Yuni Posted June 2, 2019 Posted June 2, 2019 @Lupine00 Now, I suppose this might have been addressed in today's patch, but, I forgot to mention during the melee damage thing -- No I can't dag the minimum value slider below -100, that's as low as the slider will go, on the minimums page.
Lupine00 Posted June 3, 2019 Author Posted June 3, 2019 14 hours ago, Yuni said: Now, I suppose this might have been addressed in today's patch, but, I forgot to mention during the melee damage thing -- No I can't dag the minimum value slider below -100, that's as low as the slider will go, on the minimums page. It wasn't. But it's back on my radar now. Physical damage modifier is absolute, it seems. Maybe the best thing is simply to replace melee damage modifier with a physical damage modifier instead? That would be percentage based. Or should I keep melee damage modifier and just extend the range? Thoughts? Problems with some stats seem to follow from me testing them with a level 1 character originally, and not seeing high values. 1
Yuni Posted June 3, 2019 Posted June 3, 2019 1 hour ago, Lupine00 said: Maybe the best thing is simply to replace melee damage modifier with a physical damage modifier instead? That would be percentage based. Or should I keep melee damage modifier and just extend the range? Thoughts? Problems with some stats seem to follow from me testing them with a level 1 character originally, and not seeing high values. Testing can be awkward, yeah. I know it's possible to reduce the damage for them to zero, I've managed it with the creation kit before, fuck if I know how though. A more absolute one would work better. Randomly I'd also see Unarmed Damage remaining at 1 instead of zero, but that's useless anyways, so not a problem. Usually the "melee damage" modifier just reduces my overall attack by 1 point... (I can measure Unarmed Damage because of SPERG's use of the 'fist' item, set it to Manual for compatible with DD)
Neodarkside Posted June 4, 2019 Posted June 4, 2019 Think I asked this before, but I'm curious if this mod has this effect or if it can be added. If Breast or Belly size is greater than a certain value, it forces armor to become unequipped due being to large. For example, I use Filler Her Up (Cum inflation) and Soul Gem Oven. If my female characters breasts are 1.00 normal size and suddenly they have 3 bottles of milk in them, it increases to 1.65. I'd set the value at 1.45 were they become to large to physically put into clothing and so the mod unequips the armor, or basically slot... 32? Same thing with the belly node for being inflated with cum or pregnant belly.
Lupine00 Posted June 4, 2019 Author Posted June 4, 2019 7 hours ago, Neodarkside said: Think I asked this before, but I'm curious if this mod has this effect or if it can be added. If Breast or Belly size is greater than a certain value, it forces armor to become unequipped due being to large. For example, I use Filler Her Up (Cum inflation) and Soul Gem Oven. If my female characters breasts are 1.00 normal size and suddenly they have 3 bottles of milk in them, it increases to 1.65. I'd set the value at 1.45 were they become to large to physically put into clothing and so the mod unequips the armor, or basically slot... 32? Same thing with the belly node for being inflated with cum or pregnant belly. Ah! You have reminded me that I intended to implement PART of this as an event. The event would be smart enough to work out what items contributed to it and de-equip that item. Strictly speaking it would be lots of different events, so it would sum across MODEs but not across ITEMs - so the chance you set on a Corset would have nothing to do with the chance from a hood. This creates a limitation that wearing a hood can't make you unequip a corset. How then would Belly Size select an item to unequip? I believe that I would simply unequip the BODY slot if the source of the event were not an item, but a node or wear and tear, etc. So yes. It can be added. It will come with the new events I'm going to add. 1
Neodarkside Posted June 5, 2019 Posted June 5, 2019 17 hours ago, Lupine00 said: Ah! You have reminded me that I intended to implement PART of this as an event. The event would be smart enough to work out what items contributed to it and de-equip that item. Strictly speaking it would be lots of different events, so it would sum across MODEs but not across ITEMs - so the chance you set on a Corset would have nothing to do with the chance from a hood. This creates a limitation that wearing a hood can't make you unequip a corset. How then would Belly Size select an item to unequip? I believe that I would simply unequip the BODY slot if the source of the event were not an item, but a node or wear and tear, etc. So yes. It can be added. It will come with the new events I'm going to add. If I recall, Body slots take up 32/52, Vanilla armor uses both slots. Various bikini armors, like that of Nisetanaka puts Slot 32 as Breasts and 52 as groin (or vice versa, I'll have to double check in game next I get a chance.). So my thoughts are, if theres a way to set the mod that reads the size of breasts or belly it would then de-equip just a specific Slot, or both as vanilla uses both. I've been wanting something like this for awhile, like I said, a huge fan of Soul Gem Oven and Fill her Up, always hoped a mod would take belly and breast size and force armor slots to de-equip because the character would no longer fit in the armor. I'm sure theres other mods that would use this idea too, one I recall that I don't use but it bases your characters weight on the foods you eat, causing your character to plump up. 1
Lupine00 Posted June 5, 2019 Author Posted June 5, 2019 6 hours ago, Neodarkside said: If I recall, Body slots take up 32/52, Vanilla armor uses both slots. Various bikini armors, like that of Nisetanaka puts Slot 32 as Breasts and 52 as groin (or vice versa, I'll have to double check in game next I get a chance.). So my thoughts are, if theres a way to set the mod that reads the size of breasts or belly it would then de-equip just a specific Slot, or both as vanilla uses both. As far as vanilla Skyrim is concerned, slot 32 is what matters. AFAIK, all vanilla clothing and armor chest pieces use that slot. LL mods use slot 52 for the schlong or female public hair, and many mods use various slots for bits and pieces of armor. In vanilla, everything from 46 to 52, and 56 to 58 seem to have been intended for some part of the torso in vanilla, but in the end only 32 was used. DD uses those slots for various devices. I'm not aware of any mod that uses anything other than slot 32 to determine whether you are naked or not. For example, SL Aroused Redux only considers slot 32 for arousal, and SL Adventures only considers slot 32 for nakedness crime. When SLD delivers the event, you will definitely be able to use belly size, breast size, or body weight to remove slot 32. I suppose there could be an option to remove a much wider range of slots, so that kit armors like the TAWoBA items are unequipped. SLD is not going to stop you re-equipping them. They would be unequipped whenever the event fired, and the chance of that would be up to the player.
Neodarkside Posted June 6, 2019 Posted June 6, 2019 22 hours ago, Lupine00 said: I'm not aware of any mod that uses anything other than slot 32 to determine whether you are naked or not. For example, SL Aroused Redux only considers slot 32 for arousal, and SL Adventures only considers slot 32 for nakedness crime. When SLD delivers the event, you will definitely be able to use belly size, breast size, or body weight to remove slot 32. I suppose there could be an option to remove a much wider range of slots, so that kit armors like the TAWoBA items are unequipped. SLD is not going to stop you re-equipping them. They would be unequipped whenever the event fired, and the chance of that would be up to the player. Thats fine with me. I'd probably only want slot 32 removed when the mod causes the event to happen.
Lupine00 Posted June 8, 2019 Author Posted June 8, 2019 6 hours ago, M8San said: Hey, can you make update interval 1 second possible? I certainly could, but it was probably a bad idea before I had the C++ code that's now in the alpha. It will never be a good idea for potato PCs though, but it is in practice, self-limiting. If your computer can't update fast enough, you'll just get slower updates. I may also remove the feature that resets the update to 11 in all kinds of circumstances, for "safety", as I've seen this is unnecessary. If I write a min-speed feature, it will update on its own timer, at a high-rate. The problem with any min-speed feature is that you can't determine what speed modifiers apply in LE. There's no way to do it. There's capability in SE, and I wish that perhaps SKSE had reverse-engineered that, but they haven't. I can do that kind of work, but the investment of effort to build up the required knowledge for any given application - particularly one the size of Skyrim - is just too much for a "for fun" activity.
M8San Posted June 8, 2019 Posted June 8, 2019 5 hours ago, Lupine00 said: I certainly could, but it was probably a bad idea before I had the C++ code that's now in the alpha. It will never be a good idea for potato PCs though, but it is in practice, self-limiting. If your computer can't update fast enough, you'll just get slower updates. I may also remove the feature that resets the update to 11 in all kinds of circumstances, for "safety", as I've seen this is unnecessary. If I write a min-speed feature, it will update on its own timer, at a high-rate. The problem with any min-speed feature is that you can't determine what speed modifiers apply in LE. There's no way to do it. There's capability in SE, and I wish that perhaps SKSE had reverse-engineered that, but they haven't. I can do that kind of work, but the investment of effort to build up the required knowledge for any given application - particularly one the size of Skyrim - is just too much for a "for fun" activity. Thanks for the reply, I think user should decide himself if his PC is strong enough to handle big or powerful in some ways mods, 1 second update will save me, so I hope you'll make it in a future :3. If it will lag or cause additional problems I'll just set it back to safe value, so that's not a problem for me.
Lupine00 Posted June 9, 2019 Author Posted June 9, 2019 I'm looking at the middle of the week for a beta. Next weekend at latest. The following items should be in the beta: Fixed rape detection when using SLSO and separate orgasms configured. Accept cunninlingus keyword as indicating a possible orgasm animation. Improved handling of overall worn time, so it can decay as well as accumulate. You can configure the decay rate. Improved handling of all "On" values, so they are always 0 if the item is not worn. Improved handling of all "Off" values, so they are always 0 if the item is worn. Addiction fixed, now accumulates properly, withdrawal accumulates gradually if item not worn, when it surpasses addiction, it begins to fade, simultaneously decaying addiction. Addiction scales for arousal, orgasm and rape all configurable in MCM. Fixed an annoyance where re-opening some event detail sliders had the wrong slider precision. Changed min update time to 1 second. Stopped resetting to 11 seconds on update or stop/start. Fixed storage of new item x mode values in slots. New configuration values stored in slots. Item x Mode menus show current value of input. Orgasm count shown in debug menu. Orgasm and rape count shown even if you don't have SLA. Fixed missing tooltips for item x mode menus. Excessive debug spam removed from log. Fix handling of some combat debuffs, range or mechanism needs changing. Add new item types for clothing varieties. C++ plugin only logs errors. The familiarity value is now always 0 - see below. The feedback I got on familiarity was that it was not useful, so I have stopped calculating it, but it's still in the menus. So, I'm curious what sort of value people would find most useful to replace it with? There are now two spare modes. I can either get rid of them, or add two new modes, which is basically one more stat to measure. Accumulating worn time with decay (which you can set to 0), and an addiction system are already present. So it shouldn't be either of those. Orgasms and rapes are also already counted, so again, not those. One mode should be the opposite worn-state of the other, so applies only when worn and is zero otherwise, and the other applies only when not worn, and is zero otherwise, but is basically the same stat. That is how all the other modes work now. Maybe something to do with carry weight, or damage taken? I am reluctant to do distance travelled, or steps taken, as I want to avoid event handlers that fire very frequently if I can. Maybe if the demand is great enough?
sshar22 Posted June 9, 2019 Posted June 9, 2019 If you are taking requests, something that feeds back into arousal I mean if one sets that high arousal triggers a trip > you trip > - 50% health > - (reduction of) arousal, as I doubt that smearing oneself on the floor is arousing pain of too big or too full breasts might feed back in lowering arousal On things worn settings I had an issue on bridging the high heeled armours to be perceived as DD's heels, I mean 15 cm heels should still sprain your ankles like one can configure with the DD set If I set armour worn then all the armours even the non heeled ones would get the effects Cheers
Lupine00 Posted June 10, 2019 Author Posted June 10, 2019 7 hours ago, sshar22 said: If you are taking requests, something that feeds back into arousal I mean if one sets that high arousal triggers a trip > you trip > - 50% health > - (reduction of) arousal, as I doubt that smearing oneself on the floor is arousing pain of too big or too full breasts might feed back in lowering arousal Arousal modifier events, and some other new events are planned for the next phase of work. (Look back in forum). For now, finishing off item handling. 1
Lupine00 Posted June 10, 2019 Author Posted June 10, 2019 Ah, here comes the scope creep... 8 hours ago, sshar22 said: On things worn settings I had an issue on bridging the high heeled armours to be perceived as DD's heels, I mean 15 cm heels should still sprain your ankles like one can configure with the DD set If I set armour worn then all the armours even the non heeled ones would get the effects High heeled armors... I'm guessing you mean those that have no special keyword on them at all? There's been some talk about this on the Spank that Ass forum, though it's over now. I hinted that I do intend to support this sort of thing. It's a question of timing, and what represents a good chunk of work to polish and release. I think to support this, and maybe sexy armor, and so on, I'd need to: 1) add some new ITEM types to the list, and then, 2) add a page where you can assign worn armors to those types. (1) is not a big task, but (2) would delay the release quite a bit. Simply to fit those menus in the MCM would mean I have to consolidate all the node items to make more space (though this is something inevitable). And though it's not a complex menu to write, it all adds up. A half-way house would be to add ITEM types to reflect the Babo keywords. However, I'm in two minds about supporting the Babo keywords. Firstly, I don't think they are well-defined in meaning. Secondly, I don't like that they are basically a teaser to try and get you to pay for content. While the free-to-play Babo mods make some light use of those keywords, they're mainly for BaboDialogue, which is a profit centre. Don't get me wrong, I don't object to Babo doing that, but it doesn't mean I want to make SLD into a marketing tool for it either. But, in their favour, they exist, some people already use them, and they could be used. So, the balance of the argument... Unless there's a sudden demand from users (and TBH, I don't see much chance of it), I'm not going to support them, but I will leave the door open. I like the idea that you could become addicted to, or get benefits from wearing sexy armors. It gives a reason to wear them when they might also cause problems, like unwanted attention. So, I will add ITEM types for: Killer Heels - use for any heels you think are high enough to count Sexy Apparel - use on any clothes that look alluring Slooty Apparel - use on clothes that attract the wrong kind of attention, whore outfits, slave clothes, bondage-lite gear, etc. Naked Apparel - for clothes that are more naked than naked. Both Slooty Apparel and Naked Apparel are intended as kinds of items you might tag as naked in SLA, but you also might not tag Slooty Apparel, if you have naked as a crime in SL Adventures or DCL. It's intentionally in a grey area, while the others are clear-cut. But ... only naked apparel will be detected to start with (using the SLA armor=naked list). And I won't put any of this in the forthcoming beta, as I don't want to delay it. However, it may be in the release after that, which will hopefully also be the RC. Or I might hold it back for a point release. This has a cost, but also means that there's no impact on getting out a properly finished release. I will then add the other detection options in a point release, which will allow me to add menus to create lists of these item types. I may (or may not) add an option to treat Babo keywords as another way to detect these item types. 2
sshar22 Posted June 10, 2019 Posted June 10, 2019 Take all the time you like no one in their right mind expects a modder to do things on fly On the item handling a way I don't dislike is how 'devious training' did the heel training detection, it simply stores the current worn (non dd) heels if you flag it, no keyword database building needed. something similar can be applied to the body armour too. It involves the user more, you need to mark it, but might be less problematic. Cheers
Darkwing241 Posted June 10, 2019 Posted June 10, 2019 2 hours ago, Lupine00 said: Unless there's a sudden demand from users (and TBH, I don't see much chance of it), I'm not going to support them, but I will leave the door open. I like the idea that you could become addicted to, or get benefits from wearing sexy armors. It gives a reason to wear them when they might also cause problems, like unwanted attention. So, I will add ITEM types for: Killer Heels - use for any heels you think are high enough to count Sexy Apparel - use on any clothes that look alluring Slooty Apparel - use on clothes that attract the wrong kind of attention, whore outfits, slave clothes, bondage-lite gear, etc. Naked Apparel - for clothes that are more naked than naked. I saw the Babo stuff, and I don't think you should use his keywords. I would be really scared to tie myself to a framework that's partially hidden behind a paywall. Seems like it would be a surefire path to conflict. As it stands right now there is basically no mod out there that makes appearance matter. It's always 'clothed vs naked' or 'bondage vs not'. With how much the Skyrim community likes play dress up, it's just a massive hole that needs filling. Because the subject is so uncovered, it seems appropriate to build from the ground up. As for your proposal it sounds awesome, kind of a dream mod for me as both a player and modeler. Do it! I wish I had a way to help out beyond encouragement!
Lupine00 Posted June 10, 2019 Author Posted June 10, 2019 3 hours ago, Darkwing241 said: As it stands right now there is basically no mod out there that makes appearance matter. It's always 'clothed vs naked' or 'bondage vs not'. SL Adventures does, to a limited extent. Partially due to my pestering perhaps I have this huge list of "TODO" for SLD. I was thinking about it last night. I'm actually getting close to finishing the core features I planned. Not real close, but the end is in sight at least. Once I have the extra events and modifiers, a pregnancy detection system, and support for bimbo and parasites, I'm about there. But there's a lot I wanted beyond that. I considered things like sleep, food/needs, a more sophisticated "training" system for slave events, and so on. Plus dialogs... My plan now is that I will be adding some dialogs as initially planned, but I will try and minimise them. Then, I will add a way for external mods to plug into SLD modifiers, and any other systems will be more like standalone mods, or expansions for SLD. I may, at some point, add an option to use Babo keywords, but the main mechanism for clothes will be always be MCM based. I will likely make it possible to assign a numerical value to slootiness of a clothing item, and you can imagine how that will be used. One value seems a bit limiting though, so there will probably be at least something like a "style" value, that will drive a different modifier set. That will allow people to set up items that have more complex pros and cons. I admit, it's not designed at the moment. I need to think about it more carefully. Maybe I want a numeric value for each of the item types? That would imply I need a "Stylish" item type, for classy items that impress the locals. Maybe I need to put "illegal" in its own item type and give it its own value?
Lupine00 Posted June 10, 2019 Author Posted June 10, 2019 Nobody has anything to say about familiarity... Barring requests or suggestions for that, it will be removed. Personally, steps taken is my preference, but it's costly to obtain. It would need to be optional. If I had that and damage taken, you could replicate DTII's training, apart from the deformations. I will not do deformations. If you want those, Devious Body Alteration seems to do a fine job already.
sshar22 Posted June 11, 2019 Posted June 11, 2019 Just wanted to chime in to say I really appreciate what you are doing. With your "pestering", comments and this SLD mod you (and Monoman1 with his group of mods ant tweaks) are shaping the survival aspect of the SL/DD part of skyrim to be interesting, challenging, immersive and overall enjoyable. Thank You! Cheers
Lugubrious0ne Posted June 11, 2019 Posted June 11, 2019 On 5/2/2019 at 10:28 AM, Lupine00 said: I'm not sure whether I'll address scope creep requests before I release it - stuff like removing the checks for female skeleton and XPSE libs, which cause issues with males and SE respectively. Maybe I'll leave that for a point release task. Just want to chime in and mention I still check on this thread every now and then, hoping an SE user like myself but with more talent has worked out how to port your mod yet. The work you're doing sounds great and I'll be the first to jump on it if/when the day comes for Special Edition.
Lupine00 Posted June 12, 2019 Author Posted June 12, 2019 16 hours ago, Lugubrious0ne said: Just want to chime in and mention I still check on this thread every now and then, hoping an SE user like myself but with more talent has worked out how to port your mod yet. The work you're doing sounds great and I'll be the first to jump on it if/when the day comes for Special Edition. I intend to remove the XMPSE checks, and make it possible to use the mod with a male character once this major version is done. However, that still won't let you have SE I'm afraid, as now there is a SKSE plugin that will need to be ported to SE. I hope to get around to it eventually, but probably not until after I feel the LE version is feature complete - and I do have some pretty clear boundaries on what that will involve.
Zaflis Posted June 12, 2019 Posted June 12, 2019 On 6/10/2019 at 11:31 AM, Lupine00 said: Nobody has anything to say about familiarity... Barring requests or suggestions for that, it will be removed. Please reconsider the PM discussions. You are already calculating "Worn For", it's almost no different when done the suggested way. Worn For: Adds deltaTime to variable tracking how long 1 item type is being worn. When not wearing item, the var is reset to 0 and player doesn't get buffed or debuffed by it. Suggested Familiarity: Adds deltaTime to variable F tracking how familiar player is with item. Periodically N is decreased from F. When not wearing item, the F is not reset to 0 but player doesn't get buffed or debuffed by it. For others not seeing our convos, i compared this to a water tank that is filled and the fill level representing how familiar player is to an item. But that tank has a tiny hole at the bottom. So if if you stop wearing it, you'll need to get used to it again to get its effects to full. And we even discussed the gain and decrease rates should be separate and configurable, propably globally.
Lupine00 Posted June 12, 2019 Author Posted June 12, 2019 I already implemented scale-able decay on Worn Time, which is why Familiarity serves no purpose. There's no need to configure the gain rate, because any value for gain other than zero is simply equivalent to a different loss rate and To...From config. A gain rate of zero would be supremely useless, so no point considering it. Also, keeping the gain rate at 1.0 keeps Worn Time firmly grounded in "time", which helps users get a handle on the values they see. Note that this Worn Time is distinct from Worn For, which resets immediately on removal, and starts counting Worn Since instead. I have changed how all the mode values work, compared to the current alpha. See earlier posts. The unmatched state (worn, or not worn) is always seen as zero. So... Worn Time (On) gives you worn time - when worn, zero if not worn, and Worn Time (Off) gives you the decaying worn time, if not worn, and zero if worn, and so on for the other stats (orgasms, rapes, addiction and withdrawal). Also addiction has a proper withdrawal and decay mechanic. Also, you can set all the parameters to addiction in the MCM. I didn't get to do any work this week due to real work. Bah. I'm doing something now, but now there are new features, so there's going to be another alpha.
Clockwinding Posted June 16, 2019 Posted June 16, 2019 Hello, I've seen your last post on the Devious Body Alteration topic, and I have a question about it and SLIF morphs in general (i'll use that mod as example): Setting max boob inflation in DBA translates to 1.36 morph factor in Disparity (with all breast weights equal at 1). It's ridiculously low and can definitely not be used as replace/multiply setting on your mod! I've tried using the offset (both on the individual sliders and global boob/butt/belly) but the opposite problem happens : with morphs at 0 and positive offset, Disparity takes the offset as morph value. Example, DBA modification status is 0, Disparty boob offset is at 1.5, then my "normal" boob size according to disparity is 1.5 on both multiply/replace settings (on the mod's first page). I think the problem stems from the global offsets being absolute values and not %... If it were, i could tell it to double the calculated offset and make it 1.72 instead of 1.36, or even triple to get 2.108... and not a flat offset which makes it 2.36 when set on 1. Any tips on compatibility between these two mods to get a closer value to what's truly happening with the morphs? Everything else works perfectly as advertised (meaning it's great!), and i can't wait to see the next release
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