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Posted
8 hours ago, Gukahn said:

True, once my team almost defeated an Elder Dragon, then he raped Lydia and got full health again.. The Magical Fuck or Lydias healing cunt??

 

If you can give me the ID of those little cockys i could look at it later. If someone else is faster then i:

Sexlabs mcm you can toggle of gender restriction. Dunno how it's called rn but it's easy to recognize once you see it. If it's off and the animations of a creature suddenly work who didn't before, the creature has the wrong gender. Of course you can also look at them in the mcm and see what gender they have but where is the fun in that? ?

 

hahaha

Posted
6 hours ago, Thor2000 said:

 

That "Magic" mushroom was indeed registrated as male. I corrected this now so it aligns with Morenastycritters changes to chicken. I wonder why the latter changes the sex of chickens from male to female. It does it to cows as well.

I mean, will you release a patch with that corrected or is it supposed to be already corrected? haha i got confused

Posted (edited)
3 hours ago, Thor2000 said:

I'm slowly starting to work on goblins now. I've pretty confident that I've located one of several areas which is satisfying the following.

 

- As empty as possible with regards to other settlements and other creatures

- remote but still easy access to main roads and interesting points nearby (Fort sungard and Bilegulch Mine)

- "hidden" to avoid need for new lods.

- Lorefriendly location (near the borders of Hammerfell, not too far from Cyrodiil)

- no mod major conflicts in the area that I know off. Nor any vanilla quest conflicts

 

You might wonder why I put them outside and not in caves. There isn't any strong reasons for not putting them in caves. One is that many caves that are not habituated by anything else than a few animals are often used in radiant quests (companion quests). Perhaps I can turn off the radiant quest criteria for the cave. Otherwise you might get a quest from Farkas sending you right into a goblin cave with 50 goblin actors to kill a goblin boss. It might be too hardcore.

 

Name: Suggestions, or I'll go to fantasynamegenerator.com again.

 

City importance: The main Goblin center of Skyrims western part. Holds its own Goblin chief. All Goblin patrols in the regions Falkreath Hold, Whiterun Hold and the Reach will pass through this city. Hopefully in a way that doesn't cause disturbance with other holds. Let's see how that goes ?

 

Structures/buildings:

Warlords's hut: Residence of the warlord.

Shaman's hut: Residence of the religious leader.

Animal farms: With at least durzogs and warzogs, but perhaps also farm animals such as chickens, kwama. I know spiders are acc. to lore too, but they put me a bit off as farm animals

Guardtowers: Strategic placed at gates but also in places to get an overview of the cities surroundings.

Prayshrines / pray huts keywords: Shaman , sacred totem staff, Malacath?

Slave buildings / residences. Both for the compliant slaves (similar to falmer servants) but also a more brutal area where the not so compliant slaves are kept (shackles and chains)

War quarters: Where the cities army is held

Storage buildings: Food and treasure houses

Armory buildings: Weapons and ammunition

Smithing area: With all inclusive

Main General Public Area: Maybe a large fire with roasted skeevers or deers. Benches etc..

City outpost watchtowers:  Surrounding the exteriors of the city: Just an idea. Could link the guards up with packages in such a way that if you kill any of them, an army from the city will march out to its location.

 

Actors:

LvLGuards (all sorts of goblins wielding a weapon): Missiles and Melees for gates and towers.

LvLHuman servant workers (human compliant slaves):  Walking around doing AI stuff like cleaning.

LvL Goblins workers (rieklingbased): Running around doing work as hammering (riekling animation) and praying on shrines (riekling animation)

Human Goblin workers (humanbased goblins): Goblins that can perform work such as smithing, tanningrack etc... (Typically the mihail goblins)

LvLAnimal actors: Such as enclosed durzogs and other animal actors

LvLChief and LvLShaman (custom looks on these ones?)

LvLArmyGoblins: Actors for the Warlords army.

 

LvLGoblinPatrollers: Could be patrols that only patrols the exterior nearby area of the city. But also could include longer patrols to other Goblins settlements. hence need to divide them into the following categories:

 

- LvLGoblinSlavePatroller -> transport slaves across Goblin settlements.

- LvLGoblinGuardPatrol -> patrols the exterior nearby area of the city.

- LvLGoblinScoutPatrol -> longer patrols. Either to strengthen other settlements or just to scout larger areas.

 

Yeah I guess I'm loaded with work still.

 

Any other ideas? Comments? Anything really ?.

 

 

 

 

 

goblin village settlement.png

something like goblin slayer type, it would be good if they were close to a cave too haha and that in that cave there is also a boss that is very strong and with loot that is worth it or I don't know how complicated it is, but have you looked at that mod kidnapping?
in that kidnapping mod there were some missions to rescue NPCS and when you got to the place you found them having sex with whatever it was that had kidnapped her, if you freed her they gave you xp and a reward

 

Edited by zarza
Posted (edited)
14 minutes ago, zarza said:

something like goblin slayer type, it would be good if they were close to a cave too haha and that in that cave there is also a boss that is very strong and with loot that is worth it or I don't know how complicated it is, but have you looked at that mod kidnapping?
in that kidnapping mod there were some missions to rescue NPCS and when you got to the place you found them having sex with whatever it was that had kidnapped her, if you freed her they gave you xp and a reward

 

Kidnapping mod is a neat concept, tried it before, but its very buggy and isnt properly finished

Edited by LoveNothing
Posted
45 minutes ago, LoveNothing said:

Kidnapping mod is a neat concept, tried it before, but its very buggy and isnt properly finished

yes a real shame. I tried it 2 times, got to rescue the dunmer women on soltsheim you have to fight later in a quest. Kinda bitter sweet ?

But then it bugged out. Could've been a really fun thing to do from time to time, playing hero and still getting to see rape stuff, especially as male pc you don't see much creature animations if you yourself don't trigger them with npc´s

Posted
57 minutes ago, LoveNothing said:

Kidnapping mod is a neat concept, tried it before, but its very buggy and isnt properly finished

I'm afraid so, it's a shame they haven't updated it again, in the time I had it it worked great, however I uninstalled it because it gave me errors sometimes

Posted (edited)

What I can do is to at least place the slaves out so they are present in the goblin camp. Similar to the shackled prisoners we laready have in falmer caves. A few of those slaves and you can free an human army inside the goblin camp.

 

For the sex part it isn't something I can do directly. But there is mods that can handle that already. What I can do is to set up faction based rule which can be used by CPU's mod "Scent of Sex". Then that mod will trigger scenes between the slaves and the goblin inhabitants based on the criteria in the rule. It works flawlessly in my game (vampire + vampire companion creature)

 

It should also be possible to modify those WEQuests already in the mod where you encounter three goblins and prisoner and have them patrol to back this goblin camp. But I guess they will just be standing there until the cell resets.

 

With regards to the kidnapping scene. I'm not able to solve that. Too complicated for me at least.

 

There will be a boss. I've thought about giving the Goblin boss an artifact such as a ring,  circle or something. This artifact will have the effects of calming the goblins around you so you could actually go in and out of the camp as you please. It would make sense since you killed their most powerful member to achieve it and now you gained their respect.

 

EDIT: Hopefully some third part modder could make it more interesting in the long run when it comes to kidnapping and stuff.?

Edited by Thor2000
Posted (edited)

Alright, Done with V1.61 DC smp meshes, might go over it and check and changes between 2.61 and 2.30 ABC collision meshes at another time.
 


Now I can redo other creatures from other mods... and finish updating my loadorder....

???

 

Edited by LoveNothing
Posted
2 hours ago, LoveNothing said:

Alright, Done with V1.61 DC smp meshes, might go over it and check and changes between 2.61 and 2.30 ABC collision meshes at another time.
 


Now I can redo other creatures from other mods... and finish updating my loadorder....

???

 

Thank you, your hard work is appreciated!

Posted
3 hours ago, Gundalypse said:

That empty area on the map is a Creation Club file area. One of the houses I think.

Yeah. Word has reach me too that this is the location of the playerhome Hendraheim.

 

The goblins may have teared it down though cause I can see wooden planks on the goblin plattforms ?.

 

Jokes aside, I might release it as an separete ESP but with demonic as master. Mainly because I don't want to throw it together before I know a little about stability. Gonna try out how many actors my LE game can handle in one cell ?

On 5/27/2022 at 6:54 PM, Raydric said:

Thanks!

 

I can't use mihails creatures, but I can use the witcher resources. Upgrading the vampires is on my todo list. But goblin settlements, more goblins, and ghouls is priority right now. Also lots of other stuff to improve.

Posted
7 minutes ago, Thor2000 said:

ocation of the playerhome Hendraheim.

 

The goblins may have teared it down

As they should. Burn everything AE ?

 

7 minutes ago, Thor2000 said:

I can't use mihails creatures, but I can use the witcher resources. Upgrading the vampires is on my todo list

 

200.gif.31440469caf048d75887998a24fef216.gif

 

Posted
On 5/29/2022 at 3:03 AM, Thor2000 said:

Yeah. Word has reach me too that this is the location of the playerhome Hendraheim.

 

The goblins may have teared it down though cause I can see wooden planks on the goblin plattforms ?.

 

Jokes aside, I might release it as an separete ESP but with demonic as master. Mainly because I don't want to throw it together before I know a little about stability. Gonna try out how many actors my LE game can handle in one cell ?

Thanks!

 

I can't use mihails creatures, but I can use the witcher resources. Upgrading the vampires is on my todo list. But goblin settlements, more goblins, and ghouls is priority right now. Also lots of other stuff to improve.

Mihail will hidden all of his mods until July, he might update it all his stuff, we'll just wait and see, after 4thunknown gone from modding, we wont have any new monster mod which is quite sad

Tbh there are more Witcher monster that we need ingame that Mihail not touch, it would be great addition for this demonic pack.

Posted
On 5/28/2022 at 10:13 PM, Gukahn said:

As they should. Burn everything AE ?

they just did ?! They have lots of fires.. wood is much needed

8 hours ago, Opherium said:

Is there a way.. to make the creature stay naked? like make the dick show instead of the creature reequipping there stuff?

Either change folder paths in armor addon records in tes5edit/CK, or replace the "normal" meshes with the aroused meshes.

 

4 hours ago, razzor69 said:

Mihail will hidden all of his mods until July, he might update it all his stuff, we'll just wait and see, after 4thunknown gone from modding, we wont have any new monster mod which is quite sad

Tbh there are more Witcher monster that we need ingame that Mihail not touch, it would be great addition for this demonic pack.

Isn't 4thunknown back? The mods is at least not hidden anymore? Or do you know more than me.

 

Here's some pictures from the Goblin city village settlement tower or call it whatever you like ?. King's hut at the top with some cages and stuff for his slaves. Shaman's hut a little lower to the left. There's plenty more mountains to build in, but I'm going to navmesh this and put actors in place to see how it goes.

 

at day.png

Posted
58 minutes ago, Thor2000 said:

they just did ?! They have lots of fires.. wood is much needed

Either change folder paths in armor addon records in tes5edit/CK, or replace the "normal" meshes with the aroused meshes.

 

Isn't 4thunknown back? The mods is at least not hidden anymore? Or do you know more than me.

 

Here's some pictures from the Goblin city village settlement tower or call it whatever you like ?. King's hut at the top with some cages and stuff for his slaves. Shaman's hut a little lower to the left. There's plenty more mountains to build in, but I'm going to navmesh this and put actors in place to see how it goes.

 

at day.png

this is going to be epic, I hope the reward too haha

Posted
2 minutes ago, zarza said:

this is going to be epic, I hope the reward too haha

Your Reward shall be a thousand little green dicks and a white shower, you will think it's Christmas ?

And probably a few Goblin STD`s too ? Recently saw a video called Goblin breeding room.. Gave me some ideas how to use the little fucks

Posted
3 hours ago, Gukahn said:

Your Reward shall be a thousand little green dicks and a white shower, you will think it's Christmas ?

And probably a few Goblin STD`s too ? Recently saw a video called Goblin breeding room.. Gave me some ideas how to use the little fucks

hahahaha, it would be interesting to see a troll with the size of an elf and still have their troll animations.
maybe add a smaller variable than the ones that are already there, something like their offspring.

Posted
11 minutes ago, zarza said:

hahahaha, it would be interesting to see a troll with the size of an elf and still have their troll animations.
maybe add a smaller variable than the ones that are already there, something like their offspring.

Wouldn't work since animations work also with Scales. If you were to make your Character over the size of a vanilla race, no animations will align anymore. I play a normal sized nord and even specific scenes with normal sized bretons look awful. (69ner as best example, either one sucks invisible dick or eats air instead of pussy.)

Same rule apply to creatures, for them it would look even more dumb^^

Posted (edited)

has anyone had trouble with the mod's added creatures registering properly, having a valid race, having a valid skin etc but just not getting the active status and thus not being valid actors for sexlab stuff? the CF model swapping part seems to work fine without the active thing, but the SL part doesn't

not sure what this could be as i have some other mods that add cf'd creatures and those work fine
edit: on le

Edited by pog champion
Posted (edited)
On 6/8/2022 at 4:22 AM, pog champion said:

has anyone had trouble with the mod's added creatures registering properly, having a valid race, having a valid skin etc but just not getting the active status and thus not being valid actors for sexlab stuff? the CF model swapping part seems to work fine without the active thing, but the SL part doesn't. not sure what this could be as i have some other mods that add cf'd creatures and those work fine
edit: on le

I just checked drowners myself (custom race). They were active in my game. Then I checked the Dwarven Wereconstruct (vanilla race) and it wasn't active. I used the command trigger update and then afterwards selecting it with "N" it was Active. Did you try that?

 

Also, "VARGR", which mod is that creature from?

Edited by Thor2000
Posted
18 hours ago, Thor2000 said:

I just checked drowners myself (custom race). They were active in my game. Then I checked the Dwarven Wereconstruct (vanilla race) and it wasn't active. I used the command trigger update and then afterwards selecting it with "N" it was Active. Did you try that?

 

Also, "VARGR", which mod is that creature from?

oh, this is one of my other cf mods LMFAO. i could swear it was from demonic creatures sorry. vargr is from here, https://www.nexusmods.com/skyrim/mods/60613 and it's just a white death hound that pops up alongside draugr but it's cool

but i did encounter the drowners and draugr brutes from dc that weren't active w/ valid races and skins just like in the pic. might be a more general issue in my case. could you tell me what console command you used? 

Posted
5 hours ago, pog champion said:

oh, this is one of my other cf mods LMFAO.

?... Just as you know, this undead doggy is part of this mod too. And it is also included in the leveled lists so you can encounter it everywhere in the ruins.

 

5 hours ago, pog champion said:

 could you tell me what console command you used? 

I just use the command in CreatureFramework MCM. You see it in your screenshot above (trigger update). That got it active for me at least. I don't usually use this "puppeter" feature myself, so I wouldn't really know if something isn't working right.

Posted

Hey hope i am not being to much of a pain but i was wondering if you would be able to tell me where i can download an armor mod that adds an armor like what the Champion of Meridia wears thanks for any help you can give.

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