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SkyAddiction

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About SkyAddiction

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  • Birthday 01/17/1978
  1. Devious Devices Framework Development/Beta

    While it's easy to dismiss people who use older mods, I do understand their position. If their favored mods never update, there exists the possibility they never will. All the more problematic if they didn't retain copies of DD2/3. Modding is never assured, and I suspect that's where much of the tension exists. One of the things I did over the past year was to abandon older mods that don't update at all or update very irregularly. It required quite a bit of time to re-customize my mods to get them to work the way I'd like, but in the end it was worth it. DD4 broke that, but none of my installed mods are on the "inactive" list, so I'm probably good going forward; can't say the same for a Submissive Lola user. I get why people are upset, but they need to keep perspective. Submissive Lola will likely be replaced by Devious Followers, and the same will apply to other DD mods. It's a function of time and "market" void. Eventually someone will make a mod if the demand is large enough, if only because one of the number waiting users gets tired of waiting and learns to do it his or herself.
  2. CreatorsLab - LoversLab Community Project Announcement

    I only became aware of this project about a month or so ago, but I have high hopes for it. While I do realize this is likely several years out (at least) in release, the very idea of a game built for modders by modders is exciting. While I wouldn't ever suggest completely ignoring the critics, I'd definitely say that as a group of modders, this team is uniquely qualified to understand what modders want in a game, and therefore far more likely to succeed. I've been looking into UE4 myself just for this, despite not having any experience in coding for the last near two decades. Better to be prepared for a release than left behind when I finally have the potential time to make some content... FYI: Kingdom Come is due in the next two weeks (Feb13th) and they've promised the same tools to modders they built the game with, so while that's CryEngine, it may very well prove instructive in melee combat systems. PS: I missed the early voting on genre. If it's post-apoc, I'm willing to help with story continuity. I've been slowly working on a novel that has a future setting which doesn't require handwavium or technobabble, and I'd be happy to provide any insight which I've learned to my benefit.
  3. Which Mod Manager Do You Use?

    That's a good point. For Skyrim at least, WB is still a staple for checking masters and building bashed patches. While I still find MO better for the heavy load order, WB is an essential tool I refuse to do without.
  4. Which Mod Manager Do You Use?

    I think people will tend toward three groups: those who have lighter load orders, those with heavy load orders, and mod creators. The first group will likely have learned through manual installs and can keep track of what mod does what in their head. They'll use NMM because it's clear to them how one mod affects another. The second group will have a mess of conflicts and issues they need a scalpel to navigate, and MO will help them do just that. While MO is the equivalent of breaking an egg with a sledgehammer, it's also unmatched in its ability to allow the user to fine-tune his or her mods. Not only can you readily see conflicts, you can resolve them with minimal effort or just uninstall an offending mod with a click. It's exceedingly useful to a user with hundreds of mods. The third group requires a stable editing environment, and NMM will provide that. If you're using the CK to build something, it requires significantly less effort if your base game has all the content required and doesn't need you to engage it through a third party program, which contributes to instability. Which mod manager is right for the player? The one which provides the greatest functionality for the required purpose. If you have hundreds of mods, learn MO. If you have dozens of mods, use NMM. If you want to make mods, use NMM. That said, if you're new to modding Beth games, use no manager at all. It's far better to learn how mods work and then to progress further with a management tool than to try to mod the hell out of your game from the beginning. That way you know what the various files do and what is likely to conflict with any given new thing. This allows you to spot problems before they become problems and fix them. Often, you can simply download the mod, open the archive, and look at the files to see where you might have a potential problem. Real world example: I recently bought FO4 because there was major discount and there are plenty of mods for it here, and the first thing I did was load it up on 200 or so mods (about 140 of them having actual plugins) because "I know what I'm doing because I did this with Skyrim." It should surprise no one that this didn't work, and I've spent the last month or so paring down the list and figuring out which conflicts were important and which were benign, all the while working through the entire desired list of toys. I tried NMM at first, but very quickly abandoned it because the mod list was far too large for NMM to handle and do what I needed. With MO, I'm about 3/4ths of the way through it, validating them one at a time. Use the appropriate tool for the job at hand, and no tool is objectively better than the others.
  5. Devious Devices Framework Development/Beta

    I think the argument surrounding DD4 difficulty settings is a bit overblown. On the easiest setting, getting out of devices is trivial when in possession of a key. I suspect there are a fair number of users who haven't, before this release, had to take the time to fine-tune the MCMs of their mod builds. DD was, after all, pretty much the same for several years. I strongly suspect what's happening here is precisely the product of what @bicobus and @Reesewow have already stated: modders leaned very heavily on the framework and built specifically for it. Now that the framework is moving forward (and it is moving forward given the obvious benefits the DD4 changes bring), it's the content mods that are putting pressure on the players. I also don't think there exists any real fix for this other than time. Some mods are abandoned. Some only receive updates once or twice a year. Regardless, I highly doubt, given the nature of modding itself, that there's going to be anything like a concerted effort to adapt older or less frequently maintained mods to the framework. People like Inte, DeepBlueFrog, Veladarius, and many others who actively maintain their mods will, but it's eventually going to be up to new talent to reinvent the wheel or take over older projects to advance compatibility and take advantage of the new features of DD4. tl/dr: It's the same old story - frameworks evolve, beloved creations become casualties, and new talent emerges to take over and rebuild. That's how modding works, has always worked, and will always work. Attacking the DD team is as unjustified as it is unfair; things change and evolve, and it's not their fault for trying to build a better system.
  6. Because I'm... scattered? I downloaded the file, looked through the folder, ran Bodyslide, took a look at the boots in NifSkope, then... "Oooh, shiny!" and I was off on something else before trying them out. NIO HH is completely separate from HDT HH, and superior. If you want the standard solution, I'll plug in the values and send you the boots, but you'll have to put them in the base mod as opposed to leaving them as Bodyslide generated objects. I don't know if that's a problem of any kind, but I can also do it with the original nifs if you give them to me. Its up to you. I can do it through Bodyslide too, but I've only done that once, so I can't guarantee it'll work.
  7. Ooooh... pretty! And UUNP too! NB: Screenshot Pad has NIO/RM as a requirement, suggesting it uses NIO wizardry to accomplish its object. Though I haven't gotten around to using your retex yet, I found you don't have the nifs for the boots in the base mod. Since they're generated by Bodyslide, I generated them and used those to add in NIO heels, though I don't yet know if my values are correct. If you want to add them in yourself, you can do it as suggested in this vid. It really is that easy, as in strict copy-catting the vid except for the transform value, which you'll have to mess with on your own if you don't know what it should be. A quick look in NifSkope says 3 or 4, maybe 5 at most. Speaking from experience, you want a just a touch of float since Skyrim ground surfaces are rarely flat - even rugs and floorboards add a little bit of height above base. There are two ways you can do it: 1. Using regular _0 and _1 nifs for the boots as shown in the video. You'd have to include them in the mod, not just let Bodyslide build them. 2. In Bodyslide, you can right-click the boots, select properties, and add the same data to the project that way. If you're reluctant to do it, I'm quite familiar with method #1, and I'm sure I can fit in the 2min required between the experiments and other shenanigans with makeup for character face-sculpting I've been conducting lately. I'd just need the boot nifs.
  8. Show Your Skyrim Counterpart III

    Love it. Soft features, pretty-but-not-bombshell, pretty realistic body choice.
  9. Do modders prefer sword&sorcery over sci-fi?

    I don't think it's anything like one setting being better than another, but more about world-building and ease of modding. You need a credible world to attract the players and a somewhat accessible system to attract the modders. Skyrim had both. The Beth Fallout games are significantly easier to mod than, say... Dead Island or some other comparable game, but they lack the grounded world that the ES series have built over the decade or so that the franchise has been truly mod-friendly. Do I even need to say anything else about modding? It's fairly obvious which titles are easier to mod, and Skyrim is on top just now. To put it another way, the ES games have a thorough backstory for world-building. Everything from the way the world was created to its history and the species that live in it is well fleshed out. That's attractive to anyone, and players like it whether they realize it or not. The Fallout series is absurd and over-the-top in many ways, not the least of which is its forever bleak and survivalist setting, none of which makes any sense. It's backstory is ridiculous, and it bleeds through into the game worlds that get created for it. Thus, you either like it or you don't, and it's certainly not newbie-friendly. Now, compare to Mass Effect. It's a brilliantly realized world with every bit as much depth as the ES games, and that's part of the popularity of the series, despite Bioware's ever-present One Annoying Feature problem which surfaces in every game they've ever made. World-building is important. The reason most sci-fi or post-apoc games lose out on players is their inability to create that all-important logical back-story. I'll use Fallout as an example: 1. So the general idea is the world gets turned into an irradiated desert after a general nuclear exchange, and most of the stories are centered on people coming out of the vaults 200 years or so after the end of the world. That would be fine, except you'd have to have about 1,000x the number of weapons detonated to get the result you get in the games. People sort of intuitively know this because we've set off hundreds over the last 60 years. The world would still be green. In fact, the world would actually be far more likely to be coming out of a mini-ice age. 2. Technology would vary from iron age to early industrial, except for what special groups would be taking out of the vaults. Again, people sort of intuitively know this. When industrial infrastructure just stops, how long before you run out of razor blades? Toothpaste? Antiseptics? How long can you keep your car running on scavenged fuel or batteries? How about tires or just rubber products in general? How long do buildings last if they're not built out of concrete? How many components exist in your basic toaster oven, and how long could you keep it running? How long would warehoused items remain usable until discovered if not maintained in a temperature-controlled and managed environment? Again, people intuitively know this even if they don't really think about it or can't articulate it. 3. Tied to point 2, scarcity compounds when there is no new supply. After 200 years, there'd be nothing left from the old world that hadn't been meticulously preserved. 4. The people who did manage to survive on the surface would've eventually built fortified communities, and those communities wouldn't look all that different from medieval to early industrial towns. Fallout settlements look like what you'd find 20 years after the bombs fell, but it's supposed to be 10 times that long after the end. 5. Tied to point 1, radiation would be elevated, but almost never deadly outside geological basins with poor drainage. There would also be no radscorpions, bloat flies, death claws, etc. Because the world wasn't really built to run in series as a franchise, the devs were able to put the cart before the horse. That works for one or two games and possibly some directly related spin-offs, but your world ends up full of hand-waving and outright inconsistencies which become glaring when you expand the setting and lore. That's inevitably going to turn away players because they're either going to feel alienated by those inconsistencies, or they don't at all care in which case they'll probably love it anyway. Thus: you're offering a love/hate relationship to a potential player. Fantasy has magic. Because magic by its very nature is fantasy, you get the automatic gate-keeping (players who don't like or don't tolerate magic won't even bother) and get to hand-wave a ton of things that post-apoc and sci-fi can't, or at least shouldn't. It's all about world-building, and there are precious few people who can manage that well. Again, look at Mass Effect. Whatever the gameplay, the series was astonishingly well built on top of a single conceit: exotic matter in the form of a single element.
  10. Happy Holidays to all our LL modders!

    Oh, I've got some NPCs coming your way... eventually. I'm up to about 10 or so. I've confirmed citrus heads work as stand-alone NPCs when facegen data exists, so it's a question of finding other assets that both work well and have equal free usage. If I can't pay back the others with assistance for all the work they've done, I can at least give you something.
  11. Here's to wishing a happy holidays to all our LL modders. Two years ago, I highly doubt I'd have ever thought I'd be playing Skyrim again. For a game and world all but saturated with themes of slavery, murder, kidnapping, rape, and general savagery, those are themes which were clearly glossed over for the release of the game, and all the ES titles that came before. And for good reason - such adult themes are hardly acceptable on the general market, and probably would've severely restricted sales. Fast-forward to now, and I can include things like Sexlab, the DD framework, SD+, and others. The concept of a properly themed ES title has more or less been realized by the modders here, and I can now play within a very dangerous world where truly bad things happen to people, just like the things you can read about in the various books within the game as well as the contextual hints provided within the world. It's an incredible achievement. I'm constantly impressed by the ability of the modders here to push the engine far past what its authors ever intended it to be used for, and while that alone is worth praise, I've never, in all the time I've spent as a gamer, been so wary of what I subject my character to, all within a solid and stable environment (if one is careful). I've never taken such good care of her, whoever she might be. If we're lacking anything, it's a continuously supported way to play male characters with the same caution, but that can't be laid at the feet of the modders here - they can only accomplish so much in their spare time. If you're reading this, consider giving a shout-out to your favorite modders for everything they've given you. This is an astonishing community with exceptionally talented people, and it's truly difficult to quantify their contributions to our game. And... it's all free! Special mention from myself to the DD team (yes, all of you. sorry I can't tag you as a group, so let your fellow modders know), @Kimy, @skyrimll, and @Blackbird Wanderer - I've been ever so slowly tearing apart your mods to see how you make things work, and I'm ever so slowly gaining an understanding of how Skyrim modding works. Hopefully over the coming year, I'll be able to use that to contribute my own work to the vast array of mods here.
  12. Oh, it's more clever than that. She handed out a Cursed Collar quest (pure compatibility patch), and everyone here is on a mission to find the devices (bugs). She'll provide the key (DCL update) when we've found all the devices. :silly_grin:
  13. Devious Captures

    You could tie into DCL's combat surrender...
  14. Devious Devices Framework Development/Beta

    Suggestion: Change the way bondage mittens work. I realize it's likely well past the point where this is something that can be included in the 4.0 release, but I have an idea. Currently, mittens are my Most Hated Device. Why? They're consistently repetitive and rarely worth keeping past console removal for their crippling effects. As is, they not only prevent combat, but they require the player to repeatedly juggle keys to even try to remove them. Pick up, pick up, pick up, pick up, pick up, pick up, pick up... Use key... drop key... pick up, pick up, pick up, pick up, pick up... key gone. Here's an idea: Provide a false struggle attempt. The results could be text-only and look something like this: 1. Key acquisition. a. "You carefully position your pack and push the key into your pack with your feet." (success) b. "Try as you might, you fail to push the key into your pack. You struggle for an indeterminate period to retain the key, finally getting it to rest on the flap of your pack. You're frustrated and a little tired. Maybe you should wait until you have a clearer head to attempt to use it?" (1-2 hour cool-down before attempting to unlock devices.) 2. Device Unlock. a. "You carefully insert the key and unlock the mittens. That was far less difficult that you thought it would be!" (success 'roll') b. "You attempt to insert the key for many minutes. Your failure is frustrating, and you're too disheartened to try again for a bit. In addition, you lose your key!" (struggle fail, PC locked out of all removal/struggle attempts for 1-2 hours, key removed.) c. "You carefully attempt to unlock the mittens, and you eventually succeed. You smile, knowing how difficult this particular feat is, but you're frustrated and on the verge of striking something due to the accumulated frustration." (mittens unlocked, other devices locked for removal for 1-2 hours.) I think that provides sufficient example for a better game-play means of dealing with mittens. Use it as you will... or not.
  15. I'd very likely just make a whole set of different characters , label them (Imperial 02, 50wt, Apachii[X]), then pack them up with a screenshot for each and let you decide which ones you want and which character they become. It's probably much easier to take a character, look through a list of screenshots, then have that moment where, "Yup, this is her." happens. That neatly sidesteps wasting work that you might not like or builds for characters that don't need to change while also providing you with the greatest flexibility of use. If I give you twenty and you find use for eleven, that's still eleven you didn't have before.
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