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orgs1n

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  1. Hi, Checking out this mod. I could not find an MCM setting to severely reduce the number of eggs birthed, is there one? I want the curse to be a hurdle towards greatness, not a source of income.
  2. You must also adapt the mesh files (typically via Nifskope) to match the slot(s) in SSEdit. For BodySlide items, that means the meshes in CalienteTools\BodySlide\ShapeData.
  3. Definitely! I'd love to use Simple Slavery, but there just aren't enough simple mods that keep the PC in slavery for a limited time. The only one I like is S.L.U.T.S. really. It'd be great for there to be some simple scenarios like: - The PC gets sold to some perv NPC, is kept locked up in a torture cellar, and visited every few hours by the NPC. There's a random chance that the NPC forgets to lock the cage after a visit and they can sneak out of the cellar, bound and all. Or maybe the PC can somehow kill the NPC despite being bound. Then take the bondage, cellar and house keys and get out. - The PC gets sold to a wizard for experiments, kept in bondage to suffer nasty spell effects. Escape comes when a spell backfires, taking out the mage. Get keys, get out. - The PC gets sold to an alchemist for experiments, kept in bondage with a ring gag, and test potions are forced down their throat. At some point the alchemist brews a potion at the alchemy station and a gas cloud releases, taking them out. Or maybe that strength/rage potion that was forced down he PC's throat was a little stronger than the alchemist had expected and allows the PC to break their bonds and kill them. Get keys, get out. - The PC is sold as a mine slave in one of the existing mines. The door to the outside would be locked. The PC must mine ore to be given food. The PC can escape by tunneling out or pickpocketing the key to the door. Killing the owner with a pickaxe, the easy solution, comes as the cost of a murder bounty -- the PC was an indentured servant, after all. - The PC is sold as a milk slave and kept in one of the Zaz milking devices. Every few hours, the milk farmer comes to pick up the milk and force feed the PC via a tube or otherwise. The farmer on occasion rapes the PC and might accidentally loosen the PC's bindings, allowing the PC to struggle free. - The PC is sold as a chaurus egg hatchery, kept in a breeding pen. Every day the farmer comes down to feed the PC, mating the PC with a chaurus bull to keep the egg flow going. The PC's bindings might accidentally loosen during mating or when the farmer wants some fun of his own, allowing the PC to struggle free. - If defeated by bandits, the PC is kept around in bondage and raped every now and then until a ransom comes through. The ransom could be implemented as bounty in the hold, i.e. the jarl bailed them out the the PC's supposed to pay it back. (DAYMOYL has a similar scenario.) To me it'd be important for player agency that in each scenario, there's an opportunity to actively escape or kill your owner, for those occasions that they accept the setback (Simple Slavery is often a death alternative) but don't feel like going through some minigame until a random chance triggers. At least the Wait key should speed up the process.
  4. I'll play around some more with that setting, thanks! First impression after setting it to 1%, toggling it off and on, plus resetting quests, is that the guard still yap every 10 seconds, but now they also do the usual arrow-in-the-knee banter. Maybe with To Your Face I'll get to the level where the PC gets thrown a sexist remark every now and then, rather than get her ears nagged off.
  5. Is there a way to reduce the frequency of NPC comments? The MCM shows only timer settings for "Player Dialogue", which I don't care for. I tried setting the "Min time" and "Max time" to 60 seconds anyway, but the guards keep on yapping every 5 to 10 seconds. Or should I get another mod to reduce NPC comment frequency?
  6. If only there were a Dynamic Texture Replacer - a mod like Dynamic Animation Replacer, but replacing textures instead of animations. That would allow to : - apply normal maps depending on breast size, pregnancy stage... - apply a blue skin tone when cold, a green one when poisoned, pallor when diseased, blushes and sweat drops when aroused... (A few dynamic overlay mods exist but they lack the DAR's configurable settings and files.)
  7. Here you go; these are the modified facegen files. You'll need KS hair for the textures. Sorry about the delay, I don't play Skyrim much anymore and it had been a while since I logged on here. Sex Slaves For Vanilla Bandit Camps (Botox).7z
  8. Now this is the kind of mod I like to see! A neat and simple idea that ties into already existing mechanics. I don't use simple slavery myself because I find none of its outcomes fun (other than S.L.U.T.S.), but look forward to seeing what you come up with next. I like @slvsaris's suggestion on using the revelers. In a devious Skyrim, they'd invite the PC to come and have a drink, only to lace her mead with some skooma, have their way with her, and possibly sell her off into slavery. As for the hired thugs, I'd just change that encounter so that the lesson is to rough up the PC (i.e. fistfight unless she draws a weapon) and gangbang her if she loses, instead of killing her outright over the theft of an apple. I suppose some of the defeat mods can already be used to that effect though.
  9. Bool iRandom means you declare a variable of the type "boolean", so it can contain only True or False. My example had it as int iRandom, meaning a variable of the type "integer", which can contain any integer value. Moreover, your code doesn't assign any value to the iRandom variable. It just declares it, and prints it. So you would indeed see "False", because that's the default value of a boolean variable. (Meaning the value it gets after it's declared and before it is assigned a value.) You should do something like this: int iRandom = Utility.RandomInt(1,100) If iRandom <= cfgqst.DefeatEscapeDiff Debug.Notification("You rolled a " + iRandom) The first line declares a variable named "iRandom" of type integer, and rolls a random value, and assigns it to the variable. The second line checks if the random value is lower than some difficulty threshold. The third line prints the random value in a notification.
  10. Like this, you mean? Int iRandom = Utility.RandomInt(1,100) Debug.Notification("You rolled a " + iRandom)
  11. Scaling in Outfit Studio is in relation to the center point of some point in the body mesh, not in relation to the selected mesh. This is not a problem; just rescale the selected mesh first in the dimensions that you want, and then use the transform tool to move it back to its proper location. I've never had an item crash my game just because I resized it in Outfit Studio. Are you sure the Nif hasn't corrupted by your edits? Either way in your case I'd reinstall the original mod and redo the edits in Outfit Studio, then export it as Nif from there.
  12. Did you build the clothes you are wearing in BodySlide, with "Build Morphs" checked? Then they should conform to the CBBE sliders just like the body does.
  13. CBBE SE supports belly scaling. CBBE SE does not support belly collision. Perhaps that clarifies a thing or two (or adds to the confusion). I use very few replacers because my female PC is the only one who dresses up in a masculinized Skyrim. - TAWOBA (not lore friendly) - Remodeled Daedric Armor (not lore friendly) - Skimpy Unique Deathbrand Armor (not lore friendly) - the DeserterX suite (lore friendly) - Nightshade Bodysuit (lore friendly) - Kozakowy's Black Corset Dress (lore friendly and just a bit kinky) - Kozakowy's Steampunk Outfit (lore friendly and just a bit kinky) I do avoid modern stuff such as jeans, zippers, latex and elaborate lingerie and lacework. Basically it's stuff that could have existed at the time, given enough perverted clothing & armor designers.
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