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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


Recommended Posts

Posted
On 4/2/2021 at 8:03 PM, VirginMarie said:

 

Have any examples you could describe?

 

Do you mean DD mods equipping devices, replacing Toys (which is both expected and intended if such mod is not "Toys aware"), or something else?

 

The expected behavior is...

  • Toys will not replace/swap/remove any DD. Toys is DD aware and treat's DDs like they have a restrictive keyword
  • DD is not "Toys Aware" so will replace toys from Toys, not realizing its doing so (no fault of its own)

For Mod Authors:

  • A DD content mod can be made "Toys Aware" by checking just 2 keywords, without making a dependency (just one line of code)
  • A content mod that uses Toys API, will benefit from the "playing nice" feature built into the API (no need to check for DDs yourself, it will do that for you)

hello i am not eng fluent anyway il ltry to explain my experience,i had mod installed like sluts or submissive lola when those mods try to put on charater items ,toys ones wont leave and window start to pop over and over about u can unequipped this item and viceversa  it happened even with yps hair grow,it seems if u play with DD system and related mods those just not aware of toys.but not only mods even  the DD itself.

Posted
On 3/28/2021 at 11:40 AM, VirginMarie said:

QUESTION about Scenes in Combat

Beta 2 introduced an unintended side-effect. Spontaneous Orgasms and Exhausted are now able to occur during combat. I've fixed that for next release, but playing it that way in my play testing has being interesting, particularly for Exhausted where it maybe makes more sense to fall to the ground and squirm in exhaustion when there is still active combat. If the orgasm is "spontaneous", maybe that one makes sense too!

 

During the 2 scenes, you can't be harmed, but you will get hit lots, get bloody, and if you wear any toy that "breaks" (transforms) from hits, its not going to take long to break (which maybe helps you survive the battle lol). You can also use spacebar (by default) to skip the scene early at any point. The Spontaneous Orgasm will lower your arousal, usually making melted/transformed toys revert back, changing the dynamics of your battle if that toy maybe no longer has the hard core magical binding effect, for example.

 

I'm wondering if people would actually want these scenes to have the chance of occurring in combat? Maybe an MCM chance slider. What do you think? Maybe use this opportunity of the "unintentional feature" to try it out :P

 

My knee jerk reaction is that I wouldn't want the to pop during combat. When I was using the LE version of SLaV in the past, I already thought the exhausted animation in particular played too often and agressively turned down its proc percentage. However, when the Virgin beta comes out, I'll test it at first with the "unintentional feature" active and report back on how it works.

 

That said, my default answer on a lot of these things is "can we have an MCM control?" Maybe an "allow in combat" check box would be a good approach to let each player decide whether or not they want this.

 

One thing to consider with the breaking aspect too is that if people have mods like Loot and Degradation, Mortal Weapons and Armor, etc. etc. etc. they may end up with more than just their toys being wrecked while they get hammered as they flop around on the ground. Again, for some people at least I suspect this is firmly in "feature, not bug," territory as it gives more opportunities for the Dragonborn to end up wearing only her skin (and some toys, perhaps!)

 

Edit: Largely unrelated to the combat activation issue, but it just struck me that this feature out to have some very fun synergy with Sexlab Eager NPCs' feature where absorbing a dragon soul ups the dragonborn's arrousal (sometimes significantly depending on how you set the MCM). I imagine that could easily get into a scenario where absorbing a dragon soul tends to trigger a spontaneous orgasm. Mod synergy FTW

Posted
1 hour ago, gregaaz said:

That said, my default answer on a lot of these things is "can we have an MCM control?" Maybe an "allow in combat" check box would be a good approach to let each player decide whether or not they want this.

There will be an MCM chance slider. 0 = off

Posted
7 hours ago, VirginMarie said:

There will be an MCM chance slider. 0 = off

 

Oh sure, I was just responding to your specific question about these abilities going off in combat, not to them going off in general. I think for "general chance," the existing sliders work fine.

Posted
3 hours ago, gregaaz said:

 

Oh sure, I was just responding to your specific question about these abilities going off in combat, not to them going off in general. I think for "general chance," the existing sliders work fine.

I meant chance during combat. Spontaneous Orgasm and Exhausted both already have a "overall" chance slider. They will both get a 2nd slider "Chance during combat", probably set fairly low by default, with full range 0-100 to select. Spice up your game play babe!

 

Posted
1 hour ago, VirginMarie said:

I meant chance during combat. Spontaneous Orgasm and Exhausted both already have a "overall" chance slider. They will both get a 2nd slider "Chance during combat", probably set fairly low by default, with full range 0-100 to select. Spice up your game play babe!

 

 

Oh, I like it ??

Posted
4 minutes ago, joe_yawiki said:

Can I use this mod with bhunp body? Do I need to convert it first?

No, just download the SE version on it's own mod page and download the BHUNP files.  LE and SE have different pages.

Posted
3 hours ago, joe_yawiki said:

Can I use this mod with bhunp body? Do I need to convert it first?

 

Do you mean BHUNP LE? I believe it is, at least theoretically, fully backwards compatible with UUNP bodyslides. But I don't think it's officially supported for Toys so if there are minor misalignments or other glitches you may not be able to get a lot of support from the devs. I suppose you could convert the SSE BHUNP reference nifs back to LE, but SE->LE conversion is not something I'm really skilled with or knowledgeable about.

 

If you are running SSE, then as @mercplatypus mentioned you should visit the Toys SSE page. It has a native BHUNP bodyslide in the downloads section.

Posted
On 4/3/2021 at 9:33 PM, cascen said:

hello i am not eng fluent anyway il ltry to explain my experience,i had mod installed like sluts or submissive lola when those mods try to put on charater items ,toys ones wont leave and window start to pop over and over about u can unequipped this item and viceversa  it happened even with yps hair grow,it seems if u play with DD system and related mods those just not aware of toys.but not only mods even  the DD itself.

 

Interesting... thank you for taking the time to describe the problem. I'll test this as rigorously as possible when the Shout Like a Virgin beta starts and see if I can come up with either a workaround or recommendations to the author to make the mods interact more gracefully. I know from talking with @VirginMarie that her intention is for Toys to be able to coexist with Devious Devices.

Posted

Teaser...

 

For Innocent Pony Girls...

20210409100255_1.jpg  20210409100623_1.jpg

 

And the Bitch Boots melt...

20210409100431_1.jpg 20210409100512_2.jpg 20210409100459_1.jpg

 

Little bit of SLaVE snuck in there too, wonder who can spot it? :D

Posted

could you please add a trader somewhere so we can buy these ? additemmenu is a very bad item mod (way too much lagging and ctds) and the test menu in toy story only gives 2 sets (so barely half of the items?).

 

Posted
22 minutes ago, Dideldidumm said:

could you please add a trader somewhere so we can buy these ? additemmenu is a very bad item mod (way too much lagging and ctds) and the test menu in toy story only gives 2 sets (so barely half of the items?).

Its in the pipeline of things to do but it wont be part of the toys framework. There is a mod almost ready for release that will distribute the items and keys to the leveled lists. 

Posted
5 hours ago, Dideldidumm said:

additemmenu is a very bad item mod (way too much lagging and ctds)

 

That is strange. In my experience, AddItemMenu is great! I have been using it for years without any problems.

Posted
7 hours ago, Dideldidumm said:

could you please add a trader somewhere so we can buy these ? additemmenu is a very bad item mod (way too much lagging and ctds) and the test menu in toy story only gives 2 sets (so barely half of the items?).

 

While I don't think AddItemMenu lags/CTDs for most, it's not a lore friendly or interesting way to get toys. So I do agree that Toys needs a "bondage shop", or something along those lines.

 

The mod coming soon that audhol mentions, is from another author and will allow you to find toys and keys out in the world. But we still need someone to make bondage shop style content mod for Toys! Maybe this will inspire an author! Maybe someone poke laura :D

 

In the meantime, while testing a new API for Toys that will make it easy to do a bondage shop, I many end up putting a basic shop in Toy Story, as a way to both test and demo it. I'd not want to take away from the efforts of a true bondage shop content mod, so it would be very basic.

 

SLaVE, which is coming soon too, works well without any bondage shop. So have no fear, solutions will be here!

Posted
3 hours ago, Herowynne said:

 

That is strange. In my experience, AddItemMenu is great! I have been using it for years without any problems.

i have used it in the past.

but as soon as you start adding more and more mods, it really impacts performance. in my current setup i maybe could use it, in my old one it constantly killed the game at a certain point. armor replacers, bikini armors, dd´s and endless amounts of costumes just create really large item numbers after a while. 

 

it´s easier to make a bat file with item ids or crafting mats than to figure out how to make it work. gotta do that with all the mods here already.

Posted
3 hours ago, Dideldidumm said:

i have used it in the past.

but as soon as you start adding more and more mods, it really impacts performance. in my current setup i maybe could use it, in my old one it constantly killed the game at a certain point. armor replacers, bikini armors, dd´s and endless amounts of costumes just create really large item numbers after a while. 

 

it´s easier to make a bat file with item ids or crafting mats than to figure out how to make it work. gotta do that with all the mods here already.

I think it's a great mod to test stuff out or see how it looks in game but regardless of performance issues like VirginMarie said its breaks the immersion of the game and feels unsatisfying to use. If your really desperate to play with the toys you could use lootification or the xedit/ssedit addon to introduce toys to the leveled lists. 

Posted
On 4/12/2021 at 1:30 PM, Dideldidumm said:

i have used it in the past.

but as soon as you start adding more and more mods, it really impacts performance. in my current setup i maybe could use it, in my old one it constantly killed the game at a certain point. armor replacers, bikini armors, dd´s and endless amounts of costumes just create really large item numbers after a while. 

 

it´s easier to make a bat file with item ids or crafting mats than to figure out how to make it work. gotta do that with all the mods here already.

 

I believe the older versions of the mod scanned all the records and was susceptible both to Scaleform overflow problems in the inventory menu as well as crashes from broken records like items with a corrupted ground object mesh. 

 

I use the current version of additemmenu for diagnostic purposes when I'm testing mods, and I haven't noticed any performance problems when I use the function where you choose which plugin you are looking through and then choose the record out of an inventory menu; I don't really use the search function but that might still have performance issues on large mod loads.

 

The bigger issue with additemmenu, as I understand it, is that some mods, including at least one here on the Lab, sabotage additemmenu via soft dependency functions because the authors don't like the idea that players can "cheat" while playing their mod. I won't opine further (plenty of people already know my feelings on this technical approach), but that might also be part of the problem if you are getting crashes. 

Posted
3 hours ago, gregaaz said:

use the search function but that might still have performance issues on large mod loads.

 

At least on SE, the AddItemMenu search function works great and is very fast, even on my load order of hundreds of ESP files and ESL-flagged ESP files.

Posted
5 hours ago, gregaaz said:

 

I believe the older versions of the mod scanned all the records and was susceptible both to Scaleform overflow problems in the inventory menu as well as crashes from broken records like items with a corrupted ground object mesh. 

 

I use the current version of additemmenu for diagnostic purposes when I'm testing mods, and I haven't noticed any performance problems when I use the function where you choose which plugin you are looking through and then choose the record out of an inventory menu; I don't really use the search function but that might still have performance issues on large mod loads.

 

The bigger issue with additemmenu, as I understand it, is that some mods, including at least one here on the Lab, sabotage additemmenu via soft dependency functions because the authors don't like the idea that players can "cheat" while playing their mod. I won't opine further (plenty of people already know my feelings on this technical approach), but that might also be part of the problem if you are getting crashes. 

yep to all three arguments.

 

i dont like trying to stop "cheating" in mods, considering if you put the item in the game, a simple console command gives you either the item id or the mats to buy or craft it.

additem just gives it a nicer look and has the benefit of not having to look up the console commands, use the ingame console etc pp...  but its not worth it to have more headaches.

it´s a mindboggling stupid approach, considering half the time spend modding is making sure nothing conflicts and trying to get everything to run.

 

Posted

Toys and Toys Story Beta 3 is released20210409100431_1.jpg

 

 

 

What's New in Beta 3... Bitch Boots, New and updated API functions, and more... See Change Log

 

 

 

Note that SE is not up yet. Currently uploading and my slow upload speed means maybe up to 2hrs.

 

EDIT: SE is up now

Posted

Test Report: Toys/Toy Story V0.5

Test Baseline Link: https://modwat.ch/u/Bachmanis

 

Modules loaded and checked in xEdit

Both files passed error check

Toys.esm reports no conflicts

Toystory.esp reports 1 conflict

  • Worldspace record 00009B93 reverts the official SSE water flow fix from Update.esm. If the end user does not merge the changes (either manually or with a tool like Wrye Bash) they may observe water seams in the vicinity of the Phasing Stone. (note that these water flow fixes post-date end of life of Skyrim LE and do not appear in the LE version of update.esm)

Toystory.esp contains 1 suspected wild edit

  • CELL record 00039850 changes lighting data settings for Nightingale Hall (the vanilla one, not the clone used by this mod). This mod contains no other edits to this cell. Recommend removing this record from toystory.esp as it appears to be a wild edit.

Both files passed cleaning check – no ITM or UDR issues

Patched copy of Toystory.esp attached for reference.

 

Ran External Tools

Successfully ran FNIS

Successfully ran Nemesis

Successfully ran Bodyslide for BHUNP set

 

Launched Skyrim SE

Created new Female Nord character

Because of time constraints, all MCM settings left at defaults except settings required for stability

Successfully ran installation test in ASLAL cell

  • Observation: character uses full sexlab stripping profile even if limited stripping is checked. Recommendation (as a post release enhancement): ensure that spontaneous orgasm/exhaustion events use the foreplay/limitedstripping Sexlab strip function and not the “full” stripping feature (or provide an options for it to do so).
  • Observation: jumping immediately after spontaneous orgasm permanently clears “fondly thyself” animation loop. Recommendation (as a post-release enhancement): review Dynamic Animation Replacer and assess if this would provide a more nuanced way to control the various conditional idles.

Started with ASLAL Camping in the Wood scenario

Proceeded to Forrien’s corpse. Facegen was loaded correctly.

Curio toys attached correctly

Walked to phasing stone

Completed phasing stone scene.

  • Known issue: FK's Diverse Racial Skeletons causes misalignment in this scene. Recommend compatibility note either advising that this mod specifically will cause misalignment, or warning that not using vanilla or XPMSE creates a risk of misalignment.
  • Render delay timing and length was comparable to previous builds
  • Brief animation re-loop observed just before the teleport occurred

Recording of scene uploaded for reference

Successfully entered the Sepulcher.

  • Observation: stripping event only removed torso armor, left head, arms, and legs equipped. Reported only to confirm this is functioning as intended.

Nightly’s facegen confirmed to be functioning properly

Second round of toy equipping worked successfully

Successfully triggered spontaneous orgasm

Successfully ejected anal plug on orgasm

Successfully returned to mundus

 

 

 

ToyStory.esp

Posted
3 hours ago, gregaaz said:
  • Observation: character uses full sexlab stripping profile even if limited stripping is checked. Recommendation (as a post release enhancement): ensure that spontaneous orgasm/exhaustion events use the foreplay/limitedstripping Sexlab strip function and not the “full” stripping feature (or provide an options for it to do so).

Sexlab's API does not offer the limited stripping option, its there only for sexlab scenes.

 

Toys is expecting full stripping, I'm not sure why we'd want otherwise. Working as intended. What problem does it present to work this way? Note that this is a generic function in toys InitSceneStart() so while Spontaneous Orgasms may seem fitting for limited stripping, other scenes could be broken looking without full stripping.

 

3 hours ago, gregaaz said:
  • Observation: jumping immediately after spontaneous orgasm permanently clears “fondly thyself” animation loop. Recommendation (as a post-release enhancement): review Dynamic Animation Replacer and assess if this would provide a more nuanced way to control the various conditional idles.

While I might one day look into Dynamic Animation Replacer, this is not a good reason to do so as I could easily prevent the "clearing". Keep in mind that the "advance hot key" is the space bar, so nothing wrong with it canceling it out.

 

3 hours ago, gregaaz said:

Observation: stripping event only removed torso armor, left head, arms, and legs equipped. Reported only to confirm this is functioning as intended.

Yes working as intended. That's the the new "hidetoys" feature in play and you will see it hide selected toys, fitting for the situation, anywhere from 1 to 7 slots.

Posted
1 hour ago, VirginMarie said:

Sexlab's API does not offer the limited stripping option, its there only for sexlab scenes.

 

Toys is expecting full stripping, I'm not sure why we'd want otherwise. Working as intended. What problem does it present to work this way? Note that this is a generic function in toys InitSceneStart() so while Spontaneous Orgasms may seem fitting for limited stripping, other scenes could be broken looking without full stripping.

 

Part of it is "muh immershun" in that it takes me out of the moment if my character takes the time to undress for these seemingly spontaneous scenes. But the bigger part is game mechanical. The character undressing unexpectedly can cause a lot of complications with mods like Frostfall, or mods that impose criminal penalties for public indecency. It can also cause issues when arm restraints prevent redressing (which doubles down the game mechanical problems I mentioned a moment ago).

 

Personally, if it were up to me I'd include no stripping behavior at all for those two events (spontaneous orgasm and exhaustion) and just carry forward the actor's existing clothing state. So if they were naked from a sexlab scene or whatever, fine, stay naked, but having it always completely undress the character every time isn't my preferred behavior. However, I understand that it's easy for me to say this as the end user and maybe not so easy for you as the author. I just hate the idea that I would have to heavily turn down the probability or even turn off a feature like this because of the stripping behavior. 

 

1 hour ago, VirginMarie said:

Yes working as intended. That's the the new "hidetoys" feature in play and you will see it hide selected toys, fitting for the situation, anywhere from 1 to 7 slots.

 

Interesting. Just for reference, that whole scene was kind of weird with my character walking around bare-torso'd but still with her gloves, boots, and hat on (only to take them off for the forced orgasm later - see my previous comments about immersion). Nothing strictly wrong with it, but I would have expected to have all of her gear stolen in that event. Not a hill worth dying on though - proceed as best fits your vision for that scene :)

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