sammythesquirrel Posted April 16, 2013 Posted April 16, 2013 If possible, I hope there's an option for vanilla voices (like grunts and moans and yells from fighting). It gets pretty silly when you heard the voice of characters only to have their voice sound like a porn stars which never matches the character or the game. What about replacing all vanilla grunts and moans with porn star voices, so it fits properly? I ewwww the idea. Me too *shudders* I'm fairly sure he/she/they were joking at least i hope so
Ashal Posted April 16, 2013 Author Posted April 16, 2013 "Wedding Rings by Ezuka" http://skyrim.nexusmods.com/mods/30093 allows the wedding rings to use a separate slot from the other rings. The recommended version uses slot 55 (conflicting with gags apparently), but it also has options for slots 48 (wrist cuffs?), 58, and 60. That seems like a more complicated one to handle, too. Realistically, it would probably stay on with husband and wife, but come off the rest of the time. I don't know how you'd want to handle that, but if you do find a way it would be nice. It wouldn't be feasible to put in exceptions for specific mods, and the extra slot masks that are claimed for certain types aren't set in stone either, people can stray from them. The best I can do is mark the extra slots for their "intended" use and go from there. It might be better to not make the final decision for the modders or users about what should be or shouldn't be unequipped. I understand that you want to get something out the door for alpha testing, but I'd suggest leaving space in the api for allowing modders to have control of each slot individually. You don't remove the exact same clothing for every sex situation. While the default may be to strip most everything a rape mod, for example, could provide an MCM panel that a user could say 'rip off the curiass and helmet' or 'only take off only the panties' if they've zapped all the panties from the remodeled MAK and are using an osare replacement. Lover's Comfort, on the other hand, might want to remove everything but the wedding ring mentioned above. A simple flag in the main call could deal with this: true, use the default as set by SexLab. False, strip nothing and leave the stripping to the calling mod. Or, you could go full bore and have an array passed. Either I'm missing your point or you're misunderstanding what I'm saying. I'm offering control over all the slots for the player to chose to unequip or not. I'm just saying what I won't code in specific use cases for mods like the wedding ring example you gave.
Cyndi Posted April 16, 2013 Posted April 16, 2013 I think they mean, that in some cases not having specific slot coding might hinder a specific plug-in. Not saying that you should do it, but having the option in there for someone else to code that into their plug-in themselves. Like a super in-depth bondage plug-in might need slots w/e available to be stripped, but slot such and such needs to be worn, without using one of the regular slots. Pardon my extra vague example. Edit: or a stripper plug-in, might want to only unequip one slot at a time between animation segments or something. Since those slot conventions linked went out the window about the same day the ck was released anyway, I think nearly every body type has it's own wants for slot usage. I know absolutely nothing about scripting, so for all I know a plug-in's own stripping data may very well override the frameworks stripping data anyway. The idea being that not coding it is fine, but if every plug-in is limited by that, it might not work out for everybody as a framework. But either way it's your framework, you get to choose whatever you like for it. Edit: *rereads a few posts* I think I misunderstood you meant when you were referring to slots also.
Pinute Posted April 16, 2013 Posted April 16, 2013 "Wedding Rings by Ezuka" http://skyrim.nexusmods.com/mods/30093 allows the wedding rings to use a separate slot from the other rings. The recommended version uses slot 55 (conflicting with gags apparently), but it also has options for slots 48 (wrist cuffs?), 58, and 60. That seems like a more complicated one to handle, too. Realistically, it would probably stay on with husband and wife, but come off the rest of the time. I don't know how you'd want to handle that, but if you do find a way it would be nice. It wouldn't be feasible to put in exceptions for specific mods, and the extra slot masks that are claimed for certain types aren't set in stone either, people can stray from them. The best I can do is mark the extra slots for their "intended" use and go from there. It might be better to not make the final decision for the modders or users about what should be or shouldn't be unequipped. I understand that you want to get something out the door for alpha testing, but I'd suggest leaving space in the api for allowing modders to have control of each slot individually. You don't remove the exact same clothing for every sex situation. While the default may be to strip most everything a rape mod, for example, could provide an MCM panel that a user could say 'rip off the curiass and helmet' or 'only take off only the panties' if they've zapped all the panties from the remodeled MAK and are using an osare replacement. Lover's Comfort, on the other hand, might want to remove everything but the wedding ring mentioned above. A simple flag in the main call could deal with this: true, use the default as set by SexLab. False, strip nothing and leave the stripping to the calling mod. Or, you could go full bore and have an array passed. Either I'm missing your point or you're misunderstanding what I'm saying. I'm offering control over all the slots for the player to chose to unequip or not. I'm just saying what I won't code in specific use cases for mods like the wedding ring example you gave. I misread you, I thought you were setting up groups of slots that we'd enable, rather than each slot individually. But I think you misread me as well, since I'm suggesting that you provide a mechanism where plug-in mods have the means of setting up those special use cases. Not every sex situation will want to unequip the same slots. There's rape, prostitution, random quickies, long play with the spouse, things we haven't even heard about yet that different mods will be implementing. A street walker giving a blowjob in an alleyway might not undress at all while a courtesan in a jarl's bedroom would be wearing only jewelry. A modder would probably be grateful for the ability to control that directly. Now, if you'd already decided to do that and I misread that as well, I'll just go slither back under my rock
Guest Posted April 16, 2013 Posted April 16, 2013 When creature animations are done, will it be possible to have animations with many creatures in them at once? I'm thinking about the Zombie bukkake set in Oblivion. xD
MasterAaran Posted April 16, 2013 Posted April 16, 2013 I'm pretty sure you're aware of this http://www.creationkit.com/Biped_Object , it lays out a 'standard' for those unamed body slots - and from what I've seen in nifscope it's using very similar naming for those slots. The mods that provide labia decorations are nearly all using slot 52. At least a couple mods are also using 57 for navel rings. it seems a bit odd that someone would take them off for sex so it'd be nice to have those available for player settings. Also, zaz is using 45 as the collar slot, 48 and 51 for wrist and ankle cuffs (at least, the matched set uses those two slots) and 55 for gags.I think there's a slot or two more that he uses, those are just the ones that mattered when I was messing around learning nifscope. So, depending on just how someone is dressing having control over those higher slots could be pretty important for immersion, not to speak of allowing modders to control, via your api, whether or not their accessories get removed by the core. Perhaps this isn't the right place, but Where could I find those Labia Decorations that you mension there? Also, I didn't realize that Zaz's resources are able to be used by 'players'... .... stupidity alert! .....
Cyndi Posted April 16, 2013 Posted April 16, 2013 @ MasterAaran "What mod is this III" thread, page 105 post #2095 by Randomguy alternatively search "piercing" on nexus, should be about 10 or 12 mods that come up. Probably what you are looking for.
BigOnes69 Posted April 16, 2013 Posted April 16, 2013 I'm pretty sure you're aware of this http://www.creationkit.com/Biped_Object , it lays out a 'standard' for those unamed body slots - and from what I've seen in nifscope it's using very similar naming for those slots. The mods that provide labia decorations are nearly all using slot 52. At least a couple mods are also using 57 for navel rings. it seems a bit odd that someone would take them off for sex so it'd be nice to have those available for player settings. Also, zaz is using 45 as the collar slot, 48 and 51 for wrist and ankle cuffs (at least, the matched set uses those two slots) and 55 for gags.I think there's a slot or two more that he uses, those are just the ones that mattered when I was messing around learning nifscope. So, depending on just how someone is dressing having control over those higher slots could be pretty important for immersion, not to speak of allowing modders to control, via your api, whether or not their accessories get removed by the core. Perhaps this isn't the right place, but Where could I find those Labia Decorations that you mension there? Also, I didn't realize that Zaz's resources are able to be used by 'players'... .... stupidity alert! ..... Just use help command such as help labia, help zaz, help panty, etc... under tilde command. The use player.additem or select NPC and use equipitem command. You can use the TESV editor and browse the mod armor and clothing to figure what what.
MasterAaran Posted April 16, 2013 Posted April 16, 2013 @ MasterAaran "What mod is this III" thread, page 105 post #2095 by Randomguy alternatively search "piercing" on nexus, should be about 10 or 12 mods that come up. Probably what you are looking for. @Cyndi Thanks a bunch! I wasn't sure if I would find something like that on nexus! Appreciate it! My Wild Nord Female might take advantage of those... might even find a place to post some pics of her ust use help command such as help labia, help zaz, help panty, etc... under tilde command. The use player.additem or select NPC and use equipitem command. You can use the TESV editor and browse the mod armor and clothing to figure what what. Thanks to you too BigOnes69. Though I already knew how to find objects in the game like that... I wasn't sure if Zaz's resources were ready to be used by players. I guess they are and I should have known that ...
Pinute Posted April 16, 2013 Posted April 16, 2013 @ MasterAaran "What mod is this III" thread, page 105 post #2095 by Randomguy alternatively search "piercing" on nexus, should be about 10 or 12 mods that come up. Probably what you are looking for. @Cyndi Thanks a bunch! I wasn't sure if I would find something like that on nexus! Appreciate it! My Wild Nord Female might take advantage of those... might even find a place to post some pics of her ust use help command such as help labia, help zaz, help panty, etc... under tilde command. The use player.additem or select NPC and use equipitem command. You can use the TESV editor and browse the mod armor and clothing to figure what what. Thanks to you too BigOnes69. Though I already knew how to find objects in the game like that... I wasn't sure if Zaz's resources were ready to be used by players. I guess they are and I should have known that ... Be careful - the stock zaz stuff has enchantments applied that will surprise you Also, if you're using UNP BBP 2.2x, there's a really nice set here on loverslab - http://www.loverslab.com/topic/9815-unpb-bbp-piercings/ second post, yellow 'download' link that also includes nipple ornaments that bounce! Be sure you're using the bbp 2.2x, not 2.2.
MasterAaran Posted April 16, 2013 Posted April 16, 2013 Be careful - the stock zaz stuff has enchantments applied that will surprise you Also, if you're using UNP BBP 2.2x, there's a really nice set here on loverslab - http://www.loverslab.com/topic/9815-unpb-bbp-piercings/ second post, yellow 'download' link that also includes nipple ornaments that bounce! Be sure you're using the bbp 2.2x, not 2.2. Really? What kind of enchantments? ((I know none of this conversation has anything to do with Ashal's work .... )) I'm not using UNP BBP... personally am a CBBE user. I've never been quite sure which I prefer more honestly, but I got CBBE from the start and decided to stick with it (though I don't use any of those 'skimpy' armor sets). I haven't taken the time to look into making CBBE Bounce and jiggle... though it might be fun to mess with sometime. Anyway, thanks again!
Guest Devianza Posted April 16, 2013 Posted April 16, 2013 I'm not using UNP BBP... personally am a CBBE user. I've never been quite sure which I prefer more honestly, but I got CBBE from the start and decided to stick with it (though I don't use any of those 'skimpy' armor sets). I haven't taken the time to look into making CBBE Bounce and jiggle... though it might be fun to mess with sometime. Anyway, thanks again! I used CBBE to begin with but since I create characters based on random comic characters I like, I found the CBBE bodyshape to be too large. So I switched over to this pretty solid UNP/seamless mod I found, the neck seam is really extremely hard to notice which I'm quite pleased with because neck seam issues are a huge pet peeve of mine, especially when it comes to Oblivion. However, I wanted to get a little jiggle so I tried BBP and the end result, horrible seam issues. One BBP mod caused Victoria's sexy walk to go haywire, the other one caused an actual tear in neck seam. In short, until I find a BBP mod that doesn't show a neck seam, I'm sticking without jiggle. Yes, I'm missing out since Arrok's animations use bbp but such is life. Kinda sucks since Oblivion, Fallout 3 and New Vegas all had neck seam issues by default but Bethesda finally released a game without the issue, only for modders to bring the issue back.
Ganen Posted April 16, 2013 Posted April 16, 2013 Sexis had the most promise so far, the only things that I been eagerly awaiting, beside the usual stability/bug fixes that is, are: -support for threesome/foursome animations. -support for non humanoid npcs (animals/monsters/beasts) -support for npc combat rape another npc (sexis defeated only had player rape) -more animations the usual basic mods are the cookie cutter rape/consensual sex mods, (yes consensual sex from dialogue, with speech skill checks are the preferred), but anything styles like sexout's tryouts, and in game sexual alternatives to complete quests/dialogues are most welcome'ed.
jackbite69 Posted April 17, 2013 Posted April 17, 2013 Very nice. Thanks for taking this up. Ready to port RandomSex over to this as soon as it's out (and probably add to it to have masturbating non-participants, and to make use of the threesome...). I'm willing to send modders an early copy to get a head start on making their current stuff compatible with SexLab, if you (or any other modders) are interested send me a PM. In theory though it shouldn't be more than just changing your HaveSex() call to SexiS to the SexLab equivalent. Could you send me your copy of the Default sound files please & i'll get too work on some alternative Voices!
Ashal Posted April 17, 2013 Author Posted April 17, 2013 Very nice. Thanks for taking this up. Ready to port RandomSex over to this as soon as it's out (and probably add to it to have masturbating non-participants, and to make use of the threesome...). I'm willing to send modders an early copy to get a head start on making their current stuff compatible with SexLab, if you (or any other modders) are interested send me a PM. In theory though it shouldn't be more than just changing your HaveSex() call to SexiS to the SexLab equivalent. Could you send me your copy of the Default sound files please & i'll get too work on some alternative Voices! Voices can be added at will, it's not defined by preexisting slots like in SexAddicts. They are treated more like animations and can be registered/unregistered for use from SexLab, up to the maximum Skyrim allows, 128. As a result though it's not simply dropping sound files into predefined folders, you have to create a script to load it, and a SoundDescriptor + SoundMarker in creationkit to define the sounds. But in the interest of breaking it down, a voices sound files are broken up into 3 markers/descriptors; mild, medium, & hot. mild is the default sounds, medium the "harsher" sounds used during aggressive acts, and hot used during orgasm. Throughout the stages though mild and hot will progressively mix more. During stage 2 a mild moan will be used most of the time, but there's a 1 in 8 chance of using a hot moan, as the stages progress the chance of selecting a hot instead of mild increases up to 1 in 4. Once you get to the final orgasm stage, it will only use hot. These are decided on by an API function on the voice references called Moan() function Moan(actor a, float strength = 0.3, bool rough = false) The first argument is the actor moaning, the strength is what determines how mixed the moan should be, 0.0 is all mild, 1.0 is all hot, setting rough to true will force it to use medium in place of mild. I set it up this way in effort to put a little more variety into it. But defining a new voice looks like this: scriptname sslVoiceFemaleMoan01 extends sslBaseVoice function LoadVoice() name = "FemaleMoan01" gender = Female endFunction Basically all you do is define what the name of the voice is, can be anything as long as it's unique among SexLab's voice registry, and the gender that voice belongs to. Then when adding that script to an esp file, you would define 6 properties. 3 of which are the sound markers for mild, medium, & hot, which you'll have to create when it comes to adding new voices. The other 3 are the topics. These are defined already by sexlab, so you can reuse them or create your own to use, but they are just blank dialog with a lip sync file and facial expression attached to them, which is what forces the actor to facially animate and open their mouth during a moan. It's a bit more complicated than previous mods, but that's a necessity of wanting to let people add as many new voices as they want, as well as customize their use in many ways. You can completely override how the moans work for a voice by defining your own Moan() function within the voice's script for example. I'm not sure if that all made sense or not, it's probably more confusing sounding than it actually is. But I'll have a written out API guide for adding voices once I release.
korenogamer Posted April 17, 2013 Posted April 17, 2013 So is the release date still Tuesday or Wednesday?Looking a little unlikely, wednesday at the absolute earliest though. Friday at the latest. I ended up spending a bunch of time I was supposed to spend finalizing everything redoing the voice system instead. are you gonna have male sex sounds too? Unlike other mods.
Ashal Posted April 17, 2013 Author Posted April 17, 2013 So is the release date still Tuesday or Wednesday?Looking a little unlikely, wednesday at the absolute earliest though. Friday at the latest. I ended up spending a bunch of time I was supposed to spend finalizing everything redoing the voice system instead. are you gonna have male sex sounds too? Unlike other mods. Yes. I've put together a voice pack for one myself.
Guest Devianza Posted April 17, 2013 Posted April 17, 2013 Yes. I've put together a voice pack for one myself. Honestly, that's better news than the news about threesomes. Without male sounds, they're either just mutes or they spew their one liners over and over. I had my PC kill its spouse after the spouse annoyed the hell out of me after saying the same thing over and over. But damn the game, I could be mistaken but it doesn't seem like the pc can re-marry.
Ripcat Posted April 17, 2013 Posted April 17, 2013 Thanks for your hard work Ashal,can't wait to try it : )
aravis7 Posted April 17, 2013 Posted April 17, 2013 Good to hear we can still choose what slots to unequip ; ) sexis had a lot of tweaking possibilities and i'ts good to keep it that way. A few questions: are you going to keep a "nude suit" system? Have you find a way to make the mouth open for the propper animations (thought there was a script for this in zaz pack)? If you keep the sexis system (animations tagged as "aggressive") can we retag those animations in game (cmod wanted to allow us to do it but he left before)? Keep up the great work ; )
Setekh Posted April 17, 2013 Posted April 17, 2013 But damn the game, I could be mistaken but it doesn't seem like the pc can re-marry. There's the multiple marriages mod for that.
Ashal Posted April 17, 2013 Author Posted April 17, 2013 Good to hear we can still choose what slots to unequip ; ) sexis had a lot of tweaking possibilities and i'ts good to keep it that way. A few questions: are you going to keep a "nude suit" system? Have you find a way to make the mouth open for the propper animations (thought there was a script for this in zaz pack)? If you keep the sexis system (animations tagged as "aggressive") can we retag those animations in game (cmod wanted to allow us to do it but he left before)? Keep up the great work ; ) Yes there will be a nude suit option. For keeping the mouth open to my knowledge there is no easy way currently as 1.9 broke most facial animations, only way I could think would maybe be making one really long and blank dialog topic with a lip file of just an open mouth, a possibility I could maybe look into, but not something I plan to focus on for the initial release. Animation retagging in an interface was something cmod abandoned as I recall. It's doable, just potentially a LOT of work for something somewhat minor. Atleast in sexis's setup for tagging anyway, as it had a limited number of predefined tags. SexLab allows completely custom tags instead of predefined ones, so it's a little less feasible for it. Though I could probably make a simple aggressive/non-aggressive toggle easy enough.
GECK.O Posted April 17, 2013 Posted April 17, 2013 @Ashal Do you make a different between consensual and rape? Especially in the animation slot? Do you also prepared the animation slot for 3P, 4P, 5P and each kind of animals/monsters too? How about sex with object like those in Oblivion? Like sex on chairs, book rack, cage, etc?
Ashal Posted April 17, 2013 Author Posted April 17, 2013 @Ashal Do you make a different between consensual and rape? Especially in the animation slot? Do you also prepared the animation slot for 3P, 4P, 5P and each kind of animals/monsters too? How about sex with object like those in Oblivion? Like sex on chairs, book rack, cage, etc? Yes, there is a distinction between "normal" and "victim" sex. Animations can be tagged however they like, "rape-y" animations are being tagged as aggressive. It's up to the modders to make use of those tags when selecting animations though. Animation slots for 3p, 4p, and 5p are treated no differently than 1p and 2p. There is zero code in it right now to account for animals/monsters, that probably won't be till far down the line. Sex with objects involved is possible, but not something I have any animations to actually test the implementation with properly. It's there in theory though.
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