NymphoElf Posted June 7, 2021 Posted June 7, 2021 19 hours ago, Visio Diaboli said: To be quite honest I'm not sure when I'll get back to this. The code is ridiculously difficult to test, and I learned most of my practical programming knowledge over the course of it's development, meaning older parts of the mod are more entrenched in it, and more prone to problems. Add to that that Skyrim's engine just fucks with me sometimes by triggering or failing to stop behavior packages on an installation-to-installation basis and the development process for PW is one that I now find really unappealing, when I could be spending the time on projects that are more straightforward. I'm not saying I will or won't get back to it, but it's to-be-determined right now. I'm also not in a phase where I feel like playing Skyrim, which seems to be a prerequisite for working on the mod. I suspect the first thing I'll do upon returning to it is start completely rebuilding a lot of the internal components with refactored pieces of the old ones. Until then if it works for you, great. If not, I wouldn't put too much hope in fixes coming soon. I completely understand this feeling. It's very demoralizing to see a project have fundamental flaws that require a complete overhaul to fix. However, it seems you've learned a lot in this process and that's something to celebrate! I'll admit I'm a bit disappointed that this project is being put on hold, but I hope when you return you can create what you originally envisioned successfully! Until then, I'll be patiently waiting! I wish you the best! 8
shiagwen Posted June 7, 2021 Posted June 7, 2021 On 6/6/2021 at 5:32 PM, Visio Diaboli said: To be quite honest I'm not sure when I'll get back to this. The code is ridiculously difficult to test, and I learned most of my practical programming knowledge over the course of it's development, meaning older parts of the mod are more entrenched in it, and more prone to problems. Add to that that Skyrim's engine just fucks with me sometimes by triggering or failing to stop behavior packages on an installation-to-installation basis and the development process for PW is one that I now find really unappealing, when I could be spending the time on projects that are more straightforward. I'm not saying I will or won't get back to it, but it's to-be-determined right now. I'm also not in a phase where I feel like playing Skyrim, which seems to be a prerequisite for working on the mod. I suspect the first thing I'll do upon returning to it is start completely rebuilding a lot of the internal components with refactored pieces of the old ones. Until then if it works for you, great. If not, I wouldn't put too much hope in fixes coming soon. i dont know any one sex mod on loverslab ended not unfinished
drunken toad Posted June 7, 2021 Posted June 7, 2021 On 6/6/2021 at 8:32 AM, Visio Diaboli said: To be quite honest I'm not sure when I'll get back to this. The code is ridiculously difficult to test, and I learned most of my practical programming knowledge over the course of it's development, meaning older parts of the mod are more entrenched in it, and more prone to problems. Add to that that Skyrim's engine just fucks with me sometimes by triggering or failing to stop behavior packages on an installation-to-installation basis and the development process for PW is one that I now find really unappealing, when I could be spending the time on projects that are more straightforward. I'm not saying I will or won't get back to it, but it's to-be-determined right now. I'm also not in a phase where I feel like playing Skyrim, which seems to be a prerequisite for working on the mod. I suspect the first thing I'll do upon returning to it is start completely rebuilding a lot of the internal components with refactored pieces of the old ones. Until then if it works for you, great. If not, I wouldn't put too much hope in fixes coming soon. Thanks for the update. That is, unfortunate news. Of all the mods I was really looking forward to seeing this one develop. Love the idea, loved the way you put it all together, and loved the dialogue. This is one of those mods that I'd gladly pay to see continued. But, I realize that could put unfair pressure on you. I do hope you can find your way back to it at some point. I know what you mean about the interest in Skyrim, I'll play for 4 months and then want nothing to do with it for 2. Also maybe it's just me, but I feel like this thread was overly plagued with complaints without people making any changes to their load order trying new saves etc. I hope that hasn't discouraged you. Out of curiosity, would you mind sharing what your plan was with the bannered mare serving quest? 1
Visio Diaboli Posted June 8, 2021 Author Posted June 8, 2021 (edited) 3 hours ago, drunken toad said: Thanks for the update. That is, unfortunate news. Of all the mods I was really looking forward to seeing this one develop. Love the idea, loved the way you put it all together, and loved the dialogue. This is one of those mods that I'd gladly pay to see continued. But, I realize that could put unfair pressure on you. I do hope you can find your way back to it at some point. I know what you mean about the interest in Skyrim, I'll play for 4 months and then want nothing to do with it for 2. Also maybe it's just me, but I feel like this thread was overly plagued with complaints without people making any changes to their load order trying new saves etc. I hope that hasn't discouraged you. Out of curiosity, would you mind sharing what your plan was with the bannered mare serving quest? My best work on it indeed needs to be motivated by interest in the content. It wasn't so much complaints that's de-motivated me, as those were expected. But it did have a lot of actual issues as of release and in the subsequent versions. I had intended to step back from it for a bit after release and then ended up spending a ton of time patching it to prevent as many bugged copy downloads as possible. So perhaps I'm still within the schedule I allotted myself with regard to taking a break afterwards, though I think I'll just not worry about it for now and when the fancy strikes me I'll end up starting another playthrough and end up working on it again. The Bannered Mare subquest was going to have the player serving drinks to the patrons of the inn, which would result in unsolicited advances made and liberties taken upon the player. I got most of the way through it but I felt like it would have been better if there was a way to allow the player to hold the drink tray and walk at the same time (not an option with the normal drink tray animation), or a pitcher or something. So the next step would've been to make a relatively simple animation for it, which I wasn't opposed to, but didn't want to stall release even further for. In theory it was one of my favorite shopkeeper subquests, but I guess that came with the caveat of wanting to do it perfectly. Perhaps if I work on the quest again I'll try animation to that end, and maybe see if BakaFactory would allow me to use horrible harassment for it. Edited June 8, 2021 by Visio Diaboli grammar 5
jc321 Posted June 8, 2021 Posted June 8, 2021 (edited) 6 hours ago, Visio Diaboli said: I got most of the way through it but I felt like it would have been better if there was a way to allow the player to hold the drink tray and walk at the same time (not an option with the normal drink tray animation), or a pitcher or something. Might be missing the whole context here but both Wartimes and Maria Eden have animations for player to walk whilst holding a tray of drinks, I'm guessing this is a generic animation being used? Edited June 8, 2021 by jc321
ZeroFighter Posted June 8, 2021 Posted June 8, 2021 There is absolutely no need to do anything if the drive is not there. I'd sooner have a slightly buggy passion project than something with 0 passion at all. If nothing else, I can hope that what I supplied could be useful to someone one day as I made an attempt to convey the Debug Notifications that I was getting as best I could. 2
Visio Diaboli Posted June 8, 2021 Author Posted June 8, 2021 11 hours ago, jc321 said: Might be missing the whole context here but both Wartimes and Maria Eden have animations for player to walk whilst holding a tray of drinks, I'm guessing this is a generic animation being used? Ah I'd never played either, otherwise I would have looked at how they did it. 4 hours ago, ZeroFighter said: There is absolutely no need to do anything if the drive is not there. I'd sooner have a slightly buggy passion project than something with 0 passion at all. If nothing else, I can hope that what I supplied could be useful to someone one day as I made an attempt to convey the Debug Notifications that I was getting as best I could. I've got no idea what they mean right now but they will be helpful for trying to trace what happened. 1
lcewolf Posted June 9, 2021 Posted June 9, 2021 I think this mod fit well with wartimes the new version edited by @Monoman1. You get all the fame necessary with wartimes then after "the main quest" you get arrested because of the fame. It's a nice and it's like the next chapter of wartimes. Thank you.
Nazzzgul666 Posted June 9, 2021 Posted June 9, 2021 On 6/6/2021 at 5:32 PM, Visio Diaboli said: To be quite honest I'm not sure when I'll get back to this. The code is ridiculously difficult to test, and I learned most of my practical programming knowledge over the course of it's development, meaning older parts of the mod are more entrenched in it, and more prone to problems. Even more impressive that you made it so far. One thing i like to see if somebody potentially abandons a mod is to give a default permission for tweaks and possible future versions based on their work, if you'd like to do that. Although i hope it'll be you who comes back to it
Lillithcometh Posted June 10, 2021 Posted June 10, 2021 not sure if this was asked yet, but the comments from this mod are only coming from the nearby animals, dogs horses etc. is there a fix to this?
ZeroFighter Posted June 11, 2021 Posted June 11, 2021 On 6/9/2021 at 10:11 PM, lightspeed77 said: not sure if this was asked yet, but the comments from this mod are only coming from the nearby animals, dogs horses etc. is there a fix to this? Pretty sure there's an option in the MCM to toggle creature commentary on and off. Have you tried messing with that yet?
Lillithcometh Posted June 11, 2021 Posted June 11, 2021 34 minutes ago, ZeroFighter said: Pretty sure there's an option in the MCM to toggle creature commentary on and off. Have you tried messing with that yet? looked through it, theres no togle for that...just npcs and beastiality content as a whole.....kinda annoying cause i cant get any npc to actually say the lines, its only been horses and dogs....
ZeroFighter Posted June 11, 2021 Posted June 11, 2021 7 hours ago, lightspeed77 said: looked through it, theres no togle for that...just npcs and beastiality content as a whole.....kinda annoying cause i cant get any npc to actually say the lines, its only been horses and dogs.... Is there a toggle in the Spectator Crowds menu?
Lillithcometh Posted June 11, 2021 Posted June 11, 2021 5 hours ago, ZeroFighter said: Is there a toggle in the Spectator Crowds menu? sadly no, the only toggles are for npc comments, and beastiality content...
ZeroFighter Posted June 12, 2021 Posted June 12, 2021 (edited) 16 hours ago, lightspeed77 said: sadly no, the only toggles are for npc comments, and beastiality content... I'll take a look at the menus the next time I boot up the game, so a few hours from when this reply is posted. I'll then edit it again with anything that I find, unless someone else beats me to it. UPDATE Spectator Crowds > Advanced Toggle off Allow Creatures. Edited June 12, 2021 by ZeroFighter
Lillithcometh Posted June 13, 2021 Posted June 13, 2021 On 6/12/2021 at 3:20 AM, ZeroFighter said: I'll take a look at the menus the next time I boot up the game, so a few hours from when this reply is posted. I'll then edit it again with anything that I find, unless someone else beats me to it. UPDATE Spectator Crowds > Advanced Toggle off Allow Creatures. Thanks for the reply, does allow creatures turned off mean the event where they ask you to fuck a neaby dog gets turned off?
DonQuiWho Posted June 13, 2021 Posted June 13, 2021 @Visio Diaboli Nice mod, thanks, despite the occasional quirk Just in case it's not been mentioned before, clients seem to be able to steal Quest Items from the players inventory. Getting them back may not always be simple, as the miscreants can go MIA/die etc. I got mine back off a corpse, after the bad guy had had a more useful encounter with a bandit than usual ? Fortunately, stealing can be switched off, but if you do ever manage to find time to update this, maybe you can put in some sort of check to prevent Quest Items being nicked Thanks again for the effort that's gone into this. Much appreciated
Gudulba Posted June 14, 2021 Posted June 14, 2021 I have now ended up twice in the torture room for whipping punishment, and twice after having been whipped I was stuck at the X cross and nothing happened anymore. I "solved" it by saving, exiting to main menu and loading the save game again. After that I was free from the X cross and could attack the torturer with bare fists, which triggered the release from the torture room and continued the game. Is this expected behaviour? Or how could it be troubleshooted?
ZeroFighter Posted June 14, 2021 Posted June 14, 2021 17 hours ago, lightspeed77 said: Thanks for the reply, does allow creatures turned off mean the event where they ask you to fuck a neaby dog gets turned off? Turning off Creatures in Spectator Crowds does not disable Public Whore's dog-fucking client. Turning off Creatures in Spectator Crowds only disables Creatures' ability to be commentating spectators when you're having sex. If you want to disable that, you'll need to to either toggle the chance of it happening, or disable animal content entirely, both of which can be found in the Public Whore MCM.
Lillithcometh Posted June 14, 2021 Posted June 14, 2021 4 hours ago, ZeroFighter said: Turning off Creatures in Spectator Crowds does not disable Public Whore's dog-fucking client. Turning off Creatures in Spectator Crowds only disables Creatures' ability to be commentating spectators when you're having sex. If you want to disable that, you'll need to to either toggle the chance of it happening, or disable animal content entirely, both of which can be found in the Public Whore MCM. i think i know what youre saying, but i dont have spectator crowds mod or the option enabled in MCM, and i dont see that as an option anywhere in Public Whore mod.
Lillithcometh Posted June 15, 2021 Posted June 15, 2021 (edited) also tried turning off beastiality features on clean save, still dosent solve the issue....only animals make the off handed comments..... edit: haven’t found the fix, but might have found the problem. Turns out the animals that do it are the ones added by Sexlab more creatures (the one that adds non hostile animals to every city, town, hold, houses) so I might play around with the load order or it could be a straight up conflict, since they are added but this mod somehow treats them as non creature variants Edited June 15, 2021 by lightspeed77
Gudulba Posted June 16, 2021 Posted June 16, 2021 So I have successfully finished my quota, reported back to the Jarl and got released, but he did not give me back my money they had confiscated when I was "enlisted". Maybe a bug or did I do anything wrong?
shiagwen Posted June 16, 2021 Posted June 16, 2021 This mod is so much needed. it gives the feeling of a forced whore who is fucking for her life. it gives the possibility of playing a prostitute without boosting money into the game. reducing the points for torture in mcm and raising the points for disbehaviour let the whore feel her situation easily. i wish a bridge to prison overhaul would be made. also simple slavery is so great to let the pc feel like the sold flesh she is. this needs an option to determine the town she came to or at least take the little towns out and send her only to one of the five walled cities. i hope the modder himself or someone who can do this and likes to do this bring pop and ss++ in order to summarize the effect.
jbezorg Posted June 18, 2021 Posted June 18, 2021 (edited) There's an issue with one of the mods force greet AI packages. It looks like it's completed when the distance between the subject an target is 0. The target being the player and the subject a guard. The player's collision box prevents the guard from ever completing the package so they're constantly in the player's face pushing them all over the place trying to reach the impossible distance of 0. Failing to complete the AI package and trigger the force greet. Had to console kill the guard. Skyrim's pathing AI sucks. fAIMinGreetingDistance has a default value is 150.0 units. This is the distance where NPCs randomly tell you stuff about themselves. Sorta like a medieval LinkedIn where the NPC's mostly tell you about their jobs. NPC's height are roughly 128 units. I've always assumed the Player's and NPC's collision box had a 64 unit diameter. Roughly half the height. Giants are about 200 units in height so I'd guess their collision box has a 100 unit diameter. With a target distance of 0 and the delay in the game engine to trigger a force greet it pretty much guarantees a body slam by the NPC followed by a "Oh! Hi! Didn't see you there!" force greet. Set the target distance at the least greater than the combined radius of both actor's collision boxes. i.e. 64 units for the playable races. You should also consider that the NPC will coast toward their target some before the AI Package registers as complete. Set the package complete distance greater than the target distance with the condition equal to or less than. Give the NPC a zone to get into rather than having them reach an exact distance. At a minimum. Make the zone large enough so the entirety of the NPC collision box fits in between the target distance and package complete distance. Setting the AI package to slow the NPC down within the package complete distance, i.e. run to jog speed / jog to walk speed, also helps prevent the "Oh! Hi! Didn't see you there!" body slam force greet. Edited June 18, 2021 by jbezorg 3
jbezorg Posted June 18, 2021 Posted June 18, 2021 Also. I'm playing a Dunmer refugee in Windhelm. Ulfric is creating an Imperial soldier. 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now