sercher.max Posted May 13, 2024 Posted May 13, 2024 (edited) English is not my first language! All text was translated with the help of DeepL. I would be grateful for your understanding. Preface Spoiler I have been a fan of the game Skyrim for a long time. For me, this game has become something like home, to which you can always return in any period of life. When I discovered mods for adults, I realized: here it is, the perfect platform for feeding your demons. A huge scope for the realization of fetishes. It all started with installing the first mods and eventually came to modding downloaded builds. I have long thought about trying my hand at modding Skyrim, but because of the lack of understanding of the angle from which to approach the work, any of my initial impulses were suppressed at the level of “damn, it would be cool if there was such a mod”. Especially since there are already a huge number of different mods for Skyrim in which even the most unusual fetishes will find a response. But here we go... time passes, tastes change, and people tend to evolve. Today, I am a Unity developer with 4 years of experience, who is able to look at almost any code not as “what is this mixture of letters/digits?”, but as something logical and at least remotely understandable. Recently, in my attempts to fix mod compatibility errors in the build, digging into the scripts of some mods, I caught myself thinking that I understand very well what is going on in them. This epiphany led to the fact that the above-mentioned impulse, which I experienced again recently, can no longer be discarded as a silly obsession. All of this was said to the effect that the mod idea I'm going to describe here is something I'll probably try to tackle on my own. In any case, I'd like to know how members of the LoversLab community feel about such an idea. Maybe I'll get approval here, or maybe someone who started this path like me and faced a lot of problems and difficulties will just laugh ironically at another “I want to make mods” post. Of course, I'd like to believe that there's also the possibility of getting support for the idea, or better yet, support in my attempts to understand Skyrim modding (which will save time in dealing with pitfalls, many of which are inevitable anyway). For example, even basic stories about your Skyrim modding journey or links to them would help a lot. Although... I do not deny that all this can be reduced to a mundane “it would be cool if someone made such a mod”. I'd like to start by listing my most important modifications, without which I can't imagine any build with NSFW content and which, as it has probably already become clear, became the sources of some discomfort and later - the inspiration for this mod. Most important: Milk Mod Economy, SoulsGem Oven 4 IF, Fill Her Up BE. Least important, but still mandatory: Milk Addict, Egg Factory, Extra Pocket, Fertility, SexLab Parasites, SexLab Hormones. What is surprising is that YPS (Immersive Hair Growth and Styling) has recently been added to this list, which is strange because it stands out a lot from the above mods. It was playing with it and trying to figure out the code workings of this mod that was the last straw. It was most likely inspired by its immersiveness and the wonderful work done by the author of this mod. I think, based on this list, you can already get some idea of my “demons” and what mod I'm going to write about next. Introduction Lately, I've become a bit annoyed that my favorite mods work too disjointedly. For example, milk from Milk Mod Economy and milk from SGO4 are completely different mechanics and presented as different items. It can also be very annoying that there is no limiter that can control the change of body morphs if, for example, 3 mods increase it at once (which can lead to, for example, an OVERLY large belly). Of course, during the game, you can ignore such little things (because the fact that they can work together at all is cool), but it would be so great if it all worked within one unified system. That's how I came up with Incubator. Incubator series of mods is Framework and Modules to it, which should work as a single system. The idea is to combine all the content on the topics of “pregnancy, inflation, oviparity, breeding, body changes, etc.” into one big modular system responsive to further modifications. Initially, this system is conceived exclusively for the female protagonist, not even for NPCs (though I admit that's perfectly acceptable). One of the main tasks of this modification is to give immersive experience, as well as to remove logical inconsistencies in the work of the same mechanics due to the fact that they are different modifications. Incubator Framework The base system that is responsible for storing data and the basic interaction of this data with each other.Incubator modules will connect to this base in order to work with the data, as well as activate basic functionality (like starting labor or milking). Below, I will list the functionality of this system, divided into “Sections” (for ease of understanding, I will give an example in the form of different MCM menu tabs). Sections Spoiler General Basic system settings, as well as anything that cannot be categorized below. Inflation Packs Inflation Settings. This is a low-level system that is responsible for body morphs, their combinations, and the settings for changing them. The MCM tab of the menu here will list the default and custom morphs, their minimum and maximum expansion sliders, and categories consisting of combinations of these morphs with their own sliders. In detail, it works like this: In the Morphs section, the player can add and customize body morphs (an example of this is available in SGO4 IF). To add a morph, the player specifies its correct name, as well as the limits of its modification with two sliders. It is important to realize that the values limiting a morph limit the changes not from a single inflation, but from all sources of inflation as a whole. The player will always have the option to assign default morphs as provided by the mod author! In the “Sets” section, the player can add and customize their own and default morph sets. Default sets are available in the system itself initially and their list can be extended by modules connected to it. Default sets cannot be deleted. What is a “set”? A set is a list consisting of the morphs configured above and the strength values of their changes in this set. For example, the sets “fat ass” or “pregnant belly”. These sets will have links to the morphs that apply to them and sliders that are their change modifiers relative to the set's change value, as well as their own change limits. The player will be able to add any morphs to any set (either their own or the default). By specifying a morph, the player must also set the value (0-1) of its modification strength. The player will always have the option to assign default parameters to each default set, as provided by the mod author! Example: “Fat Ass” set. The morphs are “Hips: 0.75”, “Butt: 1.0”. This means that with a value of "0.5" for the “Fat Ass” set, these morphs will get the values “Hips: 0.375”, “Butt: 0.5”. As you might have realized, almost all inflation in this mod will be applied to the set, not to any morph separately. The player has the ability to modify the kits in every possible way, binding any available morphs to them at will. Body Modifications Here you can customize any body modifications related to textures, meshes, skin color changes, etc. I have the least idea how to customize what this section works with (other than skin tone, except maybe). Suppose a player's breasts should have vein textures applied to them due to frequent milking, or the body should have stretch marks due to pregnancy. This modification would be applied just through this section. Likewise for anything else of a similar nature. Mind&Hormones This is where the parameters of reasoning, addictions, psychological disorders and any other mental values are configured, as well as the values of the current levels of various hormones in the character's body. Incubator Framework will have a base set of values with their settings, but other modules will be able to add their own values to this section. For now, as designed, this section is only responsible for storing data. It doesn't do anything itself or change anything (at least beyond the scope of this section). It is assumed that the corresponding modules and possibly other mods will work with these values if they are supported by their authors. Pregnancy Containers A very important section that is responsible for the character's pregnancy. The prefix “Containers” is made for a reason. It defines the essence of how pregnancy works. This modification represents the character literally as an “incubator”, which can produce offspring in different fertile parts of his body. This approach is reflected in the system as well. In this section we will present the basic containers for incubation (you can consider adding custom ones, but I don't see the need for it yet), these are: uterus, ass, stomach, urethra, left and right breasts. Naturally, the most frequent modules will traditionally use “uterus” and the other containers will be used less frequently, for example the module responsible for the content of the “ovipositor, parasites” genres. I'm still a bit vague on the exact structure of the contents of the containers, but it's obvious that they will store data like: “what” is growing in the container, in what quantity, its current stage, as well as parameters like growth time, size, and additional effects on Inflation Sets during production. Also, each container will have its own settings, like which “Inflation Sets” are affected by that container's pregnancy. Incubator Framework will make its own growth in containers based on the data it receives. LiquidContainers A section that strongly resembles the previous one. It has the same containers and almost the same settings, only with the difference that they store not “object” but liquids of different types in units and Incubator Framework will not change this data on its own, as in the case of pregnancy. Basically, these are all the sections I've come up with so far. As you have understood, Incubator Framework is the central system around which the other systems (Modules) will be able to work. This approach, will create a modular, user-friendly architecture that will work better and better than if they were different systems, and will also create more opportunities to integrate other mods. Module ideas Spoiler Just imagine how much space for creating mods of the appropriate genre, can provide this system. I will not describe in the same detail the Modules I have invented, as I think it is not really necessary, but nevertheless I will list them with a brief description of the ideas. Incubator Pregnancy: it is the most logical module that comes to mind first.It is functionally similar to any existing pregnancy mod. It seems to me that it has excellent prospects for integration with another mod that provides for the possibility of growing a “child” into an adult NPS, if you replace the period from the beginning of pregnancy to childbirth. Incubator Ovipositor: module that is responsible for pregnancy with eggs, parasites, insects, etc. It has very big ambitions.It will definitely work very closely with hormones, psychological states of the character and all containers of pregnancy and fluids. Incubator Hormones: a module that implements how hormones work. As you realized, hormones themselves don't do anything.Yes, other modules can change them and somehow react to their values, but that's it.That's what this module is for, to expand the list of reactions to hormone values.Changing the weight of the character, changing the appearance of nipples, pigmentation on the body, changing skin color, integration with SexLab Arousal and so on. In terms of functionality is very similar to SexLab Hormones. Incubator Liquids: This module can take on the task of excretion of certain fluids in the body, based on the level of hormones in the body of the character. Creating this module will allow you to tie the production of milk (and other fluids) not only to pregnancy, but also to, for example, the corresponding mutation. Incubator Alchemy: A module that allows you to convert extracted liquids and other resources in the process of incubation into ingredients, and them - into potions. Incubator Soulsgem: SGO4 integration or an extremely similar mod. Incubator Needs: A mod resembling any existing mod for food, drink, and sleep needs or integration with one of them. Note that food can affect hormone levels and even fill containers with itself as a liquid, causing a small inflation. Incubator Inflation: Fill Her Up integration or a mod with similar functionality. Incubator DirtNeeds: an extension for Needs that adds coprophilia-themed content. I'm unlikely to get into this as I'm not a fan, but thought I'd mention the feature anyway. Incubator Addiction: A module reminiscent of Incubator Hormones, but responds differently to mental state and hormone levels. Responsible for addictions, emotions and other things. This is where I plan to end. I realize that all this is a colossal work, but you can imagine how many problems can be solved by creating just one Incubator Framework. New mods of relevant genres will be able to work in one system and do it logically. This is just a first extract of my ideas. I'm sure someone will be able to offer more creative solutions, modules, etc. Please note that almost everything I have described has already been invented and done by someone in a certain form, but very disparate from each other. Based on this, I have a hope that Incubator Framework with all its modules are quite realizable. I will be glad to receive any feedback, suggestions, and even more - advice or even help. Thank you all for your attention! ____________________________________________________________________________________________________ ____________________________________________________________________________________________________ The mod is in development! Update 15/05/2025. Link to the mod repository (The mod is not ready for open testing yet. For now, you can only see a partially working mess from AI.) I just want to share that I am currently actively developing this mod. I am not sure that I will complete the development or reach some stage. Skyrim modding, as I have already found out, takes too much time. It was AI that gave me the push I needed to finally get down to work seriously. It is very difficult to write large architectural solutions on Papyrus, but AI is able to easily handle large scales. In general, I am not a fan of using AI in programming and often try to avoid help from it in issues that I can solve on my own, but this mod is an exception. I can not give any guarantees, despite the fact that now I have favorable conditions for this: I learned to use AI in modding and took a vacation from work specifically for this project. Of course, I still hope that some experienced modder will get excited about this idea and pick it up) Well... we are done with the preface. What is ready Spoiler - The idea has been greatly improved. I have decided on many details. By the way, I continue to think about the functions of the mod, its various features and conventions. - Jsons instead of MCM. I decided to completely abandon the MCM functionality, not counting basic things, such as turning the mod on/off, global modifiers, debugs. The mod works very closely with JSON configs. I was inspired by how the IVDT 1.4.0 Hentai Edition mod and its modules work. - Test implementation of Data, Storage, Data Management, body morph management. Data storage and their handlers have been implemented. Loading configs, caching, basic interaction. - Some console commands. I finally figured out how to make custom commands. Hurray, victory. At the moment, through commands you can read and manage data in the Data layer, as well as view data in the Configs layer. - Correct and tested operation of Config and Data. I had to give up caching some data. I spent a dozens of hours trying to figure out various non-obvious errors, especially the operation of arrays in papyrus. Finally, I managed to calculate a more or less working formula that does not lose data. - Work out the basic loop of the mod. Very basic. - JSON format. The working type of json files, which is precisely processed by JSONUtil. What needs to be done Spoiler - More console commands for testing. The more the better. - Implement MCM. - Create global values and store their states. - Internal framework modules that work automatically, or rather: - Object growth module in storage. Some objects can receive progress points while in storage and move to the next stage (replaced with other objects) - Extraction module. It should be responsible for the ability to exit the object and liquids from containers naturally. - Busy state module. Allows the player to enter the busy state. This is when the player loses control, some scenes are blocked, etc. There's a lot of work to do with it, because it has to be compatible with other mods. For example, so that it doesn't block or launch during SexLab scenes. - Morph module. Applies morph values to the character's body. Morphs are affected by: objects, liquids, and stats. - Overlays. Tattoos, veins, alternative nipples, stretch marks... As I said earlier, this is a module that requires separate work. The current architecture takes into account overlays, but there is no implementation for them yet. Long-term plans Spoiler - LinkedContainer value for containers or hard logic in IF. Needed to connect the stomach with the intestines and implement immersive features between them. - Well-developed extraction of container contents. If the container contains an object that cannot be extracted, it partially blocks the extraction of all contents. Allows you to extract some liquid and objects, but not all at once. - Animations during childbirth. I will definitely reuse animations from other authors who agree to this. - Visual effects and creation of extracted objects. For now, I'm going to figure out how similar mechanics are implemented in Baka's FHU. - Other immersive options and features. Current risks and technical details Spoiler - The framework has a very complex structure. - I actively use JSONUtil, StorageUtil and JContainers. - All data in the project is divided into Cofigs and Data. - Data in "Configs" is static data about entities that does not make sense to store. They are read from json configs in the mod folder each time the mod is initialized, after which they are converted and cached into a convenient structure via JContainers. The cached data is used in the mod later. - Data in "Data" is dynamic changing data that needs to be stored. It seems to me that the work of Data storage can greatly affect optimization. I tried to optimize this by adding data caching via JContainers every frame of the mod, since it is every frame that various requests to information in the Data layer will occur (will be finalized). - If it turns out that the current approach has too much of an impact on optimization, I will try to look for other approaches, but most likely I will come to the conclusion that the idea of this mod is unrealizable, or too difficult to implement for me to continue working on it. - I use AI very actively. I have already taught it to write code the way I need. I carefully check each iteration that it makes in writing the code. However, the code is not perfect. The API, standardization, efficiency of algorithms, etc. suffer. After receiving a minimal working version of the mod, I will have to spend a lot of time on refactoring. - I write logic well. And this is what I am working with now. I do not know what will happen when the time comes to work on the visual part of the mod. So far, development is going well precisely because of working with logic. Entities At the moment, the mod is extremely versatile and open to customization via json configs. So far, it does not have a rigid binding to any specific values, instead, it simply uses and processes values from the configs. What is obtained from the configs, I will call entities. Entities include: morphs, sets of morphs, stats, containers, objects, liquids and overlays (overlays - not yet implemented). Jsons This section will be useful for interested people who understand how to work with JSON files (which is often required from users of some mods) Spoiler Json structure of the morph. { "string": { "morph_name": "Breasts" }, "float": { "min_value": -0.5, "max_value": 4.0 } } The morph config works simply. It refers to an existing body morph with its name and sets limits on the final value that this morph can receive from this mod. Json structure of a set of morphs,. "string": { "morphs_pack_name": "filled_breasts" }, "stringList": { "packs_names": [ "Breasts", "BreastGravity", "Nipples" ] }, "floatList": { "packs_modificators": [ 1.0, 0.4, 0.2 ] } } Morph sets refer to morph configs. If the config of any of the morphs specified in the set is not present, this morph will be ignored. Note that I use flat arrays. I did not figure out how to create a deep and more efficient JSON structure that can be read via JSONUtil, so I settled on flat arrays. 1 element from the morph array will correspond to 1 element from the modifier array. With a set value of 2, the Hips morph will get 2 * 0.9, etc. Json structure of a stat. { "string": { "stat_name": "pregnancy" }, "stringList": { "morphs_pack_name": [ "birth_hips" ] }, "floatList": { "value": [ 0.75 ] } } Stats can influence morph sets. I think that not all stats will do this, but why not give them this opportunity? This way, it will be possible to make stats not only mental, but also physical) With Corruption equal to 10, the HipEnhancement morph set will receive a value of 10 * 0.3. (Why? It doesn't matter. I left it as an example of logic.) Json structure of a container. { "string": { "name": "womb" }, "float": { "min_capacity": 2.0, "max_capacity": 40.0, "limit_capacity_mod": 5.0, "min_gate_size": 1.0, "max_gate_size": 8.0, "limit_gate_size_mod": 2.0, "capacity_extension_speed": 0.1, "capacity_regeneration_speed": 0.1, "gate_size_extension_speed": 0.15, "gate_size_regeneration_speed": 0.05 } } The container structure is already quite extensive and has some interesting parameters, the logic of which is already implemented in its current form for the most part. Containers have a capacity parameter. The current capacity is limited precisely through this config. This parameter determines how many objects or liquids can fit into this container. Containers also have a gate size parameter (entrance? hole? Doesn't matter. Let it be a gate.). This value applies mainly to all objects. Objects have a size parameter. It's simple, if the size of an object is larger than the current size of the container gate, it can neither be inserted nor pulled out. The container's capacity changes every game hour, depending on how busy it is. If the container is empty, or almost empty, its size will regenerate and decrease. In turn, if the container is full or bursting at the seams, its capacity will grow. The same logic applies to gates, but in this case, the size of the objects that are in the container decides. If the container contains an object larger than the gate size, the container begins to quietly adapt to this size in order to be able to extract/give birth to/push it out. In turn, it is also able to regenerate in case if a large gate size is not needed. In addition, you may notice the limitCapacityMod parameter - this is a modifier that adds to the current capacity of the container for cases when objects or liquids are not inserted into the container, but are placed in it or expanded. That is, in cases where an object in the container changes its shape to a more voluminous one, the container can still withstand it inside due to limitCapacityMod, although pushing anything else into it is out of the question. A similar parameter for gates is limitGateSizeMod. This modifier is added to the current size of the container gate, at the moment of extracting objects from it, but only when the container is bursting at the seams. Json structure of an object. { "string": { "name": "chaurus_egg" }, "float": { "volume": 1.0, "size": 1.0, "insertion_size": 0.9, "extraction_size": 0.85 }, "stringList": { "container_name": [ "womb", "stomach", "colon", "breasts", "bladder" ], "morphs_pack_name": [ "filled_belly", "filled_belly", "filled_belly", "filled_breasts", "filled_belly" ] }, "floatList": { "value": [ 1.0, 1.0, 1.0, 1.0, 1.0 ] } } The structure of an object contains the name of the object, as well as its volume and size. Volume is the value that 1 unit of this object takes up in the container. Size - plays a role when the object is inserted or extracted into the container. You may notice that the object has a different insertion and extraction. I actually seriously wondered when I was thinking about this. For example, why is it easy to put a light bulb in your mouth, but to extract it, you need a team of doctors? Some objects are easier to insert into something than to pull out, and some are the opposite. To convey this point, I added these two parameters. In addition, size and volume are different parameters. Size can be considered the minimum volume of an object in a compressed state. For example, durable objects, such as soulgems, will have the same size and volume, because they are identical. But, at the same time, some jelly-like objects can be compressed or deformed, due to which they are easier to insert or extract, but they take up more space. Now to the flat arrays. Each container affects the morph sets differently, depending on which container it is in. I n the current example: if ChaurusEgg is in a womb, for each unit of the object, the WombPregnancy morph set will increase by 0.15. Json structure of a liquid. { "string": { "name": "sperm" }, "float": { "volume": 1.0 }, "stringList": { "container_name": [ "womb", "stomach", "colon", "breasts", "bladder" ], "morphs_pack_name": [ "filled_belly", "filled_belly", "filled_belly", "filled_breasts", "filled_belly" ] }, "floatList": { "value": [ 1.0, 1.0, 1.0, 1.0, 1.0 ] } } Liquids are similar to objects, but with the difference that they do not have a size, but have a volume per liter. Liquids are not counted in whole numbers, but in fractions, where each 1.00 is 1 liter. In the current example: if milk is in the left breast, for each liter of liquid, it will increase the FilledLeftBreast morph set by 0.75. Similarly for the right breast. Edited May 15 by sercher.max indents 2
DarkBlade13 Posted May 13, 2024 Posted May 13, 2024 It does indeed sound like a lot of work. If you intend to create this you will have to make a lot of animations and armors for these (unless you get permission from the mod authors to use their assets). If you want to learn about the creation kit you can read my blog (it might help you). If you have more question feel free to contact me. 1
sercher.max Posted May 14, 2024 Author Posted May 14, 2024 12 hours ago, DarkBlade13 said: Это действительно звучит как большая работа. Если вы собираетесь создать это, вам придется сделать для них много анимаций и доспехов (если только вы не получите разрешение от авторов модов на использование их ресурсов). Если вы хотите узнать о наборе для создания, вы можете прочитать мой блог (это может вам помочь). Если у вас есть дополнительные вопросы, не стесняйтесь обращаться ко мне. Thank you very much for your response, I appreciate it. I ran across your blog and concluded that this is exactly what I had in mind. It will definitely help me in my self-study. Regarding “animations and armor”, I think that at least the Incubator Framework itself won't require too many of them. Unless I might need animations for birthing and extracting liquids, which I can't say for modules. I really hope that I will be able to use some of the resources of other authors through integration or directly with their permission. Since, you indicated that I will be able to approach you with some questions, I will most likely approach you with questions about this. I'd like to get a better understanding of how copyright enforcement works in the community in order to keep my work correct. Naturally, I have vague ideas about this, but I wouldn't want to rely on my ideas about it when I actually get around to it. Thanks again for your response and for the tip for your blog!
DarkBlade13 Posted May 14, 2024 Posted May 14, 2024 Fairly simple, copy right in skyrim works the same way it works anywhere else in the world. That being said, we all use the skyrim attributes. Everything in skyrim is considered free for taking because we paid for the game (We know it doesn't really work like that but if we ask for permission and the game makers would say no, the modding community and our work wouldn't exist). We limit ourself only to using game assets. Every nif model, texture, animation, armor or sound file from other mods is copyrighted. You can find the permission of what you are allowed to do with the file on nexus in the tabs or on this website if modders wrote permissions. Spoiler If you do not follow these guidlines and use assets where you don't have permisson for, you can have your work removed from this website and possibly get banned. If you ask permission to a mod author and they don't reply for months or you don't think they will notice you could take the risk and use the assets. However I advice against this. If you don't get permission for assets it's better to make them yourself, this way you avoid having your work removed and getting banned (plus it's more ethical). Texures are real images. If you make them they are not copyrighted since they are yours. I wanted to give this permission as shown above on all my mods however I could not. You can find amazing pictures that have no copyright (except for financial limitations) at https://unsplash.com/. I used many of this images and so I couldn't give free permission since these texures are not mine. Giving free permission would result in piracy. (My rose vines are not copyrighted though, you are free to use them as asset with texture as I made them myself). Regarding anything sexual related the laws are different in many countries accros the world but generally speaking most countries refrain themselves from spending resources on protecting porn. Just keep in mind that moderators of this website don't like anything and are fully against things that might be copyrighted. They don't want to get sued (understandable). Ai image generator voice synthesizer, images you make (this incluse screenshots of you playing the game like nude characters or sexual acts) are all thus far not copyrighted and can be used freely (for now). For every other question you have regarding copyrights I suggest you ask the internet, a lawyer or look at the laws in different countries. (I am not a lawyer so don't take my words for it). Don't do anything illegal, you do not only risk your own head but also that of the hosts from this website. 1
sercher.max Posted May 15, 2024 Author Posted May 15, 2024 (edited) 7 hours ago, DarkBlade13 said: Довольно просто: авторское право в Skyrim работает так же, как и в любой другой точке мира. При этом мы все используем атрибуты Скайрима. Все в Скайриме считается бесплатным, потому что мы заплатили за игру (мы знаем, что на самом деле это не работает, но если мы попросим разрешения, а создатели игры скажут «нет», сообщество моддеров и наша работа не будут существовать) . Мы ограничиваемся только использованием игровых ресурсов. Каждая модель nif, текстура, анимация, броня или звуковой файл из других модов защищены авторским правом. Разрешение на то, что вам разрешено делать с файлом на нексусе, вы можете найти во вкладках или на этом сайте, если моддеры написали разрешения. Показать скрытое содержимое Если вы не будете следовать этим правилам и использовать ресурсы, на которые у вас нет разрешения, ваша работа может быть удалена с этого веб-сайта и, возможно, забанена. Если вы спрашиваете разрешения у автора мода, а он не отвечает месяцами или вы думаете, что он не заметит, вы можете рискнуть и использовать ресурсы. Однако я советую против этого. Если вы не получили разрешения на использование ресурсов, лучше создать их самостоятельно, так вы избежите удаления и бана вашей работы (плюс это более этично). Текстуры — это реальные изображения. Если вы их создадите, они не защищены авторским правом, поскольку они ваши. Я хотел дать это разрешение, как показано выше, для всех моих модов, но не смог. Вы можете найти потрясающие картинки, не имеющие авторских прав (кроме финансовых ограничений) на https://unsplash.com/ . Я использовал многие из этих изображений и поэтому не мог дать бесплатного разрешения, поскольку эти текстуры не мои. Предоставление бесплатного разрешения приведет к пиратству. (Однако мои розовые лозы не защищены авторским правом, вы можете использовать их в качестве текстуры, поскольку я сделал их сам). Что касается всего, что связано с сексом, во многих странах мира законы различаются, но, вообще говоря, большинство стран воздерживаются от расходования ресурсов на защиту порнографии. Просто имейте в виду, что модераторам этого сайта ничего не нравится и они категорически против того, что может быть защищено авторским правом. Они не хотят, чтобы на них подали в суд (это понятно). Синтезатор голоса генератора изображений Ai, изображения, которые вы создаете (включая скриншоты, на которых вы играете в игру, например, обнаженные персонажи или сексуальные действия), на данный момент не защищены авторским правом и могут использоваться свободно (на данный момент). По всем остальным вопросам, касающимся авторских прав, я предлагаю вам задать их в Интернете, юристу или просмотреть законы разных стран. (Я не юрист, поэтому не верьте моим словам). Не делайте ничего противозаконного, вы рискуете не только своей головой, но и головой хозяев этого сайта. I planned to ask this question later by writing to you personally, so I am pleasantly surprised that you answered it preemptively. Thank you. Now I have a better understanding of what direction to move in in search of resources for this mod. I also want to thank you for the link to the graphic resource platform. At the same time, I would like to share my first successes: * At the moment, I’m putting together a test build step by step using this wonderful guide, having decided to install only basic mods: https://www.sinitargaming.com/skyrim_se.html * I also came across this playlist on YouTube with video tutorials on papyrus: * Also, while on a recent trip I read your entire blog. I want to point out that it is very cool. It’s great that there are articles like this on the Internet that make it much easier for beginners to get acquainted with modding. From all this, I can so far draw the following conclusions: everything turned out to be much simpler than I expected. At least, I got the impression that this is the work that I already do almost every day, just in a different wrapper. It is likely that this is just a false impression before development begins, but it still makes me very happy and inspired. Edited May 15, 2024 by sercher.max 1
x0101x Posted May 20, 2024 Posted May 20, 2024 I also wished for ages that many mods would have better cross compatibility, and your ideas would make my dreams true too. There are many mods in the past who tried to do what you wanted, but ended being very messy. But maybe learning from those examples would help make your own versions better. Pregnancy Normalmap Swapper is a mod that wanted to automatically changes the normal map according to the Body Morph value. But because of how wonky it works, it can corrupt saves Sexlab Inflation Framework is a mod that tried to add a universal body morph system. But first its MCM menu is pretty cryptic and also not many mods authors picked it up and made working patches for it. And wonky in-game. Also, it uses some outdated mod creation practices that make it script heavy. But could be a good base or inspiration for making your own. Fertility Mode+ - Immersive Effects is a mod that is early and WIP add-on to Fertility mode that tries to add pregnancy related effects. It could be a good inspiration for your hormone module. I hope...maybe it would be helpful for you to maybe learn something from experience of others. 1
sercher.max Posted May 20, 2024 Author Posted May 20, 2024 24 minutes ago, x0101x said: Я также давно хотел, чтобы многие моды имели лучшую перекрестную совместимость, и ваши идеи воплотили бы в жизнь и мои мечты. В прошлом было много модов, которые пытались сделать то, что вы хотели, но в итоге оказались очень грязными. Но, возможно, изучение этих примеров поможет улучшить ваши собственные версии. Pregnancy Normalmap Swapper — это мод, который автоматически меняет карту нормалей в соответствии со значением Body Morph. Но из-за того, что он работает шатко, он может повредить сохранения. Sexlab Inflation Framework — это мод, который пытался добавить универсальную систему морфинга тела. Но во-первых, его MCM-меню довольно загадочно, и к тому же не многие авторы модов подхватили его и сделали для него рабочие патчи. И шаткий в игре. Кроме того, он использует некоторые устаревшие методы создания модов, которые усложняют сценарий. Но может стать хорошей основой или вдохновением для создания собственного. Fertility Mode+ — Immersive Effects — это ранний мод и незавершенное дополнение к режиму Fertility, которое пытается добавить эффекты, связанные с беременностью. Это может стать хорошим источником вдохновения для вашего гормонального модуля. Я надеюсь... может быть, вам будет полезно поучиться чему-то на опыте других. Hello! You're right on the list of mods I've been meaning to explore. At the moment I feel like an artist who does not dare to make the first stroke on the canvas. I already tried to get started: I made a basic initializer, I was able to display the MCM menu that launches the mod, but that’s basically it. Doing anything specific is still scary. At the moment, if I sit down to modding, I mostly spend hours reading other modders code: I'm trying to understand their architecture, how they work with other mods intended for modders, what approach their authors take to solving the same problem. I already feel confident in the code of the original SGO4 (the author is a great fellow, he left a huge number of comments), but recently, seeing how differently the same FillHerUpBE was done, I got a little out of my rut. Therefore, I decided to first make a mod patch (you can look in my files) before taking on such a large and responsible job. This may not be my last intermediate mod before I decide to take on the Incubator Framework. Thank you very much for your comment! Your messages and attention paid to this topic motivate me to continue working. 1
sniper5047 Posted March 20 Posted March 20 Is there any progress with your mega mod? Can I try what you've already done?
sercher.max Posted May 2 Author Posted May 2 (edited) On 21.03.2025 at 02:54, sniper5047 said: Is there any progress with your mega mod? Can I try what you've already done? I tried modding a few times. Papyrus and CK are of course very tough stuff)) A lot of things are not obvious, scripts take a long time to write, and testing everything is also very difficult. There's clearly a lack of some articles from Good Practice or something like that. Personally, I really don't have enough time to delve into modding completely. I have a lot of work now, and I also have a great need to earn money. I consider modding more as some kind of entertainment that requires even more concentration than my main job. I tried to implement the idea with IF several times. I approached this issue from different angles, starting over each time. Recently, I tried to implement this idea again. This time I used AI to write the code. I can say that this experience is clearly different from manual coding. AI often makes mistakes, confuses functions and gets lost in the architecture. Although the last few times I managed to set up some processes, which made my work much easier. Also, I'm a little annoyed that I'm making such a serious framework only in papyrus. I know that some mods are written using C++, which definitely gives big advantages. The current attempt implements a database that reads and processes different configs. I have completely abandoned the output and editing of data in MSM for now (a very hemorrhoid thing). At the moment, we get a very universal system that allows you to easily add new objects, liquids, containers, morph sets and stats that will later be processed in IF. All configs are stored in json that are pulled from control folders. That is, if a player wants to add custom data or change the current one, he can easily edit the config from the mod folder without having to open the CK. To answer your question: no, there is nothing that you can definitely try and play with yet. In addition, the framework itself will not have the functionality that can test itself. The task of the framework: to store data, process it and perform primary processes (for example, if 4 chorus eggs are stored in the uterus, the morph sets that are affected by the chorus eggs when they are in the uterus should receive the value X * 4). The playability of IF is determined by the modules that work with the framework. That is, it is necessary to implement a frame and at least 1 module. Edited May 2 by sercher.max
sercher.max Posted May 15 Author Posted May 15 Updated description: - Sections what has been done and what is planned to be done. - Section JSON files. - Added link to repository.
ClopErDos Posted May 17 Posted May 17 may be of interest https://arca.live/b/tullius/136929999?category=야짤(게임)&p=1
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