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Posted
4 hours ago, TrollAutokill said:

Version 2.12.0 is out. Change of second number because of all the dialogue changes in the plugin.

 

 - Only unique NPC talk about their family
 - Jealous slaves have their own dialogues, instead of using the default angry dialogues

 - Did a quick spellcheck on most dialogues

 - Language files updated thanks to @tznvlw

 

Plugin should be rather stable now, good time to backport to LE, sorry サマエル

Lot's of dialogue additions and corrections, so voicepacks could use a deep update, that's for @Jasmine92

 

I got the hint and looking at it right now.... 91457 Voice lines.... That's going to take some time to process for all the tools.

 

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

Something I've noticed with a lot of xVASynth dialogue—not specifically DoM—but @Jasmine92 should probably keep this in mind.  By default, it doesn't seem to recognise colons (":") or ellipses ("...") at all in terms of prosody.  This makes some lines sound really unnatural. 

 

I don't know how you do this stuff in xVASynth, but my impression from various discussions I've read is that this should be adequately configurable.  I don't know exactly what's possible here, but if it's possible to have phonemes impacted by context, ideally, an ellipsis should extend the length of the syllable that precedes it, and then there should be a fairly weighty pause.  And a colon should have a pause somewhere between a comma and a full stop.  

 

Right now, voices seem to just fly through these punctuations as if they weren't even there, and it sounds really unnatural.

 

xVAsynth does a pretty good job at recognising punctuation. But you need to tweak each sentence one by one to get a human like result.

 

We can't ask that to voicepack providers as tweaking each line by hand would be a real pain in the ass, or wherever you would want to put it.

That's one of the reasons why i wrote a little script to clean up the voicelines. (And then realized, someone had already done the work and even better...)

Right now all "..." are getting replaced by ".." because "..." makes xvasynth do funny things with the last vocal sound. However, better would be to introduce a longer pause, but at the current version xvasynth does not understand the arpabet commands for that. (And that would still not solve the problem for the older voices, that are not converted to AI Model 2 yet) Same thing for ";" which I convert to ",." to get some kind of pause, but it does not "reset" the tone and energy of the speech, which one would expect, so it sound like they a "running over" the ";".

 

Maybe someone finds an even better combination of punctuation to replace the "..." and ";" with.

 

Posted
52 minutes ago, Jasmine92 said:

I got the hint and looking at it right now.... 91457 Voice lines.... That's going to take some time to process for all the tools.

 

That's one of the reasons why i wrote a little script to clean up the voicelines. (And then realized, someone had already done the work and even better...)

Right now all "..." are getting replaced by ".." because "..." makes xvasynth do funny things with the last vocal sound. However, better would be to introduce a longer pause, but at the current version xvasynth does not understand the arpabet commands for that. (And that would still not solve the problem for the older voices, that are not converted to AI Model 2 yet) Same thing for ";" which I convert to ",." to get some kind of pause, but it does not "reset" the tone and energy of the speech, which one would expect, so it sound like they a "running over" the ";".

 

Maybe someone finds an even better combination of punctuation to replace the "..." and ";" with.

 

For having tried xvasynth myself, I think your voicepacks sound pretty good. Better than mine for sure! And the last version of xVAsynth, for the voices that can benefit from it, is a real improvement.

Posted
1 hour ago, BloodDollMaria said:

It worked once, but seems to have relapsed again.
Animation does not play
I checked the logs.
ZazSnakeDance
ZazSexyAJDance
ZazBellyDance

I use Zaz 8+, I would guess 8.0 should work.Which version do you use?

Posted
17 hours ago, Antiope_Apollonia said:
19 hours ago, Sant25 said:

I wish there is a function that let you make a slave engage in sex with another NPC/slave 

You can whore your slaves with AYGAS.

 

18 hours ago, CliftonJD said:

the original implementation of this required saving the slave name to the dialogue to be read so the player understands it, but that saved it to the base actor so in the future i plan to make a version of this to point out the slave to be sexed

Probably easier is just to make the client the first interaction rather than the slave.  Ask the NPC if they'd like the company of one of your slaves, and then once you've worked out the business, go talk to the slave you want to provide the service and send her over.  

 

With TDF and AYGAS already being things, though, it's hard to see why PAHE needs a native feature for this.

 

I was planing in implementing something like that by touching them in VR. As Clifton said it would be difficult to do it through dialogue because each topic is static... but it could be done with two dialogues one to indicate the first slave and another to indicate the other.

 

I would welcome it in PAHE or DoM because I don't use AYGAS (I loved it, but it uses too much resources) and haven't tried TDF yet. I see it as a way to educate a slave, maybe for jelousy or something like that.

Posted
3 hours ago, Jasmine92 said:

Maybe someone finds an even better combination of punctuation to replace the "..." and ";" with.

To be clear, as well as the ellipse, the big culprit I've seen is the colon, not the semicolon.  I can't think of ever having seen an xVASynth-voiced line with a semicolon to have anything to say about them.

 

Just using full stops would be better than how it currently gets handled.  I don't know if ".." is supposed to be stringing two full stop pauses together, but if it is, it doesn't seem to be working. 

 

I don't know enough about the tool to really know what can be done, but ideally, you'd also want an ellipse to extend the length of the last preceding sonorant.  I'd think it could probably be possible to have a script do this, but I'm not sure.  Happy to field questions about the linguistics side of the problem, though, if needed.

Posted
21 hours ago, Antiope_Apollonia said:

Probably easier is just to make the client the first interaction rather than the slave.  Ask the NPC if they'd like the company of one of your slaves, and then once you've worked out the business, go talk to the slave you want to provide the service and send her over.  

that's the plan

21 hours ago, Antiope_Apollonia said:

With TDF and AYGAS already being things, though, it's hard to see why PAHE needs a native feature for this.

pahe will adjust the tdf patch to compensate for the dialogue issue caused by non-unique actors in a tdf world designed for uniques--by adding a patch for slaves to join the whores in tdf we unknowingly opened a can of worms the same as the bug pahe once had in its native functions so the first plan is to add the above changes to the tdf slave patch

 

the feature we lost a long time ago that's being described in your quote wasn't a prostitution feature like tdf tho, it was more on the scope of slave to slave interaction, like a reward system for good slaves

Posted
15 hours ago, Skata20 said:

Also, is zaz a hard requirement?

if you wish to use dom, you need the full pahe package, which requires zaz. paradise halls by itself is available without the zaz requirement, but you won't get to use dom with it.

12 hours ago, Skata20 said:

 

Yes but I have seen over 10 version of zaz, can you please tell me which is the best one for SE?

 

Posted

Someone may have already had this problem, but i cant find any solutions. despite other stats increasing, the submission score for my slaves wont increase at all.

Am i supposed to be training it separately from other stats, or if this is a bug, how do i fix this?

Posted (edited)
5 hours ago, awesome10923 said:

Someone may have already had this problem, but i cant find any solutions. despite other stats increasing, the submission score for my slaves wont increase at all.

Am i supposed to be training it separately from other stats, or if this is a bug, how do i fix this?

Start over. Use mo2 of any other mod manager. Install all dependencies (see the Dom mod description+skeleton and body shapes, body and face beautifiers and sexlab mods) except PAHE, dom and others mods.

 

Start your game. Configure mods, especially SL. Save. Install PAHE and DoM. Load your game. Configure PAHE and DoM. Make sure everything works. Save.

 

Install all other mods. Load. Test. You should be fine.

Edited by TrollAutokill
Posted
7 hours ago, TrollAutokill said:

Shouldn't you also regenerate the seq file? I am not sure they are compatible between LE and SE.

Anyhow I updated version 2.12.0 with your LE conversion.

 

Actually I never had a problem with it but in any case here it is:

 

Seq.7z

 

Thanks for the advise ?

Posted
7 hours ago, Greeneyedwolf said:

after updating to 2.12.0 from 2.10.9 sex punishment dialogues from "ok slave" and "you need to be punished" dont work 

On 3/25/2021 at 1:24 PM, TrollAutokill said:

SE IMPORTANT NOTICE: Last stable version for SE is 2.11.x to be used with PAHE 8.1.4. Development version is coming.

 

LE IMPORTANT NOTICE: Use version 2.11 with PAHE 8.1.4 (might be 8.1.3, whichever is the latest). See below for compatibility with lower PAHE versions.

 

This mod is an extension to PAHE for Skyrim. With Skyrim LE use the correct file with the "LE" tag. PAHE 8.1.4 should be used with version 2.11 and above. PAHE 8.1.1/8.1.2 should be used with DoM 2.9+

Posted
On 6/3/2022 at 7:26 AM, Antiope_Apollonia said:
On 5/28/2022 at 3:56 AM, Antiope_Apollonia said:

No idea how, but you seem to have broken my SlaveTats "property" pack with the numbers... I need to brand my new captures!  I can only access the default tats now.

So I'm at a loss for what's going on here.  Is anyone else experiencing any issues here?  I think this has to be a DoM-related bug.  For one, there just aren't really any other candidates—I haven't changed anything else in my modlist.  But also, if I downgrade to DoM 2.10.6, it always works fine.

So this is still a thing in 2.12.0.  I'm still having to downgrade to 2.10.6 periodically in order to be able to use SlaveTats.  Something changed between 2.10.6 and 2.10.8 that is conflicting with SlaveTats tattoo expansion packs, and I have no idea what it could be, but I worry that, the more updates go by without a fix, the harder it will be to identify the problem.  And it's getting frustrating.

 

Can anyone confirm that the SlaveTats "Property" pack is working with DoM 2.10.8 or later?

 

Does anyone have any insight into what changed between 2.10.6 and 2.10.8 that might be responsible for the problem? 

 

Downgrading to 2.10.6 is a 100% reliable fix.  2.10.7 lasted about an hour, so I never got a copy of it, but 2.10.8 and all subsequent versions are consistently broken.  I guess maybe this problem needs @murfk to diagnose, and I could take it to the SlaveTats support thread if necessary, but I think it has to be DoM-related since the problem appears and disappears entirely based on which DoM version I'm using, so it seems like the solution must also lie with DoM.

Posted (edited)
16 minutes ago, Antiope_Apollonia said:

So this is still a thing in 2.12.0.  I'm still having to downgrade to 2.10.6 periodically in order to be able to use SlaveTats.  Something changed between 2.10.6 and 2.10.8 that is conflicting with SlaveTats tattoo expansion packs, and I have no idea what it could be, but I worry that, the more updates go by without a fix, the harder it will be to identify the problem.  And it's getting frustrating.

 

Can anyone confirm that the SlaveTats "Property" pack is working with DoM 2.10.8 or later?

 

Does anyone have any insight into what changed between 2.10.6 and 2.10.8 that might be responsible for the problem? 

 

Downgrading to 2.10.6 is a 100% reliable fix.  2.10.7 lasted about an hour, so I never got a copy of it, but 2.10.8 and all subsequent versions are consistently broken.  I guess maybe this problem needs @murfk to diagnose, and I could take it to the SlaveTats support thread if necessary, but I think it has to be DoM-related since the problem appears and disappears entirely based on which DoM version I'm using, so it seems like the solution must also lie with DoM.

Post the scripts directory of both versions here, with sources if you have them, I'll do a diff.

Edited by TrollAutokill
Posted

I recently had an idea that's either brilliant or stupid.  Here's hoping for the former.  I might have figured out a great solution to greatly reduce the headache of how to sell the right slave with AYGAS.

 

How it's implemented isn't the main point, but I think I'd do it with a dialogue toggle under the "Let's have a serious chat" tree along the lines of, "I want you to know you're not for sale at any price." / "You're for sale for the right price, slave."

 

The idea is simply to give slaves a hidden inventory item—à la the FNIS Sexy Move coins—that makes them invalid targets for AYGAS sales.  I guess you'd add a condition to the script for including the slave as a valid target of "Ever dreamt of having a servant?" that checks for the item.  I don't know the details of how it'd work under the bonnet, hence why I don't know whether it's brilliant or stupid! ? 

 

Am I on to something?

Posted
35 minutes ago, Antiope_Apollonia said:

I recently had an idea that's either brilliant or stupid.  Here's hoping for the former.  I might have figured out a great solution to greatly reduce the headache of how to sell the right slave with AYGAS.

 

How it's implemented isn't the main point, but I think I'd do it with a dialogue toggle under the "Let's have a serious chat" tree along the lines of, "I want you to know you're not for sale at any price." / "You're for sale for the right price, slave."

 

The idea is simply to give slaves a hidden inventory item—à la the FNIS Sexy Move coins—that makes them invalid targets for AYGAS sales.  I guess you'd add a condition to the script for including the slave as a valid target of "Ever dreamt of having a servant?" that checks for the item.  I don't know the details of how it'd work under the bonnet, hence why I don't know whether it's brilliant or stupid! ? 

 

Am I on to something?

Maybe easier to implement: Just a "for sale" sign you put in their inventory? And the AYGAS sell routine looking for slaves in the vicinity just needs to filter for that. So that only one function that needs to be changed.

Posted
1 minute ago, Jasmine92 said:

Maybe easier to implement: Just a "for sale" sign you put in their inventory? And the AYGAS sell routine looking for slaves in the vicinity just needs to filter for that. So that only one function that needs to be changed.

I'd think it's basically the same either way—just a question of what the default option is.  My instinct is that, if you make the default not for sale, we're going to have a never ending stream of "You broke my AYGAS!" posts from people who don't read mod descriptions, but if there's a performance advantage one way or another, I'd say go with the winner there.

Posted (edited)
16 minutes ago, Jasmine92 said:

Maybe easier to implement: Just a "for sale" sign you put in their inventory? And the AYGAS sell routine looking for slaves in the vicinity just needs to filter for that. So that only one function that needs to be changed.

That could be done more easily with a faction. But the idea of an inventory item could be fun if the slaves were actually wearing a sign "for sale" around their neck!

 

Really the problem with Aygas (is actually a Skyrim limitation) is that text replacement in Skyrim's dialogues can only use the alias name (which is the actor base name, such as "bandit" for non uniques) and not the full display name (which is the slave name as set by PAHE).

 

One way to go around that would be to have the aliases point to dummy actors with dummy actor base and change the name of the actor base with the script when the sell dialogue is triggered. I might have time to do it, but not in the coming week, and you will have to test it because I ain't using Aygas in my games right now.

Edited by TrollAutokill
Posted
1 minute ago, TrollAutokill said:

One way to go around that would be to have the aliases point to dummy actors with dummy actor base and change the name of the actor base with the script when the sell dialogue is triggered. I might have time to do it, but not in the coming week, and you will have to test it because I ain't using Aygas in my games right now.

That sounds like going around your elbow, to get to your ear. Sure it won't break more than it will fix?

Posted
11 minutes ago, TrollAutokill said:

That could be done more easily with a faction. But the idea of an inventory item could be fun if the slaves were actually wearing a sign "for sale" around their neck!

Faction or coin—I don't see a difference from a UX standpoint, so if there's no performance difference, then whichever is easier on the backend is a winner.  A sign could be fun, but I guess that'd require some 3D modelling.

  

8 minutes ago, TrollAutokill said:

Really the problem with Aygas (is actually a Skyrim limitation) is that text replacement in Skyrim's dialogues can only use the alias name (which is the actor base name, such as "bandit" for non uniques) and not the full display name (which is the slave name as set by PAHE).

Yeah, but it really wouldn't be much of a problem if you could easily manage which slaves are going to appear in the list.  

 

9 minutes ago, TrollAutokill said:

One way to go around that would be to have the aliases point to dummy actors with dummy actor base and change the name of the actor base with the script when the sell dialogue is triggered. I might have time to do it, but not in the coming week, and you will have to test it because I ain't using Aygas in my games right now.

Well, if you were going to build a whole new system, I think just using a "point her out" style mechanic would probably be a better solution than having a dialogue list at all.  HSH sales in the mines work like this, and it's completely problem-free—unless there's some backend issue I'm not aware of.  

Posted

Idea for the promises mechanic, which I don't expect to overly popular but I think it would make sense. 

 

You promise not to have sex with them. (a shocking notion, I know)

 

I think this would be a good fit for slaves you plan to make loyal rather than in love, maybe the bonus for this promise would be increased broken/loyal chance, and increased training gains all around in other areas. The penalty being they get no sex training from any sources, do not react to sexual compliments, and breaking the promise would just nuke anger training. Thoughts? 

 

I think it'd be a good fit, especially since the promises are temporary anyway, so you can always fuck them later if you change your mind. For me personally, I've become really selective with the slaves I get physical with, because it's so much responsibility now with the jealousy, the crying, the comforting, the rivals, etc. I try to be really careful with it. 

 

A slave actually gave me this idea, even they're contributing to the mod now?

She said "let's keep things nonphysical between us, agreed?" and I was like hmm...why not? You're just the camp chef anyway... 

 

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