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<rss version="2.0"><channel><title/><link>https://www.loverslab.com/blogs/blog/1896-the-overseers-experiment-a-noobs-first-mod/</link><description><![CDATA[<p>
	The Overseers' Experiment - an immersive reason for the player character to accept the "call" to become a LL sloot.
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	My place to write down my ideas, and hopefully collect other folks thoughts on a mod I have wanted for a long time.
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]]></description><language>en</language><item><title>Blog On Hold</title><link>https://www.loverslab.com/blogs/entry/17168-blog-on-hold/</link><description><![CDATA[<p>
	Real Life == no time to continue.  maybe someday i will restart this blog and the modding effort, but priorities have to change.
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]]></description><guid isPermaLink="false">17168</guid><pubDate>Sun, 07 Aug 2022 16:15:16 +0000</pubDate></item><item><title>Preparation</title><link>https://www.loverslab.com/blogs/entry/17038-preparation/</link><description><![CDATA[<p>
	Well, I have begun...but not where I thought I would begin.  I had assumed I would already be building my mod.  Not So!
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	While trying to start modding, I discovered a lot of gaps in my knowledge.  Little things like getting the Creation Kit to behave the way I needed. Why is it still necessary to "fix" the default settings for the CK? I spent several hours yesterday getting it to load multiple masters and several other things, just so I could use the darn thing.
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	This morning, thinking I was now ready to go... more "discoveries".  It seems I need a bunch of third party apps also... Audacity, NifSkope, silent voice generator, some community add in resources.  And a few hundred YouTube tutorials on mod design and CK tips and tricks. And that doesn't even begin to touch on scripting. 
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	Right now, I am sure there are experienced modders laughing about this. My God, you folks went through all this? A respectful tip of the hat to you. Hope I am up to it.
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]]></description><guid isPermaLink="false">17038</guid><pubDate>Thu, 21 Jul 2022 16:31:45 +0000</pubDate></item><item><title>Thinking About FO4, and How To "fix" it my way.</title><link>https://www.loverslab.com/blogs/entry/17022-thinking-about-fo4-and-how-to-fix-it-my-way/</link><description><![CDATA[<p>
	Fallout 4 is not an RPG by my standards.  It is a looter/shooter that tries, and fails, as an RPG.  Yes it is an open world, and yes there are multiple ways to get from Vault 111 to the end game, but every single one of these routes is determined by Bethesda, not by the PC.  Just because you can select your PC's gender and looks, choose your SPECIAL stats to "build" skills, and say "yes/no/more info please" on the convo wheel. .. (sigh) not an RPG - just some RPG elements.
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	You are still forced to be the parent of Shaun, the Sole Survivor,  rescue the lame npc's with Garvey and then build them a home and babysit them. These  people should all be dead, since they are too stupid to even pick their own bed, and whine that they are starving while staring at  a field full of tatos, corn, carrots, melons, mutfruit trees, etc (even more heavy sighing by me).
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	OK, I know there are a lot of limitations when developing a video game, and RPG's still need some structure, through a story with a beginning, middle, and ending.  It is the forced "Sole Survivor must rescue Shaun" part that yanks me out of the role play.
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	I can not change these "problems" with FO4. I would have to make a new video game from scratch... nope, not gonna happen. no skills in that area.
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	<em>All I can do is find ways to give myself more Role Play freedom within the confines of the game</em>.  Until now, I have used a multitude of mods by others to help me out, and that almost works.
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	But.... the majority of these mods<strong><u> do not provide any significant motivation for the PC</u></strong> to go off adventuring and abandon Shaun to his fate!
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	The underlined part above ... I think I can do something about that.  We will see.
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]]></description><guid isPermaLink="false">17022</guid><pubDate>Tue, 19 Jul 2022 15:23:09 +0000</pubDate></item><item><title>Mod Design Syle</title><link>https://www.loverslab.com/blogs/entry/17011-mod-design-syle/</link><description><![CDATA[<p>
	First, I need to get my general approach to creating a mod sorted out.
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	<u>1. My mod(s) will be focused on a single game change. This means:</u>
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	a. no feature creep.
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	b. no unrelated hidden features, such as changes to a characters faces.
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	<u>2. I will make every effort to keep it as simple as possible. This means:</u>
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	a. find the simplest method to accomplish my goal. If necessary, change what I am doing, even if I have to start over from scratch.
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	b. no additional requirements, such as other third party mods, specific female (or male) body mods, or outfits.  Exceptions: FO4SE and its' extensions, and official DLC.
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	3. <u>Most important of all, remain true to the mod concept.</u> Try not to get distracted with a cool idea, such as adding interior cells or creating a new drug, at least until the primary parts of the mod are complete. Remember rule 1.a.!!!
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]]></description><guid isPermaLink="false">17011</guid><pubDate>Mon, 18 Jul 2022 14:58:37 +0000</pubDate></item><item><title>My mod concept</title><link>https://www.loverslab.com/blogs/entry/16999-my-mod-concept/</link><description><![CDATA[<p>
	<img alt="Bramble.png.2a18bd985cb3f669da9de653dd444fd8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1487204" data-ratio="75.00" width="480" src="https://www.loverslab.com/uploads/monthly_2022_07/Bramble.png.2a18bd985cb3f669da9de653dd444fd8.png" />
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	Bramble, a DAZ Studio render by BDRagnorok.
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	<em><span style="font-size:18px;">LoversLab has all sorts of interesting adult quest mods, even the Nexus has a few well disguised mods. </span></em>
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	<em><span style="font-size:18px;">However, none of them provide any significant IMMERSIVE reasons for our favorite Sole Survivor to engage in the provided perversions.  Gotta  hunt down Shaun, you know.</span></em>
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	<em>I NEED REASONS!</em>
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	<em>Idea... the Vault 111 overseer decides he will help the post war commonwealth with repopulation, by creating a drug that "encourages" all wastelanders  to procreate as often as possible.  Unintended consequences occur, and his drug causes a lust epidemic, first in the vault, then all over the Commonwqealth.</em>
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	<em>more info from an earlier post</em>
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<div class="ipsSpoiler_contents">
	<p>
		I am making a simple mod that provides a reason for the pc to "go off the rails" with mods like "Boston Breeder",  "Nuka Ride", and others without any apparent reason. I want a reason! So my mod sets up the Vault 111 overseer as big perv that designs a drug to encourage females to bed anyone in the name of "re-Population". Plans go awry and his stash of drugs get dumped into the vault water supply, resulting in chaos.  my poor pc had to drink some water and...
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		<s>One of several changes to the pc is her physical attributes (against her will, and knowledge, think vanilla cbbe body to OMG! cbbe body) thus my question</s>
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		<em>The mod will not hook in to any other mod, it is just a text based mod, with a few added visual details for immersion..</em>
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]]></description><guid isPermaLink="false">16999</guid><pubDate>Sun, 17 Jul 2022 16:40:55 +0000</pubDate></item></channel></rss>
