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Posted
8 minutes ago, Miauzi said:

 

I was very impressed with this mod a long time ago - I tested it extensively... I even penetrated the officially inaccessible areas (via command console).


The building - i.e. the furnishings - is very extensive and already a suitable basis.


I can think up a story for the existing building and the NPCs that are in the game so far - complete with background... and also build the framework for a quest chain - basically put my own (theoretical) "roll-play" in writing.


But since I have no programming experience, I cannot make any further contribution to the work.

 

---

 

What this mod (in my opinion) definitely needs is -> a complete overhaul of all clothing - fetish-oriented players today expect not only an acceptable look but also "wobbly physics" and bodies based on 3ba (or similar)

 

Players with a BDSM connection want an integrated restraint system similar to "devious devices" or, ideally, the integration of this framework.

But not all "products" fit the story visually... you don't have a cool nurse outfit

(yes - there are mods with clothing for a latex nurse... but you also have to have permission to use them!)

 

Topic -> scripted animations

 

Many players want their character to be "treated" in the facility - in other words, the mod takes control of their character.

This is absolute minefield for a mod author - because the tools for this are so absolutely horrible.

 

Ich benutze Mod bei denen so etwas eingesetzt wird (wie "Lauras Bondage Shop") ... bis die Skriptabläufe endlich fehlerfrei laufen - und was dazu von im Modding unerfahren Nutzern an Nachfragen kommen ... ähm ja

 

Alleine ... das schafft keine alleine - so wie der Mod konzipiert ist - braucht es mindestens 4-5 erfahrene Mod-Autoren mit verschiedenen Arbeitsschwerpunkten ... und mindestens 2 Jahre

 

There's almost no programming involved in modding. I know - I'm a programmer. There's a bit of scripting, which is sort of like "light programming", but that's shit I can handle. And the animations already exist - in Sexlab and Devious Devices mods.

The difficult part of modding at this point is two-fold: One, crafting a compelling narrative that's coherent with the existing Rubber Facility mod. And two: Building dialog trees, which is a tedious pain in the ass - since I don't know if the most recent Nexus Mods bugfix pack to Creation Kit fixed the quest dialog tree crashes.

The rest is just attaching scripts in the right place, placing models and objects, creating walking paths - that sort of stuff. Which is still tedious, but simple.

...

Okay, the clothing will also be a pain as well, now that I think of it. I haven't worked with that in CC before. The Rubber Facility models are non-standard models, so I think the clothing meshes have to be custom. But I'm not sure.

Posted
6 hours ago, Miauzi said:

 

 

Players with a BDSM connection want an integrated restraint system similar to "devious devices" or, ideally, the integration of this framework.

But not all "products" fit the story visually... you don't have a cool nurse outfit

(yes - there are mods with clothing for a latex nurse... but you also have to have permission to use them!)

 

 

Technically and legally any mod author wanting to use another mod's assets (such as a nurse outfit) would only need permission to do so if they planned on integrating the actual assets in their mod download. Instead of doing that, list the outfit as a required (or optional if it can be scripted as such) download and permission is not required.

Posted
6 hours ago, Allen Harris said:

There's almost no programming involved in modding. I know - I'm a programmer. There's a bit of scripting, which is sort of like "light programming", but that's shit I can handle.

That depends on the type of modding you want to do! If you want to add a lot of special features to your mod, then you'll need to know some programming. Mods like Binding, Lola and PetProject have a lot of scripts involved.

 

Quest/story mods generally need a lot less programming and very lew additional skills, but a mod like this has custom stuff that takes a whole lot of time to learn if you want to import it into Skyrim. Admittedly something like DM3 or ZAZ/ZAP makes this a whole field in itself, but Rubber Facility was rather ambitious in this respect for say... a "simple quest mod".

 

6 hours ago, Allen Harris said:

And two: Building dialog trees, which is a tedious pain in the ass - since I don't know if the most recent Nexus Mods bugfix pack to Creation Kit fixed the quest dialog tree crashes.

When I first started playing with the Skyrim Creation Kit I was following tutorials and I think I figured out that you needed to run it in admin mode to stop the dialogue views from crashing.

 

Since I learned how to mod with Morrowind, I never really used this feature and I abandoned it after I had done a few quest & dialogue tutorials.

Posted
Vor 2 Stunden sagte MysticDaedra:

Technisch und rechtlich benötigt jeder Mod-Autor, der die Assets eines anderen Mods (z. B. ein Krankenschwester-Outfit) nutzen möchte, nur dann eine Erlaubnis dazu, wenn er die eigentlichen Assets in seinen Mod-Download integrieren möchte. Listen Sie stattdessen das Outfit als erforderlichen (oder optionalen, wenn es als solcher gescriptet werden kann) Download auf, und eine Genehmigung ist nicht erforderlich.

 

Yes - I know - but thank you for explaining it again in detail

:thumbsup:

 

Posted
Vor 8 Stunden sagte Allen Harris:

Beim Modding ist fast keine Programmierung erforderlich. Ich weiß – ich bin Programmierer. Es gibt ein bisschen Skripting, was so etwas wie „leichte Programmierung“ ist, aber das ist Scheiße, mit der ich umgehen kann. Und die Animationen existieren bereits – in Sexlab- und Devious Devices-Mods.

Der schwierige Teil des Moddings an dieser Stelle besteht aus zwei Gründen: Erstens, eine fesselnde Erzählung zu erschaffen, die mit der bestehenden Rubber Facility-Mod kohärent ist. Und zweitens: Dialogbäume erstellen, was mühsam ist – da ich nicht weiß, ob das neueste Nexus Mods-Bugfix-Paket für Creation Kit die Abstürze des Quest-Dialogbaums behoben hat.

Der Rest besteht lediglich darin, Skripte an der richtigen Stelle anzuhängen, Modelle und Objekte zu platzieren, Gehwege zu erstellen – und so weiter. Das ist immer noch mühsam, aber einfach.

...

Okay, wenn ich darüber nachdenke, wird mir die Kleidung auch lästig sein. Damit habe ich in CC noch nie gearbeitet. Bei den Rubber Facility-Modellen handelt es sich um Nicht-Standard-Modelle, daher denke ich, dass die Bekleidungsnetze kundenspezifisch sein müssen. Aber ich bin mir nicht sicher.

 

I assume that you haven't tried it yourself - that the player and some NPC interact together through a script sequence... I don't mean that a sex animation is played here.


The mod "Laura's Bondage Shop" has a whole number of such fixed scenes in its quests.


Programming in Paphyrus doesn't seem to be very complicated for an experienced programmer - my own work in this area goes back 40 years (starting with machine code, Aasembler, Basic, etc.).

But what the mod authors who build such sequences keep mentioning -> the script load that the engine can process is limited

There is a "bottleneck" here that has to be taken into account... especially since a mod user also uses other mods with their scripts.


The whole thing is always the subject of help requests in the service threads!

 

I can still remember a problem area for this mod that was asked about again and again... where you are locked in a lock and, depending on the mistakes/attempts you made beforehand, you are either thrown into a shaft - or captured by a Dwemer sphere... which then takes you to an "Iron Maiden".

Many users have asked here why this sequence doesn't start for them... and yes - I had these problems too - reducing the script load through other mods helped

Posted

Hey there! 🦝
For anyone wondering about continuing the work on this mod, please refer to the sticky post and there will be a TLDR for the contents of this one at the bottom.

While I am the fanfic, TESVEdit and Bodyslide enthusiast, Prime is the scripting wizard and the CK engineer.
This mod started as his very own project, although I haven't heard from him in a while, so I was starting to make my own plans.

 

With that said:
1. even if I'd be making a new version of the mod, it would be a much smaller project, as I enjoy writing stories and dialogues, editing outfits, creating scenarios, animations, etc. , but my CK skills in the quest-making department are very underdeveloped;
2. To respect Prime's work, the current version of the mod would be left here unaltered, as his wish is to also give inspiration to other authors to make their own works (and there is always the chance for him to come back and continue his work, eventually).
 

Here are some other thoughts and some considerations based on what I read in recent posts:


Game Version
It has been literally since we started the mod that Prime and I were trying to move to SE, but since devs have been very active with patches and with the advent of AE (because Bethesda likes money), we decided to stick to LE.

Besides, I'm pretty sure that there's a circle of Avernus* where people are forced to mod an ever-updating game (🦝 *Wrong game boss, this is Skyrim, not BG3) (🦝 Shut up).

Now, I've checked and, correct me if I'm wrong, AE hasn't updated since January 14th, so I might look into that as many of the LE mods I used to play might be outdated anyway.

 

Outfits

Basically every outfit and asset in this mod is either a refit or a mashup of works from authors we got permissions from, so, even if we initially intended to make it a framework, we soon realized it couldn't be done. That just needed to be said in case anyone planned on using them.

As for the body, I personally don't care about how much jiggle there is, so, if I'm staying on LE, it'll still be UUNP.
If I move to AE, it'll depend on what I'll find more comfortable to use, but I never managed to make 3B Bodies work for some reason, so it might still be UUNP.

 

Characters
Almost every character from this mod comes from my fanfic-sick mind, so if you also planned on making a new version of this mod, either:
- you are welcome to join me in my trip down the quest-making rabbit hole, especially if you already have scripting skills or are planning to learn them;
- I'd beg you to refrain from using any content from this mod and make your own bdsm-themed quest mod, which would also mean there'd be more of those around to play with!

Donations
If you planned to open a Patreon to receive donations for work on this mod specifically, please do not.
This project always had the intent of entertaining us while making it, before sharing it, and both, myself and Prime, wanted to be as free as possible with development times, without deadlines or anything of the sort, not to allow malicious souls to accuse us of "milking donors" (and even then, many people still felt entitled to complain about the extremely slow progress, as if we were some kind of professional developers).


TLDR 

If you want to help me with the scripting and programming of the mod, you are welcome to DM me (I'm not German though, as many seem to think, only Prime is, so English please 🙃).
If not, please make your own, because there can never be enough mods around! 😄

Posted
2 hours ago, Tetras66 said:

That depends on the type of modding you want to do! If you want to add a lot of special features to your mod, then you'll need to know some programming. Mods like Binding, Lola and PetProject have a lot of scripts involved.

 

Quest/story mods generally need a lot less programming and very lew additional skills, but a mod like this has custom stuff that takes a whole lot of time to learn if you want to import it into Skyrim. Admittedly something like DM3 or ZAZ/ZAP makes this a whole field in itself, but Rubber Facility was rather ambitious in this respect for say... a "simple quest mod".

 

When I first started playing with the Skyrim Creation Kit I was following tutorials and I think I figured out that you needed to run it in admin mode to stop the dialogue views from crashing.

 

Since I learned how to mod with Morrowind, I never really used this feature and I abandoned it after I had done a few quest & dialogue tutorials.

https://www.youtube.com/@SkyrimScripting

 

She does great tutorials. It's how I learned. And she's not too bad to look at either.

Posted
27 minutes ago, Racoonity, Serah said:

TLDR 

If you want to help me with the scripting and programming of the mod, you are welcome to DM me (I'm not German though, as many seem to think, only Prime is, so English please 🙃).
If not, please make your own, because there can never be enough mods around! 😄

I'm always happy to help! Feel free to DM me any time. I loved your writing for the Rubber facility, so would be great to see what else you could do with it.

 

I'm mainly interested in building world spaces and interiors (this is my current Skyrim project), but I understand how to write most of the scripting for BDSM mods and can help with Sexlab, DD & ZAZ/ZAP.

 

32 minutes ago, Allen Harris said:

https://www.youtube.com/@SkyrimScripting

 

She does great tutorials. It's how I learned. And she's not too bad to look at either.

I watched some of hers too 😄 On YouTube, I mainly learned from Darkfox127 & BestInSlot.

 

37 minutes ago, Racoonity, Serah said:

Game Version
It has been literally since we started the mod that Prime and I were trying to move to SE, but since devs have been very active with patches and with the advent of AE (because Bethesda likes money), we decided to stick to LE.

Besides, I'm pretty sure that there's a circle of Avernus* where people are forced to mod an ever-updating game (🦝 *Wrong game boss, this is Skyrim, not BG3) (🦝 Shut up).

Now, I've checked and, correct me if I'm wrong, AE hasn't updated since January 14th, so I might look into that as many of the LE mods I used to play might be outdated anyway.

My development build is still on the pre-AE Skyrim Special Edition build, 1.5.97, but if I was starting today, I think I'd just go with a fully updated AE, so that I can integrate as many other cool mods as I wanted to.

 

41 minutes ago, Racoonity, Serah said:

As for the body, I personally don't care about how much jiggle there is, so, if I'm staying on LE, it'll still be UUNP.
If I move to AE, it'll depend on what I'll find more comfortable to use, but I never managed to make 3B Bodies work for some reason, so it might still be UUNP.

I have barely played with Blender, so maybe not the best person to comment, but my opinion is that if your mod gets popular then someone will offer do the conversion for you. The hard part is making the assets in the first place.

 

I've always approached my modding from the perspective of: if it works for me to make it, it is good for anyone who wants to play it.

Posted
9 hours ago, Racoonity, Serah said:

TLDR 

If you want to help me with the scripting and programming of the mod, you are welcome to DM me (I'm not German though, as many seem to think, only Prime is, so English please 🙃).
If not, please make your own, because there can never be enough mods around! 😄

 

I could chime in to the project. With Both CK's combined I'm at 3300 hours so probably know some basics 😅 But only if it swaps over to SE and AE in specific. The CK for SE/AE, specially with the current patches is _so much_ more stable and faster than LE. I can't make myself to switch back to that dogslow crashfest-LE CK. And with the engine level advances in DD like the NG project and LE being on a steady decline of content and players for a while now it seems a logical way forward.

Posted
10 hours ago, Tetras66 said:

I'm always happy to help! Feel free to DM me any time. I loved your writing for the Rubber facility, so would be great to see what else you could do with it.

 

I'm mainly interested in building world spaces and interiors (this is my current Skyrim project), but I understand how to write most of the scripting for BDSM mods and can help with Sexlab, DD & ZAZ/ZAP.

 

I watched some of hers too 😄 On YouTube, I mainly learned from Darkfox127 & BestInSlot.

 

My development build is still on the pre-AE Skyrim Special Edition build, 1.5.97, but if I was starting today, I think I'd just go with a fully updated AE, so that I can integrate as many other cool mods as I wanted to.

 

I have barely played with Blender, so maybe not the best person to comment, but my opinion is that if your mod gets popular then someone will offer do the conversion for you. The hard part is making the assets in the first place.

 

I've always approached my modding from the perspective of: if it works for me to make it, it is good for anyone who wants to play it.

 

1 hour ago, naaitsab said:

 

I could chime in to the project. With Both CK's combined I'm at 3300 hours so probably know some basics 😅 But only if it swaps over to SE and AE in specific. The CK for SE/AE, specially with the current patches is _so much_ more stable and faster than LE. I can't make myself to switch back to that dogslow crashfest-LE CK. And with the engine level advances in DD like the NG project and LE being on a steady decline of content and players for a while now it seems a logical way forward.

 

Thank you guys!

Then I'll start setting up an AE environment and let you know.  🦝

Posted

I play the latest AE version only and ignoring LE entirely already. DD has moved to DD-NG generation that requires AE. It's much faster in terms of script performance, better modelled and animated (including physics). Such as piercings that sway are part of the core mod. You can say SE 1.5.97 is less supported than the latest AE, and it always gets mod updates at fast enough pace. But mainly:

- You can tell Steam to not automatically keep updating the game! Set it to "update on launch", and then only launch it from MO2 or Vortex etc.

 

While it is possible to crash AE it is extremely rare to me and was always far more common on LE.

Posted

Sad but understandable to see that the only real continuation of this mod might lock itself away in SE and AE, as a PURE LE player it saddens me greatly to see it, even if I understand the reasons why.

Posted
On 9/8/2024 at 12:24 AM, Racoonity, Serah said:

 

With that said:
1. even if I'd be making a new version of the mod, it would be a much smaller project, as I enjoy writing stories and dialogues, editing outfits, creating scenarios, animations, etc. , but my CK skills in the quest-making department are very underdeveloped;
2. To respect Prime's work, the current version of the mod would be left here unaltered, as his wish is to also give inspiration to other authors to make their own works (and there is always the chance for him to come back and continue his work, eventually).

I mean animations,dialogues and outfits are like 95% of what makes mods good, so I am glad we still have you. All technical things are not that important for the experience really and I am 100% sure there are a bunch of capable people in this very thread who are willing to help you with other technical stuff. 

Posted
4 hours ago, n14 said:

I mean animations,dialogues and outfits are like 95% of what makes mods good, so I am glad we still have you. All technical things are not that important for the experience really and I am 100% sure there are a bunch of capable people in this very thread who are willing to help you with other technical stuff. 

 

Thank you, but Prime was the one who introduced me to creating animations in blender so it's all thanks to him! 🙃

Posted (edited)

Ignore people's cries that there is no sequel. None of the whiners write about the financial contribution. You have little time to create and time is money. I would contribute to you and that I am very greedy. 🙂 You say that money is a loss of freedom. You cough for freedom. Freedom is overrated. This is the best mod and wants a sequel. I have played all the options and am looking forward to the next one. (sorry bad english)

 

PS: I could help, but you probably don't need a 2D drawing.

Edited by Berserkr
Posted
On 9/11/2024 at 1:39 AM, Berserkr said:

Ignore people's cries that there is no sequel. None of the whiners write about the financial contribution. You have little time to create and time is money. I would contribute to you and that I am very greedy. 🙂 You say that money is a loss of freedom. You cough for freedom. Freedom is overrated. This is the best mod and wants a sequel. I have played all the options and am looking forward to the next one. (sorry bad english)

 

PS: I could help, but you probably don't need a 2D drawing.

 

While im not in the project if i remember correctly the picture that represent the mod are BD style rendition of what happen within the mod. Rendition in 2d to represent the mod could be nice.

 

Also as for myself im a graphic designer who also dable in blender, but im mainly a graphic designer so if anyone need help im also here :)

Posted
On 9/7/2024 at 2:24 PM, Racoonity, Serah said:


Now, I've checked and, correct me if I'm wrong, AE hasn't updated since January 14th, so I might look into that as many of the LE mods I used to play might be outdated anyway.

 

Outfits

Basically every outfit and asset in this mod is either a refit or a mashup of works from authors we got permissions from, so, even if we initially intended to make it a framework, we soon realized it couldn't be done. That just needed to be said in case anyone planned on using them.

As for the body, I personally don't care about how much jiggle there is, so, if I'm staying on LE, it'll still be UUNP.
If I move to AE, it'll depend on what I'll find more comfortable to use, but I never managed to make 3B Bodies work for some reason, so it might still be UUNP.

To address these points:

 

1. AE might not have updated since January, but there will be updates in the future. However, unless your mod includes or relies specifically on a .dll (aka an SKSE64 mod), it will almost certainly be forwards compatible. And with the advent of Address Library and NG mods, the disruptions from game updates are much faster than they used to be. In other words, I wouldn't worry about it too much.

 

1 1/2: Consider creating an SE version instead of an AE version if game version updates bother you too much. Version 1.5.97 of Skyrim is what everyone still considers to be SE (hence why you see a lot of mods saying they are SE/AE compatible), and quite a few mod authors still do this. One hiccup would be the CK, which as of... can't remember which AE version, might be the current, but they changed the CK so that new BSA archives are not compatible with older versions of the game. There is a mod to fix this issue, BEES, but that might be something to consider, unless you have an old, un-updated version of the CK lying around.

 

2. For the body, you do not want to use UUNP if you want a 3B body. UUNP is basically just the SE version of UNP. What you actually want, if you insist on a UNP variant, is BHUNP. I would contend that 3BA is vastly more popular and that you might want to stick with that, but if you really prefer the UNP body shape, then go with BHUNP, not UUNP. One benefit of the 3B bodies is that despite their differences, they share the same slider/morph names, and it is usually easy to convert them. Regardless, pretty please also include 3BA bodyslides if you go with BHUNP? :)

 

Look into UBE as well, that's the hottest new thing on the block. It's... complicated... to convert to UBE, as it also includes a separate race (this is so that only the PC can use the extremely high-poly body to avoid melting your GPU), and so requires a patch or at least xEdit tinkering, but a UBE version of any future outfits would be amazing! :)

 

Glad to hear from you, I'm sure whatever you come up with will be very enticing! And I hope someone is able to donate some scripting assistance; sadly, I am like you: I have lots of ideas and storytelling ability, but zero scripting or modeling ability.

Posted

You are, of course, welcome to any and all assets from the original Rubber Facility mod. and if there are any objects you would like to import that I’ve created in Blender over the last ~5 years, you are welcome to those as well, and I can attempt to optimize their vertices a bit for Skyrim. 
 

That includes a variety of vacbeds, bitchsuits, machines, and such. 

Posted
On 9/13/2024 at 9:19 PM, Farmthat said:

You are, of course, welcome to any and all assets from the original Rubber Facility mod. and if there are any objects you would like to import that I’ve created in Blender over the last ~5 years, you are welcome to those as well, and I can attempt to optimize their vertices a bit for Skyrim. 
 

That includes a variety of vacbeds, bitchsuits, machines, and such. 

 

As always, much appreciated 😄

Posted
On 9/13/2024 at 9:19 PM, Farmthat said:

You are, of course, welcome to any and all assets from the original Rubber Facility mod. and if there are any objects you would like to import that I’ve created in Blender over the last ~5 years, you are welcome to those as well, and I can attempt to optimize their vertices a bit for Skyrim. 
 

That includes a variety of vacbeds, bitchsuits, machines, and such. 

If you have stuff 'ready to go' or are willing to tweak them to that level. Adding them to LL as a modder resource would be much appreciated. We are in dire need of new rubbery stuff :P 

Posted
14 hours ago, naaitsab said:

If you have stuff 'ready to go' or are willing to tweak them to that level. Adding them to LL as a modder resource would be much appreciated. We are in dire need of new rubbery stuff :P 

I’m a bit out of practice with exporting to NIF, but I could take a look at creating a resource pack at some point. 

  • 3 weeks later...
Posted
8 hours ago, Shameii said:

Hello..  can anyone help me how to wear the pink dollsuit to my character thank you. I want to wear it on my character 

IMG20241005125226.jpg

you can use the add item menu mod, it's on LE but i am unsure if it's on SE

Posted

I'm curious I know the next update won't be for a while is it possible for the Dragonborn to be completely covered in rubber permanently and used as decoration by the staff at the Rubber Facility?

Posted
12 hours ago, SilentOption said:

Мне любопытно, я знаю, что следующего обновления не будет какое-то время, возможно ли, чтобы Драконорожденный был постоянно полностью покрыт резиной и использовался персоналом Резинового завода в качестве украшения?

I used all the rubber from the rubber prison. The only problems were with the rubber doll and the outfit that the guard puts on. They can't be removed later with any programs.

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