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Posted
2 minutes ago, Racoonity said:

 

But I've been told that sometimes textures need a conversion as well. ?

?

It SAYS it does it all.. I mean if you want to chuck the zip over and let me loose - I'll be happy to whizz through the conversion - all I did last time was point it at the mod and click 'Optimize' :) 

 

There's complications around optimising head parts (done separately which is a pain) but it *looks* easy enough (he says)

Posted
1 hour ago, Malyo said:

 

The outfit you converted  will be in the sse version as well ? if you need tester for the sse, i can do it if you want...

Yep, they will be. However, Converting the mod to SSE is the very last step I make, so testers are mostly needed for the LE version. 

 

 

Posted

 

I really love this mod that was created for a replacement to the regular trapped in rubber suits. I think it would make an interesting addition to the mod as well. Maybe as a straight up replacer to the uniforms the guards wear, something the warden wears specifically, or even reserved for "guests" as well. For me I find the regular catsuits kind of boring and these special ones spice it up a bit. 

Posted
2 hours ago, Racoonity said:

I'd need one, definitely. Thanks! ?

 

Well, more than a tester, I'd need a porter?, because I don't plan to learn how to convert meshes to SSE, since I think that it has been a mean move from Bethesda to the modding community.

 

???

I think i can do it , i already converted outfit from other mods (Kziitd BDSM Maid) a just need a sse esp.

For meshe and texture i use cathedral optimiser he do both very well, i already convert the dollsuit that you post and it works, that fix the hdt smp break.

I just need the other outfit for convert them and a buddy who do the unp because i only know cbbe?

Oh also i wanted to know, you put hdt bone in the corset but he isn't supposed to be rigid? like a corset...

And many thanks because you really do the hard part?

Posted
9 minutes ago, Malyo said:

I think i can do it , i already converted outfit from other mods (Kziitd BDSM Maid) a just need a sse esp.

For meshe and texture i use cathedral optimiser he do both very well, i already convert the dollsuit that you post and it works, that fix the hdt smp break.

As @Prime66 said, he'll be the one to upload the files, since he probably edited some texture paths in the nifs.

 

12 minutes ago, Malyo said:

I just need the other outfit for convert them and a buddy who do the unp because i only know cbbe?

I did both conversions, but I usually convert things to UUNP. Any CBBE user who wishes to improve my CBBE conversion is welcome to do so. ?

 

 

17 minutes ago, Malyo said:

Oh also i wanted to know, you put hdt bone in the corset but he isn't supposed to be rigid? like a corset...

And many thanks because you really do the hard part?

I thought it would have clipped if I didn't. I'll try to remove it an see if I like it, thanks for the suggestion. ?

 

??

 

 

Posted
29 minutes ago, Malyo said:

I think i can do it , i already converted outfit from other mods (Kziitd BDSM Maid) a just need a sse esp.

For meshe and texture i use cathedral optimiser he do both very well, i already convert the dollsuit that you post and it works, that fix the hdt smp break.

I just need the other outfit for convert them and a buddy who do the unp because i only know cbbe?

Oh also i wanted to know, you put hdt bone in the corset but he isn't supposed to be rigid? like a corset...

And many thanks because you really do the hard part?

The sort version is that the next update will have completely different Textures and mesh paths, so all converted armors won't show up in the game until I make the necessary changes in the Creation kit. 

Posted
45 minutes ago, Crota said:

 

I really love this mod that was created for a replacement to the regular trapped in rubber suits. I think it would make an interesting addition to the mod as well. Maybe as a straight up replacer to the uniforms the guards wear, something the warden wears specifically, or even reserved for "guests" as well. For me I find the regular catsuits kind of boring and these special ones spice it up a bit. 

Thank you for the suggestion, and while I do find the design interesting.  They are just not my cup of tea, sorry. 

Posted
18 minutes ago, Racoonity said:

As @Prime66 said, he'll be the one to upload the files, since he probably edited some texture paths in the nifs.

 

I did both conversions, but I usually convert things to UUNP. Any CBBE user who wishes to improve my CBBE conversion is welcome to do so. ?

 

 

I thought it would have clipped if I didn't. I'll try to remove it an see if I like it, thanks for the suggestion. ?

 

??

 

 

I tried and with "normal" breast i have only really small clipping

4 minutes ago, Prime66 said:

The sort version is that the next update will have completely different Textures and mesh paths, so all converted armors won't show up in the game until I make the necessary changes in the Creation kit. 

So if i understand it's gonna have the meshe and the outfit studio file but i won't be able tu try the outfit in the game because their are not "activate" ?

Posted
2 minutes ago, Malyo said:

I tried and with "normal" breast i have only really small clipping

Do you think you would manage to post a screenshot, please? ?

?

Posted
17 minutes ago, Malyo said:

So if i understand it's gonna have the meshe and the outfit studio file but i won't be able tu try the outfit in the game because their are not "activate" ?

Exactly

Posted

Great mod :)

I found incompatibility with other mod. Can you disable DCL (Kimmy's Deviant Cursed Loot mod) inside facility?

My character loot some gold from dresser near cells and triggered Loot event. Loot event was fired and my character was dressed into exhibitionist catsuit and heels. After that event MC try to get out from facility (quest already finished) but interaction with any character may ends in unvoluntary sex scene.

If MC wants to exit facility, she must speak with guard behind the bars. Dialog triggered  sex scene and guard teleported herself through bars to MC, sex scene succesfully ends.

Now MC can communicate with guard, but guard cannot open doors, because is now trapped in one room with MC and isolated from opening button.

Maybe attempt to communicate with patient can "free" her (she teleport herself to MC in same way)

 

(sorry for poor english)

Posted
1 hour ago, Racoonity said:

Do you think you would manage to post a screenshot, please? ?

?

I will try and i only touche breast bone because it's make unweighted bone if i touch the other ?

Posted
10 minutes ago, stvlad71 said:

Great mod :)

I found incompatibility with other mod. Can you disable DCL (Kimmy's Deviant Cursed Loot mod) inside facility?

My character loot some gold from dresser near cells and triggered Loot event. Loot event was fired and my character was dressed into exhibitionist catsuit and heels. After that event MC try to get out from facility (quest already finished) but interaction with any character may ends in unvoluntary sex scene.

If MC wants to exit facility, she must speak with guard behind the bars. Dialog triggered  sex scene and guard teleported herself through bars to MC, sex scene succesfully ends.

Now MC can communicate with guard, but guard cannot open doors, because is now trapped in one room with MC and isolated from opening button.

Maybe attempt to communicate with patient can "free" her (she teleport herself to MC in same way)

 

(sorry for poor english)

Fixing this would require to add DCL to this mod dependencies, if I'm correct.

The best solution would be for you to disable the trigger chances in DCL's MCM when inside the Facility.

Or someone could make an external patch for it, but it would require permissions.

 

?

Posted
9 minutes ago, Malyo said:

I will try and i only touche breast bone because it's make unweighted bone if i touch the other ?

I thought you had it ready in game.

If that's a problem for you, don't worry. ?

?

Posted
6 minutes ago, Racoonity said:

Fixing this would require to add DCL to this mod dependencies, if I'm correct.

The best solution would be for you to disable the trigger chances in DCL's MCM when inside the Facility.

Or someone could make an external patch for it, but it would require permissions.

 

?

While i like DCL, please do not add DCL as a mod dependency here.

 

Turning off the trap feature should suffice here.

 

 

As a side note: I tested this mod on SE and i did not find any bugs except the known HDT-SMP bug on the dollsuit. Keep up the good work! Looking forward to this.

Posted
3 minutes ago, Ery2 said:

While i like DCL, please do not add DCL as a mod dependency here.

 

Turning off the trap feature should suffice here.

 

 

As a side note: I tested this mod on SE and i did not find any bugs except the known HDT-SMP bug on the dollsuit. Keep up the good work! Looking forward to this.

Don't worry, I don't think that doing it is in @Prime66 plans. ?

?

Posted
16 minutes ago, Racoonity said:

Fixing this would require to add DCL to this mod dependencies, if I'm correct.

The best solution would be for you to disable the trigger chances in DCL's MCM when inside the Facility.

Or someone could make an external patch for it, but it would require permissions.

 

?

If there is no possibility of "soft dependency" then i agree, adding hard dependency is bad.

Anyway, mod looks very promising and was "long awaited", so please keep modding :)

Posted

Glad to see this interesting concept has been picked up. I've decided to share some of my thoughts (some of these may have been mentioned already):

1) The guard who lets you through the checkpoint is trapped in that little "cell". I think a door (or even a corridor) to that isolated area would be a good addition.

2) From the roleplaying point of view the part where you decide to test the mechanism not knowing what it does seems limiting and out of place. I understand why you added it though.

3) From the point of storytelling the mechanism doesn't make sense to me. It looks like some kind of maintenance area but there is a human-sized conveyor belt. It leads to a strange pool which does not seem to have any use. And the entire area after the pool looks like it's designed to welcome guests. Yet it does not tie in with the idea that you were not supposed to end up there. I'd do this 'introductory' part in one of the following ways: 

    a) You were expected to end up in that room. For that to work out, I'd say the nurse shouldn't be surprised by you appearance and the warden should act differently.

    b) You'd see a hole near the mechanism (a ventilation shaft?) which is open. Looking through the hole you'd see the 'bedroom'.

But that's just my opinion after all.

4) Another little thing which doesn't seem to tie in with what is told throughout the excursion (that as an outsider you are not supposed to know some things) is that the warden simply lets you walk away in the end.

Actually, this may have turned into a bug report. The first time I picked the third option ("about it being creepy") the scene didn't trigger for me and I simply walked away. 

Posted
7 minutes ago, Shakx88 said:

warden simply lets you walk away in the end.

There are three different endings.?

?

Posted
22 minutes ago, Shakx88 said:

Glad to see this interesting concept has been picked up. I've decided to share some of my thoughts (some of these may have been mentioned already):

Thank you always appreciate new opinions. :D

 

22 minutes ago, Shakx88 said:

1) The guard who lets you through the checkpoint is trapped in that little "cell". I think a door (or even a corridor) to that isolated area would be a good addition.

The guard has a door to enter or leave might be hard to spot it leads into the Security check. 

 

22 minutes ago, Shakx88 said:

2) From the roleplaying point of view the part where you decide to test the mechanism not knowing what it does seems limiting and out of place. I understand why you added it though.

22 minutes ago, Shakx88 said:

3) From the point of storytelling the mechanism doesn't make sense to me. It looks like some kind of maintenance area but there is a human-sized conveyor belt. It leads to a strange pool which does not seem to have any use. And the entire area after the pool looks like it's designed to welcome guests. Yet it does not tie in with the idea that you were not supposed to end up there. I'd do this 'introductory' part in one of the following ways: 

    a) You were expected to end up in that room. For that to work out, I'd say the nurse shouldn't be surprised by you appearance and the warden should act differently.

    b) You'd see a hole near the mechanism (a ventilation shaft?) which is open. Looking through the hole you'd see the 'bedroom'.

But that's just my opinion after all.

Yep, I was also really unhappy with that implementation, but at the time didn't have any better ideas on how to use that area. I can say, though, that the entire Conveyor Area and "Bedroom" are being rebuilt. So that whole is making more sense in the next update. 

 

The whole surprise part will also make more sense then. 

22 minutes ago, Shakx88 said:

4) Another little thing which doesn't seem to tie in with what is told throughout the excursion (that as an outsider you are not supposed to know some things) is that the warden simply lets you walk away in the end.

Well, I allowed that because of two reasons. First, I wanted the player to have the option without using the console to explore a bit. Second the quest that comes after is a bit more complicated and will probably take me some time to finish, and I wanted to make an release a little sooner than that. 

Posted
21 minutes ago, Prime66 said:

Well, I allowed that because of two reasons. First, I wanted the player to have the option without using the console to explore a bit. Second the quest that comes after is a bit more complicated and will probably take me some time to finish, and I wanted to make an release a little sooner than that. 

I have edited the post but will say it again. The third option (about it being creepy) didn't trigger the scene the first time I tried it.

 

Just to clarify, when I said 'walk away', I meant the third option, which did not work properly the first time. It had nothing to do with the fact that you get the master key and are free to roam around..

21 minutes ago, Prime66 said:

The guard has a door to enter or leave might be hard to spot it leads into the Security check. 

Oh, you are right, it blends in quite well.

Posted
1 hour ago, Racoonity said:

Fixing this would require to add DCL to this mod dependencies, if I'm correct.

The best solution would be for you to disable the trigger chances in DCL's MCM when inside the Facility.

Or someone could make an external patch for it, but it would require permissions.

 

?

There is likely a way to do it without a dependency, just have to ask Kimmy.

Posted
4 minutes ago, slvsaris said:

There is likely a way to do it without a dependency, just have to ask Kimmy.

iirc cursed loot wont trigger inside player homes,so if the whole facility can be labelled player home no dcl event would trigger in there

Posted
8 minutes ago, slvsaris said:

There is likely a way to do it without a dependency, just have to ask Kimmy.

I have to ask Kimmy, but I think this can be handled through scripting alone. 

Posted
14 minutes ago, Prime66 said:

I have to ask Kimmy, but I think this can be handled through scripting alone. 

Yay. Scripts....

 

<he says, looking at the towering monstrosity that is his Skyrim installation...>

 

"We're fine, we're all fine"

 

"It says we are, right here on page.... ummmm.... 11253"

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