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[Mod]Gray's Bondage Animations (Development Tool - Beta)


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Posted

Okay, where this is at:

 

Because of how animating is (human rig only for now), I want to make a defeat style mod where you 'abandon' a party member in order to end combat, and then the game plays a looping animation of a bad end for that character. 

 

Scripting needs: (the animating I can do, but no point making animations without proof of concept)

1 force end combat on ability use

2 bring camera in close to abandoned actor

3 start looping animation on actor

4 play some background chatter that is linked to what kind of enemy is preset (I can not animate enemies, so they are just shown as vocals off screen). 

5 kills or debuffs actor at the end of the scene

 

If anyone is interested in this project and is good at Lua, maybe PM me or post here. Otherwise I will do what I can and it will work or not. 

 

Posted

Sounds interesting Gray User, I lack skill but can toss out ideas. They have a capture system of sorts with the iron flask that is in the game, and they have hireling recruits with Withers. Using these sorts of animations, which are very good, maybe a way to subdue an npc like you are talking of working out , could be made. Something where the player can throw bolas at a weakened foe or throw a magic collar and trap an NPC.

Would be good to have merchants selling "hirelings" like too that so you can then bring your unwilling "hirelings" to and sell if need be or pick up ones that interest you for the right coin.

Then use them as an unwilling companion, possibly with options to tie them up or subdue them if they turn aggro again and try to escape. Just an observation.

  • 3 months later...
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Posted (edited)

Grayt work! 🫠 
How difficult do you imagine would it be to create a hands-behind-back walking animation?

Edited by Siudhne
  • 2 months later...
Posted
On 2/21/2024 at 7:01 PM, Gray User said:

Okay, where this is at:

 

Because of how animating is (human rig only for now), I want to make a defeat style mod where you 'abandon' a party member in order to end combat, and then the game plays a looping animation of a bad end for that character. 

[...]

If anyone is interested in this project and is good at Lua, maybe PM me or post here. Otherwise I will do what I can and it will work or not. 

 

Alright, so it's been a while since you wrote this, but I've just recently gotten into BG3 modding - specifically, scripting. Like every good degenerate I'd like to see a defeat style mod, so here's where I'm at:

  1. force end combat on ability use - everybody else fleeing from combat should be possible I think. There's also a "LeaveCombat" function but I suspect (untested) combat might restart immediately if there are still hostiles in the vicinity.
  2. bring camera in close to abandoned actor - seen it done in other mods, certainly possible
  3. start looping animation on actor - easy in principle, but a lot to consider: remove the actor from the party temporarily, else clicking on the portrait interrupts the looping animation with the default idle animation; disable control of everybody else, lest they ruin or animation; make the actor untargetable; although thinking of it, since we just want an animation to play outside of combat, we could just use the Sex framework to handle all that.
  4. play some background chatter that is linked to what kind of enemy is preset (I can not animate enemies, so they are just shown as vocals off screen). - hard, maybe impossible, I'd have no idea where to begin searching for these sound files
    1. but I think we can work around this. How about this: actor tied up and naked, other enemies standing around (possible naked), camera fade to black, play generic moans and grunts. Lining up enemies is probably some work, but might get away with just focusing on the actor + fade to black for a start.
  5. kills or debuffs actor at the end of the scene - simple

Gameplay concerns: We probably have to teleport fallen party members to camp when using the 'abandon' ability. It would be a bit immersion breaking, but I don't see many uses for the 'abandon' ability other: Either my party is up and running, in which case I probably have a fighting chance and won't use it. Or my party is down by two or three members, in which case there aren't many party members left I could rescue by sacrificing one.

 

All in all, it seems doable, albeit a bit of work, but I'm not quite convinced it's worth the effort. However, if somebody is up for task I'll gladly support where I can.

 

But what I'd really like is a "Defeat Alternative" which removes the game over screen and replaces it with some animations and debuffs, and a chance to rescue your party members with the rest of the party. The tricky part is detecting a would-be "game over" and tricking the game into continuing regardless.

Posted
18 hours ago, Siudhne said:

Alright, so it's been a while since you wrote this, but I've just recently gotten into BG3 modding - specifically, scripting. Like every good degenerate I'd like to see a defeat style mod, so here's where I'm at:

  1. force end combat on ability use - everybody else fleeing from combat should be possible I think. There's also a "LeaveCombat" function but I suspect (untested) combat might restart immediately if there are still hostiles in the vicinity.
  2. bring camera in close to abandoned actor - seen it done in other mods, certainly possible
  3. start looping animation on actor - easy in principle, but a lot to consider: remove the actor from the party temporarily, else clicking on the portrait interrupts the looping animation with the default idle animation; disable control of everybody else, lest they ruin or animation; make the actor untargetable; although thinking of it, since we just want an animation to play outside of combat, we could just use the Sex framework to handle all that.
  4. play some background chatter that is linked to what kind of enemy is preset (I can not animate enemies, so they are just shown as vocals off screen). - hard, maybe impossible, I'd have no idea where to begin searching for these sound files
    1. but I think we can work around this. How about this: actor tied up and naked, other enemies standing around (possible naked), camera fade to black, play generic moans and grunts. Lining up enemies is probably some work, but might get away with just focusing on the actor + fade to black for a start.
  5. kills or debuffs actor at the end of the scene - simple

Gameplay concerns: We probably have to teleport fallen party members to camp when using the 'abandon' ability. It would be a bit immersion breaking, but I don't see many uses for the 'abandon' ability other: Either my party is up and running, in which case I probably have a fighting chance and won't use it. Or my party is down by two or three members, in which case there aren't many party members left I could rescue by sacrificing one.

 

All in all, it seems doable, albeit a bit of work, but I'm not quite convinced it's worth the effort. However, if somebody is up for task I'll gladly support where I can.

 

But what I'd really like is a "Defeat Alternative" which removes the game over screen and replaces it with some animations and debuffs, and a chance to rescue your party members with the rest of the party. The tricky part is detecting a would-be "game over" and tricking the game into continuing regardless.

 

This is a good idea. I have not modded BG3 in months (working on Starfield). I think this would work. I would set to stop combat, trigger sex scenes. Kill or debuff or bondage at the end. 

 

Best would be if bondaged PC get removed from party and have to be rescued. But so many things could break if PC getting removed/added from party a lot. Maybe there is way to kill the PC, make a clone of them that sits in the gameworld, and then respawn PC after rescue?

 

Could game over detect be a 'if PC enters bleedout and no other PC in active party'? Do not know what the exact detects are for other PCs in party (and what if they are fled combat?)

 

If you get the framework running to do a version of this and you think it is good, PM me and I can make more animations. :)

 

Only thing - I do not know if I can make modifies of existing animations (like a bound walk/run/sneak set). I think that would need access to how game blends animations which I do not know about. 

Posted (edited)

Can character customization be retrieved from the PC, and set on the PC? I think you would need this for a clone of the PC (to be bound).

 

If so, a workaround for removing the PC from the party (and, thus, preventing control of the PC's movement or gear) would be to add some other npc to the party, and temporarily setting the PC's appearance (including name) to be that npc.

 

(Or, failing that, make the npc explicitly be a doppelganger of the PC. But a different appearance would I think be better for conveying this story concept.)

Edited by sen4mi
  • 5 months later...

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