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Ashal

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Posted

Well, time for a LST Update.  Currently I'm engaged in the oddness known as 'Owner Gender Preferences' and there are two systems that govern this right now. One is the TamagoClub system's sex drives and the other is Genderbender's preferred gender feature.  This feature only affects the sex acts performed by the actual owner of a slave.  If the slave has not been bought, this doesn't function.

 

When using TamagoClub (and not Genderbender), Male owners who have a strongly feminine side may opt to instead on the receiving end if the slave is male or very masculine. Likewise, Female slaves that are butch may actually force their slave to be on the receiving end and not reverse positions.  Chances of reversal depends upon how strong the drives on both sides are, and I do mean 'chance'.  Reversal is randomized each time.

 

Genderbender will have their own formula based upon its six factors: current gender, if changed, preferred gender, if Straight at start, if Bi at star and if Gay at start.  That is gonna be hilariously fun to figure out.

 

Heaven forbid I try to try to combine the two into..... okay, yeah.  I may.  That will make things really dynamic.

 

Oh, and as I am working and reworking the above mechanics, it should assist in a little thing called Feminine Creature submission..... uh huh... oooh yeaaah....

Posted
15 hours ago, LongDukDong said:

Well, time for a LST Update.  Currently I'm engaged in the oddness known as 'Owner Gender Preferences' and there are two systems that govern this right now. One is the TamagoClub system's sex drives and the other is Genderbender's preferred gender feature.  This feature only affects the sex acts performed by the actual owner of a slave.  If the slave has not been bought, this doesn't function.

 

 

Wow, could Ownership of slaves get anymore entertaining within my version of LoversSlaveTrader?  I may have to put in a nice little switch for those that disapprove of the support system I put in place.  But I don't really see it as an issue. Hell, it's actually kinda comical and gives a bit more variance.

 

I completed the support for TamagoClub's built-in Gender Drives system and Genderbender's sexual preference system.  I know... I know... what the fuck is that?

 

In TamagoClub, I created two different 'tokens' that determines a character's preference of sort. If a character has no such tokens, they just aren't set.  But if set, they determine if a character has stronger masculine drives or stronger feminine drives. These are obviously keyed to their gender but are adjusted based on certain criteria.  As such, one can determine if they have an inclination towards their position in sexual activity.

 

In Genderbender, It is more specific.  There are flags which 'may' indicate if a character is Straight, Bisexual or Gay, flags showing if their gender had been changed by magic, and if they now have a preference to one form or another.  It is a bit more complex to be sure. But it too can determine if they now have a sexual activity preference.

 

It took some time to make it more workable, having two different formulas determine if a character is (0) Feminine, (1) Goes either way or (2) Masculine. This mainly goes towards the owners, but it takes the slaves into consideration to a degree, and if either owner or slave may have some feminine plumbing (which is gonna be odd if a guy has that plumbing... :wacko:  ).  And using these values in a comprehensive branching system, it can determine if the owner is a bit more butch and on the delivery end or more towards giving it up and be on the receiving end.... with a number of options for possible switching up at times.

 

Insofar as Creature 2.5+ support, I am going to have to think about it and do some more delving.

 

If a creature is a TRAINER, it 'must' act masculine. One must consider the mods using these, like BravilUnderground.  It would not do for a creature trainer to suddenly be receiving, no matter what the intended condition. And only if the creature is a non-trainer slave (player or sold property) should this be thought of.

 

Yes, the Creature Trainer menu would invariably be changed for the player... the player Trainer bringing up a sub-menu of Player Pleasing Creature / Creature pleasing player if permitted.  And the StartTraining script within LST, the one that controls Owner/Slave sex acts that are not player-based would also need adjusting.  So much to consider.

 

Posted
On 5/21/2021 at 2:32 PM, LongDukDong said:

Okay... I piddled with LoversSlaveTrader.  Can ya blame me?

 

I did a full translation of the comments from a Final 1.0 Japanese edition I found (didn't expect that, eh?)  Reworked them into the whole mod and added more comments throughout for anyone interested in examining the mod (um... wip below...).  And broke down some of the lengthier statements into smaller chunks.

 

I added a couple of conditions to avoid being detected when using the Enslavement Spell.  Creatures should not call the guards.  And anyone asleep shouldn't notice... they're asleep!  I mean, if you were in a room with two would-be victims, and you use it on one, the other never woke up anyway, right?

 

I succeeded in adding a support check in the main quest without BLACK SCREEN as I mentioned before.  Now it prevents the system from running if it doesn't have the proper LAPF, OBSE and LoversCreatures packages.  Hell, a warning message will show indicating what file(s) you're missing!  Oh, I temporarily disabled the LoversCreatures test in the mod as I don't have it loaded in my mod list.

 

There was a bug in the system that prevented the whole 'NPC Control' system from running UNTIL you turned it on in the Options menu. Technically, it should have been running on game start, but its Quest Timer wasn't in the main quest... until I just put it in under the default value of 5.0 seconds.  Hey, that's what it said the default setting was to be in the Options menu... so....

 

And yes, I altered the Options menu so it now offers a switch to display the slave's 'Rank' when you order it to Follow you...  or not.  Your choice afterall.

 

Ooooh....  and I'm going a little back to basic. :cool:  Keeping the current FormID and EditorID for the Slave Register book, I returned the item to its original form.... an actual freakin' BOOK.  No longer is it a Miscellaneous Item as it's been for a few incarnations.  I found it was actually book before.... which makes sense, doesn't it?  And the script to control the register book has been modified so it will close the book when you close the register!  That little touch was not present in the original version... hehehe.

 

Hell, I might remove the Slave Register book from being a 'quest item' so you can shelve it too!  Can someone say 'custom book jackets'?  And I wouldn't be adverse if someone suggested a cool gem-like or evil wicked (but cool) portable slave-carrying orb or cube or something.  Kinda boring that the default is a Crystal Ball.

 

 

LoversSlaveTrader.esp 293.19 kB · 2 downloads

A little pre-release taste.  The old .Ini file should work, even though new values are within the mod's main quest now.  Still, I have done nothing to add debug messages or the like as yet.

 

NOW to take a break and do some non-Oblivion work.

 

:O  Oh, and has anyone checked GOG (Great Old Games) about Morrowind and Oblivion there?  Dangit, they may be100% no-CD required games if they are downloadable there!!!  'Course NOW I find out.....

 

Red Text from above was not these taken care from wyre bash patches and https://www.nexusmods.com/oblivion/mods/40132 is some you may want to look at lets you use direct editer id ingame skyrim instead of having to remember mod order or a bunch of numbers plus https://www.nexusmods.com/oblivion/mods/34360

Posted
4 hours ago, sunhawken said:
8 hours ago, LongDukDong said:

I added a couple of conditions to avoid being detected when using the Enslavement Spell.  Creatures should not call the guards.  And anyone asleep shouldn't notice... they're asleep!  I mean, if you were in a room with two would-be victims, and you use it on one, the other never woke up anyway, right?

 

 

4 hours ago, sunhawken said:

Red Text from above was not these taken care from wyre bash patches

You're saying there were patches to modify the Crime detection script within LoversSlaveTrader?  It is a specific script in itself and not based on the default crime system.  And if there was a patch, I would prefer to implement the fix in the new version.

Posted (edited)
On 5/23/2021 at 4:39 PM, mma75online said:

 

Untitled-3.jpg

 

Guess what I'm WORKING on!!!!!   :cool:

 

Now here is the jist of it. 

 

Yes, the phrase "Training with Player" in the above screenshot will change, but only if not using LC2.5+ and the creature is not a broken sex slave owned by the player.  If it is, then it will be something akin to "Playing with the Player"...  I want something suggesting sex, but "Fucking with the Player" is too crude and "Pleasure with the Player"  is not obvious enough.  However, this change only happens with the Player and not slaves.  When it comes to Creatures and Slaves, it is always training.

 

This part is already functional.

 

(Suggestions for this option are appreciated) :)

 

Now, when you click on the above mentioned button, and ONLY if  you have LoversCreatures 2.5+ and the creature is enslaved (Broken or otherwise), you will be brought to a secondary menu... okay, a third menu as the above one is menu #2 :P   If the slave is NOT broken or doesn't have LC2.5+, you proceed as normal.

 

In the third menu, you will see something like this
 

Training with Zombie LoveSlave <Rank 3 >

[ Train it to be dominant ]

[ Leave]

 

-or-

Training with Zombie LoveSlave <Rank 3 >

[ Train it to be dominant ]

[ Train it to be submissive ]

[ Leave]

 

The two menus options reflect that it will detect if the creature does/doesn't have submissive poses. :D  Yes, this will reflect if the creature is a sex-slave and will have the options and heading changed to reflect that.  But THIS part works.

 

SO FAR... SO GOOD.  And all of this is in the Creature Menu itself.

 

 

Now, I altered the script called xLoversSTStartTraining

 

This script had conditions whereby it would perform 'Reversal' for creatures forcing them to always be aggressive, or force Reversal if the aggressive owner/trainer was female.  And as mentioned already, I have completed the support for TamagoClub's built-in Gender Drives system and Genderbender's sexual preference system... which only REALLY kicks in if the relationship is OWNER/Slave and not TRAINER nor using the prostitute system.

 

Support for Creature Reversal has already begun and takes LC2.5+, Submissive poses for the creature, and (will) have Creature Gender involved.

 

If it is mere sex, creatures are the aggressive.  If the creature is the submissive, it changes it to where they ARE the aggressive.  It ends there if LC2.5+ is not in use, and ends there if no submissive poses exist.  And if the creature is the 'slave' in the script, it exits aggressive if the creature was NOT enslaved.... and must be a trainer of some sort.

 

Anything else goes if the creature IS a slave and has submissive poses.  In that, Slave Trainers can be the aggressive against submissive creatures, and the player can have sex play (thanks to the menu) with the creature being submissive.

 

And finally, I will introduce Owner/SlaveCreature relationships.  Male owners of Spriggans are aggressive.  Female owners of Spriggans... well, that depends.  Female owner of big burly Ogre males...  etc and so on.  And I'm thinkin....  Gender preferences may get involved too.

 

For now, I am using THIS when the actual participant with the creature is an extablished OWNER of the creature:

 

    ;; The base reverse position system when owned
    ;; Ownership == Submissive. Not if Female Owner & Male Slave

    if r0.GetIsSex Female && iTest == 0
        SetFunctionValue 0
    else
        SetFunctionValue
1
    endif

 

Yes, this looks like Gaebrial's system.  This is the routine that executes BEFORE I attempt gender preference tests.  Guys with a submissive creature?  The guys are the aggressive.  Gals?  They're aggressive if the creature is female... but not if it is male. This fully works.

 

.... Gender preferences coming....

 

Gender Preferences of NPC owners now worked out.  Obviously, Creatures don't have a say in it as their actual Gender determines their situation.  But assuming the Tamago Drive system or Genderbender system is in place, an NPC's gender preference will have a bearing on what they opt for with the creature that they now own.

 

NEW TO CONSIDER:

 

  • Trainers never receive OWNER tags, so I need to remove the Buy/Sell option from Negotiations when they're involved.
  • Ini entries to skip Gender Preference options in general.  When turned off, it goes to default actions
  • Ini entries to skip LC25 advances.  On the other hand... why?

 

 

Yep, been testing.  I made B-Man and Back (female orc) in BravilUnderground pretty Butch.  Screwed a female zombie more often.  Then made her feminine... got screwed more often.

 

 

Edited by LongDukDong
Posted
2 hours ago, LongDukDong said:

Guess what I'm WORKING on!!!!!   :cool:

 

ok this is great, U save me a lot of time try to coding ,  slave continuous dominate the creature .... I was create before a spell call ( RT- DOMINATE )  IT give the player ability to dominate NPCs and creatures if have def. animation  I was gonna to  create other one to make following NPC  slave or not dominate creature but I think this is not necessary now ... Also My idea TO make the slave continuous dominate the creature  when I follow the code chain in ( xLoversSTQCreatureMenuQuestScript ) continuous training is part of trade slave script ( xLoversSTTradeSlave ) which in the end start  ( xLoversSTStartTraining )  so I was gonna modify it make the slave dominate creature if have def. pose make modify copy of it & ( xLoversSTTradeSlave )  trigger it and then make it in spell or inject it in the menu ... Any way tomorrow I think it will be finish & will send it to u --- 

Posted (edited)

Okay, that's the thing....   and will probably be a bit later in development (ie another version update).  But I certainly wanted to make sure I got stuff running, and running right.

  • When it comes to the Player using the Creature Menu, a slave creature with a submissive pose gives you the option to go either way.
  • When it comes to a Trainer training a creature, the TRAINER takes charge unless the creature has no submissive pose.
  • When it comes to actual Creature Ownership where you actually sell the creature, the owner's gender preferences come into play so it can go any way.

But when it comes to you Prostituting the creature or having a Slave train it, it falls upon the default 'aggressive' standards.  That is something I may wait upon for the NEXT update.  I want to finish this current build after performing cleaning and error checks... and graphic enhancements.

 

I still have no replacement for the Packed Slaves item. :|

 

So basically, what I hope to release soon will be nearly complete apart from the next upgrades that I wish to include (the above you mentioned and an upgraded guard fix coupled with exterior mod bypasses).

 

Graphics I need to consider:

Book:  Slaver's Ledger Book (the owner/slave register) and The History of Slave Trafficking (your helpful instruction manual)

Clothing:  Ring of the Slaver and Ring of Slave Torture

Misc Item: Packed Slaves

Weapon: Skooma Syringe  (Default version is a fork.  I found a possible upgraded fork?  No needles at Nexus?)

Potion:  [LST] Moon Sugar Concoction, [LST] Special Skooma and [LST] Golden Mead

Spells: [LST] Dissect, [LST] Enslavement Spell, [LST] Negotiation, [LST] Option Settings, [LST] Pack Slave, [LST] Reanimate and [LST] Sudden Slumber

 

Yeah, I hate plain graphics......

Edited by LongDukDong
Posted

already pm u with download link, things is up to u now ... test it try to improve and when finish send me back your modify esp .. Also share this is up to U

 

spells is auto add when first time install the mod 

what's new here 

 

-- spell {lST} CT-Dominant
its a continues training spell for your slave only random pose for 15 min give u about 25-30 time sex act
u can abort the sex act before the end of time by press and hold Enter key sex will abort after
next position -- u can change the sex time for more 15 min in CS if u like

-- spell {lST} CT-Pleasing Slave
same as above but reverse pose

Note : I make those from long time while I was learning coding so the code is quite missy but work so I didn't
give them other look .. the idea of continuous sex training is take random pose and float it 


-- spell {LST} Inventory
give u option to open any npc inventory in game give cloth, change weapon .....  also can open locked chest

-- spell {LST} RT-Dominant
can have sex one time with any npc or creature if have def. animation and its not hostile so u can use it in
creature in training zones or bravil under ground

-- spell {LST} RT-Dominant
same as above but reverse pose

-- spell {LST} SM-Teleportation
teleport u to new 6 zones and get u back to IC or SI .. since I didn't make those new zones over ground so shouldn't
be any conflicts with other mod change landscape  also spell is compatible with SI map ( change map when u go to SI
and get out 

-- spell {LST} sold slave 
    give u 3 option  

                 1- stop sold slave sex act 
                 2- add sex act to sold slave
                 3- steal slave from owner

-- I make them to prevent CTR while teleport if many slaves engage in sex, so slave can be sold and just follow owner
  but the spell to act need to cast the right time while slave not in sex act or just use lovers option and forbid  
Oblivion.esm  from sex then cast stop sold slave act

-- steal slave from owner will teleport slave to slave zone B  and give relax order there, but I have a little bug 
need fix  stolen slave can't use bed and sleep didn't know why !!!!!!

 

the new zones need a nice pc performance, also contain heavy hentai graphics
new Creatures models .. empty container is safe to store, others contain food, potion ... is respown 

also same old INI file I didn't mess with it

 

knows bug
1- as said before stolen slave can't sleep
2- imps and zombie in training zone B some sex pose isn't at line 


need to done
make a book that add those new spells, since auto learn need clean save  

merge this one with fegeena LST addon 


future update 
try to fix bugs
try to make slave relax in owner home
try to make cells in zone 6 with creature like those dog cells in LBGW
try to make spell to summon several trainer creature or nps from training zone to your location if safe 

 


 

Posted

I'm concentrating more on LST itself, so I won't have time to test your mod.  But lemme make some breakdowns on your spells:

 

  • spell {lST} CT-Dominant
  • spell {lST} CT-Pleasing Slave  ,,, Sounds like you took the training dialog options from LST and turned it into a slave.
  • spell {LST} RT-Dominant (you duplicated the name above)
  • spell {LST} RT-Pleasing Slave  ... sounds like the Tachicat2 spell.  That spell can even set up two Actors, not just Actor & Player.
  • spell {LST} Inventory ... In essence a 'Penalty/Bounty free' pickpocket spell.
  • spell {LST} SM-Teleportation   .... be CAREFUL. When entering the Isles, quest values change... and changes back on the return to Tamriel.
  • spell {LST} sold slave  ... a lot covered in the [LST] Negotiation spell.  But Steal Slave?  That could mess up one's cred in the Slaver's guild. :P
18 hours ago, mma75online said:

knows bug
1- as said before stolen slave can't sleep

Why not give them the 'Relax' token?  Consider following the code of the 'Cancel Slave Trade' script from LST but ignore the returned/spent gold.

 

 

Posted
17 minutes ago, LongDukDong said:

I'm concentrating more on LST itself, so I won't have time to test your mod.

Ok I'm little confused here ... my mod is LST itself with those modification I write before .. it's not an addon or extension ... 

Posted
40 minutes ago, mma75online said:

Ok I'm little confused here ... my mod is LST itself with those modification I write before .. it's not an addon or extension ... 

Check your PM. I updated it for you. To make your version a addon (After @LongDukDong)  all you have to do is rename it and make it's master LST in Wyre Bash remove conflicts in Tes4Edit.

Posted

Oh, I performed one MORE change... before I begin working on updated graphics.  And there's a reason for this change.

 

In the original work, LoversSlaveTrader and BravilUnderground were one and the same. It wasn't until much later that Vicn decided to make them separate mods. However, the original version was one mod and you would receive a notice from Gilgodorin who would actually give you your slaver's register and key to the underground. 

 

So I decided to 'return' that story option.  IF a configurable switch is enabled, you only start with the handbill if BravilUnderground is loaded. You'll need to talk to him to begin all slave trader functions.  But if disabled or if BravilUnderground is not loaded, you get them at game start as normal.  And yeah, if you started your game without BravilUnderground running, it knows how to handle it.

Posted (edited)

Ahhh... finally done.  Now that LST is done, I think I'll take a little break and do other work (non Obliv related).

 

But first, I decided to CLEAR my system and make very specific backups.  For this, I completely uninstalled Oblivion and began a very specific reinstallation routine.

 

My "Oblivion Backup" Folder.   After installing JUST Oblivion with the Isles/Knights package and Unofficial patches, Pluggy, OBSE, the Universal Skeleton and Silent voice plugins, and CSE (aka the VERY basics), I made the backup folder and copied the whole Data folder into it.  Of course, I tested everything to make sure it all worked, CSE and all.

 

My "Oblivion MBP" Folder.  At this point, I installed the Modular Beautiful People modules, x117 Race, and Blockhead/Setbody.  After testing this to make sure it all worked, I backed THIS up by coping the data folder in HERE.

 

My "Oblivion LAPF Start" folder.  Now for the fun part.  I immediately installed my Lovers 'English Translation', Lovers Creatures, and a couple other Lovers mods for fun.  Once all that tested out, I backed THIS up too.

 

Now if I wanted to play something like.. um.... Claudia's Little Secret or Sexy Maid of Chorrol, I can delete my Oblivion\Data folder and paste a copy from the Oblivion MBP folder and then install the non-LAPF mod and have fun.  And when done, I delete it and paste my Oblivion LAPF Start folder and get back to it.

 

But again... that's it for now.  Time to do some non-Oblivion stuff I guess. :P

Edited by LongDukDong
  • 2 weeks later...
Posted (edited)

Not lovers related per-say.   I found that the classic "Claudia's Little Secret" posts had dead links.  Only the Nexus Mods site had it.

 

As the NexusMods post showed no issues with reposting, I re-uploaded it here... AND PUT IN THE POST THAT IT IS NOT LOVERS COMPATIBLE!!!  :P

 

EDIT:  The file sizes were HUUUUGE.  To upload the textures, I needed to file-span it into three files, two for meshes.  All in all, 14 files in total.   Eleven would be downloaded for the regular addition of Claudia if including the normal walkthrough, or Twelve if downloading the Gold Edition with its custom walkthrough.

 

Someone downloaded 12... Gold it is, I guess.

Edited by LongDukDong
Posted (edited)

DISCOVERY OF OBSE BOO-BOOs

 

The popular OBSE commands of "IsModLoaded" which allows one to check if you have a mod loaded, or "GetFormFromMod" do not care if you 'uncheck' them and have them deactivated in your mod list.  They are read anyway.

 

Allow me to explain.  I have Lovers with PK and Claudia's Little Secret in my Oblivion\Data folder.  Granted... you can only run one at a time.

 

If I made a mod that would merely be like (and I'm just typing lazily... )

 

If (IsModLoaded "Lovers with PK.esm")

    MessageEx "Lovers is Loaded"

endif

if (IsModLoaded "vToy.esp")

    MessageEx "Claudia is Loaded"

endif

 

..... Regardless if I unchecked one or the other as both cannot run together, I would get:

Lovers is Loaded

Claudia is Loaded

.... both messages would show.  Yes, even if one was turned off, both would be detected. It appears it looks at the actual files in the folder, not what is active or not.

 

I discovered this while running a test on a system to detect the existence of LoversCreatures and other mods.  While the mods exist within my data folder, the detection continued.  This, even if I used the GetFormFromMod feature... it would get the FormID, even for a deactivated mod.

 

I know... check 'IsFormValid' is a thought, right?  Nope.  Since GetFormFromMod doesn't care if the mod is activated or not, it gets the actual form.  So IsFormValid is checking a valid form, even if the mod supplying the form was deactivated.

 

 

EDIT:  DISCOVERY OF MOD TEST WORKAROUND

 

If a mod has a script that returns the version number, yes the GetFormFromMod feature will acquire the script from the mod, even if it is not active.  If there was a new mod for S&M  and had a version script like xLoversFiftyShadesVersion, yes the script would be acquired. 

 

But while it would be loaded by GetFormFromMod and while it would pass the test with IsFormValid, the script itself would NOT return a valid value if the mod itself isn't active.  If the value returned by xLoversFiftyShadesVersion (above) should be '2420', this value is only returned when the actual mod is running!  If not active, the value returned is ALWAYS '0'.

 

So, ladies and gentlemen, I recommend that if you DO need to test for a mod's existence and if active, check for a function that gives a valid return... preferably a versioning script within.

 

Edited by LongDukDong
Actual functioning 'mod test'
Posted

The long standing Tamago add-on "LoversEncounters"... has a weird design.  It runs a check to see if the subjects DO have sex or not.  And if they do, it applies sex tokens.  But then... it runs tests for female futa being permitted and/or male submissive permitted.

 

So wait.  It applies sex tokens, and then realizes... OOPS?

 

Well, it's to see if tamago-based content is applied.  But only after the tamago application, you then can get the 'encounter' message. If they had determined sex was allowed (and tokens given), but denied the tamago basis, you don't get the notice of the one-night stand!

 

I think I can update this.  Hell, I think I might even be able to make this independent of Tamago.  Yep, with/without said mod.  And some entertaining improvements tool.

Posted

:cool:  Phase one reconstruction... complete.

 

The mod now has only Oblivion and Lovers with PK as dependencies.  TamagoClub is no longer a requisite mod.

 

The a3 Quest system now branches to a separate a3 mod support script that loads TamagoClub references, LoverTamagoClub values (ie KokumaroMilk and AllowAnal), and access HiyokoClub for the Hiyoko Faction.  It no longers states it requires TamagoClub for use.

 

The a3 Encounters now has multiple attached scripts:  Block Performance for (see the INI file), Female Reverse Test, Tamago Actions (for sperm delivery if loaded and defined), and Dialog.  These four are now entities separate from the main Encounters script.  Cleaner code rules.

 

Actually, I think I'm gonna spend some time cleaning...

 

OPTIONS TO THINK ABOUT:

 

Obviously, the new change is that the INI file will have a few different values.  the Encounters ini file will no longer have a KokumaroMilk entry, but a GirlGirl entry.  Likewise, the AllowAnal entry will be GuyGuy.  The options for Kokumaro and AllowAnal are now brought over from the LoversTamagoClub mod itself... which would make more sense as you would not HAVE TO SET THE WHOLE THING TWICE!

 

LoversCreatures 2.5+ support.  Um.... That may suck for 'defined' female creatures if their connected NPC is a dude.  Obviously, an INI file might be added for that. :P  But I already branched away the Female Reversal check.

 

LoversSlaveTrader.... there are issues.  LoversEncounters bases who has sex based on their programmed chance of encounter.  It is more likely for Mahei and Numeen in Leyawiin to have an 'encounter' than Numeen and Kantav Cheynoslin in the chapel. But if either Numeen or Mahei were to be enslaved,  this great system does not know that as it uses the defined AI for the characters involved.  Obviously, an 'if enslaved' option could be introduced.

 

Other options?  Many to consider.  But that may come at a later time.   STILL... cleanup first.

Posted

Hrm...  I discovered that there is one LAST Tamago-based mod that is NOT in the Downloads Manager...   The TamagoPlayerHud

 

Currently, the best one is the TamagoPlayerHUDKil.  But it, like the original it is based upon, has a problem.  It works ONLY if you start a game as female.  Um, what if you start it as a male when in the Character Creation Dungeon and then on exit... review your stats and say 'Naw, make it female?'  The mod turns itself off once it sees the player is male.... not good!

 

Um... it did.  But I already have worked out a fix for that.  :D  Hell, I just tested my work-around with my Genderbender mod.  When you're a dude, it presents the oddly shaped ♥️ symbol used when it cannot detect the womb state. But if you change to a female, it shows properly.  AND visa versa  I need to see if I can make it invisible when you're a guy though....

 

But seriously, that sounds like a good fix.  Eh?

 

Apparently, this mod cannot be .bsa'ed....  rats.  :P

 

  • 4 weeks later...
Posted (edited)

Okay, keeping this a bit active (since no one else posted in about a month)...


Take a gander at this:

 

MessageEx "%z %z %z into %z %z and %z %z %z %z %z." Atk1C strAct Atk5 Vic3 strPus Vic8 strtum strFil Atk3 strCum 8.0

 

Now I know what you're thinking.  WHAT THE FUCK IS THAT???

 

Ah, well, it's a message that recognizes the gender/sex of all participants and produces fully realized  reference names for them... including creatures (no more ITS).  The pronouns go beyond the base '3' that MessageEx uses, and allows recognition of the participant's names OR use of the First Person usage of Me or I in those cases.  It randomizes the words used to suggest phallic penetration, the name of the recipent's entrance, the personal name of the recipent's abdomin and even the ejaculation.

 

Example:

 

MessageEx "%z %z %z into %z %z and %z %z %z %z %z."

 

He  thrusted  himself  into  her  snatch  and  Claudia's  tummy  is filled with  his  essence.

I   hilted  myself  into her  box  and  Maria's  belly  swells with  my  seed.

He  planted  himself  into  her  muff  and  Eventia's  stomach  bulges from all  his  cum.

 

Does this work for monsters???

 

I shoved myself into her cunt and Whorewolf's belly is inflated with my sperm.

        I can't make it  THE Whorewolf.  Some creatures are 'unique' like some ghosts or liches and the like, so ... meh...

 

 

When used with the word generators, one MessageEx can make a serious variety... Imagine if you have randomly chosen messageExs with different syntax.

 

Currently, 48 different reference name combinations, 9 regular actions (or 18 if you count 'tense'), 14 anal actions,  4 to 8 vaginal names, 8 phallic names,  ,  8 means of emptying or 4 means of filling, 8 bodily shakes when needed... and more.

 

 

EDIT:  To be honest, this worked wonders for me.  One script that generates a plethora of creampie messages for creatures and NPCs, based upon the creature's ID (separating Mehrunes from Bears, etc), allowing creatures to BE creampied, handling anal creampies, dealing with Dominatrix where women take control but WANT creampie...  This system shaved off roughly 500 lines of work.

 

Edited by LongDukDong
Posted

I gotta be a moron.....

 

I was thinking, felines....   When they go into heat, they ovulate when they are 'spurred' on by their mate.  That is, the act of fuckin' and the 'spurs' on a feline's penis makes the feline yelp/scream and painfully FORCES the female to ovulate.  In essence, as long as she's in heat, she'll ovulate each FUCK!

 

They like it... female cats are masochists :wacko: Prolly into bondage too.

 

So what the fuck did I just do?  I slapped together an edit of a Tamago/Hiyoko required file that makes it so a good fuck is enough to make a female ovulate when it's that time!

 

Functional already.  But it needs work, and I'm thinking of doing a 'release' later when I get (1) all the bugs worked out and (2) figure out how to set up options.

Posted

THANK YOU @DoctaSax FOR YOUR ARRAY TUTORIAL THAT COVERED AR_MAPs !

 

I praise legibility for other coders as well as functionality,  and TamagoClub and others are just FLOODED with Ar_Maps. 

 

That tutorial on Arrays, which included how to merge two (or more) Ar_Maps, will prove useful in making things extremely manageable and legible.

Posted
On 7/20/2021 at 3:54 PM, DoctaSax said:

I'm glad it still seems useful for oblivion too :)

Yep...  Pretty much.

 

Instead of going through and making multiple foreach...loop blocks, over and over, I decided to make a reusable script.  Works like a charm:

 

 

scn a5MapAp

 

; FUNCTION:  This merges two Ar Maps into one and returns the result. Based on DoctaSax's notes.
; --------------------------------------------------------------------------------------------------
; RUN BY:    (Your list of referenced scripts)


;; Define values for script
array_var aMap                          ; Function Param:  Initial map in which to use
array_var aObj                          ; Function Param:  Map content in which to add
array_var entry                         ; Variable:        Temporary portion of map used in merger


;; Syntax:   result := call a5cMapAp aMap aObj
Begin Function { aMap aObj }


    ;; Merge the two
    foreach entry <- aObj
        let aMap[entry["key"]] := entry["value"]
   
loop


    ;; Set the function for return
    SetFunctionValue aMap


    ; Cleanup
    let aMap    := ar_Null
   
let aObj    := ar_Null
   
let entry   := ar_Null


    ; Exit Function
    return


End

 

Some of the ar_maps I've been tackling are hilariously long.  I think Hakumen Oshite Mairu was going for broke trying to use all 20 available params when he was working on TamagoClub.  This above script saves me BUNDLES of linespace while allowing me to be able to read the code without having to scroll left/right...  annoying!

 

Yeah, I'm tinkering with TamagoClub again.  But hey, I returned a few features that were originally present, and even corrected/fixed his TamagoShop that sold IVF and Cryogenic devices that were hidden away within TamagoClub.  And a few other things I think he left on the cutting room floor (Hakumen is a guy, right?).

 

So once I do this ar_map cleanup and make it so I don't need to horizontally scroll the scripts, I may tackle the EFFIN' SETTINGS MENU.  It's mostly text.  Why not have it be a REAL settings menu.  All it does right now is reset data and a couple minor touches!  It would be more convenient than having to constantly edit the INI file or constantly use console commands.

Posted (edited)

 

23 hours ago, LongDukDong said:

I may tackle the EFFIN' SETTINGS MENU.  It's mostly text.  Why not have it be a REAL settings menu.  All it does right now is reset data and a couple minor touches!

 

 

Oh, gawd... what have I done?

 

I took this pathetic waste of a screen....

OLD Menu.jpg

 

 

 

And turned it into THIS!

 

Spoiler

NEW Menu.jpg

VERY clean looking!!!

 

 

Shit works.jpg

Yes, you can actually change the rates In-Game!!! 

 

Oh, and yes, you do have limits.  For example, Tamago objects (sperm, ovum), can not have lifespans shorter than 1 day or more than 7 days).

 

Still.........

Worry.jpg

 

 

This is the shit that worries me. 

Not only do they have to be a specific range, but they have to be set in a specific order.

For example, the duration of the Early Follicular phase may be one day (or 1440 game seconds), but the duration of the Late Follicular phase is set to 'END" after day 3 (or 4320 seconds have passed). 

 

This system includes the duration of the previous phase in the calculations.

BUT as you can see above, I kinda figured it out.

 

 

 

 

I did that today.   It's still not done.  I have to deal with INI reloading, realism levels (not part of the INI file... yet?), and a few other factors in the INI file that was never covered in the settings menu.

 

 

 

 

 

Edited by LongDukDong
Updated the Cycles page screenie w explanation

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