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Adventures with Balazar (Balazar's Bitch) - Beta


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Posted
1 hour ago, Gristle said:

Well, since it's now the end of the year, this post deserves an update. The Riften quest is almost done, but of course I've run into another programming issue. I expect to solve this and be able to finish the Riften quest in a couple of days. In the meantime, here's a couple of teaser screenshots from playtesting:

 

30.png

35.png

Maybe more information what is this problem?

Posted
3 hours ago, killer905 said:

Maybe more information what is this problem?

It's just an issue with "Scenes" and their phases. I ran into a snag where one phase would (I think) end and the next wouldn't start. Part of this issue is it's not clear to me when phases end. The default is they end when "all actions are complete". For some actions that's fairly clear, like "Travel" to a location. When you get there, the action is (presumably) complete. But what about a "Follow" action, when does that end? Anyway, I think I avoided the issue by bridging two phases with dialogue that spans across multiple phases. That seems to have got me past the stuck phase, though I can't really explain why. A typical morning dealing with the Creation Kit!

Posted
1 hour ago, blahity said:

@Gristle Looks fun! Think we'll need a fresh game if we haven't started bal's quest yet?

No. In fact, it's designed to work fine without a fresh game even if you have finished Balazar's existing quest (at least on the latest version). The nice thing about dialogue is you can always add it to an existing quest with no issues. So, I'm just adding dialogue (with Jarls) to the old quest that will start the new quests.  So, you should be able to play all the hold quests one by one as they come out without a restart. You will also be able to play them in any order (once there's more than one).

 

Also, the MCM will update automatically. I added some individual toggles to skip past the Sexlab animations for Skeevers, Spiders, Chauruses and Ash Hoppers. These switches won't skip the scene, however, so the creepy things will still be nearby and the text descriptions will still pop up. The Riften quest itself adds only spiders, but it was easiest to add all the switches that I thought people might eventually want now.

Posted
2 hours ago, Gristle said:

It's just an issue with "Scenes" and their phases. I ran into a snag where one phase would (I think) end and the next wouldn't start. Part of this issue is it's not clear to me when phases end. The default is they end when "all actions are complete". For some actions that's fairly clear, like "Travel" to a location. When you get there, the action is (presumably) complete. But what about a "Follow" action, when does that end? Anyway, I think I avoided the issue by bridging two phases with dialogue that spans across multiple phases. That seems to have got me past the stuck phase, though I can't really explain why. A typical morning dealing with the Creation Kit!

Ahh, i see... So i can only say good luck with new content for 2024 ;)

Posted
4 hours ago, Gristle said:

The Riften quest itself adds only spiders

Will everything work with the arachnophobia mod? Sorry if you have already answered that somewhere.

 

Man, spiders.

More animators need to be fans of the work of zeroGravitas. 

Posted
3 hours ago, McRutt said:

Will everything work with the arachnophobia mod? Sorry if you have already answered that somewhere.

 

Man, spiders.

More animators need to be fans of the work of zeroGravitas. 

I've never run that mod, but it should be fine. According to a post by the author of that mod, it will affect spiders from other mods which use the vanilla spiders, which this mod does (or will shortly). So, Sexlab will figure out that the spider animations called for by this mod don't match the wolf actor type swapped by the Arachnophobia mod and will just give up. So, no animation will play. The quest segment with spiders should work otherwise, but it won't be very immersive, i.e., there will still be references to spiders and webs.

 

As for spiders, I find them a bit creepy too, but they fit the setting/scenario best, which is the main reason to use them. Otherwise, I'm trying to eventually work my way through the list of all Sexlab creature race IDs. The current status is as follows:

 

Currently used (including Riften quest):

 

Spoiler

[x] Dogs
[x] Dragons
[x] DwarvenCenturions
[x] Foxes

[x] Goats

[x] Horses

[x] Seekers
[x] Skeevers

[x] StormAtronach
[x] Spiders

[x] LargeSpiders

[x] Trolls

[x] Werewolves

[x] Wolves

 

Not yet used:

 

Spoiler

   [] Ashhoppers
   [] Bears
   [] Boars
   [] Chaurus
   [] ChaurusHunters
   [] ChaurusReapers
   [] Chickens
   [] Cows
   [] Deers
   [] DragonPriests
   [] Draugrs
   [] DwarvenBallistas
   [] DwarvenSpheres
   [] DwarvenSpiders
   [] Falmers
   [] FlameAtronach
   [] FrostAtronach
   [] Gargoyles
   [] Giants
   [] Hagravens
   [] Horkers
   [] IceWraiths
   [] Lurkers
   [] Mammoths
   [] Mudcrabs
   [] Netches
   [] Rabbits
   [] Rieklings
   [] SabreCats
   [] Slaughterfishes
   [] GiantSpiders
   [] Spriggans
   [] VampireLords
   [] WispMothers
   [] Wisps


So lots to go, though I'll probably leave out cows, chickens and rabbits.

Posted
2 hours ago, Gristle said:

I've never run that mod, but it should be fine. According to a post by the author of that mod, it will affect spiders from other mods which use the vanilla spiders, which this mod does (or will shortly). So, Sexlab will figure out that the spider animations called for by this mod don't match the wolf actor type swapped by the Arachnophobia mod and will just give up. So, no animation will play. The quest segment with spiders should work otherwise, but it won't be very immersive, i.e., there will still be references to spiders and webs.

 

As for spiders, I find them a bit creepy too, but they fit the setting/scenario best, which is the main reason to use them. Otherwise, I'm trying to eventually work my way through the list of all Sexlab creature race IDs. The current status is as follows:

 

Currently used (including Riften quest):

 

  Reveal hidden contents

[x] Dogs
[x] Dragons
[x] DwarvenCenturions
[x] Foxes

[x] Goats

[x] Horses

[x] Seekers
[x] Skeevers

[x] StormAtronach
[x] Spiders

[x] LargeSpiders

[x] Trolls

[x] Werewolves

[x] Wolves

 

Not yet used:

 

  Reveal hidden contents

   [] Ashhoppers
   [] Bears
   [] Boars
   [] Chaurus
   [] ChaurusHunters
   [] ChaurusReapers
   [] Chickens
   [] Cows
   [] Deers
   [] DragonPriests
   [] Draugrs
   [] DwarvenBallistas
   [] DwarvenSpheres
   [] DwarvenSpiders
   [] Falmers
   [] FlameAtronach
   [] FrostAtronach
   [] Gargoyles
   [] Giants
   [] Hagravens
   [] Horkers
   [] IceWraiths
   [] Lurkers
   [] Mammoths
   [] Mudcrabs
   [] Netches
   [] Rabbits
   [] Rieklings
   [] SabreCats
   [] Slaughterfishes
   [] GiantSpiders
   [] Spriggans
   [] VampireLords
   [] WispMothers
   [] Wisps


So lots to go, though I'll probably leave out cows, chickens and rabbits.

Looking at the list, in addition to cows, chickens, rabbits, I would also add Deers, FlameAtronach, FrostAtronach (well as long as it's Balazar who wants to copulate with Atronach), Hagravens, IceWraiths, Mudcrabs, Slaughterfishes, Spriggans, WispMothers, Wisps. 

 

For some of these creatures I don't even know if there are any animations.

Posted
11 hours ago, killer905 said:

Looking at the list, in addition to cows, chickens, rabbits, I would also add Deers, FlameAtronach, FrostAtronach (well as long as it's Balazar who wants to copulate with Atronach), Hagravens, IceWraiths, Mudcrabs, Slaughterfishes, Spriggans, WispMothers, Wisps. 

The main reason for the long list was just to add variety, as most mods that support creatures tend to use the same creatures all the time. Also, if you run a mod like Sexlab Achievement, it seems like you can't find 2/3 of the creatures.

 

As for the specific creatures above, deer I was on the fence about. Probably hard to work it into a story. Flame atronach seems like suicide, but frost atronachs and ice wraiths seem survivable. I'm not sure how sex with spriggans is supposed to work, but there are animations. Personally, I want nothing to do with hagravens, they creep me out more than spiders, but they might fit into a Forsworn story line. A Wispmother could be an interesting boss, but as you suggest, could be a partner for Balazar. Keep in mind some of these could be optional, or avoidable hazards. 

11 hours ago, killer905 said:

For some of these creatures I don't even know if there are any animations.

This is an interesting topic. For example, I have the following animation sets with creature animations installed: Anubs, Billyy, Funny Bizness, MNC and Nibbles. Looking over the animation lists, I think I have animations for every creature in the game except for Mudcrabs and Wisps. 

 

The big question is, what animation sets can I assume people have? I don't know of any master guide that tells you what animation sets have which creatures. I suppose if I add a more unusual creature, I could point out what animation sets (that I have) have animations for the creature, but certainly don't have all the sets.

 

This is most relevant to the more obscure creature types of course, but is also relevant to individual animations. Specifically, I would like to use creature animations that support more than one female and one creature. There are animations, for example, for 2 canines and 1 female; 2 females and 1 horse; 1 falmer, 1 chaurus and 1 female; 2 skeevers and 1 female; etc. But these are somewhat rare. So far, as is customary with Sexlab mods, I've avoided calling specific animations, instead calling for any randomly selected animation with certain tags. If I ever start calling specific animations, then some animation pack basically becomes a dependency.  

 

So, the flexible way to call animations is to use tags and not call specific animations. That's fine for humanoids. For example, I can ask Sexlab for a "MMMF" animation or a "FF" animation and it works. Theoretically, I could ask Sexlab for an animation with "CCF" and "Dogs" tags if I wanted two dogs and one girl. Sexlab could then draw from any animation set and pick any animation with those tags. The problem is most of the animation sets (that I have) don't support this. Only Billyy has "CCF" type tags. The rest require you to ask for the specific animation to get a 2 creature/1 girl animation. 

 

Another tagging issue that is not creature-specific but also effects creatures is that some sets (Anubs, Billyy) use "Rough" tags for aggressive/forced animations and some sets (Funny Bizness, MNC) use "Aggressive" tags. This tag is important so I can select a "forced" scene or a "voluntary" scene. It's very non-immersive if the set up is a forced scene and the PC ends up on top controlling all the action. I can specify an animation with a Rough or Aggressive tag, but then I can't require another tag to be present, like Blowjob, Anal or Vaginal. In other words, I can't mix my AND and my OR logic. I get ANDs or ORs. So, for example, if I want a forced blowjob scene, I can't do it, simply because of this tagging inconsistency. 

 

I suppose the only thing I can do for multiple creature scenes is to make them player-selected and optional, so that they don't form part of the main quest. As for the Rough/Aggressive issue, if anyone has a solution, please let me know.

 

 

 

Posted
8 minutes ago, Gristle said:

The main reason for the long list was just to add variety, as most mods that support creatures tend to use the same creatures all the time. Also, if you run a mod like Sexlab Achievement, it seems like you can't find 2/3 of the creatures.

Here you are actually right. Maybe it's because there are more types of animation and that's why they are more popular? 

Sexlab Achievement was an interesting mode, but the problem was what you wrote above.

 

15 minutes ago, Gristle said:

Flame atronach seems like suicide, but frost atronachs and ice wraiths seem survivable. I'm not sure how sex with spriggans is supposed to work, but there are animations. Personally, I want nothing to do with hagravens, they creep me out more than spiders, but they might fit into a Forsworn story line. A Wispmother could be an interesting boss, but as you suggest, could be a partner for Balazar. Keep in mind some of these could be optional, or avoidable hazards. 

I checked and I confused Frost Atronach with Flame Atronach (The fact that both are in the female version). Technically in the game there is like a flame/frost resist potion also you can require consuming them before we get to "fun" ^^

Hagravens? Hmm, fact here you are also right but it is possible to use a human woman and not a hagraven (here it can be applied that she wants to become one of the hagraven)

24 minutes ago, Gristle said:

This is an interesting topic. For example, I have the following animation sets with creature animations installed: Anubs, Billyy, Funny Bizness, MNC and Nibbles. Looking over the animation lists, I think I have animations for every creature in the game except for Mudcrabs and Wisps.

The big question is, what animation sets can I assume people have? I don't know of any master guide that tells you what animation sets have which creatures. I suppose if I add a more unusual creature, I could point out what animation sets (that I have) have animations for the creature, but certainly don't have all the sets.

Personally, somehow I don't see the fun of Slaughterfishes. As for animations, popular ones are Anubs, Billyy, MNC (That's probably everyone has if they want to have animations with creatures) and maybe Nibbles.

 

30 minutes ago, Gristle said:

 

This is most relevant to the more obscure creature types of course, but is also relevant to individual animations. Specifically, I would like to use creature animations that support more than one female and one creature. There are animations, for example, for 2 canines and 1 female; 2 females and 1 horse; 1 falmer, 1 chaurus and 1 female; 2 skeevers and 1 female; etc. But these are somewhat rare. So far, as is customary with Sexlab mods, I've avoided calling specific animations, instead calling for any randomly selected animation with certain tags. If I ever start calling specific animations, then some animation pack basically becomes a dependency.  

 

So, the flexible way to call animations is to use tags and not call specific animations. That's fine for humanoids. For example, I can ask Sexlab for a "MMMF" animation or a "FF" animation and it works. Theoretically, I could ask Sexlab for an animation with "CCF" and "Dogs" tags if I wanted two dogs and one girl. Sexlab could then draw from any animation set and pick any animation with those tags. The problem is most of the animation sets (that I have) don't support this. Only Billyy has "CCF" type tags. The rest require you to ask for the specific animation to get a 2 creature/1 girl animation. 

 

Another tagging issue that is not creature-specific but also effects creatures is that some sets (Anubs, Billyy) use "Rough" tags for aggressive/forced animations and some sets (Funny Bizness, MNC) use "Aggressive" tags. This tag is important so I can select a "forced" scene or a "voluntary" scene. It's very non-immersive if the set up is a forced scene and the PC ends up on top controlling all the action. I can specify an animation with a Rough or Aggressive tag, but then I can't require another tag to be present, like Blowjob, Anal or Vaginal. In other words, I can't mix my AND and my OR logic. I get ANDs or ORs. So, for example, if I want a forced blowjob scene, I can't do it, simply because of this tagging inconsistency. 

 

I suppose the only thing I can do for multiple creature scenes is to make them player-selected and optional, so that they don't form part of the main quest. As for the Rough/Aggressive issue, if anyone has a solution, please let me know.

It's interesting what you wrote here, but it can be partially solved, for example, by requiring, for example (as dependency like you write), Billyy 7.2 or higher, or in the absence of animation display a message about the absence of a specific animation "No animation required! Required version Billyy 7.2 or newer" (in some mod I saw the second solution), but the scene continued to move forward.

Posted (edited)
1 hour ago, killer905 said:

It's interesting what you wrote here, but it can be partially solved, for example, by requiring, for example (as dependency like you write), Billyy 7.2 or higher, or in the absence of animation display a message about the absence of a specific animation "No animation required! Required version Billyy 7.2 or newer" (in some mod I saw the second solution), but the scene continued to move forward.

I think having the mod detect if a desired special animation is present (like for anything involving creatures with more than two actors, or for really rare creatures) is the best solution. (I'd prefer to not make a specific animation set a dependency.) That means I have to learn how to detect if specific animations are present. Always more to learn! 

Edited by Gristle
Posted (edited)
20 minutes ago, Gristle said:

I think having the mod detect if a desired special animation is present (like for anything involving creatures with more than two actors, or for really rare creatures) is the best solution. (I'd prefer to not make a specific animation set a dependency.) That means I have to learn how to detect if specific animations are present. Always more to learn! 

I'm pretty sure I've seen such a thing here: 

 

And as far as I remember there was a task where it was Aela with a wolf in the Companions quarters.

 

 

Edit://

In this part:
https://www.loverslab.com/blogs/entry/11280-sexlab-confabulation-v174-detailed-content-list/

 

Przechwytywanie.PNG.87bba381a20c77faaa26660f6d0447a3.PNG

Edited by killer905
Posted
7 hours ago, Gristle said:

The main reason for the long list was just to add variety, as most mods that support creatures tend to use the same creatures all the time

"Not now babe, gotta work on my slaughterfish erotica".

Posted
2 hours ago, McRutt said:

"Not now babe, gotta work on my slaughterfish erotica".

Hey, a man's got to have a hobby! ? Actually, I have no idea how that's even supposed to work. Since when does Sexlab work in the water? Does your PC drown? Does the slaughterfish jump out of the water and chase you down? If so, I really need to see this someday - you know, for science.

Posted (edited)
1 hour ago, Gristle said:

Hey, a man's got to have a hobby! ? Actually, I have no idea how that's even supposed to work. Since when does Sexlab work in the water? Does your PC drown? Does the slaughterfish jump out of the water and chase you down? If so, I really need to see this someday - you know, for science.

The Nightgate Inn's Dwemer automated "Singing slaughterfish" that just moves it's head to stick out and sings a tinny version of the typical songs, was supposed to be a bit of a lark for the few patrons who bothered to stop by the rough old inn. It gained memorable notoriety however, when the Dragonborn, apparently in a drunken stupor, and behaving like she was pressured into it by her pet dog, mounted its' face  midway through a rendition of "The Dragonborn Comes".  Whilst the small settlement couldn't stop talking about it to anyone who would listen for the next month, jaws really hit the floor when "Cream of Slaughterfish head soup" (Or as the locals put it: "Fiskfokkhausasupa") entered the repertoire of the Nightgate after Hadring found the recipe mysteriously scrawled on high quality vellum and pinned to his bar a day after the event. The soup turns out to be a complete hit: Warming, very creamy, 'Plenty of spice, to match the inspiration'.

Edited by McRutt
Posted

Hello Gristle,

I played with your mod for a while, but for some unknown bug I stuck at the quest where I have to talk to a sister called "Silana Petreia", but there is a bug and the game always say individual is busy, I cannot talk to her to continue the quest. May I ask you if there is some console command I can enter to skip this stage of quest, or fix the bug?
luv your mod btw, thanks in advance!

Posted
6 hours ago, Jaegeruwu said:

Hello Gristle,

I played with your mod for a while, but for some unknown bug I stuck at the quest where I have to talk to a sister called "Silana Petreia", but there is a bug and the game always say individual is busy, I cannot talk to her to continue the quest. May I ask you if there is some console command I can enter to skip this stage of quest, or fix the bug?
luv your mod btw, thanks in advance!

 

Thanks. Stage 61 is "Speak with Silana Petreia about breaking the curse of Clavicus Vile". This is the first stage where you speak with Silana, and probably the stage you are on, so you can skip to the next stage with the following console command:

 

setstage BLZR_Dialogue 62

 

The log entry for stage 62 will tell you what you missed.

Posted

I'm having an issue where no dialogue pops up for convincing Senna to have sex with Balazar. I've done the Dibellan Whore of Markarth quest, and hoped that would have triggered it. But she keeps saying that the temple is closed essentially. She has other dialogue, but none that I can figure out pertains to Balazar. And speaking of doggy, he seems to have gone missing as well!

 

Any ideas?

Posted
6 hours ago, Amatum said:

I'm having an issue where no dialogue pops up for convincing Senna to have sex with Balazar. I've done the Dibellan Whore of Markarth quest, and hoped that would have triggered it. But she keeps saying that the temple is closed essentially. She has other dialogue, but none that I can figure out pertains to Balazar. And speaking of doggy, he seems to have gone missing as well!

 

Any ideas?

If Balazar the dog is not in the temple, the conversation with Senna is not available (this was deliberate because the conversation references the dog). So, the problem is that Balazar/dog is not there. You could try waiting and seeing if he catches up. If that doesn't work, you'll have to go back a save or two to find him.

Posted
17 hours ago, Gristle said:

If Balazar the dog is not in the temple, the conversation with Senna is not available (this was deliberate because the conversation references the dog). So, the problem is that Balazar/dog is not there. You could try waiting and seeing if he catches up. If that doesn't work, you'll have to go back a save or two to find him.

 

Oh - oops - it's been a long time since I've seen him. No saves that far back - and my apologies to Balazar, I'm gonna have to check the local Skyrim Dog Pound. Poop.

 

I may have broken him after I got enslaved by someone maybe?

Posted (edited)

The new version 0.92b has been posted (for SE, LE to come). It includes the first of the post-temple (Part III) quests to expand Balazar's influence in Skyrim. It also adds a new alternate PC collar choice, and a brief quest to obtain a new alternate outfit for Balazar (available after the Riften quest). And the MCM will update to include new switches to disable skeever/spider/chaurus/ashhopper animations.

 

Please let me know of any bugs you see, as well as any suggestions for improvement. In particular, you should be able to update this mid-game (even if you have finished Part II of the quest and defeated the temple) and continue your adventures with Balazar by speaking to the Jarl of Riften. Please let me know if you have any problems updating mid-game and continuing the quest.

 

The Riften quest itself should work OK. I learned a lot about 'scenes' with NPCs and detecting the end of SexLab events, which helps a lot.  There is one "fade to black" scene that may take 30-45 seconds. Please be patient with that one.  Also, this version adds a lot of moving pieces in the background that hopefully all work smoothly together - two Balazar forms, two Balazar/dremora outfits, two PC collars, PC option to have Balazar prefer dog form, quest requirements for certain Balazar form, Balazar/dremora status in cities with/without Jarl favor, form swaps based on location and time of day, etc. Let's just say it got complicated. I'm not too concerned about some delays in switching forms, but please let me know of any other bugs you see in this area.

 

Also, if Balazar (dremora) ever gets lost, the spell to summon him from Oblivion might work to teleport him to your PC.

Edited by Gristle
Posted
2 hours ago, Gristle said:

@killer905 Any chance you could provide an update to this for the new 0.92b version? It adds five new NPCs for the Riften quest.

Sure! But to be honest you donl;t need ask me to make this. You can do by yourself ;)

 

Use this -> https://www.nexusmods.com/skyrimspecialedition/mods/4089

 

It has a conversion function from SE to LE. But here you have to do 2 times.
Step 1) NPC Face - select "actor" folder and in options select "Head parts Only", select LE (bottom right corner) and Optimize

Spoiler

step1.PNG.02adace12f2462c3c90c49158d8805e8.PNG


Step 2) ZaZ files - select "ZaZ-UltimateDataPack". , select LE (bottom right corner) and Optimize

Spoiler

step2.PNG.96e7d5f0fc4d92c4908985503ebc76b2.PNG

Or the player on the LE version will have something like this, if he selects in Vortex or MO2 to have the mod balazar files replace the ZaZ files.

Spoiler

20240114101343_1.jpg.cf945866fc70358106bbbd501e7e7e78.jpg

 

I recommend you try it and send even "your test" version to me on PM and I will tell you if it is done correctly. Otherwise you can send me the "meshes" files themselves before releasing the update ;)

Balazar's Bitch v0.92b LE Facegem and zaz.zip

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