EEeeTDYeeEE Posted January 12, 2020 Posted January 12, 2020 I am looking for a collaborator for my various projects. I can make 3d model, animation, texture, and I have some idea for the story. But the few things I do not have is the skill to scripting and the familiarity on creation kit. Contact me if anyone interested. Being a cow Spoiler I have intention to expand and continue on the mod. I notice the texture needs a bit of polishing. Hoof seams and all that. I'll be onto that. I am now working on cow animations, including four limbed walk, run, sprint, attack, and others. A few stories which I'm not likely to be working on it for foreseeable future. As an addition or expansions to Paul's story line, one of which you can be adopted by a pair of kind farmer and live your life as a peaceful cow. You'll got to be pat and milk by the kind owners, gaze grass, chose and mate with three hot stud(bulls), give birth to little cows, and chew back your placenta! There is a vacant spot for your cow follower too. Or, you get sent into Coldharbour when you die and meet Lamae Bal and Mandy Bal as the Mother of vampires and Mother of cows. As a cursed cow(cattle), your job is to keep the vampires well feed: milk, blood, body and otherwise. Other less polished ideas include being a giant's panted cow or being sell to be amputated, be eaten in Hammerfell. Other animal related animations Spoiler I am now experiencing with chicken, bunny and dog, cat, pet play animations. There is a story about a young sexy traveling mage from Hammerfell/Cyrodil that perform illusion spells for a living. Somehow you offended her, she hypnotize you into chicken or bunny and rob your items and golds. For days you'll remain thinking you are a chicken, or a rabbit, or a dog, running around naked, staying in a chicken pen, shaking paws and humiliating yourself. You find it hard to confront her because she will just utter the phrase to hypnotize you again. At the end you successfully to make her spell backfires on herself so she cannot utter the phrase without being hypnotized herself. After that she can become your follower. Flowering breast Spoiler There's a few neat ideas I want to expand on sexlab parasites with a theme centered around nipple and breast parasites and various modification. Here is my references and VIP models. Those plants are very sensitive to the point you will squirt felt instant orgasm by the lightest touch. No story. But It would be great to have animations and various stages and blossoming, pulsing if someone know how to get through the technical difficulties. Transgender framework Spoiler Fully immersive, gradual gender change that can goes both way -- Male to Female and vice versa. Included with head morphs for human and elven races. For the very long term eventuality I think I'll add chest binders that allow you to hide your inflating chest from public, and even start separating all vanilla armor and clothes to both respective gender, that means if you loot outfit from a male bandit it will not magically switch to the female version, or that you -- a buff ass dragonborn can now wear feminine clothes to your hearts desire. Transgender stories Spoiler 1. Forsworn wife You were tricked and defeated by a forsworn leader, who claim himself as the rightful descendent of the red eagle. With the help of a powerful Hagraven you been captured, brainwashed and genderchange so that you can bare their child and incorporate your Dragonblood into their tribe. You wake up knowing nothing of your past, and the forsworn tribe feeding you lies that you are a forsworn from another tribe to be married to their leader. You will be learning how to be a good wife, how to dance and to pleasure your tribe, how hunt, how to become a mother, hating Nords, practicing in their rituals and such. After you rediscover your true identity you will have two chose to remain a forsworn or slaughter them all. 2. Age revisal Witch You accidently killed a child that is infact an old and immensely powerful witch that you aren't supposed to during a quest. She decided to curse you into a 5 years old child in retaliation and as an attempt to eventually resurrect herself by forcing you to walk through a process that she called "mantling". You are suppose to become her by living through another childhood as girl, and under her guidance to act like her, think like her until your conscious and hers become inseparable. Stay with your loving adopted father growing up, and reveal past secrets together with the witch and eventually become the witch, or being sent to his mean uncle, and eventually convinced you ant the witch that she is just your made up imaginary friend to cope with the lost of your father and settle with nothing more than an average village girl's life thus failed the mantle. This story has nothing to do with sex or pedophilia and I strongly against making anything like it. You'll get to experience grew up with the child like innocent, learning all the girly mannerism and get called "good girl" from a supporting father or her strict conservative uncle's wife that will make you into a fair mannered maiden but losing your potential instead. House wife and civil side works Spoiler Skyrim is a game more on about combat, adventure and killing dragons, and quite lacking on other stuff at the civil side. And there are a lot of plot holes and inconsistencies hampered my experience to enjoy the game. This mod is aim to address some of those and expand on the civil side of life. Includes personal life, marriage, jobs, Things I want to add within my plan: - Being a housewife. Retiring from adventure and immerse yourself with daily housework and focusing on kids and family. There's a chance you might be married to an abusive partner. - Your skills will degrade the longer you stay at home. - Being a orc wife. - Cloth washing, hanging rack, iron your shirts, house cleaning, cooking for family, gossip with other women, drinking beer and trash talk with other men, read stories to your children... - Outdoor toilet, and various poopy pot in every house. - Renting as an option. - Jobs with detailed contract. Castle maid, teacher/baby sitter, collage student errant, under keeper assistance, doctor, graverobber, soap maker, guard, hiring merchant guard, tax collector, brewer, cook, priest, poacher, shepherd… - Civil side dedicated skill trees. Mother, Father, Worker, Priest, Scholar, - Taxes. Visitor tax, resident tax, road tax, war tax, peace tax, renting fee, water fee, thug ransom fee… - Carefully hidden lifetime savings in various houses. Unlike common purses, these can contain up to +1000 golds depending on the owner's social status. Stealing the money will bring you real consequences, losing all that money might drive someone to commit suicide, or ended homeless, or accuse and attack suspicious neighbor. - Corrupted guards. - Citizenship and identification paper. - A leaderboard keep record of all known strongest fighter, richest man, best thieves, powerful mage… and notification that read like: You are now richer than Nazeem the owner of Chillfurrow Farm! / You are now one of the top 10 richest person in Skyrim! / Your possession of gold had just surpassed High King Ulfric! / Rumors spells, that your wealth are now being compared to the legendary King Orgnum, the richest man ever lived. - A book of law that you can read. For role play purpose. - Add some really fucked up medieval laws and brutal execution. - Impalement, sawing, lynching, boiling, drowning… - Chances of forced recruitment depending on your citizenship, race, gender. Pay heavy fine or be drafted. - Military training that help improve your fighting skills. - Spies, double agent, infiltration, lies, propaganda, distrust, tribalism, racism. - Torture and Interrogation by enemy faction. - Perform the dark sacrament yourself. - rumors and small talks sometimes to explain away things like why there are so many bandits in Skyrim. Mislanious Spoiler Non of those are completed. Like I said, I don't have the skill to make it far into a functional mod. If anybody interested in working together please contact me.
huanrenfeng Posted January 14, 2020 Posted January 14, 2020 You are talented. I'm a modder too and I can make scripts. Maybe we can do it in the future.
EEeeTDYeeEE Posted January 14, 2020 Author Posted January 14, 2020 I would love to huanrenfeng . If you need anything, animation or 3d assets for your mod you can ask me. I got times anyway.
blank_v Posted January 14, 2020 Posted January 14, 2020 Hmm... if u want i can join u :x... I made many mods, with many many scripts. If u want join Discord: https://discord.gg/2Vh6NVc - Ask me for "GOD" rank, i love "trolling" so my actual name is "Nicole" But im just training my Discord users xD lel... for while we had 3 users with same name ( Tobi ) and same color xD if u want to see some of my works, here: Skyrim TheRadio: ( idk maybe u can download somewhere xD ) Spoiler Skyrim HairEditor: ( ... hmm i think i already delete all Download Links but maybe on Discord there is download somewhere ) Spoiler Biggest WIP Project: ( Sausan Hotel ) ( Yes biggest and no Video etc. xD lol ) Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler I also made my own Game Engine but i dont have much to show... i just love to make this Game Engine no "real" games created yet on this Engine here is simple snake game i made in 5 min in my own engine: Spoiler Here is some of my Scripts if u want to see: Spoiler Spoiler Scriptname QLG_MasterScript_BedChange extends ObjectReference { This script change Bedsheet in Player Rooms } ;===- Base Info. -===; ;Created: 2019-12-05 ;Update: 2019-12-05 ;Author: TobiPL ;Unit: M.PC<1> ;===- Var. setup -===========================================; FormList Property QForm Auto { List of objects to change } ObjectReference Property QNext Auto ;===========================================; Int Act Int Size Event OnInit() int I = QForm.GetSize() While( I > 0 ) I -= 1 ( QForm.GetAt( I ) as ObjectReference ).Disable() EndWhile ( QForm.GetAt( 0 ) as ObjectReference ).Enable() Act = 0 Size = QForm.GetSize() Size -= 1 EndEvent ;===============================================; ;===- Main Script -=============================; ;***********************************************; Event OnActivate( ObjectReference QRef ) ( QForm.GetAt( Act ) as ObjectReference ).Disable() If( QRef == QNext ) If( Act >= Size ) Act = 0 Else Act += 1 EndIf Else If( Act <= 0 ) Act = Size Else Act -= 1 EndIf EndIf ( QForm.GetAt( Act ) as ObjectReference ).Enable(); EndEvent ; The End Spoiler Scriptname QLG_Script_Soda extends ObjectReference { This Script handle its Soda } Import Sound ;===- Base Info. -===; ;Created: 2019-10-11 ;Update: 2019-10-11 ;Author: TobiPL ;Unit: M.PC<1> ;===- Var. setup -============================================ Actor Property QPlayer Auto { Player Ref. } GlobalVariable Property MachineMoney Auto { Money inside Soda Machine } GlobalVariable Property SodaFree Auto { Can be used only if Soda Slot is Free } GlobalVariable Property SodaID Auto { Here is ID of Soda player pick } ;===- Items Var. -=============================== ;***********************************************; ObjectReference Property MySoda Auto Float Property MySoda_Price Auto int Property MySoda_ID Auto ObjectReference Property SodaSource Auto ObjectReference Property SodaTarget Auto ObjectReference Property SodaTake Auto Message Property NoMoney Auto Sound Property SoundSodaButton Auto Sound Property SoundSodaError Auto ;================================================ ;===- Main Script -============================== ;***********************************************; Event OnActivate( ObjectReference QRef ) If( QRef == QPlayer ) If( SodaFree.GetValue() != 1 ) If( MachineMoney.GetValue() > MySoda_Price ) int SoundTemp = SoundSodaButton.Play( self ) Utility.Wait( 0.5 ) StopInstance( SoundTemp ) SodaFree.SetValue( 1 ) MachineMoney.Mod( -2 ) SodaID.SetValue( MySoda_ID ) PlaySoda() SodaTake.enable() Else ; NO ENOUGH MONEY IN SODA MACHINE int SoundTemp = SoundSodaError.Play( self ) Utility.Wait( 0.5 ) StopInstance( SoundTemp ) NoMoney.Show() EndIf EndIf EndIf EndEvent Sound Property SoundSodaMachine Auto Function PlaySoda() int SoundTemp = SoundSodaMachine.Play( self ) Utility.Wait( 5.4 ) MySoda.TranslateToRef( SodaSource, 100 , 444 ) Utility.Wait( 0.7 ) MySoda.TranslateToRef( SodaTarget, 100 , 444 ) Utility.Wait( 1.7 ) StopInstance( SoundTemp ) EndFunction ; The End ; SODA ID ; Zip ( 0 ) ; ZipLite ( 1 ) ; Cherry ( 2 ) ; Dr.Pepper ( 3 ) ; Mr.Fizz ( 4 ) ; Boom ( 5 ) ; Beveredge ( 6 ) Spoiler Scriptname QLG_SimpleScript_HitThatRock extends ObjectReference { This script supports rock Gathering from Rocks } Import Sound ;===- Base Info. -===; ;Created: 2019-11-13 ;Update: 2019-12-19 ;Author: TobiPL ;Unit: M.PC<1> ;===- Var. setup -===========================================; Int Property QExp Auto { Exp that player get for mining this rock } Actor Property QPlayer Auto { Player Ref. } ;== Keys ==; KeyWord Property QKey Auto { Key to allow item gather Wood } KeyWord Property QMaster Auto { Master Key for better tools } ;== Ores ==; Int Property QSpecial Auto { Chances for Special ore 3 means 30% etc. } FormList Property QOres Auto { List of Ores possible to gather from this Rock, 20% chance } MiscObject Property QRock Auto { Rock to Give player } ;== Sounds ==; FormList Property QSounds Auto { List of Sounds to play on Hit } Sound Property QBreakSound Auto { Sonud to play on Rock Break } ;===- Items Var. -==============================; ;***********************************************; int RocksLeft ; Amount of Rocks in this Rock pile int Size ; Size of Array with possible Ores int SoundSize ; Amount of Sounds possible to play for that Rock ;===============================================; ;===- Main Script -=============================; ;***********************************************; Event OnHit( ObjectReference QAgr, Form QSrc, Projectile Pr, bool Power, bool a, bool b, bool c) If( QAgr == QPlayer ) If( QSrc.HasKeyword( QKey ) == true ) Int Ins = ( QSounds.GetAt( Utility.RandomInt( 0 , SoundSize ) ) as Sound ).Play( self ) If( RocksLeft > 0 ) ;== Spell JUMP ==; If( QSrc as Spell ) QSpellMine( QSrc as Spell , QSrc as Form ) Return EndIf ;================; If( Utility.RandomInt( 0 , 10 ) <= QSpecial ) QPlayer.AddItem( QOres.GetAt( Utility.RandomInt( 0 , Size ) ) , 1 , true ) Debug.Notification( "Lucky Hit!... You get special ore!..." ) Game.AdvanceSkill( "Marksman" , ( 5.0 + QExp ) ) Else RocksLeft -= 1 If( QSrc.HasKeyword( QMaster ) == true ) QPlayer.AddItem( QRock, 2 , true ) Debug.Notification( "Strong Hit, You get 2 Rocks" ) Game.AdvanceSkill( "Marksman" , ( 3.0 + QExp ) ) Else QPlayer.AddItem( QRock , 1 , true ) Debug.Notification( "Weak Hit, You get Rock" ) Game.AdvanceSkill( "Marksman" , ( 1.0 + QExp ) ) EndIf EndIf Else Debug.Notification( "No Rock left here..." ) QPlayer.AddItem( QRock , 1 , true ) PlayRockOut() RegisterForSingleUpdateGameTime( Utility.RandomInt( 72 , 144 ) ) EndIf Utility.Wait( 1.3 ) StopInstance( Ins ) Else Debug.Notification( "You can't gather Rocks with this Item !..." ) EndIf EndIf EndEvent ;==========; Event OnInit() RocksLeft = Utility.RandomInt( 4 , 12 ) Size = QOres.GetSize() Size -= 1 SoundSize = QSounds.GetSize() SoundSize -= 1 EndEvent ;===========================; ;=- Refresh Ore -===========; Event OnUpdateGameTime() RocksLeft = Utility.RandomInt( 4 , 12 ) self.enable( true ) EndEvent ;===========================; ;=- Gathering Via Spell -===; Function QSpellMine( Spell InSpell , Form InSrc ) RocksLeft -= 1 If( InSrc.HasKeyword( QMaster ) == true ) QPlayer.AddItem( QRock, 2 , true ) Debug.Notification( "Magic Hit, You get 2 Rocks" ) Game.AdvanceSkill( "Destruction" , ( 4.0 + QExp ) ) Else QPlayer.AddItem( QRock, 1 , true ) Debug.Notification( "Weak Magic hit, You get 1 rock" ) Game.AdvanceSkill( "Destruction" , ( 2.0 + QExp ) ) EndIf EndFunction ;===========================; ;=- Play Out -==============; Function PlayRockOut() int Ins = QBreakSound.play( self ) self.disable( true ) ; Maybe animation here ?... Utility.Wait( 2.0 ) StopInstance( Ins ) EndFunction ; The End Spoiler Scriptname QLG_MasterScript_TheRadio extends ObjectReference { This is Main Radio Script for [Tobi] TheRadio Mod !... } ;===- Base Info. -===; ;Created: 2019-07-19 ;Update: 2019-11-23 ;Author: TobiPL ;Unit: M.PC<1> ;===- Var. setup -============================================ ;***=-- Music List --=***; FormList Property QMusics Auto { List of Music Tracks } ;***=-- FormLists --=***; FormList Property FunList Auto { List of Fun Messages } ;***=-- Messages! --=***; Message Property QMainMSG Auto { Maing Message to SHow } ;***=- Simple Var. -=***; Int Playing = -1 ; Is any musing playing? -1 Means :NO: - other values for ID ;===============================================; ;===- Main Script -=============================; ;***********************************************; Event OnActivate( ObjectReference QRef ) ; Show Fun Message if Enabled If( FunMSG ) If( Utility.RandomInt( 0 , 3 ) > 1 ) ( FunList.GetAt( Utility.RandomInt( 0 , FunList.GetSize() ) ) as Message ).show() EndIf EndIf ; Show Main Menu While( true ) int Ret = QMainMSG.Show() If( Ret == 0 ) Debug.Notification( "Noo, Come Back!..." ) Return ;===================; ElseIf( Ret == 1 ) QPlayMenu() ;===================; ElseIf( Ret == 2 ) QSettingsMenu() ;===================; EndIf EndWhile EndEvent ;== Message Property QPlayMSG Auto { Menu Message to Show } Function QPlayMenu() While( true ) Int Ret = QPlayMSG.Show() If( Ret == 0 ) ; Player press Exit, Back to MainMenu Return ElseIf( Ret == 1 ) ; Stop playing Music If( Playing >= 0 ) ( ( QMusics.GetAt( Order ) as FormList ).GetAt( Playing ) as MusicType ).Remove() Playing = -1 EndIf Else QPlay( Ret - 2 ) EndIf EndWhile EndFunction Message Property QError_PlayMusic Auto { Error To show if player want to Play music but there is already playing one } Function QPlay( int ID ) If( Playing == -1 ) ( ( QMusics.GetAt( Order ) as FormList ).GetAt( ID ) as MusicType ).Add() Playing = ID Return Else If( ErrorMSG ) QError_PlayMusic.Show() Else Debug.Notification( "There is already playing music !..." ) EndIf EndIf EndFunction FormList Property QSettings Auto { List of Messages for Settings } ;***=- Settings -=***; Int FunMSG = 1 ; Should show Fun Messages? Int ErrorMSG = 0 ; Should show Error Messages? Int Order = 0 ; Should play in Order or Random? ( 0 = Random // 1 = Order ) Function QSettingsMenu() While( true ) Int Ret = ( QSettings.GetAt( ( FunMSG + ( ( ErrorMSG * 2 ) + ( Order * 4 ) ) ) ) as Message ).Show( FunMSG , ErrorMSG , Order ) If( Ret == 0 ) Return ; Player Want to change Fun Messages at start of Menu ElseIf( Ret == 1 ) If( FunMSG == 1 ) FunMSG = 0 Else FunMSG = 1 EndIf ; Player Want to Change Error Messages ( 0 = Notification // 1 = Boxes ) ElseIf( Ret == 2 ) If( ErrorMSG == 1 ) ErrorMSG = 0 Else ErrorMSG = 1 EndIf ; Player Wan to Change order ( 0 = Random // 1 = Order ) ElseIf( Ret == 3 ) If( Order == 1 ) Order = 0 Else Order = 1 EndIf EndIf EndWhile EndFunction ; The End
EEeeTDYeeEE Posted January 15, 2020 Author Posted January 15, 2020 Hey TobiaszPL, your stuffs are so cool I feel intimidated haha. For now I'm kind of just doing whichever I feels like from moment to moment, many of my assets are only in experiment phrase and at most partially completed, so if you have any preference on which mod you like to see it into fruition do let me know. Just joined your discord. Search for Username2
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