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Szalec’s Limited Automatic Venereal Emitter - A New Quest Mod (WIP)


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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.

 

image.png.ddbee36459027edae8525175cf03d175.png

image.png.863075edd6d9f8a990b06ea1fdd9025f.png

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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?

1869043631_KLSRuin1-ChargingRoom-4-30-21.png.8fabc839add848566662dc263889e16a.png

image.png.e41e3296c1532819f3e760d02596a723.png

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  • 3 weeks later...

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

 

image.png.87f25eba2e75383e62229d3e4af085e0.png

image.png.5b67cd4eca23829aea7b7cacc5a04d02.png

 

First Gate now unlocked and indicator light changes to green

Spoiler

image.png.8d6b0439d82d89e12810e39f4789844f.png

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

image.png.9c0f6f967cfe55f141b653309e362642.png

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

image.png.ca7aabfb16dbefc91bc166a6bc981658.png

 

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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.

 

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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).

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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.

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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. 

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  • 1 month later...
  • 1 month later...
  • 2 months later...
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. 

Link to comment
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

Link to comment
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.

Link to comment
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.

Link to comment
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.

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