Azailahab Posted April 26, 2021 Author Posted April 26, 2021 Finished basic level design for all 7 locations, includes doors, teleporters, water and lava levels (you can see snapshots of each from within Creation Kit in the spoiler sections). Will add clutter, navmesh, mobs, and optimize next week. Below is a screenshot of the new teleporter design, the other one was not working as well as I liked, also a sneak peak one of the puzzles. 1
MilfSimmer Posted April 26, 2021 Posted April 26, 2021 It looks nice, hope you add some famous puzzles of retro games, would be a nice wink to good old games
Azailahab Posted April 30, 2021 Author Posted April 30, 2021 This mod is supposed to be very Dwemer centric. As such I have decided to include many new Automaton types. However, I am having an issue with creating static versions of those creatures. The base game comes with a static model called 'DwarvenSpider' that shows up in Creation Kit and in game. I used the form for 'DwarvenSpider' but replaced the model with ones for the Dwemer Automatons I have added. These static models do not appear in game. See the pictures below the first is from the Render Window and shows the Dwarven Punisher, Dwarven Comander, and a hint of the Dwarven Droid. The second picture is from the same room and shows all the lighting of the charging stations, but none of the creature models. Any suggestions on how to fix this?
Azailahab Posted May 19, 2021 Author Posted May 19, 2021 Real life interrupted things for a bit. Back to working on the mod. Ok so I solved the problems with Static models at charging stations, they now show in game and activate when conditions are met. I now have a new problem that most likely has to do with my inexperience in Papyrus. I could use some advice on this one. Problem: Get a puzzle to work. Details: The puzzle is one where there are six levers in the pulled position. There are six indicator lights that are all red. The player must activate the levers in the correct sequence for the lights to all turn green (along with 3 yellow lights that are progress indicators only), after which the teleport door will be enabled. If the player activates a lever out of sequence the puzzle resets to the initial state. My current script (it does not work as written). I am sure there is a more efficient way for this to be set up. Spoiler Scriptname KLSRuin1Puzzle1 extends ObjectReference Conditional import debug import utility Action property animAction auto Bool Property SingleUse auto Bool Property HasBeenUsed auto Conditional Bool Property InPushedPosition auto int Property PuzzleLeverNumber auto ObjectReference Property LightGreen1 Auto ObjectReference Property LightGreen2 Auto ObjectReference Property LightGreen3 Auto ObjectReference Property LightGreen4 Auto ObjectReference Property LightGreen5 Auto ObjectReference Property LightGreen6 Auto ObjectReference Property LightRed1 Auto ObjectReference Property LightRed2 Auto ObjectReference Property LightRed3 Auto ObjectReference Property LightRed4 Auto ObjectReference Property LightRed5 Auto ObjectReference Property LightRed6 Auto ObjectReference Property LightYellow1 Auto ObjectReference Property LightYellow2 Auto ObjectReference Property LightYellow3 Auto ObjectReference Property Lever1 Auto ObjectReference Property Lever2 Auto ObjectReference Property Lever3 Auto ObjectReference Property Lever4 Auto ObjectReference Property Lever5 Auto ObjectReference Property Lever6 Auto ObjectReference Property Door1 Auto Bool Lever1Up = False Bool Lever2Up = False Bool Lever3Up = False Bool Lever4Up = False Bool Lever5Up = False Bool Lever6Up = False Auto STATE WaitingForPlayer EVENT onActivate (objectReference triggerRef) GoToState("WaitingForLever") if (triggerRef == Lever1) LightGreen1.Disable() LightGreen2.Disable() LightGreen3.Disable() LightGreen4.Disable() LightGreen5.Disable() LightGreen6.Disable() LightYellow1.Disable() LightYellow2.Disable() LightYellow3.Disable() Door1.Disable() LightRed1.Enable() LightRed2.Enable() LightRed3.Enable() LightRed4.Enable() LightRed5.Enable() LightRed6.Enable() if (Lever1Up) Lever1Up = False Lever1.playAnimation("FullPull","FullPulledDown") Lever2.playAnimation("FullPull","FullPulledDown") Lever3.playAnimation("FullPull","FullPulledDown") Lever4.playAnimation("FullPull","FullPulledDown") Lever5.playAnimation("FullPull","FullPulledDown") Lever6.playAnimationandWait("FullPull","FullPulledDown") Else Lever1Up = True Lever1.playAnimationandWait("FullPush","FullPushedUp") LightGreen1.Enable() LightGreen2.Disable() LightGreen3.Disable() LightGreen4.Disable() LightGreen5.Disable() LightGreen6.Disable() LightRed1.Disable() LightRed2.Enable() LightRed3.Enable() LightRed4.Enable() LightRed5.Enable() LightRed6.Enable() EndIf GotoState("WaitingForPlayer") ElseIf (triggerRef == Lever3) if (Lever3Up) Lever3Up = False LightGreen1.Disable() LightGreen2.Disable() LightGreen3.Disable() LightGreen4.Disable() LightGreen5.Disable() LightGreen6.Disable() LightYellow1.Disable() LightYellow2.Disable() LightYellow3.Disable() Door1.Disable() LightRed1.Enable() LightRed2.Enable() LightRed3.Enable() LightRed4.Enable() LightRed5.Enable() LightRed6.Enable() Lever1.playAnimation("FullPull","FullPulledDown") Lever2.playAnimation("FullPull","FullPulledDown") Lever3.playAnimation("FullPull","FullPulledDown") Lever4.playAnimation("FullPull","FullPulledDown") Lever5.playAnimation("FullPull","FullPulledDown") Lever6.playAnimationandWait("FullPull","FullPulledDown") Else Lever3Up = True && Lever1Up = True LightGreen3.Enable() LightRed3.Disable() LightYellow1.Enable() Lever3.playAnimationandWait("FullPush","FullPushedUp") EndIf GotoState("WaitingForPlayer") ElseIf (triggerRef == Lever4) Gate3.Activate(Self) if (Lever4Up) Lever4Up = False LightGreen1.Disable() LightGreen2.Disable() LightGreen3.Disable() LightGreen4.Disable() LightGreen5.Disable() LightGreen6.Disable() LightYellow1.Disable() LightYellow2.Disable() LightYellow3.Disable() Door1.Disable() LightRed1.Enable() LightRed2.Enable() LightRed3.Enable() LightRed4.Enable() LightRed5.Enable() LightRed6.Enable() Lever1.playAnimation("FullPull","FullPulledDown") Lever2.playAnimation("FullPull","FullPulledDown") Lever3.playAnimation("FullPull","FullPulledDown") Lever4.playAnimation("FullPull","FullPulledDown") Lever5.playAnimation("FullPull","FullPulledDown") Lever6.playAnimationandWait("FullPull","FullPulledDown") Else Lever4Up = True && Lever3Up = True && Lever1Up = True LightGreen4.Enable() LightRed4.Disable() Lever4.playAnimationandWait("FullPush","FullPushedUp") EndIf GotoState("WaitingForPlayer") ElseIf (triggerRef == Lever2) if (Lever2Up) Lever2Up = False LightGreen1.Disable() LightGreen2.Disable() LightGreen3.Disable() LightGreen4.Disable() LightGreen5.Disable() LightGreen6.Disable() LightYellow1.Disable() LightYellow2.Disable() LightYellow3.Disable() Door1.Disable() LightRed1.Enable() LightRed2.Enable() LightRed3.Enable() LightRed4.Enable() LightRed5.Enable() LightRed6.Enable() Lever1.playAnimation("FullPull","FullPulledDown") Lever2.playAnimation("FullPull","FullPulledDown") Lever3.playAnimation("FullPull","FullPulledDown") Lever4.playAnimation("FullPull","FullPulledDown") Lever5.playAnimation("FullPull","FullPulledDown") Lever6.playAnimationandWait("FullPull","FullPulledDown") Else Lever2Up = True && Lever4Up = True && Lever3Up = True && Lever1Up = True LightGreen2.Enable() LightRed2.Disable() LightYellow2.Enable() Lever2.playAnimationandWait("FullPush","FullPushedUp") EndIf GotoState("WaitingForPlayer") ElseIf (triggerRef == Lever6) if (Lever6Up) Lever6Up = False LightGreen1.Disable() LightGreen2.Disable() LightGreen3.Disable() LightGreen4.Disable() LightGreen5.Disable() LightGreen6.Disable() LightYellow1.Disable() LightYellow2.Disable() LightYellow3.Disable() Door1.Disable() LightRed1.Enable() LightRed2.Enable() LightRed3.Enable() LightRed4.Enable() LightRed5.Enable() LightRed6.Enable() Lever1.playAnimation("FullPull","FullPulledDown") Lever2.playAnimation("FullPull","FullPulledDown") Lever3.playAnimation("FullPull","FullPulledDown") Lever4.playAnimation("FullPull","FullPulledDown") Lever5.playAnimation("FullPull","FullPulledDown") Lever6.playAnimationandWait("FullPull","FullPulledDown") Else Lever6Up = True && Lever2Up = True && Lever4Up = True && Lever3Up = True && Lever1Up = True LightGreen6.Enable() LightRed6.Disable() Lever6.playAnimationandWait("FullPush","FullPushedUp") EndIf GotoState("WaitingForPlayer") ElseIf (triggerRef == Lever5) if (Lever5Up) Lever5Up = False LightGreen1.Disable() LightGreen2.Disable() LightGreen3.Disable() LightGreen4.Disable() LightGreen5.Disable() LightGreen6.Disable() LightYellow1.Disable() LightYellow2.Disable() LightYellow3.Disable() Door1.Disable() LightRed1.Enable() LightRed2.Enable() LightRed3.Enable() LightRed4.Enable() LightRed5.Enable() LightRed6.Enable() Lever1.playAnimation("FullPull","FullPulledDown") Lever2.playAnimation("FullPull","FullPulledDown") Lever3.playAnimation("FullPull","FullPulledDown") Lever4.playAnimation("FullPull","FullPulledDown") Lever5.playAnimation("FullPull","FullPulledDown") Lever6.playAnimationandWait("FullPull","FullPulledDown") Else Lever5Up = True && Lever6Up = True && Lever2Up = True && Lever4Up = True && Lever3Up = True && Lever1Up = True LightGreen5.Enable() LightRed5.Disable() LightYellow3.Enable() Door1.Enable() Lever5.playAnimationandWait("FullPush","FullPushedUp") EndIf GotoState("WaitingForPlayer") EndIf EndEvent EndState STATE WaitingForLever Event onActivate(objectReference triggerRef) ;Do Nothing EndEvent EndState The errors I am getting when trying to compile it are Spoiler Starting 1 compile threads for 1 files... Compiling "KLSRuin1Puzzle1"... D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(119,23): no viable alternative at input 'Lever1Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(154,23): no viable alternative at input 'Lever3Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(154,42): no viable alternative at input 'Lever1Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(186,23): no viable alternative at input 'Lever4Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(186,42): no viable alternative at input 'Lever3Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(186,61): no viable alternative at input 'Lever1Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(219,23): no viable alternative at input 'Lever2Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(219,42): no viable alternative at input 'Lever4Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(219,61): no viable alternative at input 'Lever3Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(219,80): no viable alternative at input 'Lever1Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(251,23): no viable alternative at input 'Lever6Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(251,42): no viable alternative at input 'Lever2Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(251,61): no viable alternative at input 'Lever4Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(251,80): no viable alternative at input 'Lever3Up' D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\KLSRuin1Puzzle1.psc(251,99): no viable alternative at input 'Lever1Up' No output generated for KLSRuin1Puzzle1, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on KLSRuin1Puzzle1 Those I suspect are only initial errors and there may be more once they are fixed up. Level Design on Ruins 2 thru 7 are still in progress. Ruin1 and House1 are mostly complete with only some final touch up Items, like broken puzzles, additional clutter for ambiance, and lighting issues (too many in one location etc.). Quest elements (no NSFW content included yet) are almost ready thru end of Ruin1 (still learning how aliases and dialogue trees work). Screenshots below showcase how a door light works when locked and unlocked, how an automaton moves from a charging state to an uncharged state. Fist Gate locked with red indicator light Spoiler First Gate now unlocked and indicator light changes to green Spoiler Dwarven gynoid at Charging Station (note: Charging status light is green, energy beam is on, and in game the crackling sound of electricity is present) Spoiler Dwarven Gynoid is now hostile after triggering event and the charging status light is changed to red and the energy beam and sound are gone. Spoiler
SlverSkull Posted May 27, 2021 Posted May 27, 2021 This looks really cool and I can't wait till it comes out, I'm doing a dwemer playthrough right now and this mod will make it really interesting. Also I don't know if it would fit with your idea for this but I think DDC could be interesting to add into one of the ruins.
Azailahab Posted May 27, 2021 Author Posted May 27, 2021 14 hours ago, SlverSkull said: This looks really cool and I can't wait till it comes out, I'm doing a dwemer playthrough right now and this mod will make it really interesting. Also I don't know if it would fit with your idea for this but I think DDC could be interesting to add into one of the ruins. I had planned for DDC to make appearances and it definitely fits later in the quest. Right now I am teaching myself Papyrus and it is not going as fast as I would like. As a place holder I am using the ZAZ furniture zbfFuckMachineHanging for the fucking contraption found in Szalec's Laboratory (Ruin1), at least until I can get an animated contraption I like built and working. My current obstacle with that is I am trying to have it so the player sits on the contraption, the camera goes into free camera mode for 15 seconds while the furniture animation is played. Then they exit free camera mode and can exit the furniture. Upon getting up from the furniture a marker is enabled that both causes the furniture to disappear and the main boss to activate. To do this I think I need the event OnSit and OnGetUp. So I tried the following to get it try and test activating the Boss and disabling the furniture and effects as well as having the camera in free mode. Scriptname KLSRuin1Contraption1 extends ObjectReference ObjectReference Property DwarvenBossActivated Auto ObjectReference Property HideFunitureAndBeam Auto Event OnSit(ObjectReference akFurniture) MiscUtil.ToggleFreeCamera() Utility.Wait(15.0) MiscUtil.ToggleFreeCamera() EndEvent Event OnGetUp(ObjectReference akFurniture) HideFunitureAndBeam.Disable() DwarvenBossActivated.Enable() Endevent While it does compile the rest does not appear to be working right as the two object references are not enabled and disabled when exiting the furniture, nor is the camera in free mode for 15 seconds when entering the furniture. It also seems to lock the player into standing on the furniture when they try to exit with the camera locked in forward position. So more to learn to get it right. These sorts of learning experiences are what is taking the most time in developing this mod. When I get the scripts for Ruin1 and the quest dialogues and finished through returning to Pericard Renard after solving Szalec's Laboratory (Ruin1) then I will release it as a very early alpha build, so those that want to, can begin tested through the first 2 locations (there are 7 total).
SlverSkull Posted May 29, 2021 Posted May 29, 2021 On 5/27/2021 at 6:47 PM, Azailahab said: I had planned for DDC to make appearances and it definitely fits later in the quest. Right now I am teaching myself Papyrus and it is not going as fast as I would like. As a place holder I am using the ZAZ furniture zbfFuckMachineHanging for the fucking contraption found in Szalec's Laboratory (Ruin1), at least until I can get an animated contraption I like built and working. My current obstacle with that is I am trying to have it so the player sits on the contraption, the camera goes into free camera mode for 15 seconds while the furniture animation is played. Then they exit free camera mode and can exit the furniture. Upon getting up from the furniture a marker is enabled that both causes the furniture to disappear and the main boss to activate. To do this I think I need the event OnSit and OnGetUp. So I tried the following to get it try and test activating the Boss and disabling the furniture and effects as well as having the camera in free mode. Scriptname KLSRuin1Contraption1 extends ObjectReference ObjectReference Property DwarvenBossActivated Auto ObjectReference Property HideFunitureAndBeam Auto Event OnSit(ObjectReference akFurniture) MiscUtil.ToggleFreeCamera() Utility.Wait(15.0) MiscUtil.ToggleFreeCamera() EndEvent Event OnGetUp(ObjectReference akFurniture) HideFunitureAndBeam.Disable() DwarvenBossActivated.Enable() Endevent While it does compile the rest does not appear to be working right as the two object references are not enabled and disabled when exiting the furniture, nor is the camera in free mode for 15 seconds when entering the furniture. It also seems to lock the player into standing on the furniture when they try to exit with the camera locked in forward position. So more to learn to get it right. These sorts of learning experiences are what is taking the most time in developing this mod. When I get the scripts for Ruin1 and the quest dialogues and finished through returning to Pericard Renard after solving Szalec's Laboratory (Ruin1) then I will release it as a very early alpha build, so those that want to, can begin tested through the first 2 locations (there are 7 total). Nice definitely going to try the early alpha and I also understand the slight frustration with the code, I'm a game dev major and when you have a piece of code that you feel should work but then you have nothing work instead it's really annoying. I'd offer some help but I never got into mod making for Skyrim.
Azailahab Posted May 29, 2021 Author Posted May 29, 2021 9 hours ago, SlverSkull said: Nice definitely going to try the early alpha and I also understand the slight frustration with the code, I'm a game dev major and when you have a piece of code that you feel should work but then you have nothing work instead it's really annoying. I'd offer some help but I never got into mod making for Skyrim. One of the biggest issues with trying to learn papyrus is that I am not aware of what I do not know, what is possible and impossible with it, and the vocabulary to ask the correct questions. This often results in many wasted hours trying to get the right questions so I can find the answers I need. None of the features I want to include are beyond the game engines capabilities, it is just a matter of figuring out how to use the tools properly. Then of course once it is functional, there is the additional work of making it elegant. Had no idea it would take this long when I started working on it. I have so much greater respect for the many mod creators out there, until starting this one, I truly had no idea how much work and learning is involved.
SlverSkull Posted July 26, 2021 Posted July 26, 2021 Any updates on how this project is coming so far
Azailahab Posted July 27, 2021 Author Posted July 27, 2021 Sorry for the lack of updates. I am out of town until September on deployment and the files are on my Desktop at home. I will be back to work on it when I get back. 1
SlverSkull Posted September 17, 2021 Posted September 17, 2021 If you're still having trouble with the papyrus scripting I found a modding tool that could possibly help you. It allows you to code in TypeScript and also test the mod without needing to constantly back out and reload Skyrim. https://www.nexusmods.com/skyrimspecialedition/mods/54909?tab=description 1
Azailahab Posted September 17, 2021 Author Posted September 17, 2021 Thanks I'll check it out. Got back last weekend, have a bunch of honey-doo stuff for next few weekends then back to it. Feels weird not having played any PC game in several months.
SlverSkull Posted November 23, 2021 Posted November 23, 2021 I was wondering how this is coming along and if you managed to figure out the coding issues?
Azailahab Posted November 23, 2021 Author Posted November 23, 2021 9 hours ago, SlverSkull said: I was wondering how this is coming along and if you managed to figure out the coding issues? Well it has been a tragic set of events so far. 0. Get back from deployment, lots of Honey Do stuff taken care of and revisiting the MOD in mid October (after of course forgetting half the stuff I learned about creation kit and modding and having to relearn some stuff). 1. Computer completely dies shortly thereafter (you know, can't reset, recall, anything, typical windows 10 crap) spent a week trying every possible solution I could find, including calling Microsoft support. Eventually had to do a total wipe and reload. Lucky I backup this mod and it's files plus other important files, but programs are toast. 2. Wipe computer. Try to reload windows, but Computer is actually toast and needs complete rebuild or replacement. 3. Wife buys me a new and more awesome computer (great supportive wife, who is not threatened by my Skyrim Perversions). (iCore 7 11th gen, RTX 3080 Ti (12GB VRAM), 32 GB 3600 RAM, 2 1TB on board SSDs, and beefy power supply and cooling to run it all). Love it, and currently reloading about 1TB of programs (sigh). 4. Reloaded Skyrim SE on the 13th of November (after wiping my build to have a fresh start) only to find out it is the FRIGGIN ANNIVERSARY EDITION (well the upgraded files) and most of the mods I use are Completely Borked because of SKSE issues amongst other things. 5. Currently rebuilding my mod lists in LE and going to try to recreate this mod in LE while keeping it easy to switch to SE (hopefully). However, since I insist on a stable build with all the pervy mods I like, it may take a week or so to get this build fully fleshed out and as stable as I can make it. I am doing a modified version of the one I posted a while ago A Sexlab Build for Play Through of the Main Game that one had some stability issues (mainly lag and FPS related) and after playing it I decided that some of the features I either did not like enough to keep or were to script heavy and caused lag and FPS issues to add up. Status of the Mod as it is now. Have to test and convert it to LE. Still have not figured out the coding issues for the puzzles, but I think I have some ideas since I was reading up on it while deployed. I also am interested in making the puzzles more unique and complex, but until I learn more about making custom puzzles (and associated scripts) they may be a later addon. Animation of the quest devices is an issue, as I have not yet had time to build the assets in Blender let alone animate them, so placeholder non-animated devices from ZAZ might be used to test quest functionality until I get that sorted out. The majority of the levels are fleshed out with the first few mainly complete as far as lighting, sounds, and ambiance, the rest have basic layout and are at various states of completion with some having full navmesh, clutter and furnishings, and are just waiting for lighting and sounds, while others need a bit more work. I have added all the custom Dwarven Automatons to the mod and they all work, even the static models at their charging stations (except for the Dwarven EyeBots which are based on the Ice Wraith behaviors), still have to get the boss mobs working right and the spirit Dwemer race set up. The core quest is outlined on paper and just has to be finished in creation kit and implemented with ties into sexlab and other mod dependencies. Still not sure if I want to do Toys or Devious as the main bondage component (or somehow both). Have to get the modified shouts or the framework to modify the shouts built. I think the mod is about 30-40% built overall. With the level design about 75% complete, the puzzles 10%, custom animations and devices 10%, quests 25%, new creatures 80%, dialogue and voice (mainly written on paper and not too corny sounding) 20-30%, and finally figuring out how I am screwing it all up at 0%. Beginning to think Elder Scrolls 6 might come out before I get this done (JK). Basically it is gonna take some more time, but I am a stubborn bastard and it is a matter of pride now more than anything else. Once I finish the level designs and the dungeons are all functional, I might release an early alpha so others can test, critique and suggest fixes so at least that portion is fully functional, with late alpha and beta releases as full quest functionality, puzzle design, and objects animations are finished. Long post, but its been awhile, so my apologies for the lack of updates.
SlverSkull Posted November 24, 2021 Posted November 24, 2021 7 hours ago, Azailahab said: Well it has been a tragic set of events so far. 0. Get back from deployment, lots of Honey Do stuff taken care of and revisiting the MOD in mid October (after of course forgetting half the stuff I learned about creation kit and modding and having to relearn some stuff). 1. Computer completely dies shortly thereafter (you know, can't reset, recall, anything, typical windows 10 crap) spent a week trying every possible solution I could find, including calling Microsoft support. Eventually had to do a total wipe and reload. Lucky I backup this mod and it's files plus other important files, but programs are toast. 2. Wipe computer. Try to reload windows, but Computer is actually toast and needs complete rebuild or replacement. 3. Wife buys me a new and more awesome computer (great supportive wife, who is not threatened by my Skyrim Perversions). (iCore 7 11th gen, RTX 3080 Ti (12GB VRAM), 32 GB 3600 RAM, 2 1TB on board SSDs, and beefy power supply and cooling to run it all). Love it, and currently reloading about 1TB of programs (sigh). 4. Reloaded Skyrim SE on the 13th of November (after wiping my build to have a fresh start) only to find out it is the FRIGGIN ANNIVERSARY EDITION (well the upgraded files) and most of the mods I use are Completely Borked because of SKSE issues amongst other things. 5. Currently rebuilding my mod lists in LE and going to try to recreate this mod in LE while keeping it easy to switch to SE (hopefully). However, since I insist on a stable build with all the pervy mods I like, it may take a week or so to get this build fully fleshed out and as stable as I can make it. I am doing a modified version of the one I posted a while ago A Sexlab Build for Play Through of the Main Game that one had some stability issues (mainly lag and FPS related) and after playing it I decided that some of the features I either did not like enough to keep or were to script heavy and caused lag and FPS issues to add up. Status of the Mod as it is now. Have to test and convert it to LE. Still have not figured out the coding issues for the puzzles, but I think I have some ideas since I was reading up on it while deployed. I also am interested in making the puzzles more unique and complex, but until I learn more about making custom puzzles (and associated scripts) they may be a later addon. Animation of the quest devices is an issue, as I have not yet had time to build the assets in Blender let alone animate them, so placeholder non-animated devices from ZAZ might be used to test quest functionality until I get that sorted out. The majority of the levels are fleshed out with the first few mainly complete as far as lighting, sounds, and ambiance, the rest have basic layout and are at various states of completion with some having full navmesh, clutter and furnishings, and are just waiting for lighting and sounds, while others need a bit more work. I have added all the custom Dwarven Automatons to the mod and they all work, even the static models at their charging stations (except for the Dwarven EyeBots which are based on the Ice Wraith behaviors), still have to get the boss mobs working right and the spirit Dwemer race set up. The core quest is outlined on paper and just has to be finished in creation kit and implemented with ties into sexlab and other mod dependencies. Still not sure if I want to do Toys or Devious as the main bondage component (or somehow both). Have to get the modified shouts or the framework to modify the shouts built. I think the mod is about 30-40% built overall. With the level design about 75% complete, the puzzles 10%, custom animations and devices 10%, quests 25%, new creatures 80%, dialogue and voice (mainly written on paper and not too corny sounding) 20-30%, and finally figuring out how I am screwing it all up at 0%. Beginning to think Elder Scrolls 6 might come out before I get this done (JK). Basically it is gonna take some more time, but I am a stubborn bastard and it is a matter of pride now more than anything else. Once I finish the level designs and the dungeons are all functional, I might release an early alpha so others can test, critique and suggest fixes so at least that portion is fully functional, with late alpha and beta releases as full quest functionality, puzzle design, and objects animations are finished. Long post, but its been awhile, so my apologies for the lack of updates. Wow, sounds like you've had quite an interesting couple of months, really looking forward to how this progresses. If you wanted to revert back to SE someone's made a downgrader patch that will revert AE back to before it's update, this could help so you wouldn't need to convert the mod to LE and than possibly reconvert it back to either SE or AE in the future. https://www.nexusmods.com/skyrimspecialedition/mods/57618 1
mercplatypus Posted November 24, 2021 Posted November 24, 2021 57 minutes ago, SlverSkull said: Wow, sounds like you've had quite an interesting couple of months, really looking forward to how this progresses. If you wanted to revert back to SE someone's made a downgrader patch that will revert AE back to before it's update, this could help so you wouldn't need to convert the mod to LE and than possibly reconvert it back to either SE or AE in the future. https://www.nexusmods.com/skyrimspecialedition/mods/57618 I personally had to make use of this tool. It absolutely works.
mercplatypus Posted November 24, 2021 Posted November 24, 2021 8 hours ago, Azailahab said: Status of the Mod as it is now. Have to test and convert it to LE. Still have not figured out the coding issues for the puzzles, but I think I have some ideas since I was reading up on it while deployed. I also am interested in making the puzzles more unique and complex, but until I learn more about making custom puzzles (and associated scripts) they may be a later addon. Animation of the quest devices is an issue, as I have not yet had time to build the assets in Blender let alone animate them, so placeholder non-animated devices from ZAZ might be used to test quest functionality until I get that sorted out. The majority of the levels are fleshed out with the first few mainly complete as far as lighting, sounds, and ambiance, the rest have basic layout and are at various states of completion with some having full navmesh, clutter and furnishings, and are just waiting for lighting and sounds, while others need a bit more work. I have added all the custom Dwarven Automatons to the mod and they all work, even the static models at their charging stations (except for the Dwarven EyeBots which are based on the Ice Wraith behaviors), still have to get the boss mobs working right and the spirit Dwemer race set up. The core quest is outlined on paper and just has to be finished in creation kit and implemented with ties into sexlab and other mod dependencies. Still not sure if I want to do Toys or Devious as the main bondage component (or somehow both). Have to get the modified shouts or the framework to modify the shouts built. To respond to the bit I highlighted in red Toys may be a much easier way to do what you are looking to do than Devious Devices are. Toys was designed specifically to make creating unique and interesting BDSM stuff significantly easier and putting shout altering effects on different BDSM items should be fairly easy to do. To get an idea of what's possible take a look at the mod Toys Story that just released and the 3 charging toys. Toy Story's primary job is to tech demo what can be done with the framework and the charging toys look like the kind of thing that would be perfect for your needs. LE and SE are supported fully and have a fair number of bodyslides for the most popular bodies already created if you use a standard asset.
Azailahab Posted November 24, 2021 Author Posted November 24, 2021 15 hours ago, mercplatypus said: To respond to the bit I highlighted in red Toys may be a much easier way to do what you are looking to do than Devious Devices are. Toys was designed specifically to make creating unique and interesting BDSM stuff significantly easier and putting shout altering effects on different BDSM items should be fairly easy to do. To get an idea of what's possible take a look at the mod Toys Story that just released and the 3 charging toys. Toy Story's primary job is to tech demo what can be done with the framework and the charging toys look like the kind of thing that would be perfect for your needs. LE and SE are supported fully and have a fair number of bodyslides for the most popular bodies already created if you use a standard asset. From what I have seen and read about Toy Framework, I am really leaning towards it and have it as a part of my rebuild of my modded Skyrim LE. My only question will having it as a requirement, cause conflicts with devious devices mods that people may have in their builds.
mercplatypus Posted November 24, 2021 Posted November 24, 2021 Toys was built to play nicely with DDI installed. I'm not aware of any problems but it wouldn't hurt to ask around. I know plenty of people in the Toys thread run both at the same time with little or no issue.
SlverSkull Posted November 24, 2021 Posted November 24, 2021 I've played with both DD and Toys when I was playing through the Shout Like a Virgin mod, so I don't think there should be any conflicts. Like merc said you should ask over in the toys thread.
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