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SES2 - Preview Release


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Posted

I just caught up with these mods after years of using SES1.  I looked at the first posts and installation steps, but couldn't find a simple answer to this : can SES2 replace the Slaverun enforcer like SES1 did ?

Should the enforcer be disabled in Slaverun, then SES2 set up with some specific keywords/factions ?

Posted
1 hour ago, mangalo said:

I just caught up with these mods after years of using SES1.  I looked at the first posts and installation steps, but couldn't find a simple answer to this : can SES2 replace the Slaverun enforcer like SES1 did ?

Should the enforcer be disabled in Slaverun, then SES2 set up with some specific keywords/factions ?

SES2 isn't meant to be used together with Slaverun. It's more intended to "simulate a post Slaverun Skyrim" so no it can't be used instead of SES1.

Posted (edited)

@kaxat I have to say, I'm very impressed by the architectural implementation of this mod. I don't think your approach gets enough attention (maybe because it's shared in the forum and not the mods list directly?). I believe mod authors should be inspired by what you've created here. I applause you. 

 

I began to lightly edit existing mods (mainly for my personal use) two-three years ago. Then, I took a break from Skyrim, but recently I got back to it with an itch to do some serious modding myself. My main gripe with some of the existing popular mods is that 1) they are massively outdated (i.e., they don't make use of modern approaches and frameworks), and 2) they suffer from feature creep (i.e., they try to do too much). 

 

So I thought: "What if I created the functionalities I want to have in my game from scratch without any of the clutter? But I have to do this using modern techniques. I want to be at the forefront." So started reading the documentation of major modern frameworks (e.g., SPID, SkyPatcher), made comprehensive notes about what commonly used packages/libraries do (e.g., PapyrusUtil, KID, Scrab's Papyrus Extender, etc.), and then I found SES2... 

 

And I was like: "Woah, this guy fucks." 

 

Now, I have switched my attention to studying ASF and SOC and trying to wrap my head around how/whether I can use these as a basis to create the mods I want for my game. 

 

I also want to bring people's attention to this: 

 

Quote

 

I want the community to own this mod, not me.

  • You have my permission to use this API in any mod.
  • You can create forks of this mod, so long as they are also open source and free.
    • Before publishing a fork, I kindly request that you contact me. Whenever possible I would love to integrate others work into the main branch here. But if am ever AWOL, or you simply do not want to work with me, you have permission to publish your fork.
  • Please share any patches or feature ideas you have with me. We can collaborate on GitHub.

 


And to say, again, thank you

 

 

 

Edited by Commander_
Posted

@Commander_ That is the the nicest comment any of my mods have ever received. Thank you! You hit on all the areas of ASF that I am most proud of. It is invigorating to hear such thoughtful feedback.

 

If you have questions about ASF architecture please ask. Once you get into the "Evaluators" it can start to feel a bit like magic. You need to start referring to the plugin file and its condition functions to fully understand.

 

There is also a simple but powerful function for dynamically adding/removing a keyword, based on whether an actor passes the associated condition functions. Many mods would benefit from this part of the framework if they knew it existed. If you ever have to search for actors in Papyrus as opposed to doing Alias fills, it helps bring the speed of alias fills to Papyrus.

 

Also share with me if you find any areas ASF that can be improved to meet your needs. I was hoping the framework would see more use beyond just SES2. I use it to patch other sex mods so they better understand when the player is truly available. For example Sisters of Dibella dialogue all got condition functions to check if player is flagged as recipient-available or not. So the comments are more immersive. 

Posted

@kaxat At the moment, since you're making the official page for SOC now, it'd seem that any slave-esque setup will require Zaz Animation Pack unless users have the chops to remove the dependency on their own. I should probably ask @Corsec to upload my zaz-stripped non-DD Masterlist, or popularize it via my own page. I also recently created a Skypatcher patch that makes all the primary outfit distribution lists collar-only, which is an esp-less alternative to what Corsec provided for me back then.

 

Also, something of note that Taki helped me understand (I think they might be right on the issue) which might be enlightening for you two:

Apparently, Devious Devices uses a script to merge corset and chastity belt items. The script-less non-DDs suffer this issue of chastity belt meshes overlapping corset meshes because because there is no controller to resolve this visual conflict. This issue is why I prefer a simplistic collar-only setup. But for most users, I would suggest disallowing chastity belts and corsets from being applied at the same time.

Posted
39 minutes ago, Nuascura said:

@kaxat At the moment, since you're making the official page for SOC now, it'd seem that any slave-esque setup will require Zaz Animation Pack unless users have the chops to remove the dependency on their own. I should probably ask @Corsec to upload my zaz-stripped non-DD Masterlist, or popularize it via my own page. I also recently created a Skypatcher patch that makes all the primary outfit distribution lists collar-only, which is an esp-less alternative to what Corsec provided for me back then.

 

You have full permission to use my work in any way you see fit. I'd be delighted if people improved on my patches. No need for credits, I don't care about that. I'm just happy to see good mods being uploaded, and you've been doing good work, so keep it up! 

Posted (edited)

Kaxat,  I really hate to ask this question, as i'm sure the answer is "They are the same", but just in case. 

 

You're new official pages include most (except for HSW) of the links from Page 1, but the new instances in the new official pages have version number 1.0.0.  So question is, are the new ones that you uploaded on page 1 here recently (i.e. ASF 0.3.0) the same as the official pages or should I keep the the page 1 versions if I want the latest?

 

Thanks...

Edited by Kamikatana
Posted (edited)

@Kamikatana

 

There are minor tweaks with many of the new version. I don't think any of them had major changes to the .ini files though so you can probably just use the old versions of those if you customized. Unfortunately I do not have version control for most of these mods so I can not make a full list. ASF saw the most changes, 2 bug fixes and some code cleanup. That one I do have a full list for.

 

  • I noticed the Kaxat Wigs SOC was missing a file that could be found in the ZAP download. So if you installed both it worked great.
  • All of the mods got simple FOMODs to help users install things.
  • Definitely some minor tweaks in the other mods, but I don't recall anything Major.

ASF Changelog v1.0.0

  • Fix: Timing error resulting from gametime functions being different, one returns an hour and another returns a day. This meant that my throttle for rechecking users was not working correctly, allow checks 24 times more often than expected.
  • Fix: Issue where an NPC would be unresponsive to player interaction and instead "have a horny look in their eye" for 3+ seconds. Typically this notification shows immediately before a sex scene. Or it goes away within a couple seconds and no scene starts. The issue was it would take 30 seconds to go away and no scene would start.
  • Fix: Removed log error when certain furniture lacked an EDID.

  • Tweak: Cleaned up code comments.

  • Tweak: Cleaned up and clarified logging.

  • Tweak: Default SPID file was excluding Argonians and Khajiit, also Elder races. Now the default includes them. The one with excludes is an optional download.

  • New: Added FindActor_Either() functions in preparation for release.

I will resume uploading mods soon. I still need to create a FOMOD for SES2. Surprisingly time consuming.

 

Edited by kaxat
Posted

Ok..Thanks for this.   So i'll download and replace with the new ones on the official pages (incl. now Hide, SkyT and Monk).   I'll just keep using the current SES until the new one is out.

 

Btw.. great work on the FOMODs.  It allowed me to catch a few problems on my refresh, including some missing files i had for SkyTitties that it caught.  Good stuff...

Posted (edited)
On 7/4/2025 at 1:15 AM, Nuascura said:

@kaxat At the moment, since you're making the official page for SOC now, it'd seem that any slave-esque setup will require Zaz Animation Pack unless users have the chops to remove the dependency on their own. 

 

I do not think any of my mods have a hard dependency on ZAP. With the exception of the SOC ZAP integration. Which is an optional download. Admittedly I have not tested without ZAP. Am I wrong here?

 

I know some P+ versions are not playing nice with ZAP. Trying to be accommodating when reasonable. Still surprised no one has finished a ZAP port to that mod.

 

22 hours ago, Kamikatana said:

Btw.. great work on the FOMODs.  It allowed me to catch a few problems on my refresh, including some missing files i had for SkyTitties that it caught.  Good stuff...

 

That issue with SkyTitties is probably my fault. That mod renamed its plugin files since I last downloaded it. Currently working on a solution to make that more use friendly.

Edited by kaxat
Posted (edited)
19 minutes ago, kaxat said:

I do not think any of my mods have a hard dependency on ZAP. With the exception of the SOC ZAP integration. Which is an optional download. Admittedly I have not tested without ZAP. Am I wrong here?

It's Corsec's non-DD masterlist specifically. Since it bundles ZAP items, the ZAP esm is required to load the plugin. I have a version of the masterlist with all ZAP references removed, but it's hidden in Corsec's thread atm. So what I mean is, indirectly, ZAP is a requirement cuz of SOC ZAP and SOC Corsec

 

Edit: I've moved the files to my Mod Tweaks page for easier discovery

Edited by Nuascura
Posted

For everyone following this topic, here are the newly created mod pages for each of these mods:

Future discussion will likely happen in those support topics.

 

Thanks everyone for all your feedback and interest this past year! You have been a great lot. Kind words and excitement helped keep me working on all this.

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