / GB+ I. Introduction / Lore In the year 2330 humanity has long settled the furthest stars of the Galaxy and many cities have sprung up across the various systems. Fueled by various staryards and corporations, humans establish ever new outposts, colonies and factories across the known universe - many factions and groups have risen to prominence, further spreading their own style of life, yet all sharing one common denominator: credits. Despite all differences and tensions, the one thing everybody agrees on is that credits are good. From New Atlantis' bankers, Freestar farmers and Neon's cartels to the Crimson Fleet itself, credits are accepted everywhere. Some megacorporations claim the title of biggest, strongest, most influential and pride themselves in their staryards and factories, but behind all of them stands another: GalBank - the Galaxy's pumping heart. Whether you're a miner on Cydonia, planning to open a small shop in New Homestead or are freelancing in Paradiso, you need an account with GalBank, because are you even a person if you don't have a bank account in 2330? II. Features / Ideas Bank Account The central part of this mod would be having a bank account with GalBank and mechanics (some of which I'll outline below) that push the player to utilize the bank account. As a concept, it'll make Starfield much deeper on the "corpo" level, really make it feel like those megacorporations and their billions have a strong hold over the galaxy. There could be different tiers of account that are required by various services, such as... GalBank+ Basic account, designed to exploit the working class. c5000 signup fee Weekly fee: c500 + 15% of account 10% Withdrawal Fee | 10% Deposit Fee No discounts | c5000 allowance c2500 overdraft | 20% interest/d Daily withdrawal limit: c1500 GalBank+ Premium Premium account, used by most Captains and the middle class. c15000 signup fee Weekly fee: c1500 + 10% of account 5% Withdrawal Fee | 5% Deposit Fee 20% discount to many tariffs | c10000 credit allowance c5000 overdraft | 15% interest/d Daily withdrawal limit: c5000 GalBank+ Gold Premium account, used by the wealthy and influential. c50000 signup fee Weekly fee: c5000 + 5% of account 5% Withdrawal Fee | 5% Deposit Fee 50% discounts to many tariffs | c25000 credit allowance c10000 overdraft | 10% interest/d Daily withdrawal limit: c10000 and lastly GalBank Basic Basic account, essentially indentured servitude. No signup fee. No weekly fee. 100% Withdrawal Fee | 50% Deposit Fee No discounts | No credit allowance Unlimited overdraft | 0% interest/d Daily withdrawal limit: c250 Obviously the values are kind of just made up with no regard to balancing - but the idea is there, essentially the whole system would be designed to significantly reduce credit income and make new characters feel like they're struggling for money. Suddenly those c500 per week you send to your parents in New Atlantis seem like a much bigger deal. On top of that, going bankrupt could mean that GalBank enforces the contract by forcing the player into any other modded scenario or job as an outcome. Spaceports might refuse to repair your ship if you don't at least have a GB+ Premium account to give them some certainty that you're not defaulting on that payment, Staryards only sell ships to people with GB+ Gold accounts - afterall there are limited production capabilities and the rich favor the rich. If you only have a GalBank+ or, even worse, a GalBank Basic (aka are indentured) many respected businesses won't let you trade, especially in faction capitals. Also, if people like the idea and we get prostitution and so forth, there could be a GalBank+ Pink account that essentially taxes everything except income from sex work and has it's own set of rules attached to it. Licensing and Tariffs There are a lot of opportunities to levy additional fees and expenses from the player throughout Starfield that both make sense and also further nerf the player money income to something more reasonable. Some examples could be: Spaceport Landing Tariffs Any ports that offer Spaceship Services would levy a tariff from the PC for occupying one of their precious landing pads or docking bays, with faction standing and bank account type reducing the price by certain percent points. So if you've completed the UC:V questline, you might get cheaper or free landing rights in New Atlantis. This could mean that you normally have to pay c5000 per landing in New Atlantis, but if you hold a GB+ Gold account, it'd be reduced by 50% to c2500, but if you have citizenship with the UC, your basline could be c2500 and your account reduction puts it down to c1250. It would probably even be possible to base the exact amount needed of the size of the PC's ship. These tariffs could either have to be paid before landing via the contraband mechanic (I think it'll be pretty easy to force it to open dialogue with you and make you pay the fee before clearing you for landing since that's already a mechanic) or you need to go pay it before lifting off, which could cause extra trouble if you somehow manage to lose all your money while out and about the city. Trade & Service Licensing Due to local regulations, you need to have a license to get services from some of the higher level vendors, e.g. a galaxy wide Trade Authority subscription could be required to do business with all of the Trade Authority outposts, or the same concept for UC Surplus and so forth. It could also take the shape of a city wide trading tax that gets levied by the respective faction from your GB account. Obviously, if you were to engage in some more lewd behaviors and offered services of that kind, you'd need a license to do so. Credit Allowances & Limits Crime and corruption have been rampant throughout the Galaxy, so local authorities have established laws regarding the interplanetary unregulated transfer of credits - in other words, when you're in a city, and try to leave, the game would check how many credits you have on you and you're either not allowed to leave if above your GB allowance or have to pay additional taxes. This would be one of the main mechanics that pushes the player to put their money in the bank. Also, in order to just be a pain in the ass, there could be limits on how many credits the PC can withdraw from their account. A lot of this could be framed under anti-crime legislation, with the government wanting citizens of their cities to keep money in the bank rather than carrying it around in credsticks, so that it's easier to track. Consequences & "Survival" So all of it serves primarily to make the game be a little harder on the money side of things, introduce expenses and make it so that there's a point to roleplaying and planning your trips a bit more careful than just fast travelling to the map marker currently highlighted by your active quest. Try to plan making a profit each trip out of the big cities. Granted, some of this is assuming that, especially on the lewd side, the cities become more interesting once mods hit - so if you pay that landing fee for New Atlantis, make sure you don't do so just to sell of some stuff (you could go to a smaller, cheaper outpost instead), but instead have a couple things you want to do in town. And if you run out of money, things get fun. At first, you'd overdraft your account and that would let you recover, if you've got some stuff to sell. But if you exceed your overdraft, the bank is going to send a team of enforcers to track you down and deal with your debt. Search & Seizure The obvious one is that the enforcers will seize property from the PC to settle the debt - no point pretending that you're broke if you've got a fancy spaceship full of stuff. They'd start by seizing items from the PC (and any companions) themselves, potentially leaving you with very little left on your person, but also might foreclose any properties you own, appropriate your cargo hold, and even seize outposts or ships from your control. Account Downgrade If GalBank determines that even seizing items isn't enough to settle your debts, they might go a step further and downgrade your account and count half the initial signup fee of your account towards your debt - so if you're a GalBank+ Premium account holder, they'd downgrade you to standard GalBank+ and count c7500 towards your debt. This obviously loses you a lot of privileges voids a substantial amount of credits - and reduces your overdraft allowance, so if you accrue a massive amount of debt, chances are you're getting kicked down the ladder until you hit rock bottom: GalBank Basic. Indentured Servitude & Other Once you defaulted down to GalBank Basic, they won't let you upgrade from that level until you've settled all your debts, which is going to be tricky. This is, essentially, legal slavery. GalBank could send you to various places to do various work for them, and I think with the right mods we all know what kind of work it is. Furthermore, if you're indentured and your debt is still too high, or you accrue more debt, maybe GalBank cuts their losses and decides to employ some of their shady accomplices over at the Trade Authority to ship you off-world and sell you to the highest bidder. Of course once you only have a GalBank Basic account a lot of services are no longer available to you, so even if you get sold off, somehow escape and your debt has been settled, until you work up enough money to purchase a GalBank+ account again, you'd be very much stuck at the bottom. Backgrounds & Perks In line with the new systems, there could be new backgrounds, perks and so forth. Maybe you can start your character with a GalBank+ Premium account, but get some downside for it. Same with perks, The "Bartering" perks could reduce the cost of licensing and so forth. There's a lot of detail to be had here, but of course it's not clear how moddable the perk system really is right now. I forsee it to be easy to add new backgrounds, but whether you can add new perks to perk trees or are limited to the existing ones, I don't know. It'd be nice if they went with a dynamic highly moddable perk tree that generates based on the existing perks in the savegame (we wouldn't really know if that's the case, because everybody has the same set of perks), or if you'd actually need to edit the perk UI for new perks to show up, which would make it a compatibility nightmare... who knows! _______________________________________________ That's what I got thus far, Obviously some of the features are super easy to do, while others require large amounts of work or tie-ins with other mods, once they exist. I've got another couple ideas for mods floating around that would mostly be able to tie into this system, but overall I think it'll be able to tie in as a starting point with almost any scenario mod, a bit in the spirit of Simple Slavery from Skyrim, but that's all future talk. Really, just making the game more economically challenging, even without any lewd stuff, would already be a win in my books. I'd love to hear your ideas and maybe I'll put together more mod concepts over the coming months as we wait for the stupid CK to release. Take all of this as inspiration, not promise. I'll try to make this mod, but if somebody else gets to it before me or so, I don't mind at all. I'm just enjoying writing these ideas out!
  8. It's definitely a cool idea. I think GalBank is the natural gameplay mechanic in line with some of the SL Survival stuff, licensing and such. Right now credits are pretty readily available, it's so easy to become super rich by just playing the game and selling stuff, having a mechanic that both tolls the player a lot in order to bring down the insane income and plays into other mechanics as you're saying would be cool. I'm thinking something like being able to open an account with GalBank, which would incur a service fee every week - but is required by most vendors in civilized space ("what, you want to hand me 15 credsticks for this gun? don't you have a GalCard like the rest of us?") and then bounce other stuff off of that, like landing fees at major spaceports incurred each day (New Atlantis has like 3 landing pads and hundreds of inhabitants, surely those landing slots come at a premium), weapon permits, loans, investments and so forth. Basically, a way to not only nerf the credit income, but also lead into potentially defaulting and GalBank either forcing the player into indentured servitude for smaller amounts or straight up going down one of the paths you're describing. Adding onto that, most quest rewards would go straight into the GalBank account (with a transaction fee deducted), daily withdrawal limits, anti-corruption laws that tax you on entering or leaving major cities if you have above X amount of credits (to incentivize the player depositing into the bank instead)... the more I think about it, GalBank could be a major game mechanic that ties a lot of the lewd stuff into the gameplay loop. I always enjoy the adult mods, but also want to be able to play the game, not just have a porn simulator... Edit: i might write something up about the GalBank concept elsewhere so this thread doesn't get derailed!
  9. The previous games showed that while the notion is true in it's core, people also go to great lengths to enable compatibility between mods - though sometimes it's not the original author that provides the compatibility. I think Skyrim's modding ecosystem just grew organically without any sort of planning and therefore as new things were introduced, each time a wave of compatibility patches had to roll out across many mods. I think the key to collaboration is to make the shared resources work so well and be so easily accessible, that by utilizing them the modder actually saves time and effort, example being the player controls tracking I brought up earlier. If it makes their lives easier, people will use the collaborative resources. They only don't if it's a big hassle and you have to think about 16 different frameworks and such. There's always going to be people that just go through the wall, and patch compat later, but if the majority sticks with one system, it'll establish itself as the gold standard.
  10. -- SPOILERS AHEAD-- The Key, Neon and the Red Mile are the obvious ones. The Den isn't particularly lawless, it's only purpose seems to be to serve as a UC Vanguard outpost. That, and spiting Var'uun for blowing up the original! Maybe Gagarin could serve as the UC outpost, and maybe Waggoner Farm for the Freestars, since they are both within their faction's capital systems. Gagarin is piss poor, with minimal security presence and a bunch of corporations recently moved in, effectively establishing a class system (they don't mingle with the locals) - and are purely profit oriented. Waggoner Farm would fit the theme, since it's an agricultural planet also closeby their faction capital - but the Waggoners don't seem like the kind of folks... Now overall, while Pirates, Corpos and all would obviously have their respective stuff going on, the two factions I'd be looking to are the Trade Authority and, actually, GalBank. The Trade Authority doesn't need much prep, they literally trade anything, including illegal xenotech and human organs - if there was slavery, they'd be the first to know. They maintain trade routes across all space (e.g. they have a store on The Key with the pirates same as with anybody else). GalBank as it stands right now is portraited as fairly benevolent, despite being an independent giant corporation that also serves pretty much anybody in the galaxy. With a bit of tuning, they could easily go down a route of indentured servitude and might even be a great starting point for player slavery mods - think SL Survival with it's license system but instead it's your GalBank+ account you have to worry about. So it really depends, if keeping the vibe of existing factions completely in line, GB wouldn't really be all that shady, they seem to have morals (a bank with morals, crazy), while the TA is as shady and crooked as it gets. Some ideas, at least. Oh, and I almost forgot... Paradiso would be a nice independent port - it's a pleasure planet and they literally indenture a bunch of Terrans during some of the quests.
  11. Most people have already said a lot of the stuff that'd be nice to have in a new iteration, I got a more technical one: consolidated call counters for player controls. I know that various mods on Skyrim had systems to count e.g. DisablePlayerControls calls and track them internally, such as ZAP, and maybe even SexLab had it (I never saw an easily accessible API for it) - but it's been a gripe of mine trying to mod back then. Different mods will enable/disable player controls for various scenes and reasons, and it used to be very easy to break - e.g. if you have a scripted sequence where the player has no control, SL does a scene and then restores controls at the end, you had to check and account for that and disable the controls again. So while it's not actually sex related, it can safely be assumed that the entire LL ecosystem is going to have this framework as a dependency, so it'd be the ideal place to track the player control status and have other mods call API functions to handle player controls, massively reducing the chance of mods conflicting and enabling player controls again at the wrong time. Just a minor convenience thing. I bet there's a hundred ways I could've handled it, but I remember having had issues with SL scenes nested inside other scenes and making sure the player can't run off in between, not sure if SL is meant to restore whatever control status is present before the scene starts, but it never did for me! Either way, looking forward to all of it and best of luck to all the asset creators, hopefully you can struggle through the potential new animation systems. At least I expect Starfield to support custom animations like Fallout 4, without FNIS or other workarounds.
  12. This is great stuff. I was very surprised to see the high quality of these animations, well done. I couldn't find anything awkward when testing - good job! As for future suggestions, here's some: - burning animation (free standing for cages or tied to a pole or something like that) - electrocution animation for chairs, basically just adding an anim object for a car battery that gets placed next to the chair (any chair) - electrocution animation for bed frames, also only adding a car battery I think especially having some simple electrocution animations based on furniture thats already in the game and just adding the electrical components via animation objects would be sweet. That way, you'd often be able to have some of these animations happen without having to spawn a particular thing in. And if you feel fancy, you could do something a little SAW themed, I could see some particularly crazy raiders drifting into that direction. Anyway, really nice work, thanks for sharing. Edit: Another suggestion: I'd rename the Mechanical Execution Chair to something like Electric Chair, that way it doesn't always imply death. I can easily see that device being used in a non-lethal context. Edit2: It'd be awesome if there was a 'dead' animation for each of these, basically 00 without the breathing. I've been playing around with the mod in my settlements and made it so that after the sequence AAF just starts another scene with long duration and the 00 stage (or whichever has the least movement) in order to convert raiders into amusement and then decoration for a while, but it doesn't quite work out, since they all still move slightly and also make noise.
  13. So, I've had a bit of time at my hands and with the new DLC coming out decided to pick up Stellaris again - and after checking LL for mods for the game as I always do for games these days, I got this mod. I just thought I'd give my two cents on how the mod works and what I'd like to see improved. I'd argue that the most important mechanic is the whole milk cow building chain, but I'm not sure if the boni from different traits stack correctly. It would be nice if instead of telling me something has a 'substantial' effect on milk production/sex jobs/other species, it'd be specific and tell me exactly what the boni are. I like to minmax heavily and 'moderate', 'substantial', etc just is not accurate enough for me to be able to make informed decisions on where to spend my gene tailoring points. Sure, there's an RP element to the whole thing, so I went for all the kinky perks anyway, but it would be great to see the exact modifiers. Especially, since I have a suspicion that the traits for milk production don't stack correctly. There didn't seem to be any noticable difference in production after gene tailoring perfect cow girls from my mediocre slaves. It's entirely possible I haven't understood one of the mechanics, but on first glance there might be an issue with the stacking. Also, I love the fact that there's decisions about the milk cow policy, but I'd much prefer it if that decision was set in the species rights instead of empire policies - I basically ended up with three core planets stacked with my original species and specialists all the way except some amenities produced by ... 'workers' as well as two dedicated slave planets with minimal specialist infrastructure (something like ~10 master species, ~70 slaves). I dedicated one of those planets to produce insane amounts of food and consumer goods for my entire empire by stacking 10 milk cow farms filled with basically perfect gene-tailored cows, which worked well enough. So well, I had them make unity instead of the extra food/cg. However, the other planet I wanted to set up as a breeding planet to grow different species, like the 'workers' for my home world, slave soldiers and, obviously, the breeding slaves. Now the issue is that I have to choose empire-wide for whether the cows make food/cg or use cg to boost growth - but since I had two different sorts of cow girls, one with max milk and one with max growth, that didn't quite make sense. I'd like the one planet to produce food/cg/unity in the milk farms and the other planet to boost growth for my other species. That would be possible if the decisions about free use etc were species dependant. Anyway, I'll play some more and if I stumble across anything else, I'll let you know. Overall, great work! Well done, thanks!
  14. I'll just hit you with a quote from my last post: "Scripts of type ReferenceAlias receive all events that the filled object reference receives, including, but not limited to, actor events."
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