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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 (edited)

Toys V1.2 Has Released 

 

What's New 

  • Bound Features
  • More Compatibility with other Mods 

and more. See Change Log

 

 

Includes the new "moving spontaneous orgasm"...

 

 

HoT&WeT and SLaVE updates are out too. The updates are not required to work with Toys V1.2.

Edited by VirginMarie
Posted

I'm getting a problem where the toys are misaligned with the body, I have followed FAQ#1 and have tried with both Bodyslide files for SE, I am running CBBE 3bbb amazing body using MO2 with an override folder

Spoiler

20210819163426_1.jpg.733cfbfe46bd4512e67a2303a9372de5.jpg20210819163435_1.jpg.85625c350d78766d9749c7c87bbcf408.jpg20210819163432_1.jpg.1b025f75dfd2e280243b05d7ddbf4c5d.jpg

 

Posted (edited)
34 minutes ago, Rebe0 said:

I'm getting a problem where the toys are misaligned with the body, I have followed FAQ#1 and have tried with both Bodyslide files for SE, I am running CBBE 3bbb amazing body using MO2 with an override folder

 

All toys you try, or just that one?

 

I'm going to guess its all, since when I tried it just now, using latest release stuff, it works.

I've used The CBBE 3bbb package (note: no point trying anything other than that for CBBE 3bbb Body Amazing). I build with my preset, both the body (CBBE 3bbb Body Amazing), and the toys.

 

20210819131812_1.jpg 20210819131820_1.jpg

 

My guess is that you are not building both the body and the toys with the same preset, or you have something out of date, like not recent version of the body, or bodyslide. There's not much more I can do other than to say, follow those FAQ #1 steps.

 

 

 

Edited by VirginMarie
Posted
6 hours ago, VirginMarie said:

 

All toys you try, or just that one?

 

I'm going to guess its all, since when I tried it just now, using latest release stuff, it works.

I've used The CBBE 3bbb package (note: no point trying anything other than that for CBBE 3bbb Body Amazing). I build with my preset, both the body (CBBE 3bbb Body Amazing), and the toys.

 

20210819131812_1.jpg 20210819131820_1.jpg

 

My guess is that you are not building both the body and the toys with the same preset, or you have something out of date, like not recent version of the body, or bodyslide. There's not much more I can do other than to say, follow those FAQ #1 steps.

 

 

 

 Unfortunately I am sure that i used the same preset for both the body and the toys group, and i downloaded both 3bbb and bodyslide files today. further more if i use outfit studio the body seems to align with the toys correctly. I can also confirm that I've selected the correct override folder when batch building the toy group 

Posted (edited)

 

28 minutes ago, Rebe0 said:

further more if i use outfit studio the body seems to align with the toys correctly.

This demonstrates that the setup is correct, and something is wrong with what you are doing to utilize it.

 

I've built the same toy today, and shown you it works. Nobody else at all is reporting a problem. The bodyslide files have not changed since July 12, long enough that if there were a problem, it would be reported, particularly on the most popular body.

Edited by VirginMarie
Posted (edited)
On 8/17/2021 at 7:03 AM, VirginMarie said:

Uninstall, save game.... ops now load order changed and is now baked into your save thus corrupt.

Interestingly though - if you swap the mod you are removing for a dummy empty mod you can avoid this issue as the load order is preserved by the dummy mod. 

Edited by Bane Master
Posted
3 hours ago, Bane Master said:

Interestingly though - if you swap the mod you are removing for a dummy empty mod you can avoid this issue as the load order is preserved by the dummy mod. 

 

This can maybe sometimes work, but you also potentially leave behind some baked in scripts and other nasty thingies, from the previous mod. So its safety is in the "very questionable" category, just like results produced by a cleaning tool. The author of resaver admits this, right on the main download page. Perhaps safe for a script-less mod, or one that has a "shutdown" feature that you run first, if you trust it. Sexlab for example has a shutdown feature, but in its current state in SE, It's changed too much that I'd not touch it, and if you are uninstalling sexlab, you just started a new game anyhow because half your mods are gone :P . Just an example though. In the end... just follow the golden rule! :D

Posted

Hi all! Love the mods. 

 

I'm guessing the quest property is already baked into my save because I couldn't replace the giant red oversexed explosion that knocks everything off the shelves (via TESVEdit, just editing that property in the quest to use another explosion - thought it would work, but it didn't) - ended up having to adjust the vanilla ExplosionIllusionDark01 explosion to have a water splash and a whip sound and 0 force. That explosion is used by Wabbajack and a bunch of other vanilla things and I hate to do it but it's preferable to constantly exploding everything around me (I'm a little OCD and I hate ruining the Dollmaker's decor) and half jumping out of my skin when it happens. Though it's surprising and it looks cool! I get why you're using it.

 

Is there any chance in the future to copy that explosion over (rather than use the vanilla one) so that we can adjust it ourselves? If not, no worries! Thanks for all the hard work you're doing.

 

In case anyone else is interested (I'm using a water splash from the first explosion entry in Skyrim.esm and a whip sound from Deviously Cursed Loot because it's the first thing I saw in my compatibility patch that fit but you can use any sound and any model effect) here's an example change for that explosion: 

 

TES5Edit_NMszQxMTm0.png.e4b1937b4382ba5533e11b48db501de0.png

Posted (edited)
1 hour ago, arbiter said:

Is there any chance in the future to copy that explosion over (rather than use the vanilla one) so that we can adjust it ourselves? If not, no worries! Thanks for all the hard work you're doing.

 

*Giggles*  I was waiting for this to come up.

 

There's actually 2 explosion effects introduced into Toys, over the last 2 releases, plus one that is in HoT&WeT:

  1. Oversexed... The one you speak of. Red explosion
  2. Toy Transformations... Its visual is less extreme, with a tiny sound, but its physics is actually even more powerful
  3. Overheating in HoT&WeT if you have it... A more powerful red explosion (is the same one used for Love Shout in SLaVE)
  4. Strip Effect... Since the first Alpha of the Toys, the Strip effect include physics, and stuff scatters

What if there were an MCM option that allows you to turn off just the physics for all of these? You'd still have sound and light effects.

 

I do have another crazier idea, but its doable... The stuff that was knocked about and sent flying, could move back into place on its own... like maybe 10 seconds after. In fact its maybe even possible that staff slowly moves back into position, ghost like. Or the next time you explode, that fixes it. Probably unneeded to take any of this too far, but it would be cool :P

 

Edited by VirginMarie
Posted

DOABLE?! Sounds impossibru! But crazy awesome. 

 

tldr; yes an option to turn off physics would be great. but also when i'm in the middle of something and a firecracker goes off it's... ah, a bit offputting for me personally. but at the very least not blowing poor Dollmaker's crockery all over the place would be wonderful.

 

Full drunk response:

Yeah I hunted down each and every one of those and overrode the damn explosion in the quest or in the main mod (since SLaVE uses a copy of the mod-exclusive explosion) and nothing was working. Finally edited the vanilla explosion and it worked. I know one uses an undead killing explosion but I haven't gotten to the point I'd need to worry about that. 

 

Basically just the one that explodes everything when it goes up or down, which it constantly did because I had to try to stay horny in my personal locked up Wyrmstooth Immerslave alt start where you have to survive frostfall and native wildlife using hunterborn and campfire to make clothing and weapons out of animal parts because there are no NPCs to loot and Deviously Cursed Loot's strengthen spell (which I nerfed a lot) and other buffs were the only reason I was even able to walk outside the cave in my slave boots and chains and kite some wolves into some horkers and craft some lockpicks and bows and arrows and clothing.

 

Long story short this mod made that entire experience like 10x more enjoyable tryna keep my horny buffs... except occasionally during my camping trip I exploded in red fire, scaring the fuck out of me out of nowhere. ARE THESE HORKERS FIRE MAGES?! Luckily the horkers didn't have anything on shelves to spray across the coastline.

Posted

Wat. Why even. Wait. Masterpiece? Too much stuff, not enough space? Name this phenomenon after an onomatopoeia? WHATTHEFUCKEVERYWHERECASATROPHEEVERYTHINGSBACKWAITHOWDIDTHATHAPPABNNBNENRSHA;FJDKSL;AJF;LKOAQWEJFKL;AZJSDEFK;LJASZ;DILFOKJESDKL;JKL

 

-TURN MYSELF OFF-

 

-TURN MYSELF BACK ON AGAIN-

 

"Well I know karate. Voodoo too. "

 

"I'm gonna make myself available to you."

 

Fuck I left my Tom Waits Alarm on, my bad.

Posted

"I don't need no make up."
"I got real scars."
"I got hair on my chest."
"I look good without a shirt."

"Well I don't lose my composure"
"In a high speed chase"

 

FUCK I pressed snooze instead of turning it off. After a while it's just Tom Waits' masturbatory ode to himself. But the beginning's nice.

 

So yeah um.... that's some Season of the Witch scripting right there. I have NO IDEA how you did that.

 

"When I look out my window,"
"Many sights to see."
"And when I look in my window,"
"So many different people to be,"
"That it's strange, so strange."
"You've got to pick up every stitch,"

 

And you picked up every goddamn stitch. That's fucking amazing.

 

Posted
22 hours ago, VirginMarie said:

This can maybe sometimes work, but you also potentially leave behind some baked in scripts

Well that's where the script cleaner stage comes in before swapping the empty mod for the new version being reinstalled, buts lets just agree to politely disagree as I am guessing we are not going to convince each other ?

Posted
2 hours ago, Bane Master said:

Well that's where the script cleaner stage comes in before swapping the empty mod for the new version being reinstalled, buts lets just agree to politely disagree as I am guessing we are not going to convince each other ?

 

In order to use the cleaner, you must save before that swap. That save has changed the load order. Now the new load order is baked in when you insert your empty mod, thus you have changed the load order TWICE by the time you do a save with the empty mod. TWICE you have saved with a changed load order. TWICE you have broken the golden rule. TWICE you have corrupted your save.

Posted
15 hours ago, VirginMarie said:

 

In order to use the cleaner, you must save before that swap.

 

There is no change in load order, the process I use is:

  1. Disable mod to be removed and activate dummy mod at same position in load order
  2. Load game wait 30 seconds - save game
  3. Clean this save
  4. Load game wait 30 seconds - save game
  5. Disable dummy mod and enable updated mod at same position in load order.
  6. Load game - play.

This approach has worked consistently for me.

 

I only use it as a last resort to update mods where serious bugs have come to light as I agree that wherever possible you should only update mods where the author has published an update that doesn't require a "clean save".  

Posted
6 hours ago, Bane Master said:

 

There is no change in load order, the process I use is:

  1. Disable mod to be removed and activate dummy mod at same position in load order
  2. Load game wait 30 seconds - save game
  3. Clean this save
  4. Load game wait 30 seconds - save game
  5. Disable dummy mod and enable updated mod at same position in load order.
  6. Load game - play.

This approach has worked consistently for me.

 

I only use it as a last resort to update mods where serious bugs have come to light as I agree that wherever possible you should only update mods where the author has published an update that doesn't require a "clean save".  

 

Oh I see. That's a neat trick that does not break the golden rule and has a decent chance of utilizing a cleaning tool like resaver with success. Its for a limited use case and people have to understand when that use case is available, do the process exactly, and like you say, its last resort. It's not for the tame.

 

The main use case for Toys, is when you introduce Toys into your load order for the first time. For this, there's no opportunity to use your trick. There's no getting around starting a new game.

Posted
42 minutes ago, liruidong said:

Can the effects of toys be used for NPC?

 

No. Eventually, we will make some of them work, where it can work reliably and without making lag.  Any in particular that you'd wish for?

Posted
36 minutes ago, leesjig said:

HaHa that was interesting.  Using default settings of Toys, and Whorecrux, I was unable to save DD's chloe of first part of game before dying from masturbation, orgasm overload.  My pc actually died.  I'm going to have to get into mcm and figure this out to survive this. 

 

I think you will need to look at Whorecrux, and get help on the Whorecrux thread if needed, but let me know if you have Toys questions. I can tell you that these following Toys things have impact for Whorecrux...

  • each orgasm (when you see Squirting), will count towards the "Whorecrux journey" (like for example, when you will spirit fracture in Whorecrux). So this includes Toys' Spontaneous Orgasm, and the "squirting" events from any mod in the Toys Family of Mods
  • Toys contributes to arousal level, and arousal level is important in Whorecrux. Spontaneous Orgasm helps lower arousal level, unless you are using the Toys Denial hotkey and denying it, to avoid having an orgasm

If you died, the "HP loss" is coming from Whorecrux. Also keep in mind, Whorecrux is in beta and the author @Bratty Cheeks - RMCW would likely appreciate any feedback.

Posted (edited)

I seem to be having a problem with items that cause mystical binding. Whenever they trigger the effect I constantly get an equipping sound on my character that prevents any actions except walking around, only after spawning a key and unequipping does it fix itself. I have run the install test and everything is fine as far as I can tell.

 

Edit: Would replacing the default unarmed animation be the cause?

Edited by JJackal407
Posted (edited)
31 minutes ago, JJackal407 said:

I seem to be having a problem with items that cause mystical binding. Whenever they trigger the effect I constantly get an equipping sound on my character that prevents any actions except walking around, only after spawning a key and unequipping does it fix itself. I have run the install test and everything is fine as far as I can tell.

 

Edit: Would replacing the default unarmed animation be the cause?

 

I'm not understanding the problem statement too well, but let's first put this into context with the expected behavior.

 

First if you are not already doing so, use the Toys MCM Worn Toys tab, and click on the toy, to see its detail, and confirm it has the Magical Wrist Bindings effect. Note that there is also the Arm Binding Effect, which is different. Assuming its the Magical version, this has 2 modes:

  • Regular mode - you are posed with wrists tied, but you can break free at any time, to do things, like draw weapons and fight
  • Hardcore mode - randomly it can switch to this mode, in which you can't break free, and can only kick in combat (which is alternate animation for unarmed)

MCM lets you vary the mix of those two modes, or turn off hardcore, or make them always hardcore. Note that the other effect, Arm Binding, is essentially the HardCore with no choice of going "softcore".

 

The "equipping sound" is what you hear when the Regular mode switches to Hardcore mode. That sound is your weapons being disarmed. So if this is indeed all that's happening, it's working as intended, and you should be able to kick in combat. You will also notice the pose is different when hardcore engages, so that its obvious (unless you change this in MCM).

 

As mentioned, this is very adjustable in the MCM. If you don't want hardcore to happen, set its chance slider to 0.

 

If your problem is not just misunderstanding this, then lets get a bit more detail.

 

And finally, no, I don't think a replacer for unarmed animations can impact any of this, if its truly just a replacer for the vanilla unarmed.

 

Edited by VirginMarie
Posted
32 minutes ago, VirginMarie said:

 

I'm not understanding the problem statement too well, but let's first put this into context with the expected behavior.

 

First if you are not already doing so, use the Toys MCM Worn Toys tab, and click on the toy, to see its detail, and confirm it has the Magical Wrist Bindings effect. Note that there is also the Arm Binding Effect, which is different. Assuming its the Magical version, this has 2 modes:

  • Regular mode - you are posed with wrists tied, but you can break free at any time, to do things, like draw weapons and fight
  • Hardcore mode - randomly it can switch to this mode, in which you can't break free, and can only kick in combat (which is alternate animation for unarmed)

MCM lets you vary the mix of those two modes, or turn off hardcore, or make them always hardcore. Note that the other effect, Arm Binding, is essentially the HardCore with no choice of going "softcore".

 

The "equipping sound" is what you hear when the Regular mode switches to Hardcore mode. That sound is your weapons being disarmed. So if this is indeed all that's happening, it's working as intended, and you should be able to kick in combat. You will also notice the pose is different when hardcore engages, so that its obvious (unless you change this in MCM).

 

As mentioned, this is very adjustable in the MCM. If you don't want hardcore to happen, set its chance slider to 0.

 

If your problem is not just misunderstanding this, then lets get a bit more detail.

 

And finally, no, I don't think a replacer for unarmed animations can impact any of this, if its truly just a replacer for the vanilla unarmed.

 

All the effects are showing in the MCM. The equipping sound isn't a one off event, it's constant. I'm not getting any of the wrist tied animations when having an arm or wrist binding toy

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