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[W.I.P] oli3d Furniture Bondage 004-2014-test fix 2


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I think spells are more intuitive in order to summon furniture.

YEs .. of course - but there a plenty of poses/furnitures to come.

I don't want to clutter your magic menu with 20 or 30 spells...

if you are in a fight and you have added all the furniture spells to the favourites menu...

hmmm ... i try to implement spells....

 

imho anything that prevents inventory/magic clutter is always appreciated. Not sure about dialogue though. I wonder if it would be possible to have a furniture selector in the position / removal popup and have that trigger when casting a spell on the ghost. Making it possible to order them to move somewhere might be helpful though

... and your suggestion(summon buidler -> place a simple cube -> activate and select..) in the mod..

then you all can test it .....

 

 

Moin

Oli

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I think spells are more intuitive in order to summon furniture.

YEs .. of course - but there a plenty of poses/furnitures to come.

I don't want to clutter your magic menu with 20 or 30 spells...

if you are in a fight and you have added all the furniture spells to the favourites menu...

hmmm ... i try to implement spells....

 

imho anything that prevents inventory/magic clutter is always appreciated. Not sure about dialogue though. I wonder if it would be possible to have a furniture selector in the position / removal popup and have that trigger when casting a spell on the ghost. Making it possible to order them to move somewhere might be helpful though

... and your suggestion(summon buidler -> place a simple cube -> activate and select..) in the mod..

then you all can test it .....

 

 

Moin

Oli

 

 

I would stick with spells as there isn't that many and as the limit is 25 I can't see a need to add them to the favorites for quick access via Q myself

 

 

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Hello....

 

development information:

i am working on the MCM menu, with some basic infos and functions(Actor list, device list, reset actors, reset devices)

added 5 more devices - mostly the chained animations

experimenting with the gibbets and post to convert them into furnitures.

 

one more point:

i am thinking of making dialogues to the builder ghost(s), soo i can get rid of all the spells.

you can talk to them, advice them to go to a specific destination near you, where you want to place a furniture/bondage device. Maybe there will be more than one ghost(a specialist for gibbets, a specialist for posts etc.)

 

what do you think?

 

Moin

Oli

P.S.: next test release(with MCM and more devices comming soon - weekend fr or sa)

 

I think spells are more intuitive in order to summon furniture.

 

The summon furniture are the first time that I hear appoint a mod, and I have no idea how you try to run the mod in development

 

You could do as Poser Pinup using the rings to access poses attreaverso a well thought out menu type FNIS easy uttilizzo sebza having to have 30 or more spell..? :blush:

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hello i have a problem i installed this mod, and i have all spells expect the ghost builder. is there any other way to get this spell?

 

The ghost builder is under a different school of magic to the furniture ( as i recall ghost builder is alteration and the furniture is under restoration)

 

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hello i have a problem i installed this mod, and i have all spells expect the ghost builder. is there any other way to get this spell?

 

The ghost builder is under a different school of magic to the furniture ( as i recall ghost builder is alteration and the furniture is under restoration)

 

 

ah k thank you i will test it :)

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hello i have a problem i installed this mod, and i have all spells expect the ghost builder. is there any other way to get this spell?

 

The ghost builder is under a different school of magic to the furniture ( as i recall ghost builder is alteration and the furniture is under restoration)

 

 

ah k thank you i will test it :)

 

now i have the ghost builder i can summon him/her but i cant place anything. i have downloaded the test 3 thats it i dont know why :s

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I am having issues with the X cross. The top shackles of the furniture are either too high or too low. So with some characters, it is too high and barely touches the finger tips, and others it's too low and their wrists go way past it. It seems the models are not autoscaling to fit the furniture properly. Is this intended? Cause if you use the actual X cross animation, playidle zazapcao025, the models of the character  will autoscale to fit it.

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Hello oli3d!

It's an awesome MOD! Thx for your great work!

Could I translate it into chinese and upload it in other website?

THANK YOU!

Hello x83191722,

 

No problem.

 

Moin

Oli

 

P.S.:

I am working on the next test release..

i will add (testwise) "scale to race" to the furnitures so there may be less clipping.

 

Moin

Oli

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Hello oli3d!

It's an awesome MOD! Thx for your great work!

Could I translate it into chinese and upload it in other website?

THANK YOU!

Hello x83191722,

 

No problem.

 

Moin

Oli

 

P.S.:

I am working on the next test release..

i will add (testwise) "scale to race" to the furnitures so there may be less clipping.

 

Moin

Oli

 

Ok,very thank you!

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Have you summon the builder and then hit him with the spell(furniture) of your liking?

yes i summon him in front of me and i did the spell on him and nothing happend

 

 

Same here. Casting the furniture spells on the builder does nothing.

 

I did start a new game with a minimal amount of mod's (unofficial patches + requirements) and then the spells work fine. So there must be something out there that breaks the mod. Will test a bit more.

 

 

Update: so far I've found that for my game SkyRe breaks the spells. Adding the mod to SkyRe's block list doesn't help. Any other ideas are welcome.

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SkyRe by itself can't do anything to custom spells, you must be feeding the mod into the ReProccer. Make sure the mod is deactivated when you generate the ReProccer patch, because I haven't had any luck at all with using its exclusions list.

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Using the puppetmaster mod managed to get slaves from paradise halls on the furniture, seem to return to the furniture as well when they fall off.

 

the wooden horse i can't get to line up right though, its in the player made house at lakeview (made a store room and just left the vanilla stuff out)

 

images in spoiler

 

 

 

furniture1.jpg#furniture2.jpg

furniture3.jpg

furniture4.jpg

furniture5.jpg

 

 

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  • 2 weeks later...

So the last test version doesn't have the hanging chains animation in it yet, yes? I'm looking forward to that and cage animations!

 

just uploaded a new version ;)

Added a nice rug.... with some special .... aheemmm .... chains..

 

->

free all victims, remove devices, save, deinstall old mod, wait 24 ingame hours, save, install new version, spells should be automatically added, have fun...

 

 

Moin

Oli

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Just installed the new version and getting a new message when running FNIS as well as the 2 duplicate ones

 

FNIS Behavior V4.1.1   29/01/2014 20:16:57
Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim (Steam)
Generator: C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\tools\GenerateFNIS_for_Users
Skeleton female: Unknown (232 bones)   male: Unknown (232 bones)
Patch: "SKELETON Arm Fix"

Reading DeviousDevices ...( 0 furniture, 1 offset,<3> alternate animations)
Reading FNIS ...
Reading FNISBase ...
Reading FNISCreatureVersion ...
Reading FNISSpells ...
Reading SexLab ...
Reading SexLabCreature ...
Reading xo3dBF ...>>Warning: Animation file missing: ZazAPC018.hkx<<
( 11 furniture, 0 offset,<3> alternate animations)
Reading ZaZAnimationPack ...( 6 furniture, 0 offset,<3> alternate animations)

All Anim Lists scanned. Generating Behavior Files...
Generating mt_behavior xml ...
Converting Behavior Files (.xml to .hkx) ...

Create Creature Behaviors ...
Reading SexLabCreature ...

 1474 animations for 9 mods successfully included (characters)
  ( 17 furniture, 1 offset,<3> alternate animations) - mt_behavior usage: 4.7 % (225/4770)
 250 animations for 1 mods and 16 creatures successfully included.
 1 Warning(s).

Missing AnimFile ZazAPC018.hkx for character, mod xo3dBF
Duplicate AnimFile IdleShackled.hkx for character, mods xo3dBF and standard
Duplicate AnimFile IdleShackledExit.hkx for character, mods xo3dBF and standard

 

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Tried the current version to play around with it a bit. (Never used the previous ones) xo3dBF-test-2014-004

 

With the mod installed, the struggle option with the armbinder equipped seems to cause a CTD.

It might be related to the messagebox at the end as your mod wants to override a SkyUI script. (ski_playerloadgamealias) As soon as I click the messagebox away, the game crashes.

Uninstalled the mod again and the problem was gone.

 

There's also a warning message when running FNIS. Something about a missing animation.

 

edit: The older version "xo3dBF-test-2014-003" is working fine.

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Hello,

 

uploaded a fix:

 

removed ski_script,

added missing animation,

 

Note: "Duplicate AnimFile" is not an error.

 

as allways: free victims, remove devices, uninstall mod, save, load, wait 24 in game hours, install new (fixed)mod, run fnis, load, have fun....

 

Moin

Oli

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