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Found 47 results

  1. Hey so I'm making a mod that adds effects based on the number of times the player has played anims with specific creatures. Eg. 100 times with wolf -> wolves are non-hostile. Stuff like that. I'm having trouble with this very basic script: Scriptname creexscript extends Quest sexlabframework property SexLab auto ;globalvariable property Tracker auto actor property Player auto Event OnInit() Debug.Notification("Eventinit worked") self.RegisterForModEvent("AnimationEnd", "CreatureExperience") EndEvent function InitQuest() Debug.Notification("initquest worked") self.RegisterForModEvent("AnimationEnd", "CreatureExperience") endFunction Function CreatureExperience(String eventName, string argString, Float argNum, form sender) Debug.Notification("Creexwascalled") sslthreadcontroller controller = SexLab.HookController(argString) sslbaseanimation creanim = SexLab.HookAnimation(argString) if controller.hasPlayer == true if creanim.HasTag("Dog") Debug.Notification("You have learned something new about this creature") else Debug.Notification("You have not learned something new about this creature") endIf endIf EndFunction I know I shouldn't have two initialisers, but I'm getting to run anyway. So, I can get "creexwascalled", but nothing after that. Unless I remove if controller.hasplayer == true, then I can get to you have NOT....etc. I am testing it with a dog, with one of the default anims that sexlab tells me is tagged "Dog" Any help appreciated!
  2. Does anyone know if weightmorphs (https://www.nexusmods.com/skyrim/mods/70243/) has been patched to work with NPCs? The mod author says he sees no point in applying weight morphs to NPCs and won't do it. I and a number of other people use mods where NPCs do eat and drink, and it would be fun to see followers with the effect applied. I made it as far as porting in the changes for Devourment to the latest version, but don't know how to convert the mod to apply the effect to NPCs and not just the player. So guidance, tips, etc. would be greatly appreciated, assuming someone hasn't already done this.
  3. Things in the Dark could have been one of the greatest LL quest mods ever. Unfortunately, it has a lot of bugs. The "modified" version fixes some of them, making it sort of playable. Almost every quest in TitD is a broken progression blocker. Why does TitD have so many bugs? Why does Delzaron consistently make mods that have so many faulty quests? To be fair to Delzaron, he's not the only modder with this problem, he's just the most prolific. I could name a few other authors, with buggy mods, who script their quests in exactly the same way. When trying to patch up my TitD so I could play through it some more, I started to see various common recurring problems, with how the quests were set up. I think TitD serves as a "how not to" guide on writing quests, and there are some cautionary lessons to be learned from it. Most broken quests involved a simple mistake or typo, or some non-updated value, but those mistakes all have a common root cause: unnecessary complexity. The quests are not cookies, they are snowflakes, and this massively expands the effort required to write and test them, to the point where it is impossible. Because it was effectively impossible, Delzaron failed. How can we ensure that quest development remains in the realm of possible, or better still easy? Rather than hard, or impossible? As mentioned above, the complexity and hardness comes from a few oft-repeated mistakes. As these common mistakes are so well established, and known to be flaws in so many mods, you'd think that we'd stop seeing them. Skyrim quests aren't written in a world of automated testing and extensive QA, and they can not easily be continuously updated without upsetting players with running games. Mods get periodic releases, and those releases should be as robust as possible to avoid player angst; quest logic should be as defensive as possible. If it allows the player to cheat, it's better than a quest that easily becomes blocked. When you do multiple bad things, you compound the player's pain. When you do multiple good things, you reduce the risk of your mod breaking, even if you make a mistake somewhere else. The following practices combine together to help stop the root cause of numerous quest bugs that have a common form. 1) Quest stages should be self contained What I mean by this, is if you do "setstage" on a quest, the quest should be set completely in the correct state. It shouldn't be possible to run setstage and have the quest go into an inconsistent or broken state. For example, some player dialog becomes available at stage 50, if you have collected 10 mushrooms. Choosing that dialog runs a fragment that sets another NPC's faction, sets that NPC's location, and puts a key in their inventory. Then it sets quest stage to 60. What's wrong with this? The problem is that if you want to test this quest, you cannot simply set the stage to 60, because the NPC won't be set up properly. If this quest breaks, you cannot simply set the stage to 60, because, again, the NPC won't be set up properly. How it should have worked is quite simple: the dialog fragment should have done ONE thing, set the quest stage to 60. Then, the trigger script for stage 60 should have set up the NPC's faction, location and inventory. In this case, you can test stage 60 of the quest without any additional preparation, the stage is "self contained". Following this rule avoids so many problems. The bad pattern occurs when the logic to set up the quest stage is hidden away somewhere in a different stage. This is not good modularity or encapsulation. Quest stages are a developer tool to help organize work, but many modders use them with no clear objective in mind, just because they think they should 2) Quest stages should serve a clear purpose If you have quest stages that exist without objectives, alarm bells should probably go off. Why does that stage exist? What state is it representing? In most cases, a quest stage should have a matching quest objective that the player can see, and the stage advances when that objective is met. Such quests are easy to understand as a player, or developer, and are easy to test. The worst example of this is ping-pong quests that bounce quest stage updates between multiple quests, where none of the stages were strictly necessary, and served only to update a stage on a foreign quest that itself serves no purpose at all but to update back to the previous quest. Multiple quests become entangled for no reason. However, there are legitimate reasons to have a stage with no objectives, particularly if the goal is to sequence events in a simple way. A classic example of event sequencing is the multi-step dialog. The modder uses quest stages (without objectives) to make the player have a conversation with an NPC in a certain order. Each time the player addresses the correct topic, and gets down to the right branch, the quest steps forward, unlocking the next topic and disabling the old one. This is a reasonable way to turn the dialogs on and off, because it's easy to set the quest stage to test the dialogs, and the fragments that advance the dialog stages are simple owning-quest setstage calls. Additionally, testing a quest stage in a condition is quite efficient. This pattern is broken when the modder does strange, random things: The progression of stages is erratically numbered, or jumps back and forth between dialog on different quests in a way that makes following it in the CK extremely tiresome. The stages actually go down as well as up. Very confusing. The stages intermix variant ways to control the quest, sometimes stage number, sometimes a variable. 3) Dialog conditions that involve == on anything but a quest stage are fragile The rider to this is: counter values can advance unpredictably. The corollary of this is that dialog conditions that use == on a quest stage are a good thing, but on counters that go up, probably bad, and on values that take on non-integral values, disastrous. How many mods have you played where you collected one flower too many and the quest become impossible to finish? Jobs of Skyrim, I'm looking at you! Things in the Dark has the same problem. Press the button that advances your slave ranking, and you'll skip past ranking 8, never hit the magic slave-ranking value in the dialog conditions and never be able to transition from Daithe to Hashep. Worse, you can't just setstage to start the Hashep quest-line because this quest violates rule (1) above. The solution to most of these counter bugs is to test >= instead of ==, then if something unexpected happens, your quest can still progress. And by always using a dialog condition with a stage check that asserts the correct stage, the game won't end up polluted with dialogs that should have gone away because they'd done their job. Counter values are particularly unreliable in Skyrim, due to threading, and slow Papyrus, and the player's ability to mess things around, you are asking for trouble when you expect counters to take on exact values. You never know whether you will see every counter value that is set, sometimes you might miss several. If you test for 20 petals, the odds of the player being able to get 22 before your check runs are decent. Just because you never see that case in testing doesn't mean it can't happen. But if the player has to go through a certain dialog to advance the quest, and that dialog only shows up for the exact stage that needs it, that's a good thing, stick to that pattern. 4) Use a coherent numbering scheme and keep stages ordered When quest stages are numbered 0, 10, 20, 50, 53, 54, 55, 67, 90, 100, and three of those stages are not even used, it's harder to work on that quest and keep it aligned with other quests and dialog conditions than if it used sensible numbering. It's even worse if a quest's stage numbers differ wildly from its objective numbers. In the cleanest case, objectives and stages have the same numbering, so you don't have to flip back and forth between stages and objectives to figure out what is being done. There is no reason not to start with quest stages rising in 100s. This allows you to use a pattern of steps of 5 for cases where you are doing simple dialog sequencing. Then, when you see a value other than a round hundred, you immediately know it's dialog sequencing. Of course, sometimes you need to add a stage to an established quest, but this really should be a last resort. Using steps of 100 makes this a lot less likely to run into a blockage though. In such cases, you should still strive to always keep objective numbers lined up with quest stages - there's no reason not to do that and not doing it can be enormously confusing. 5) NPCs can move - cope with it Things in the Dark, and Deadly Pleasures are frequently upset by an NPC being in the wrong place. NPCs walk off and start doing odd things, but the quest demands them to be in a certain room or near a certain marker. In some cases, TitD ports Frabbi out of the city, totally blocking your progression - it's not really what I'm talking about here though - the most obvious issue is NPCs that you have a talk objective with, who will not talk. That said, all kinds of misplaced NPC issue should be considered. Assumptions that NPCs will be where you expect are highly likely to be wrong - unless you have immediate (short term) measures to get them in place. If the PC needs to talk to a certain NPC, don't constrain that conversation to only taking place in a specific location. Constrain it by quest stage. That is enough. It will be easier to test, and work better for the player. Unless you have a really good reason, and proper mechanics around it, stopping the player from having a conversation just because they're in the wrong room is infuriating, and leads to player confusion again and again. They have no idea why they can't progress the quest, and why the dialog is missing. They have a quest objective to talk to NPC X, but NPC X has nothing to say! Avoid that pattern. It's a cause of woe. When dealing with mods like AI Overhaul, NPCs will walk off to all kinds of odd places. If an NPC must stay put, you need a special "priority 100" quest and AI package to lock them in place. Even that may not be enough. You may need a way for the PC to summon the NPC "in game". For example, if your quest requires Frabbi to be in the ruined dwemer pumping station, then port her there at the stage start. But if the player enters the station, check to see if Frabbi is there. If she is not there, port Frabbi outside the (only) exit of the pumping station, so when the frustrated player leaves, he bumps right into Frabbi and can have the conversation. Another thing that follows from this is quest markers - if the goal is an NPC, make sure the NPC is the target, not the location that they may not be at. In DP you can arrive at the quest location, but nine times out of ten, the NPC isn't there. As you don't know who you have to speak to, there's no easy workaround. 6) Scenes are your friend - don't make them an enemy Slaverun has a mechanism for using scenes that allowed Kenjoka to write massive amounts of story content without much in the way of bugs. In comparison, TitD has a small amount of story, and it fails to advance it correctly at almost every single step. Why did Kenjoka have no problems with this issue in Slaverun Reloaded, but Delzaron hits an iceberg on almost every single quest in Things in the Dark? It's not because one of them is simply a genius who keeps it all straight in his head, it's because Slaverun has a high-level system for triggering scenes, and that system is used over and over again to run the story content. This allows the story content to be tested simply by triggering those scenes at the high level. In contrast, every story segment in TitD and DP is a hand-crafted snowflake, built out of quest stages, gated dialog, forcegreets, and AI behaviors. Anything that uses Skyrim AI is inherently fragile. It's mostly fine when you have it working right, but only mostly, and it's hard to get right in the first place. AI sometimes fails for no obvious reason, and the CK mechanism for editing it is extremely fragile. Edit working AI, change nothing, and it suddenly stops and will never run again. At all. As for sharing AI ... it's hazardous. Scenes require no AI behaviors. All you have to do is ensure the participants are present, then start the scene. If the scene has the PC in it, you probably have to move the camera to a dummy and lock their controls while it's running. If you have a scene management system you only need to write that code once. Where scenes go wrong (and alas, Devious Followers is the archetype for this) is when they bind scripting into the scene stages, ad-hoc, possibly even advancing various quests as they go. This is terribly hard to maintain, because you have to know exactly which scene steps have script buried inside them. There are so many places you can hide a script away in a scene. For example, on the dialog lines instead of on the stage that fires them. There is too much freedom, and if you abuse it, you'll never untangle the mess that results. If you're going to run a script on a scene, stick to one script, run at the finish. At most two (one at the start, and one at the finish). You should need very special reasons to run scripting mid scene, and if you do, it shouldn't advance quests or make changes to internal state that advance quests, it should be purely to help the NPCs "act" during the scene. 7) SexLab can fail Don't assume that a SexLab scene will start and run to completion just because you try to start it. If your quest progression is controlled by an animation end handler for SexLab, one missing animation blocks your quest. This is a very simple mistake, and it's simple to fix. Never advance quests (directly) based on a SexLab animation end. If you want to run a pre-defined SexLab scene - create a high-level manager to ensure that shared logic for SexLab scenes is written once and tested many times, not different and unique for each use case. Design the high-level manager so it ensures all participants are present before trying to start the scene, starts the expected scene, and returns, or raises a mod event on animation end. If you know the animation failed to start, handle that immediately in the manager (spit out a Debug.Notify and act as if it ran). In the event of no animation end, use a timeout to catch it. No matter what goes wrong, when the manager determines the scene ended cleanly, or didn't start, or crashed, the caller can safely advance the quest. If there's a debug notification that the player can see in the event the scene doesn't run properly, all the better. If the manager crashes and takes down the control flow, you're still hosed. You can defend against this, but it adds complexity. A high-level scene manager that ensures participant presence solves a lot of problems. I'd rather have an NPC appear from nowhere for a scene, than the entire quest sequence block forever because they weren't in the right place at the magic moment. In most cases, a well written manager will not crash, even with missing animations - that should be a tested case. Deadly Pleasures requires the player to have a special "Patreon contributors only" animation pack. It says it works with the free version, but that's not true at all. Because it doesn't handle missing animations well, and because using the free animation pack leads to many missing animations, this results in broken quest progression on numerous occasions. I would suggest that this is not a good development pattern, unless you want players to start avoiding your mods due to a consistent expectation of nothing but broken quests. 8 ) Branching within Quests Skyrim quests, as designed by Bethesda, are not really intended to support branching within a quest. If you look at vanilla quests, they rarely introduce optional content. If they do it's usually a stage you can progress by either method (a), or method (b), or a stage with an optional step (c). Most quests progress with simple AND conditions. If you meet all the requirements, you go on to the next major stage. The flow of vanilla quests is typically sequential, (often) with no stages skipped, and stages only advancing. Some quests let you skip a stage here or there, or provide a basic OR in how you can progress. When they want to start a genuine branch, they usually launch a new quest to do it. The quest system is designed to support this model, and becomes awkward if used for other models. Quest stages can only get set to higher values. Stages have a concept of completion. Code is run on stage start, and on completion do nothing other than a SetStage(). Usually, new stages clean up the objectives of old ones. It's quite simplistic. While we have a function that is run on stage entry, there is no equivalent for stage exit (which is a serious flaw, and is probably why so many sloppily made quests don't clean-up objectives properly). There's an interesting bug/feature here ... if you SetStage to a LOWER stage number, the set will not change the stage, but the stage entry script will still execute! This can lead to modder confusion. You can definitely create more sophisticated logic, but Skyrim does nothing special to help you. Quests are designed to work the simple way I suggest above, and that's it. That is how the journal objective system is designed to work: do steps, in order, finish quest, success, get reward. There aren't many branches in Skyrim vanilla. There are some exclusive choices, but they're usually done by starting two quests and failing one of them when you finish the other. Civil War does this for Storm Cloaks vs Imperials vs Broker Peace. Using that model, it can launch a new quest any time, and have that quest shut-down competing branches. If you want to make vanilla-style quests, you should design like this. It's not a huge benefit, but it's a benefit. The alternative is that you have to write a quest system of your own in script. Misapprehension of this pattern leads to Delzaron coming unstuck sometimes, but most of his quests are linear and fit this model perfectly. Fish seems to "get" it, but still gets sloppy with objective clean-up. Sex Slaves permits branching, so it launches "competing" quests, but you can't complete them all successfully. While you can build multiple paths into a single quest, it's not really the intended pattern and it makes objective clean-up harder; there are ways to be rigorous about it, but Beth just don't bother; it's probably easier and cleaner to make a new quest. e.g. 10 Learn you must find the maguffin 20 Magguffin found - sets objectives "give maguffin to a Ulfric or Balgruuf" 30 Maguffin given to Balgruuf - start new quest Balgruuf's Maguffin 40 Maguffin given to Ulfric - start new quest Ulfric's Maguffin 50 Clean up objectives ... Completion vs 10 Learn you must find the maguffin 20 Magguffin found - sets objectives "give maguffin to a Ulfric or Balgruuf" 30 Maguffin given to Balgruuf - go to stage 100 40 Maguffin given to Ulfric - go to stage 200 100 Clean up common objectives from 10-40 110 Do stuff with Balguuf's maguffin... Go to stage 300 ... (various stages) 150 Complete Balgruff's maguffin quest-line 200 Clean up common objectives from 10-40 210 Do stuff with Ulfric's maguffin... ... (various stages) 260 Complete Ulfric's maguffin... Go to stage 300 300 Completion And if you want to unify clean-up ... 10 Learn you must find the maguffin 20 Magguffin found - sets objectives "give maguffin to a Ulfric or Balgruuf" 30 Maguffin given to Balgruuf - set Balgruuf flag - go to stage 50 40 Maguffin given to Ulfric - clear Balgruuf flag - go to stage 50 50 Clean up objectives from before (unified clean-up), branch on Balgruuf flag, go to stage if true 100 or 200 if false 100 Do stuff with Balguuf's maguffin... ... (various stages) 150 Complete Balgruff's maguffin quest-line... Clean up Balgruuf objectives ... Go to stage 300 200 Do stuff with Ulfric's maguffin... ... (various stages) 260 Complete Ulfric's maguffin... Clean up Ulfric objectives ... Go to stage 300 300 Clean up common objectives ... Completion See how much simpler it is if you don't do branches within the quest? Often, we'll see quest authors mush their stages together, performing multiple activities per stage to get around this. This muddy thinking often leads to them getting muddled about what a stage should do, or having poor stage planning and design. It also leads to "objective clean up in completion code" which then creates broken objectives when players SetStage from the console. Last Words A smart person learns from their mistakes. A really smart person learns from the mistakes of others. I know this seems like a hatchet job on poor Delzaron. I used his mods as an example, but he's not alone in doing this. I love what he's trying to do. I admire his persistence. His mods are consistently interesting, and raise all kinds of provoking possibilities. However, his scripting is a tail of tears, and I think it's worth examining why, so that others don't go down that same road and fall straight into the same potholes. There are other good/bad habits I didn't mention. Maybe you've come across some quest patterns you'd like to never see again?
  4. heya! long time lurker, figured i'd post here to see if anyone was interested in working with me on a romanceable follower/quest mod! the brief details are below, and i'm also available on nexus under the same handle if that's easier for you :3 the mod includes 2 followers, one female and one male, both of whom are Reachmen/Forsworn. the point of the mod is to add romanceable followers, so both followers have romance questlines that are suitable for both male and female dragonborns! their families/clans have been displaced by Ulfric's occupation of Markarth, and have subsequently lost their ancestral home, The Lost Valley. each follower will be custom voiced, and will both have personal quests for the player to do as well as full quest awareness, including dlcs! this looks to be anywhere from 1500 - 3000 unique lines of dialogue. the mod will hopefully include a handful of new locations, new npcs, maybe some new armor and weapons, a player home, full compatibility with hearthfire multiple adoptions and the like, and interactions with different follower mods already on the nexus such as inigo and lucien! the inspiration for this mod came from kaidan 2, but it seems that his author has put him on the backburner, and there's a few things i don't like about the mod. so i figured i would make my own :3 i'm currently in the writing stage of the mod, but i'd really appreciate any help writing, landscaping/location building, making custom items, scripting, etc. the mod isn't itself nsfw besides a few racy fade-to-black scenes but it is focused on the relationships between the ldb and the npcs, so i imagine it fits in okay here! if you're interested, i've got a few things started with the writing and such that i can share, and i'm happy to work with amateur modders or folks with the same skill level as me (which is uh, novice, lol). i'm excited to hear from you! ladytyrell
  5. Hello, I hope I'm posting this in the right forum. I'm trying to make my custom NPC follower initiate a dialogue and depending on the response, initiate sex. I still new to scripting and a lot of the material is still quite overwhelming. I am using a variety of tutorials and have been googling for answers on my own. But right now I'm trying to create the script where my character accept the response and initiate the animation at the end of dialogue. (which is where sexlab comes in) I've been following a tutorial called: Sexlab & Creation Kit tutorial for beginners, make actor, play animations. by trepleen but I'm stuck on step 6 where i need to compile the line "SexLabFramework property SexLab auto" in my edit source. it gave me this: Starting 1 compile threads for 1 files... Compiling "TIF__08000D7A"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__08000D7A.psc(17,13): script property SexLab already defined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__08000D7A.psc(17,13): script variable ::SexLab_var already defined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__08000D7A.psc(17,13): script property SexLab already has a get function defined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__08000D7A.psc(17,13): script property SexLab already has a set function defined No output generated for TIF__08000D7A, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__08000D7A According to some of the solutions I've looked up, says I might have to reinstalled SKSE and restarted creation kit but it didn't work. I see that it says it's "already defined" and I assume it means that the script I'm trying to make already exist and has a certain purpose? I don't really understand what the issue is. Am I missing a step? What should I be doing here?
  6. Based on what i have played, Skyrim has the most developed scripted event mods and NPC interaction enhancements. Then Fallout 4. New Vegas and Fallout 3 have also been modded in recent years but not as much as the other two. However, all of them have some very specific things in common - Multiple Armor/clothing conversions, Weapon conversions etc of some specific game, are easily available for use in some another game of the same company (Bethesda) so we can experience a sort of crossover between different games. Yet, one thing that clearly lacks and is rare to find solution of is, converting scripted mods/npc interactions of one game, for example Skyrim or Fallout 4, to be used in New Vegas or Fallout 3. However, scripted mods should be relatively easy to convert for use in a different game. Like for example, i have converted some Oldrim sexlab mods, into Skyrim SE supported versions by using Creation kit. I read somewhere that if a script mod has no plugin then 99.9% of times, it can be installed in SSE as-it-is. If it has plugin, then that can be easily made SSE compatible with Creation Kit. On the above basis, i believe the same thing should be possible for converting scripted mods of Fallout series. Therefore, mods like M.C.G. ( https://www.loverslab.com/files/file/8744-aaf-mcg-extended-social-interactions/ ) created by anghelos92 for Fallout 4, with suitable adjustments, should also be usable in Fallout 3 or New Vegas since basically they mostly focus on relation development between player and NPC around him only. Previously, i saw some thread about converting Skyrim mods to Fallout. But compared to that, converting one Fallout game scripted mod for another Fallout game has to be actually doable. How about it ?
  7. Would any of you be interested in providing help for the creation of a gay sex mod for Stardew Valley? We're trying to surpass all the recent mods to make something noteworthy, and would appreciate if someone with experience provided some help with coding and scripts. If any of you is interested, PM me. We would like to find help in creating some stuff such as: Mechanics Coding Adding new items that can be referenced in events Perhaps finding a way to make more high definition animations If anyone is interested, PM me.
  8. I've been a big fan of Devious Devices for a while now, and just as much a fan of Deviously Cursed Loot. Despite my love for the mod, though, I've felt that there's been a disconnect. I either enjoy the kinky bondage, or I enjoy the game and combat. Sure there are plenty of great quest mods that I love, including Laura's Bondage Shop and Deviously Vanilla, but that's not the gameplay itself. So, I and a friend of mine are working on a way to integrate kinky bondage into the gameplay experience by making 'Devious Arms' which allow the player to equip bondage onto enemies, or allow enemies to equip bondage onto the player. Here's the scheme we're trying to get at: 1. Player or NPC strikes with Power Attack with a Devious Arms melee weapon (no NPC at NPC. Only Player at NPC and NPC at Player, or I figure it'd create undue lag) 2. Check if successful strike and valid target (who doesn't already have the appropriate devious device) -- if not, stop there and do nothing. 3. Check to see if the target's wearing something in the appropriate slot and if so, remove it. (eg, attacking with a 'stick with a ball gag picture on it' would remove the ball gag slot's current piece) 4. Apply the appropriate bondage gear (eg, attacking with that same stick would apply a non-randomized ball gag) 5. Remove (one copy of) the weapon from the player or NPC inventory--that device has just been used. Then, I'd like to make them craftable and populate a few factions with what weapons I feel are appropriate. I'm not too worried about weapon models at this stage. So, why this in particular? Well, I think it's lore-friendly. It only makes sense that if there are magically cursed bondage devices scattered around Skyrim, then not only would bandits and folks uses them as traps, but they'd want to use them as weapons too! And if bandits can use them, then the player should certainly be able to do so (among other factions). - Additionally, it'd add a different sense of strategy to combat. Basic enemies would likely have, say, ankle cuffs, corsets, chastity devices and such which provide weakening but not debilitating debuffs, up to Bosses which may have gags, bondage mitts, armbinders and the like that make a fight much more risky. - Likewise, the player should only have access to less debilitating gear early on, too. The ability to take a powerful (non-unique, of course) humanoid enemy out of the fight with a single swing of an armbinder shouldn't be given lightly. Eg, Iron/Steel smithing to weaponize leg shackles, and Ebony or even dragonstuff for some paw mitts, maybe. Why heavy attacks only? Because I think it'd be wonderfully fun to smack someone around with a chastity belt if I didn't think my foe deserved wearing it. That all said... Unfortunately, despite having a decent programming background, I don't have a lot of modding experience. Devious Devices modding is clearly even more convoluted. We've made an attempt, but it's clear to me that we just need help and advice. We're currently working with Notepad++ and Creation Kit through Mod Organizer (1.3.11), and although I and my friend have the weapon/enchantment/magiceffect set up, the process of compiling the script we do have and getting it to run at all (even just to see what's wrong with the poor thing), are sorta' lost on us.
  9. I have done all of my mods with script fragments. The one in particular that I use the most simply calls SexLab Framework. I have included it in the spoiler below. Is there a simple and straightforward way to convert this into a script. For reference, I want to do this because it would make using multiple dialog responses easier.
  10. Hi I was hoping to reach out to someone here for some recommended reading and/or other forms of tutorials on how to use Papyrus Scripting to its fullest. I have a fair understanding of the scripts that I've seen and have edited some to more my liking in the past but I'd like to know more about writing them from scratch and creating my own mods with them if anyone with the know how can help me learn I'd really appreciate. Thanks
  11. Is that even possible? I'll try to be as brief as possible. I made a mod that makes you ripped by changing the normals used. I did it by adding new Texture Sets and then adding them to the SkinMaleHumanBody and SkinFemaleHumanBody formlists. That mod works as expected, but then its users gave me some nifty ideas that can only be made with scripts. After so much digging and testing, I found I could use NiOverride, but I still can't manage to pull this. After many, MANY tests I found out that I could use... AddSkinOverrideString NiOverride.AddSkinOverrideString(Player, true, false, 0x04, 9, 1, bodyTex, true) Where 0x04 is supposed to be the body slot, and 9, 1 are indeed the arguments needed to override normals, but THIS CODE IS ALSO SETTING THE HAND NORMALS TO THE BODY ONES (funny enough, the feet normals are left untouched). If I try to fix that doing something like this: NiOverride.AddSkinOverrideString(Player, true, false, 0x04, 9, 1, bodyTex, true) NiOverride.AddSkinOverrideString(Player, true, false, 0x08, 9, 1, handTex, true) Now I get the hands normals applied to the whole body. It's like if those functions just straight up ignore the supposed slots for body and hands, and making the changes persistent or not (last argument in the function call) doesn't seem to do a thing here. I would think this is a problem with my installation, but Wet Function Redux uses those very functions and it's working well for me. Wet Function and RaceMenu are up to date. Oh, and the cherry on the top: I would show you screens of my problem, but this thing suddenly decided to instantly revert changes just today; and no, NiOverride.ApplySkinOverrides(Player) doesn't fix that. So I went the other route... AddNodeOverrideString And still nothing. I did this: String Area = "Body" String Node = Area + " [ovl" + 5 + "]" int index = 1 NiOverride.AddNodeOverrideString(Player, true, Node, 9, index, tx, true) NiOverride.AddNodeOverrideFloat(Player, true, Node, 9, index, 1.0, true) And, according to the log, it gets applied: [05/07/2020 - 03:21:27PM] @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ [05/07/2020 - 03:21:27PM] Before [05/07/2020 - 03:21:27PM] Overlay5 [05/07/2020 - 03:21:27PM] Overlay4 [05/07/2020 - 03:21:27PM] Overlay3 [05/07/2020 - 03:21:27PM] Overlay2 [05/07/2020 - 03:21:27PM] Overlay1 [05/07/2020 - 03:21:27PM] Overlay0 [05/07/2020 - 03:21:27PM] After [05/07/2020 - 03:21:27PM] Overlay5 textures\actors\character\female\600 extreme.dds [05/07/2020 - 03:21:27PM] Overlay4 [05/07/2020 - 03:21:27PM] Overlay3 [05/07/2020 - 03:21:27PM] Overlay2 [05/07/2020 - 03:21:27PM] Overlay1 [05/07/2020 - 03:21:27PM] Overlay0 [05/07/2020 - 03:21:27PM] @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ And once again, it doesn't work. Normals stay the same. But if I change index = 0 so this gets applied to the diffuse channel instead the normals one, it gets correctly applied, as expected: So... do you have any ideas? I hope someone can help me. Here are many experienced people with NiOverride and it REALLY doesn't help there's no documentation for it.
  12. So I decided to being modding on a whim and now I realize why the creation kit sucks. I fixed all of my pathing issues (my skyrim was installed on a seperate drive S:) and fixed the ini settings so the CK would load. I loaded LAL (Alternate start - live another life) after ESMifying it and set out the dialogue for my new start, basing it off of the pre-existing starts. I then went to tie in the quest so that the main quest would begin (its what points you to helgen w/ rumors and the bit of text to set up background info, etc.). So i tried to open the script file for the quest of a pre-existing start and found it would not open. So I grabbed Notepad++ and the compiler included by bethesda w/ the CK and found it too is broken. I am suspecting that it is the pathing of the bat files pointing to my C drive instead of my S, where everything is. I fixed everything but it still did not find my TESV_Papyrus_Flags.flg file and of course, it wasnt there. I grabbed it from https://www.nexusmods.com/skyrim/mods/39140/?tab=files and put it in w/ the compiler. When it still didnt work i threw it in my script and script\source folders just to be sure, still didnt work. I am still at a loss and I'm not even sure what to google at this point. This is what cmd prompt returns when i run the bat file with notepad++ on a papyrus (.pex) file to compile it into something readable: C:\Program Files\Notepad++>sd 'sd' is not recognized as an internal or external command, operable program or batch file. C:\Program Files\Notepad++>"S:\SteamLibrary\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler" -f="TESV_Papyrus_Flags.flg" -i="S:\SteamLibrary\steamapps\common\Skyrim\Papyrus Compiler\..\Data\Scripts\Source" -o="S:\SteamLibrary\steamapps\common\Skyrim\Papyrus Compiler\..\Data\Scripts" Starting 1 compile threads for 1 files... Compiling "-f=TESV_Papyrus_Flags.flg"... <unknown>(0,0): unable to locate script -f=TESV_Papyrus_Flags.flg No output generated for -f=TESV_Papyrus_Flags.flg, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on -f=TESV_Papyrus_Flags.flg C:\Program Files\Notepad++>pause Press any key to continue . . . Just for reference, my install path is S:\SteamLibrary\steamapps\common\Skyrim\ and this is the bat file I am attempting to run: sd %2 "%~dp0PapyrusCompiler" %1 -f="TESV_Papyrus_Flags.flg" -i="%~dp0..\Data\Scripts\Source" -o="%~dp0..\Data\Scripts" pause If you need more info let me know, if you try to help, I appreciate it.
  13. Quick qualifier: While I am not new to programming in general, I have very limited experience with papyrus, so sorry for what I am sure are going to be a lot of nonsensical questions. In short, I have a script from one mod that has an internal function (non global), I would like to add a call to that function inside a script from another mod. But they are scripts working on very different things, so I'm at a loss as to how to get started. The first is the supporting script from Ousnius's weightmorphs mod, which adjusts the player model based on what the player eats. It has a single key function that tracks and changes the "weight" variable that everything else checks to make changes. ScriptName WeightMorphs Extends ReferenceAlias ... ... Function ChangeWeight(Float amount, Bool applyNow = True) Weight = Weight + amount If Weight > MaxWeight Weight = MaxWeight ElseIf Weight < MinWeight Weight = MinWeight EndIf UpdateWeight(applyNow) EndFunction I have another mod that uses a consumption system outside Skyrim's normal eating and drinking mechanics, storing the consumed items until the player uses a "digest" power. I would like to call the above ChangeWeight function on the use of this power so that the digested items can apply the appropriate weightmorphs effects. The problem is this existing script is acting only to extend a magical effect and has no associated quest, so my foolish attempt to call the function in the OnEffectStart event results in a papyrus compiler error saying it needs a reference to work on. Scriptname DigestScript extends activemagiceffect ... ... Event OnEffectStart(Actor akTarget, Actor akCaster) float NoToDigest = NumberInStomach.GetValue() WeightMorphs.ChangeWeight(0.25 * NoToDigest) ... ... EndEvent I've been trying to research a solution, but papyrus is different enough from my previous experience that I'm floundering. So hopefully somebody with more experience can point me in the right direction on what I think is a simple and common occurrence.
  14. Hey So after creating custom dialogue for my vampire follower, I'm playing around with scripting now. I'm completely new to Papyrus and only did some very basic dialogue scripts, like changing Armor and so on. What I want to achieve is a script at the end of a dialogue response that makes my vampire follower to feast on dead corpses around him. I thought of using the command StartCannibal , however I have no Idea how to make it work. Can anyone help me with that? Thanks in advance!
  15. Hi there, I've recently been messing around with the werewolf content quite a bit and couldn't help but notice that the cum effects just looked... odd, to say the least, since they are meant to work on the humanoid textures, not the werewolf ones. I experimentally tried to see if I could add a check for the target being a werewolf and disable or add a new spell with either custom or blank textures to avoid that. For some reason once I activate the mod that alters the sllActorLibrary script which contains the addCum function I modified [see spoiler below for details] I always get "actor not supported" as error when I try to start an animation, tested between argonian and werewolf, validation failed on both. Papyrus log is attached, disabling the mod containing the modified script fixes everything, so that is the cause, but the log didn't look helpful to me. I don't know all too much about the way SL is set up to work though, so maybe I am unknowingly messing something up by doing that, I just didn't see a way to do it in a separate script. I'm sorry if this is the wrong place to ask or a stupid question, I'm still new to posting and asking for help. Edit: This is not supposed to become public unless I can get all the permissions needed, but for now there are no plans on actually publishing anything and I am just doing this for personal use. Papyrus.0.log
  16. I noticed that the block - OnActivate, does not work for chairs (only for the player and chair not actor). What is the alternative for the chair and the actors?
  17. Hey guys... So I am a total n00b when it comes to creating my own mods and what not... I managed to scrape together a nice new SS outfit that looks a little more slutty (for female characters, obviously) that actually functions just like the SS normal Costume in game... with all the dialog and such in game... but it was just copying as override into a new ESP and such through FO4edit... basically just took everything from the SS and changed the mesh to target the slutty .nif from another mod. I havent re uploaded it anywhere it was just for my personal use. So no stealing or anything like that. But now I don't want to really wear the SS outfit all the time and I'd prefer to wear my own armor (from another mod... High heels and all). Basically want I want is to apply that script to a random piece of armor from that mod so I can wear it and still be all ninja crime fighter and what not without the tired old looking SS outfit. TL;DR version: Me=mod creating/CK n00b and I want to add the SS script to a random piece of armor. Any help would be appreciated. Thanks in advance to anyone that is nice enough to lend a helping hand!!!
  18. So, my script needs to catch the actors in any given scene, check them for a keyword, and if they have it, equip a specific item for the duration of the scene. My script is successfully detecting the keyworded actors, but I just can't seem to get AAF to do what I need it to. hopefully someone can spot where i've made an oopsie, code below. Event AAF:AAF_API.OnSceneInit(AAF:AAF_API akSender, Var[] akArgs) Debug.Notification("AAF OnSceneInit Event Heard!") int Status = akArgs[0] as int If( Status == 0) ; The Actors involved: Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[] Int iElement = Actors.Length Int iIndex = 0 While iIndex < iElement if(Actors[iIndex].Hasspell(Raknar_Futanari_Spell)) Futachar = Actors[iIndex] AAF:AAF_API.GetAPI().ApplyEquipmentSet(FutaChar, "Raknar_Futanari_EquipmentSet") debug.notification("erected") endif iIndex += 1 EndWhile EndIf EndEvent <meta title="Raknar_Futanari_equipmentSetData.xml" version="1.0" dataSet="equipmentSet"/> <!-- Default attributes are applied to the addEquipment and removeEquipment nodes below if no conflicting attribute is set there. --> <defaults source="FutaFEV.esp"/> <equipmentSet id="unEquip"> <condition> <unEquip bipedSlot="Beard"/> </condition> </equipmentSet> <!-- Add or remove addEquipment and removeEquipment entries to control adding and removing any equipment to the actors before and after animations. You can also add attributes to the condition node to discriminate which actors the set is applied to. For example, <condition isFemale="true"> will only apply the equipment commands to female actors. --> <equipmentSet id="Raknar_Futanari_equipmentSet"> <condition> <addEquipment form="E7000822"/> </condition> </equipmentSet> The biped slot "Beard" is used for both this (erect) armor, and the flaccid version.
  19. Im trying to create a ring that gives fire damage in 100 feet on yourself when you wear it(in addition to restore health so you become a walking firestorm). The construction kit doesn't let you do that so my plan is to describe the enchantment in a script and use a script with OBSE functions. The script at the moment: player.additem [a rings id] 1 Enchantment fuck; ;??????????? SetEnchantment fuck [the rings id again] How or even can one assign an Enchantment? What does it look like?
  20. I finally have a working scripting setup and decided to start learning a bit about scripting. Basically, I want it so when the player is wearing a gag with the zad_Deviousgag keyword, a drool texture appears on her face. This is what I came up with so far: The problem is, ofcourse, no drool texture appears. I'm sure this has to do with the fact that the script doesn't know where to look for the .dds texture file, but I have no clue on how to do this. I typed the texture just there because I would think thats where NiOverride would look (in nioverride.ini - sDefaultTexture=textures\actors\character\overlays\default.dds). Any help would greatly be appreciated.
  21. Seeking appropriately kinky ADULT ONLY & Websavvy talented STAFF MOD scripter, Moderators & GMs for CONAN EXILES in prerelease with full release imminent!! This is a full on 70 player server with indefinitely recurring annual PAID IN FULL leasing.. ie MINIMUM paid til /4/10/2019!! No short term here.. we're in it to win it for OUR fantasy world! The vision is a HYBORIA - GOREAN HYBRID in which STAFF like non-otherwise factioned players worship CROM & manage a CULT which plays referee to the warring religions / factions. NEED LOTS OF HELP & A GOOD STAFF!!!! Server Name; Gor - Hyboria ~ The Saga of KajiraDjinn ~ IMMERSION ~ RP/ERP HEAVY age 18+ ADULT ONLY Full Year Server Lease Paid+ ~ NO GLOBAL SHOUTS! ~ Safe, Sane & OOC Consent ONLY! Kink, Immersion RP! Not Responsible For Player Actions/Content! NO RL Trolls, Pedophiles, Griefers, Asshats or Phaquetards! Seeking WebMeister, Moderators & KINK Mods! This Dream Paid in FULL 'til 4/2019! Much Much More to Come! With proper age, motivation, credentials, references and proof of serious scripting and/or WEBMEISTERING & ART TALENT im actually not above purchasing as a gift a copy of the game via STEAM AND/OR , rarely if REALLLLLY GOOD, paying outright for exclusive ownership & rights to KINKY emotes & animations & Mods created for CONAN EXILES!! Master_Noble_Savannah@yahoo.com As there is no forum section i can find advertising for talent & scripters i hope this is okay to post here!
  22. Hey So after creating custom dialogue for my vampire follower, I'm playing around with scripting now. I'm completely new to Papyrus and only did some very basic dialogue scripts, like changing Armor and so on. What I want to achieve is a script at the end of a dialogue response that makes my vampire follower to feast on dead corpses around him. I thought of using the command StartCannibal , however I have no Idea how to make it work. Can anyone help me with that? Thanks in advance!
  23. Sooo... I started a new play-trough with around 120 mods all cleaned and sorted. I use MO. Played for about 30 hours with no problems except some random crashes after 4-5 hours of playing (happens to me sometimes even in vanilla skyrim so i have no problem with this). But now im on the quest about capturing Odahviing and im stuck because every time i try to save game it simply crashes creating TMP file instead of ess. Happens both with auto and quick saves just as with normal saves. Crashes on cell change too but it's probably because of auto save. Cleaned the saves with SaveTool. No effect except 1 more save before crashing again. Also Odahviing keeps changing his model to generic skyrim dragon model short before he lands. Disabled all mods altering dragons models. Still happening. Here is the load order Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp Falskaar.esm JSwords.esm ETaC - RESOURCES.esm SexLab.esm Schlongs of Skyrim - Core.esm SexLabAroused.esm PubicMeshColorRE.esm BSAssets.esm BSHeartland.esm SkyTEST-RealisticAnimals&Predators.esm notice board.esp ZaZAnimationPack.esm daymoyl.esm CreatureFramework.esm BeeingFemale.esm Cutting Room Floor.esp Summermyst - Enchantments of Skyrim.esp EnhancedLightsandFX.esp Elemental Destruction.esp darkseraticheavyarmor.esp DCR_KingCrusaderArmor.esp ExtraLevelPerks.esp freehousebuildinghearthfire.esp FS_Skycutter.esp hdplants+herbs.esp insanity's daedric sword.esp lockpickpro.esp lustyonehand.esp realistic piercing arrows.esp spawners_killablechildren.esp SkyUI.esp FNIS.esp RaceMenu.esp RaceMenuPlugin.esp RaceMenuOverlays.esp RaceMenuMorphsCBBE.esp dD - Realistic Ragdoll Force - Medium.esp UIExtensions.esp UFO - Dawnguard AddOn.esp UFO - Dragonborn AddOn.esp The Dance of Death - Ultimate Edition.esp WetandCold.esp WetandCold - Ashes.esp AMatterOfTime.esp ETaC - Falkreath.esp ETaC - Dawnstar.esp ETaC - Riverwood.esp ETaC - Rorikstead.esp Morrowloot.esp DeadlyDragons.esp Unique Uniques.esp InigoPerkPointGiver.esp More Draconic Dragon Aspect - Powered Edition.esp More Draconic Dragon Aspect - Wings and Tail.esp Immersive Orc Strongholds.esp ETaC - Winterhold.esp SkyFalls + SkyMills + DG + DB.esp SoS - The Wilds.esp SoS - Civilization.esp Monster Contracts.esp BloodMagicSpellPack.esp HDT Havok Object.esp Dr_Bandolier.esp SoS - The Dungeons.esp ELFX - Weathers.esp Immersive Whiterun.esp ETaC - Darkwater Crossing.esp Immersive Solstheim.esp ETaC - Karthwasten.esp Immersive Stonehills.esp ZIA_Complete Pack_V4.esp Improved Blade of Woe.esp BellyachesNewDragonSpecies.esp Immersive Shors Stone.esp UFO - Heartfire AddOn.esp UFO - Ultimate Follower Overhaul.esp SMIM-Merged-All.esp Lore Weapon Expansion.esp Beards.esp KJ Tattoos 2K.esp BS-TheHag_WarPaints.esp Mighty Beasts - Werewolf.esp SOS - Smurf Average Addon.esp SOS - VectorPlexus Muscular Addon.esp SOS - VectorPlexus Regular Addon.esp SLPleasure.esp Dual Sheath Redux.esp BHWarPaints.esp A Perfect Assasin.esp KS Hairdos - HDT.esp Skill Config.esp Dual Wield Parrying_SKSE.esp RealisticNeedsandDiseases.esp purewaters.esp RND_PureWaters-Patch.esp RND_Dawnguard-Patch.esp RND_Dragonborn-Patch.esp RND_USKP-Patch.esp SexLabDefeat.esp female mannequins.esp Lore Weapon Expansion - Goldbrand.esp Immersive Patrols II.esp SkyFalls Dragonborn Small waterfalls.esp Immersive Wenches.esp BosmerArmorMATY743.esp JSwordsDistributionBalancePlugin.esp konahrik_accoutrements.esp Schlongs of Skyrim.esp KS Hairdo's.esp dD-No Spinning Death Animation.esp DeadlyMutilation.esp WeaponsOf3E.esp AncientTonguesSword.esp SexLabTools.esp SOSRaceMenu.esp XPMSE.esp SLAL_K4Anims.esp SLALAnimObj.esp REP_Tattoos.esp Solaze.esp zzArmormashups.esp NibblesAnimObjects.esp SLAL_AnimationsByLeito.esp SLAnimLoader.esp dD - Enhanced Blood Main.esp dD-Dragonborn-Dawnguard-EBT Patch.esp dD-Reduced Wound Size.esp bathhouse.esp SLPrivacy.esp DawnguardArsenal.esp KhalSpellmakingMod.esp black mage armor.esp mysterious crypt.esp SummonValeDeer.esp quest_pitfighter.esp RND_HearthFires-Patch.esp SOS - Shop.esp FNISspells.esp prometheus_beastskeletons.esp SpousesEnhanced.esp PrvtIRoyalArmory.esp Skyrim Flora Overhaul.esp UniqueBows.esp OverflowingEnchant.esp UTHERINSPIREDJUDGEMENT.esp PaladinArtifactsAndArmor.esp Northern Spirit - Nordic Arsenal.esp Nordic Wanderer.esp ReyneFlamesword.esp ReyneFlameswordONEHANDED.esp IceBladeOfTheMonarch.esp Freya.esp MF_RadiantProstitution.esp Apocalypse - The Spell Package.esp BetaAlphaKnightLagrie.esp ISD_Dragonspear.esp WestWindMisfit.esp TheEyesOfBeauty.esp spelleraser.esp Ordinator - Perks of Skyrim.esp Apocalypse - Ordinator Compatibility Patch.esp Sleep for Credit.esp powereraser.esp Andromeda - Unique Standing Stones of Skyrim.esp BSHeartland - Meshes.esp BSHeartland - Textures.esp Falskaar Wildlife.esp Falskaar - Notice Board.esp PassiveWeaponEnchantmentRecharging.esp SimpleOutfitManager.esp Extended Slider Colors.esp Remodeled Armor.esp Field Mage Outfit.esp nem-e5i5's RaceMenuPlugin.esp RichMerchants.esp DYNAVISION Dynamic Depth of Field.esp Remodeled Armor - Dawnguard.esp Remodeled Armor - Dragonborn.esp Immersive Citizens - AI Overhaul.esp Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp Alternate Start - Live Another Life.esp ccas_starts.esp Dual Sheath Redux Patch.esp AF_Ancient_Fortress.esp SexLab Romance.esp MoreNastyCritters.esp RiversideLodge.esp HelmetToggle.esp BeeingFemaleBasicAddOn.esp No Shout Reload Times.esp Thunderchild - Epic Shout Package.esp Spells Cast Light.esp Ish's Souls to Perks.esp Custom Family Home.esp Morrowloot LWE.esp JaxonzRenamer.esp PerkPoints.esp
  24. I'm looking for a way to do something: detect when a leveled actor with a quest alias attached has respawned or recycled in some way. Example: In the mod "Real Names", it will assign a new name to a character. If that character is, say , a town guard, then in about a month of game time that name will now be on a different person. I'm using a similar alias system to Real Names in a mod I'm working on and want to be able to detect when the actor under the alias has shifted, so that it can clear that alias and report back that (for instance) "the guard has been reassigned". I've yet to find a good way to do it. Alternately, I'd be happy if the presence of the alias could somehow "lock down" the actor and prevent the respawn/recycle process from happening. The only mods that I know of that have tried to do this have instead generated a copy of the original as a new entity to circumvent this behavior. Thing is: I'd still like the new actor to perform the same roles and duties (packages), and not potentially increase the number of AI running around a city. I want *that* guard to stay, or to notify when they are gone. Thanks in advance.
  25. I hope this is not an idiotic question, but I've spent a decent chunk of today trying and failing to find an answer to the following: Is there anything resembling an API for the SexLab framework / SexLab Aroused? Barring that, is there a way to peek at the underlying scripts? I'm having the hardest time figuring out how to do things like reading an NPC's arousal from SLA for example. I'm not above scavanging code. I found the source code for SexLab Hormones on GitHub, and the vanilla scripts are included in the downloads for Mana Tanks and Deadly Drain. This is all helpful, but it would be really nice to be able to have a reference to the interface of SexLab / Aroused. Thoughts / suggestions?
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