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I thought xVASynth turns written words into spoken words.  So if you write "moan"  the NPC will say "moan"  but he doesn't moan.

 

And in LAPF are how many different moans you can set with the setting spell ? 

And there are some moan Mods. ( some with porn moans. easier and more real than do it with xVASynth ... if it is even possible with xVASynth )

I have 14 different moan "voices" in my game.  ( and in the script you see that you have folders ns0 to ns40 )

Then Mods like CrowningIsle add moans.

 

And moans during sex are no voices. Moans are in the FX folder not in the voice folder.   With voices you just create new dialogues with condition GetIsRace

But with fx sound during sex you must change the Lovers with PK scripts.  With a new game everone use the default ns0 moans, you have to change that in the script and split it into races.

But if you change the default moan all races will use the same moans  ( ns1 or ns6 or . . .  ) So best would be to change the setting menu so that you can set each race.

So you can set vanilla race moan, all no-vanilla races moan, And as you can already do now  you can set player moan and with the target spell every NPC the moan that you like.

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2 hours ago, Sladen2019 said:

Would it be possible to use xVASynth to make audio files for the moaning during the scenes ? Like have different voice for each races moan ?

 

22 minutes ago, fejeena said:

I have 14 different moan "voices" in my game.  ( and in the script you see that you have folders ns0 to ns40 )

Then Mods like CrowningIsle add moans.

 

Theoretically, it is possible to use the samples generated with xVASymth to make moans for your various races, though fejeena makes the valid point that it is meant more towards actual dialog.   It can work phonetically for oooh and ahh... if done correctly,  but you will need some finesse, and to do some fine tuning with a wave editor after that.  In some cases and depending upon the vocal pack, getting 'Hahaha' can be a bit of a nuisance.

 

Fejeena might have a kick though.  It how has multi-language support, over 30 now, including German. :) I wish I learned it from grandpa.

 

Edited by LongDukDong
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6 hours ago, fejeena said:

I thought xVASynth turns written words into spoken words.  So if you write "moan"  the NPC will say "moan"  but he doesn't moan.

 

And in LAPF are how many different moans you can set with the setting spell ? 

And there are some moan Mods. ( some with porn moans. easier and more real than do it with xVASynth ... if it is even possible with xVASynth )

I have 14 different moan "voices" in my game.  ( and in the script you see that you have folders ns0 to ns40 )

Then Mods like CrowningIsle add moans.

 

And moans during sex are no voices. Moans are in the FX folder not in the voice folder.   With voices you just create new dialogues with condition GetIsRace

But with fx sound during sex you must change the Lovers with PK scripts.  With a new game everone use the default ns0 moans, you have to change that in the script and split it into races.

But if you change the default moan all races will use the same moans  ( ns1 or ns6 or . . .  ) So best would be to change the setting menu so that you can set each race.

So you can set vanilla race moan, all no-vanilla races moan, And as you can already do now  you can set player moan and with the target spell every NPC the moan that you like.

Yeah I will just keep using the Target spell. :)

 

6 hours ago, LongDukDong said:

 

 

Theoretically, it is possible to use the samples generated with xVASymth to make moans for your various races, though fejeena makes the valid point that it is meant more towards actual dialog.   It can work phonetically for oooh and ahh... if done correctly,  but you will need some finesse, and to do some fine tuning with a wave editor after that.  In some cases and depending upon the vocal pack, getting 'Hahaha' can be a bit of a nuisance.

 

Fejeena might have a kick though.  It how has multi-language support, over 30 now, including German. :) I wish I learned it from grandpa.

 

Understood. :)

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  • 3 weeks later...

I had received a number of queries about bloat regarding TamagoClub.  I've encountered this issue before I ever touched TamagoClub as a modder... so it has been an issue around for a while.  However, I think it has nothing to do with the Tamago system itself, my thinking it actually is a result of TamagoSetBody and Setbody.

 

So I am running tests, pushing it to generate 100 Hiyoko... without the Setbody cocktail first and then with the cocktail after.  I'll try to give a heads up (perhaps editing this post later) after running:

Edited by LongDukDong
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  • 2 weeks later...

I've been ... tied up... recently.  And my time is now a bit divided.   But I'm not in any way abandoning stuff. :cool:

 

Due to a recent mod in the works that is NOT mine, I am currently looking into a special feature for LoversSlaveTrader.  Right now, I can safely say ... so far - so good.  It will NOT hamper or change any current games in any way, and is meant as a means to extend the possibilities for those who want to make mods where slavery and slave ownership already exists.  On the other hand, there may exist the LST equivalent of ... hahaha... LoversBitchPuppyMill.  Sell em off, never see them again.

 

For pre-existing slaves, I have already created variations of certain scripted slave actions that do, in fact, work with slaves that are not under the player's control.  And one of these scripts forces the slave to act as a house maid with a very-much organized 'schedule'.  It could be considered a base skeleton for other scripted actions such as having a slave go outside and plow the field or rake an area, or walk outside and start dancing in front of a cathouse.

 

I can't say when I will get to update... again, my time is divided and this is me signing off to work on the OTHER stuff for tonight.  :tounge_wink:

 

EDIT:  Looks at screenshot above.


COWS?  YA GOT COWS?  WHAT SKELETON ARE THEY USING???

Edited by LongDukDong
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There are a lot of Mods with farm animals ( see village mods, Faregyl,  Unique Landscapes - Aspen Wood, Unique Landscapes - ChorrolHinterland, ... )

There are calfs with deer skeleton

Cows with sheep skeleton.

carabao with sheep skeleton.

tapir with sheep skeleton.

Both in own new folders or in vanilla deer / sheep folder.

 

calf-deer: dick in good position.

cow-sheep: dick in bad position, and female cows.

bull/ox-sheep: dick in bad position

tapir-sheep: dick in good position ( the only one I use for sex and have it in the sheep folder )

carabao-sheep: dick in bad position

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On 9/21/2022 at 6:46 PM, LongDukDong said:

For pre-existing slaves, I have already created variations of certain scripted slave actions that do, in fact, work with slaves that are not under the player's control. 

Work on the new LoversSlaveTrader controlled non-player-enslaved actions continues.  Since these NPCs will  not player controlled, the use of a SlaveControl script where the player chooses and applies the token actions to the NPCs will not be available.

 

Because they won't be using a custom SlaveControl script, I had to figure a way to remove 'old' tokens from the target.  The SlaveControl script that has existed within LST since... geez... the beginning...  would clean house of all old behavioral tokens (wait, follow, etc), and apply a new token that was chosen.  I had to develop a means so token removal would be automated, and automated specifically for an NPC targeted.

 

I had to get creative.  But now I can set a command to apply 'wait' to Yumiko while Valo is already waiting and Karrah is cleaning house.  The command will store needed...  so while running a command for Yumiko, both Valo and Karrah will see it's not for them, and ignore it.  And even when Yumiko is being checked, it will not accidentally remove a wait token from her possession... but any other tokens will be checked and removed.

 

I need to cleansingly format what I wrote, but I've run tests and it works flawlessly.

 

Now I need to see about the mechanics to transfer a non-player slave into player possession and traditional control... and in reverse allow the player to sell a Slave to a specified NPC  type which would actually remove it from player control all the way.  PERFECT FOR AUCTION HOUSES OR DISPOSING OF ANNOYING BANDITS???

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al-manni.jpg

No, the lovely Al-Manni is not available. She is currently the bound concubine of Gill in a testing mod.

The Aylied push button behind her allows simple toggling of her behavior between four Servant control tokens.

 

 

The work on creating a slave system within LoversSlaveTrader where slaves can be created before the game starts, initialized in-game, and enslaved without having been done by the player has really come out nicely.  And yes, the FlowerGirl system (sorry @fejeena) is working and the slaves NOT owned by the player can solicit the player as any other NPC.

 

I have crafted a few commands to make it easier for one to create a Master/Servant relationship, change ownership of a Servant to another Master, or to merely change a Servant's command-and-control objects while keeping the Master memorized.  I use Servant and Master to describe the pairings in the system code to separate them from the Slave and Owner pairings.

 

And yes, you may be able to purchase a Servant, completely converting them into a traditional LST Slave. And likewise, you may sell a slave to a defined NPC Master so it may become a Servant, erasing it from the LST Registry.

 

Oh... and just as the LST Slaves have 'Tokens' such as the xLSTFollowToken clothing object, a matching xLSTObjectServantFollow clothing object exists.  A separate 'Object', it has its own custom script applied.  Likewise the same can be said for the Wait, Cleaning and Flowergirl tokens. However, the 'Objects' use a completely different system to switch between them than what 'was' made available for the LST Slaves.  But this gives outside modders an advantage.  They are not limited to only the Servant Objects within and can craft their own by following the same basic design and layout being offered.

 

I'm currently toying with the idea of adding a minor configuation value... VampireHours.  Possibly a bit of an immersion feature, it would kick in if the slave and/or owner (likewise servant and/or master) was a vampire.  And if so, then scripted events based on the current time of day would be adjusted.  If a vampire slave is allowed to relax (according to its defined token/object script), it would look for a place to lie down at 8am rather than midnight... or something like that.

 

I have to do a bit more research.   All of the defined 'Servants' allow you to bring up the idea of purchasing them from their masters.  This may be something which I may block if the servant has a 'No buy me' token attached to it.  And I haven't tried creating a servant that can be a subservient cashier/store clerk of sorts.  I mean, imagine if you had created an underworld mafia fortress with gambling and contraband, and you wanted to have a slave behind a counter selling lockpicks and handle stolen goods!

 

I've worked enough on it today I guess... and will now just take a break.

 

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2 hours ago, LongDukDong said:

So... this is a statue?

 

:blush:  Might be interesting if she was ... STONE... initially.  And praying to her would summon... a good time.

It is made of stone in the original. But I was too lazy to transfer new textures (4K), because. these were already in the folder

 

 

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On 10/3/2022 at 5:05 PM, LongDukDong said:

I'm currently toying with the idea of adding a minor configuation value... VampireHours.  Possibly a bit of an immersion feature, it would kick in if the slave and/or owner (likewise servant and/or master) was a vampire.

Okay... I got some noice immersion for vampire lovers here in the upcoming next version of LoversSlaveTrader... all optional of course.

 

IF... your slave is a vampire, the vampire's BREAK (if the related command token has one) has it drinking a bottle of human blood rather than eating an apple or drinking a pint.

 

Default Vampires have no sleep schedule, so I made a VAMPIRE token for custom vampire servants that outside modders may wish to design.  It doesn't change the schedule of the NPC itself, but it is used by the vampire's servants.  And by that, the servant's sleep schedule (or the like) is altered by an additional 8 hours under the assumption the vampire hits the sack at 8am,

 

For the player, vampire slaves also alter their eating and sleep schedule by 8 hours.  And if the player 'is' a vampire, all slaves have their schedule altered.  However, that is contingent if you have the VampireHours switch enabled in the upcoming INI file.

 

 

On 10/3/2022 at 5:05 PM, LongDukDong said:

All of the defined 'Servants' allow you to bring up the idea of purchasing them from their masters.  This may be something which I may block if the servant has a 'No buy me' token attached to it.

Yep, I have that too.  IF a servant comes with a 'NOBUYME' flag, you will not get any dialogue option saying "I would like to purchase you." when speaking to the servant.  Towards the master of a servant, the dialogue "I want to buy a slave." will not appear if the 'FIRST' servant assigned to the master has the token.  So you may have a master whose first slave HAS the flag... preventing the player from approaching the master... but you can approach any of his servants that do not have the token and make a purchase.  Likewise, if the first servant in the roster doesn't have the flag, then you can buy THAT servant.

 

All this while playing BravilUnderground, just to make sure NOTHING gets borked.

 

:bawling:  I am SO gonna have fun making a separate DOC file for modders, what commands and tokens they may use, how to make their OWN tokens/schedules for servants,  Still, I wanna see if I can make servants that run shops for their masters........

 

... but taking another break for now.

 

Edited by LongDukDong
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  • 2 weeks later...

@LongDukDong and @fejeena and any modder that uses MBP.  MBP is a very buggy replacement.  There is a better version called the Oblivion Character Overhaul.  Less bugs and better graphics.   Oblivion Character Overhaul version 2 at Oblivion Nexus - mods and community (nexusmods.com)  I highly recommend that modders start using OCO.  Better graphics and better NPCs.  It is constantly being updated.  MBP is an outdated mod.  Keep mods up to date with better mods taking over.

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@LongDukDong Here is a mod up your alley and you have the best mods for Oblivion with @fejeena  It is called Oblivion XP.   It would be perfect add-on with PK.  There is a new updated version of Oblivion XP called Oblivion XP Update,   Oblivion XP Update at Oblivion Nexus - mods and community (nexusmods.com)  It does not use the resources of the old mod and is constantly updated.  Perfect for @fejeena quests she loves to create.  It is always best to use Oblivion -Elys- Uncapper at Oblivion Nexus - mods and community (nexusmods.com) a Level 200 Uncapper.  

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I don't use MBP and will never do.      Why did I make all the no-MBP version?

 

-----------------------

There was once a "Lovers Oblivion XP" Mod.  Verry old, for xLovers with PK v1.3.  ( must have been before 2011 )      I don't have it.

And I don't use Oblivion XP  so I will not make a Lovers XP version.

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I am still moving around mods.  Tomorrow I will release the mod list and maybe you and Dukky can figure it out why certain skins are not applying.  Right now making sure everything is working as intended.  Then you can take a look at a few mods.  I have ideas how to imply them with Underground which is my favorite location in Oblivion.

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  • 2 weeks later...

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