Hex Bolt Posted March 14, 2025 Author Posted March 14, 2025 8 minutes ago, Roggvir said: It's finished, i am just polishing some things. Tweaking animations, timings, expressions, sorting the example voices, etc. Then i send it over. Sure, just let me know when it's finished to your satisfaction. Are the animations compatible with SE and LE? 9 minutes ago, Roggvir said: btw. just in case you wouldn't want to use it, would it be possible to release it maybe as some kind of an extension? Yes, but for obvious reasons, I don't want extensions to modify or replace SLTR's, so I'd just need to work with you on a clean handoff mechanism, perhaps sending a mod event rather than playing the existing scene. 1
MikeCobalt Posted March 14, 2025 Posted March 14, 2025 This is good. I'm thinking about some dialogue changes. I'm using a castle mod for this and just finished adding a small Dungeon and crime faction. I'm going to look into incorporating that as one of the punishments. One thing, not all of the events are listed on the cooldown page so I'm thinking of changing some of the percentages for the "May I be of Service" outcomes.
Roggvir Posted March 14, 2025 Posted March 14, 2025 (edited) 1 hour ago, Hex Bolt said: Are the animations compatible with SE and LE? The animations i used so far, would probably have to be optional, because i don't know if they could be bundled in SLTR due to permissions. And for the same reason, i do not know if we would be allowed to convert them from 64b to 32b (if not already available). Also, it may not be final - maybe there are other/better ones to be found yet. In any case, it can still work with only vanilla anims (and anything that would be available). Currently it is using: gs206, gs247, gs255, gs395, gs415, gs416, gs508 from Gunslicer's SLAL pack for a randomized Lola's initial pose that plays for a short while just after stripping and before the whipping really starts (relies on OAR/DAR, but could be also done by using Debug.Sae() if need be). I will probably remove two of them which do not fit that great IMO. DD_FT_Inspection from Devious Devices for the pose Lola enters when the whipping actually starts. be059 and be066 from Brastia Exhausted and Bleedout Idles, which are used for "exhausted" moves after the whipping ends (starts with vanilla bleedout to get the character smoothly down on knees and immediately interpolate into be059, which is held for a few seconds during which owner makes some comments, then interpolates into be066 as Lola regains some composure, and then into vanilla bleedout stop to smoothly stand up but interrupted to make it short). Some DD walking anims for Lola to walk around if player starts moving to relocate the scene while using a custom hand pose for Partial Animation Replacer (comes with DD) to keep hands behind head even while walking (not NEEDED, but very nice to have). The walking anims could be replaced by vanilla (less sexy, but works). 1HM walk/run animations from Gunslicer Animations (Combat - Sword), used by owner/playmate when walking around with the crop/cane in hand. Can be replaced by vanilla 1-handed anims, which will look awful, but work. And finally, several "attack" animations used for the whipping anims, to add variety, while not looking awful. - mco_powerattack1 from Mace Animation MCO I SCAR. - 800000003/mco_powerattack1 and mco_powerattack2 from Olgierd Saber moveset (one is ok, the other does not fit well enough, and i may ditch them both). - mco_attack1 and mco_attack2 from Pama's Interactive Beatup Module 2.9 (i think). - And finally vanilla 1HM_AttackRight. If not allowed to use any of those, we can still use vanilla attack anims (as you do now, just maybe without any out of place anims). I will post a short video later, so you can see how the scene works with all these anims. Edited March 14, 2025 by Roggvir
Roggvir Posted March 14, 2025 Posted March 14, 2025 1 hour ago, Hex Bolt said: Yes, but for obvious reasons, I don't want extensions to modify or replace SLTR's, so I'd just need to work with you on a clean handoff mechanism, perhaps sending a mod event rather than playing the existing scene. Sure thing, if it comes to that, i think it is likely we could find a way that would work for you.
H Bof Posted March 15, 2025 Posted March 15, 2025 I love the new GSPoses dance integration in the new update. One thing that would be nice too see is to be able to specify dances for a low and high submission rating separately if possible. I used to use the GS Player Pose items manually whenever my follower would ask for dancing and would use more of the shy or modest animations at low submission, and then use more vulgar ones at high submission. 1
FateElf Posted March 15, 2025 Posted March 15, 2025 (edited) Great! I’m so thrilled to see my favorite mod updated again. I’ll start trying it out right away. Though I’m not sure if this is the right place to ask, I’d still like to ask if anyone can recommend highly immersive follower mods where can take on the role of a master/owner. My indecisiveness is acting up, and I’m struggling to choose! Edited March 15, 2025 by FateElf
belegost Posted March 16, 2025 Posted March 16, 2025 After finishing a perfect performance in an inn with Skyrim's got talent the master punished my character as if she had harmed him. Apparently the buff he got was considered a hostile effect for some reason.
belegost Posted March 16, 2025 Posted March 16, 2025 On 3/15/2025 at 6:07 PM, FateElf said: Great! I’m so thrilled to see my favorite mod updated again. I’ll start trying it out right away. Though I’m not sure if this is the right place to ask, I’d still like to ask if anyone can recommend highly immersive follower mods where can take on the role of a master/owner. My indecisiveness is acting up, and I’m struggling to choose! FDE Jenassa
Hex Bolt Posted March 16, 2025 Author Posted March 16, 2025 2 hours ago, belegost said: After finishing a perfect performance in an inn with Skyrim's got talent the master punished my character as if she had harmed him. Apparently the buff he got was considered a hostile effect for some reason. Yes, it's been reported before. Apparently, something that it casts in an area looks like an attack or detrimental effect.
ProfessionalGolem Posted March 18, 2025 Posted March 18, 2025 For some reason, the dialogue option to start everything isn't appearing with Serana specifically. At first I assumed I had to complete the DLC before it would work, but it didn't resolve after I had done that. I've tried reinstalling, checking for incompatibilities, and I've manually set her faction to the potential followers faction, but nothing has helped. I don't have any other mods that change follower functions either. Does it just not work with her? I didn't notice any sort of specific callout that she wasn't functional, and it seems like others in the comments have got her working.
CaptainJ03 Posted March 18, 2025 Posted March 18, 2025 15 minutes ago, ProfessionalGolem said: For some reason, the dialogue option to start everything isn't appearing with Serana specifically. (...) I didn't notice any sort of specific callout that she wasn't functional, From the Mod description on page one: Quote custom followers with specialized frameworks (like Serana and Inigo) will probably not work. Some people got Serana to work after finishing the Dawnguard Mainquest, but you need to know what you're doing. I wouldn't try it myself.
ProfessionalGolem Posted March 18, 2025 Posted March 18, 2025 27 minutes ago, CaptainJ03 said: From the Mod description on page one: Some people got Serana to work after finishing the Dawnguard Mainquest, but you need to know what you're doing. I wouldn't try it myself. Ah, damn, I didn't see that; guess I'm just blind. Thanks!
BabyAppleJam Posted March 19, 2025 Posted March 19, 2025 i am not able to talk to the owner when I try to initiate conversation with the follower they say "no i don't think so" they wanted me to go to a town but I cant tell them that we made it. Is there a way to force stop a owner or something?
Hex Bolt Posted March 19, 2025 Author Posted March 19, 2025 7 minutes ago, BabyAppleJam said: i am not able to talk to the owner when I try to initiate conversation with the follower they say "no i don't think so" "Nah. I don't think so." is a generic persuasion failure response, but this mod does use it if you enabled the option to prevent dismissing the follower. Dismissing a follower does not end the enslavement, even if you allow dismissal, so there's no reason to do it. Be sure that the owner is an active follower, and you should have the usual conversation options.
BabyAppleJam Posted March 19, 2025 Posted March 19, 2025 1 hour ago, Hex Bolt said: "Nah. I don't think so." is a generic persuasion failure response, but this mod does use it if you enabled the option to prevent dismissing the follower. Dismissing a follower does not end the enslavement, even if you allow dismissal, so there's no reason to do it. Be sure that the owner is an active follower, and you should have the usual conversation options. I think it was a error between the follower I am using from Khajiit Will Follow and this mod. So I just went back to before I had them as an owner and I won't let them initiate. Because everything was fine through settings but I couldn't talk to the follower at all. period. it would just give me the error text.
dokozono Posted March 19, 2025 Posted March 19, 2025 (edited) Hello! This mod has been my must have mod for years now. I have a request, I would like to be allowed to set the gold share in 0.1% increments depending on my MCM score. When your score is 0 or less, you take away 70% of the gold, for every 1 point increase in score, you get 0.3% for every 1 point increase, and finally when your score reaches 100, you get 0 gold. I would like to set it up like this. Sorry for the sudden and brazen request. I am not good at English, so this is a machine translation. Sorry if it sounds rude. Edited March 19, 2025 by dokozono
Hex Bolt Posted March 19, 2025 Author Posted March 19, 2025 (edited) 4 hours ago, dokozono said: This mod has been my must have mod for years now. I am glad that you have enjoyed it so much. 4 hours ago, dokozono said: I have a request, I would like to be allowed to set the gold share in 0.1% increments depending on my MCM score. When your score is 0 or less, you take away 70% of the gold, for every 1 point increase in score, you get 0.3% for every 1 point increase, and finally when your score reaches 100, you get 0 gold. You can already do that, except for one part. Enabled the gold sharing setting, "Adjust gold share according to score", then set "Your share is score times this" to -30%. A negative value tells this mod to use the absolute value of that number (30%), but decrease your share as score increases, rather increase it. So, if score is 0, your share is 30%. The amount gradually decreases until at 100 score, you get 0. The part that does not work the way that you would like is that your share is not zero when your score is negative. This was an oversight on my part. If a slave is rebellious (negative score), she should receive any gold. I will change that for the next update. For now, when your score is negative, turn off "Adjust gold share according to score" and set the owner's share to 100%. When your score is at least zero, enable the automatic adjustment with -30% for your share. EDIT: If your primary concern is fractions of a percent, unfortunately, that's not possible because the gold share settings are stored and exported as integers. Changing those to float values would cause problems. Therefore, if your setting is -30%, you would only see a change in your share for every 3 points of score change. That shouldn't be very significant. Score changes fairly easily and 0.3% is a tiny amount (often less than one coin) so you probably won't notice a difference. Edited March 19, 2025 by Hex Bolt
Hex Bolt Posted March 19, 2025 Author Posted March 19, 2025 For those who didn't read the previous post, for the next update I will change the automatic share calculation so that your share is always zero when score is negative. A bad slave should not receive a share of the gold. If you think you should get gold when your score is negative, use the fixed share setting. That part will not change, just the automatic adjustment (if you use it). 1
belegost Posted March 19, 2025 Posted March 19, 2025 6 minutes ago, Hex Bolt said: your share is always zero when score is negative What if the automatic setting is in reverse? I set mine to -100%. The higher submission, the lower the gold share, so at 0 I should get 100% of the gold (in theory). I've not actually tested how it works in negative scores. Wouldn't negative scores throw calculations off?
Hex Bolt Posted March 19, 2025 Author Posted March 19, 2025 (edited) 33 minutes ago, belegost said: What if the automatic setting is in reverse? I set mine to -100%. The higher submission, the lower the gold share, so at 0 I should get 100% of the gold (in theory). I've not actually tested how it works in negative scores. Wouldn't negative scores throw calculations off? Exactly. The current logic does limit the calculated share to be between 0 and 100 (you can't receive less than nothing or more than the total amount), but right now you will receive 100% of the gold at negative scores for your setting of -100%. The upcoming change will give you no gold at negative scores, but you would get 100% at score 0 for your -100% setting. That's a powerful inducement to behave. However, if you don't like that, you could use the fixed share setting and make the owner's share zero until your score becomes positive. Edited March 19, 2025 by Hex Bolt
Laethas456 Posted March 19, 2025 Posted March 19, 2025 I love the idea behind the new GS pose dance integration. I would selfishly encourage others to share pose combinations which work well together. I am going to start experimenting myself.
Hex Bolt Posted March 19, 2025 Author Posted March 19, 2025 (edited) 35 minutes ago, Laethas456 said: I would selfishly encourage others to share pose combinations which work well together. I'm sure that there are other good animations, but I'm currently using 103,212,344,301,302,336,271. This is short enough to enter into the MCM without having to export, edit the json to supply a longer list, then import. 271 is more of a cute or inexperienced animation, but it suits the character. For a bolder character, I'd replace 271 with 373. See here for a list that Roggvir posted. Duplicates are allowed, so if you especially like an animation, you can enter it again in your list to see it more frequently, at the risk of becoming repetitious. For testing, you can use Player.PlayIdle GSFNISxxx to see how it looks on your character. The preview images are very helpful, but they're 2D and they don't show you the direction your character will be facing. During the dance event, the name of the animation is written to the console, so if you see an animation that you really like (or want to remove), just check the console. Thanks again to @Roggvir for the concept! The random GS Poses dance is much more interesting than choosing from a limited list of existing dances. Edited March 19, 2025 by Hex Bolt 1
Roggvir Posted March 19, 2025 Posted March 19, 2025 (edited) 3 hours ago, Hex Bolt said: For testing, you can use Player.PlayIdle GSFNISxxx to see how it looks on your character. The preview images are very helpful, but they're 2D and they don't show you the direction your character will be facing. @Laethas456 ...i recently realized there is maybe even more convenient way to try/test idle animations. If you use OAR 1.2.0+ (which supports "animation variants"), you can put all the GS animations into a single DAR/OAR folder, configured as variations for "mt_idle" replacement, and use the OAR GUI to play any of the animations by simply clicking on a button next to the anim path/name in the list of "replacement" animations. A quick "guide" Copy all the GS animations files into "Data\meshes\OpenAnimationReplacer\GS\poses\actors\character\animations\female\_variants_mt_idle\*.hkx" Create a config file "Data\meshes\OpenAnimationReplacer\GS\poses\config.json" containing the following: { "name": "GS Poses", "description": "for testing the GS Poses.", "priority": 0, "interruptible": true, "conditions": [] } Start the game, go somewhere you can test things in peace, open console and select the actor you want to test the animations on. Open OAR GUI, find the "GS Poses" project and its list of "replacement" anims and click on test buttons in the list. Note: this makes OAR replace the "mt_idle" anim as you click on the test buttons, and for that to work, the test actor must be in a state where it is playing an "mt_idle" animation (ie. not having a weapon drawn, not sneaking, not in any "strange" state, preferably not wearing any DDs to avoid the possibility of DD interfering with anims/poses) Edited March 19, 2025 by Roggvir
Splintered_Lizard Posted March 20, 2025 Posted March 20, 2025 I have a question: I finished my contract and am free, but I still seem to have "pierced nipples" and "pierced genetalia." How do I get that status to go away, please? I don't seem to even have the piercings actually on, it's only the status that's still there. >_< (Also, people keep commenting, "I can't believe you're walking around like that" and as I am wearing some very descent clothing right now, I can't see it being anything other than this status).
Hex Bolt Posted March 20, 2025 Author Posted March 20, 2025 8 minutes ago, Splintered_Lizard said: I finished my contract and am free, but I still seem to have "pierced nipples" and "pierced genetalia." How do I get that status to go away, please? That's from Devious Devices. It's a permanent effect bestowed when you receive any piercing. You can find its ID (help "Pierced Nipples" 4) and use Player.RemoveSpell to get rid of it. I don't think it serves any purpose, but it does clutter the spell effects list.
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