Shadox Posted March 9, 2021 Posted March 9, 2021 SL CFTO (SexLab + Carriage and Ferry Travel Overhaul) View File This is a simple mod on top of CFTO, to add some other ways to pay for travel  both plugins are ESP/ESL flag, the plugin SL_CFTO_Only.esp is optional and removes all "pay in gold" dialogues  Required: - Carriage and Ferry Travel Overhaul (Formerly Complete Fast Travel Overhaul) - or "CFTO"  Optional/Recommended: - Devious Carriages -Continued- , since SL_CFTO (this mod) makes it compatible with CFTO - High Poly NPC Overhaul - Carriage and Ferry Travel Overhaul (CFTO) (and its requirements) - anything that disables Fast Travelling  ----------- This is WIP: only paid carriages are covered so far, ferries remain to be added (i'd prefer to make sure everything is working fine first, that's why i'm kinda looking for beta testers at this point, since this is my very first scripting attempt). I would gladly upload or integrate any custom patches for it, if you manage/have ideas to polish this thing a little bit Since this only adds a bunch of dialogues + script, it should be safe to add/remove/update over time in a playthrough. (<- I can't say the same about CFTO itself tho) -----------  Plans: - implement Ferries dialogues (0% done so far) - diversify animations according to travel cost - any cool voiced dialogue ressource that i could use? Submitter Shadox Submitted 03/09/2021 Category Adult Mods Requires SexLab, CFTO Regular Edition Compatible No 3
DonQuiWho Posted March 9, 2021 Posted March 9, 2021 Sorry. What follows is basically rubbish as the mod referred to is for LE and I just realised your's is for SE  But I suppose that the point may hold good if someone converts Devious Carriages Contd to SE / it works straight out of the box on SE  Apologies for the mistake, and best wishes for this   This looks good. I'll have to try it out on a new game sometime  Meantime, you might want to check out how your mod will fit in with the CFTO patches included in, and made for, Devious Carriages - Continued  This post, and others both before and after on that thread     Â
Shadox Posted March 9, 2021 Author Posted March 9, 2021 22 minutes ago, donkeywho said: But I suppose that the point may hold good if someone converts Devious Carriages Contd to SE / it works straight out of the box on SE unless i read it wrong, but it doesn't seem to cover the "paying" step of the process? it looks like it only fires sex events on the end of the trip, but i might just be wrong about it tho, i didn't test it myself, so far they even look complementary  (also, CFTO uses its own dialogues/scripts for carriages, i'm not sure it can be covered out of the box)
Shadox Posted March 9, 2021 Author Posted March 9, 2021 Concerning PB's devious carriages patch for CFTO, i notice (in your own message @dunkeywho btw that he patches KmodCarriageScript.pex, which i also patch :x so if this is going further i'll look into making a compatibility patch i guess 2
Shadox Posted March 11, 2021 Author Posted March 11, 2021 Here we go, i embed support for Devious Carriages -Conitnued- , which makes it compatible with CFTO Any feedback is welcome,  2
indolu Posted March 12, 2021 Posted March 12, 2021 On 3/9/2021 at 12:13 PM, Shadox said: - any cool voiced dialogue ressource that i could use? There is a new tool, called xVAsynth that you might want to check out. it will let you create new custom lined voices with the actors already in the game.
Shadox Posted March 12, 2021 Author Posted March 12, 2021 4 hours ago, indolu said: There is a new tool, called xVAsynth Wow, it looks cool indeed, i'll play with it, thanks!
ElvinJG81 Posted March 12, 2021 Posted March 12, 2021 1 hour ago, Shadox said: Wow, it looks cool indeed, i'll play with it, thanks! Sometimes it can sound a little robotic but most times it sounds natural.
indolu Posted March 12, 2021 Posted March 12, 2021 2 hours ago, ElvinJG81 said: Sometimes it can sound a little robotic but most times it sounds natural. its being continual updated, and you can adjust the pitch and length of each sound so its highly customizable. Once you get good at it, I imagine that it would be quite easy to get a realistic sounding voice.
vjnmrf Posted March 15, 2021 Posted March 15, 2021 It would be great to get a version for FG - there are very few small immersion sex mods, and dependencies on any horror (such as DD)Â in your mod do not.
Xiaron Posted March 15, 2021 Posted March 15, 2021 Quick question, is this intended to trigger aggressive scenes? Just seems like an odd choice for something the PC is volunteering for and that has other consequences.
yeahhowaboutnooo Posted March 15, 2021 Posted March 15, 2021 @Xiaron just looked into the scripts, yep, it has the following animation filters: AnimFilter = "Blowjob,Aggressive"  @Shadox i believe your RegisterForModEvent("HookAnimationEnd", "OnAnimationEnd") in kmodslquest may be not firing, because a) my character was stuck on act=2 b) oninit should be an event, but is a function c) oninit is a bit flaky, as in it only fires under certain conditions, specified here: https://www.creationkit.com/index.php?title=OnInit  fixed this, by writing this function in kmodslquest.psc: 18 function registerForAnimationEnd() 1 | RegisterForModEvent("HookAnimationEnd", "OnAnimationEnd") 2 endfunction  and adding line #2 to kmodcarriagescript.psc  77 | | | else ; SexLab 1 | | | | MiscUtil.PrintConsole("SL CFTO - SexLab (Partner=" + Partner.GetActorBase().GetName() + ")") 2 | | | | KmodSL.registerForAnimationEnd() 3 | | | | KmodSL.PayForIt()  mostly, because i wasn't sure if something akin to: registerformodevent("hookanimationend", "kmodsl.onanimationend") would work. personally i doubt it.  also: i don't think this solution is perfect, but it works. another way to go about this would be to use the onplayerloadgame event: https://www.creationkit.com/index.php?title=OnPlayerLoadGame_-_Actor   in any case: it may be wise to check for hasplayer and for the threadid of the animationend event. otherwise any sexlab scene that's ending would advance your script (as of right now). Haven't look much further into your scripts. If you want i'll scroll through them? Just be advised: also not *that* familiar with papyrus scripting.
Maddac Posted March 16, 2021 Posted March 16, 2021 can you make this work for skyrim LE? there are many of us in LE that have requested a patch for Devious Carriages & CFTO but no response, so would be awesome if yours works in LE
Shadox Posted March 17, 2021 Author Posted March 17, 2021 heya, i was off for a few days, i'm glad you took time to investigate stuff, i'll take a look asap  edit: @Xiaron yeah that's the string pretty much copy pasted for every event, i'll remove the "aggressive", but i might just add a MCM menu as soon everything else is working as intended,  @yeahhowaboutnooo: a) that's wierd, it didn't happen to me, but since it does to you, let's investigate, b) i found out that both work c) OnInit is called at the following times: For Quests and Aliases: On game startup, and again whenever the quest starts, due to the quest being reset. Well, it is a quest, it should have started (KmodSL) and yeah that issue looks linked to a) and concerning the registerForEvent() before the scene start, well i'm afraid of multiple registring, it's a way to 'fix' the quest not starting, but i'd rather find why the quest is not starting, cause that mechanic is purely inspired by other mods, let's see (can't test stuff right now too many eyes on my screen, but soon :D)  @vjnmrf: sry, what is FG? (flower girl maybe as i heard? sry i'm not familiar with it)  @Maddac: hmm i dont have LE, but i might just create the plugin with SSEEdit LE as of version 43, scripts will be unchanged anyway, i'll keep you updated  Â
Shadox Posted March 19, 2021 Author Posted March 19, 2021 @yeahhowaboutnooo i guess you checked for papyrus error logs that might have prevented the KmodSL quest to start? and/or did you try to manually start it in console i need more datas :$
yeahhowaboutnooo Posted March 19, 2021 Posted March 19, 2021 i did have papyrus logging enabled, but that should not stop an init event from firing, no? Â Did not manually start the quest. Â Â
Azazemon Posted July 9, 2021 Posted July 9, 2021 Did I install this wrong, or does all this mod do is make every carriage ride an automatic blowjob?
xstoryofaboyx Posted July 9, 2021 Posted July 9, 2021 28 minutes ago, Azazemon said: Did I install this wrong, or does all this mod do is make every carriage ride an automatic blowjob? Disable SL_CFTO_Only.esp in your load order to get the options for paying with gold back.
NotAPersonJustACat Posted January 8, 2023 Posted January 8, 2023 Rather than stacking all dialogue option in the menu, it would be cool if dialogue option swap to pay with sex auotomatically when player don't have enough gold in inventory. 1
KuunBoongTuul Posted November 21, 2023 Posted November 21, 2023 why this mod prints OnUpdate() endlessly after a sex event happened?
Omnishade Posted December 1, 2023 Posted December 1, 2023 I found it strange that the sex is aggressive when there is obvious consent, and it would be cool if the driver had some dialogue for the sex option. Something "So you don't have enough gold? Maybe we can find an alternative form of payment?" -> Yes/No.
VaCR Posted May 25, 2024 Posted May 25, 2024 I'm wondering why it doesn't initate animation, just fast travel occurs and that's all.
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