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Toys Poll  

991 members have voted

  1. 1. The most important feature in Toys is...

    • The toys themselves
      309
    • Toys Effects & Buffs, incl. transformation & unique escape methods
      192
    • Toys "Love" features... Rousing, Fondle, Denial, Oversexed, Spontaneous Orgasm
      212
    • Animations... Bound, Blind Fall, Spontaneous Orgasm, Signing, & Other
      278
  2. 2. When using Toys, I normally have...

    • Only Toys Framework installed
      134
    • Toys + DD installed
      94
    • Toys + ZAP installed
      135
    • Toys + ZAP + DD installed
      628


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Posted
7 hours ago, audhol said:

how dos toys detect that character is futa

 

1.png

 

It's not going to detect, because it could assume wrong. You will tell it who you are in MCM. We can expand on this for size and such if needed.

 

What we start with would be limited and only support what we've guessed is "most used". We'd be doing well if that's only ONE thing we support with one toy, for V1.

 

My first question, is... what is that one thing we support? Or for futa do we take the vertical integration route and do it all ourselves. Crazy but in fact if integration with existing is a Hodge podge of dog's breakfast, it could be the easier/cleaner route.:P

 

Is there not one standard "go to" Futa solution that most SOS users user? Does SOS not do Futu itself?

Posted
19 minutes ago, VirginMarie said:

It's not going to detect, because it could assume wrong. You will tell it who you are in MCM. We can expand on this for size and such if needed.

Toys is going to detect futa by the inputs of the user in the mcm, so do we then proceed with equipping futa devices only to females tagged with having a penis? what about if the yes/no option for penis was in fact 4 choices no/standard/large/equine? That would cover everything for both males and futas.

Posted
1 hour ago, audhol said:

Toys is going to detect futa by the inputs of the user in the mcm, so do we then proceed with equipping futa devices only to females tagged with having a penis? what about if the yes/no option for penis was in fact 4 choices no/standard/large/equine? That would cover everything for both males and futas.

Yes that sort of thing. We will work it out. Would we really have standard/large/equine for first release? Dunnno :P That's a lot of work, mainly for you. Its...

         number body types supported    X    2 Skyrims (LE and SE)     X     number of sizes

 

So if we have only 1 size at the start, its already what? You do the math. At least 4 meshes per toy not including regular male and female. It might be better to have only one size, but more toys, when we first start. As long as we design for expanding that later, and don't corner ourselves, we have a good starting point for Toys.

Posted
11 hours ago, gregaaz said:

Those are all vanilla records, not unique Toy Story records.

Thanks for getting together with me on this in the discord. We both leaned a few new things! Toy Story now has 1 less of these silly wild edit records, and the other 2 are deemed good. Sometimes WILD is GOOD *giggles innocently*

Posted
15 minutes ago, VirginMarie said:

So if we have only 1 size at the start, its already what? You do the math. At least 4 meshes per toy not including regular male and female. It might be better to have only one size, but more toys, when we first start. As long as we design for expanding that later, and don't corner ourselves, we have a good starting point for Toys.

Surely the point of cock chastity is tgat it can't expand? 

Posted
4 minutes ago, audhol said:

Surely the point of cock chastity is tgat it can't expand? 

I prefer expandable, within reason. Over-expanded or bloated script and ESPs can blow up in your face, leaving you in a bad state.

Posted
13 minutes ago, VirginMarie said:

blow up in your face, leaving you in a bad state.

At least you'd have some sauce for your chips if your out of mayonnaise. 

Posted

also the horse and futa schlongs are slider based in racemenu, you could look at some of the futa/schlong enabled armors and see how they did it and use it as a reference

 

edit: also since they are tied to sos if you use the sos measurements and simply make it a slider  based mesh tied to the sos sizes then it also shouldn't be a problem, I believe a couple armors already do this find one of those and use as reference? might work? if its tied to a slider you could also get away with 1 mesh regardless of type used instead having to have multiple sized meshes

Posted

@VirginMarie Not sure if I mentioned this when we were speaking earlier, but I ran the standing stone scene with sound and squirting both turned off. It did not affect the render delays at all. I am going to test some vanilla SL scenes with Toys loaded shortly and I will let you know if Beta 2 resolved the increased delay during actor alignment.

Posted

OK, good news, the regular sex scene delay is back to normal, just a blink-of-the-eye pause during actor alignment and then completely smooth. I think your tweaks in Beta 2 have resolved that issue.

Posted
1 hour ago, gregaaz said:

OK, good news, the regular sex scene delay is back to normal, just a blink-of-the-eye pause during actor alignment and then completely smooth. I think your tweaks in Beta 2 have resolved that issue.

1.gif 

 

 

 

YESSSSS !!!!

 

1 hour ago, gregaaz said:

I ran the standing stone scene with sound and squirting both turned off. It did not affect the render delays at all.

I'm going to conclude that I can't do anything. 800+ mods is a lot. That scene also has the stone shaking, which is scripted shaking, not animations, so its more script intensive that most scenes, but also render intensive, and your system is probably on the edge of overloaded.

 

The reason the sexlab scene was effected was a dumb thing I did that is hard to explain, and it was present for the standing stone too. It was not render lag. So I was confident it would work. The way to check for it is by looking in the log...

  • For sexlab, there should be no "[Toys] Check EFFECTS" from the point that sexlab logs the scene starting, and when it logs the scene ending
  • For standing stone, there should be no [Toys] Check EFFECTS from the point that you see [Toys] Init Scene Started and then [Toys] Init Scene Ended. Applies to Spontaneous Orgasm, Exhausted, and any scenes another mod does using the public API for scene start/end. SLaV will be using it a whole lot

So you can watch for that tell tale entry if you like going forward. The solution was to not allow Effects to Check during busy status, also tied to public API, which is the Toys.IsBusy() which returns true for all busy states including its own, mods calling the scene start/end api (so the standing stone for example), and and sexlab.

 

Posted
2 hours ago, Zellgarith said:

its a example of schlongified clothing might be a good place to look first to see how its handled

Thank you for pointing to these things, I've being reading :D

Posted
1 hour ago, spawntx1 said:

Nightly has black face bug, easy way to fix?

Yes, you are 2nd to report it. Thanks. It shall be fixed for next release. I did already supposedly fix it but apparently the files did not make it into the thing I uploaded :P

Posted
4 hours ago, VirginMarie said:

Yes, you are 2nd to report it. Thanks. It shall be fixed for next release. I did already supposedly fix it but apparently the files did not make it into the thing I uploaded :P

does setnpcweight fix the issue?  if so temp fix whats nightly's base weight and just set it manually when you see them

Posted
4 minutes ago, Zellgarith said:

does setnpcweight fix the issue?  if so temp fix whats nightly's base weight and just set it manually when you see them

Doubt that it would fix. Try it, probably 0.5.

Posted
41 minutes ago, VirginMarie said:

Doubt that it would fix. Try it, probably 0.5.

 

Yeah, the "setnpcweight" workaround isn't a permanent fix. It makes the dark face go away, but it dumps a lot of the face data and can lead to "potato face bug." Also, it doesn't persist across saved game loads.

 

@spawntx1, @Zellgarith, as an end user, there's a tool you can use when you encounter dark face bug to get a better result than the set weight "fix". However, from a publisher's point of view the answer is to just make sure the facegen files are working right.

Posted

Here's the facegen (zip file after the sceen shots), BTW, if you want to see how the actors are intended to look.

 

@VirginMarie, question for you, is it intentional that the non-bound stagger animation puts the actor's hands behind his back like he's an armbinder? I noticed that in Beta 1 and forgot to report it, and just now I noticed in Beta 2 as well. Also, my male character squeels like a girl when the phasing stone violates him. Functioning as intended? ?

ScreenShot73.png

ScreenShot74.png

Toys Beta 2 SE Facegen.7z

Posted
7 minutes ago, gregaaz said:

question for you, is it intentional that the non-bound stagger animation puts the actor's hands behind his back like he's an armbinder? I noticed that in Beta 1 and forgot to report it, and just now I noticed in Beta 2 as well.

Known thing. Currently the H2H, non-combat animations for both Arm binding and yoke binding, don't yet work, so I cheated and used replacers (meaning they stay there all the time). Its more than just the stagger ones. Yoke in particular, is a WIP.

 

7 minutes ago, gregaaz said:

 

Also, my male character squeels like a girl when the phasing stone violates him. Functioning as intended?

There is no male support anywhere yet. We will be doing male support, in a limited way, for V1, then chipping away at it to increase the support. Some of the assets we use and did not make ourselves, will be impossible to do anytime soon. Sounds not too hard.

 

As you already know, we are currently working on male/futa/beast toys system, and first toys for them.

Posted
56 minutes ago, VirginMarie said:

Known thing. Currently the H2H, non-combat animations for both Arm binding and yoke binding, don't yet work, so I cheated and used replacers (meaning they stay there all the time). Its more than just the stagger ones. Yoke in particular, is a WIP.

 

There is no male support anywhere yet. We will be doing male support, in a limited way, for V1, then chipping away at it to increase the support. Some of the assets we use and did not make ourselves, will be impossible to do anytime soon. Sounds not too hard.

 

As you already know, we are currently working on male/futa/beast toys system, and first toys for them.

 

Perfect, that's about what I figured but wanted to confirm.

Posted

Minor issue i noticed, after getting out of a toys wrist restraint that was functioning as an arm binder it returns you to the default walk animation so if your using FNIS sexy moves you need to then select another walk animation and then return to the one you were using to go back to whatever your walk/run animation was before wearing the wrist toy

 

for FNIS sexy move thats like a 5 second issue but might be bigger if peeps are using other walk replacers

Posted
1 hour ago, pinky6225 said:

Minor issue i noticed, after getting out of a toys wrist restraint that was functioning as an arm binder it returns you to the default walk animation so if your using FNIS sexy moves you need to then select another walk animation and then return to the one you were using to go back to whatever your walk/run animation was before wearing the wrist toy

 

for FNIS sexy move thats like a 5 second issue but might be bigger if peeps are using other walk replacers

Yes this was reported by one other, but was not too clear what's up. I have on my list to check by testing with Sexy Move. That's a very widely used mod and I want it to work.

 

Magical Wrist Brandings does not just the hard core Arm Binder mode (when you can only kick in combat), but also the other poses that you can breakout out of and use a weapon. So what happens when those are in play? Same thing?

Posted
35 minutes ago, VirginMarie said:

Magical Wrist Brandings does not just the hard core Arm Binder mode (when you can only kick in combat), but also the other poses that you can breakout out of and use a weapon. So what happens when those are in play? Same thing?

 

When they were in behind the head mode which i could break to equip a weapon it was going into default weapon stance and then back into behind the head mode, i'm using sexy moves option 9 so hard to tell but it didn't look overly weird was just when i eventually worked out how to get them off when they were restricting combat that i noticed i was back in the default run/walk animation

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