Pfactor Posted January 7, 2014 Posted January 7, 2014 Next mod: parallel to the bondage furniture mod i am working on a hucow/milkmaid mod: scripted and tested so far: basic done: make a woman a hucow, cure cowisation, breastgrow over time, breast shrink(milking), working on: timer functions(hardest part) for growing -> means... Have you seen this thread? http://www.loverslab.com/topic/9363-wip-long-life-milk-mod-expired-milk-edition/ Chiefly this post? http://www.loverslab.com/topic/9363-wip-long-life-milk-mod-expired-milk-edition/?p=582003
oli3d Posted January 7, 2014 Author Posted January 7, 2014 Next mod: parallel to the bondage furniture mod i am working on a hucow/milkmaid mod: scripted and tested so far: basic done: make a woman a hucow, cure cowisation, breastgrow over time, breast shrink(milking), working on: timer functions(hardest part) for growing -> means... Have you seen this thread? http://www.loverslab.com/topic/9363-wip-long-life-milk-mod-expired-milk-edition/ Chiefly this post? http://www.loverslab.com/topic/9363-wip-long-life-milk-mod-expired-milk-edition/?p=582003 Look at the fist post in "Long Life Milk Mod", Section "Notable contributors" -> oil3d: the milking cuirass mod. Was one of my first mods here It was simple... no quest... only a few scripts, no breast growing... no animation.. only some altered soundfiles from one of the first asian sexmods, and the cuirass i found here. yes .. i know the thread and the mod. One of the versions, with source scripts, i modded to an esm to add the placeholder milking machine to my homes and castles. As soon as the team releases a new Version of their mod, i will try to make a compatibe version of my mod. Moin Oli
oli3d Posted January 7, 2014 Author Posted January 7, 2014 Ohhh by the way... uploaded a test file/mod Moin Oli
nameless701 Posted January 7, 2014 Posted January 7, 2014 Zitat "[W.I.P] xo3dBF-test-2014-014-07" Wrong Date? actual is 2014-01-07 (...und heute gebe ich einen aus...)
Kageryu Posted January 8, 2014 Posted January 8, 2014 Next mod: parallel to the bondage furniture mod i am working on a hucow/milkmaid mod: scripted and tested so far: basic done: make a woman a hucow, cure cowisation, breastgrow over time, breast shrink(milking), working on: timer functions(hardest part) for growing -> means... idea 1. growing time- > i tooks 8-12 hours to get the maximal(leveled) breastsize(tweakable via MCM) milking time -> you have 1-3 hours milking the milkmaid/hucow if not: a) wasting milk time -> if you did not milk the milkmaid/hucow ... all the mik will be spilled out over a 1-3 hours...* you have a milking device nearby(or summonable - see bondage furniture.... huhu masterchriss ) the milkmaid/hucow she uses automatically *there will be a penality... delayed breast growing... a desease or somthing similar idea 2.(simpler) as every good farmer knows: you have to milk the milkmaid/hucow in the morning and in the evening planned: amount of milkable milk depends on weight, leveled and breastsize... quality of milk depends of the milkmaid/hucow-lvl of the actor milk will be an ingredient rahter than a potion.. so alchemists can use milk for creating potions and cooks for specail meals and sweetrolls . third mod: this is a NPC managing mod... tested and scripted so far...(i am rescripting the mod): add a npc to your list(dialogue: follow, wait, inventory, new home, basic clothing-> normal, work, travel, sleep, naked, default*) remove a npc from the list(returns to his defaul home and clothing) *in a test release ther will be no outfit functions... but xou can manage the outfit of your npcs by using a mod from the nexus called "NPC Clothes Changer and Maintainer by Dudestia" http://www.nexusmods.com/skyrim/mods/11662/? i use my NPC managment mod for testing my milkmaid and bondage furniture mod.. *grin* i should add more rooms and beds to breeze home(having Saadia, Ysolda and Camilla as test objects here) More to come... So what will be released first: 1. The new (basic)bondage furniture mod...with new scripts. place, remove, attach actor to device 2. Basic npc management mod - so you do not have to waste your followers for the bondage furniture 3. Basic hucow/milkmaid mod - i hope MasterCChris & XAZ will soon releasa a new Animation Pack with the milking machine animation(MasterCChris) included Suggestions welcome and now a beer Moin Oli grammar and wording may be bad.... hicks.. I can't wait for this milkmaid mod. Looking forward to it. Also "i should add more rooms and beds to breeze home(having Saadia, Ysolda and Camilla as test objects here". Can you make a new house instead? I'm sure some people, including myself, have modded breezehomes and other vanilla homes and those kinds of changes can conflict with each other.
zanith86 Posted January 8, 2014 Posted January 8, 2014 Hey Oli3d you're one of the few mods and modders that I follow on a regular basis. In regards to your ambitions for your slavery-style mod a while back, have you seen this mod? http://www.nexusmods.com/skyrim/mods/29886/?I think it was something you were suggesting a while back. As always thanks for your work.
Goubo Posted January 8, 2014 Posted January 8, 2014 Your work on this is amazing, this is exactly what I need for my next mod, mind if I use some of your work for a torture room??
oli3d Posted January 8, 2014 Author Posted January 8, 2014 Your work on this is amazing, this is exactly what I need for my next mod, mind if I use some of your work for a torture room?? no problem... Moin Oli
DonQuiWho Posted January 8, 2014 Posted January 8, 2014 Welcome Back This mod was one that I had been very much hoping that you would be finishing. It has lots going for it. Really looking forward to the next version
DonQuiWho Posted January 9, 2014 Posted January 9, 2014 Tried the test mod VERY briefly, in Breezehome, with Lydia The Furniture Delivey Fairy 'ghost' is gorgeous, and transforms into the furniture items well, as she should Items seem to rotate OK - although 'Y' axis is not 'up and down' as it is in most applications - is that a Skyrim/Bethesda thing? Lydia can be commanded to sit on the horse, or in the cauldron, OK. The alignment can be a bit squiff - first time on the horse, was sitting about 6ft in front in thin air - but otherwise basically acceptable. May be my cackhandedness, or sometimes inability to get almost any woman to do as I want , but the sequencing of the command request and subsequent 'E' activation seemed odd...I occasionally got ' 'E' Wait here ' appearing. May be a quirk of the AFT mod which I use, though Can't get her to 'stay' on the furniture. If I go out the door to Whiterun, and then re-enter, she will usually be standing waiting for me. A quick exit, fast travel to Western Watchtower, and back to Whiterun Stables found her standing on the path outside the stables, as always pledging to protect me forever and ever etc. The Follower command that appeared then on 'talking' to her was 'Wait here', not 'Follow me', which I had been careful not to issue - and what happened was despite her last words, said while in Breezehome, stewing nicely in the cauldron, being to the the effect that she would just 'wait here'. May be a foible of AFT, though Not sure if we were to expect your test mod to result in a sort of 'permanent' sit, but if it were intended to do that, doesn't yet seem to No MCM menu that I could find. I didn't uninstall the original mod first, though, so if there is supposed to be one, that might have screwed it up Hope that, even if brief, that's of some help Thanks again for persisting with this. The prospect of having useable furniture from the Zaz collection is great, and I'm really pleased to see that you were OK with Goubo using it in his planned 'Hideout' development
NYINEGY Posted January 9, 2014 Posted January 9, 2014 2 things oli :- can you plz make a note to add "swimming outfit" to npc managment mod when you start doing outfit management to it ?? currently no mod does that except vilja!- I would really suggest you look into sexlab plugin " puppet master "I think your bondage furniture would fit into that mod nicely along with the swimming outfit addon it would also save you the trouble of building your npc management since it is there already!http://www.loverslab.com/topic/23261-puppet-master-17/
oli3d Posted January 9, 2014 Author Posted January 9, 2014 Hey Oli3d you're one of the few mods and modders that I follow on a regular basis. In regards to your ambitions for your slavery-style mod a while back, have you seen this mod? http://www.nexusmods.com/skyrim/mods/29886/? I think it was something you were suggesting a while back. As always thanks for your work. Hello, yes i know paradise halls and s3 etc., what i want to do with my npc management mod is controll npcs in a different way. The npc mangament will be a basic mod(esm) to add npcs to a list and remove them. With basic follow, wait, inventory, set home and set outfit(sleep, default, special, work, travel) commands. Nothing more, nothing less. The more enhanced things should be done by using a plugin. For example a slaveryplugin(with all the conditions and quests), a hireling plugin(for non combat hirelings). I think i will do the same for the bondage furniture mod. a basic mod to place furniture and contol actors that are attached to the furniture. Nothing more, nothing less. the rest wil go with plugins. so a modder or i can concentrate on the quest driven plugins letting the basic npc or furniture thing untouched. Moin Oli
oli3d Posted January 9, 2014 Author Posted January 9, 2014 Tried the test mod VERY briefly, in Breezehome, with Lydia The Furniture Delivey Fairy 'ghost' is gorgeous, and transforms into the furniture items well, as she should Thanks... i hope more user will test it. Some people had problems to activate the marker(ruined book) to place a furniture. Items seem to rotate OK - although 'Y' axis is not 'up and down' as it is in most applications - is that a Skyrim/Bethesda thing? Have to look at this... but as i remember that's the waay beth named the axis. Lydia can be commanded to sit on the horse, or in the cauldron, OK. The alignment can be a bit squiff - first time on the horse, was sitting about 6ft in front in thin air - but otherwise basically acceptable. May be my cackhandedness, or sometimes inability to get almost any woman to do as I want , but the sequencing of the command request and subsequent 'E' activation seemed odd...I occasionally got ' 'E' Wait here ' appearing. May be a quirk of the AFT mod which I use, though The alignment is more or less a thing of the furniture idle animations. I will try to compensate it..... but.... Can't get her to 'stay' on the furniture. If I go out the door to Whiterun, and then re-enter, she will usually be standing waiting for me. A quick exit, fast travel to Western Watchtower, and back to Whiterun Stables found her standing on the path outside the stables, as always pledging to protect me forever and ever etc. The Follower command that appeared then on 'talking' to her was 'Wait here', not 'Follow me', which I had been careful not to issue - and what happened was despite her last words, said while in Breezehome, stewing nicely in the cauldron, being to the the effect that she would just 'wait here'. May be a foible of AFT, though ...after i implement the packages to the bond player, the actor will stay in the furniture and will have the correct alignment if you reenter the house/cell again(see my old mod) Not sure if we were to expect your test mod to result in a sort of 'permanent' sit, but if it were intended to do that, doesn't yet seem to Nope... the testmod was only to test the basic placement of the furniture. Actor packages are not implemented yet. No MCM menu that I could find. I didn't uninstall the original mod first, though, so if there is supposed to be one, that might have screwed it up you may uninstall the old mod(free all victims, remove all furnitures, be shure there is no one in the furniture cell).... there are no dependencies. All my nes scripts begin with xo3d, the old one with o3d.... .Do this when my new mod is ready for normal use. Hope that, even if brief, that's of some help Thanks again for persisting with this. The prospect of having useable furniture from the Zaz collection is great, and I'm really pleased to see that you were OK with Goubo using it in his planned 'Hideout' development thanks... there are now only a few furnitures (xcross, wooden horse etc.) i hope i find a solution for the animated objects to integrate them as placeable(via trigger bound at a simple floor plate) Moin Oli
oli3d Posted January 9, 2014 Author Posted January 9, 2014 2 things oli : - can you plz make a note to add "swimming outfit" to npc managment mod when you start doing outfit management to it ?? currently no mod does that except vilja! - I would really suggest you look into sexlab plugin " puppet master " I think your bondage furniture would fit into that mod nicely along with the swimming outfit addon it would also save you the trouble of building your npc management since it is there already! http://www.loverslab.com/topic/23261-puppet-master-17/ Hello, please read the answer to zanith86 posting. I think this will answer most questions.... About the the swimmsuit.... i will try a solution for bathing/swimming(when not in combat) via a plugin for the npcmanagement. Moin Oli
dr4cos Posted January 9, 2014 Posted January 9, 2014 I had problems whit the old placement of the furniture but no it works great. If I place the furniture outside and change something abut the ankle it is reset(first placement) if i travel back there.
oli3d Posted January 9, 2014 Author Posted January 9, 2014 I had problems whit the old placement of the furniture but no it works great. If I place the furniture outside and change something abut the ankle it is reset(first placement) if i travel back there. Thanks for feedback... that's what i wanted to know... I will test the positioning problem you mentioned. Moin Oli
zanith86 Posted January 9, 2014 Posted January 9, 2014 Hey Oli3d you're one of the few mods and modders that I follow on a regular basis. In regards to your ambitions for your slavery-style mod a while back, have you seen this mod? http://www.nexusmods.com/skyrim/mods/29886/? I think it was something you were suggesting a while back. As always thanks for your work. Hello, yes i know paradise halls and s3 etc., what i want to do with my npc management mod is controll npcs in a different way. The npc mangament will be a basic mod(esm) to add npcs to a list and remove them. With basic follow, wait, inventory, set home and set outfit(sleep, default, special, work, travel) commands. Nothing more, nothing less. The more enhanced things should be done by using a plugin. For example a slaveryplugin(with all the conditions and quests), a hireling plugin(for non combat hirelings). I think i will do the same for the bondage furniture mod. a basic mod to place furniture and contol actors that are attached to the furniture. Nothing more, nothing less. the rest wil go with plugins. so a modder or i can concentrate on the quest driven plugins letting the basic npc or furniture thing untouched. Moin Oli That makes a lot more sense to be honest. Thanks again for all your hard work. You're one of the few modders that I follow on a regular basis. I would offer my help if I was any good at modding, but I am attempting to learn, albeit very slowly. Again thank you again for all your work as always.
Guest Posted January 10, 2014 Posted January 10, 2014 Am I the only one who that is getting De Necro after installing the test 2014-014?http://www.nexusmods.com/skyrim/mods/2014/?
oli3d Posted January 10, 2014 Author Posted January 10, 2014 Hello... New Version in uploaded xo3dBF-test-2014-002: 25 Furniture and 25 Actor slots(means max. 25 furniture and 25 actors attached to) added xwheel, vertical stocks, pillory etc. Please uninstall(remove devices, save, remove mod, load, wait 24 in game hours, save, install test ver. 002 and load the game) Please test and give feedback. For example how many slots(pair Actor/device) you want.... feature wishes and so on ... errors.. Moin Oli
redneck2x Posted January 11, 2014 Posted January 11, 2014 Interesting, we have great resources in ZaZ package, but they are unused. I was desperate enough to start working on similar project, even named BondageFurniture.esp, but approach is different: 1. Assume that there is bondage furniture. I find positioning items in game pain in the ass, it is much easier with some basic CK proficiency to place furniture at right place. 2. So player get close to furniture and "presses hot key"/dialogue/"casts spell" on actor, script finds closest furniture from supported list and makes actor to sit there. 3. I am still struggling with AI packages, it seems that I can make actor path to furniture, but I can not make actor to sit on it. It does works if I exit and return to cell, then "SitTarget" template works perfectly. At your scripts I had seen "ActorBoundToDevice.moveto(ToDevice)", is it the only method you found working? What is the scope of your planned mod? What are you planning to add? Thanks for sharing. P.S. can you please add : ShackleWallMarker, BoundCaptiveMarker, BoethiahPillarFurniture01
oli3d Posted January 11, 2014 Author Posted January 11, 2014 Interesting, we have great resources in ZaZ package, but they are unused. I was desperate enough to start working on similar project, even named BondageFurniture.esp, but approach is different: 1. Assume that there is bondage furniture. I find positioning items in game pain in the ass, it is much easier with some basic CK proficiency to place furniture at right place. 2. So player get close to furniture and "presses hot key"/dialogue/"casts spell" on actor, script finds closest furniture from supported list and makes actor to sit there. 3. I am still struggling with AI packages, it seems that I can make actor path to furniture, but I can not make actor to sit on it. It does works if I exit and return to cell, then "SitTarget" template works perfectly. At your scripts I had seen "ActorBoundToDevice.moveto(ToDevice)", is it the only method you found working? yes.. for now. I am using doingfavor to get the actors using the furnitures. I think ther may be more ways... I tried to use one AI package for all furnitures(search nearest referenc, etc)....that did not work (maybe i test it again... was in the beginning of my scripting 2012) So how my mod works: Every furniture build by the builder ghost, goes in a questalias. Every furniture questalias has a AI package(sitTarget) attached. furniture_alias_001 will have sit_package_001 furniture_alias_002 will have sit_package_002 furniture_alias_003 will have sit_package_003 and so on...... furniture_alias_00N will have sit_package_00N in the questAliasTab there are the same amount of actor_aliases as the furniture_aliases so if a actor triggers/sit at furniture_alias_001 the the actor goes in Actor_alias_001 using sit_package_001 furniture_alias_002 the the actor goes in Actor_alias_002 using sit_package_002 furniture_alias_003 the the actor goes in Actor_alias_003 using sit_package_003 and so on furniture_alias_00N the the actor goes in Actor_alias_00N using sit_package_00N Note... the Furniture_Aliases and the Actor_Aliases have to be in the same quest, for that the AI packages(pointing to a furniture_alias) will work in my earlyer mod the placeable furniture was added to an alias only when it was used by an actor... so theoretically you could place an great number of furniture everywhere.. that, i f you uninstall or updating a mod will bloat your save file with references to non existing furnitures. So i decided for the placeable furniture to put them in an alias for remove them via MCM(comming). For static furniture(added by a mod via CK) it will be the old way...(as soon my mod goes esm) What is the scope of your planned mod? What are you planning to add? Thanks for sharing. P.S. can you please add : ShackleWallMarker, BoundCaptiveMarker, BoethiahPillarFurniture01 Is on my list... ShackleWallMarker will be my tweaked version(original version of beth is not usable) Moin Oli
dr4cos Posted January 11, 2014 Posted January 11, 2014 If I try to place the rack i get the x-cross instead. the followers aren't using the cauldron.
redneck2x Posted January 11, 2014 Posted January 11, 2014 Hmm, I use AI packages in similar way. After more experimenting I found out that, I was doing correctly, but using wrong furniture. It seems ZaZ furniture works perfectly well, but in game furniture "ShackleWallMarker, BoundCaptiveMarker, BoethiahPillarFurniture01", with which PC can not interact directly, is not working. By not working I mean that NPC does not approach and sit on furniture, but if I exit and return to cell, the actor is already shackled in place. Do you know what property should I modify in the furniture so it could be also activated by player? I tried to set Interaction Keyword: NONE, but it had not helped
oli3d Posted January 11, 2014 Author Posted January 11, 2014 If I try to place the rack i get the x-cross instead. willl be fixed in next bug fix release(comming soon) Moin Oli
oli3d Posted January 11, 2014 Author Posted January 11, 2014 Hmm, I use AI packages in similar way. After more experimenting I found out that, I was doing correctly, but using wrong furniture. It seems ZaZ furniture works perfectly well, but in game furniture "ShackleWallMarker, BoundCaptiveMarker, BoethiahPillarFurniture01", with which PC can not interact directly, is not working. By not working I mean that NPC does not approach and sit on furniture, but if I exit and return to cell, the actor is already shackled in place. Do you know what property should I modify in the furniture so it could be also activated by player? I tried to set Interaction Keyword: NONE, but it had not helped i modified the original wallshackle to use it in my mod. the original shackle did not work. I think for the BoethiahPillarFurniture01 it's the same thing... i will research it... Moin Oli
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