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Toys LE

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[Last updated: Mar 21] 

TlogoTiny.png What's New in Beta 2

Improvements & Fixes addressing all feedback thus far... See Change Log / Toys Discord / SE Page

 

 

ToysLogoSmallest.pngToys v0.4 (Beta 2) for LE   A Bondage Framework 

Skyrim. Land of the Nords, birthplace of Tiber Septim. It is a harsh land, shrouded in bitter cold and ancient mystery. A land of adventure where mead halls are consumed with the songs and stories of heroes and legends. A land where many come to find their fortune, themselves or their destiny.

 

Skyrim is also the home of more exotic mysteries spoken of in hushed tones throughout the empire. Mysteries involving strange acts in bedrooms and brothels using the most intriguing contraptions that are never spoken of in polite company. These Toys, as the locals call them, have seen a resurgence in popularity during the recent turbulent times and just may be the real answer to how the Nords really stay warm in the frozen northlands...

 

 

TlogoTiny.png Overview20210313231952_1.jpg

Toys provides mod authors, with a Base Toys Library, effects triggered by worn toys, and an API to handle the toys, including built-in features making it very easy to "play nice" with other mods. A mod author can easily clone toys, customizing their features, or create their own new toys.
As an end-user, Toys on its own provides much to experience.  If you install a content mod that uses Toys then it escalates! Without a content mod, use AddItemMenu to manually equip toys and experience their effects.
Toys have various degrees of debauchery and depravity. Basic toys might be key-less, but most will require at least a basic key. The "Exotic" variant of toys tends to have effects and other means of escape. Some toys may break in combat, or melt from the heat of your orgasm, transforming visually. In a transformed state, maybe the toy falls off when hit in combat, or can be removed without a key, or the lock becomes viable. But a transformed toy might mean things got even worse! 
Toys or their transformed variants may have enchantments that strip armor and clothing, force you to crawl, cause harm, or cause magical wrist binding, including the chance of Hard Core binding. Many toys will increase your arousal, and you could find yourself fondling yourself involuntarily or experience spontaneous orgasms.
For a complete outline of Features see HERE

 

TlogoTiny.png Toy Story

Toy Story is also available from this download page. Toy Story is a quest mod that demonstrates Toys' features, both to end-users and mod authors. Story Toy details HERE.

 

TlogoTiny.png Covenants 

  • Everything Optional for content mods. Nothing Ever Forced
    • this does not mean a mod can't make hard core toys
  • "Make it realistic to play with Toys, while also playing the rest of the game"
    • If that's what the mod author chooses to do
  • No tedious, repetitive methods of escaping from Toys

See the full list of Covenants...

Spoiler

Covenants

  1. Everything Optional. Nothing Ever Forced (this does not mean a mod can't make hard core toys)
  2. "Make it realistic to play with Toys, while also playing the rest of the game" (if that's what the mod author chooses to do)
  3. Toys can be Hard Core, tied up tight, with little hope of escape, or soft core, with many options to remove. It's the mod author's choice
  4. Fun > Realism
  5. Backward Compatibility Matters
  6. Rock-solid Stability
  7. Simplicity - Lightweight - Fast - Efficient
  8. Built with SSE in mind. One codebase for both
  9. Solid Documentation for Mod Authors & End Users
  10. NO...
    • No tedious, repetitive methods of escaping from Toys
    • No Animation Filter (but some alternatives)
    • No menus, or pop-up messages for Toys
    • No pop-up message ever, unless you have "Tips for First Time Users" ON in MCM
    • No events/effects where you are stuck in place without a way to skip the scene

 

TlogoTiny.png Requirements, Installation, & Upgrading

See the details...

Spoiler

For SE, go HERE.

 

Requirements

 

Installation

  1. Make sure you've installed the Requirements listed above. This includes Sexlab's requirements
  2. Download the Toys Framework LE file from this page, AND the appropriate Blodyslide package
  3. You can optionally download Toy Story LE from this page too. More on Toy Story HERE 
  4. Install each file with a Mod Manager. If prompted about overwriting files, you should allow the overwrite 
  5. Use Generate FNIS for Users and "Update FNIS Behavior". Watch for errors! Most common is exceeding the maximum animations
  6. Build toys with Bodyslide. See steps in FAQ #1. One of the most common mistakes is not getting this step right. Check the FAQ carefully
  7. Once in game use this mod's MCM option "Run Installation Test" on the first tab. If the test fails, see Troubleshooting #1

During this Beta Phase, check for tips/updates in How can I contribute during Beta? 

 

Known Mod Conflict: SexLab - Remove Standard Animations - will break Toy's Spontaneous Orgasm

 

Upgrading

  1. Upgrading is fully tested and supported, just uninstall/install. A new game is not required unless the release notes call for it
  2. Don't forget to "Update FNIS Behavior". This must be run each time any mod that uses FNIS is updated, added, or removed
  3. Always rebuild toys in Bodyslide for your preset. See steps in FAQ #1

 

 

TlogoTiny.png Toys Pages

 

TlogoTiny.png Credits & Permissions

 

The Toys Team

Audhol - Primary role is Toy Creation and new Animations

Mercplatypus - Primary role is the story and writing for Toy Story

VirginMarie - Primary role is Scripting and making stuff happen

 

Full List of Credits...

Spoiler

Ashal - SexLab Framework Mod
Fore - FNIS Mod
Fishburger67 - SexLab Aroused Redux Mod - Redneck2x for the original

 

Audhol - Models & Bodyslide setup for the majority of the Insignia Set of Toys, made custom for Toys. Animations for Blind and some of the hard core arm binding animations. Bodyslide setup for all 4 SE packages

Mercplatypus - Toy Story Design/Dialogue/Feature planning

 

Zadil - Models for the complete Classic Set of Toys, originally in DDa

Xaz & ZazModels for the majority of the Chaotic Set of Toys, originally in ZAP 7

Hæretic - Models for the majority of the Ancient Set of Toys, originally in Hæretic Resources

 

MaikCG - Animations for hard core arm binding, yoke binding, and combat kicking

DarkAngel1265 - Animations for Crawling from Crawl on fours

0r080r0 - Animations for Sprinting from Khajiit Cat Sprint and Sneak

 

Zaria - Model for Chastity Piercing

El_Duderino - Model for Pony Gag

Angeli - Model for Workout Plugs from Angeli Devious Expansion

Aradia Model for Full Harness

Nikitaa - Model for Nocturnal Statue from Polished and Sexy nocturnal statue

 

Lupine00 & Scarb - Scripting techniques shared
Seansoken - Logo artwork

Durpledore - some of the Bodyslide Setup

 

Permissions

Spoiler

Permissions:

  1. You can NOT post this mod or any of its parts (including any derived works) without my explicit permission
  2. You can NOT incorporate any of the code in any for-profit project
  3. You can NOT use any of the code in a closed source project
  4. You CAN otherwise use the code for your own projects as long as you include all source code with your distribution and allow others to use your own code in a similar fashion and give credit with link
  5. Permission for the many assets listed with authors above, require that you obtain your own permission from the author

 

 

Change Log


 

Link to post

TlogoTiny.png Toys Features 


This post explains each feature first from the user perspective.

Mod Authors... expand the spoilers for technical details. This is your starting point for documentation.

 

As of V0.3 (aka. Beta 1), text in yellow denotes features that are incomplete, but can be expected by V1 or sooner. All other features listed are complete.

 

TlogoTiny.png Base Toy Library

A Library, with 4 sets of toys. Details are on its own page HERE.

 

TlogoTiny.png User Interface

Manual Toys Manipulation

The player can equip, unequip, swap, and drop toys in the same manner as vanilla Skyrim armor. There are never pop-up message boxes, or menus to click through. If the toy cannot be removed, an attempt to unequip, swap, or drop fails, and a notification message in top left is displayed. If the toy requires a key, and you have the correct key in inventory, the attempt succeeds with notification of unlocking and if the key was consumed in the process. There are non-tedious alternatives to keys, explained in the Escape Methods section.

 

MCM Interface

When first installing, its recommended to run Test Installation, on this first tab.

20210308162625_1.jpg

 

Toys you wear can be seen, along with their resulting summary of effects. Clicking on a toy switches to a detail view, where you can see all settings, such as escape methods, removal restrictions, effects, and transforms. A mod author can create toys with all features/effects, shown on the detail view, using nothing more than keywords and a few properties.

20210308162302_1.jpg  20210308162423_1.jpg

 

Effects, notifications, sounds, debug options, and a few other things can be found in these tabs.

20210308140023_2.jpg  20210308163427_1.jpg  20210308163434_1.jpg

 

Toys Hidden By Armor/Clothing - For V0.4 The toys are priority weighted to be more often seen versus hidden which minimizes the need for this feature. If using DD alongside Toys, its recommend you disable the Device Hider in DD's MCM.

 

TlogoTiny.png Making Toys / Handling Toys / API

Mod authors can make use of the available Base Toys Library, clone and customize the Base Toys, or create new toys using their own models. A mod may equip, unequip, and swap toys, while not conflicting with other mods (playing nice). A mod can also temporarily virtually store toys for a scene, and then un-store (re-equip).

Details for mod authors...

Spoiler

Toy Setup & Settings

Toys use a single "Armor item" in CK. There is no chance of toy "breakage" (no hidden/broken Toy syndrome) due to this. Mod authors can make custom Toys with minimal effort. The steps follow.

 

Cloning or Creating a new Toy:

  1. Make a copy of an existing similar toy from Toys (the Armor and Armor Addon items in CK)
  2. Update the properties on the ToysProperties script, within the armor item (there are only 6 properties)1.png
    • Its easier to start with a clone, but If creating from scratch, you will need to add the ToysProperties script to the toy. Never modify the ToysProperties script, only fill/change the properties. You can add your own separate scripts if needed
    • Mandatory Properties:
      • Lib... Always ToysFramework
      • ModelForToy... your toy's Armor item
    • Optional Properties
      • ArousalStrength... A value, normally between 1 and 5. This is only used if you've included the ToysEffect_Arousal keyword. 1 for minor arousal, 5 for something like a very nasty plug
      • KeyConsumed... Set true if you want the specified key to be consumed on use
      • KeyForToy... The specified key. Leave empty if the toy is not to be removed using a key. You can use one of the 4 Toys keys, or your mod's own custom key2.png
      • ModelTransformed... must be filled if you have included one of the 3 Transformation Effect keywords. This is the toy that a transformation will swap to. See more re. Transformation section below
  3. Update the keywords
    • Mandatory Keywords
      • ToysToy... this tells Toys that your toy is a Toys toy. This keyword must be present
      • ToysType_<bodypart>... One of the Toys Types must be included. There can be more than one. (example: a Toy that serves as both a blindfold and a gag, would occupy both Mouth and Eyes. ThisSlots.png determines the slot. The same slot must be used by your Armor Item and Armor Addon. Toys Types are in the table (see pic)
    • Non-Toys Keywords. Normally you will want to include SexLabNoStrip, VendorNoSale, and MagicDisallowEnchanting. These keywords are not part of Toys but make sense to use.
    • Optional Keywords. All other keywords are optional and are detailed in the sections that follow

 

API

As of v0.3 Toys has the following 6 API Toy Handling Functions (there are other special purpose functions listed in a section below). Full details can be seen in the verbosely documented ToysFramework.psc (only summary level detail is included below). You can also see examples of calls made to the API in Toy Story's TStoryMain.psc. Each test currently available as of v0.3 can be triggered by Toy Story's MCM. Toy Story also offers the "Dev Tips" feature which will reference demos in code, when you play the quest.

 

.......... HandleToy
- EQUIPS Toy on ActorRef, if nothing in conflict
- SWAPS Toy on ActorRef, if a toy of same type has no restrictive keyword
- UNEQUIPS Toy on ActorRef, if UnEquipToy is true and specified Toy is worn
- Automatically plays nice with other mods... won't unequip if toy with restrictive keyword from another mod
Int Function HandleToy(String ShortModName, Actor ActorRef, Armor Toy, Bool UnEquipToy=False)

 

.......... ReserveSlots 
- Temporarily reserves open toy slots for use by only your mod. This prevents another mod from equipping toys during your scene
Bool Function ReserveSlots(String ShortModName, Bool Reserve = True)

 

.......... IsSlotsReserved 
- Check to see if slots are already reserved by another mod
Bool Function IsSlotsReserved(String ShortModName)

 

.......... UnequipToys
- UNEQUIPS toys worn on ActorRef using a keyword. Will unequip multiple toys if IncludeKeyword matches combined with optional ExcludeKeyword. To unequip a single specific toy instead, use HandleToy()
- PLAYS NICE with other mods... won't unequip if it's a toy with restrictive keyword from another mod

- Store... When true, move to virtual storage instead of to inventory, unless toy is from another mod with the NoRemoval keyword. Storage is only available for toys worn by the player
Int Function UnequipToys(String ShortModName, Actor ActorRef, Keyword IncludeKeyword, Keyword ExcludeKeyword=none, Bool Store=False)

 

.......... UnStoreToys
- Re-equip toys previously stored. You can't un-Store toys that have been stored by another mod
Int Function UnStoreToys(String ShortModName, Armor Toy=none)

 

.......... IsSlotAvailable
- Checks a slot to see if can be used
Bool Function IsSlotAvailable(String ShortModName, Keyword ToyType, Bool IfUseStore=False)

 

<couple more Toy Handling Functions likely coming>

 

Mod Events

<tbd> where it makes sense... global and localized

 

TlogoTiny.png Events

 

Spontaneous 20210313231828_1.jpgOrgasm20210122191725_1.jpg

Due to high arousal, you experience an uncontrollable Spontaneous Orgasm. This will disable control of your character, but you can skip the scene by pressing and holding the Advance Hot Key (spacebar by default). You can adjust the chance of this happening, the duration, and the arousal level, in MCM.

 

Fondle Thyself

You can't stop fondling yourself, after a recent orgasm, or when your arousal is high. You can adjust the chance of this happening, and the level at which arousal influences it, in MCM.

 

TlogoTiny.png Effects

Arousal

Any toy may be configured to contribute to arousal. Normally a range of 1 to 5 for Arousal Strength is used where 1 would be a slightly arousing toy such as a tight collar, and 5 would be very arousing, like a plug.

 

Over time arousal increases using the total arousal of all worn toys (slightly randomized). You will see the change in notifications, which can be turned off in the MCM. Arousal also changes through the mechanics of Sexlab Arousal, and potentially other mods that affect arousal directly. Toys is a significant contributor, but not the only contributor.

 

When your arousal is high enough (as set in MCM), there's a chance of a Spontaneous Orgasm, which will significantly lower your arousal, but not as much as an orgasm triggered by Sexlab. A Spontaneous Orgasm will be only half as effective at decreasing arousal if a worn toy blocks vaginally.

 

Strip

A toy you wear, has forced your main armor or clothing off. You can adjust the chance of this happening in MCM.

 

Exhausted

A toy has caused you to become exhausted during combat. This will disable control of your character, but you can skip the scene by pressing and holding the Advance Hot Key (spacebar by default). You can adjust the chance of this happening, in MCM.

 

Crawl

A toy you wear, has forced you to crawl and sprint on all fours. You can adjust the chance of this happening in MCM.

 

Harm Health

A toy you wear, is causing you to bleed. You can adjust the strength and chance of this happening in MCM.

 

Harm Stamina

A toy you wear, is causing you to lose most of your stamina. You can adjust the chance of this happening in MCM.

 

Mod Authors.. Each of these above effects have self explanatory ToysEffect_ keywords. Just place the keyword on the toy.

 

TlogoTiny.png Transformation

20210129211032_2.jpg

melting.pngA toy with a transform effect, may change, to a new variant of that toy, having a different appearance, escape options, and effects. The new variant may also be setup to transform, either back to original or to yet another variant, and there is no limit to the number of variants/transformations.

 

Transformation can be triggered by arousal level, or number of hits in combat.

 

Examples of putting this to use can be seen in the Base Library. Some toys will "melt" when your arousal is high, like the first pic. Some will "break" when you've been hit enough times in combat, like the broken Chastity Belt in the 2nd pic. There's also a nipple toy that becomes horny (transform by having a horn pop out). Mod authors can configure toys to do this using a keyword and one property.

Details for mod authors...

Spoiler

Transform Effect Keywords - There are 3 keywords:

  • ArousalTransfom - swap toy when arousal exceeds the trigger point. User can change in MCM, by Group
  • ArousalUnTransform - swap the toy when the arousal goes back below that trigger point. Normally you'd swap it back to the original, but it can be to any model
  • HitTransform - swap the toy after X hits. User can change in MCM. This is global for all toys using this effect

You can use these 3 transform methods in any combo. A toy could start as one that melts from arousal. Stage 2, the melted, could then transform upon X hits to stage 3. Stage 3 could then use one of the escape methods below to remove.

 

ModelTransformed... (property on the toy) is the toy that a transformation will swap to

 

Beyond a toy to swap to, that's all you need. One of the keywords, and fill that property.

 

Think of the swapped or transformed toy as a new stage. It would be a toy that looks similar, but is modified in some way to look melted from arousal, or broken, etc. Each stage can have its own different set of keywords for effects, and other settings. So in addition to looking different, it could for example, cause armor to strip (Strip Effect), make you crawl (Crawl Effect), have higher or lower arousal strength, anything you can define for a toy. This includes the following Escape Methods (next section).

 

TlogoTiny.png Escape Methods

Here are the Escape Methods. These can be seen in the MCM Worn Toys, details view, so if you are wondering how to escape a toy, and the toy's description is not helpful enough, check the detail view in the MCM.

  • Keyless: the toy can be removed manually with no key 
  • Keys: 1 of the 4 Toys keys (as of v0.3, the only way to acquire keys is to cheat with AddItemMenu)
  • Custom Key: A mod's custom key 
  • Orgasm Fall Off Effect: The toy falls off upon orgasm from Sexlab or Toys Spontaneous Orgasm, or an orgasm triggered by a mod. Chance of this set in MCM
  • Hit Fall Off Effect: They toy falls off when you are hit in combat. Chance of this set in MCM

 

The two "Fall Off" effects have an option in MCM to either drop to the ground, or stay in inventory, when falling off.

Details for mod authors...

Spoiler
  • Keyless: add the ToysKeylessRemoval keyword
  • Keys: fill the property KeyForToy
  • Custom Key: fill the property KeyForToy  with your own key
  • Orgasm Fall Off Effect: add the ToysEffect_OrgasmFallOff keyword
  • Hit Fall Off Effect: add the ToysEffect_HitFallOff keyword

 

TlogoTiny.png Toy Type Specific Effects

Sounds

  • Chains sounds with volume and frequency control
  • Bell sounds with volume and frequency control

Gag20210226115528_1.jpg

  • Open mouth for gags
  • Gag "Signing Talk" for Dialogue (no tedious clicking)

Blind

  • The character will be blinded, not the player. Plays animations that simulate blind
  • stumble/fall animations, which are more frequent if you "try" to sprint

Magical Wrist Restraints

  • Random animations for hands tied behind your back. You can break out as needed for things like combat

Hard Core Magical Wrist Restraints

  • The Magical Wrists Restraints, if enabled in MCM, may switch to hard core mode where you cannot break out. You can kick in combat though

Arm Binding

  • Same as Hard Core Magical Wrist Restraints, but no MCM option to disable or make it random

Yoke Binding

  • Similar to Arm Binding, but in the position for a yoke. Non-combat H2H animations are WIP

Slow

  • Height support for heels
  • Slow movement

Details for mod authors...

Spoiler
  • Blind  - use keyword ToysEfffect_Blind
    • Add this effect to any toy. Normally a blindfold
    • Chance that you idle/walk/run/sprint with animations that simulate blindness. MCM has chance slider
    • stumble/fall animations, which are more frequent if you "try" to sprint
  • Mouth Wide Open - use keyword ToysEfffect_MouthOpen
  • Magical Wrist Binding - use keyword ToysEfffect_MagicBind
    • Add this effect to any toy. Normally wrist cuffs, but could be anything, its magic!
    • Chance (in MCM) that your arms/wrists are restrained, but not sufficient enough to disallow regular combat and any other activity. The magic allows you to "break out" of the pose
    • Chance (in MCM) that your arms/wrists are restrained in Hard Core mode. Hardcore mode is essentially the Arm Binding effect explained below
    • Uses 8 different styles of animations
    • Sliders in MCM allow you to adjust chance for normal mode, and Hard Core mode. If Hard Core is set to 100, you've essentially converted the toy to be the same as one using the Arm Binding effect. If set to 0 you've turned it off
  • Hard Core Magical Wrist Restraints  - is part of Magical Wrist Binding, see above
  • Arms Binding - use keyword ToysEfffect_ArmBind
    • Add this effect to any toy. Normally toys such as Armbinder or wrist cuffs
    • Forces bound arms/wrists position animations
    • In combat, you can kick
    • Effect can only be stopped by removing the toy
  • Yoke Binding - use keyword ToysEfffect_YokeBind
    • Add this effect to any yoke toy
    • Forces bound arms/wrists animations positioned for a yoke
    • In combat, you can kick
    • Effect can only be stopped by removing the toy
  • Sounds for chains and bells are added to toys using an Enchantment effect, see examples on toys such as Wrist Cuffs (this is the only effect using an Enchantment instead of keyword)

 

TlogoTiny.png Toys on NPCs

Toys can be placed on NPCs in the same fashion as normal armor. Most effects are not applicable for NPCs for V0.3

(support is WIP)

Details for mod authors...

Spoiler

I've not tested toys on NPCs much. I don't expect most effects to work. I'm not even sure if the API works if the actor is not the player, but it might. Don't worry there will be great NPC support by V1 where its possible and not a performance hog

 

TlogoTiny.png Effects & Utility API

In addition to Toy Handling API (in the above section), Toys offers Mod Authors effects and utility functions.

Details for mod authors...

Spoiler

Effects Functions

  • Spontaneous Orgasm
  • Arousal Increase
  • Arousal Adjust
  • Squirt Visual & Sound
  • Orgasm Sound
  • Moan Sound
  • Scream Sound
  • Pant Sound
  • Wuusssh Effect (sound & physics)
  • Facial Expressions


Utlity Functions

  • Initialize Player for a Scene
  • un-Initialize Player After a Scene
  • Busy Check
  • Set Busy

 

See within ToysFramework.psc for more detail.

Will be updated with optional parameters, and more documentation within the psc.

 

Link to post

[Last updated: Mar 21] 

 TlogoTiny.png What's New... Improvements & Fixes addressing all feedback thus far... See Change Log

 

toystoryRecTiny.pngToy Story v0.4 for SE and LE


Nocturnal's disobedient Night Sister was too distracted by her carnal desires.  As a result her mistress bound her in restrictive restraints that keep her from fulfilling her carnal desires.  In her own private lair she has sought a way to free herself to be able to resume her debaucherous ways.  All she needs is a little mortal helper for her work.

Of course knowledge is not easily won when trying to undo the restraints of a Daedric Prince.  Rumors circulate of a forbidden archive hidden in the Arcaneum of Winterhold, guarded fiercely by the Librarian.  Knowledge of the Scion of the Curio bloodline, and possibly of the nature of these new Toys...

 

 

TlogoTiny.png Quest - "A Toy Story" 20210226122704_1.jpg

After installing Toy Story a new quest will start about one minute following your next game load. Works nicely with the vanilla opening quest. Works fine with an alternate start or a much later save too.

 

If you're of a curious adventurous nature, you might dare to examine the first objective. Beyond that, I really can't say!

 

The Toy Story quests serve as a fun tutorial for end-users and a demonstration for mod authors. In a future release, Toy Story will include a Tribute to Zed quest, the lost quest many of whom have been around for a long time miss and yearn for.

 

TlogoTiny.png Tests & Dev Tips

MCM triggered tests can be used to equip/unequip. A test for each of the 6 Toy Handling API Functions is included. Each serves as a demonstration for mod authors, and can be seen in Toy Story's TStoryMain.psc. Dev Tips, if turned on in MCM, will pop up while you play through the quest, referencing when demo code is running.

 

TlogoTiny.png Requirements, Installation, & Upgrading

If you've installed Toy Story simultaneously with Toys using its instructions, you are done. Otherwise...

Spoiler

Requirements

  • Toys LE or Toys SE V0.3+, and all it's requirements
  • FNIS LE or FNIS SE 7.6+ be sure to use Generate FNIS for Users and "Update FNIS Behavior", anytime you add, upgrade, or remove this mod

 

Installation

  1. Make sure you've installed the Requirements listed above
  2. Download Toy Story from the Toys LE or SE download page. Install with a Mod Manager. If prompted about overwriting files, allow the overwrite
  3. Use Generate FNIS for Users and "Update FNIS Behavior". Watch for errors! Most common is exceeding the maximum animations
  4. Once in game use Toy's MCM option "Run Installation Test" on the first tab. If the test fails, see Toys Troubleshooting #1

 

Upgrading

  1. Upgrading is fully tested and supported, just uninstall/install. A new game is not required unless the release notes call for it
  2. Don't forget to "Update FNIS Behavior". This must be run each time any mod that uses FNIS is updated, added, or removed

 

Link to post

TlogoTiny.png Base Toys Library

 

All that is pictured below, and more, is included in V0.4

 

Exotic Variant: In most cases, Toys that use fancy effects, and may be harder to remove, have the word "Exotic" in their name. Some toys will have an Exotic and regular variant.

 

See Details in MCM: On the Worn Toys tab toys can be seen, along with their resulting summary of effects. Clicking on a toy switches to a detail view, where you can see all settings, such as escape methods, removal restrictions, effects, and transforms. A mod author can create toys with all features/effects, shown on the detail view, using nothing more than keywords and a few properties.

 

Insignia Set

As of V0.2, this set is almost complete. Insignia was custom created for Toys by Audhol with a few models from other authors. Male and Futa toys coming

 20210313100411_1.jpg 20210226120346_1.jpg 20210226120030_1.jpg 20210226120512_1.jpg 20210224124906_1.jpg

 

Classic Set

This set's assets were created by Zadil, the originals of DD. Plugs & gags to be added

20210128224810_1.jpg  20210128225129_1.jpg 20210128225240_1.jpg 20210128225327_1.jpg

 

Ancient Set

A sampling of the Ancient Set. This set is the most medieval of the sets, and has toys from various authors, more notably Hæretic.

20210315164149_1.jpg 20210129233925_1.jpg

 

Chaotic Set

This set is the most random of the sets, and has toys from various authors, most notably the authors of ZAP.

20210129174747_1.jpg 20210129174105_1.jpg 20210222225742_2.jpg 20210315163623_1.jpg 20210315171325_1.jpg

Link to post

TlogoTiny.png Toys Notices & News 

 

Mar 21 - Beta 2 Released What's new:

Improvements & Fixes addressing all feedback thus far (Since Beta started)

 

Mar 16

Patch added to Download Page - ToysFNISTypoPatch

Fixes 3 animations that would otherwise be missing. Without, there's a chance of the Exhausted Effect failing to play animations. Nothing critical but handy to fix. Thanks to Herowynne for finding the problem and providing this patch.

 

Mar 15 - Beta 1 Released What's new:

SE Version / New Toys / New Effects / Toy Story minor fixes

 

Feb 26 - Alpha 2 Released What's new:

"A Toy Story" Quest... See Toy Story / Hard Core Magical Wrist Binding / Blind Effect / New toys / "Dev Tips"... See Change Log

 

Jan 30 - Alpha 1 Released

  • A very early sneak preview release
  • Features included are documented on the Toys Features, and Toy Story Page. Features not yet complete are in yellow
Link to post

TlogoTiny.png Toys FAQs & Troubleshooting

 

Golden Rule:  To avoid corrupting your save... Never change sort order or remove mods mid-play-through. You can only safely upgrade a mod, or add mods to the end of your load order.

Rule is in general, not just for this mod. Breaking this rule is the #1 cause for a wide range of problems. Save cleaning tools help but won't remove all corruption. The so called "clean save" procedure breaks this rule... instead, start a new game when unable to follow the rule (new game means really a new game, not some early save).

 

FAQs

 

1. How do I build Toys in Bodyslide?   (details for SE Body Mods too)

Spoiler

LE (see SE below)

  1. Requires Bodyslide v5+
  2. See Bodyslide's documentation or other guides if this is your first time using Bodyslide
  3. You must use either the Unified UNP HDT body or CBBE Body HDT when you build your body using a preset
  4. These bodies require that you have XP32 Maximum Skeleton Extended and HDT Physics Extensions (must be version 14.28). Symptoms of these incorrectly installed: HDT chains not working / CTD when you equip
  5. Select your preset. Example in screenshot used is NewestVirgin. Make sure you've already bui1.pnglt your body with that same preset
  6. In Group Filter, select Toys like in the screenshot
  7. If you want to use Morphs in game with Racemenu, check "Build Morphs" like in screenshot
  8. Use Batch Build button to build, and let it build all
  9. As of Toys v0.3, expect to see about 37 toys, names prefixed with "Toys"

 

SE

  1. Requires Bodyslide SE v5+
  2. See Bodyslide's documentation or other guides if this is your first time using Bodyslide
  3. Use one of these body mods and install their requirements.
  4. Ensure you have downloaded & installed the Toys Bodyside SE package that matches your body choice above
  5. One of the following bodies (corresponding to the above mods) must be built along with your chosen or custom preset. Toys was tested for these only. Some other similar bodies may work but use at your own risk and let us know if they work
    • CBBE Body Physics
    • CBBE 3BBB Body Amazing
    • UNP (and various)
    • BHUNP 3BBB 
  6. Select your preset. Example in screenshot used is NewestVirgin. Make sure you've already built your body with that same preset
  7. In Group Filter, select Toys like in the screenshot
    • If using UNP you will find no "Toys" Group. Type Toys in the Outfit Filter field instead
  8. If you want to use Morphs in game with Racemenu, check "Build Morphs" like in screenshot
  9. Use Batch Build button to build, and let it build all
  10. As of Toys v0.3, expect to see about 37 toys, names prefixed with "Toys"

 

2. Will Toys have support for Male, Futa, and Beast Player Characters?

Spoiler

Yes, the goal is to include a few toys that actually work with more that just cosmetics, by the time V1 releases, and then expand from there after V1, depending on feedback.

 

3. How to get a Papyrus Log?

Spoiler

Open Skyrim.ini (My Documents/My Games/Skyrim) and add the following to it:



[Papyrus]
fPostLoadUpdateTimeMS=2000.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

Afterward, in that same folder you will see a new folder called Logs. Inside that is the Script folder. Inside Script you will (eventually) find 4 logs. Papyrus.0.log is the most recent.

When you share the log in the Support Topic, please provide as an attached file.


Troubleshooting

 

Known Mod Conflict: SexLab - Remove Standard Animations - Will break Spontaneous Orgasm

 

1. Effects/Animation Scenes Not Working <-- use steps here to fix your installation if the test in MCM failed

"Run Installation Test" in MCM failed

Spoiler

if required mods for Toys are not installed correctly... animation scenes will freeze, not start, or CTD. Ensure your installation is correct by following these steps. You might try the steps in blue first, since they are the most common problem:

  • Requirements: Verify all the requirements listed under "Requirements, Installation, & Upgrading" section are met, including requirements of the required mods. A common mistake is missed install of a recent version of XP32 Maximum Skeleton Extended and HDT Physics Extensions (if using LE). For SE, ensure you've installed the requirements for your selected body (see FAQ #1 for the bodies)
  • Sort Order: Use Loot, a tool for sorting mod load order (loot is built into Vortex). However, do not re-sort your mods mid-play-through (see golden rule above), this is safe only for a new game
  • FNIS Version: Upgrade to the latest FNIS (v7.6+) if you don't have
  • FNIS Generate: Use Generate FNIS for Users and "Update FNIS Behavior" - make sure you see "Toys" listed in the list of Mods that it processes, and that there's no errors (a common FNIS error is when you exceed the maximum animations). You MUST do this again each time any mod that uses FNIS is added, removed, or updated
  • Verify Sexlab: In game, make sure that Sexlab is happy... in it's MCM, last tab, look under System Requirements. If anything is not listed as OK or ?, you need to sort out why. The Toys Installation Test does not use Sexlab, but Sexlab's requirements checks are still very relevant.
  • Run Test: Use "Run Installation Test" option in Toys MCM first tab

 

 

2. My body is misaligned in the Toy Story's Standing Stone Scene

Spoiler

Animations only align correctly with the default body height of 1.0. There is no workaround beyond setting your height back to 1.0. Attempts to temporarily set body scale to compensate were made but deemed not safe as Skyrim can too easily crash when messing with scale.

 

Link to post

TlogoTiny.png Change Log - Toys & Toys Story for SE and LE

 

Notes for V0.4 (Beta 2):

  • Toys Beta 2 absolutely requires a new game in all cases. Sorry, this is the nature of beta, it won't be like this after. In this release, all the form ID's have changed, so no chance of an upgrade from Beta 1
  • Toy Story V0.4 needs Toys V0.4  /  Toys V0.4 needs Bodyslide <your body> V0.4
  • As always, you must rebuild bodyslide & regenerate FNIS

 

Toys V 0.4 (aka. Beta 2) - Mar 21/2021

  • Changed: Scanty Harness improved. A slight design change in the area below the breasts to work better with movement
  • Changed: Fondle Thyself now times out instead of just waiting to be cancelled by another state
  • Changed: Effects Handler got smarter, consolidated, and optimized, getting the job done doing less 
  • Changed: Effects Handler can no longer trigger anything during scenes, including sexlab scenes. This is an effort to stop render lag that 2 people reported in SE
  • Changed: Toys registration got some optimization (the info it keeps that you can see in Worn Toys MCM tab)
  • Added in MCM: Squirting on/off - The squirting visual during custom and Sexlab love scenes can now be turned off
  • Added in MCM: Volume control for orgasm, screams, squirting, and other love scene sounds
  • Added: Toys is now ESL flagged, and compacted. Don't worry, its also ESM flagged and named as such. It will behave as a Master like a normal framework, but will not use a slot
  • Note: Yoke has not changed and is still a WIP

 

Toy Story V 0.4 (aka. Beta 2) - Mar 21/2021

  • Changed: The dead body that was inside the Helgen exit cave, is now outside but near. This is to get away from the mod high traffic area where it was reported that at least one mod blocks off that cave
  • Changed: The Standing Stone now uses a single dildo. Yes no more double dildo that does not fit half the bodies people make
  • Fixed: 3 missing animation files for Exhausted (only effected SE) are no longer missing. This was the patch that was available shortly after Beta 1 released which you no longer need
  • Fixed: Dark faces  (but according to reports, I failed this fix for SE, and so I will have to fix the fix in a future fix)
  • Fixed: Missing textures on Nightly's ravens

 

Archive for Previous Releases...

Spoiler

Toys V 0.3 (aka. Beta 1) - Mar 15/2021

  • New: SE Version. SE will release simultaneously with LE, for all releases going forward
  • New: 4 more Bodies supported. 6 in total now. The 4 new are for SE and include CBBE, CBBE 3BBB, UNP, & BHUNP 3BBB
  • New: Many toys added to Chaotic and Ancient Sets. Includes animated Workout Plugs and Workout Gag. Some additional Exotic Variants added, including 2 collars that use the new Harm Health and Harm Stamina effects
  • New: Scanty Harness added to the Insignia Set. Is a WIP and will likely have improvements where the darn breasts move too much
  • New: Rope Cuffs and Collar that go with the Rope Harness, to complete the rope toys
  • New: Yoke Effect similar to arm binding but for yokes! This is WIP. H2H non-combat Animations incomplete / known issue of it being overridden by hardcore magical wrist bindings
  • New: Harm Health & Harm Stamina Effects

For Mod Authors:

  • New: Added SetBusy() function
  • New: Keywords for the new Effects listed above
  • New: Statuses registered for easy checking. These include SEInstalled and SKSEInstalled
  • Added: Additional Active Effects registered for easy checking. This is now complete for all Effects where it makes sense. See ToysFramework.psc for details. Example:  If Toys.CrawlingActive - do things!
  • Change: Renamed some toys. This could require a change to script if you've used a renamed toy. This sort of change will not occur once we leave beta

Toy Story V 0.3 (aka. Beta 1) - Mar 15/2021

  • Updated: MCM Tests for renamed/added toys
  • Fixed: No longer a dialogue start delay when Nightly greets you at the Trial Altar
  • Fixed: Potential for confusion with statue mechanics
  • Fixed: Events like spontaneous orgasm can no longer occur during porting. Its bad since you are just begging to be dropped into a Giant Camp. Porting uses the new SetBusy() 

 

Toy Story V 0.2 (aka. Alpha 2) - Feb 26/2021

  • New Quest: A Toy Story - this is the complete introductory quest. Story and writing by Mercplatypus. Yes! Its the first published quest mod to use Toys. Toy Story has additional quests coming
  • New: First Trial Altar. Trial Altars are used to learn about features
  • New: Cloned a few toys from the Toys Insignia Set, customized with different effects for the Quest. This includes:
    • Curio Scanty Belt - Transforms twice (3 stages), first by hit in combat, then by arousal. It breaks, melts, forces you to crawl and exhausts. You will need it to transform in order to remove
    • Curio Anal Plug - Cannot be removed with a key. A powerful orgasm might force it off
    • Curio Wrist Cuffs - Will leave you in the dark on the details for this one, but it DOES have something to do with the new Hard Core mode
  • Updated: An MCM Test updated to include some new toys now available in Toys

 

For Mod Authors:

Each of these is documented within the code, in TStoryMain.psc

  • New: Demonstration code for Mod Authors, referenced by “Dev Tips” pop-up messages when the code is used during the quest. To see Dev Tips, toggle on in MCM (its off by default)
  • New: First Trial Altar (Demo Station). For mod authors, they aid in testing a new toy's effect
  • New: Wrappers for Calling Toys API, that may be useful to copy/paste/adapt in a mod

 

Toys V 0.2 (aka. Alpha 2) - Feb 26/2021

 

Base Toys Library

  • New: Insignia Set has 2 new toys by Audhol... Scanty Belt and Bratty Heels. A very "exotic" version of Scanty is in Toy Story
  • New: Classic Set has an Armbinder. This uses the new Arm Binding Effect (seen below)
  • New: A few new "Exotic" variants of toys, with effects that you will just have to discover yourself
  • Updated: All toys in Insignia Set now use Audhol's improved textures, for more distinct look/colors
  • Updated: Dwemer Goggles and Classic Blindfold now use the new Blind Effect
  • Updated: Bodyslide improvements for Insignia. Weighting improvements for Rope Harness
  • New: Separate UUNP and CBBE specific Bodyslide Support

Toys Effects

  • Change: Toys is using keywords for all Effects, (all except sounds) instead of the traditional approach of CK Magic Effects. The following each require only the addition of a keyword to a toy, just like most other features and effects for toys. This is easy to use, but also allows for finer control and less script firing
  • New: Arm Binding - Authors can add this effect to any toy. Normally toys such as Armbinder or wrist cuffs
    • Forces bound arms/wrists position animations. Animations are partially from Audhol, the rest from MaikCG
    • In combat, you can kick
    • Effect can only be stopped by removing the toy
  • Updated: Magical Wrist Binding - Authors can add this effect to any toy. Normally wrist cuffs, but could be anything, its magic!
    • Chance that your arms/wrists are restrained, but not sufficient enough to disallow regular combat and any other activity. The magic allows you to "break out" of the pose
    • Chance that your arms/wrists are restrained in Hard Core mode. Hardcore mode is essentially the Arm Binding effect explained just above
    • Uses 8 different styles of animations
    • Sliders in MCM allow you to adjust chance for normal mode, and Hard Core mode. If Hard Core is set to 100, you've essentially converted the toy to be the same as one using the Arm Binding effect. If set to 0 you've turned it off
  • New: Blind - Authors can add this effect to any toy. Normally a blindfold
    • Chance that you idle/walk/run/sprint with animations, all from Audhol, that simulate blindness. MCM has chance slider
    • In a future release, there will be stumble/fall animations, which are more frequent if you "try" to sprint
    • If there is demand though feedback, we may add other visually more hardcore effects. For now, the player is not visually impaired, only the character is
  • Changed: Mouth Open - Authors can add this effect to any toy. Normally Gags
    • The effect keeps the character mouth open, so long as a toy is worn with the keyword
    • Previously, this was triggered by ToysType_Mouth. Toys needing this should now add the keyword
    • In a future release we have additional effects coming, such as Gag Dialogue Signing animations, and prevention of Eating/Shouting etc. 

API (for mod authors)

Note: in a few cases, you will need to re-compile, but otherwise backwards compatible. A few of these are not the sort of changes we'd make once we've reached V1

  • New: HandleToy() & IsSlotAvailable() - have built in Devious Devices "awareness". DDs are seen and treated the same as toys from other mods with restrictive keywords. No dependency on DD, this only occurs if DD is installed. Credit goes to Lupine00 and Scarb. Used a combo of their suggested techniques
  • Changed: UnStore() - has new parameter to selectively un-store a single toy
  • New FunctionSpontaneousOrgasm() - Lets you trigger an instant Spontaneous Orgasm, if conditions for it are met, or queue up, in the same way Toys does it on its own, based on chance and arousal level
  • New Function: ArousalIncrease() - Trigger the same increase that occurs auto-periodically in Toys, based on sum of arousal strength from toys worn
  • New Function: ArousalAdjust() - call after a scene where arousal is to be changed by a fixed amount
  • New Registered Active Effects - Bool properties you can use directly to determine status. Example:
    •  If Toys.RestrainedActive... is player's arms/wrists restrained? Examples: Armbinder, Yoke, Hard Core Magical Wrist Bindings
  • New: For dialogue conditionals, Registered Worn Toys Properties can now be used directly with GetVMQuestVariable
    • Example: GetVMQuestVariable WPelvis == 1 - True if Pelvis toy is worn
  • Fixed: a race condition in batch unequip, and applied technique to all batch operations

 

 

V 0.1 (aka. Alpha 1) - Jan 30/2021

The virgin release, thus, nothing changed!!

 

 

Link to post

TlogoTiny.png How can I contribute during Beta?

 

20210226120512_1.jpg

Provide feedback! Try it out. Play the Toy Story Quest! Tell us if you find ways to break things, and what could be done better, or you think is missing. Make a mod using Toys!

 

Should I start a new game?

Yes if its first use. This is because of the "Golden Rule". You'd be adding a mod (Toys) that cannot be at the end of your sort order, because it's an esm. If you do that with any mod, you need to start a new game, or expect eventually the creeping save corruption. Upgrading from Alpha 2 does not require a new game.

 

Can I run Toys together with with DD?

Yes you can, and in fact we want feedback/problem reports from users playing Toys with and without DD along side. So please feel free to try either way, or both ways.

 

 

 

  • Important: When using with DD, it's best to disable DD's Device Hider as it it will actively treat Toys like things it should hide. You can disable the hider at the top of DD's Device Hider tab
  • You can expect Toys to play nice with DD. It's API wont remove DD items. Manual equip of a Toy, will not replace a DD item. DD will, however, remove Toys. It's not able to play so nice and this is not it's fault. As of V0.2, Toys API has built in "DD awareness" which makes it very easy for mod authors play nice with DDs

 

Using Toy Story

End User: Try the quest! Use Toy Story's MCM tests to equip/unequip toys. Use Toys' MCM Misc tab, debug options, to remove toys.

Mod Author: Toy Story's MCM tests, serve as a demonstration for each of the Toy Handling API functions. The API summary can be seen on the Features page. If turned on in MCM, "Dev Tips" will pop up, referencing the demo code that ran.

 

What Features are currently Included / Not included?

  • See Features. It will be helpful to be familiar with the features, if you are providing suggestions or reporting problems
  • The cool detailed parts for Mod Authors are in the Hidden Spoilers, on the Features post
  • The incomplete features, planned for V1 (V1 is the first final non-beta release) are highlighted in yellow

 

Suggestions/Ideas

Please post them in either this support thread, or Toys Discord Server. Beta will be for refinements but we want your new ideas for post-V1!

 

You are a Mod Author & want to make a mod using Toys?

Help will be given, questions answered. If you need a mod idea, here are some needs:

  1. A mod for Toys that provides keys in creative ways (there is one in the works, but room for others for sure)
  2. A Bondage Shop style content mod for Toys
  3. Toys Packs. The idea here is somewhat like an "animation pack" for Sexlab. Additional API functions are coming for this

Beta 1is far enough along that you could get started now on any of these, and of course much more.

 

Reporting Problems 

If you find a problem, whether it be clearly a bug, or you don't know but it seems wrong, we want to hear about it. Reports can be made in this support thread, or in Toys Discord, Problem Reports Section.

 

When reporting, please use this guide...

Spoiler

When Applicable, which is most of the time, we do need to know the following. You can use this as a guide, or copy it as a template.

 

Did you start a new game when Toys was installed?

Are you running with DD Installed?

Are you using SE or LE?

Describe the problem, what you were doing:

Can you recreate the problem? If so what steps recreate it?

 

Papyrus log

  • When applicable, please attach a Papyrus log
  • There's a "how to get a Papyrus Log" in the FAQs
  • Ensure you have Toys MCM option "Verbose Logging" turned on. It's on by default
  • The papyrus log should capture the point in time where you recreated the problem, such that the the log ends right after the problem occurred
  • Please no partial logs, we need the complete un-snipped log
  • Please attach as a file, no copy/paste

 

 

Toys Discord Server https://discord.gg/DxuVBjPFZC

 

We will gladly respond actively to posts in this thread. Discord is an alternative. Its where our project work is discussed. It's also a better format to have a detailed discussion, thus we can expect it will tend to be where we will get into the deeper details.

 

Link to post

Obviously, very exciting and interesting!

So many questions right now...

 

 

I'll trim it down to this:

 

  • Does Toys use the double item pattern of DD, or single items?
     
  • Is the performance intended to be better? Or about the same?
     
  • Are any problems anticipated with race conditions on equip (which DD has historically been blighted by) or does it have a design that means equips are intrinsically atomic?
     
  • Is there an animation filter that will work for people who don't use DD at all?

 

I'm guessing that if a DD-centric mod wants to use this, it can do its own checks for Toys being present before it equips any DDs? While this will obviously be non-atomic, is there a locking mechanism in Toys we could hook into? Perhaps an equip wrapper in Toys that will perform the DD-equip so that it won't get into a race equipping DDs with a Toy equip?

 

Put another way, do you have any helper or example for how a DD equip can be done in a toy-safe way?

 

 

Something that allowed existing DD-mods to add their own Toy-compatibility without forcing a user to install Toys would be super-helpful.

e.g. a script file, or even an ESP we can merge into our own with injected forms.

 

 

If that's not a "thing" at this early stage - perfectly reasonable - is it impossible that such a thing might be added soonish?

 

 

My thoughts right now are:

1) make DF "toy safe".

2) maybe add some toys later, if I think they are fun, once I know what they do.

3) support toy detection in SLD if it makes any sense to do so.

 

1+2 would probably be wrapped up with moving DF to DD5, so probably weeks or months away still.

Link to post
1 hour ago, Lupine00 said:
  • Does Toys use the double item pattern of DD, or single items?

Single. No chance of broken/hidden device syndrome.

 

Quote
  • Is the performance intended to be better? Or about the same?

Faster overall. And it is from what I can tell, not that I've scientifically measured :P

Equip is not much faster because its actually limited to how long Skyrim takes to render. Only could speed that up if I used threads for parallel stuff. Seems overkill. Unequip is very fast. Swapping about the same. In all cases Toys does lots of checking to "play nice" with other mods which is automatic and built in, your mod does not have to manage this at all. 

 

Quote
  • Are any problems anticipated with race conditions on equip (which DD has historically been blighted by) or does it have a design that means equips are intrinsically atomic?

Race conditions are not permitted, its all protected with mutex.

 

Quote
  • Is there an animation filter that will work for people who don't use DD at all?

No animation filter. I have plans for alternatives to animation filter for after V1, but there will never ever be a forced animation filter, or any form of interrupting a sexlab scene. Also, if DD is in use, its animation filter is only going to work for devices not toys. If you wear only Toys toys, then there will be no filter even if DD is installed, which is a good thing.

 

Quote

I'm guessing that if a DD-centric mod wants to use this, it can do its own checks for Toys being present before it equips any DDs?

Checking for Toys present is actually very easy, there's a registry of what's currently worn sitting right in memory, almost literally. But Why would a mod want to equip both DD and Toys at the same time? I can't say I've not considered that possibility, but I'm not imagining this as a common use case. Either you are going to want to use Toys for all your needs, or not. Not the case? 

 

Quote

Put another way, do you have any helper or example for how a DD equip can be done in a toy-safe way?

I've not come far enough down the path to know how to deal with DD fully yet, as in what's possible. Currently Toys plays nice with DD. Won't remove its stuff. But I've not tested enough to know to what extent DD clobbers toys, I just know it does, and its not its fault. I know it does unequip them but not when or why exactly. Should Toys, for V1, try to deal with DD at all? I don't know yet. Its going to depend on feedback. 

 

I think the big question here is will people want to create mods that support both Toys and DD at the same time? Or will it be use one or the other only. For me SLaV is making a clean break from using DD at all.

 

Quote

Something that allowed existing DD-mods to add their own Toy-compatibility without forcing a user to install Toys would be super-helpful.

e.g. a script file, or even an ESP we can merge into our own with injected forms.

So you mean a soft dependency method of using Toys API, essentially? Trying to see the use case. Seems your questions are focused on mods being able to use both DD and Toys at the same time. 

 

Quote

If that's not a "thing" at this early stage - perfectly reasonable - is it impossible that such a thing might be added soonish?

If its what I said above, sounds difficult but its a matter of priority for what people want to see in V1

 

 

Link to post
33 minutes ago, VirginMarie said:

. Either you are going to want to use Toys for all your needs, or not. Not the case? 

Not.

Simply because converting all the DD equips and items is a big chore, but adding in some new Toys items might still be desirable.

 

DD items would be legacy and Toys would be for new functionality. Possibly, players could choose not to install Toys and still have a working mod, but with some features turned off, or replaced with a less featureful item.

 

e.g. Blindfolds, if Toys not present, you can have a DD one, as they're both blindfolds - gameplay obviously different though.

 

 

 

Random aside triggered by above example:

I quite like DD blindfolding in the mode where you can't move in third person and are blurred/fogged in first person, but as you know, there's no accounting for taste.

Not to say I wouldn't love to be able to actually move in third-person with some kind of stumble/grope animation.

But in first-person, having my game made near unplayable is the win!

 

 

 

The problem we're up against here is animation limits. DD has eaten so many, and Zap 8 has another great big bite, so maybe having DD and Toys in at once is not feasible unless the animations are genuinely shared a lot of the time. Is that the case, or is it a lot of new animations?

 

And I don't even want to think what Zap9 thinks it's going to do, if it appears as a real release.

 

Recently, I installed KuNeruNomu and found it has absolutely outrageous animation requirements.

I had to dump most of my sex animations to get it in. Clearly, I won't be sticking with it for long.

And that wasn't a sexlab limit, but a simple animation limit.

 

But animations is probably the limiting factor.

Unless we all move off FNIS ... which is maybe feasible ... but that Nemesis path is not easy for users right now, as far as I know.

 

So, I can understand if it's just stupidly impractical to try and have DD and Toys installed in a game at once.

Link to post
4 minutes ago, Lupine00 said:

converting all the DD equips and items is a big chore, but adding in some new Toys items might still be desirable.

 

If DD is not aware of Toys, and Toys struggles to be aware of DD (which is the case currently), then trying to compensate would be more work than just converting over 100% I think. So my goal is making it possible to do so, making sure you have all that you need to do so.

 

I can think through this and look at what options there are. To make it easy, I'd want the checks that are built in, that currently check for toys equipped by another mod, to also do the same for devices (i.e. detect a DD item too). But you'd still be on your own checking on DD's behalf.

 

The use case I was contemplating is a mod that caters to handling toys/devices, and that's its main purpose, like a bondage shop that wants to sell from both.

 

Effort to switch might be less than you think. If its mostly about converting the devices into toys, check out the Making Toys / Handling Toys / API on the Features post, it gives the steps. I make new toys in 10minutes per toy, or faster.

 

20 minutes ago, Lupine00 said:

Not to say I wouldn't love to be able to actually move in third-person with some kind of stumble/grope animation.

 

Not sure if you read this on the features page, but that's the current plan for blindfolds in Toys. We might include some other mode too but keeping it simple.

Link to post
48 minutes ago, Lupine00 said:

unless the animations are genuinely shared a lot of the time. Is that the case, or is it a lot of new animations?

Can't share animations because Toys must be able to work when there is no DD. And FNIS offers no way to auto share if they are the same, in fact you need to name them differently.

 

Now that said, Toys has a very light Animation foot print right now. I only see adding what would amount to 1.5X of what there is now. It just needs more alternate animations for yokes and blindfolds.

 

48 minutes ago, Lupine00 said:

but that Nemesis path is not easy for users right now, as far as I know

Last I heard Nemesis will be fine but does not yet support Alternate Animations so its not capable.

 

48 minutes ago, Lupine00 said:

So, I can understand if it's just stupidly impractical to try and have DD and Toys installed in a game at once.

To me its the other things I've already said. If making a switch, get the full benefit and do a clean break away, or not at all. But I kinda view life that way for all things.

 

Choosing to use both frameworks at the same time needs to have a big reason for it to pay off, because it would be like sticking 2 engines in your car, that work very differently, when only one of them is needed. Why buy a Hybrid, when you can get a Tesla?

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1 hour ago, VirginMarie said:

To me its the other things I've already said. If making a switch, get the full benefit and do a clean break away, or not at all. But I kinda view life that way for all things.

Do I understand that "clean break away" correctly in that you're suggesting that users will ideally have to do a 100% Toys only playthrough, or a 100% DD-only playthrough, depending on what mod(s) they want to play with? That, if I'm assuming correctly indeed, is going to cause major concerns for many players. It would be like Maria Eden all over again -- and a lot of heartbreak when putting together the load order and deciding which mod is "in" and which is "out".

 

2 hours ago, VirginMarie said:

No animation filter. I have plans for alternatives to animation filter for after V1, but there will never ever be a forced animation filter, or any form of interrupting a sexlab scene.

Sorry if I may be thick here, but how does that work with the chastity gear included in the mod? Will NPCs just stick their dicks through them if I'm wearing one?

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4 hours ago, VirginMarie said:

Not sure if you read this on the features page, but that's the current plan for blindfolds in Toys. We might include some other mode too but keeping it simple.

I did, and I was supporting that.

 

 

  

3 hours ago, VirginMarie said:

Last I heard Nemesis will be fine but does not yet support Alternate Animations so its not capable.

My point was that Nemesis is not at the point where users just download something from Nexus and it works.

If it's not on LL or Nexus, that is obstacle number one. (I know there is a mod on Nexus https://www.nexusmods.com/skyrim/mods/101371 but it's a long way behind the GitHub).

If it requires you to build it from source ... which it effectively does right now ... that cuts out a huge number of users.

I'm optimistic about Nemesis, but we're still a long way from the end of FNIS, unfortunately.

 

 

  

2 hours ago, El_Duderino said:

that you're suggesting that users will ideally have to do a 100% Toys only playthrough

 

I think it's clear that *have to* was not what was being said.

I believe some compatibility is present and some further compatibility may be added?

 

But whether it's practical to have both is uncertain.

My guess is that if you have the animation sets from both in, it's going to be touch-and-go whether you can get Zap8 in there, and if you can fit them, you simply won't have enough allowance left for all the animations you'd need for Slaverun, or Things in the Dark, or even KuNeruNomu.

 

That might be jumping the gun though. I guess I'll wait to see how it works out.

 

 

As a modder, whether Toys is more attractive to me is based on a combination of factors.

 

One area that has bothered me constantly with DD is the sloppy ad-hoc keyword design that means detecting whether a character is actually capable of having sex at all, or exactly which holes are open, is rather complex and cannot be handled using simple dialog conditions.

 

There's also the issue that DF ran aground on with respect to "block generic" and "quest" items.

The dialog condition can detect those things are present, but not that *other* items are present because there is no "non-quest" and no "non-block-generic" keyword to mirror the "quest" and "block-generic" keywords.

 

DD didn't plan ahead for these issues - arguably couldn't anticipate the needs of mods - but NOW we know the needs of mods. It's no mystery. DD hasn't cleaned up the keyword situation, so the problem marches on.

 

And then there was the recent "manipulate devices" thing. Toys has no exact equivalent it seems, but a mod can transform an item that is just removable into one that requires a key dynamically. I don't think the player can do that immersively though?

 

I wouldn't mind a clear "from the start" model of devices that are locked or not locked. So you could wear cuffs and have them not be locked, and add a lock to make them be locked.

 

The lock would be conceptually separate, and so could be an easy lock or a hard lock on the same cuffs, etc. 

 

I don't want that for "simulation" but some people would, but it would mean less devices overall because instead of making cuffs and then having dozens of variants with different lock mechanics, there only needs to one set of cuffs, that matches the model, and then a bunch of locks - and those locks could be used on gloves, or a collar, or a chain, etc.

 

So the total number of entities is ultimately reduced, and functionality expanded.

 

I think the Toys locking is based on dynamic property setting, so you can swap it any time, and that could support a separate lock mechanic as exposed to players. The lock is then just a way for the player to set the property, or to interact with the device when trying to remove it.

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The emergence of new things is always positive for a 2011 game.

But I still want to say that from the introduction of the pictures. Some of your items don't seem to have a good match for the bone weight of the characters, such as the rope, which has a rather exaggerated deformation.

Maybe you need someone who is very experienced in BS to make props.

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You might want to change the wording for the insignia set as I did not create the belt, harness and chastity piercing that feature in the screenshots. Perhaps you could say some items by audhol?

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6 hours ago, Lupine00 said:

But animations is probably the limiting factor.

Unless we all move off FNIS ... which is maybe feasible ... but that Nemesis path is not easy for users right now, as far as I know.

 

I'm curious as to how you are hitting the limits of FNIS XXL with just three mods. 🤔 Unless you want to have DAR active while you have sex animations, but the DAR Limitation is not a game/FNIS limitation.

 

3 hours ago, Lupine00 said:

If it requires you to build it from source

 

 

You can download the already compiled Nemesis from Github; you do not need to build it yourself.

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1 hour ago, MonVert said:

I'm curious as to how you are hitting the limits of FNIS XXL with just three mods.

That isn't actually what I said, but if you want to discuss that topic, I don't believe it belongs here where it would just be noise.

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8 hours ago, VirginMarie said:

Race conditions are not permitted, its all protected with mutex.

 

I'm interested, from a general scripting perspective, on the difference between using a Mutex vs a State.

In ToysHandler and ToysPlayerAlias you used a Mutex but a State would have (to my understanding) worked as well and would likely be faster.

 

Is this not the case?

Is there benefit to using one over the other or is using a Mutex for everything done for the sake of simplicity?

 

(When I speak of 'States' I mean:)

Spoiler

State Blocked
Event OnUnequipped(Actor ActorRef)
EndEvent
EndState

Event OnUnequipped(Actor ActorRef)
    GoToState("Blocked")
    DoStuff()
    GoToState("")
EndEvent

 

 

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