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Posted (edited)
On 7/18/2021 at 5:03 PM, LongDukDong said:

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.

 

 

Oh, I am SO outta my mind..........  Now working on actual 'Tamago Integration'. 

 

Phase 1 has worked out.  If a submissive target race only ovulates under 'extreme' stimulation (ie barbs on a penis, painful knots, etc), only select aggressive races that may offer such sadomaso stimulation will forcibly trigger ovulation.  Well, there's a chance someone might be good enough...  So far, the submissives that must get so stimulated are those races set in my new INI that has "Khaj" or "Tabax" in their race names.  And the same can be said of the aggressive races.  I had it set to only Khajiit, but then tested by adding Tabaxi.  The result works perfectly.  ONLY if the aggressives are listed will they stimulate... only those that are listed that NEED to be stimulated.

 

(Without the INI, it assumes default stuff :P )

 

Phase 2 will be to make it so only matching couples by race will be able to breed.  For example, you could say only Khajiit and Tabaxi can breed when 'stimulated', and likewise only Argonians and Argonoids when stimulated, setting each race combo as their on individual set.

 

Before you say 'This sucks for the Monsters', I know.  I know.   I need to make it so certain creatures (lions) can really scrape the shit outta some Khats.  And then slip in some amphibious or lizardlike acceptence into Argonian breedings...  If oyu catch my meaning. 

 

Without the INI file, things will be normal.  But with it, things can get quite detailed and entertaining.

 

 

EDIT:


Phase 2 is actually complete.  Racial stimulated ovulation works.  Argonians and Argonoids can propagate between one another, but no other race has the ability to  stimulate an argonian or argonoid into ovulation.  This, even prevents a check for 'stinging' stimuli.   And in both cases, females that only get stimulated by extreme or by racial stimulation will only ovulate during said copulations.  They will not ovulate otherwise.

 

 

 

Phase 3, the inclusion of creatures into the mix will be next.... somehow.

 

 

Edited by LongDukDong
Posted
20 hours ago, LongDukDong said:

Phase 3, the inclusion of creatures into the mix will be next.... somehow.

 

Phase 3 now had to be converted into phases 3 and 4.  And I had to do some 'revisions' on my code for phase2, the racial touches.

 

Again... all this is assuming one uses the upcoming Tamago Racial INI file.

 

Females that do not ovulate unless stimulated will have a heading in the INI file like this:

set a4tc.SharpOvule to sv_construct "Khaj,Tabax,Cat"

.....  This sets up races like Tabaxi and Khajiit (or even Skyrim Khajiit) to follow a particular system.  They do not ovulate during ovulation phase. They only ovulate if, during said phase, their mate 'stimulates' them enough.  That is, they must be in a matching heading.

 

Female 'CREATURES' that do not ovulate unless stimulated will likewise have a similar INI file.

set a4tc.SharpOvuleC to sv_construct "226|Lion,226|cat"

.....  Unlike the first heading, this requires a two-pronged approach.  Each entry is the LAPF Model ID and part of the name.  Here, you see 226|cat.  This should work fine for the 'Green Eyed Cat' in Fejeena's Bravil Underground add-on.  It also accepts the idea that a non-feline creature may use the same model... and should be ignored.

 

Males that 'encourage/force' ovulation with their non-ovulating partner have this type of heading.

set a4tc.SharpInsemination to sv_construct "Khaj,Tabax,Wood Elf"

.....  This isn't unlike the first example, but ti shows that Wood Elves/Bosmer are able to somehow stimulate the Khajiit and Tabaxi into ovulation. However, Bosmer female have a normal ovulation rate as they are not part of the 'SharpOvule' entry from before.

 

Male CREATURES that encourage/force ovulation with a non-ovulating partner has something like this.

set a4tc.SharpInseminationC to sv_construct "207|Dog,207|Wolf,226|Lion,226|cat,242|Were"

..... This lists a number of creatures using the same two-pronged approach.  Here, I added dogs, wolves (that use the same model), Lions and cats, and a special entry of 242|Were.  For the unaware, 242 is the model ID for the Xivilai. But werewolves from a number of mods use a xivilai skeleton with a werewolf overlay mesh (LoversBitch, Fejeena's Bravil Addon, etc).

 

And currently, races that only stimulate their own groups, with females unable to ovulate otherwise use this INI heading.

set a4tc.RacialOvule to sv_construct "Arg,Lycan|Wolf"

..... This allows for a one, two or um... fifteen? pronged approach.  Each race is actually a race GROUP separated by commas.  In this example, you have an Arg entry which lets Argonians and Argonoids (MBP) mate with each other, and the females never produce eggs unless stimulated by a partner of the same race group (likewise Arg) during ovulation phase.  As for the second entry of "Lycan|Wolf", this is a separate group which lets the Lycanthrope Elf and Wolf Elf from the MBP produce ovums when they mate with each other and no one else.

 

The only thing I need to work on is the creature variation of the Racial Ovulation feature.  However, that is not going to be a picnic.  Nope nope nope no way, nuh uh... nope....

 

giphy.gif

 

After that... cleanup, documentation, and some minor 'system thematic' changes.

 

 

  • 2 weeks later...
Posted (edited)

Okie dokie.  Kinda playing it easy and making a minor 'patch' for LSTBravilUnderground.  Nothing major.

 

The 'vampires' present should be VAMPIRES!  But guess what?  Of all the vampires in the mod, only ONE has the vampirism spell that affects their appearance, eyes and makes them fangy!  Easy fix.

 

The greetings that says "Do you have another job for me?" was clearly meant to be "Do you have any job for me?"

 

The very last statement the Torture agent gave the player in one quest citing vampire hunters was definitely meant to be the first.  A little shuffling was in order and makes more sense now.

 

IF... you accidentally killed a particular character and resurrected her before she is asked about, the player would still say she was dead. That's what I would refer to as a 'logical error' as the state of the character wasn't considered. After resurrecting her, saying she was dead shouldn't even be an option.

 

A target for one of the random jobs was incorrectly named.  While given a proper name in the dialog, the NPC itself didn't share the same name.  In fact, there were two NPCs that had the same name.  Clearly something to fix.

 

A few 'rewards' were incorrectly discussed.  The rewards themselves were untouched, only the dialog discussing them; ie saying 'here's a book' and getting gold instead.  This changed to 'here's some gold, it's the least I can do.', so you get the same rewards as before.

 

I dunno....  should I mess with Adrian's shack and let the player 'buy' things from the Fence to make it more livable?  Kinda like buying stuff for your Bravil Home or the like.

 

Edited by LongDukDong
Posted

for me any changes are welcome, it's break mods boring cycle & sure change shack furniture or make its update by buying will be nice specially if it's with more than one bed, U know for slaves. 

Posted

It's still a small shack.  But one of the 'Receipts' I have is for cleaning services.  Said cleaning services can already remove the boat, the two minotaur heads, the posters....  I can't do much for the bedroom furniture other than swapping out one bed for another and possibly change the divider.  And then there's lighting.  I swear, it's not well illuminated and I want something nicer.  Mebby give a choice of artwork?

 

It's just a case of seeing what I can do without damaging anything.  I mean I don't even want to tamper with the contents of the containers lest that break something that someone else may have defined.

 

Careful is the watchword. ;)

 

I did have plans for an 'after' quest... I may just make it on a simplified basis though.  Just to tie things up.

Posted
3 hours ago, LongDukDong said:

It's still a small shack

 

U are not bind to any area just forget the old design and its reference leave them as they are  and Link the door to whatever place u design small or big, the only thing that matter in the new shack that u place the warehouse key somewhere inside it so u don't break the quest.  

 

If u still have my unreleased LST version U will found there a huge numbers of special meshes & textures that u can use some of them in your project

 

 

 

Posted (edited)

It may be small, but it is cozy... and now actually nice and homey.  Well, as homey as it can get.  I'm not going to break vanilla, but I did need to redo a mesh to clean up some walls.

 

Note:  This dealing to fix up the shack...  I'm not giving hints how it runs.  Just another little thing to figure out, not that it isn't easy.  I just need to balance out the costs now...

 

So... I guess after this, fix up some 1st time new greets after ending the main quest????   I was never satisfied with 'his' look at the end anyway.... no daedric eyes... no clawed feet...

Edited by LongDukDong
Posted (edited)

Well, I just ran a playthrough of BravilUnderground, and I have more changes made. 

 

ONE change is something I noted in my "Guide to the Underground" which is my earliest Prima Book.  It relates that in an attempt to sell a particular slave during a near-final quest does close the quest, but the slave remains un-sold by accident.  On examination, I saw that the quest executed a special command... one that was to alter the slave 'target' so it COULD be sold.  It took but one line to fix.

I should note that the
LST feature to 'Copy a Slave' (useful for Bandit enslavement) would break this particular quest...

 

There is also the system that BravilUnderground has where you can pay a character to change your slave's mind around.  I has content to let you do many things, but I think that one feature requires special kf files from another mod.  I haven't confirmed this as yet, but it is an estimated guess.  EDIT:  The guess was correct!  Yep, the actual code to perform part of the manipulation was severed, but the restoration feature was left in.  And now being corrected.

 

Yes, I literally played through the main quest of BravilUnderground in a day.  Amazing when you know how to use the command console to PUSH things along.  :P

 

 

EDIT:   More stuff I had to consider.  After the main quest, the Arena seating wasn't fully.... vacated.  Someone was still in there and had to go.  I mean seriously, if the whole of the underground could get rebuilt, you could deal with this one last corpse, right?

 

Someone's dialog has now been subtly changed.  I guess you could say it was necessary after a face lift.  But some other dialog was subtly changed to reflect that the player is the boss now.  No bonus perks have been added except being called  the boss. 

 

I should add something....  Like the shack overhaul wasn't enough, right?  Maybe I need to add a ... Haskill?

 

Edited by LongDukDong
Posted

wonderful work , just a little question those update to MBP OR non MBP  version ??  

Also I don't mind U add Haskill OR even donald trump OR Vladimir Putin  as long will be sexy female  ?

Posted (edited)

I am working with the original MBP version. Unfortunately, I had to perform direct edits to NPCs of the Carrier and SyncMale race to give them the proper vampirism effect. There are four NPCs in fact that I performed direct vampirism edits, but I will see if I can apply such changes indirectly to the NPCs by their refs instead to be more acceptable.  One other change was renaming a Khajiit given the quest content.

 

EDIT ON ABOVE:   :cool:  Oookay, I got a new startup script that actually applies the above changes I crossed out.  BUT the vampirism appearance does vanish IF one opens a fresh vampire's inventory.  A fresh vampire is one that does not have the vampirism spell effect at game start or game load.  Saving/Reloading fixes this as the NPC restarts with the Vampirism in place.  I've been aware of this for a while.

 

Um, there is ONE NPC that the Direct Edit is straight up intentional, and involves a major change on race.  This should be fine for both MBP and Non-MBP users.

 

Mebby Ivana ...? :P   But yeah, you kinda read my mind there.  BUT, how to handle her (pun intended).  It would mean a new quest/control system of sorts. 

 

And replacing of the cabinetry in the Arena.  No one would want to store their expensive stuff in a respawning closet as respawning -erases- the stuff. 

 

 

 

 

 

 

 

Edited by LongDukDong
Fixed NPCs
Posted
On 8/11/2021 at 6:55 AM, mma75online said:

as long will be sexy female  ?

Quoted to peak your interest....

 

How about three?   Not servants per-say, but elite guards.  You may like the armor they wear (if that). Given WHO sent them, no one's gonna complain.  :P Certainly not the guys. :love:

 

I gotta come up with a little 'flavor' for the after-ending material.  :P  I wonder if Lara will worry about HER boobs after this...

 

Heads up:   :heartbreak: :bawling:  Poor HanPL .... no Khajiit among the three...   (Imperial, Dunmeri and Bosmeri...  all 'touched' by ... him.)

 

I had trouble working out their AI and timing.  I wanted to be sure that the place they needed to guard (same place) was covered all 24 hours, and with a 1hr overlap between shifts.  And they have their own domicile.

 

 

 

 

Posted
17 hours ago, LongDukDong said:

Poor HanPL .... no Khajiit among the three

Yes, U are the man ... PLZ no Khajiit, aragonian OR Orcs  .. I wonder what armor or cloth U will use ?? 

Posted (edited)

Um.. 'mostly'... daedric.  I can't say FULLY daedric as there isn't much there.  :P   Hell, even saying 'mostly' is a bit too much.

 

Did you realize that one bit of dialog referred to Quai's underwear, but the item in question is pants?  ;)  Just saw about an actual item change now....  Pink of course.  And scripted so no guys would wear them.  A nod to the scripts in DarkBloodline for the basis for clothing refusal.  My own extra touches of course.

 

And regarding the new ladies, you won't get far with them.  The dialog is fully fixed.  They're not trainers, nor will they purchase any slaves. They will give you almost as many options as... um... Rannock   Sorry, you're gonna have blueballs trying.

 

Still, I added new content when asking about the town or other stuff.  Hell, I even added my own 'rumors' topic exclusively for the ladies.  A fixed dialog system, I couldn't have it use the default.

 

I did perform a physical change to a character you meet at the end... While he's still ... he's more endowed physically and looks slightly more the part.  I even got rid of the daedric greaves and went with a battle skirt.  I wanna know if I can change him even more (will try).

 

EDIT:  Speaking of Rannock... She mentions a Potion and Hypnotic Wine.  Rather than changing the names in LST, I changed her dialog to properly identify them.  Now I'm just being nit-picky.

 

Edited by LongDukDong
Mo-lag on the computer to deal with.
Posted

Discovery....

 

In the default "HiyokoGenerator' that comes with HiyokoClub, the author put in a series of console commands that you could enter to change the way children's features (Hair, Eyes, Factions, names) are generated.  He made INI files for the other systems... so why not this?

 

I'm kinda working on an INI file of sorts.  AND one with plenty of explanations on what your options are.  Working on the X117 version first of course. I'll tackle the No-MBP/No-X117 version later.

 

Hrm... the one feature no one would touch is the AllowCode0x7c switch.  I think (if I read correctly) it is specifically geared towards Japanese alphabets for the random name generation system.

Posted
On 8/20/2021 at 8:07 PM, LongDukDong said:

I'm kinda working on an INI file of sorts.  AND one with plenty of explanations on what your options are.  Working on the X117 version first of course. I'll tackle the No-MBP/No-X117 version later.

 

Oh, the INI file works. :D   And on examination of the No-MBP version, very little needs done to get the two systems to work similarly.

 

One thing that kinda makes me wonder WTF, is the way the No-MBP version chooses the Hiyoko-Child's race when it is borne.  For the No-MBP version, the method is this:   If the child is female, it copies it's mother's form.  If it is male, it copies its father's.   I guess I can understand it.  It is literally copying the BODY of the parent model itself... not the race alone.  It's not able to just say "Okay, it's an argonian... make it female instead".  It doesn't do that...  I may fiddle with it, using some techniques related to GenderBender... but that will be solely optional if I do.  But it would give more freedom to the NoMBP version than before.

Posted
19 hours ago, LongDukDong said:

I may fiddle with it, using some techniques related to GenderBender... but that will be solely optional if I do.  But it would give more freedom to the NoMBP version than before.

Crash and burn.   It cannot handle the combination of using the con_SexChange feature within the OBSE and reference creation system within HiyokoGenerator.  Either it crashes, or the temporarily generated genetic parent doesn't sex change when needed.  The result was a catastrophe.

 

On the other hand, I discovered why my personally made armor was never 'copied' for my brats when they were borne.  They had 'enchantments' which HiyokoGenerator blocks by default.  Wait... did I say it blocks enchanted armor and clothing?  Hehehe... another touch to the INI file. :D  But that one is user-beware.  Only allow that to work if you know the parent's armor/clothing doesn't have too powerful or game-harming an enchantment.

 

I'm in beta-testing of both versions, actively working on the No-117 version right now (meh, I still prefer the x117 original). I just had it up to 105 kids generated and roughly 80+ in one room.  This with me hitting Save,  Exit, and a fresh Re-LOAD.  I think that's the max for the number of Hiyoko in one room without any Hiyoko-Altering mods.

Posted

The HiyokoGenerators that come with the Tamago/Hiyoko Set are going through a SERIOUS upgrade. 

 

Originally, Hakumen Oshite Mairu set it up with only a few command console commands to set how hiyoko are named, how they inherit their items, how they inherit factions, and their eyes/hair options. This is definitely being upgraded, putting in place an INI file that lets you set these factors before the game loads, and with plenty of instructions for each entry like so:

 

;; NAMES
;; =====
;  This section handles how the hiyoko will be named after it has been born in-
;  to the world.  This setting has three basic options.  The first option is to
;  use the base name of the Hiyoko from the database. The second is to give the
;  Hiyoko a pseudo-name containing that of both parents: "The Child of X and X"
;  And the third randomly selects from the imported HiyokoNameList.ini file.
;  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
;  Default value:  2 (Random List) [0=Base Name, 1=Parents, 2=Random]
;

  set a3hg.Name to 2


Trust me when I say that default values work.  For names, a setting of 0 only generates the name of either Boy or Girl, and a setting of 1 can generate the name "The Child of Cyril and Maiq the Liar" .... or worse...  "The Child of The Child of Cyril and Maiq the Liar and The Child of Countess Millona Umbranox and Graklak gro-Buglump"  Setting 1 can make for EXTREMELY LONG names for grandkids.....

 

:persevere:  Yeah, obviously default values will be in place.

 

Originally, the options were...

  1. Hair - Set if child uses default model hair, parent hair or randomized hair with parent haircoloring influence
  2. Eyes - Set if child uses default model eyes, parent eyes, or randomized eyes
  3. Name - If you have .... well, look above, guys!
  4. AllowCode0x7c - Basically, if Japanese text is being used
  5. InheritFaction - If no factions inherited, if all factions inherited or if vanilla factions allowed only

 

New additions will include:

  1. HairBlock - Limit Hair styles so no Bald, Blindfold or Mask hairstyles used (some from Ren's, Saram, etc)
  2. EyeBlock - Limit eye styles so no blind eyes are used
  3. WeightMax - Sets how heavy clothing/armor may be for inheritance (default was 15.0 max)
  4. GoldMax - Sets how expensive clothing/armor may be for inheritance (default was 10000)
  5. Enchanted - Sets if you actively allow clothing/armor with enchanted to be inherited (default was NO FUCKIN WAY)
  6. uppermale - Sets the shirt worn by a hiyoko male if no suitable upper clothing/armor found (default was fixed and gender neutral)
  7. upperfemale (on through to shoes male and female) ----  Ditto.

 

I got a lot of writing, but this works with the pretty clean and legible edits I've made to the Non-x117 Generator.  And the differences between the scripts for inherited items between Non-MBP and MBP generators were basically Nil.  The INI file will easily work with both.


Neat, eh? 

Now... back to work.

 

  • 2 weeks later...
Posted (edited)

I can't leave anything Tamago alone, can I?  I am now attacking.......  the x117 HiyokoGenerator

 

I cannot expand upon races within the no-x117 version as its system allows the copying of either parent regardless of character race or even race's original mod.... though limited it is in choosing which the child will be.  But....

 

The x117 HiyokoGenerator had only a handful of available Hiyoko races and is due to be greatly expanded.  Really, just a couple elf or human models, some tabaxi and an argonoid. 

 

NOW, that is being SEVERELY changed.

 

The new version I am working on recognizes that a child may be a full Argonian or Khajiit child as well as the Tabaxi or Argonoid.  But it covers more.  As an x117/MBP dependent mod, it also allows for other special races like Ice Elf Hiyoko and Chocolate Elf hiyoko that even the HGGF (HiyokoGeneratorGeneForge) mod covers, as well as Orsimir, Redoran, Mazken, Auriel and Dunmeri Hiyoko. And the Orsimir kids don't look half bad, even though I am not using the default Orc head.  Hell, I even threw in Lycanthrope and TangMo Hiyoko for kicks!

 

A number of races have four(4) of each gender, though some just three(3) of each.  I am not done by a long-shot, but I have over 100 Hiyoko designed already, and a comprehensive revised generator to choose which model to use.  This is clearly an expansion from the sum total of eighteen (18) that it originally carried.

 

I admit, I'm probably not the best face designer... especially when using THESE freakin x117 heads ( :P ) and you can't see what you're doing in the editor!!!  But I don't think I'm doing a bad job at all... and I'm not using any custom resources other than what's already part of the x117/MBP setup.

 

Oh, it SO works with my HiyokoGrow and Tamago Setbody Override.  :D   And it may give the HGGF a run for its money.

 

 

 

 

Edited by LongDukDong
Posted
18 hours ago, LongDukDong said:

I can't leave anything Tamago alone, can I?  I am now attacking.......  the x117 HiyokoGenerator

 

And HUZZAH!  I just gave myself MORE WORK TOO!!!

 

HorkewMini.jpg  Closeup.jpg

 

I was a bit miffed that the x117 package did not include mini versions of the Horkew or Mi'qote.  Well, I just discovered that I could merely scale the ears using NifScope for a new x117 set and *Volia*, I now have Horkew mini x117 scaled ears!  And yea, that's me doing a test run with the character :D 

 

Obviously, that means I got the Mi'qote ears to scale too.  And I guess... I might be able to make scaled down dremora hair for the dremora brats???? *Shrugs*  I'm guessing on that part.  However, that means I have more work... and (8 horkew (4male/4female)) & (8 miqote (ditto)... 16 more brats to add.  Though this also means it will include some required files for its work.

 

 

 

Posted (edited)
19 hours ago, sunhawken said:

Soon you will have a full package too aid the people .

Yeah.  And since the original HiyokoGenerator is dependent on those mods, I figure I can make fully compatible x117s for all the available races (or whatever I felt like doing).

 

Dang.png

MY ARMY!!!!

 

Squads of 8 members (4 male, 4 female), and each platoon has 5 squads... 4 platoons present.  The Hiyoko army as of yesterday is 158 strong (I have two AWOL).  But yeah, I plan on new recruits.

 

It certainly beats only 18 prefabs. :tounge_wink:

 

I should also mention I plan on an update to my Bravil Underground Add-on, particularly to fix a bit of lore from within Bravil Underground!

 

However, the fix will also aid in Hiyoko facial generation.... well, it should.

 

 

SEE YOU SPACE COWBOY ...

Edited by LongDukDong
Posted (edited)

Grrr....  I had to start over.  :persevere:

 

Now the code is PERFECT!  I am keeping the code I wrote as it is very streamlined and I could possibly add more races/hiyoko to the mix.  However, I was severly disappointed in how some races handled the youthful hiyoko faces.  They looked like youthened adults rather than what they were meant to be.  :dissapointed:

 

So I started LITERALLY from scratch and redesigned all the custom x117 mini races for the upcoming hiyoko.   Lessee....  how long have I....  okay, six hours have elapsed.  But every Hiyoko race now has redesigned facial bone structure and has all the textures/meshes/eize-differentials/stats all worked out.  :wacko:

 

Um, yeah.  This before making the actual NPCs again.  *groan* :weary:

 

But they will look MUCH better now.  :blush:

 

EDIT:  CRAP, I'VE BEEN WORKING ON IT FOR ANOTHER FIVE HOURS? :no_mouth:

 

Essentially, I did a complete cram session and have the Hiyoko and Script done.  Testing?  Later. :P

 

Edited by LongDukDong
  • 4 weeks later...
Posted
32 minutes ago, LongDukDong said:

If anyone has wondered where I've been.....  Currently recovering from COVID.

Hopefully, I'll get back to this stuff soon.

lucky...

Posted

I know a lot of animals can get corona, but not birds.  So ducks can get corona, that's surprising.

 

Get well soon.  May the Duck Power be with you.

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