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rydin

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    Still noob of a modder/animator. f(',...,')f

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  1. I mean, i appreciate your thoughts, and I will double check, but there are a handful of mods where the SKSE plugin on was versions up to 1130, and I'll a little reluctant to go through the work of checking 30+ SKSE DLLs for a second time to see what has 1170 comparable versions. Might be something to think about. ☺️
  2. Some of the mods in my set up have only gone up to 1130, so going all the way to 1170 would mean a reduced game play for me. Are you suggesting I use the most recent CK? Would that work if I remained on version 1130 for gaming purpose? Not sure if there'd be a compatibility issue. I remember having a nightmare in December after we first went to 1130, and CK crashing as it didn't match the 640 version I rolled back to. I mean if it works, then yeah, I guess it would be best in that respect. If not, I'll hold out and likely do the same process to move to 1279, taking the lessons from my current upgrade experience to the next.
  3. I've been nervous about Skyrim upgrades since December 2023. I'm sure I'm not the only person who tried to play Skyrim after that dreaded unexpected patch day, only to find out every DLL was reporting as out of date or having issues. I remember deleting my game and re-installing it from scratch, then making a 1.6.640 version backup just in case Skyrim attempted to upgrade again. And it did, but I escaped that. I've seen a lot of talk recently about the different versions and which ones users prefer, only because I've stumbled through it while trying to work out if I should upgrade. I only asked myself this after SexLab Aroused Creatures updated, saying it only supports SexLab P+2.5.0 (currently offsite version at the time of writing), and version 2.5.0 has support for Skyirm 1.5.97 and 1.6.1130 versions (though it is said that the latter should work with 1.6.640, at least that's to my understanding). Trying to decide, though, has been like trying to escape the stocks in the sun to find the cool shade―do I take the risk or stay and avoid further trouble? I'm not writing this as a debate as to which version is better, but more just writing down my thoughts as something to return to later. I've seen the debates on which one is better, and I'm not about to enter that. I prefer to be on the version with the most up-to-date development, and if new versions of Skyrim come out, I don't want to fall behind or be on a version that isn't actively supported with enhancements. So moving to 1.6.1130 seems the way forward. The reason I have decided to move just to 1.6.1130 is because this is where the major improvement in the game was made by Bethesda. While there is 1170, and a majority of mods support it, there is a handful I want to use that is currently only supporting 1130, such as SexLab P+ (the only other version it supports is the last 1.5.x version). 1170 also only fixes issues in the Creations Market, an area I do not use on PC, but still supplies the forms and records enhancements, ESLify options, and an updated Creation Kit. None of this is enhanced by 1170. If anyone is interested, here are the patch notes I used to come to my conclusion. NE DLL OVER ANOTHER I started the tedious task of filtering my mod list, going through all my SKSE plugin mods, and finding out which ones had multi-support (one-file-fits-all) or needed to upgrade to a specific version, including SKSE files. I've kept those archived versions and made clear notes in the organizer on the mods that need updating to a particular version. I know that from past experiences in the panic of upgrading, everything had gone to shit, which is also when I learned about various patching or downgrade tools at that point. That was nearly four months ago, and since then, I've come a long way in my modding journey, not letting myself get overwhelmed and tackling things in a logical order. Now it's time to take that experience and move to a newer version, but not before checking everything I care about can be supported (this could be an excellent time to drop off any mods I'm not utilizing). My personal mods don't count on SKSE plugins (yet), so I'm confident those won't have any issues. The only mod I've yet to figure out is Schlongs of Skyrim. I am currently, and successfully, using the non-DLL version on 640, and currently, I feel that would be the best for 1130. While the DLL version is available, I've yet to find an explanation for why the DLL version would be better to use over the non-DLL version. I've seen the question asked, but unless I've missed it, yet to find any clear comparison or argument on why to use one or the other. I would suspect the DLL version may be better in the future based on what I've read in the patch notes and over on the Steam Community, but for now, I'm happy with the version I have, STARTING AFRESH The easiest way I found to do this was to set up an entirely new download of the game, renaming my existing 1.6.640 to something else. I got the files from Steam, got the rollback through the Steam Console commands, and set myself a fresh instance in Mod Organizer—a whole 150GB copy, but what can I say—I don't want to damage this setup in any way. Then, filtering out all the SKSE plugins, I set myself to go through and update them all first. One thing that I forgot about when I originally tried to use 1.6.1130 back in December 2023 was the issue around the engine turning off all plugins. There was an issue with a patch variable inside Engine Fixes that you had to turn off. It had been close to midnight when I asked the Citadel discord for help, trying to figure out when Acheron was throwing me an error, but some discussion and a bit of searching with the right keywords resulted in the link to the fix for Engine Fixes. Now, as simple as that, I'm on a 1.6.1130 setup. A little less stressful than I expected, but tedious enough for me to hope not to move to 1170 any time soon. I've decided for the time being to keep the 640 version as my main for modding and Creation Kit (I'm not ready to take that mind field yet) and 1130 for testing out new mods that require this version. At some point, I'll likely leave 640 behind, maybe shove it into a zip file and store it on a portal drive out the road for a while until I'm comfortable to delete, but I'll keep it for at least 6 months side by side (or at least until I get a working Creation Kit next to it) then get rid to save the disk space. Since that's done, I'm going to end this journal post here (as mentioned, they are more for my own thoughts to look back on). I might update it in the future if there is anything worth writing about from experience between both versions, but until then, I seem to be working, so it's time to get a fresh save and play with some new creations.
  4. Done... sorry it took so long. https://www.loverslab.com/files/file/32669-rydin-underwear-for-men-pack-se/
  5. Hi! I never knew this existed! I've used SPIDs in some of my personal mods, so I could probably take a look and implement some. Leave it with me, and thanks for commenting and sharing the suggestion!
  6. I'm looking forward to looking into this. I had a very similar idea for a personal mod, though I don't have the skills to implement it just yet (working on it). Thank you for sharing your work!
  7. Rydin Underwear for Men Pack SE View File This is the SE version. For the LE version, go here. ABOUT Adds various lore-fitting underwear for males which can be crafted at a tanning rack. It's a port of my LE mod, so there aren't any new additions or changes at this time. REQUIREMENTS None, though Schlongs of Skyrim is the recommended body mod to use. FEEDBACK I have just ported this to SE, so feedback is welcomed. I don't have much planned for this apart from cleaning up some internal files and perhaps some texture enhancements INSTALLATION Either drag and drop or use a mod installer of your choice. COMPATIBILITY Likely not compatible with Shape Atlas for Men (SAM) but has not been tested. It may not be compatible with other body types, but it can be considered in the future. PERMISSION You are allowed to use the mod to benefit other mods as a plugin. Credit for the work where appropriate is appreciated. Make sure to credit those listed below aswell. FAQ Here are some frequently asked questions: SCREENSHOTS Here are some screenshots of the included underwear thus far: CREDIT Schlongs Of Skyrim team (VectorPlexus, Smurf, and B3lisario) for the functionality and underpants mesh. Imperator3 for the cloth texture. CHANGE LOG Submitter rydin Submitted 03/22/2024 Category Adult Mods Requires Regular Edition Compatible No
  8. Version 1.0

    192 downloads

    This is the SE version. For the LE version, go here. ABOUT Adds various lore-fitting underwear for males which can be crafted at a tanning rack. It's a port of my LE mod, so there aren't any new additions or changes at this time. REQUIREMENTS None, though Schlongs of Skyrim is the recommended body mod to use. FEEDBACK I have just ported this to SE, so feedback is welcomed. I don't have much planned for this apart from cleaning up some internal files and perhaps some texture enhancements INSTALLATION Either drag and drop or use a mod installer of your choice. COMPATIBILITY Likely not compatible with Shape Atlas for Men (SAM) but has not been tested. It may not be compatible with other body types, but it can be considered in the future. PERMISSION You are allowed to use the mod to benefit other mods as a plugin. Credit for the work where appropriate is appreciated. Make sure to credit those listed below aswell. FAQ Here are some frequently asked questions: SCREENSHOTS Here are some screenshots of the included underwear thus far: CREDIT Schlongs Of Skyrim team (VectorPlexus, Smurf, and B3lisario) for the functionality and underpants mesh. Imperator3 for the cloth texture. CHANGE LOG
  9. So I tried not to leave it six months for a new update, but I've made some progress since the last time I wrote so I figured I should get some notes down. Also, I think there will need to become a point when I rename this little blog series since I've cemented myself on having fun with modding. Maybe after the next one. I've mostly been digging through mods and support documents for SKSE/SkyUI to start really trying to get my head around the Papyrus language more. I'm pleased to say that it's sinking in, but I'm not at the level to write scripts fully from scratch yet. I'm still picking up what I need from a mod that does it, and adjusting it, as well as using tools to help me understand the coding structure and what's being actioned. But I'm pleased with the progress. GitHub's CoPilot has also been pretty useful in explaining things when I get lost. GIVING THE DRAUGR A NEW SHOUT I was looking around on the Nexus one day and stumbled open a simple mod called SexLab Quick Scene Shout (SLSQS) that added a shout to start a sex scene. I then found another on LoversLab called Combat Sex Shout (CSS) that did the same but gave a chance role to make it interesting. In my play-through, my male character is usually the victim, so I thought about how I could give this shout back to those who are masters of the Dragon tongue—the Draugr. Both mods have very simple scripts, though CSS offers more variety and chance than the first one. So I've torn this one apart to learn its inner workings, reversed it so it's given to the Draugr to use on the player rather than one the player has to use, and added some lore and customization to turn it into a new shout for Draugr to use. This has been a really useful exercise for me as I learn a lot from breaking, fixing, or adjusting mods in this manner. My scripts are filled with notes to myself, but it helps me keep on track to what I've been doing. The name was made with actual words from dragon tongue. I'm very much someone who enjoys trying to make things as lore-fitting as possible. I remembered the dictionary website, so I decided to look it up, and try and find some words that fit how the Draugr fit into the realm. Dominate The Weak seemed fitting. I'd like to maybe release it someday, but right now I've kept it as just a side project for me, and I'll update the blog post to keep track and see how things go. I'm conscious that my free time is limited, and I code and mod more out of a personal hobby, but I could offer limited support with the knowledge that I have. That's my main concern, as I don't want to release something that doesn't fully function, or that I cannot offer even the simplest of support to it. It's a struggle to balance my time, so I need to really make a plan on how I'd do it if I did release it publicly. MARA CALLING I remember when the Isle of Mara came out, and I was extremely impressed with this entire quest that utilized so many different elements in one cell. Animal Mansion had been the same prior, but it didn't release its source scripts at the time so I couldn't really go digging. In Isle of Mara, there is a wealth of information in there, but at the time, I was too overwhelmed to make sense of it. Now, I'm tearing it apart and looking at how things are done so I can implement these into my own mods/quests. I feel it's one of the best ways to learn, breaking down how another mod does it, seeing what parts you need, and then trying to create something similar in my mod, with hit-or-miss success. I get so much from the mistakes, and the triumphs feel rewarding. This has also allowed me to look at fixing one or two issues within Mara that I spotted, things that no longer trigger or work. It's not perfect, but doing this debugging also helps me with my own. It's been fun to delve deep into how scenes are set and what script is triggered by player presence. PERSONAL TWEAKS Over the years, I've touched different mods, from adding fully scripted events to skimpy or revealing armor. In doing so, I've made some personal tweaks, such as taking a revealing armor replacer and making it a standalone or fixing up mods where elements aren't complete. Years ago, I turned SOS - Revealing Armors for Schlongs of Skyrim from a replacer to a standalone armor for personal use, and now, I'm going back in to fix up things such as creating proper ground meshes (the original used the standard outfit, not a thinned version of the revealing ones so hard to tell which was which) and updating keywords and descriptors, as well as the ability to craft. I have plans to consider making it a random piece of equipment that can be worn instead of the default, or putting it in chests, and also looking at doing it for the other pieces of equipment since I only did it for Bandit/Fur and the Iron armor as those were my favorite back in 2015. Image of Spriggan Gauntlets made into a ground object (menu description to be added). Credit to Nalim for original model and Ghuarok for the male port. I also updated Spriggan Armor by Nalim - For SOS Males, just for fun, as the ground meshes weren't completed, and they had lost their collision so they wouldn't drop to the ground. I actually managed to fiddle my way through NifScope and add the collision just by breaking down what I saw and making some logical guessing (I couldn't find any clear guide online, but if there is one, drop a comment with the link if you can). I don't use the armor very much. I just thought it was cool that it was available for makes and was impressed with the work that went to make it, but it will be useful if I ever want to make revealing SOS armor in the future to look at how it was done as well. I might reach out to the mod authors (Nalim and Ghuarok) and see if I can post the updated SE version with the additional elements. These may seem small, but I need to remind myself that progress is progress, or I'll get swallowed by my swirling thoughts that enough isn't enough. I remind myself of the progress I've made, and as I work on bigger mods and ideas, these little things will really come to shine when I need them. I think that's it for now. I've downloaded OSTIM Standalone to play with, got some suggestions on how to enhance the male underwear additions in RUMP, and a script for a quests line to become a beastmaster. I have lots of ideas; just need to find more time. Until the next update, happy gaming!
  10. It's been a while since I last updated. I wanted to post this back around August 2023, but I've been busy, so it's rather delayed. Since then, Skyrim has updated–twice–and I have upgraded my system. It was a good time to upgrade as I made a fresh install on SSE and downgrade to 1.6.640 to get everything to work. I got frustrated as DLLs were at different versions, Creation Kit was crashing, and over all the game I had made stopped working. But I've learned a lot from this experience and now, back up and running, I'm ready to move on. It's surprising how much I've learned from just playing about, making mistakes, and reviewing the outputs of modding. Some of the mistakes I recall making in my younger years but having done them again, I've been able to rectify them quicker so as not to clog up the mod files with errors. I've learned a bit from searching Google and watching YouTube videos, and I've found some new things to enhance and manage the various forms and options inside my mods, as well as playing about with xEdit5. I've also taken up learning Javascript, so understanding strings and operators has helped me analyze and understand the code in Papyrus better, which has been a massive help! So, with that, let's get into this entry's update! GIVING A VOICE TO THE VOICELESS As mentioned in my previous entry, I've made a mod to add more dialogue to some of the male enemy factions throughout Skyrim. I started playing with ElevenLabs back in August 2023 and really liked the prospect of adding new lines of dialogue, voicing my custom-made follower as well as my player through Dragonborn Voice Over (DBVO). New lines and voice lines have been generated for some of the factions, controlled by a voice list so I can make sure those without a voice aren't trying to speak them and forcing up subtitles (I once had a wolf someone through lines of speech at me in a fight and that was amusing for 2 seconds). I couldn't think of a name, so I just went with Rowdy Faction Comments. Most comments are sexual in nature, but I plan to add some more to extend the lore and the amount of lines actors can have, splitting more into different factions. I probably won't cover every faction or voice type, but most of the ones I hear and like. These comments will range over various stances, such as attacking, blocking, idle, alert, etc. An example would be "Damn... I wish I could get my cock sucked..." It would be spoken as a casual comment on an idle state where there is no threat. I am looking into how I can potentially use SexLab Aroused to enhance this, so they only say it once they reach or over a certain arousal level rather than saying it repetitively by default. I have the code to check, I just need to do some tests to implement it successfully. Another line is "Can't wait to get a piece of that Bosmer ass!" This is said to a wood elf during an attack in an angry tone, which works quite well with the conditions set up. Other lines like this have been added, and while it will take a while to think up other good ones that fit the lore (both sexual and non-sexual), it's fun to add this spice to my gameplay. The best way to describe it is a lighter version of Horrible Harassment. I've become really attached to the term "elf" or "little elf", which is already featured within the game itself, and sometimes feels a little domineering or even disrespectful. I've thrown some extra lines like this to a couple of specific NPCs or to a voice type, that will play throughout my gameplay. It helps build immersion for me. I don't think I'll play as any other character race than a Woodelf, but conditions help stop my follower from potentially triggering anything too! It's also good practice if I build a public mod one day to get used to the conditions, what they do, and the various options that can be used to define triggers for specific events. For my PC character, DBVO, along with mods like Improved Alternate Conversation Camera, make conversation in the game more engaging. Using it to add vanilla lines to base content, then adding it to modded content, such as my custom follower, really adds flavor and allows me to build a unique, personal experience. Player Voice Set has done this, too, so I can trigger more varied PC dialogue on level-ups or trigger when finding a unique location. I'd love to be able to find a way to make it so it's set on conditions where I can make the player recognize things (such as saying, "I hope this dungeon doesn't have one of these mimic-tentacle creatures in it" using EnterLocation threads). I have a guess that mini-quests can do this using the condition to check if a quest is complete, but a more immersive way for it to happen in the background would be ideal. MORNING WOOD GOT STIFFER Sticking to voices, just for fun, I added a whole dialogue to Bjorn LongSowrd of the Morning Wood shop (if you didn't know, this comes from Schlongs of Skyrim mod). I made a custom dialogue branch where he actually explains his potions and what they do in a lore-friendly way. You can get an example below: rydin-sosshopenhancement.mp4 Credit to VectorPlexus, Smurf and b3lisario for the Schlongs of Skyrim mod, and its features, including Bjorn Longsword. I have him giving some comments only in the Morning Wood, and some only in the Sleeping Giant Inn. One condition has him comment "Come sit in my lap, little elf..." but only in the inn and only if he's sitting. Again, conditions are really powerful to ensure you don't just hear the same line anywhere, any time, and can help keep things unique and tidy. I added a couple more when he's outside, or in the presence of another actor, all just to really see how far I could go. It's been fun to give more to this custom NPC. I have been planning a quest where he will give a discount to the player on the elixirs if the ingredients have been brought back as a way to help me learn quest-building. I have no intention of releasing these as they are mostly just for personal enjoyment as I continue to learn inside Creation Kit, but you can imagine if I did make a mod, the type of lengths my silly little self would go. I don't see the mod getting an update anytime soon, but if it does, I'll consider having my own add-on mod. But for now, happy to just edit directly and save. Keeping on the topic of voices, I was able to break down SexLab Extra Voices to learn how to add more voices to the SexLab registry, which allowed me to add a unique one with my custom follower. This means that now, when he moans during sex, he uses the Brute voice, and this helps to continue building that immersion. It was a great exercise to do, and it showed me that I could see the logic in the scripts and put them together with edits. Hopefully, I can use this to continue to build my experience. THE LORE IS IN THE QUEST I've been looking at building quests and had the desire to do it for a while now. In fact, I think it was the Isle of Mara that really piqued my interest. I'm starting out simply right now by doing one for my Rydin Follower mod. I've created the basics to start a force greet and discussion with the player when they are in Riverwood, triggered after the Whiterun quests are completed and you have slain the first dragon. Using this as a lore base, I've built in about word traveling and Rydin needing help, asking you to meet him around the back of the inn. I managed to figure this out, so the next step is actually making the location of the bandit den. I know this will be a lot with building a cave with navmesh and placement of items, but where is the fun if you don't try? I did consider just using another one that was premade, but that wouldn't be challenging—time to learn something new! LEARNING FROM DEBUGGING Speaking of Isle of Mara, I know this mod doesn't currently have an SE port done to it, and I know from reading that people have tried, but I think they've had some issues. The mod can be a bit hit or miss for me, mostly in triggering or alignment, but it is full of a wealth of opportunities to learn from its scripts and mechanics. One thing that stopped triggering for me was the tentacles in the Wizard Crondor's hut, assaulting the three male slaves in the center. But after some playing around, The tentacles obey their master once again! I've managed to make them work again. I'm not sure yet what stopped them from working as everything looks correct, but I assume it may be a slight change in the Estrus mod itself, which I'll have to delve into at another date (not gonna lie, but I wanna make tentacle animations someday). But doing this deep dive into a mod like this yields a lot of learning for me. I learn from seeing it in action and breaking down the code. I learned HTML and CSS that way, so this has been a good experience (and I get to fix up one of the longest male/male-focused mods out there for my own playthrough) REWRITING THE GUIDES I was working on rewriting the SLAL guide as promised, mostly because I need to understand the new options so that I can upgrade and build my own packs, but I've put that on hold while I go back and do some actual animating myself first. There are also so many great animations to choose from and to hook them into my personal mods, so I want to make sure I have them tagged appropriately and save some space by taking out animations that don't appeal or work in a male/male setting. Since I'm going to stick with SE/AE, most of my modding and guides will be upgraded eventually for this, so watch this space! When I get it redone, I'll post it to the original download page. SOMEONE'S IN TROUBLE You may have noticed I picked up my spanking mod again, changing the name to Discipline Born. It's still in very early stages, but all the breakdown and examining of mods I have done has given me that extra insight and allowed me to really start to pick up the coding language and see what's going on. I'm still very much a beginner, but I'm not as overwhelmed as I was in my earlier years, and I have started to really work on enhancing this mod. I have thought about whether I'll release a mod (any mod) I make in the future, simply as I may not have the free time or knowledge to adequately help those with conflict or installation issues (modding is just a hobby I do in my free time) and I'm not sure at this point, but I'll still work on them for fun and update the page with progress. Okay, I think that's it for now. I've likely missed a lot of other things I've done in the last six months, such as editing meshes and textures, but I'll keep those for another update once I have something more substantive. For now, I have an idea for a mod that utilizes the shouts, but I'll keep that under wraps until I have something that works. Thanks for reading!
  11. There are a handful of mods where shouts are used by the player to activate SexLab hooks. But what if we gave that power back to those who mastered the tongue to use on the player? This little mod (inspired by the likes of Combat Sex Shout and Sexlab Quick Scene Shout) empowers the Draugr to use the power of the shout to assault the player character. Taking more inspiration from Combat Sex Shout, it has an MCM to configure the success rate, as well as the type of animations that will play. While much of the imagery on this blog post shows a male/male playthrough, should I release it, I aim for the mod to be for any player type. However, I will need to work through it slowly. The release will depend on the time I can spend providing support to anyone, but equally, I want to keep this very simple like the other mods that inspired it. There is currently no download for this yet as I am still working on the basic functionality. Mod description and support information. Progress updates (last updated 04/03/2024)
  12. That's good to know. I'll hang out on 640 for a bit longer (I think a camera mod I like hasn't been updated, not sure if it will but we'll see), but thanks for letting.me know!
  13. Sounds like a great update, and I'm excited to try it out. Sorry if it's made clearly anywhere but I didn't notice it on my scan through (I'm at work) but will this require updated to the new version of Acheron (think it's on 1.4+, but the link on the download page still takes us to 1.3 directly)? Sorry to ask such a.small question, but I've just repaired my game after the disastrous Skyrim update so I'm trying to ensure I keep back ups of mods in MO2 just incase.
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