Highborn Posted August 22, 2019 Posted August 22, 2019 Just now, Huckleberry said: Hello! cailic is right ... Bay of Voices is not dead ... not even close! I've been extremely busy with RL stuff but have carved out some time to work on this lovely little beast. Soooo .... I am packaging the beta town test as I write this (just have to look up what to do with dialogue). It will be loose files in tidy little folders with an esp. The town residents won't do any sexy stuff just yet but the area works with TDF Prostitution and Radiant Prostitution/Gigolo (avoid the critter stuff for now though as I haven't put any animals anywhere). The Pleasure Gardens are (mostly) open for business if you are looking to ply your trade in the oldest profession, but, I haven't put the brothel or arena systems in yet. That is coming. There are lots of sailors, merchants, guards, and patrons in all the taverns/inns. All of them are male. When I have everything sorted out I will add a toggle in the as-yet-non-existent MCM menu that will let players choose the gender(s) of the patrons, sailors, etc The three locations where you will find easy prey - I mean willing financial supporters of rare and delicate flowers - are The Ragged Flagon Too (rough trade), The Feral Cat (fancy pants), and The Pleasure Gardens (at least they are clean). At present, rooms can be rented at the Ragged Flagon Too and the Pleasure Gardens. There are also numerous locations for pitching a tent if you use a camping mod. I haven't put in the ownership conditions yet so you can also just steal a house by going to the Meadery or Residence 1 (clever name, huh?). I will post pictures of how to find those locations when I put up the file. I will be uploading this without the quests because I need BETA TESTERS for the location itself. I need to know if I have purple mesh problems and if the location is causing lag ... it is detailed and decorated so the exterior can take a bit of time to load but I haven't had any performance issues once it does. OK ... see you in a few hours Wow, great news! Wasn't expecting a beta at all. Really glad you're back!
Huckleberry Posted August 23, 2019 Author Posted August 23, 2019 *brushes off virtual gravestone* Here we go! READ BEFORE CLICKING THE LINK OK ... so ... the file is huge due to the meshes and textures. Anyone who downloads the beta, shouldn't have to re-download those files when the mod is actually released. ESP has been given a quick clean in TES5Edit. No SEQ generated by TES5Edit at this time. The d/l includes a preliminary credits read me (and it is missing a bunch of people I need to credit and thank) as well as a known-issues read me. I need to reiterate that this file is only the town and some residents and merchants. Though it is a playable location, this is not, repeat not, a quest mod yet. The beta is being released in the hopes that some brave souls will check for lag, purple textures, etc. Beta testers please check: - lag - missing textures - weird AI - anything else that shows up Again, the area can take a bit of time to load when first visited however it has been optimized and will hopefully not give you any grief once you get there. All areas navmeshed so it is follower friendly. Additional known issues not listed in the read me: - anyone wanting to check/use Radiant Pros/Gig - I have set up a "military camp" for the Keepers. I think it is set up right for the hold. Please check but be aware that you will fail the task due to there only being a couple dudes up there right now. - two of the three servants in the Pleasure Gardens disappear (actually, they wander off to Winterhold and Whiterun due to something I didn't change in the packages) - some grey faces (sorry, I forgot to export a couple ?) As of this upload, the Apothecary was working so ... fingers crossed ... he should be okay. Requirements: Skyrim Update Hearthfires Dragonborn Dawnguard Sexlab Sexlab Aroused ZazAnimationPack (8+) Conflicts: None that I am aware of. I have used this file in normal game play without any problems. BOVBeta1: https://mega.nz/#!MxgkEApZ!NxfmzEoJeQcHRPyfFAwmD_qxL746sLs2FfejMRxTchY Use a clean save (new game shouldn't be necessary) and back up your actual real save before using this beta. Safety first! Beta patch for AI (tried to fix textures but they are apparently still an issue. Recommend, install Beta, then overwrite with patch before activating and see if that fixes it) 1
Huckleberry Posted August 23, 2019 Author Posted August 23, 2019 Doors doors and more doors How to get around and freebie houses to crash in: There will eventually be a quest to get to the Bay of Voices, but for now you need to take a boat from Winterhold Getting There Facing the stairs of the College you will see arches. Take the one on the left and follow the trail. Once you are at the bottom of the trail you will see a small dock. Take the boat to the Bay On arriving if you turn around, you will see an anchor chain. I am using that as the door activator to get you back to the Winterhold dock Doors to Freebie houses (for now) Meadery (double bed and one single) Residence 1 (double bed) I won't post a pic, but, if you are standing on the wooden bridge leading to Residence 1 and turn around, you will see a rope ladder on the wall. Use it to find a great camping spot ?
BigOnes69 Posted August 23, 2019 Posted August 23, 2019 2 hours ago, Huckleberry said: Doors doors and more doors How to get around and freebie houses to crash in: There will eventually be a quest to get to the Bay of Voices, but for now you need to take a boat from Winterhold Reveal hidden contents Reveal hidden contents Reveal hidden contents Reveal hidden contents Reveal hidden contents Reveal hidden contents ? Thank you I was in Death Mountain 2 but will go to previous save to beta this. Again great news. What type of sexlab interaction will you have eventually? And will there be interactions with specific mods or will this mod generate all its content?
cailic Posted August 23, 2019 Posted August 23, 2019 See! I knew you'd be back. Well, ok, just yesterday I started having some doubts. Your imminent return must have been why I was thinking of you. Welcome back!
Huckleberry Posted August 23, 2019 Author Posted August 23, 2019 4 hours ago, BigOnes69 said: Thank you I was in Death Mountain 2 but will go to previous save to beta this. Again great news. What type of sexlab interaction will you have eventually? And will there be interactions with specific mods or will this mod generate all its content? Good morning, Thank you for taking the time to test this thing. In answer to your question, I hope to have this mod be "aware" of other mods only via optional dependencies (i.e. if you have Captured Dreams installed, you might access the initial notice to start that mod via dialogue from the blacksmith). For other mods, such as Slaverun or Sexlab Survival (toll system), it will be a matter of adding this hold and town to their lists ... I will reach out to those mod authors when we get up and running. This mod is intended to generate most of its own content (to minimize conflicts and dependencies). The sexlab content will have a range but will be situational ... if that makes sense? If you are trying to seduce a Jarl to get info you will have to figure out his kink and make that happen ... and that kink might vary from romance and wine to hard core bondage ... and if your skill levels or persuasion aren't high enough you will fail objectives and have to try again later. If you are on a pirate ship ... well ... they are pirates, so get them drunk and have some fun. The sex will be part of the adventure in this mod and I am adopting the attitude that the PC is sexually confident and uninhibited. Most quest stages will have sex as a means to satisfy the objectives (ala Sexlab Solutions). Depending on the quest line you are in, the type and intensity of the sexual interactions will vary. There will be at least one quest that involves coercion ... but that blackmail is based on keeping your business interests and not about revealing your sexual proclivities to the world. Oh, and as you can see, ZAP is a hard dependency so the whole town is built to accommodate ZAP interactions with furniture and gear .... @musje and @t.ara are doing some fascinating things in ZAP 9 and I intend to (permission dependent) use a lot of the AI, Package, and other assets from that resource. I am watching that development thread closely
Huckleberry Posted August 23, 2019 Author Posted August 23, 2019 8 minutes ago, cailic said: See! I knew you'd be back. Well, ok, just yesterday I started having some doubts. Your imminent return must have been why I was thinking of you. Welcome back! lol ... I missed you too ?
Leeeeeroy Posted August 23, 2019 Posted August 23, 2019 So i donwload it and gave it try to see how things are going - The AI is working fine, nothing out of the ordinary for skyrim. No npcs got stuck, no one did weird shit, the things i can think were a hunter on top of that nord ruim almost jumping off and a patron on the counter, but again, it's skyrim, so nothing out of the ordinary. - Theres a lot of missing textures for me. The ropes on the boat, lamps, a whole stairway inside the two brothels, some food, a picture inside the apothecary, some bedsheets. - Bathing towels doens't like devious devices. The devices still show up on my invetory as being worn, but the character will appear naked. If wearing an armbinder, the arms will lock bakward but will still be usable normally. - The dark room behind the secret pannel is way to dark, even candlelight couldn't light it for me. - The bed on the meadery is marked as being used when activated. - There's some flying clutter behind that telvanni guy that sells stuff. - The hot spring lags quite a lot for me. I think that's it. It's working quite well for a beta. Keep up the good work!
Huckleberry Posted August 23, 2019 Author Posted August 23, 2019 Thank you for the prompt response. Means a lot to me 22 minutes ago, Leeeeeroy said: So i donwload it and gave it try to see how things are going - The AI is working fine, nothing out of the ordinary for skyrim. No npcs got stuck, no one did weird shit, the things i can think were a hunter on top of that nord ruim almost jumping off and a patron on the counter, but again, it's skyrim, so nothing out of the ordinary. lol ... that hunter is a temp placeholder for a keeper soldier so good to know that he is there. Did you jump off? Its fun. Counter? ah, skyrim being skyrim. 22 minutes ago, Leeeeeroy said: - Theres a lot of missing textures for me. The ropes on the boat, lamps, a whole stairway inside the two brothels, some food, a picture inside the apothecary, some bedsheets. That's concerning I thought i grabbed all the textures. Okay, the ropes, stairway, picture, and bedsheets I can track down easily. Could you please let me know which lamps and food are purple? (general locations is fine) 22 minutes ago, Leeeeeroy said: - Bathing towels doens't like devious devices. The devices still show up on my invetory as being worn, but the character will appear naked. If wearing an armbinder, the arms will lock bakward but will still be usable normally. hmmm ... okay ... hadn't thought about the getting naked with devices thing. I will talk to someone on the DD team to see if I can find a DD device friendly way to do that. 22 minutes ago, Leeeeeroy said: - The dark room behind the secret pannel is way to dark, even candlelight couldn't light it for me. - The bed on the meadery is marked as being used when activated. - There's some flying clutter behind that telvanni guy that sells stuff. - The hot spring lags quite a lot for me. Dark room isn't lit yet so no problems there. The meadery bed and flying clutter I can fix. And yeah, the hot springs lag ... darn it ... that is the area I was worried about 22 minutes ago, Leeeeeroy said: I think that's it. It's working quite well for a beta. Keep up the good work! Thank you!
Leeeeeroy Posted August 23, 2019 Posted August 23, 2019 1 hour ago, Huckleberry said: lol ... that hunter is a temp placeholder for a keeper soldier so good to know that he is there. Did you jump off? Its fun. Counter? ah, skyrim being skyrim I actually tried to push him, but failed miserably. The patron thing, he was at the counter as if he was the inkeeper, just that, i think this is a vanilla skyrim problem, I took screenshots from almost everything withouth textures i could find, but, i'm to lazy to donwload something to open the bmp to see wich one is wich, i'll do it later and send it to you. EDIT: Ok, downloaded gimp, here are they. ScreenShot7.bmp ScreenShot8.bmp ScreenShot9.bmp ScreenShot10.bmp ScreenShot11.bmp ScreenShot12.bmp ScreenShot13.bmp ScreenShot2.bmp ScreenShot4.bmp ScreenShot5.bmp ScreenShot6.bmp
Jappa123 Posted August 23, 2019 Posted August 23, 2019 So i've checked current version and first of all main area is quite dark, interiors are ok just main area, about missing textures in outside area only ship "lines"doesnt have textures some beds and stairs missing textures Spellbinder house - bed Stink Weed Apothecary - bed The Feral Cat - whole stairs area The Pleasure Gardens - whole stairs area Also interior lighting like fire reflection on skin/body looks kinda "meh" like vanilla skyrim, for some reason other new land/player home...etc looks way better for me. Anyway keep up the good work!
Huckleberry Posted August 23, 2019 Author Posted August 23, 2019 2 hours ago, Leeeeeroy said: I actually tried to push him, but failed miserably. The patron thing, he was at the counter as if he was the inkeeper, just that, i think this is a vanilla skyrim problem, I took screenshots from almost everything withouth textures i could find, but, i'm to lazy to donwload something to open the bmp to see wich one is wich, i'll do it later and send it to you. that's super helpful ... looks like the mattresses are all associated with one bed type. Wow that purple stair case is jarring ... lol ... all of those textures are in the beta download so I will have to fix the routing That laying backwards on the mill thing is a zaz issue (I think). I will check with t.ara about what I am doing wrong there. I can fix the patron by assigning ownership to the idle marker. 59 minutes ago, Jappa123 said: So i've checked current version and first of all main area is quite dark, interiors are ok just main area, about missing textures in outside area only ship "lines"doesnt have textures some beds and stairs missing textures Spellbinder house - bed Stink Weed Apothecary - bed The Feral Cat - whole stairs area The Pleasure Gardens - whole stairs area Also interior lighting like fire reflection on skin/body looks kinda "meh" like vanilla skyrim, for some reason other new land/player home...etc looks way better for me. Anyway keep up the good work! ok ... good that the missing textures seems to be consistent. As for the lighting, it is meant to be dark but you are not the first person to comment on that... I will see what I can do to make it less inky black. Not sure why the fire reflection would be different since I am using vanilla skyrim assets and any enb settings would apply ... I will look into it. Is there a particular house mod you have in mind that has the more vibrant fire reflection? I can poke under the hood and see what they are using. I will fix all of the texture issues and upload a little patch later today (or early tomorrow).
Huckleberry Posted August 23, 2019 Author Posted August 23, 2019 Have any of you gone into the Bloodworks area? You can get there through the locked cell near the fire in the brigg (steal keys off the table) or through the basement of the Pleasure Garden (at the bottom of the stairs, turn left and walk past the bed ... there is a door there to the Bloodworks. I'm curious how you feel about the lighting in that space. I find it a bit blue and bright but if it works for everyone, I will leave it alone.
Leeeeeroy Posted August 23, 2019 Posted August 23, 2019 17 minutes ago, Huckleberry said: Have any of you gone into the Bloodworks area? You can get there through the locked cell near the fire in the brigg (steal keys off the table) or through the basement of the Pleasure Garden (at the bottom of the stairs, turn left and walk past the bed ... there is a door there to the Bloodworks. I'm curious how you feel about the lighting in that space. I find it a bit blue and bright but if it works for everyone, I will leave it alone. I went to the brigg, but not the bloodworks. Will go there later to see it
Huckleberry Posted August 23, 2019 Author Posted August 23, 2019 @Leeeeeroy On the ship in the harbour, can you recall whether it is just the rigging (ropes) on the ship that is purple? is it the sails too? Edit: I've got the thing open in NifSkope and all the textures are pointing to the correct folder and file. I noticed in your pic that the ropes hanging off the end of the yardarm (not the net looking rigging, but the loose ropes) are purple too. Those are pointing towards a vanilla texture file and if other ropes not onboard ship are showing up (most use a similar texture file) then I am going to have to do a little magic to make this work. As @Jappa123 is having the same issue, there is obviously a problem within the mod and I will have to fix it.
Leeeeeroy Posted August 23, 2019 Posted August 23, 2019 @Huckleberry The ropes only as far as i remember
Leeeeeroy Posted August 23, 2019 Posted August 23, 2019 54 minutes ago, Huckleberry said: @Leeeeeroy On the ship in the harbour, can you recall whether it is just the rigging (ropes) on the ship that is purple? is it the sails too? Edit: I've got the thing open in NifSkope and all the textures are pointing to the correct folder and file. I noticed in your pic that the ropes hanging off the end of the yardarm (not the net looking rigging, but the loose ropes) are purple too. Those are pointing towards a vanilla texture file and if other ropes not onboard ship are showing up (most use a similar texture file) then I am going to have to do a little magic to make this work. As @Jappa123 is having the same issue, there is obviously a problem within the mod and I will have to fix it. Went there again, and i've been to the bloodworks before, i thought it was the brigg. It's fine, i think it's just a little too bright, but it's not bad
Huckleberry Posted August 23, 2019 Author Posted August 23, 2019 thanks for checking @Leeeeeroy okay ... I think I have fixed all the missing meshes and textures problems (for now). Just doing a little character and AI tidying and I will upload a patch to the beta in a few hours.
Huckleberry Posted August 24, 2019 Author Posted August 24, 2019 Here is a little patch that should fix the mesh/texture probs identified so far. I have also fixed the patrons using the bartenders idles and changed the hunter on top of the bridge to proper Keeper Soldiers (hopefully). Oh, and I added a couple of lights in that dark tunnel behind the secret panel ... the tunnel does go completely black at the end though since it is actually going to be one of those 'fade to black' doorways at some point. I've included a new esp ... please don't clean it in TES5Edit at this time. It has already had a preliminary clean and will require a manual clean to address a few ITM records that I don't want snipped out. Those missing textures on the ship were all vanilla assets so I have no idea why they weren't showing up. In order to make sure they are found by the mod I have packaged them into one of the mod folders. Its only 4 textures so it won't cause any problems. The big issues of lag and darkness will take a bit of time to resolve but I am working on it. On install, overwrite when prompted. Requires original MEGA download BOVBeta1.1.rar
BigOnes69 Posted August 24, 2019 Posted August 24, 2019 18 hours ago, Huckleberry said: Good morning, Thank you for taking the time to test this thing. In answer to your question, I hope to have this mod be "aware" of other mods only via optional dependencies (i.e. if you have Captured Dreams installed, you might access the initial notice to start that mod via dialogue from the blacksmith). For other mods, such as Slaverun or Sexlab Survival (toll system), it will be a matter of adding this hold and town to their lists ... I will reach out to those mod authors when we get up and running. This mod is intended to generate most of its own content (to minimize conflicts and dependencies). The sexlab content will have a range but will be situational ... if that makes sense? If you are trying to seduce a Jarl to get info you will have to figure out his kink and make that happen ... and that kink might vary from romance and wine to hard core bondage ... and if your skill levels or persuasion aren't high enough you will fail objectives and have to try again later. If you are on a pirate ship ... well ... they are pirates, so get them drunk and have some fun. The sex will be part of the adventure in this mod and I am adopting the attitude that the PC is sexually confident and uninhibited. Most quest stages will have sex as a means to satisfy the objectives (ala Sexlab Solutions). Depending on the quest line you are in, the type and intensity of the sexual interactions will vary. There will be at least one quest that involves coercion ... but that blackmail is based on keeping your business interests and not about revealing your sexual proclivities to the world. Oh, and as you can see, ZAP is a hard dependency so the whole town is built to accommodate ZAP interactions with furniture and gear .... @musje and @t.ara are doing some fascinating things in ZAP 9 and I intend to (permission dependent) use a lot of the AI, Package, and other assets from that resource. I am watching that development thread closely I went through and explored what you have and it looks good. Navmesh worked and followers could participate everywhere. There are missing minor textures and several stairwells have missing textures but others have identified them to you. There seems to be one navmesh problem in the lowest level of one of the inns the bottom of the stairwell that transition to the underground player area. Sorry did this yesterday and had busy moments all day so forgot exact names. This is an awesome base for a mod. The amount of work you have put into this is incredible. I have proposed to several modders over the years that they should use sex based approach to advancement in mod adventures but few have heeded that call or its just a small add on. In player slavery mods using the slave character sex abilities to influence political figures for power, influence, and money for their masters gain.. More of a Roman style of slavery. For straight up characters characters can use their own abilities, and for slaver characters they can use their slaves. The player no matter what style would have to complete a combination of normal adventures and sexual favors and adventures to work their way to the top and eventually get to the Jarl of a particular area. Influencing the Jarl would be the boss level adventure. There are many possibilities and side quests that can be created from this. Like I said there are very few mods that use this approach so would be unique. I wish you luck and look forward to your endeavors.
Leeeeeroy Posted August 24, 2019 Posted August 24, 2019 13 hours ago, Huckleberry said: Here is a little patch that should fix the mesh/texture probs identified so far. I have also fixed the patrons using the bartenders idles and changed the hunter on top of the bridge to proper Keeper Soldiers (hopefully). Oh, and I added a couple of lights in that dark tunnel behind the secret panel ... the tunnel does go completely black at the end though since it is actually going to be one of those 'fade to black' doorways at some point. I've included a new esp ... please don't clean it in TES5Edit at this time. It has already had a preliminary clean and will require a manual clean to address a few ITM records that I don't want snipped out. Those missing textures on the ship were all vanilla assets so I have no idea why they weren't showing up. In order to make sure they are found by the mod I have packaged them into one of the mod folders. Its only 4 textures so it won't cause any problems. The big issues of lag and darkness will take a bit of time to resolve but I am working on it. On install, overwrite when prompted. Requires original MEGA download BOVBeta1.1.rar 4.74 MB · 7 downloads Tested it, and textures are still missing, the other thingi mentioned before seens alright now
Huckleberry Posted August 24, 2019 Author Posted August 24, 2019 1 hour ago, Leeeeeroy said: Tested it, and textures are still missing, the other thingi mentioned before seens alright now all of them? even the stairs? ugh ... ok I must be missing something between ck, nif, and my data folders ... time to break out the microscope
Huckleberry Posted August 24, 2019 Author Posted August 24, 2019 4 hours ago, BigOnes69 said: I have proposed to several modders over the years that they should use sex based approach to advancement in mod adventures but few have heeded that call or its just a small add on. In player slavery mods using the slave character sex abilities to influence political figures for power, influence, and money for their masters gain.. More of a Roman style of slavery. For straight up characters characters can use their own abilities, and for slaver characters they can use their slaves. The player no matter what style would have to complete a combination of normal adventures and sexual favors and adventures to work their way to the top and eventually get to the Jarl of a particular area. Influencing the Jarl would be the boss level adventure. There are many possibilities and side quests that can be created from this. Like I said there are very few mods that use this approach so would be unique. I wish you luck and look forward to your endeavors. The proposed Bridger quest line will be quite similar to what you have written. I hadn't thought about using the player owned slaves but it is a good idea. I will have to think about that. Glad you enjoyed stomping around my little town. Thanks for testing it. :)
cailic Posted August 26, 2019 Posted August 26, 2019 I'm back from pulling weeds at my moms house. Uhh..... WOW! Other than the missing textures, the place looks awesome. I'm still looking around. Just thought I'd chime in after my game crashed. I'm guessing it was Sexlab Approach. I think it was about to start the Horrible Harassment struggle animation. So, there is no evidence your mod caused it. I'm impressed. You certainly have talent.
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