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Posted
9 minutes ago, TrollAutokill said:

Skyrim has no way to know if you hit the head or the foot of your enemy.

Allegedly, it can.  I haven't tried it myself, so I can't speak to how well it works, but purportedly, it can be done.  Whether it's worth applying a similar mechanic in this case, however, seems pretty doubtful.

Posted
3 minutes ago, Antiope_Apollonia said:

❤️❤️❤️

 

Can you explain this further?  First, can you clarify what you mean by "chances>2/3"?  Does this mean I need to equip more than three pieces of jewellery on them, which I guess would require a multi-ring mod or some kind of ankle bracelets or something?  Also, is this just checking the number of ArmorJewelry keywords equipped?  I love giving my girls rings and necklaces, and I'm happy to spoil favourites with a pretty circlet, but beyond that, I'd have to get creative...

chance>0.66=66% to fall inlove. It checks the value of the jewelry, that's that matters to them, they don't care if they are pretty as long as they are expensive.

 

One problem though, if later you take back the jewelry they might get angry... Unless you give them a more expensive one in exchange. So be sure to do it in one go to avoid confusion.

Posted
1 hour ago, TrollAutokill said:

chance>0.66=66% to fall inlove. It checks the value of the jewelry, that's that matters to them, they don't care if they are pretty as long as they are expensive.

 

One problem though, if later you take back the jewelry they might get angry... Unless you give them a more expensive one in exchange. So be sure to do it in one go to avoid confusion.

How does it determine what is jewelry? Slot numbers or keywords or something else? 

Posted
1 hour ago, Antiope_Apollonia said:
1 hour ago, TrollAutokill said:

Skyrim has no way to know if you hit the head or the foot of your enemy.

Allegedly, it can.  I haven't tried it myself, so I can't speak to how well it works, but purportedly, it can be done.  Whether it's worth applying a similar mechanic in this case, however, seems pretty doubtful.

 

Well... that reminds me that one day I'll try to peruse PLANCK (a VR mod that allows touching/pushing NPCs) and SinfulCBP to simulate touching slaves.

 

That would allow us to arouse and/or annoy slaves depending where we touch/press/push/punch. I also want to be able to grab by the neck, I currently can with PLANCK but the NPC doesn't know what I'm doing. That would be so exciting....

 

 

Posted
3 hours ago, CliftonJD said:

the usage of the moods is left for dom, but the mood itself was moved to pahe during early dom development for other mods to more easily work with it. essentially pahe stores the mood for this or similar times

lot going on tho so you'll need to remind me sometime after next update

 

And I thank you for that, it was really helpful.

Posted (edited)
7 hours ago, Kalysto said:

 

Well... that reminds me that one day I'll try to peruse PLANCK (a VR mod that allows touching/pushing NPCs) and SinfulCBP to simulate touching slaves.

 

That would allow us to arouse and/or annoy slaves depending where we touch/press/push/punch. I also want to be able to grab by the neck, I currently can with PLANCK but the NPC doesn't know what I'm doing. That would be so exciting....

 

 

Would love to be able to do it too. But no VR for me...

Edited by TrollAutokill
Posted
2 hours ago, TrollAutokill said:

chance>0.66=66% to fall inlove. It checks the value of the jewelry, that's that matters to them, they don't care if they are pretty as long as they are expensive.

 

One problem though, if later you take back the jewelry they might get angry... Unless you give them a more expensive one in exchange. So be sure to do it in one go to avoid confusion.

 

I'm now seriously beginning to wonder if Real Life is modelled on Skyrim .... ???

Posted
4 hours ago, TrollAutokill said:

chance>0.66=66% to fall inlove. It checks the value of the jewelry, that's that matters to them, they don't care if they are pretty as long as they are expensive.

So why is this mechanic built around a different keyword than the existing DoM keyword stuff?  It seems like this is getting a bit convoluted.  Maybe it would be better to unify the two mechanics?  Having to put two different keywords on my items for similar mechanics from one mod seems... inelegant, at best.

Posted
7 hours ago, TrollAutokill said:

Version 2.10.1 is out.

 

This is a development version, stay on 2.9.x if you are wary.

 

Plugin is for SE. LE users should wait for plugin to be updated before upgrading to 2.10

 

Main changes:
- Punishing while masturbating gives a small bonus to the chance for orgasm

- Jealous mood is affected by main rival counter. More punishments to the rival will reduce the jealousy, more attention will increase it.
- NPCs now have a money limit depending on their jobs when buying slaves from you in AYGAS. Expect a beggar to offer you just a few coins even for the perfect slave. If you want to make money, sell to the rich! The auctions are not affected.

- A slapped slave yelling will block the dialogue for 3 ticks. This is to avoid yells to pile up and follow you in the dungeons.
- MCM debug menu now has option to block punishments starting from followers and player slaves attacks.

- Bounded state affects mood swing chances. Lowering angry/jealous and increasing sad/depressed.

- The amount of jewelry you give to a slave gives a bonus to chance of inlove mood. The bonus is only applied for chances>2/3, meaning it has no effect if slave is not ready to be inlove. Jealous/Depressed slaves will fall back to inlove mood more easily if you cover them with jewelry. Girls and guys same, this is a gender friendly mod! Now you know what to do to those jealous slaves: tie them up to calm them down and give them jewelry. They will be too busy looking at their shiny possessions and will be (almost) oblivious to your flirting.

 - Mood swing chances are now updated only when a parameter changes instead of on demand. It should affect script latency positively if you have a high number of slaves, since only the slaves updating their training/personality/counters will need to recompute their mood swing chances. For less than 4 slaves no difference in latency is expected. DoM's moods are much more script heavy than PAHE's and this change was necessary to move forward as we add more and more complexity.

- Bounded state is set when closing/equipping inventory or (un)equipping cuffs.

 

 

New Version LE Backport 2.10.1

 

Pahe DoM 2.10.1 LE.7z

 

Install SE version and replace with this

Posted (edited)
4 hours ago, Antiope_Apollonia said:

So why is this mechanic built around a different keyword than the existing DoM keyword stuff?  It seems like this is getting a bit convoluted.  Maybe it would be better to unify the two mechanics?  Having to put two different keywords on my items for similar mechanics from one mod seems... inelegant, at best.

Who said it was different keywords? This is the standard jewelry keyword from Skyrim. It's the way Bethseda did all jewelry in Skyrim.

Edited by TrollAutokill
Posted (edited)
20 hours ago, TrollAutokill said:

Version 2.10.1 is out.

 

This is a development version, stay on 2.9.x if you are wary.

 

Plugin is for SE. LE users should wait for plugin to be updated before upgrading to 2.10

 

Main changes:
- Punishing while masturbating gives a small bonus to the chance for orgasm

- Jealous mood is affected by main rival counter. More punishments to the rival will reduce the jealousy, more attention will increase it.
- NPCs now have a money limit depending on their jobs when buying slaves from you in AYGAS. Expect a beggar to offer you just a few coins even for the perfect slave. If you want to make money, sell to the rich! The auctions are not affected.

- A slapped slave yelling will block the dialogue for 3 ticks. This is to avoid yells to pile up and follow you in the dungeons.
- MCM debug menu now has option to block punishments starting from followers and player slaves attacks.

- Bounded state affects mood swing chances. Lowering angry/jealous and increasing sad/depressed.

- The amount of jewelry you give to a slave gives a bonus to chance of inlove mood. The bonus is only applied for chances>2/3, meaning it has no effect if slave is not ready to be inlove. Jealous/Depressed slaves will fall back to inlove mood more easily if you cover them with jewelry. Girls and guys same, this is a gender friendly mod! Now you know what to do to those jealous slaves: tie them up to calm them down and give them jewelry. They will be too busy looking at their shiny possessions and will be (almost) oblivious to your flirting.

 - Mood swing chances are now updated only when a parameter changes instead of on demand. It should affect script latency positively if you have a high number of slaves, since only the slaves updating their training/personality/counters will need to recompute their mood swing chances. For less than 4 slaves no difference in latency is expected. DoM's moods are much more script heavy than PAHE's and this change was necessary to move forward as we add more and more complexity.

- Bounded state is set when closing/equipping inventory or (un)equipping cuffs.

 

 

I upgraded to 2.10.1 as i wanted to try the new tie/jewelry for jealous slaves so i went to where i had two slaves that were rivals - screen shots in that post i made awhile ago

 

 

But now they've updated to friends but still suspect the other of not liking them

 

Milie

 

 


Milie.jpg.82f0c498c7197446b7c38a1ee2fce2e2.jpg
 

 

 

Aegilief

 

 


Aegilief.jpg.461f378b3bb03f26bfc2ddd83a53567c.jpg
 

 

 

Doesn't sound correct/intended that they can both be rivals and friends at the same time

 

On the jewelry front, i got a message about the slave not being happy when i took some jewelry they were wearing but i'm not seeing anything when i gave jewelry via the "wear this" PAH dialogue, should there be something?

Edited by pinky6225
Posted

2.10.1 was used
I don't know if this is intentional or not, but Cutepose is playing from 0 to order in GSposes

Slave cover self probability is too high.
Even a slave who falls in love with all skills at 100 will regenerate cover self!

When a slave is intoxicated by alcohol, conversation becomes impossible if the slave is paused when he falls down

Posted
28 minutes ago, pinky6225 said:

 

I upgraded to 2.10.1 as i wanted to try the new tie/jewelry for jealous slaves so i went to where i had two slaves that were rivals - screen shots in that post i made awhile ago

 

 

But now they've updated to friends but still suspect the other of not liking them

 

Milie

  Reveal hidden contents

 


Milie.jpg.82f0c498c7197446b7c38a1ee2fce2e2.jpg
 

 

 

Aegilief

  Reveal hidden contents

 


Aegilief.jpg.461f378b3bb03f26bfc2ddd83a53567c.jpg
 

 

 

Doesn't sound correct/intended that they can both be rivals and friends at the same time

They could... I had the same thing in my game last night. Next version will be corrected. But it might take sometime, cause they won't update unless they get new rivals or lost friendship and rebound.

28 minutes ago, pinky6225 said:

On the jewelry front, i got a message about the slave not being happy when i took some jewelry they were wearing but i'm not seeing anything when i gave jewelry via the "wear this" PAH dialogue, should there be something?

No message exoected when they are happy to get gift. They just look at them fascinated ?

Posted (edited)
31 minutes ago, BloodDollMaria said:

2.10.1 was used
I don't know if this is intentional or not, but Cutepose is playing from 0 to order in GSposes

That was asked by @Antiope_Apolloniabbut the start at zero was not intentional, will correct for next version. Just ask again to get pose 1, then 2, ...

 

31 minutes ago, BloodDollMaria said:

Slave cover self probability is too high.
Even a slave who falls in love with all skills at 100 will regenerate cover self!

It's another problem. It needs tuning, but chance to cover is never 0 when in town and naked. Same for warm arms in bad weather and outside or naked and in dungeons.Inlove slaves should behave, but there might be a bug, as I had too many "cover self" reasons to punish. Meanwhile you can warn them against covering self.

 

31 minutes ago, BloodDollMaria said:

When a slave is intoxicated by alcohol, conversation becomes impossible if the slave is paused when he falls down

Falls down or passes out? Use the hotkeys to get the exact drunk status it works on passed out slaves.

Edited by TrollAutokill
Posted
11 hours ago, TrollAutokill said:

Who said it was different keywords? This is the standard jewelry keyword from Skyrim. It's the way Bethseda did all jewelry in Skyrim.

I mean that it's different from the keywords used elsewhere in DoM:

Spoiler

  

On 3/25/2021 at 7:24 PM, TrollAutokill said:

Note for developers (keywords):

 

DoM is aware of the following keywords, include them in your clothing mod or use KID to propagate them to your favorite mods,

  • ClothingPoor: this is a Skyrim keyword describing degrading clothes used on laborer slaves. Slaves from a laborer family might not consider them degrading.
  • ClothingRich: this is a Skyrim keyword describing fancy clothes used on favorite loyal slaves. Most slaves will consider them positively.
  • ClothingSexy: this is a DoM keyword describing fancy and sexy clothes used on slaves. Well trained slaves will consider this positive, while others might consider them degrading.
  • ClothingShame: this is a DoM keyword describing humiliating clothes used on sex slaves. All slaves, including well trained ones will always consider them degrading.
  • EroticArmor: this is a Sexlab Aroused keyword. Behave as ClothingSexy.
  • zad_Property_Humiliating: this is a Devious Devices keywork. Behave as ClothingShame.

I would contend it would be better for these two systems to be unified.  Otherwise I need to ensure that gifts have ClothingRich or ClothingSexy keywords for one DoM mechanic and ArmourJewelry keywords for another DoM mechanic.  This seems redundant and needlessly convoluted. 

 

For example, I give all my slaves Darkwood plugs to match their "rank" in the household.  New captures get Amethyst, which is replaced with Ruby when they're well-trained, and upgraded again to Diamond if they're given a special job/privileges—so I set them up with ClothingShame, ClothingSexy, and ClothingRich keywords respectively.  Why is this mechanic not sufficient to determine what the slaves consider to be gifts?  With the current implementation, I need to go back and add a second ArmorJewelry keyword to each plug, too, which just seems like it should be unnecesasry.  And why does this new mechanic only recognise jewellery as gifts, but not cute shoes or lingerie or etc.?

 

7 minutes ago, TrollAutokill said:

That was asked by @Antiope_Apolloniabbut the start at zero was not intentional, will correct for next version. Just ask again to get pose 1, then 2, ...

Well, I asked for a debugging option to elicit that behaviour, as I feared it might irritate others.  But no matter—since it's implemented now, I'll endeavour to finish my keyword tagging project this weekend, and hopefully that'll allow you to make some improvements in this area going forward.  

Posted (edited)
33 minutes ago, Antiope_Apollonia said:

I mean that it's different from the keywords used elsewhere in DoM:

  Reveal hidden contents

  

I would contend it would be better for these two systems to be unified.  Otherwise I need to ensure that gifts have ClothingRich or ClothingSexy keywords for one DoM mechanic and ArmourJewelry keywords for another DoM mechanic.  This seems redundant and needlessly convoluted. 

 

For example, I give all my slaves Darkwood plugs to match their "rank" in the household.  New captures get Amethyst, which is replaced with Ruby when they're well-trained, and upgraded again to Diamond if they're given a special job/privileges—so I set them up with ClothingShame, ClothingSexy, and ClothingRich keywords respectively.  Why is this mechanic not sufficient to determine what the slaves consider to be gifts?  With the current implementation, I need to go back and add a second ArmorJewelry keyword to each plug, too, which just seems like it should be unnecesasry.  And why does this new mechanic only recognise jewellery as gifts, but not cute shoes or lingerie or etc.?

First don't quote half of the keywords. You're missing half of them, especially the jewelry ones. Those keywords are not by me they are by Bethseda and the modding community. Some are redundant because modders and developpers are like that, they all think they have the best solution and they are totally uncontrollable.

 

Remember this is WIP. Jewelry are not clothes. DoM will consider slaves wearing only jewelry with no clothes keywords as naked. Maybe I will add expensive clothes keywords later. If I want and only if you ask nicely.

 

33 minutes ago, Antiope_Apollonia said:

 

Well, I asked for a debugging option to elicit that behaviour, as I feared it might irritate others.  But no matter—since it's implemented now, I'll endeavour to finish my keyword tagging project this weekend, and hopefully that'll allow you to make some improvements in this area going forward.  

 

Edited by TrollAutokill
Posted
48 minutes ago, Antiope_Apollonia said:

ClothingShame, ClothingSexy, and ClothingRich keywords respectively.  Why is this mechanic not sufficient to determine what the slaves consider to be gifts?

The new mechanic is for jewelry, not clothes, (sounds like clothes could possibly come later). 

 

You have your buttplugs which are tagged properly, according to your style, but the jewelry mechanic applies to rings, amulets, etc. So you can still use your buttplugs as you planned, but if you want to give your slave a gift and have it received as such, you should give them jewelry. If you have a buttplug tagged as clothing rich, then they'll treat that like a nice piece of clothing, jewelry is separate from and in addition to that mechanic for now. So if you give them a nice expensive necklace, and the best buttplug, they'll receive that as though you gave them nice "clothes" and a sweet accessory. 

 

I don't see where the disconnect is here. You seem to want the buttplugs to be simultaneously clothing and jewelry, but that's not what's intended at this stage. Clothing gift reactions may come later, but it's simply not there yet. You just have to be a little patient :)

 

Posted
3 minutes ago, TrollAutokill said:

First don't quote half of the keywords.

I quoted all of the keywords involved in the mechanic I was referring to.

 

5 minutes ago, TrollAutokill said:

Those keywords are not by me they are by Bethseda and the modding community. Some are redundant because modders and developpers are like that, they all think they have the best solution and they are totally uncontrollable.

That's not the redundancy I'm referring to.  Accepting similar keywords as equivalent to one another for the purpose of a single mechanic is the good kind of redundancy, and I think you've made exactly the right design decision in that respect.  

 

The redundancy I'm talking about is that you now have two separate systems in DoM that do almost the same thing.  This just makes using DoM more confusing for no benefit that I can see.  Maybe there's some important reason why these apparently redundant systems exist in parallel, but it needs to be explained if so.  To wit, if I give my slaves items tagged ClothingRich (or, depending on the slave, perhaps ClothingSexy), they will "consider this positive" (unclear how that's realised in-game).  But they evidently won't mind having it taken away from them, and it won't suffice as a token of my affection.  But if I give them items tagged ArmorJewelry, they'll be upset at having it taken away, and they'll view it as a token of my affection, but it won't be "considered positively," presumably.  These two mechanics seem to be fundamentally redundant—they both function to determine how slaves react to the items you give them.  Why can't we have one unified mechanic for this?

 

I should further clarify that I'm not at all against recognising more keywords here—such as vanilla jewellery keywords.  Indeed, in the past, I've myself proposed incorporating JewelryExpensive in the original mechanic.  I would suggest that, performance considerations notwithstanding, you should try to recognise as many equivalent keywords as possible, simply to minimise the patching people will need to do to fully utilise the mechanic.  

 

In sum, I would suggest that, for example, if we give a slave an item with either ClothingRich or JewelryExpensive, they'll both "consider it positive" and recognise it as a token of our affection and be upset at having it taken away.  One mechanic to handle all of the similar behaviour of slaves' reactions to items given to them.

Posted
9 minutes ago, InsanityFactor said:

The new mechanic is for jewelry, not clothes, (sounds like clothes could possibly come later). 

mages use clothes with value based on strength of the enchantment. devious devices are also listed as clothes

Posted
1 hour ago, Antiope_Apollonia said:

I quoted all of the keywords involved in the mechanic I was referring to.

No you forgot the jewelry keywords

1 hour ago, Antiope_Apollonia said:

That's not the redundancy I'm referring to.  Accepting similar keywords as equivalent to one another for the purpose of a single mechanic is the good kind of redundancy, and I think you've made exactly the right design decision in that respect.  

 

The redundancy I'm talking about is that you now have two separate systems in DoM that do almost the same thing.  This just makes using DoM more confusing for no benefit that I can see.  Maybe there's some important reason why these apparently redundant systems exist in parallel, but it needs to be explained if so.  To wit, if I give my slaves items tagged ClothingRich (or, depending on the slave, perhaps ClothingSexy), they will "consider this positive" (unclear how that's realised in-game).  But they evidently won't mind having it taken away from them, and it won't suffice as a token of my affection.  But if I give them items tagged ArmorJewelry, they'll be upset at having it taken away, and they'll view it as a token of my affection, but it won't be "considered positively," presumably.  These two mechanics seem to be fundamentally redundant—they both function to determine how slaves react to the items you give them.  Why can't we have one unified mechanic for this?

 

I should further clarify that I'm not at all against recognising more keywords here—such as vanilla jewellery keywords.  Indeed, in the past, I've myself proposed incorporating JewelryExpensive in the original mechanic.  I would suggest that, performance considerations notwithstanding, you should try to recognise as many equivalent keywords as possible, simply to minimise the patching people will need to do to fully utilise the mechanic.  

 

In sum, I would suggest that, for example, if we give a slave an item with either ClothingRich or JewelryExpensive, they'll both "consider it positive" and recognise it as a token of our affection and be upset at having it taken away.  One mechanic to handle all of the similar behaviour of slaves' reactions to items given to them.

Later. As I said before this is WIP. Only jewelry is taken into account. They maybe will care about expensive clothing another time. Maybe

Posted (edited)
1 hour ago, CliftonJD said:

mages use clothes with value based on strength of the enchantment. devious devices are also listed as clothes

That's ok. But we're only considering jewelry right now. So necklace, rings, circlets and clothes with a lots of jewels on it, anything tagged as jewelry by Bethseda or modders, including some armors. 

 

Anyhow, magic is included in the value of jewelry because it gives this fascinating shining aura and the slaves love it.

Edited by TrollAutokill
Posted
25 minutes ago, TrollAutokill said:

Anyhow, magic is included in the value of jewelry because it gives this fascinating shining aura and the slaves love it.

 

Take it by magic you mean items that have been enchanted? so a gold diamond ring that has +20 HP enchantment is considered more valulable than a non-enchanted gold diamond ring?

Posted

I feel like we're talking past each other.  I'm not sure where I've failed to write clearly, but it doesn't seem like I've been successful in conveying my message thus far.  Or maybe I'm just not understanding the existing mechanics.  Let's try another angle.

  

2 minutes ago, TrollAutokill said:

No you forgot the jewelry keywords

I didn't forget them; I intentionally omitted them.  Because, according to the explanations given both on the DoM front page and in this thread, they're not involved in the mechanic I'm discussing.

 

My understanding—correct me if I'm wrong—is thus:

  • A while ago, a mechanic was introduced to govern how slaves react to items in terms of shame and humiliation.  This mechanic relies on the ClothingShame, ClothingSexy, and ClothingRich keywords and their equivalents, which I quoted above.
  • In the most recent update, a separate mechanic was introduced to govern how slaves react to items in terms of love and jealousy.  This mechanic relies on any of the various vanilla jewellery keywords.

 

16 minutes ago, TrollAutokill said:

As I said before this is WIP.

I realise that.  And that's my point.  I'm trying to encourage you not to reinvent a wheel that you've already invented once.  You built one system, and now you seem to be building another parallel system on top of it.  Sometimes, less is more.  Why work on developing two systems that do pretty much the same thing—govern how slaves react to items—instead of just using one system to handle all such interactions? 

 

Why do we need one system for how slaves react to items in terms of shame/humiliation, and a second, independent system for how slaves react to items in terms of love/jealousy?  Why can't we just have one unified system for how slaves react to items, full stop?  This would seem to be both easier to develop and easier for players to understand and use.

 

(And yes, I realise that, as currently implemented, the two systems will react to somewhat different sets of items [assuming vanilla items with vanilla keyword distribution].  I just don't see why that distinction is useful.  In roleplaying terms, I can certainly imagine jewellery that would make me feel sexy or that would make me feel humiliated.  And I can equally imagine shoes or lingerie or other "clothing" that would be welcomed as gifts from my lover, and that I would be upset at having taken away.  So the difference in target items doesn't strike me as a reason to need two separate systems.)

Posted
13 minutes ago, Antiope_Apollonia said:

Why do we need one system for how slaves react to items in terms of shame/humiliation, and a second, independent system for how slaves react to items in terms of love/jealousy?  Why can't we just have one unified system for how slaves react to items, full stop?  This would seem to be both easier to develop and easier for players to understand and use.

 

A quick look via SSedit and jewelry doesn't have the same keywords as clothes

 

i.e.

image.png.a60b9a37c5b3831d26ce2ff37cc1f716.png

image.png.c9280af13205ac326c2032aa600f6cb9.png

 

image.png.5764a0a613784c8883dc92a67496e387.png

image.png.364caf4a94d7f592db6c4a503b37c68b.png

 

So what would be checked is different (unless your saying keywords should be added to everything to make them similar which sounds like a huge ballache for the average user)

 

As shame/humiliation is a seperate stat i'd imagine its checked seperately rather than one global stat check that then amends everything as well

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