Ingun Black-Briar Posted July 28, 2013 Share Posted July 28, 2013 Hey y'all, I've recently installed and tested the various sex mods, and I was a little surprised that we lack an "immersive" sex mod, as in "using in game furniture, markers and items". What I'm thinking of is quite simple but probably a nightmare to create: use what we already have in game. NPC sitting on a chair? Bang them on the chair/table. Bend them over that counter. Use the torture rack if you're feeling kinky. Basically: a completely different and somewhat reverse approach to a sex mod because it would be object/marker based rather than running an animation on the target. Add some easy to use commands and wrap it up in some immersive and relationship-based options and we're all set. Eh, in my imagination anyway. Planned features: - initiate sexytimes based on the target's current action, animations are unique for each situation/position. - utilize clutter objects to have some special alone time, lean against a dungeon wall to ease the tension. - go hogwild on those Thalmor and indulge in your fantasies of world-domination. Seriously, I want to be able to tie them to their torture racks and do horrible things to them, probably including and not limited to Black-Briar mead bottles. - appropriate NPC reaction scripts. Seriously, we need those. I don't think the above mentioned Thalmor would like you very much after that. On the other hand, wooing the entire population of Northwatch Keep might get you "friendly" status with the Thalmor and trigger custom reactions as opposed to the lame standard game behavior which consists of "I hate you but that only means I'm not talking to you" or "I like you very much but that only means you get to take my apple and I won't call the guards". - NPC sexual kinks and preferences based on their morality, disposition, race, abilities, etc. We need something to work with, there. - consequences. Consequences! Are you a good lover who satisfies their partner's desires or do you molest everyone? Better be prepared to face the consequences of the entire hold of Whiterun calling you a whore ... or a desirable agent of Dibella. ;-) - That said, back to my "use in game items" approach. Amulet of Dibella, anyone? There's so much stuff in this game that's perfect for such a project, but I'm in way over my head already, anyway. I can't possibly hope to rewrite the entire game AI. So, uhm. That's what I'm envisioning, but - just like everyone else with ideas for a mod - I'm an utter noob. This isn't a recruitment drive, I'm just curious who'd like to see such a mod, and be willing to contribute to it. Since I'm a noob myself it's not necessary to be a skilled modder, but I guess you'd have to be interested in learning to do the stuff such a mod would require, be it coding or animating or what have you. It's also not a mod that is going to be finished anytime soon, more of a "I work on this in my spare time and learn the things I need to know to create it" thing. Thoughts? :-O Link to comment
Zadil Posted July 28, 2013 Share Posted July 28, 2013 Ambitious, but also very interesting. Could imagine doing a bit of modeling for it in the hypothetical case that such a mod were ever to be developed. Link to comment
Ingun Black-Briar Posted July 29, 2013 Author Share Posted July 29, 2013 Ambitious, but also very interesting. Could imagine doing a bit of modeling for it in the hypothetical case that such a mod were ever to be developed. Do the modeling anyway, by all means! Every bit of available content helps - don't be dependent on the ideas of an ambitious noob like me! ;-) Someone out there ought to put your work to good use! :-) That said, yes. It's terribly ambitious, and that's why I tried to make it clear that it's more of a pet project that may very well take many months to get going. I'm terribly interested in the mechanics of such a mod, though, and I want to know what's possible with the Skyrim engine (I've always wanted to find a way to use the havoc engine to control bodies/animations, for example). Furniture and idle markers seemed like a good point to start because they already exist and make the perfect stage. Trust me, you don't want to know the other 425,343 ideas I have. *cough* Ambitious, yeah. But you never know, I might actually do it. ;-) Edit: Lest I forget ... I'm also very curious about the possibilities of UI modding. Imagine something similar to the super annoying lockpicking interface, except for sex. Yes, for sex. Okay, maybe it's not that similar. But you get the idea - don't just watch, "interact" with the world. Link to comment
Zadil Posted July 29, 2013 Share Posted July 29, 2013 Lest I forget ... I'm also very curious about the possibilities of UI modding. Imagine something similar to the super annoying lockpicking interface, except for sex. Yes, for sex. Okay, maybe it's not that similar. But you get the idea - don't just watch, "interact" with the world. Yes, such a minigame would be awesome indeed. Not quite sure what the limitations of the game's UI are, but such changes would be a huge step towards integration.I do hope that you decide to look into scripting and the CK since it would be a shame to let all those ideas go to waste.Modeling can be a time consuming activity, so I'd only get going once there was a reasonable chance that the effort would pay off, like would be the case with a dedicated team or widely requested feature, or simply out of conviction. That being said, if you ever decide to become a mod author and find yourself in need of the occasional 3d asset for a mod you're working on, feel free to let me know. Link to comment
Ingun Black-Briar Posted July 29, 2013 Author Share Posted July 29, 2013 Lest I forget ... I'm also very curious about the possibilities of UI modding. Imagine something similar to the super annoying lockpicking interface, except for sex. Yes, for sex. Okay, maybe it's not that similar. But you get the idea - don't just watch, "interact" with the world. Yes, such a minigame would be awesome indeed. Not quite sure what the limitations of the game's UI are, but such changes would be a huge step towards integration. I do hope that you decide to look into scripting and the CK since it would be a shame to let all those ideas go to waste. Modeling can be a time consuming activity, so I'd only get going once there was a reasonable chance that the effort would pay off, like would be the case with a dedicated team or widely requested feature, or simply out of conviction. That being said, if you ever decide to become a mod author and find yourself in need of the occasional 3d asset for a mod you're working on, feel free to let me know. Thank you, I truly appreciate your offer! It's not that I'm new to scripting - I'm just not very talented in that department, I'm afraid. But it's nothing I can't do given time and dedication. Plus, it's frustrating to have so many ideas and be unable to try them on my own, so I guess I'll have to bite the bullet and look into papyrus scripting at this point just to see what could be accomplished! Again, thank you for your support, it means a lot to me! Edit: I'm going to look into the UI thing first, to satisfy my curiosity. We already know how to trigger animations, and the "consequences system" is only a matter of coding, too. With the UI, though, I really don't know what would be possible which makes it all the more intriguing. Link to comment
skyrimanator Posted August 2, 2013 Share Posted August 2, 2013 Interesting concept, would love to use it on the furniture in the Bannered Mare. Link to comment
Ingun Black-Briar Posted August 2, 2013 Author Share Posted August 2, 2013 Small update: I discovered "Home Construction and Decoration" (HCAD) on the Nexus and I think I will create a small plugin allowing you to craft and place shackles and torture racks. Looks like the perfect place to start learning the ropes of custom objects/markers :-) Link to comment
Zadil Posted August 2, 2013 Share Posted August 2, 2013 Small update: I discovered "Home Construction and Decoration" (HCAD) on the Nexus and I think I will create a small plugin allowing you to craft and place shackles and torture racks. Looks like the perfect place to start learning the ropes of custom objects/markers :-) Looking forward to some interesting interior designs. Link to comment
canthics Posted August 2, 2013 Share Posted August 2, 2013 scene control based on furniture interactions might be feasible given FNIS support for it. it also potentially fixes many of the alignment and collision issues sexlab runs into right now, as actors can effectively be anchored to a static for the duration of the scene. however, aside from the need for object-specific animations of which there are none at the moment, you may have problems due to skyrim's inability to have more than one actor truly interact with a single furniture object. definitely something worth looking into, but it would be pretty difficult, i.e., pulling it off would be as big a technical jump from sexlab as sexlab was from AP. I've been researching the idea as a way to improve sexlab's scene alignment and collision, so I'll give a holler if it turns out to be feasible. Link to comment
Ingun Black-Briar Posted August 2, 2013 Author Share Posted August 2, 2013 Looking forward to some interesting interior designs. And I hope I'll be able to deliver! I want to enforce a couple of restrictions so you won't be able to just hook up with anyone. I want a clear distinction between "enemy" and "lover", so you won't be able to tie Riverwood's Alvor to a torture rack and ravage them unless they hate you very much and you initiate some hate sex in order to break or punish them, or they're your kinky lover enjoying that sort of thing. There's much work to be done yet and I'll take my sweet time to understand the mechanics involved. Link to comment
Ingun Black-Briar Posted August 2, 2013 Author Share Posted August 2, 2013 scene control based on furniture interactions might be feasible given FNIS support for it. it also potentially fixes many of the alignment and collision issues sexlab runs into right now, as actors can effectively be anchored to a static for the duration of the scene. however, aside from the need for object-specific animations of which there are none at the moment, you may have problems due to skyrim's inability to have more than one actor truly interact with a single furniture object. definitely something worth looking into, but it would be pretty difficult, i.e., pulling it off would be as big a technical jump from sexlab as sexlab was from AP. I've been researching the idea as a way to improve sexlab's scene alignment and collision, so I'll give a holler if it turns out to be feasible. Woah, sorry, it seems we managed to post at the same time and I ended up missing your post. *facepalms* Concerning the alignment issues I plan to look into WaxenFigure's "SexAddicts" mod (with his permission) and utilize whatever magic he used in order to align the actors in his mod. SexAddict's animations align perfectly, and the user remains in control during the process, which is something LexLab lacks. As for object-specific animations you're right, of course. They're not my main concern, however. Animations are easy to include once there's a solid framework. I kind of fancy the idea of custom/object based idles doing the animation job but I haven't looked into it enough yet. I know this used to work in Oblivion, though. Link to comment
WaxenFigure Posted August 2, 2013 Share Posted August 2, 2013 scene control based on furniture interactions might be feasible given FNIS support for it. it also potentially fixes many of the alignment and collision issues sexlab runs into right now, as actors can effectively be anchored to a static for the duration of the scene. however, aside from the need for object-specific animations of which there are none at the moment, you may have problems due to skyrim's inability to have more than one actor truly interact with a single furniture object. definitely something worth looking into, but it would be pretty difficult, i.e., pulling it off would be as big a technical jump from sexlab as sexlab was from AP. I've been researching the idea as a way to improve sexlab's scene alignment and collision, so I'll give a holler if it turns out to be feasible. Emphasis added. Skyrim supports the two person bed and several people sitting on benches but that may only be because each person can still be handled individually and can go to their own private marker on the furniture. Link to comment
canthics Posted August 2, 2013 Share Posted August 2, 2013 man I just love realtime posting. I was just replying that if you could actually position the markers correctly on a custom furniture object and tweak the markers themselves to have different idle animations, it may be feasible to have a "sex bed" or a "bearskin rug" type object. you just can't have more than one on a single marker. benches and beds are basically furniture with more than one marker. you should be able to define and position as many markers as you need. Link to comment
WaxenFigure Posted August 2, 2013 Share Posted August 2, 2013 Woah, sorry, it seems we managed to post at the same time and I ended up missing your post. *facepalms* Concerning the alignment issues I plan to look into WaxenFigure's "SexAddicts" mod (with his permission) and utilize whatever magic he used in order to align the actors in his mod. SexAddict's animations align perfectly, and the user remains in control during the process, which is something LexLab lacks. As for object-specific animations you're right, of course. They're not my main concern, however. Animations are easy to include once there's a solid framework. I kind of fancy the idea of custom/object based idles doing the animation job but I haven't looked into it enough yet. I know this used to work in Oblivion, though. SexAddicts merely records the position it expects the actors to be in and moves them back if they exceed a specified distance from that position. Other iterations of the software move the actors back every time the script processed but that caused camera jitters. Adjustments are added to the expected positions so the adjustments won't push the actors out of position. You are of course welcome to examine the code and I will be happy to answer any questions that arise. Link to comment
Ingun Black-Briar Posted August 2, 2013 Author Share Posted August 2, 2013 Woah, sorry, it seems we managed to post at the same time and I ended up missing your post. *facepalms* Concerning the alignment issues I plan to look into WaxenFigure's "SexAddicts" mod (with his permission) and utilize whatever magic he used in order to align the actors in his mod. SexAddict's animations align perfectly, and the user remains in control during the process, which is something LexLab lacks. As for object-specific animations you're right, of course. They're not my main concern, however. Animations are easy to include once there's a solid framework. I kind of fancy the idea of custom/object based idles doing the animation job but I haven't looked into it enough yet. I know this used to work in Oblivion, though. SexAddicts merely records the position it expects the actors to be in and moves them back if they exceed a specified distance from that position. Other iterations of the software move the actors back every time the script processed but that caused camera jitters. Adjustments are added to the expected positions so the adjustments won't push the actors out of position. You are of course welcome to examine the code and I will be happy to answer any questions that arise. And I'll be happy to ask them! Like I said before: SA's animations always align wheras SL's animations do not. So your coding works much better, obviously, even if the details yet escape my noobish comprehension. I just wish someone would improve SL based on your scripts. I'll be sure to use them in my mods. Link to comment
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