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Posted
On 8/4/2023 at 4:22 PM, tsmfpz said:

It's always a fresh save, it's been a consistent problem any time I try to use the mod.

this is still an issue, by the way. Not trying to be a hassle or anything, just trying to figure out what's even wrong.

 

All I can tell is that when I have YPS Integration active, the effects fail to actually appear on my player, and the special buffs and debuffs don't appear either.

My player is generally a female Redguard, I tested with a Nord and got a completely different issue where the buffs and debuffs also weren't applied, but neither were the actual YPS attempts; it auto-pierced, but didn't apply nails or lipstick.

Posted
2 hours ago, tsmfpz said:

this is still an issue, by the way. Not trying to be a hassle or anything, just trying to figure out what's even wrong.

 

All I can tell is that when I have YPS Integration active, the effects fail to actually appear on my player, and the special buffs and debuffs don't appear either.

My player is generally a female Redguard, I tested with a Nord and got a completely different issue where the buffs and debuffs also weren't applied, but neither were the actual YPS attempts; it auto-pierced, but didn't apply nails or lipstick.

 

Oh I just realised that I misread your original post- your problem is when YPS is ENabled. Does YPS work properly for you when you run it on it's own?

The only thing I can think of is YPS's code somehow getting stuck, or hanging for too long, blocking the following bits of code that add the buffs/debuffs and morphs.

 

Do you only have the issue on stages where YPS things happen? For example, stages 90 (clothes, delicate skin debuff), 120 (exhibitionist, disease resistance buff(, 130 (horny, magic debuff, layer of morphs) or 150 (weapon damage debuff, layer of morphs) all don't use any YPS features. If YPS is the issue, these ones should run fine.

 

Otherwise, I'm kinda out of ideas. There's not really any way for the code to act like you're seeing, so has to be something weird like this.

Posted
4 hours ago, jib_buttkiss said:

I

Best possible cure: (flawless diamond, filled black soul gem): 98% success chance for 25 corruption cured, 23% chance of a fail being critical adding 13 corruption

-Worst possible cure: (garnet, empty petty soul gem): 44% success chance for 3 corruption cured, 88% chance of a fail being critical adding 2 corruption

-Somewhere in the middle: (flawless amethyst, empty grand soul gem): 69% success chance for 14 corruption cured, 60% chance of a fail being critical adding 7 corruption

 

Does that sound somewhat balanced? It encourages having the best possible ingredients for a cure, but you can risk otherwise. If you only have bad gems, but good other items, do you risk an unstable but big cure (worst gem + best other item: 56% chance of curing 20 corruption, but 55% chance of gaining 10 if it fails!), or do you just go for something small so that the possible critical fail is less dangerous?

 

I think I would lower the numbers by 20 - 25%, but that is very arbitrary. I could very happily live with your implementation.

 

 

On a totally unrelated sidenote, and I just want to write this somewhere; because of a weird powerfailure I lost one of my amplifiers (but the insurance will pay for the repair), my WiFi devices have issues and my computer decided it had to mess up my partition with my Skyrim install. 

So I will have to re-install -every- damn mod that I want. That is, after I get Windows to boot again because that is a damn mess too.

It'll take a while before I can play again. :(

Posted

Would it be possible to implement "bad endings"? Such as losing to Zalriya and getting enslaved? Or not making the cure in time and fully succumbing to Lyvelia's experiment gone wrong?

Posted

Hey maybe this is a stupid question but does the crotch tattoo ever gets aplied besides the mage quest?

I rembember that a few updates back the slutmark would appear just at the end of the curse, is there any way to make it appear now? Its not showing at the end of the curse for me but works perfectly during the mage quest.

Posted
13 hours ago, jib_buttkiss said:

 

Oh I just realised that I misread your original post- your problem is when YPS is ENabled. Does YPS work properly for you when you run it on it's own?

The only thing I can think of is YPS's code somehow getting stuck, or hanging for too long, blocking the following bits of code that add the buffs/debuffs and morphs.

 

Do you only have the issue on stages where YPS things happen? For example, stages 90 (clothes, delicate skin debuff), 120 (exhibitionist, disease resistance buff(, 130 (horny, magic debuff, layer of morphs) or 150 (weapon damage debuff, layer of morphs) all don't use any YPS features. If YPS is the issue, these ones should run fine.

 

Otherwise, I'm kinda out of ideas. There's not really any way for the code to act like you're seeing, so has to be something weird like this.

YPS seems to work fine, I haven't majorly experimented despite meaning to. I'll probably test that right now.

 

I generally delete the save and try again once the nails fail, so I'll experiment with going through the whole thing regardless of weirdness.

Posted (edited)
29 minutes ago, tsmfpz said:

YPS seems to work fine, I haven't majorly experimented despite meaning to. I'll probably test that right now.

 

I generally delete the save and try again once the nails fail, so I'll experiment with going through the whole thing regardless of weirdness.

Okay, that is... weird.

 

On this current test (used Alternate Start, waited for all the start of game scripts to settle and then saved and reloaded to finish up. Opened the Bimbos of Skyrim MCM, turned Player Corruption, Bimbo Bufffs/Debuffs, and YPS Integration on and off again. Set curse progression time to one hour, then loaded an alt start in the Bannered Mare, used MCM to auto give myself the curse, then used waiting to progress through it)

 

The buffs and debuffs were given properly, but the YPS things didn't show up; lipstick wasn't there, hands and feet disappeared entirely.

 

Also, the White High Heels aren't actually classed as high heels by YPS, so they automatically got unequipped by Arched Feet. That's not a new bug, but it's worth mentioning.

 

I'm now testing if YPS works outside of BoS.

Edited by tsmfpz
added extra bit
Posted (edited)
21 hours ago, jib_buttkiss said:

-Best possible cure: (flawless diamond, filled black soul gem): 98% success chance for 25 corruption cured, 23% chance of a fail being critical adding 13 corruption

-Worst possible cure: (garnet, empty petty soul gem): 44% success chance for 3 corruption cured, 88% chance of a fail being critical adding 2 corruption

-Somewhere in the middle: (flawless amethyst, empty grand soul gem): 69% success chance for 14 corruption cured, 60% chance of a fail being critical adding 7 corruption

 

Your probabilities don't add up to 100%, so they need to be normalized before you can really understand them.

  1. Best cure:
    1. 98/(98+23) = 98/121 = 81% chance of -25 corruption
    2. 23/121 = 19% chance of +13
    3. Expected value is 0.81 * -25 + 0.19 * 13 = -20.25 + 2.47 = -17.77 corruption
  2. Middle cure:
    1. 69/129 = 53.49% for -14
    2. 60/129 = 46.51% for +7
    3. 0.5349 * -14 + 0.4651 * 7 = -4.23 corruption expected
  3. Worst cure:
    1. 44/132 = 33.33% for -3
    2. 88/132 = 66.67% for +2
    3. 0.3333 * -3 + 0.6667 * 2 = +0.33 corruption expected

 

If we're talking strictly game design perspective on this idea, having random outcomes for the cures incentivizes save scumming.

Edited by brewmasterhal
Posted (edited)
On 8/11/2023 at 9:00 PM, Wut1969 said:

On a totally unrelated sidenote, and I just want to write this somewhere; because of a weird powerfailure I lost one of my amplifiers (but the insurance will pay for the repair), my WiFi devices have issues and my computer decided it had to mess up my partition with my Skyrim install. 

So I will have to re-install -every- damn mod that I want. That is, after I get Windows to boot again because that is a damn mess too.

It'll take a while before I can play again. :(

 

Fukken' oof. What a pain in the ass. At least the insurance didn't weasel their way out of paying for it...

 

On 8/11/2023 at 11:50 PM, Ueemi said:

Would it be possible to implement "bad endings"? Such as losing to Zalriya and getting enslaved? Or not making the cure in time and fully succumbing to Lyvelia's experiment gone wrong?

 

Ehh, I'm not too hot on the idea. I prefer branched endings where it's up to you as to which is the bad one. For example, Erina's quest. Which ending is "bad": you get a cool reward, but Erina is turned permanently into a whore or: you save her, but get no proper reward?

 

But, for a proper "bad ending", the bimbo curse mostly takes that role. It's like a bad end for the entire mod, and every "negative" ending you get to a quest pushes you closer to it. Like, what would failing to cure Lyvelia's experiment look like? Just the bimbo curse, really. So getting the "negative" ending (leaving her as a bimbo) gives you a big dose of corruption towards the curse.

 

The big problem with major bad endings with lasting cirumstances is, well, implementing those circumstances. If you could, for example, get enslaved by Zalriya, I'd have to implement a whole sequence of what that would look like, how it would play, so on, so forth. And then we hit the territory where I'm just implementing a feature as a minor thing in a bimbo mod- why do a mini-version of that when there's huge mods out there that focus on it fully? It boils down to, yeah, it'd be cool, but it'd take a lot of time and effort that I'd rather spend on other things.

 

15 hours ago, astor2015 said:

Hey maybe this is a stupid question but does the crotch tattoo ever gets aplied besides the mage quest?

I rembember that a few updates back the slutmark would appear just at the end of the curse, is there any way to make it appear now? Its not showing at the end of the curse for me but works perfectly during the mage quest.

 

If I'm remembering right, I removed it from the bimbo curse's slavetat so that it wouldn't visually conflict if a bimbo does Lyvelia's quest, so no, it's only during Lyvelia's quest. You could just add it back with the slavetats MCM if you want to.

  

10 hours ago, first001 said:

I need help the scroll for the alarm disarm is not in the room.

 

Have you searched Farengar's office? The marker tells you where to start looking. It's in

Spoiler

the cabinet of his desk. It's basically the container that's closest to the marker.

 

10 hours ago, brewmasterhal said:

 

Your probabilities don't add up to 100%, so they need to be normalized before you can really understand them.

  1. Best cure:
    1. 98/(98+23) = 98/121 = 81% chance of -25 corruption
    2. 23/121 = 19% chance of +13
    3. Expected value is 0.81 * -25 + 0.19 * 13 = -20.25 + 2.47 = -17.77 corruption
  2. Middle cure:
    1. 69/129 = 53.49% for -14
    2. 60/129 = 46.51% for +7
    3. 0.5349 * -14 + 0.4651 * 7 = -4.23 corruption expected
  3. Worst cure:
    1. 44/132 = 33.33% for -3
    2. 88/132 = 66.67% for +2
    3. 0.3333 * -3 + 0.6667 * 2 = +0.33 corruption expected

 

If we're talking strictly game design perspective on this idea, having random outcomes for the cures incentivizes save scumming.

 

I feel like some randomness is essential- I want that risk of a bad outcome, to have some play of balancing big cures with good success odds. I feel like save scumming is one of those things that's so in the game already that there's no point trying to work around it- if a player wants to save scum it I can't stop them, if they don't they won't. It's no different to the current version, where you could savescum at an alchemist until you get a good result.

 

 

But you've got the percentages wrong there,  the critical fail chance is on top of the fail chance- if the cure fails, then the critical fail chance is the odds that it makes things worse instead of doing nothing.

 

So for the best possible cure, you have 98% chance of success, 2% chance of a fail, and if that 2% happens, 23% that it then makes things worse.

  1. 98/100 =98% chance of -25 corruption,
  2. 2/100 * 23/100 (chance of fail * chance of fail being critical) = 0.4% chance of +13 , and 1.6% chance of -0
  3. Expected value is 0.98*-25 + 0.04*13 + 0.16*0 = -23.98 corruption

 

and for the worst one, 44% chance of success, 56% chance of a fail, and if that 56% happens, 88% that it then makes things worse.

  1. 44/100 = 44% for -3
  2. 56/100 * 88/100 (chance of fail * chance of fail being critical)= 49.28% for +2  , and 6.72% for -0
  3. 0.44* -3 + 0.4928*2 + 0.0673*0 = -0.56 corruption expected

 

It's still harsh, but not quite as so.

Edited by jib_buttkiss
typo in my math, nothing too important but it annoyed me
Posted (edited)
6 hours ago, tsmfpz said:

Okay, that is... weird.

 

On this current test (used Alternate Start, waited for all the start of game scripts to settle and then saved and reloaded to finish up. Opened the Bimbos of Skyrim MCM, turned Player Corruption, Bimbo Bufffs/Debuffs, and YPS Integration on and off again. Set curse progression time to one hour, then loaded an alt start in the Bannered Mare, used MCM to auto give myself the curse, then used waiting to progress through it)

 

The buffs and debuffs were given properly, but the YPS things didn't show up; lipstick wasn't there, hands and feet disappeared entirely.

 

Also, the White High Heels aren't actually classed as high heels by YPS, so they automatically got unequipped by Arched Feet. That's not a new bug, but it's worth mentioning.

 

I'm now testing if YPS works outside of BoS.

Update: YPS seems to not be working in general, which *would* explain the issue with appearance. Is there a known fix for it? If I can figure that out, I can try replicating the test and see if it works.

 

YPS seems to handle hair and heels fine, and correctly monitors piercing slots, but doesn't seem to do the other visuals.

Edited by tsmfpz
Posted
23 hours ago, jib_buttkiss said:

I'm fiddling with some numbers for the corruption reducing, and thought I'd get some opinions on the balancing before I do the actual implementation.

 

The way it'll work is that you'll use two items to get your cure- a gem, and a second item that depends on who you're talking to (e.g. soul gems for wizards, potion ingredients for alchemists). Depending on the quality of items chosen, your cure has three parameters:

-% chance of cure succeeding: if it fails, nothing happens

-Amount of corruption cured

-Critical fail chance: chance of, on fail, instead of nothing happening, gain corruption equal to half of what would have been cured

 

 

The success chance is predominantly controlled by the quality of the gem and the amount of corruption cured is predominantly controlled by the quality of the other item, but there is some interplay between them. They both equally affect the critical fail chance.

 

I've had a play with some numbers, and at the moment some results look like this, using a wizard's soul gem list as an example:

-Best possible cure: (flawless diamond, filled black soul gem): 98% success chance for 25 corruption cured, 23% chance of a fail being critical adding 13 corruption

-Worst possible cure: (garnet, empty petty soul gem): 44% success chance for 3 corruption cured, 88% chance of a fail being critical adding 2 corruption

-Somewhere in the middle: (flawless amethyst, empty grand soul gem): 69% success chance for 14 corruption cured, 60% chance of a fail being critical adding 7 corruption

 

Does that sound somewhat balanced? It encourages having the best possible ingredients for a cure, but you can risk otherwise. If you only have bad gems, but good other items, do you risk an unstable but big cure (worst gem + best other item: 56% chance of curing 20 corruption, but 55% chance of gaining 10 if it fails!), or do you just go for something small so that the possible critical fail is less dangerous?

 

 

 

Also, I figured out a sensible way to select the items to use- instead of a dozen dialogue options or anything like that, a messagebox with selectable options appears at each step of the dialogue. It's way more streamlined and usable, and it means I can adjust the choices later with relative ease if I want.

10 minutes ago, jib_buttkiss said:

But you've got the percentages wrong there,  the critical fail chance is on top of the fail chance- if the cure fails, then the critical fail chance is the odds that it makes things worse instead of doing nothing.

 

So for the best possible cure, you have 98% chance of success, 2% chance of a fail, and if that 2% happens, 23% that it then makes things worse.

  1. 98/100 =98% chance of -25 corruption,
  2. 2/100 * 23/100 (chance of fail * chance of fail being critical) = 0.4% chance of +13 , and 99.6% chance of -0
  3. Expected value is 0.98 * -25 + 0.04 * 13 = -20.25 + 2.47 = -23.98 corruption

and for the worst one, 44% chance of success, 56% chance of a fail, and if that 56% happens, 88% that it then makes things worse.

  1. 44/100 = 44% for -3
  2. 56/100 * 88/100 (chance of fail * chance of fail being critical)= 49.28% for +2  , and 50.72% for -0
  3. 0.44* -3 + 0.38 * 2 = -0.56 corruption expected

It's still harsh, but not quite as so.

This sounds great, but I feel like if someone uses shit ingredients to make a cure, it should give a higher corruption amount. 

The best cure can stay, but I just think the worst cure should have a 2x added corruption. (Same example used above, changed values)

  1. 44/100 = 44% for -3
  2. 56/100 * 88/100 (chance of fail * chance of fail being critical)= 49.28% for +6  , and 50.72% for -0
Posted
1 hour ago, jib_buttkiss said:

Ehh, I'm not too hot on the idea. I prefer branched endings where it's up to you as to which is the bad one. For example, Erina's quest. Which ending is "bad": you get a cool reward, but Erina is turned permanently into a whore or: you save her, but get no proper reward?

 

Now that you mention it, is there anything planned for the broken items if you break the curse for her? Not that I can think of anything at the moment, but that triggers all my "story material" senses.

 

1 hour ago, dragongodmod117 said:

This sounds great, but I feel like if someone uses shit ingredients to make a cure, it should give a higher corruption amount. 

The best cure can stay, but I just think the worst cure should have a 2x added corruption. (Same example used above, changed values)

  1. 44/100 = 44% for -3
  2. 56/100 * 88/100 (chance of fail * chance of fail being critical)= 49.28% for +6  , and 50.72% for -0

 

That'll just push a low-level character's corruption really high in a big hurry. All your reasonably attainable ingredients are going to be some kind of bad until level 15 or so. Trash ingredients are also a desperation measure, and you probably don't want to create a disincentive for that use case.

Posted
5 hours ago, tsmfpz said:

Update: YPS seems to not be working in general, which *would* explain the issue with appearance. Is there a known fix for it? If I can figure that out, I can try replicating the test and see if it works.

 

YPS seems to handle hair and heels fine, and correctly monitors piercing slots, but doesn't seem to do the other visuals.

Did you download the yps sound & texture pack? Also did you configure Nioverride as per the instructions on the YPS first post/installation page?

Posted
3 hours ago, jib_buttkiss said:

Fukken' oof. What a pain in the ass. At least the insurance didn't weasel their way out of paying for it...

It could have been worse; I lost some important files that I need for my company as well, but for some reason the software I use put backups of those in their exported files. And -those- files I had backups of. I didn't know this and tbh, absolutely didn't deserve this. But it sure helped.

 

And now I'm busy downloading Skyrim mods again. I totally forgot how barren the game is by default.  And everybody is so ugly...

Well, 40 mods done, about 400 to go. :(

 

Posted

Hello,

  • First of all, I tried searching for quest IDs in this topic and I haven't found any. Would someone be so kind and help me here?
  • And secondly, any known conflicts? I've recently installed a modpack and then activated the mod with all the other requirements and the sex interaction can not be done ingame (both player and npc reset and the npc goes on with its action. Sometimes, the sex dialogue option also disappears with it.)
  • Also, I just found out about the masturbation feature. Yet, it has never triggered before. Is it possible to implement this feature via hotkey?

Thank you in advance!

Posted
12 hours ago, Balgin said:

Did you download the yps sound & texture pack? Also did you configure Nioverride as per the instructions on the YPS first post/installation page?

...okay, I'm dumb. I guess I had gotten the LE version instead of the SE version, because I redownloaded it and replaced the files and it worked.

 

The lipstick still doesn't show up, but the fingernails do. The White High Heels still aren't considered high heels by YPS, but everything else seems to work now.

Posted
7 hours ago, soremap said:
  • First of all, I tried searching for quest IDs in this topic and I haven't found any. Would someone be so kind and help me here?

Pretty easy to look up with TES5Edit.  Also they all start with CC_ so it's really easy to search for them with the help CC_ console command.

  1. xx000803 - CC_TriggerQuest - CC Does nothing
  2. xx0036cd - CC_BimboFetchQuest - Bimbo in a Bother
  3. xx02074f - CC_LyxxieIdleChats - 
  4. xx02da56 - CC_LyvviePart1 - Lyvelia's Dirty Work
  5. xx080b28 - CC_Hypno_Quest - Adventures in Hypnosis
  6. xx0c2891 - CC_LyvvieWaitTimer - Lyvelia's Waiting Timer
  7. xx0c2892 - CC_LyvviePart2 - Lyvelia's Dirtier Work
  8. xx19239e - CC_BimbofyFollower - CC Bimo NPC Dialogue (Qust Deprecated)
  9. xx1e344b - CC_TavernWhoreDialogues - 
  10. xx220115 - CC_LyvviFavor - A Favor for Lyvvi
  11. xx22f44e - CC_ChildishGamesChats - 
  12. xx2438f0 - CC_ThiefGuildBimbo - 
  13. xx2c2270 - CC_KickerQuest - 
  14. xx303fae - CC_BimbofyPlayer - CC Player Bimbofication Quest
  15. xx3276dd - CC_WhoreOutBimbo - CC Bimbo Follower Prostitution
  16. xx32c819 - CC_MCM_Quest - 
  17. xx35a170 - CC_SexEventTracker - CC Events and SexEvent Handler
  18. xx475a95 - CC_DD_IntegrationCheck - 
  19. xx489ea3 - CC_PriestBimbo - Acolyte of Dibella
  20. xx4d0d9c - CC_MilkyTavernWhore - CC Milk Slut Chats
  21. xx4d5eb8 - CC_BimboClothesChecker - CC Bimbo Clothes Deprecated
  22. xx4d5eb9 - CC_BimboSuppressionQuest - CC Bimbo Suppression Quest
  23. xx4dafd4 - CC_BimbofyNPCv2 - CC NPC Bimbofication Quest V2
  24. xx5088ea - CC_BimboRepeatingQuest - Be A Good Girl
  25. xx64797e - CC_ChildishGames_1 - Childish Games: Panty Raid
  26. xx675307 - CC_ChildishGames_Timers - Childish Games: Waiting Timer
  27. xx67a40e - CC_ChildishGames_2 - Childish Games: Good Vibes
  28. xx67a40f - CC_StoryManagerTest - 
  29. xx67a410 - CC_ChildishGames_3 - Childish Games: Making Love
  30. xx67a411 - CC_ChildishGames_4 - Childish Games: The Boob Job
  31. xx67a412 - CC_ChildishGames_5 - Childish Games: Total Bimbo
  32. xx68971d - CC_ChildishGames_Revenge - Childish Games: Getting Back
  33. xx7a01c6 - CC_FlirtToCalmSpellTargetHolder - 

 

7 hours ago, soremap said:
  • And secondly, any known conflicts? I've recently installed a modpack and then activated the mod with all the other requirements and the sex interaction can not be done ingame (both player and npc reset and the npc goes on with its action. Sometimes, the sex dialogue option also disappears with it.)

Only Sexlab Hormones as far as I know.

 

The body scaling mechanic will potentially conflict with any other body that scales the body.  In my own testing of BoS I have discovered that if you use the MCM option to test the scaling on the player, then trigger the test scaling again before the first test is reverted, the scaling from the test that was interrupted is permanent.  You can, in principle, use this to scale the controllable body parts infinitely.  Similarly, other scaling from other sources may cause unexpected behavior.

Posted
20 hours ago, SkyAddiction said:

 

Now that you mention it, is there anything planned for the broken items if you break the curse for her? Not that I can think of anything at the moment, but that triggers all my "story material" senses.

 

 

That'll just push a low-level character's corruption really high in a big hurry. All your reasonably attainable ingredients are going to be some kind of bad until level 15 or so. Trash ingredients are also a desperation measure, and you probably don't want to create a disincentive for that use case.

 

Yeah, Erina's gear is on my todo list! I'm not totally sure what I want to do with it either, just that I want to do something. Maybe wearing the whole set locks arousal at maximum until removed? You can gift it to an NPC to make them overwhelmingly horny, then manipulate them because of that or something?

 

And good point about the corruption thing. I might bump it up to gaining 2/3s of what you would have cured instead of 1/2, but yeah scaling it might be a bit too unfair at lower levels- the worst cure's already a pretty bad bet.

 

10 hours ago, soremap said:

Hello,

  • First of all, I tried searching for quest IDs in this topic and I haven't found any. Would someone be so kind and help me here?
  • And secondly, any known conflicts? I've recently installed a modpack and then activated the mod with all the other requirements and the sex interaction can not be done ingame (both player and npc reset and the npc goes on with its action. Sometimes, the sex dialogue option also disappears with it.)
  • Also, I just found out about the masturbation feature. Yet, it has never triggered before. Is it possible to implement this feature via hotkey?

Thank you in advance!

 

Yeah, brewmasterhal's right about all the quests. Also, if a quest's display name is blank or has CC in it, it's probably a technical "quest" instead of an actual in-game mission ("CC Milk Slut Chats" vs  "Lyvelia's Dirty Work").

 

For the conflicts, someone was having a similar sounding problem that seemed to be caused by using the new Sexlab p+ instead of normal sexlab, but other than that there's nothing I know of.

 

...what masturbation feature?

Posted (edited)

Since you included the Suppression Potion, might I suggest you add some dialogue for bimbofied characters like any of the Tavern Whores or a Bimbofied Lyvvi if you give them one of the potions? Nothing special or hugely intricate, but it'd be a nice little touch and add a dash of character. Plus some probably funny dialogue in Lyvelia's case.

 

Oh, and would it be possible to add player morphing in during Lyvelia's quest, or would that be a pain in the ass? All it'd change story-wise is like, one line of dialogue.

I've also been meaning to suggest for a while but keep forgetting - why not add rare intrusive thoughts based on player corruption level that become more common/extreme the higher your corruption is? Maybe you only see them once or twice a day, and the giggle sound effect is added the higher it is. Sort of a "build up" to bimbofication.

Edited by AphroditesEye
Posted
38 minutes ago, jib_buttkiss said:

 

Yeah, Erina's gear is on my todo list! I'm not totally sure what I want to do with it either, just that I want to do something. Maybe wearing the whole set locks arousal at maximum until removed? You can gift it to an NPC to make them overwhelmingly horny, then manipulate them because of that or something?

 

And good point about the corruption thing. I might bump it up to gaining 2/3s of what you would have cured instead of 1/2, but yeah scaling it might be a bit too unfair at lower levels- the worst cure's already a pretty bad bet.

 

 

Yeah, brewmasterhal's right about all the quests. Also, if a quest's display name is blank or has CC in it, it's probably a technical "quest" instead of an actual in-game mission ("CC Milk Slut Chats" vs  "Lyvelia's Dirty Work").

 

For the conflicts, someone was having a similar sounding problem that seemed to be caused by using the new Sexlab p+ instead of normal sexlab, but other than that there's nothing I know of.

 

...what masturbation feature?

And might I ask in case someone has not 

Jb is there any way you could in a future update get rid of the popup notifications of BOS when every time I launch my current save 

Showing up once was alright knowing it's installed but now it appears every time I launch my game and directly to my current save file 

Posted
1 hour ago, jib_buttkiss said:

 

Yeah, Erina's gear is on my todo list! I'm not totally sure what I want to do with it either, just that I want to do something. Maybe wearing the whole set locks arousal at maximum until removed? You can gift it to an NPC to make them overwhelmingly horny, then manipulate them because of that or something?

 

And good point about the corruption thing. I might bump it up to gaining 2/3s of what you would have cured instead of 1/2, but yeah scaling it might be a bit too unfair at lower levels- the worst cure's already a pretty bad bet.

 

Or maybe they're quest items, so they stick in the player's inventory (yeah, I hate that too, but...) until they trigger them with... X consensual sex acts. Then one locks on, and the player has to go on an adventure to get them removed, except certain choices mean other items lock on too, and corruption starts increasing regularly. Or something...

 

Yeah, your idea is much more manageable, lol.

 

Regarding ingredients, I'd just do whatever you think fits, particularly if you like the idea of adding an MCM-adjustable multiplier. It's just one more thing the user can change to their liking using that setting to match their tastes and mod setup. One formula with some fine-tuning (e.g.: -10.00 - 10.00) is far better than trying to mentally picture how one set of variables are different from another set of variables.

Posted (edited)
22 hours ago, SkyAddiction said:

That'll just push a low-level character's corruption really high in a big hurry. All your reasonably attainable ingredients are going to be some kind of bad until level 15 or so. Trash ingredients are also a desperation measure, and you probably don't want to create a disincentive for that use case.

 

1 hour ago, jib_buttkiss said:

And good point about the corruption thing. I might bump it up to gaining 2/3s of what you would have cured instead of 1/2, but yeah scaling it might be a bit too unfair at lower levels- the worst cure's already a pretty bad bet.

I can't speak for everyone but I know I use SGO. So soul gems aren't usually very hard to come by but I see your point.

Edited by dragongodmod117
Posted
1 hour ago, AphroditesEye said:

Since you included the Suppression Potion, might I suggest you add some dialogue for bimbofied characters like any of the Tavern Whores or a Bimbofied Lyvvi if you give them one of the potions? Nothing special or hugely intricate, but it'd be a nice little touch and add a dash of character. Plus some probably funny dialogue in Lyvelia's case.

 

Oh, and would it be possible to add player morphing in during Lyvelia's quest, or would that be a pain in the ass? All it'd change story-wise is like, one line of dialogue.

I've also been meaning to suggest for a while but keep forgetting - why not add rare intrusive thoughts based on player corruption level that become more common/extreme the higher your corruption is? Maybe you only see them once or twice a day, and the giggle sound effect is added the higher it is. Sort of a "build up" to bimbofication.

 

Hmm, I might have some options where you offer them the potions, but having them actually get de-bimbo'd would be a bit of a pain in the ass... Lyvelia in particular- Lyvelia and Lyvvi aren't even the same actor!

 

I could see the potion either failing to affect them (for example, Jill's been messed up by something not the bimbo curse, Krista's not cursed or anything, she's just legitimately a slut), or them refusing to drink it (no way Lyvvi would ever want to get changed back into Lyvelia!) which could have some fun dialogue at least. Maybe something for Anaita, though. She's the only one who's bimbofied by the curse, but wouldn't be a huge pain the ass to de-bimbo.

 

Actually, Tarria already has some dialogue about curing her! You can go back and talk to her after completing Lyvelia's quest. It's just that, well... remember what they used to call her before she was "Tarria the Bitch"? So... there's no option to actually go though with it.

 

 

Yeah, I'll add some morphs during Lyvelia's quest, why not. I can have a check that blocks it happening if you're already a bimbo, so you don't end up with glitched-out blimps on your chest.

 

 

If I have corruption add some arousal, I'll have some intrusive thoughts, too. Not as full-on as the ones during the curse, but yeah it's a good idea.

 

1 hour ago, _Delta_ said:

And might I ask in case someone has not 

Jb is there any way you could in a future update get rid of the popup notifications of BOS when every time I launch my current save 

Showing up once was alright knowing it's installed but now it appears every time I launch my game and directly to my current save file 

 

Huh? What popup?

 

7 minutes ago, SkyAddiction said:

 

Or maybe they're quest items, so they stick in the player's inventory (yeah, I hate that too, but...) until they trigger them with... X consensual sex acts. Then one locks on, and the player has to go on an adventure to get them removed, except certain choices mean other items lock on too, and corruption starts increasing regularly. Or something...

 

Yeah, your idea is much more manageable, lol.

 

Regarding ingredients, I'd just do whatever you think fits, particularly if you like the idea of adding an MCM-adjustable multiplier. It's just one more thing the user can change to their liking using that setting to match their tastes and mod setup. One formula with some fine-tuning (e.g.: -10.00 - 10.00) is far better than trying to mentally picture how one set of variables are different from another set of variables.

 

Yeah, I think having scaling variables is the way to go. Maybe:

 

-corruption gain multiplier (global, so affects all corruption)

-corruption cure multiplier

-cure success multiplier

-critical fail chance multiplier?

 

I reckon that'd offer pretty much all the customisation anyone could want, and it will be easy to implement too (just add a scaling term on the end of the current formulas).

  

1 minute ago, dragongodmod117 said:

I can't speak for everyone but I know I use SGO. So soul gems aren't usually very hard to come by but I see your point.

 

Normal gems might be a bit tougher though. I feel like the good ones (rubies and higher) are quite rare.

 

By the way, the ingredient lists for the other vendors are, from worst to best:

Alchemist- potion ingredients: mountain flower, blisterwort, vampire dust, nirnroot, taproot, frost salts, daedra heart

Vigilant- bone items: bone meal, goat horns, horker tusk, chaurus chitin, troll skull, mammoth tusk, dragon bone

Priest- animal hides:  fox, goat, deer hide, wolf, sabre cat, ice wolf, bear, snowy cat, cave bear, snow bear

 

So I don't think it should be too impossible to get decent cure items, but the best ones are still kinda rare, and you need the gems to go with them to make really good cures.

Posted
1 hour ago, dragongodmod117 said:

 

I can't speak for everyone but I know I use SGO. So soul gems aren't usually very hard to come by but I see your point.

Hahaha.. I use mods that lower the amount of loot you find -and- magic is frowned upon -and- everything is very very expensive -and- gold coins have weight -and- carry weight is approx. halved, so in my case getting decent soul gems is a lot, an awful lot, harder.

Oh, and I completely ignore the existence of Solstheim, as those ash creatures are filled with gems (I suppose my loot limiting mods don't know about Solstheim either).

And I guess that if someone uses Monomans Suvival and some slavery mods, it would even be harder to acquire them.

 

And there you are, just happily clucking around and laying soul gems like there is no tomorrow. ??

 

 

It just shows that no Skyrim implementation and playthrough is even remotely similar to another one.

 

@jib_buttkiss; you have absolutely no chance to make something that is balanced in everyones game. Make life easy on yourself; create sliders or if you are so inclined, pick a value and let us deal with that choice.

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