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[AAF] RSE II: Framework Resources ESM (01/10/20)


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RSE2.jpg.da79de4ef9113dab69af393507d74b77.jpg

 

RSE II - Resources ESM v0.9

 

The RSE II Resources ESM is now ready for players to download and install! It is *required* for any RSE II official mods!

 

The purpose of the framework is to give mod authors a common resource pool to ensure all mods on LL function together as best as possible, without function bleedover. I was aiming on releasing it for the RSE 2 ecosystem, but it is open to all mods, as a means to unifying them in a way that prevents cross-mod function conflicts and/or bugs, and also allows them to communicate via basic variables.

 

At this time, this version of the resources ESM contains a few items:

  • RSEII contains a faction that is flagged as ALLY to itself, so that you can pacify ANYONE, immediately, just like in CSA.
  • RSEII contains keywords that block approaches, block nudity check, flag if the player is engaged in a function you don't want to interrupt.
  • RSEII contains global variables to govern the karma system.
  • RSEII contains a well-documented script for the karma system functions (with source code!)
  • RSEII contains a handful of commonly used idles, such as surrenders, hostage, bondage, bathroom, clapping, pointing, whistling, etc.
  • RSEII contains sound effects for whistling, bathroom and being sick.
  • RSEII contains a vomit triggering function, replete with my vomit .NIF file.
  • RSEII will soon have a fully functional bathroom trigger function, gender appropriate, with effects and fluids/deposits.
  • RSEII will feature methods in their function calls to allow or disallow items you do not wish to use in said function.
  • IE: If you dont want to see poop or pee, you will be able to flag the resource ESM to not use it.
  • IE: If you dont want the player to see notifications when they receive karma points, just send flags across the call to block that from happening.
  • RSEII can now draw upon Devious Devices and Real Handcuffs if they are found to be installed, with no dependencies!
  • IE: The Resources will work whether the mods are installed or not, and if they are, any mod can call upon their functions!

Bondage Animations are courtesy of @Gray User, who kindly allows anyone to use his animations with due credit given.

Real Handcuffs function code kindly provided by @EgoBallistic.

 

The karma system is in place, however the bathroom and illness functions have been removed while I work on them for the next release.

 

Of key interest to mod authors will be the PlayerIsInScene keyword which you can add to the player to indicate your mod has functional control and to use it as a check to ensure no other mod has control when you try to do something. There is also a pacification faction that can be used, that is self-allied, should you wish to pacify everyone on the screen at the same time via ref and collection aliases.

 

Again, pre-official release, more an insight than anything - for mod authors - to see the potential of unifying, at the least, keyword usage to block mod function conflicts.

 

Later, once I fully flesh it out, it will form the basis for all RSE II mods (and any mods made by people other than myself that choose to use the resources framework).

 

And last, but certainly not least, yes... RSE II is cumming.

 

Available Mods That Use RSE II's ESM:

 

Requirements:

 

A functioning install of AAF.

 

MCM -> https://www.nexusmods.com/fallout4/mods/21497

 

 

Legal:

 

All assets are to remain intact with the resources esm. You may not take any part of it, in whole or in part, to use in your own mods without express permission. Trust, I know my code, function flow and my assets - if you use it without asking, I'll know and it wont be good for you. The resources pack is made to be used in whole, not for you to rip apart and coopt components of it for your own uses. The resources esm may not be altered or redistributed. Lovers Lab is the only site that has permission to host the file and does so under my own user account.


What's New in Version 01/16/2020 08:12 AM

Released

v1.0 - Adds Crime And Punishment compliance by making jailing functions compatible between the two mods.

v0.9 - Forward looking update that adds extra keywords for functions in future RSE II mods.

v0.8b - Maintenance update that fixes the Auto-Update recurrence.

v0.8 - Bug fixes and modifications to the imprisonment scripting. Your experience will be best with this version installed.

v0.7b - Adds blocking mechanism to jail undressing to prevent DD collors from being removed to prevent issues with Raider Pet mod.

v0.7 - Adds abduction variables and Diamond City jail, as a common resource.

v0.5b - Corrects mislabled SOUND folder in archive.

v0.5 - Adds Real Handcuffs and Devious Devices as ZERO-dependency integrated functions within the Resources for RSE II.

v0.4 - Update to add Power Armor checks (get out of / get back into) for Washroom Needs API. Also adds some keywords needed for the upcoming CSA mod.

v0.3 - Maintenance update in preparation for player usage with upcoming Official RSE II Mods.



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