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Posted
On 11/23/2018 at 8:41 AM, Lupine00 said:

Not yet. Items handling is probably a few weeks away.

 

But the kind of functionality you describe is definitely something I had in mind when I started this, and I'm looking forward to having it myself too!

Nice, thats something I've been wanting for awhile now, some sort of penalty for Soul gem oven or FHU.

Posted

I didn't look in the additional NIO patch code for FHU yet, but it says that is supports a toggle for the deflation animations.

 

4onen says at https://www.loverslab.com/files/file/2381-fill-her-up-netimmerse-override-compatibility-patch/

 

 

Deflation Animation toggle! Now the cum you're filled with can magically disappear without interrupting your physically impossible combat experience!

Is there a problem with this feature in the patch? Such as it only detects combat, and not other scenarios? Or are people not using it for some reason?

Posted
11 hours ago, Collum said:

I like the idea of this Mod.  in MCM., it says I do not have the XPMSE skeleton loaded, but I did load it, however I did not load the options.   It also says I don't have the XPMSE libraries loaded.  I don't know what these are.  What am I missing

The XMPSE mod installation adds a bunch of script files, and these are what you need in addition to the skeleton itself.

 

You do not need the XMPSE.esp though ... that's just trouble for nothing unless you run DSR or Sexy Move, in which case it's still probably trouble, but at least you get some nice animations in return.

 

 

So, if you install the latest XMPSE, you will have the scripts you need for node based body scaling. So many mods rely on this, it's hard to avoid installing it really.

You can find XMPSE here: https://www.nexusmods.com/skyrim/mods/68000/

 

Install all of it, with a mod manager, and then disable the esp (unless you really use it).

Make sure it comes very late in your override order. In NMM, let it override, and never let anything override it. Things like SOS will try to; don't let them.

If you use MO, put it as near the bottom of your left-hand pane as practical. Stuff like your FNIS output, and your Mashed Patch can safely come after it.

Posted
On 11/23/2018 at 1:17 AM, Bartlmost said:

That would be a great thing. I would love to Try this mod but I allways have big problems when I install DD. I hope you find the time to do this!

 

And I´m allways happy to see that there are still new mods for this great game after all these years!

Ditto! Not a fan of DD mods, but love the idea of where this is going!

Posted
15 hours ago, Lupine00 said:

It's based on tracking changes in "times victim" count kept by SexLab, so if that doesn't change, it won't recognize the rape.

 

Does that explain why it's not updating, or is it genuinely not working as I intend?

Did some more testing, "times victim" count is working fine as are all the figures that are tracked from Aroused. The figure is stuck at 1000 regardless.

 

On 11/23/2018 at 8:22 PM, Lupine00 said:

So true! I eventually plan to have a fixed number of save/load slots so you can have more than one setting "set" - so you can flip large numbers of settings easily. Requests will determine priority for this so shout out if this is what bugs you most.

I'm doing a lot of testing and restarts at the moment so this would be very useful!

 

In terms of figures to track, how likely is it to track the number of devious device worn, or the amount of time devices are worn without making DD a hard dependency? It's something I would personally see a lot of use of, but I'm aware that many people don't want to have DD as a dependency.

Posted
2 hours ago, Renfrya said:

In terms of figures to track, how likely is it to track the number of devious device worn, or the amount of time devices are worn without making DD a hard dependency? It's something I would personally see a lot of use of, but I'm aware that many people don't want to have DD as a dependency.

In my development version DD is already a soft dependency, and all future DD support will be an optional soft-dep.

 

 

Well... I hadn't considered tracking devices worn simply as a count of different devices, though that is perhaps not what you mean...

 

 

I am planning to track the time you spend wearing devices of each major type (armbinder, collar, blindfold, etc), individually.

And, I am planning to track the number of orgasms you have while wearing a device of each type, individually.

 

Right now I have no plans to count steps taken. Doing that has a heavy script load, and I'm not sure what it really achieves anyway.

 

And, I am planning to track the total number of orgasms while wearing devices of any -meaningful- kind. I'll probably ignore the "do nothing" arm and leg cuffs.

 

Then for the "two columns" on each device type page (yep, an MCM page per device type) left will be no device worn and right will be with device worn, and there will be an extra set of to-from sliders, so you can configure as an input to each column the orgasm count and the time worn. There will be a dropdown to choose between multiply and add for the two inputs (or to simply ignore one or the other, or both, so the page is disabled).

 

To clarify, the time and orgasm count inputs will always be for when you were wearing that device type, the two columns will determine the effect for wearing and not wearing a device with that particular input value.

 

I think you can work out where I'm headed with this :)

But don't hold your breath. Morph support, explicit SLIF support, Apropos and FHU seem to be in front of that.

 

 

For now, I'm bogged down in trying to find a way to do updates cleanly, so it isn't a "reset everything" scenario on each update.

My goal is you install SLD on your game, and you can just update. Always. Or as close to that ideal as is practical.

 

There are going to be too many changes coming in for anyone to tolerate having to start new games, or mess around with save cleaning, or even losing all their settings each update, so it has to work nicely for the user.

 

The way I've done it this weekend, is ... a dead end ... not going to work long-term ... it's too time-consuming for me, so I think I need to have a system for saving settings in an upgrade friendly way sooner rather than later.

 

Posted
39 minutes ago, Lupine00 said:

 

For now, I'm bogged down in trying to find a way to do updates cleanly, so it isn't a "reset everything" scenario on each update.

My goal is you install SLD on your game, and you can just update. Always. Or as close to that ideal as is practical.

 

There are going to be too many changes coming in for anyone to tolerate having to start new games, or mess around with save cleaning, or even losing all their settings each update, so it has to work nicely for the user.

 

The way I've done it this weekend, is ... a dead end ... not going to work long-term ... it's too time-consuming for me, so I think I need to have a system for saving settings in an upgrade friendly way sooner rather than later.

 

I have no idea if this would work, but I assume there will eventually be a "debug" page in the McM, there you could put a save Function as you have mentioned before, but also a Function that players can use that is for Updates (sure it would mean before applying an update they would have to load in and prep the Mod for the update first but if it saves them having to reset everything then it is a small price to pay. That "Prep 4 Update" can then save McM settings, including Saves then a player can exit out Update the Mod load in and maybe click on "Load Update" which then updated everything maybe even the Saves? (Exit McM in game message "Update Completed")

Posted
7 hours ago, DarksideTinkerbell said:

I have no idea if this would work, but I assume there will eventually be a "debug" page in the McM, there you could put a save Function as you have mentioned before, but also a Function that players can use that is for Updates (sure it would mean before applying an update they would have to load in and prep the Mod for the update first but if it saves them having to reset everything then it is a small price to pay. That "Prep 4 Update" can then save McM settings, including Saves then a player can exit out Update the Mod load in and maybe click on "Load Update" which then updated everything maybe even the Saves? (Exit McM in game message "Update Completed")

There already is a debug page :)

Also, already is an update system, but I rolled all the previous updates into the initial state for the release.

You don't choose to update, it just does it. And it nukes all your settings, which is annoying. So I want to not do that with the next release.

 

When there's a save feature, I will make all existing saves upgrade automatically, so it can destroy them all when you're not expecting it!

Well, hopefully that last bit won't happen, and instead your settings will seamlessly update without you having to worry about it, and there will be backups of your old settings tagged with the version number they belonged to, also made automatically.

 

Well ... used to automatic in that opening the MCM would do it ... but I now have it so you don't even have to do that.

Posted

Oh my your talk about counting orgasms & such while wearing DD devices makes me think, if you also add support for changing node (breasts, ...) as effects in addition to the current buffs/debuffs, it could very easily replace most of the features of Devious Training which is sadly not moving much lately :/ For example one could make his character's waist get smaller the more time spent in a corset, or make your ass get bigger each time you have an orgasm while wearing a chastity belt (say by using MME orgasming) and so so many other wild things!

Posted

Awesome idea, I'm quite excited to see where you are going with this. Right now it has little ues for me (as I'm not playing with any body changing stuff), but your devious device plans are exactly along the lines of what I hopes you could achieve with this. Finally bringing some teeth to those useless arm and leg cuffs!

 

Might be useful to track nudity (duration): Both buffs and debuffs on nudity have their fair share of the market I believe.

Posted

An other idea would be to support simple text messages, you could say for example when you reach X% of a slider, display a message. So we could customize what's happening in an more immersive way too! Like as your breasts get bigger you get messages saying how you have trouble walking more and more or something :)

 

PS: Sorry for showering you with ideas, but it's your own fault, your mod is great! ;)

Posted

It's great to see these ideas coming out. I want these kind of things too. Keep them coming.

 

I plan to release new features regularly. Let's see how long I can stick to that :)

 

There's always a trade-off. I can spend more time polishing a feature, or get more things done. I could spend a long time on the visual effects, if I had it.

 

If a feature gets in, it doesn't mean there won't be scope to improve and refine it, or expand it a little, or a lot.

I think there will probably be several phases of improving DD support, nudity, and related things. It's going to be an iterative process.

 

Dialog and text ... I want to do something but I'm still thinking about how that might work. There are a lot of possibilities there.

Posted

Excellent idea!

 

Would be awesome if this mod could also play with Beeing Female (buffs, debuffs and effects based on the pregnancy and what race or species the father is), RND (changing the rate of stamina or food or drink requirements - again, for example make pregnancy tire you out faster or make you hungrier) and also a debug window with all the actual spells and effects working on the player, especially the hidden ones.

Posted

On the topic of hidden effects. There aren't any. At least not from this mod.

 

Drop Weapon stuff and Stagger/Trip/Fall are technically hidden, but they have a very short duration.

Currently, those effects one one-short fire-and-forget type events.

 

I can imagine it might be of some interest to see hidden effects from other mods, but the amount of information you can get about them at runtime is limited.

Posted
10 hours ago, Lupine00 said:

On the topic of hidden effects. There aren't any. At least not from this mod.

 

Drop Weapon stuff and Stagger/Trip/Fall are technically hidden, but they have a very short duration.

Currently, those effects one one-short fire-and-forget type events.

 

I can imagine it might be of some interest to see hidden effects from other mods, but the amount of information you can get about them at runtime is limited.

 

I meant hidden effects from other mods and the game itself. :)

Posted
12 hours ago, user9120975435 said:

I meant hidden effects from other mods and the game itself. :)

That's what I thought.

 

To clarify further. You can't get much more than the name of the spells and effects. Though there is data you can get on effects, it's not particularly meaningful without other information that you can't get. So name and magnitude are about the best you can do.

 

On a different topic, I'm really happy with how the visual effects work in play. They are done, though I might tweak them a little more.

 

I intend to put in SLIF and Apropos support, and load/save settings before making a release, so it's a while away yet.

Posted

There won't be a new release this week (coming).

 

I'm in a lucky situation where I can do a bit of work on this, and so I'm going to push on and get a bunch of stuff in all at once.

 

Visual effects are done; DD is now a soft dep; Load and Save setting slots are done; and Apropos is also done - it gets six new menu pages.

SLIF is in progress.

 

Some other things are done too, which you can discover when I finally release it :) 

 

Beside morph support, there are a couple of major features I want to get in, and if they only take a week each, it will be good going.

Posted

Consider us excited ! ;)

 

BTW, do you have the code on a public git repository or somesuch by any chance? if I/we want to submit patches it's easier than copy pasting ;)

 

What do you mean by visual effects btw???

Posted
5 hours ago, Lupine00 said:

Beside morph support, there are a couple of major features I want to get in, and if they only take a week each, it will be good going.

Hype! Mega-excited to try this out. Sounds like the SLIF of 'sex-affects-gameplay', AKA what has been needed since forever. 

Posted
6 hours ago, lolmods37 said:

What do you mean by visual effects btw???

Image space modifiers - full-screen effects.

 

There are four, and they are driven individually by their modifier percentages:

  • Blur
  • Tunnel Vision
  • Double Vision
  • Vibrant/Overbright - this is less disadvantageous than the others, at some strength settings might even be considered a benefit.

 

Basically, you get eight more sliders on every page, just above where chances are (and of course eight more sliders on the limits page).

 

You can use them as a visual indicator for your debuff status, or a punishment by themselves, or just because you like them.

 

Minineeds and Dripping When Aroused have something similar, but a bit more hard-wired.

 

I couldn't get results I liked from Minineeds, and DWA has a very specific setup, but in SLD you can control and limit the strength applied, and its feasible to tune them to get a wide range of results.

 

The base effects I've created are set to be quite strong at 100%, to maximize the player's ability to tune them; you can control their strength, so you don't ever need to see 100% unless you want it.

 

If you put all four on full-strength, you will be in some serious trouble :) 

 

 

I did consider adding the drip effect from DWA too, as the assets for that are just a Zaz equippable and anyone can use them - but I think it makes more sense to use DWA if you want that; it will let you turn its visual effects off, and it also has sounds, and works for NPCs, so there are plenty of reasons to keep DWA around if you like that sort of thing.

 

No. I don't have a git repos for SLD. One day.

Posted

I have a question on the use-cases of your mod.  Let's say I use Movement Speeds Fixed and DD4.2.  Usually, the corrected running and walking values are fine, but when DD puts a slowing device on my character, it gets really bad (like jumping on the moon when wearing a hobble dress).  With your mod, could I correct the running speed when wearing such a device ?

Posted

As a guess I think it would, the Hobble Dress slows movement by 50% but if I set it so when I am Horny as (Arousal 90+) that I run around like a crazy wabbit giving me a Buff to Movement of 50% then they would cancel each other out. (Although holly crap if I take that Hobble Dress off)

Posted
16 hours ago, mangalo said:

I have a question on the use-cases of your mod.  Let's say I use Movement Speeds Fixed and DD4.2.  Usually, the corrected running and walking values are fine, but when DD puts a slowing device on my character, it gets really bad (like jumping on the moon when wearing a hobble dress).  With your mod, could I correct the running speed when wearing such a device ?

The ability to limit speed reductions (or increases) has been asked for in SLD, and it's something I want to deliver - but it's not on my list for this chunk of work.

 

 

You can add a speed buff via SLD, and it should counteract the DD behaviour. That isn't as useful as I'd like right now, because you have nothing obvious to trigger it off.

 

TBH, I can't even remember if I've tested how it behaves vs DD, though it's likely that I did :) 

 

 

I am aware of how DD applies its debuffs. I looked into it to see if there was an easy way to stop it, or mess with it.

I don't believe it's approach was chosen with multi-mod compatability as the main priority, though I imagine it was considered.

 

However, you can turn off or vary certain speed debuffs in DD itself, already, so there's that, but I'm sure you already use that to the extent it does what you want.

 

 

Devious Training II has a deliberate feature to try and stop excessive speed-limiting, to combat multiple mods piling on speed reductions. It has problems with update frequency sometimes resulting in brief periods of sluggishness or odd bursts of speed, and that's always going to be a problem because of script lag, and how DD etc do their limiting. DTII has other problems though, so I'd advise careful experimentation before committing to it, if you haven't tried it before.

 

 

When I've exposed the ability to configure modifiers based on DD keywords in SLD, I'll look more carefully into how it can be made to interact with DD speed modifications.

 

But being able to base modifiers off keywords (or as you'll see them in the MCM, DD item types) will solve Tinkerbell's problem - and it's the first thing I need to deliver related to this problem, which is why I don't have a dedicated speed "limiter" on my to-do list right now. Generic support for devices has to come first.

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