Lupine00 Posted December 15, 2018 Author Posted December 15, 2018 1 hour ago, Code Serpent said: On another note, are you considering adding a sort of 'clothes-tearing' system? So that if you try to put on equipment with a massive body, it's unequipped or torn. MME has a simple system like this, but it feels very tacked on, and I feel your mod is suited to have a more in-depth version. Automatic removal of clothes or armor items is something I want to do after I get this release out. So if you cross some size threshold you've configured, items are removed and blocked for replacement. MME does this for one slot, but I'd want to provide it for all slots. Possibly have a recurring damage effect if the item is devious and can't be removed. Tearing and repairing is quite an involved sort of thing to do properly, so I don't know if it would really deliver enough return on the effort. I don't rule it out exactly, but it's definitely in the luxury feature pile. 1 hour ago, Code Serpent said: Jeez, I need to get to work on my own rape/addiction mod before you make it obsolete before I even release it. Is this a bad thing? If you don't need to make one feature, you can focus on another.
Code Serpent Posted December 15, 2018 Posted December 15, 2018 2 hours ago, Lupine00 said: Automatic removal of clothes or armor items is something I want to do after I get this release out. So if you cross some size threshold you've configured, items are removed and blocked for replacement. MME does this for one slot, but I'd want to provide it for all slots. Possibly have a recurring damage effect if the item is devious and can't be removed. Cool. Another question; can you also add some HDT blacklists/whitelists for armors? So that armors that are HDT enabled are more flexible and less likely to being removed, and/or armors that aren't HDT enabled are removed at lower sizes. 2 hours ago, Lupine00 said: Is this a bad thing? If you don't need to make one feature, you can focus on another. This was a bit of a joke, as I realized I wasn't the only one working on a rape and addiction mod. However, I've realized your mod is mostly debuffs, while mine is more about loss of control and corruption, ie dialogue and messages. So, I think our mods should be able to work together without overlapping too much. 1
DarksideTinkerbell Posted December 15, 2018 Posted December 15, 2018 Why can't somebody just make a straight out Gang Bang mod, Gang Bangs can be consensual I know this from experience...
Lupine00 Posted December 15, 2018 Author Posted December 15, 2018 15 minutes ago, DarksideTinkerbell said: Why can't somebody just make a straight out Gang Bang mod, Gang Bangs can be consensual I know this from experience... You could do it!
Lupine00 Posted December 15, 2018 Author Posted December 15, 2018 19 minutes ago, Code Serpent said: This was a bit of a joke, as I realized I wasn't the only one working on a rape and addiction mod. However, I've realized your mod is mostly debuffs, while mine is more about loss of control and corruption, ie dialogue and messages. So, I think our mods should be able to work together without overlapping too much. TBH I wasn't sure what kind of addiction you meant, but it works either way. I do have a much worked on, still unready for release, addiction and prostitution mod - Skooma Whore Redux basically - completely different drug mechanics, different visuals, new skooma dens, drug dealers in towns, consignment deals, debts, and DD prostitution collars and bracelets. So I wasn't sure if you were referring to that. 2
DarksideTinkerbell Posted December 15, 2018 Posted December 15, 2018 37 minutes ago, Lupine00 said: You could do it! I wish lol, I can't even understand a pap log properly, so I think making a Mod is way beyond me. Even tried CK and all I managed was to load the program everything else was like WTF!! It would be easy, take Sex Lab Adventures Rape Function, add a "I'm Horny lets have a Gang Bang" dialogue that over-rides the rape requirements, making the Gang Bang consensual, using consensual acts instead of aggressive. McM has a couple toggles extra "Allow Consensual Gang Bangs" which automatically includes consensual scenes, and "allow Rape Gang bangs" which automatically includes aggressive scenes, then maybe in both a toggle to allow the opposite type of scenes. That way a player can have aggressive and consensual scenes mixed in say "I wanna be Gang Banged" while only aggressive scenes in ""Fuck I'm being Gang Raped". If I could I would, but I can't so instead I'll beg and complain till somebody does it for me... I could provide a suspiciously salty tasting cherry on top with the begging though. There are 3 totally awesome Mods out at the moment (possibly a fourth) Disparity, Hormones and Adventures, the combination of them all creates a pretty sweet game. Between them it would be awesome like even better than well anything if they were patched/linked to each other. Add in possibly what @Code Serpent is working on with dialogues, you have 4 Mods that potentially will surpass Many of the Mods that are concidered "core" or "back bone" mods to a player.
Lupine00 Posted December 15, 2018 Author Posted December 15, 2018 5 hours ago, DarksideTinkerbell said: It would be easy, take Sex Lab Adventures Rape Function, add a "I'm Horny lets have a Gang Bang" dialogue that over-rides the rape requirements, making the Gang Bang consensual, using consensual acts instead of aggressive. Oddly enough, today I was going through hundreds of SLAL animations, trying to come up with tag sets that will deliver decent results for rapes, and surprised to find a fair number of consensual orgy animations. With the setup I have, adding dialogue to trigger a consensual version, using some different tag sets, is very possible. It would just be that though. One scene, rough or not, and then you have to ask again. There's still a lot of stuff that needs doing around the basic business of playing a sex animation to make it feel polished, that I haven't done, and won't do this time around, because I have a ton of menus to write still. I intend to do more, and the code framework is there for it, but it's sucked up so much time as it is. I wanted to finish off the transition from masturbation to rape, add one slider to control that, and draw a line under it. The puzzle here, is who would have such dialog on them? It shouldn't be everyone. I hate it when every NPC in the game gains a dialogue because the mod author didn't have a better solution. If it's innkeepers, you're limited to inn patrons in your orgies. If it's somebody outdoors, it needs to be some general class of people, like smiths, or guards, vendors, or ... something. The best I have now is innkeepers. Or maybe you can ask your follower, and they'll help make it happen for you, and join in too? So you can do it anywhere, but you need a follower.
DarksideTinkerbell Posted December 15, 2018 Posted December 15, 2018 29 minutes ago, Lupine00 said: Oddly enough, today I was going through hundreds of SLAL animations, trying to come up with tag sets that will deliver decent results for rapes, and surprised to find a fair number of consensual orgy animations. With the setup I have, adding dialogue to trigger a consensual version, using some different tag sets, is very possible. It would just be that though. One scene, rough or not, and then you have to ask again. There's still a lot of stuff that needs doing around the basic business of playing a sex animation to make it feel polished, that I haven't done, and won't do this time around, because I have a ton of menus to write still. I intend to do more, and the code framework is there for it, but it's sucked up so much time as it is. I wanted to finish off the transition from masturbation to rape, add one slider to control that, and draw a line under it. The puzzle here, is who would have such dialog on them? It shouldn't be everyone. I hate it when every NPC in the game gains a dialogue because the mod author didn't have a better solution. If it's innkeepers, you're limited to inn patrons in your orgies. If it's somebody outdoors, it needs to be some general class of people, like smiths, or guards, vendors, or ... something. The best I have now is innkeepers. Or maybe you can ask your follower, and they'll help make it happen for you, and join in too? So you can do it anywhere, but you need a follower. Sex Slaves has a simular option you can ask your slave to seduce a random amount of NPC's to start an orgy, she run around a bit, then does a sexy dance and bam an orgy starts. Maybe a Dialogue based on relationship, I would maybe do Lover and the level just below Lover maybe? That way it could be a follower who starts it, or that best friend in town? Or your wife/husband sort of thing.
Lupine00 Posted December 15, 2018 Author Posted December 15, 2018 29 minutes ago, DarksideTinkerbell said: Maybe a Dialogue based on relationship, I would maybe do Lover and the level just below Lover maybe? That way it could be a follower who starts it, or that best friend in town? Or your wife/husband sort of thing. Sounds reasonable.
Lupine00 Posted December 17, 2018 Author Posted December 17, 2018 Got some multi-rapist chase-downs happening in the rape code. It was always possible, but I was making the player fall (and stay down) at the start of the rape, so there was no real chase. I moved the fall to the end. Makes it kind of fun, but you always get caught, no matter what. No speed buff on the rapists at this time either. They probably should have something, but of course, there's no knowing how fast the PC can move. Seems almost worth supporting the possibility of escape now. Will probably move the fall back to the start, but let you get up. Gives the rapists more chance.
Lupine00 Posted December 22, 2018 Author Posted December 22, 2018 Added an orgy request dialog for relationship rank 3+ Only does straight sex though, no lesbian. It was kind of trivial to add, but I don't want to spend time on it to do grouping, search for mixed animations, and so on. I've been playing around with a scenario where the rape chance is dramatically increased if you were recently raped, which is done using the regular "raped" value in the arousal menu. Set my game up so there is no chance for SLD rape by default, but if recently raped, SLD rape is almost certain. Then, when SLAdventures rape happens, you get robbed of your gear and money, and your rape peril is suddenly high ... for groups of four or more. Set some nasty wear+tear debuffs so SLD makes you fall over a lot after rapes, and set rape event to take most of your current health and stamina. Life is perilous. If you fall. You fall hard. Shouldn't be enjoying my own mod so much
SkyAddiction Posted December 29, 2018 Posted December 29, 2018 @Lupine00 I think I finally found the link between SLD and my build - the arousal pages. It ties nicely into the DCL arousal mini-game if you set an arousal threshold in DCL for traps, and provides better consequence generation for both combat and DD item removal failure than both DCL itself and Apropos, the latter of which I'll probably dump in the next build as a consequence. Would you be at all interested in adding a relationship to more base game elements like leveling and economy in a future build? Specifically, something that could synergize with SkyTweak's ability to modify barter and leveling attributes? Honestly, the more synergy you create with that mod, the more powerful yours becomes. I'm not talking dependency of any kind, just an iteration on what you've already done, but applied to base game systems. Because SkyTweak allows for static alterations to the base game, it follows that a mod which can change certain critical values dynamically can build upon that for a very powerful control suite. Specifically, I'd personally be looking at barter, skill experience rates, level cost multiplier, and level cost power factors. I think those are really the only vanilla game base systems you don't already address in one way or another that actually matter beyond the trivial. If I could tie those to the arousal pages through the current capabilities of this mod, I could pretty much set Skyrim to do whatever I want within reason and would finally own the game instead of the other way round.
Lupine00 Posted December 30, 2018 Author Posted December 30, 2018 On 12/29/2018 at 6:31 PM, SkyAddiction said: Would you be at all interested in adding a relationship to more base game elements like leveling and economy in a future build? Specifically, something that could synergize with SkyTweak's ability to modify barter and leveling attributes? Honestly, the more synergy you create with that mod, the more powerful yours becomes. I'm not talking dependency of any kind, just an iteration on what you've already done, but applied to base game systems. Because SkyTweak allows for static alterations to the base game, it follows that a mod which can change certain critical values dynamically can build upon that for a very powerful control suite. Digging through the SkyTweak code for inputs or outputs I can use is something I'd like to do, but I have a lot piled up that is part of the basic footing to do first. Was testing my SLIF integration today, and found that is going to need the morph support to really be any use, because it turns out the SLIF patches for things like DCL don't use vanilla nodes, but mainly morphs. I was going onto morphs next anyway. Once that's done, then I have to put in the support structure for the binary conditions, then add some binary conditions people can use, and then ... hopefully ready to release. That will be a big bundle of new functionality, and some important fixes. The rapes fix is trivial, but so important to have. The phase after that should be all about "lasting consequences" - fire and forget effects rather than persistent buffs or momentary events. Instead of buffing or debuffing a skill, you will be able to change it, for good. I'm not sure how I'm going to trigger those yet. Some things I have ideas for, but it's about delivering it in a way that isn't confusing. I could have made the existing buff/debuff system more like a "patch board" where you define inputs and outputs and wire them up. Would have avoided some redundant processing, but the MCM would have been complicated to learn. The "simple" regular solution I have now is more about making it simple to learn (and it's still a wall of sliders when you first see it). When you say "levelling and economy", are you mainly interested in prices (which you can currently modify with speech, though it's a blunt instrument)? And experience rate? Or other things? I have a set of experience perks in the ESP at the moment, but there is nothing to drive them, and they're a bit granular. The idea of making the game training based, with pay to train, makes cash scarcity way more interesting. I have played with slow experience games, but didn't consider uncapping the training-per-level you are allowed. That's a change that alters the character of the game; makes cash way more interesting; plus you have to get access to those trainers, and if you make travel hard, and dangerous ... better hire some guards to protect you. Oh, and you say you might dump Apropos ... you might change your mind when you get to play with the apropos integration. It adds another layer to sex games when apropos wear+tear really has some serious consequences. There've been some requests for an output that feeds back into arousal. Definitely not planned for the short term, but I see it could get interesting if it were done right. The masturbation and rape events end up being more useful than I expected, so I'm pleased with them, even if they took an age to do. It was the synergy with the (now working) time-since-last-rape input that added an extra twist to it. I don't think there's any rape mod that does anything quite like it, though it's easy compared to getting a decent rape scene to play.
tuxagent7 Posted December 30, 2018 Posted December 30, 2018 3 hours ago, Lupine00 said: The idea of making the game training based, with pay to train, makes cash scarcity way more interesting. I have played with slow experience games, but didn't consider uncapping the training-per-level you are allowed. That's a change that alters the character of the game; makes cash way more interesting; plus you have to get access to those trainers, and if you make travel hard, and dangerous ... better hire some guards to protect you. That is what i play I use the mod Experience to stop my skills xp and levels only by completing quest and discovering locations And with Trainers galore and i spends a lot of gold to augment my skills https://www.nexusmods.com/skyrim/mods/89947 https://www.nexusmods.com/skyrim/mods/93967 Good thing about trainers galore is that each npc can train me at something for the right amount of cash and its customizable With Scarcity at x6, you hunger, i get less stuff
SkyAddiction Posted December 31, 2018 Posted December 31, 2018 14 hours ago, Lupine00 said: Digging through the SkyTweak code for inputs or outputs I can use is something I'd like to do, but I have a lot piled up that is part of the basic footing to do first. Was testing my SLIF integration today, and found that is going to need the morph support to really be any use, because it turns out the SLIF patches for things like DCL don't use vanilla nodes, but mainly morphs. I was going onto morphs next anyway. Once that's done, then I have to put in the support structure for the binary conditions, then add some binary conditions people can use, and then ... hopefully ready to release. That will be a big bundle of new functionality, and some important fixes. The rapes fix is trivial, but so important to have. The phase after that should be all about "lasting consequences" - fire and forget effects rather than persistent buffs or momentary events. Instead of buffing or debuffing a skill, you will be able to change it, for good. I'm not sure how I'm going to trigger those yet. Some things I have ideas for, but it's about delivering it in a way that isn't confusing. I could have made the existing buff/debuff system more like a "patch board" where you define inputs and outputs and wire them up. Would have avoided some redundant processing, but the MCM would have been complicated to learn. The "simple" regular solution I have now is more about making it simple to learn (and it's still a wall of sliders when you first see it). I'm not in any dire need of mod updates, it's mainly about "nice to have" effects down the road. Permanent skill changes would be very interesting to try to incorporate. No rush or demands, obviously; I know how much of a bitch modding can be. Quote When you say "levelling and economy", are you mainly interested in prices (which you can currently modify with speech, though it's a blunt instrument)? And experience rate? Or other things? I have a set of experience perks in the ESP at the moment, but there is nothing to drive them, and they're a bit granular. Min buy/Max sell and fBarter values as primaries in economy. You already allow for speech, and I have it set as a sort of soft price control. Speech perks are definitely worth considering as an investment. For experience, level costs and experience gain rates. Those alone would allow a huge degree of control, from arousal to generic defeat-type failure states. The more punishing I can make these, the more interesting are the decisions and mod interactions which consequently become available. I'm also still pretty enamored with the ever-increasing temptation to run from fights which offer even a hint of loss under extremely punishing post-defeat scenarios. Quote The idea of making the game training based, with pay to train, makes cash scarcity way more interesting. I have played with slow experience games, but didn't consider uncapping the training-per-level you are allowed. That's a change that alters the character of the game; makes cash way more interesting; plus you have to get access to those trainers, and if you make travel hard, and dangerous ... better hire some guards to protect you. This is precisely how my game is built. The harsh economy we've talked about in the DF thread coupled with high leveling costs and much more reasonable experience gains means training, not action, is the primary driver of skills and leveling in my build. I do make training costs much more linear (about 1,500g at level 70), but then money is a constant problem anyway. This also very neatly makes perks much more valuable. Legendary skill resets are required to get past level 40 or so. I generally have the training-per-level cap set to 50 just to effectively remove it. Quote Oh, and you say you might dump Apropos ... you might change your mind when you get to play with the apropos integration. It adds another layer to sex games when apropos wear+tear really has some serious consequences. There've been some requests for an output that feeds back into arousal. Definitely not planned for the short term, but I see it could get interesting if it were done right. The masturbation and rape events end up being more useful than I expected, so I'm pleased with them, even if they took an age to do. It was the synergy with the (now working) time-since-last-rape input that added an extra twist to it. I don't think there's any rape mod that does anything quite like it, though it's easy compared to getting a decent rape scene to play. I'll definitely wait to see what you do with it, but you already provide better wear and tear effects than Apropos, mostly because yours aren't locked modifiers. Anything you do which feeds into arousal will likely be something I can use. It's rapidly evolving into its own mini-game in my build, in conjunction with DCL's tools.
Lupine00 Posted December 31, 2018 Author Posted December 31, 2018 11 hours ago, tuxagent7 said: I use the mod Experience to stop my skills xp and levels only by completing quest and discovering locations And with Trainers galore and i spends a lot of gold to augment my skills https://www.nexusmods.com/skyrim/mods/89947 https://www.nexusmods.com/skyrim/mods/93967 Good thing about trainers galore is that each npc can train me at something for the right amount of cash and its customizable With Scarcity at x6, you hunger, i get less stuff Not heard of "Experience" ... it looks interesting, particularly if you are playing a sensible Skyrim where you can actually quest. In this case, I'm coming from the direction of making a weak character who can't fight to start with (begins with weapon and magic skills of 1), and can't easily gain combat skills due to XP from combat being crippled. Such a character can't really complete quests either - at first - and their money making options are a bit of alchemy and ... see Maria Eden So Experience probably isn't quite the right tool, and a single perk that cripples your XP rate is all that's needed. SLD has such perks in the ESP but no way to turn them on. I should probably add more, and an output to drive them. I meant to do it for version 12, but it got skipped because I wasn't sure there was much benefit in having it dynamic. A non-combat character has to be very careful about travelling, because once you step out of a town, you can be eaten by wolves rather easily unless you have protectors. With a strong follower or more than one, you could do quests, but it would seem a bit strange that you level up because your "followers" (or owners) did something and you simply tagged along. Putting carriage costs up helps add difficulty there too. Mixing that with poor trainer availability as the only way to develop would be ... nice and hard. Experience seems intended to fix a problem I often create on purpose, which is to say, levelling a skill like Speech up high levels up you, and thus the monsters, but not your combat ability. Gaining all the levels you can off maxing speech is an easy way to bump up the game difficulty without even using a mod. Red Wave has a sort of bug that lets you do this. I find though, that even with a lot of starting disadvantages, and some "gimp" skills, by the time you hit the forties in levels, most things aren't too hard, and you are back to a normal game. SLD fixed this for me and now I can debuff combat skills of 100 down to nothing if I want. Avoids introducing a lot of extra monsters that often have unexpected consequences that require more mods to fix, and then more mods to fix the issues with them. So, Experience looks like something I want to try, but not for that sort of game. More for a regular sort of playthrough. I also like that it's a SKSE plugin, so no script problems if you decide to take it out. Trainers Galore sounds too easy for my tastes. While a few more trainers is a good thing, it makes trainers very easy to access. Another thing I'd like, is a cooldown system, so if you train a skill you can't train another until the next day, or something similar. I don't think it has this. I'll have to try it out to see, but it's probably not what I want. I could see myself making a mod to add a handful of trainers to Skyrim, just to balance training out a bit. They would have to be new NPCs, so any compatability problems are avoided. Perhaps such a mod already exists? It seems ... obvious.
Lupine00 Posted December 31, 2018 Author Posted December 31, 2018 10 minutes ago, SkyAddiction said: I'll definitely wait to see what you do with it, but you already provide better wear and tear effects than Apropos, mostly because yours aren't locked modifiers. Being able to use the Apropros W&T values to drive any debuffs you like provides a way to link them to "bad sex things happening", and mixing that with the time-since-raped tracker adds another twist. The only problem is that some mods will set you as victim when they shouldn't. I think DCL does this. Used to not set victim at all, now sets for all sex. If SL Adventures had a misogyny feature, this would be a non-issue.
SkyAddiction Posted December 31, 2018 Posted December 31, 2018 1 minute ago, Lupine00 said: Being able to use the Apropros W&T values to drive any debuffs you like provides a way to link them to "bad sex things happening", and mixing that with the time-since-raped tracker adds another twist. The only problem is that some mods will set you as victim when they shouldn't. I think DCL does this. Used to not set victim at all, now sets for all sex. If SL Adventures had a misogyny feature, this would be a non-issue. Most DCL sex is on the border of non-consensual. You can easily set it up to trigger only in situations where your character "wants it" if that's the desired effect, or use it like I do to offer risk/reward potential for desperate situations. I use that and the minimum arousal slider to trigger cursed loot to create an incentive for a basic PC sex life with Follow Me for Sex. Going to the tavern for a quick hook-up is something your average adventurer would probably do and generally covers your ass for a day or two. That's actually something like 95% or more of my character sex. Traps are potential curveballs which keep the game interesting in particularly long dungeon crawls, and if my PC does get stuck in a good handful of devices, I now have to decide if I want to risk her in town (I have the rape page in SLD set to give slight buffs for long periods without assault for a negative incentive here), give money to a DF follower if I currently have one, or go key-hunting in the wild. The kind of avoidance-style play I've articulated over replies in this and the DF thread is probably pretty rare, but this is why I like back-end mods. They actually allow me to do that.
Lupine00 Posted December 31, 2018 Author Posted December 31, 2018 4 minutes ago, SkyAddiction said: I have the rape page in SLD set to give slight buffs for long periods without assault for a negative incentive here), give money to a DF follower if I currently have one, or go key-hunting in the wild. The time since rape feature is broken in SLD 12. Perhaps I should issue an interim patch for that, as it's a trivial fix. I fixed it ages ago in dev version and though that would soon be released at the time - but then I decided to do stuff I'd planned for the next phase right away, because each release adds a lot of overhead for me.
SkyAddiction Posted December 31, 2018 Posted December 31, 2018 51 minutes ago, Lupine00 said: The time since rape feature is broken in SLD 12. Perhaps I should issue an interim patch for that, as it's a trivial fix. I fixed it ages ago in dev version and though that would soon be released at the time - but then I decided to do stuff I'd planned for the next phase right away, because each release adds a lot of overhead for me. I spotted it due to some in-game oddities after losing a fight to check my settings and fixed it. It took me a while to figure out what I was looking at and for because I'm kind of a shit coder, but I got it done. No worries for now.
Lupine00 Posted December 31, 2018 Author Posted December 31, 2018 2 hours ago, SkyAddiction said: I spotted it due to some in-game oddities after losing a fight to check my settings and fixed it. It took me a while to figure out what I was looking at and for because I'm kind of a shit coder, but I got it done. No worries for now. There are two obvious mistakes, where the subtraction is back to front, but... there's also an issue that causes it to get reset on game load, so if you didn't get that one, you might want to look at CheckForSLA(), which calls ResetRapes(), which ought to be a bit smarter in how it resets the states. It's probably safe simply to remove that call to ResetRapes() in CheckForSLA() if you haven't already. In my dev version CheckForSLA() is substantially reworked and doesn't handle any of that reset behaviour. 1
Lupine00 Posted December 31, 2018 Author Posted December 31, 2018 As I suspected, mods that add trainers for all skills are not so rare. Skyrim Community College - https://www.nexusmods.com/skyrim/mods/37538/ All Trainers - https://www.nexusmods.com/skyrim/mods/43017/ Know-it-all Trainers https://www.nexusmods.com/skyrim/mods/50371 And these are also of interest: Training Options - https://www.nexusmods.com/skyrim/mods/56457 - a range of trainer modification features, including fixing standing stones, quest rewards etc. Better Training - https://www.nexusmods.com/skyrim/mods/31260 - a simple unlimited training unlock, recommended for use with Skyrim Community College. Training Overhaul - https://www.nexusmods.com/skyrim/mods/93778 - does just about the same thing. And a matching pair by the same author... Skyrim True Master Trainers - https://www.nexusmods.com/skyrim/mods/75103/ - adds trainers that can train all 18 skills Skyrim Unlimited Training - https://www.nexusmods.com/skyrim/mods/45424/ - unlimited trainings per level Also... Training Per Level - https://www.nexusmods.com/skyrim/mods/2814 - lets you set trainings per-level, by using different ESPs. Smart Training - https://www.nexusmods.com/skyrim/mods/32523/ - lets you save trainings from one level to use in another. Different. Training Costs - https://www.nexusmods.com/skyrim/mods/2746/ - makes higher level training cheaper. Lower Training Costs and Train 10 Times Per Level - https://www.nexusmods.com/skyrim/mods/10804/ - the name says it all. Skyrim Unlimited Training -https://www.nexusmods.com/skyrim/mods/45424 - unlimited training per level and train to 100. Plus... SXP (Redone) - https://www.nexusmods.com/skyrim/mods/76215/ - get experience from doing "interesting" stuff, not raising skills. Skyrim XP Addon - https://www.nexusmods.com/skyrim/mods/87840/ - like SXP (somewhat) but without cancelling out existing levelling system. Faster Skill Levelling 2017 - https://www.nexusmods.com/skyrim/mods/63828/ - some perks that change conventional XP rate, also has slower levelling. I don't really like the idea of having all training in one place, so they aren't quite what I wanted, but I'm pretty sure that "All Trainers" could be trivially modified to scatter the trainers around the major settlements instead of having them all in one town. Turns out there is already an alternate ESP for All Trainers that has this. That's Skyrim for you!
SkyAddiction Posted January 1, 2019 Posted January 1, 2019 21 hours ago, Lupine00 said: As I suspected, mods that add trainers for all skills are not so rare.[...] Training Options - https://www.nexusmods.com/skyrim/mods/56457 - a range of trainer modification features, including fixing standing stones, quest rewards etc. [...] SXP (Redone) - https://www.nexusmods.com/skyrim/mods/76215/ - get experience from doing "interesting" stuff, not raising skills. Skyrim XP Addon - https://www.nexusmods.com/skyrim/mods/87840/ - like SXP (somewhat) but without cancelling out existing levelling system. I left the interesting ones, at least to me... It's good of you to list the mods that introduce/alter trainers, but the truly interesting ones (listed above) alter the training and XP systems themselves. Every mod not listed can be replaced by SkyTweak or by one of the mods that introduces new or modifies existing trainers. This is where I keep emphasizing the power of your mod. Obviously you'll do as you wish with it. However, if you choose to integrate some of the same powers as SkyTweak, you'll have an extraordinarily powerful tool available to users. Edit: Oh, and to emphasize the power of XP mods, you should try playing with a high Skill Level Cost Power in SkyTweak. It invariably introduces difficulty and provides a means by which you can fail horribly.
Lupine00 Posted January 1, 2019 Author Posted January 1, 2019 4 hours ago, SkyAddiction said: Obviously you'll do as you wish with it. However, if you choose to integrate some of the same powers as SkyTweak, you'll have an extraordinarily powerful tool available to users. If it can be done (as I suspect) by settings some ini values, or anything else that can vary dynamically, I will certainly add it. The intention to add XP reduction perks in 5% jumps is already there. Changing training cost is valuable too, I don't need persuading It's mainly stuff that will likely get a look in V15 though. I have a pretty clear roadmap up to a point, and V15 will be where all the stuff that relates to effects that will normally change slower and have more lasting impact. I have an idea that things like defeat, or enslavement, or wearing devices, or being repeatedly raped and beaten, will have lasting consequences - as might positive outcomes, like victories, or looting valuable or unique things, or completing quests, or wearing certain armors, or travelling long distances. Quest detection is the hardest to work with. Hopefully I can find a way - if not for specific quests, for their secondary effects. I'll get what I can in that version, but the other major leg I want SLD to stand on, is dialogue stuff, and I want to get some of that in before going back and looking at all the polish - adding specific support for more mods, adding detailed little events, like the fall and forced to crawl, adding stuff like a "confidence" system - those all all going to have to come once the big ticket items are done. Of course, lately, I've been slacking ... because New Year and all that ... and playing The Witcher again ... because TV. The Witcher is such a mixed bag of good and bad parts. I missed Skyrim combat immediately, indistinct and lacking any accurate collision as it is.
Lupine00 Posted January 15, 2019 Author Posted January 15, 2019 After my experiments with a hardcore weak character setup, I think I need some kind of blackout event. At the least, this would be bleedout animation, a fade to black screen, forced wait for a time, play sleep anim, then fade back. You could blackout for half a day, or a day, and wake up, starving, thirsty, exhausted, and owing your Devious Follower, and the inn-keeper. Maybe there are better animations? Thinking I'll force health and magica to 5 before fade-back. Should this be configurable, so instead you can set a percentage lost, or remaining? Doesn't seem to add much. If you don't want severe penalty, don't turn on blackouts? Or could just be a simple toggle, so you can have the lost time without the other penalties? Time range should be configurable though - would be great if it could derive from 'inputs' - and I might do that. I guess from this, the logical next step is robbery events, but I would leave those for later. I kind of want the blackouts for my current game, but robbery is overkill for that, at this point. Maybe I should just get on and finish morphs properly instead of this.
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