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Toys (a new framework) - Seeking Feedback & Ideas


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1 hour ago, VirginMarie said:

Good question I'm glad you are making me think about this.

Thanks for the feedback.

1 hour ago, VirginMarie said:

I can see having the option of the "Toy" parameter, be passed as an array, so it could be multiple toys at once, but this would not save lines of code as you'd be still filling each toy into the array beforehand.  Something to keep in mind for me though. Now the errors would need to be reported in an array too. Seems over complicated on the surface.

For input, you could also support formlists as an additional function, providing multiple functions HandleToy, HandleToyArray, HandleToyFormlist.

For error reporting: Just return the first error or none. A mod usually cares whether it worked or not, and not about how much it didn't work.

And the odd mod that does care can still use that basic non-array function and check each error individually.

Chances are, this mod will have some complex fallback logic you cannot anticipate anyway.

1 hour ago, VirginMarie said:

And I refuse to release something that has stability problems. Either it works, or it will not be offered until the design is right. There will be stress testing.

I like that attitude.

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14 minutes ago, (\x.x x) (\x.x x) said:

For input, you could also support formlists as an additional function, providing multiple functions HandleToy, HandleToyArray, HandleToyFormlist.

Yes I will think on this more as its developing. I actually meant formlists when I said array, as we need to be passing an armor property (the toy). I wonder how many mod authors are already tracking their little collection of toys in a formlist.

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Screenshot 2020-12-18 160607.png

 

The "Equipped By", is being stored so we can do a proper job of determining if a Toy conflicts or not. i.e. If It's a Toy from your own mod or manually equipped by the player, you can remove/swap it all you want, but if its a Toy from another mod, and it's keyworded "ToysNoRemoval" then we can't remove/swap

 

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As to compatibility with "the mod which shall not be named":

 

In the EU, there's the case SAS Institute Inc v World Programming Ltd, which establishes that APIs cannot be copyrighted. In a nutshell, the ECJ found that APIs are akin to file formats, which aren't copyrightable.

In the US, things are more complicated, Google and Oracle are currently fighting that one out. About everyone in the industry but Oracle is hoping for Google to win, though with the state of US courts I wouldn't want to make a prediction of how this is going to turn out.

 

That is, if you merely provide the interface without copying anything else, legally, you're in the clear as far as EU law is concerned, and probably also when it tomes to US law, depending on the sanity of the supreme court.

 

All of which, of course, says nothing about whether LL's mods would sanction hosting it.

 

If I were you, I'd probably just make sure that your API is written such that if someone were to write a compatibility layer, they won't have to jump through tons and tons of hoops to do so, if nothing else that would ensure that porting a mod from one framework to the other, or supporting both, won't be a nightmare. On the equipping side that's probably not hard (like Devious Regulations), on the mod-created devices side, custom behaviours and all (like DCL, extensively), it's probably much more of a headache.

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1 hour ago, whydoihavetochooseaname said:

As to compatibility with "the mod which shall not be named"

If I understood VirginMary correctly, the plan is not to create a swap-in replacement, but a true alternative with less obstructive gameplay.

Regarding the porting mods, I expect that the change from two devices to one toy will be the major work for adapting mod, if one wishes to do so.

Adapting the calls in papyrus seems minor to me.

So it is pretty much impossible to just drop-in toys and expect mods to be working that were built for the other framework.

Instead this is an opportunity to create a new API from scratch that incorporates lessons learned while you don't have to worry about backwards compatibility.

 

Anyhow, I found the case-law to be interesting. Thanks for the write-up.

 

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51 minutes ago, (\x.x x) (\x.x x) said:

If I understood VirginMary correctly, the plan is not to create a swap-in replacement, but a true alternative with less obstructive gameplay.

Regarding the porting mods, I expect that the change from two devices to one toy will be the major work for adapting mod, if one wishes to do so.

Adapting the calls in papyrus seems minor to me.

So it is pretty much impossible to just drop-in toys and expect mods to be working that were built for the other framework.

Instead this is an opportunity to create a new API from scratch that incorporates lessons learned while you don't have to worry about backwards compatibility.

Yes this is exactly correct. The two parts that become one is about simplicity to make stability. Another major difference, particularly when talking about API, is that the new API has "playing nice with other mods" made easy and built in (that's explained in detail in my recent post here).  

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Hi Marie,

 

I wrote this 5 years ago for making the DD more immersive. This is not in line with your plans, but maybe you get some ideas. This is just a part of it what I wrote back then, basically I envisioned "Lego" restraints, which could be put together from Material (Iron, Steel, Ebony, Magic Latex, whatever), Lock and Modifiers (Enchantments). Since then I learned that Skyrim works very differently. :)

 

Anyway, here is what I wrote about escaping:

 

 

How to escape from restraints

 

There are 3 basic methods

 

Use the Key

 

Duh.

 

 

Break the restraint/lock

 

You need the expertise, tools and ability to do it. It is not hard to cut off a leather armband, after all. An iron cuff is doable as well, you just need a good chisel and hammer (tools). It becomes more interesting, when it comes to removing a metal chastity belts or blindfold. Most restraints have higher difficulty when the player tries to remove them herself.

 

You can always ask an NPC as well to do it. All blacksmiths can break regular metal or leather restraints, it would be really a shame if they couldn't. Rare materials might require rare talent though, for example not all blacksmiths can work with dwemer metals.

 

Restraints removed this way are destroyed.

 

 

Pick the lock

 

The player can attempt to pick the lock. No penalty for accessible locks (like on the leg), penalties for the problematic ones (The ones she has hard time to reach. Not seeing is not too big problem IMO, since you don't see the insides of the lock anyway).

 

The player should use a slightly modified lockpicking minigame. The modification is that the restraint locks have generally higher difficulty level than the regular game locks and there is also a chance of jamming the lock when trying to open it with a lock pick.

 

Jamming Widget

 

There should be a widget bar indicator on the screen next to the Lockpicking Xp bar. The bar is empty at start (0). If it fills up (100), the lock is jammed. The bar can fill up for 2 reasons:

 

Broken lock pick: Each broken lockpick adds a fixed value to the bar. The value depends on the lock difficulty, it should be somewhere between 20 (easy lock) and 80 (master difficulty lock). So if someone breaks a lock pick on an easy lock, she can try it a few more times without fear of jamming it. On a master lock, there is only 1 chance to open it.

 

Over time: While the player is moving the lockpick, a timer works in the background. After a while, it will increase the Jamming bar by an amount. This feature simulates the small mechanism being manipulated by a metal tool. It gets damaged over time. (Actually it is just to compensate for the unbreakable lock picks, but whatever.) These are small increments, but they happen regularly. Like 1-3 points/second. It is important that this only happens when the player is actually working on the lock (strafe buttons).

 

If the player cancels the lockpicking, the jamming indicator stays on the last level (or resets after x hours).

 

Jammed locks can't be opened, the restraint must be destroyed to escape from it.

 

 

Lockpicking Skill

 

The Lockpicking skill becomes really important in this system, since it makes opening the locks easier. Also, there are skills which:

  • make you a copy of key for the opened lock. This is a good way to get a key for the restraint.
  • make the lock picks unbreakable. This really helps, since the jamming bar won't increase by the broken picks. However there is still the Over time stuff.

 

 

NPCs who can help the player

 

Average NPC

 

They can't open locks. They can cut off regular Leather (non-metallic) restraints. In the world of Skyrim, everyone has at least a dagger.

 

Blacksmith

 

They can't open locks, but they can destroy locks and regular restraints.

 

Specialized / Expert / Legendary Blacksmith

 

For special restraints, which are above the average level of blacksmithing, like Daedric, Dwemer, Dragon, etc.). There might be 1-2 blacksmiths who can work with any material, but most experts know only 1 (maybe 2) special materials.

 

Locksmiths

 

New NPC type. These NPCs have various skill level, but they all can easily open the regular locks. Some of them are highly regarded by their skill and hired by lords to create intricate locks for their safes and buildings.

 

Thieves

 

Depending on their level and expertise they can try to open locks. Most thieves doesn't have the required expertise to try and open very small, intricate locks. But here and there, the player can find a specialist, who can deal with these locks.

 

Mages

 

The mages specialized in Alternation school can be helpful in many ways. They can open locks for instance. Or if they lack the precision for the intricate small locks (most of them), at least they can change the material of the restraint to a lower category (or strengthen it if they are evil SOBs).

 

Enchanters may be able to disable an enchantment on the Restraint (or add more).

 

Summoners may be able to summon keys for some restraints.

 

Destruction mages might be able to destroy restraints or locks, but 99% of them doesn't like mini explosions, so they lack the precision and control to do this kind of delicate work.

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40 minutes ago, monsta88 said:

here is what I wrote about escaping:

I like many of the ideas in this for a separate mod made as an addon for Toys. Toys as planned for V1, will support the following (without needing to add features to Toys itself):

  • Blacksmith that can remove for various reasons, prices, chances of success, and if the Toy is broken you lose it
    • unless the toy is keyworded with 'NoRemoval' or "PermitTempStorage'
  • Keys obtained in countless ways. Could include the concept of finding them in chests etc, or ways to get them from NPCs
  • Magic NPCS. Same deal as blacksmiths. Its about story, not a technical difference

I'd likely never do mechanics in Toys for mini-games of escape (anything only fun the first couple of times, that is tedious). Instead we have the new Transformation methods. Now that said, an addon mod could do this too, and I'd be open to adding supporting features if needed.

 

Toy Story, which will be available with Toys as a separate tutorial/quest mod, will include some methods to get keys, and some other ways for removal. It will adhere to the restriction keywords like any other mod. If we end up with someone else providing a mod that does these things, in time for release, we'd not put more than some very basics in Toy Story.

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Toys now has UI to see toys worn, and their settings. This includes custom toys defined by a mod author.

 

20201223170545_1.jpg

 

As a mod author, its a handy way to see if you've setup a custom toy correctly. 

 

As an end user, its a way to easily see what kind of trouble you got yourself into when getting equipped with that toy.

 

Some of the settings will be customizable by the end user, by editing on this panel, but only if the mod author has allowed it.

 

20201223170553_1.jpg

 

 

STATUS UPDATE... So far progress is good

  • manual equip/unequip with keys, no key, in context with the settings above, is complete
  • manual removal prevention when there is restrictions is complete. You also cant use RemoveAllIItems of course!
  • the first public API function HandleToy() is complete. It's an "all-in-one" function. This allows Equip, Swap (auto detect the need to swap), Unequip, and auto-play-nice with other mods (which is where toys of the same type, if equipped by another mod, are not removed if there are restrictive keywords). This function will serve also as a function that is wrapped to serve future convenience functions
  • I've been testing with both Toy Story, which has its beginnings, and with SLaV, putting Toys through "real-life" use cases
  • About half of the settings/effects in the pic above are working
  • Toys with sounds for chains and bells, have MCM settings for frequency and volume
  • The library of toys is tiny, about 10, but its fast to add more. I add them as needed to cover additional test cases. This will grow to at least 40 I think, by Alpha, and I have no idea what number will be reached for production release

I plan to release Toys Alpha-1 sometime in January, likely late Jan, but I'd not rule out sooner.

 

 

People getting involved:

  • mercplatypus, as mentioned in the OP, is working on Toy Story with me. For Toys, is helping sort out overall plans, helping weigh the different ideas and priorities
  • one mod author has started on a "Toys Pack" style mod that will supply very unique Toys, likely releasing when Toys releases
  • an individual who is both a modeler and an animator, is currently working on a branded set of Toys toys, and will fill in animation gaps, where we lack

I'm not naming names for those 2 above. They can introduce themselves on this thread if they wish.

 

We are looking for more content mod authors who wish to contribute in the early stages to produce/convert mods using Toys. In particular I'd love to find people interested in...

  • creating a content mod for Toys that provides keys and/or other ways of removing toys, in various ways (chests, blacksmiths, whatever you come up with!). We could collaborate but it would be your thing. I wish to avoid including these features as part of Toys, beyond some very basics
  • creating a content mod for Toys focused on the concept of a Bondage Shop
  • more Toys Packs
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On 12/24/2020 at 3:17 AM, VirginMarie said:

the first public API function HandleToy() is complete. It's an "all-in-one" function. This allows Equip, Swap (auto detect the need to swap), Unequip, and auto-play-nice with other mods (which is where toys of the same type, if equipped by another mod, are not removed if there are restrictive keywords). This function will serve also as a function that is wrapped to serve future convenience functions

If this already includes batch un-/equipment, that's great to hear! And I really hope it will be faster than the other framework ^^

BTW, I really don't know if/how it would be feasible, but theoretically multithreaded un-/equipment should be able to speed things up, am I right? If it's impossible to multithread several toys (which I think would be very hard, concerning keyword checks and stuff), maybe multithreaded validation checks could help ;)
So, one toy after another, but each for each toy several validations run simultaniously

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10 hours ago, Mister X said:

If this already includes batch un-/equipment, that's great to hear! And I really hope it will be faster than the other framework ^^

BTW, I really don't know if/how it would be feasible, but theoretically multithreaded un-/equipment should be able to speed things up, am I right? If it's impossible to multithread several toys (which I think would be very hard, concerning keyword checks and stuff), maybe multithreaded validation checks could help ;)
So, one toy after another, but each for each toy several validations run simultaniously

No batching, I'm saving that idea for after V1.

It's definitely faster because its simpler. I have "stress tested" it successfully for manual spamming, and all is wall. I still need to stress test scripted operations.

At one point I had a race condition problem, and was consider using threads to solve it, but it got fixed without. That's still something I'd consider if I find a reason. 

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I appreciate that someone's working on this, I actually thought about maybe doing something like this myself a few times over the years. Your summary seems to meet exactly what I've been looking for. Do you have any documentation for how mods can integrate with this one, like the other mod did on its GitHub page?

 

I haven't seen the codebase yet, but the roadblocks I had when trying to develop with the other mod* was:

  1. Getting the scripts to compile, which (for me) required hunting down the sources for like 6 different mods - including some I don't actually use (sexy move for example).
    • I'm not sure if that's a SexLab thing, if so it might be a necessary evil.
  2. The number of variables needing to be filled out was kind of overwhelming.
    • It sounds like this mod is aiming for simplicity, which I think is a great bedrock to work with. User preferences was a big point of contention with the other mod, and making this do the bare minimum should help with that this time around.
    • An idea I put forward a while back was having a device controller quest script. Something that different devices could swap out. Say you have 10 different devices that all have the same locking mechanism. A quest script extending the controller script could be defined, then that script could be used for all 10 items. Then instead of N variables, you get 1 dropdown that only shows controller scripts. I have no idea how well this idea would perform.

Blind suggestions I have for this mod (I might join the Discord, would have to set up an alt account though):

  1. Devices that alter arousal could maybe have some sort of slot-based sensitivity. Like, people are more sensitive in some areas than others - maybe we could just have a slider for each body part in the configs. While I never had a problem with the way the other mod did it, it was sometimes a little difficult to take it seriously.
  2. Could we have magical alternatives, in addition to vibrations, for arousal-altering devices? This is a magical world, maybe just physical contact with an enchanted device could do the trick. It doesn't have to contradict suggestion 1 - a magically-arousing device could do what a vibrating device couldn't. Or maybe the base mod could be set up in such a way that a subsequent mod could do all this.
  3. I'm not sure if Toys does the orgasm/edging that the other mod did, but if it does, making those fire off events could be cool. I had an idea a while back for a plug that gave you a power-up if you were edged, as a reward for putting up with it.

 

*To whom it might concern: I'm not meaning to pile on the criticism of your mods. I get that tensions are high, and I don't want you to feel attacked by any of my feedback. I appreciate the effort you've put forward in your mods, this mod just seems to cater more to what I'm looking for.

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On 12/13/2020 at 11:51 PM, VirginMarie said:

One question I have... You may notice I'm not including a "vibration" or "Shock" effect. I don't want to copy the other framework, and so am introducing the Effects above instead. Will anyone miss those two effects, badly? And what other thoughts/ideas do you have?

I liked those, though maybe not as a core part of the framework? If you have a mod that adds magic devices, people could work off of that instead of the main mod. Though if any animations are used for those, I would love a "walk slower while going crazy trying to deal with the bs going on down there" option instead of halting the game for the duration of the animation - if possible. Being stuck in place in the middle of regular playthrough gets really, really frustrating.

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47 minutes ago, Solatium said:

Do you have any documentation for how mods can integrate with this one, like the other mod did on its GitHub page?

Not yet, it would be too early to write it. Toy Story, which is a separate tutorial mod, is being created as we make Toys. It's a tutorial/demo for end users, also with a quest, while also serving as a test harness, and demos for mod authors. The code will serve as example's, and will be documented verbosely within. There will be something external too, but it will be pointing you to Toy Story to get the finer details.

47 minutes ago, Solatium said:

Getting the scripts to compile, which (for me) required hunting down the sources for like 6 different mods - including some I don't actually use (sexy move for example).

So far when I load up creation kit, I'm only needing Toys, SLA, and Sexlab.  Sexy Moves is not a Sexlab thing. It's possible I've already got things installed that I've not thought about though, having had to setup for the other framework previously. Do you remember others beyond Sexy Moves so I can check and at least document it? I might have to eventually wipe everything and try from scratch, just so I can learn what is required, lol. Or maybe I find a volunteer to do that, when the first try using Toys.

47 minutes ago, Solatium said:

The number of variables needing to be filled out was kind of overwhelming

Yes, Toys has 10 properties (maybe 10-15% in comparison?), and I don't expect that to grow by more than a few, if at all. Toys will have slightly more keywords to pick from, as they are being used where possible in favor of a property. Also there is only one armor part, instead of two. It's taking me much less time to setup a new toy, and harder to make mistakes.

47 minutes ago, Solatium said:

An idea I put forward a while back was having a device controller quest script. Something that different devices could swap out. Say you have 10 different devices that all have the same locking mechanism. A quest script extending the controller script could be defined, then that script could be used for all 10 items. Then instead of N variables, you get 1 dropdown that only shows controller scripts. I have no idea how well this idea would perform.

The approach I'm using is a keyword for each effect (or feature that you want to define per toy), for example we have ToysEffect_Crawl which if placed on any toy causes the player to crawl and sprint on all fours. 

47 minutes ago, Solatium said:

Devices that alter arousal could maybe have some sort of slot-based sensitivity. Like, people are more sensitive in some areas than others - maybe we could just have a slider for each body part in the configs.

Arousal has its own feedback channel in discord as its a big topic and the V1 system has been worked on and now mostly ready for the first alpha.

 

You define first, if a toy is going to impact arousal, buy placing ToysEffect_Arousal keyword on it. Then you use the property "arousal strength" to define that toy's weighting, like a plug may have a 5, but a collar only 1. Arousal increase is determined as the total sum of each worn toy. The user has the choice to adjust both arousal increase and decrease, with multipliers, and then a arousal level "trigger point" slider for 3 different groups of body types. The trigger points determine when an Arousal Transforming toy transforms. 

47 minutes ago, Solatium said:

Could we have magical alternatives, in addition to vibrations, for arousal-altering devices? This is a magical world, maybe just physical contact with an enchanted device could do the trick. It doesn't have to contradict suggestion 1 - a magically-arousing device could do what a vibrating device couldn't. Or maybe the base mod could be set up in such a way that a subsequent mod could do all this.

Not quite following what this idea would mean, but maybe the ToysEffect_Arousal I've describe above is close. Instead of vibrations and edging, Toys has:

  • Fondle Thyself... its animations that play after arousing things, but without interrupting movement. You can idle or run while these play, and if you sprint or enter combat it just naturally stops
  • Spontaneous Orgasm... its animations that do take away player controls, however you can cancel it with the hotkey (spacebar by default). Does not use sexlab such that it can be very quick and transition naturally. This is closer to an edged event in the other mod. This occurs when your arousal is high and the users sets that in MCM. The idea here is that it contributes to lowering your arousal (instead of having to get into a sexlab scene)
  • We also have "Magical Wrist Bindings", and this one is tied to a Toy keyword (ToysEffect_MagicBind). You might add it to wrist cuffs for example and it causes the player to go into animations, not interrupting movement, that make it appear that your hands are tied, and in various random positions
47 minutes ago, Solatium said:

I'm not sure if Toys does the orgasm/edging that the other mod did, but if it does, making those fire off events could be cool. I had an idea a while back for a plug that gave you a power-up if you were edged, as a reward for putting up with it.

So the similar effect is Spontaneous Orgasm. Toys will have mod events on many things including this effect. We've also had the suggestion of providing private mod events, like what Sexlab does, and I like the use cases suggested and will be doing this feature too, just not sure yet if it will make it into V1, or after.

 

56 minutes ago, Solatium said:

I would love a "walk slower while going crazy trying to deal with the bs going on down there" option instead of halting the game for the duration of the animation

In addition to Fondle Thyself and Magical Wrist Bindings, we have a animator who wants to provide for Toys, some "plug animations". What this would do is make you walk/run "awkwardly/strangely" due to the plugs. This might make it into V1, and it would likely have some other effects (like vibration or shock variants) that happen as part of this lovely walk.

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56 minutes ago, VirginMarie said:

So far when I load up creation kit, I'm only needing Toys, SLA, and Sexlab.  Sexy Moves is not a Sexlab thing. It's possible I've already got things installed that I've not thought about though, having had to setup for the other framework previously. Do you remember others beyond Sexy Moves so I can check and at least document it? I might have to eventually wipe everything and try from scratch, just so I can learn what is required, lol. Or maybe I find a volunteer to do that, when the first try using Toys.

Oh, I was referring to DD, apologies for the confusion. I *think* maybe SKI_Base or something was another one. TBH the last time I set up a development environment for DD was maybe a year ago. I just remember spending literal hours fixing one dependency, closing and re-opening Creation Kit, then fixing the next.

 

56 minutes ago, VirginMarie said:

Not quite following what this idea would mean

That was me nit-picking about the vibration effects in DD, where a device periodically modifies a person's arousal through vibrations. I just wanted to know if they would *only* use vibrations (if those kinds of devices were in Toys). From a creative standpoint, it seemed like a lot of devices (from several mods) were just magical versions of real-world toys, whereas I'm wondering what devices could be made purely from the imagination of a horny mage (who doesn't know about vibrators and stuff). Like, maybe instead of "the piercings begin to vibrate", something like "the piercings suddenly become oddly warm, and you blush as you feel what seems like a hand gently caressing you in their place".  Or something generic enough for mod authors to make their own.

 

56 minutes ago, VirginMarie said:

Arousal has its own feedback channel in discord as its a big topic and the V1 system has been worked on and now mostly ready for the first alpha.

 

You define first, if a toy is going to impact arousal, buy placing ToysEffect_Arousal keyword on it. Then you use the property "arousal strength" to define that toy's weighting, like a plug may have a 5, but a collar only 1. Arousal increase is determined as the total sum of each worn toy. The user has the choice to adjust both arousal increase and decrease, with multipliers, and then a arousal level "trigger point" slider for 3 different groups of body types. The trigger points determine when an Arousal Transforming toy transforms. 

Before I go on about this, it wasn't a serious request, just nit-picking about the human body. What I meant was that maybe there could be a slider for each erogenous zone, between 0 and 1, that modifies sensitivity to incoming arousal changes. I'm speaking out of ignorance of how arousal changes work, though.

 

56 minutes ago, VirginMarie said:

You can idle or run while these play, and if you sprint or enter combat it just naturally stops

Thank you soooooo much for that.

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34 minutes ago, Solatium said:

Like, maybe instead of "the piercings begin to vibrate", something like "the piercings suddenly become oddly warm,

You might use Toys' Transformation feature. When arousal reaches a certain level, the visual of a toy can change to a new one (its a toy model swap). So for example, there will be toys in the base library that "melt" (they become semi-translucent). You can also have transformation by being hit in combat X number of times. The toy can look damaged, or even fall off.

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5 minutes ago, Cornoholio said:

I'd love to test this, is there a download somewhere? Discord is a confusing mess to me, unfortunately.

Nope, only on the discord there are a few devices to test out/preview somewhere scattered around in the channels :) but those arent using the Framework yet

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4 minutes ago, Scrab said:

Nope, only on the discord there are a few devices to test out/preview somewhere scattered around in the channels :) but those arent using the Framework yet

well thst's too bad... guess I'll set a marker on this and come back later...looks promising. ?

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5 hours ago, Cornoholio said:

I'd love to test this, is there a download somewhere? Discord is a confusing mess to me, unfortunately.

The first early Alpha release is planned for late this month. Development only started 3 weeks ago.

 

The discord is primarily for contributors to collaborate, and to get into more detailed feedback.

 

This feedback thread will continue too, but most activity has moved to discord. Testing is a major form of contributing, and very valuable. I will be encouraging the use of discord for testing feedback, once that starts late this month.

 

5 hours ago, Scrab said:

Nope, only on the discord there are a few devices

Nope, only on the discord there are a few devices toys  ?

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11 hours ago, VirginMarie said:

You might use Toys' Transformation feature. When arousal reaches a certain level, the visual of a toy can change to a new one (its a toy model swap). So for example, there will be toys in the base library that "melt" (they become semi-translucent). You can also have transformation by being hit in combat X number of times. The toy can look damaged, or even fall off.

Sorry, I’m a little confused. How will arousal be modified? It feels like this discussion has been split by what causes arousal and what reacts to arousal.

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29 minutes ago, Solatium said:

Sorry, I’m a little confused. How will arousal be modified? It feels like this discussion has been split by what causes arousal and what reacts to arousal.

Well that's a good point and a difference between Toys and the framework that shall not be named.

 

The other framework has effects that cause arousal increase / Toys, instead has effects that react to the arousal level

 

The only thing that increases arousal in Toys, is the arousal strength assigned to worn toys (if any). Then we have effects that react to that.

 

Spontaneous orgasm decreases arousal. Less impact if you have a toy with ToysBlock_Vaginal (you can't get a good release when its blocked).

 

Then there is increase and decrease that is outside of Toys of course, the main one being an orgasm in Sexlab, and that's already taken care of by SLA.

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