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Everything posted by lk74

  1. yes, im still thinking how I would do that... in a way that might be safer... but that would mean most stuff have to be cut out.
  2. pretty much yes. this prompted me to make some research, and after some reading... yeah. I am looking to recycle some of the previous stuff into a less 'offensive' work, but will have to learn a lot of new stuffs.... and sadly wont be related in any way to NG....
  3. need help. the mod is running, that I can confirm. Restless hunter exists on the map (but is locked). Slave Camps quest is on. using AIM to get a temporary camp token and using it works (placing and confirming camp placement) (using sqv on PHHSHStorage) the quest is enabled and running. but I cant get the MCM menu to show up. using setstage SKI_configmanagerinstance 1 does nothing. tested on a new save Prereq: - PAH Extended 8.0.2 with all addons SE - ZAZ 8.0+ CBBE HDT Rev3 --------------- I used resaver to check on data. Configmenu script has no data attached to it. other scripts from HSH has their data. and Configmenu is not in Ski_configbase array ----------- so, phhshstoragefunctions this script, despite having data set in .esp, does not have its values in-game so a lot of things attached to it stopped working (MCM requires phhshstoragefunctions, so PHSF failed (MCM also requires phhshmigrate, which require phhshstoragefunctions, so MigrateFunctions also failed... (Slave info spell also stopped working no idea where's the problem. --------- Re-enabled whole modlist. Run Loot. Made tweaks to enabled mods here and there... no idea why, but now it's fixed. always more to learn....
  4. ok. I should have made this realization much much earlier. Continual development of this mod probably will get me into big troubles. So this is the end of it still, was a fun learning experience but I sincerely apologize for giving all you guys false hope of a new update.... ----------------- I'll be updating this post for... related info ? Although I will not be able to release any of this, I'll still provide some update.... might be helpful for anyone that tries the same thing?? I'll provide more detail here since the goal is no longer teasing but provide info to those who might understand it. anyway. Update 1
  5. hmmm this is actually... really scary now that I think about it, I might end up the same...
  6. (speaking on top of my head) I think if the actor is alive then havok wont kick in. make a living copy of the player would allow clipping into the ground. but then the problem would be to 'make a idle animation with player head resting somewhere', and I do not know how to do this yet. as for scripts, I think there is an effect that deactivate collision on an object, so it will froze in place in time and cannot be interacted with. But I dont believe this script is helpful... I mean, the head must first be placed somewhere, then this script (if there exists) might freeze the whole setup. neck armor is doable, transparent body armor with a neck gap filled.
  7. make a copy of player, hide lower body and playidle to fake the head ?
  8. Hmmm... interesting idea. Definitely possible (and requested by more than one ppl), with a few caveats. 1. making standalone assets would mean make an individual plugin for the designated NPC. could be made for few requested NPCs, but that's about the extent of it. 2. the individual part models in NG is ... kinda bad. most likely player won't be able to recognize the body shape of the npc from the parts (could make them individually, but not me. 3. I have yet to look into quests, and so currently I dont even have an idea about how can I manually place a NPC in a designated location. But the idea is good. Funnily enough, currently I was taking breaks (by that I mean modding Darkest Dungeon) and was making something similar in it, sending heroes to slaughterhouse for gold and trinkets. Unfortunately, DD's modding limitation is ...saddening, so I couldnt accomplish much.
  9. I dont think this is possible. take decap head part might be possible with a LOT of workaround (replicate npc, hide body, set pose, add placeholder item in inventory) but I certainly cant do it due to lack of knowledge. equipping is definitely a no. not in 2021, prob not in 2022. unless nioverride can make miracle and I just didnt know much about it...
  10. A progress update : no progress at all. long story short, I want to have a little break, so I first got PF:WOTR, then got a copy of Darkest Dungeon (was on sale), then dabbled in DD modding for the past few days. mod im making has same theme with NG, but due to DD limitations... damn. making DD mods seriously made me appreciate how much freedom Creation Kit provides. Sorry Todd i wronged you. Skyrim GOTY. It just works. jokes aside, probably wont be making much progress for the following month. There's Undertale EP2, then there's Outer Wilds. Work will continue after im done with these
  11. May i get a link for the guro version too ? thanks in advance.
  12. Update. Scripts for modular cuts are finally done. in the OG scripts, there is a bug with equipment not equipping properly. I implemented a fix without knowing what exactly caused it. I now have a better grasp at things (after a whole day getting f**ked by multithreading) Now there is a menu prompt for anyone that wants to customize the cuts, and (to be extra safe) it takes 1.5 second to get everything right. Im now proceeding to isolate the cutting scripts from the cutting ui, and implement some custom preset feature for the cuts. and also modify the cutting ui scripts to also work as a preset editor. Some screenshots of current state. ------- Update Preset system is mostly done. in the cutting UI its now possible to save all current setting to 1 of 5 presets, and using a eligible weapon to cut a target will immediately pull data from saved presets instead of having to manually adjust every single option. I have 3 presets already made, slim normal plump (according to OG namira's goat models) Now I'll move onto MCM part, making a menu to allow easier management of the presets. ------ Update Preset Editor is done. Now, back to... hmmm... uh.... Im still hesitating on how to implement meat drop mechanics. On one hand, I would like player to get the parts 'that were cut off' But if I implement it like this, then most players would cut all parts due to wanting to get the optimum output. Then there would be no variety at all. On the other hand, I could make bodies drop all parts regardless of how it was cutted, but then it'll most likely just add clutters... and no one likes that. Hmmmmm.... headache. nvm i'll just make both of them. kinda lost on what to do next. guess it's time to take a few days of break.
  13. Progress update. So, the base body is done. Tested it in game, work as intended. Works with BS, works with tattoo and everything. Only caveat is it takes most of body slots so anyone wants to use the new body must be stripped clean (and I mean clean, no Devious Devices.) slot 52 is of course not occupied. dont want to conflict with those SOS pubes... ...but I now set the thing to only equip on dead actors, and last time I checked, DD don't hard-lock on dead actors so should be fine. Now I'll move onto making slides for the cuts. --------- Aug 31 Cuts are done. here's a preview. All parts are modular. Basically now I can replicate the old slim/normal/plump at will. Of course the rib bones scaling is kinda weird. I did my best. Should also add some blood splatter on skin, but it's out of my capability right now. Moving onto scripts. Equipping items should be easy. But UI isnt. And I also planned to rewrite MCM. And I plan to delve a bit deeper into skeleton, quite unsatisfied with the scatter limb parts' physic. As such, the "color matching limb parts" feature I mentionned before will need to get a rework. In the current state I can only add hand/foot bit, larger bits will not work with skeleton physics. hmm... on a second thought I'll probably use the existing skeleton, and if I later find the needed knowledge I'll come back to it. One thing I've been holding off is to verify if all useless data (especially spawned dummy actors) gets cleaned up. that might take an extra few days.
  14. SOS Female Pubic Hairs colored for NPCs - BHUNP Bodyslide addon View File An addon for SOS Female Pubic Hairs colored for NPCs This file contains bodyslide files for those pubes. Built them in BS, they will replace the ones offered by said mod. After running bodyslide this addon can be disabled. The two screenshots are on Aruru6Duck max and min. Submitter lk74 Submitted 08/29/2021 Category Adult Mods Requires SOS Female Pubic Hairs colored for NPCs Regular Edition Compatible No  
  15. Version 1.0.0


    An addon for SOS Female Pubic Hairs colored for NPCs This file contains bodyslide files for those pubes. Built them in BS, they will replace the ones offered by said mod. After running bodyslide this addon can be disabled. The two screenshots are on Aruru6Duck max and min.
  16. hmmm, interesting. I didn't thought about wenches mod at all. last time I tried to install it ( about 3 month ago? ) I gave up due to having some problem with its body shape... hmmm... but back then I may not have my brain online. (after reinstalling the mods) ok, yuriana wench doesnt work, she got cbbe body. but immersive wenches does work. hmmm. that's good to know. Sadly I wont be considering a LE version anytime soon. I dont use LE, and there's more I want to do beside this remake. But a LE port is definitely possible, someone could port this so long as he knows how to convert nif back into LE format. all my scripts should be fine, if the prereq (PO3 papyrus extender, SKYUI LIB) still works the same way. ------------ Also, progress update. Finally. Partitioning still works. Thank god I could merge verticles in OutfitStudio otherwise I'm so fucked. Since the NG assets are quite low-poly, I thought it would be really hard to make it fit the higher-poly BHUNP body without touching BHUNP's verticle positions.... but back then I didn't know knife project exists.... IT JUST WORKS. OK knife project is a bad bad idea. the edges are too rough. should opt for manual cutting since the beginning.
  17. Another status update. Getting tattoo to work is... very easy. But for it and the 'modular equipment' idea to work together, that wasn't so easy. Almost lost my mind yesterday trying to make it. Anyway here's a proof of concept. It is doable, yes, but much complex than I originally anticipated. Doing skin partitioning in this way would require much more thought put into it than the old ways.... But it's doable. And I will be keep doing this. And this method actually requires less computer resouce than I anticipated. That's a good sign !
  18. yes indeed, for my case it was SOS. In the end I edited the esp of this mod to get equipment for every slot from 52 to 60 to solve it. Thanks for the info !
  19. A small status update. By now the whole system is getting reworks. Most importantly, the system was changed from OG's activemagiceffect-based system to a quest alias based system. special thanks for CorruptGenie's Harvesting Human, BakaFactory's FHU, and Nether's Follower Framework. More script, less esp edit. More formlist, less esp edit. But for players its another story ! Now, instead of having to use THE KNIFE, the system has been changed to this: - you need to obtain modded perks in order to gain access to NG's features. - these perks can be obtained by : progressing Taste of Death till Verelus is sacrificed or use MCM to get everything immediately. (Im also thinking to add a quest trigger, allowing player to get these perks as soon as they met eola in Hall of the Dead...) - having these perks + equipping and drawing an eligible weapon will trigger NG's features (either direct attack like before, or interact with target to display a more detailed UI). - Any weapon can be added into this list (I was running test with an iron dagger ) I will add a button in MCM to make it really easy in the end SKYUI LIB is enough for my need. shouldnt have bothered with UIEXTENSION's listmenu at all. now I just need to make a ton of body models to make use of the new system... tbh I'm no artist, I cant draw a straight line. no way I could imagine and craft new models, especially since they are empty.. I just cant thank Pickle_Juice enough for his amazing modder's resource. somehow he put a skeleton inside uunp and have it taking a feminine structure...wow. and he also packed some internal organs resource. wow. ...they might not serve much down the line, but at least with a more 'concrete' visual I can have more ideas... also go check out idynaloak's Prolapsed Uterus. amazing. breathtaking. I can always use some more hentai. ------------- Status update 16 Aug I'll put the 'progress' in spoiler territory --------- Status Update 18 aug took a 2 days pause (but still wasted all my times rebuilding every clothes in my modlist...damn I still couldnt solve the tattoo problem. What I could do (and I did) was isolate hand and feet. Now face tattoo, hand tattoo and feet tattoo will work. Body tattoo sadly wont. as for the reason... I suppose it was nioverride specifically target slot 32 for body, slot 33 for hand and slot 37 for feet. I could isolate hand and feet, but I must separate body into pieces for the new system to work. I could delve into nioverride's code and find ways to implement tattoo on each bodypart, but... that's gonna be a low priority one. For now I just put a blank ref shape in slot 32 to disable body tattoo effect. no im not gonna let this slide. ---------- Think im rapidly losing my mind.
  20. nice work ! I equip it on bhunp body and it still fits fine. oh the physics ! but I have some other problem with slot 52, unrelated to this mod though. (somehow slot 32 clothing are also taking slot 52, guess some clothing were ported badly) so I might need to change it someday...
  21. Don't worry, in the next version release there will ALSO be a button in MCM menu to skip quest and get to the point
  22. It's fine on my side... might be LL server problem. Try again later ?
  23. Unfortunately there's no mention of males. I will refrain from judging why this is the case... but what I could say is they probably only have one people working on lore and in-game text, but no script, no 3D artist... the old crew probably moved on from the mod. They didn't mind sticking with the original idea... that is, having a kid (with TKAA npc records) sell you the knife. My guess would be they have other priorities, and no one is working atm ...... but I don't want to get myself into that mess at all. I think I should have the quest part done by now, but I only tested it once and it was a while ago. After the initial testing, I made a toggle in MCM to skip the whole quest and get me the knife (lazy me) And having a quest is kinda advantageous ? I could distribute things and run scripts at certain quest stage, this the merchant selling knife could not achieve (or it could... selling item that run scripts on inventorychange... but I hate this method) As for the translation, I don't know really. I kinda want to just remove all those limb parts. My idea is that, before, you cut someone and they drop premade limb parts (as food, can be picked up). but these have fixed skin color. Now (what I'm currently working on) you cut someone, they drop limb parts, these parts will conform to target skin, but since they are clutter they cannot be picked up. And then, I could add racial meat into target inventory, and simplify all recipes to just use racial meat. .... but I guess people also want the feeling of 'eating a bodypart' instead of 'eating generic meat' guess in the end I'll just make these functions, then make a toggle in MCM and let ppl pick what they want.... ------------- Status update Aug 14 By now I've rearranged all OG models file structures. Next step is rewriting knife script. By now I know enough of how this all works. I also changed the way of interaction. I intend to let player be able to interact with corpse similar to how they could interact/feed with Namira's Ring. This part is already nailed. Now player equip the special knife, draw the weapon, then the special interaction prompt would appear on eligible corpses. I intend to keep 2 ways of interaction : - 1, player interact with corpse, then in a menu choose which cut player would like to see, then apply changes. - 2, player use knife to attack corpse, then corpse would get immediately cutted with setting pulled from a previously saved configuration. (might not be limited to the knife... I'm also thinking adding unarmed strikes or claw attacks... but seeing how many weapons there are, I might need to ... hmmm... make a list of eligible weapons and let player register ? after all, in the current implementation the detection/cutting script dont need to be attached to a specific object at all.) I was stuck at how I could communicate data between scripts. A days later I found out how. Now I'm stuck at making UI. Might take me a day or two. When UI is done, next will be managing quest scripts and internal data storage. then external json storage for mod configurations. Then it's... ugh, back to modeling I guess. After all, modeling is the real bulk of the work... ---- Ok, ListMenu seems a bad idea... but its too late. Im already in it and I dont want to use messagebox. But then I realize I dont really need ListMenu....
  24. the esp file should be put inside data folder though... I wonders too why the mod wasnt working, then I saw it...
  25. a small status update. I finally established contact with the OG chinese mod team (hmmm it sounds like I was making first contact with alien...) anyway... for the following days (maximum 3 days) I will make them a SE port of their working version, and fix as much bug as possible. don't worry, their working version mostly just add flavour texts to limb parts (these flavor texts I can assure you I'm incapable of translating them.... so you guys are not missing anything major. after this (i mean their SE port), I will continue my work of rewriting all scripts in the SE version. they (chinese team) also intend to move on to SE and so I wont be splitting my workload between the two. Nothing and no one is gonna stop me from compacting formIDs Interestingly, they mentionned a few bugs in the mod that I wasnt aware of. The most important one (in my eyes at least) was that this mod creates a lot of save bloat. I know it could, but I ignored it prior to this day, because I had no idea how to fix it... Now that someone told me it's bad I'll try to find the source of the problem and try to fix it... or at least, offer a way to circumvent the problem. and I will also mention here a few features that they (chinese team) intend to implement. but since these are not bugs they will be placed at the tail end of my todo list. anyway, back to testing... let's hope the save bloat was caused by object references... cuz if its not then I'll have to disable all bodypart drops and see if this fixes things.... will add follow-up once I get results later today. hmmm... sadly there is no precise way for me to mesure the save bloat, I'm already running a heavy modded game and ... yeah. what I could and will do is clean up my script and add feature to disable item drops in case that's problematic. ---- that SE port mentioned above is done. if there's no bug reports then work will resume tomorrow. And as I was inspecting the OG code I finally realized how the original code tried to implement beheading... so...basically... og author had a knife with scripts monitoring every heavy attack with that knife, and for some reason he slowed down weapon attack animation.... then, every attack will call for a animation event forcing a beheading execution animation.... anyway I think this is how it worked, one part I wasnt sure about was the identity of actor and target for these spells. This might be useful down the line ? Now my mind is occupied by how do I implement a procedural cutting .... probably need to look into how Namira's Ring triggered that eating script, then put it into a specific object, then look into SKYUI... I think I should look into quest scripts for procedural cutting... I do not have a grasp on quest scripts yet. there's more to explore here. huh....
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