Jump to content

Sexlab Breeder [v1.01]


Recommended Posts

Posted

Nope, definetly not using UNP. CHSBHC. I tried using BodySlide, but I have no clue what it's really doing or supposed to be doing. Tried disabling a number of my other mods, but it still happens.

Also, thanks for replying :)

EDIT: was able to fix colour glitching by messing around with the weight a little, so there's that

Posted

You're probably using that version of CHSBHC that isn't compatible with CBBE textures then. I currently have no plans for a CHSBHC conversion though, so you'll have to do it yourself if you want that.

 

 

Hello, I noticed you mentioned not knowing how to interact with a beast. I have a suggestion for that, though I'm no modder myself so I can't be sure how exactly to do it. However, I figure it might give you some ideas yourself. So here goes:

- Make an NPC of any playable race

- Name him/her whatever you want your werewolf to be called

- Make the NPC invisible

- Set it so that the NPC's (x,y,z) coordinates track along with the actual werewolf (You might have to turn off collision detection for the NPC)

- Then finally make it so when you interact with the werewolf, it sends you to the NPC's chat rather than doing anything with the actual werewolf

 

If you find this at all useful then I am glad to help. If in turn it actually amounts to nothing, well... Sorry for wasting your time.

 

Anyhow, on an unrelated topic:
          I have noticed that when I started to change, the hands and feet are fine, but the body texture is rather feature-less. Any information regarding how I might fix this, or if it is just how it is, would be nice. I'm using the UNPB mesh if that helps to narrow things down at all.

 

Wasn't really sure what I wanted to do with your suggestion quite yet. I'm sure its a great idea, and would work wonderfully, if I had any idea where to begin doing so.

 

At any rate, I'm going to go off on a tangent here due to being tired, so if you don't want spoilers, I suggest you don't read any of the below stuff. *Edit* Actually, there's a lot of stuff I've gone over in this spoiler. It might be in your best interest to read it guys.

 

 

I would like to do much, much more with the strange werewolf than what I originally thought. I've thought about him becoming human again, to where I would then be able to treat him like a normal follower and even give him a voice at some point. However, I don't really feel that's in the spirit of my mod at all.

Instead, I'd like to expand on the strange werewolf himself, and make him far more intelligent than what he originally lets on when you first meet him. You would need to do things for him in order to get his trust, but once you do, you'll find yourself in for much more than you originally thought as the strange werewolf (come to think of it, I think he needs a name, get to it, future me...) reveals more and more about himself to you.

There is quite a lack of "in depth" adult followers, and I think this would add a lot more intrigue than what my original mod did. At any rate, I'm kind of just rambling on here, but yeah, guess I'll just keep on it until I've said my peace.

At its heart, this mod is quite heavily inspired by sexout breeder. (I highly suggest that one if you have fallout new vegas, but that's beside the point right now). I wanted to expand more on different types of corruption, however, what I can do right now is heavily limited by my inability to do any 3d modelling.

If some ambitious 3d modeller sees this and wants to make something for this mod, feel free to contact me. I wouldn't really mind all of the extra work it would take to add in different types of mutations. It would more or less need to be ready for use right away however, and ideally would have multiple "stages" like I've done with jimhsu's original models.

 

Anyways, continuing on my original train of thought, I have plenty of ideas for things I would like to do for the strange werewolf (ok future me, he seriously needs a name if you are going to use him, you really need to come up with one). However, I'm kind of stuck when it comes to just being able to talk to him. Once/if I can get that working, you guys are going to be in for one hell of a treat.

 

Anyways, I think I'll conclude it now with a couple of thoughts. Its difficult to be an inexperienced modder like myself. I have so many ideas, just begging to be placed into skyrim, yet nowhere near enough knowledge to actually implement a lot of them. Yet at the same time, I've learned so much about modding skyrim in my short tenure as a modder.

 

Guess I'll get all sappy now and say thank you to everyone who has posted so far. Without your comments, I wouldn't have gotten nearly this far, as I would have just gotten discouraged with the lack of interest and given up. Knowing people really enjoy my work does make me feel all warm and fuzzy inside, and I appreciate everyone who enjoys my work so far. Hope there will be much, much more in the future. :)

 

Finally, (heh, I think this might really be the last bit here) I wanted to apologize to anyone I may have offended with my.. rather cut and dry style of helping. I'll be honest, I'm not the greatest at being helpful, and if people don't have a certain degree of knowledge to answer the questions I have to try and help, its just as frustrating for me. I don't want any of you guys to have problems with my mods, I really don't. However, I really can't help you without knowing exactly what is going on in your specific game. In short, sorry if I've come across as an ass to anybody, its not my intention.

 

 

 

At any rate, I've started tinkering around with specializations. So far, the scripts are working beautifully. Need to add in the actual perks to the game, however. Also need to add in stuff to clean them up when the mod gets cleaned.

 

*Edit* Think I'll also put up that spoiler on the OP too so that it doesn't just get buried. Put a lot of work into that ramble.

 

*Edit2* Thinking a bit more...lucidly now I believe. Think I've finally figured out what I can do for male players... At least, I can if I ever get meshes for them, haha. More on that later maybe... If you guys ask nicely enough.

 

*Edit3* WOAAAHHHHHH, I'm a complete idiot! I think I figured out why the armor is still getting stripped for you guys. I actually forgot to pack an important quest alias script along with the mod! Sorry about that guys. I'll try to get a version with the missing script uploaded later today. After I get some sleep maybe, and get out of calculus...

 

*Edit4* Actually, I can't just package that script with the old files because of some tweaks I've made to the ESP since then. I'll finish up what I've been working on for specializations and release that as 3.1 when I get the chance. Going to go into maximum overdrive modding until I can get this out for you guys. Sorry!

Posted

I was messing around, and I just figured out how to make silver weapons more dangerous to hybrids.

 

Basically, the damage reduction I have applied for hybrids right now will be ignored by silver weapons, so that they will do full damage. Watch out guys. :o

 

I'd like to do more with making hybrids weak to silver, and I think I know exactly what to do now... So yeah, you'd better be REALLY scared of silver weapons next update guys. :) (Silver weapons will do THREE TIMES more damage than normal against hybrids. I want hybrids to have a weakness, and silver is easily the most lore friendly hybrid killer I can think of.) This weakness won't set in until the beastblood has fully overwhelmed you, however. (IE, full corruption)

 

Also, this mod is going to get renamed soon. Probably in the next update after 3.1.

 

I'm glad to hear that people are watching my updates and whatnot. Makes me feel like I"m not just talking to myself, haha.

 

*Edit* The biggest problem with renaming my mod right now is the naming conventions I've used throughout modding. Right now, everything uses the prefix "WH" for easier location in the CK. Naturally if I were to rename this, I would have to literally redo every entry, and then change the scripts as well.

 

Instead, what I think I will do, is keep the old WH Prefix for the CK entires, but change the names of scripts and folder paths so that they are the new mod name. Other than modders, none of you would really know the difference other than the new name. But to be honest, I doubt anyone will ever make a derivation of my work anyways. *Edit2* Doing that would just recomplicate things because once the scope starts to go beyond my original mod, I'm going to have a real headache on my hands... I'm afraid I might have to redo the ESP from scratch... Not really what I want to do, but I"m seeing less and less options there.

 

*Edit3* Also, I figured out something. With this, I don't think anyone will EVER have an issue with their full hybrid armor getting removed ever again. I'm going to need to change things around before I can apply it to all of the armors, however.

 

*Edit4* Ooooooh, I think I just figured out how to do the REALLY COOL thing I wanted to do with the bloodclaws. More on that later though. Specialization framework is almost ready, just ironing out the bugs now.

 

*Edit5* Trust me guys, be glad I that I try to test things so well before a release. I've caught so many huge bugs so far that its kind of amusing. I think my favorite one so far was the bug that would take away even more perk points when you reset specializations instead of refunding them... heh.

 

*Edit6* Also, there's something I've been wanting to do for...basically forever with this mod. Its kind of stupid and I doubt anyone would be interested in it, but I wanted to make a "howl" power that you could use at any time. Wouldn't really have any effect other than to (ideally) play a sound clip of a girl howling. Don't know if I could find something like that I could use. Anyways, I doubt anyone would want something like this, but its definitely something I want to do. Maybe it could have a detection event that you could use it kind of like that...aural decoy shout, I believe it is called, to make enemies start wandering around looking for you...

 

*Edit7* I think its just about ready for release now. I haven't really had time to fully test everything, but everything I've added should be fully working now. There will actually be a LOT of future spoilers for some of my plans for the hybrids in the next update. Can't wait to share more with you guys. :)

 

*Edit8* 3.1 is released. I do believe this is the last big update that I will do to this mod before it gets its new name change. See the OP for details about whats changed.

 

*Edit9* Wooh, I'm on an roll with these edits now. Going to be working on the next phase of update plans on the OP now.

 

Hm.. Mitenes, a combination of the latin words Mitis Tenebris, which translates to Gentle Darkness. Well, its a start for a name for Mr. Werewolf, anyways. Probably going to go through a lot of names before I find one I really like.

 

Oh wait...What about Tigas? Thats a combination of Mitis gigas, which translates to Gentle Giant. I like that one a lot more. :3

 

*Edit10* Have some fresh new lore for the hybrid packs. It'll be available once somebody asks nicely enough. ;) Until then, still mulling it over in my head.

 

*Edit11* Alright, Mr. Strange Werewolf now has a name. From now on, I'll be referring to him as Tigras. That's his name unless somebody comes up with a REALLY amazing name that I fall in love with.

 

*Edit12* Hm.. As I thought, nobody has as much passion as me to see the whole picture of what I'll be doing... Ah well. At any rate, I've hit a huge roadblock right now. Until I can add dialogue to Tigras (and make it work), there isn't a whole lot to be done.

 

*Edit13* EUREKA! I've hit a major breakthrough this time guys. You can now talk with Tigras... Well, I can anyways, you guys don't get that privilege yet.

 

*Edit14* Beeing Female is going to be a requirement once it is fully released. Going to add lots of fun stuff in regards to that. *evil grin*

Posted

Damn you are fast man! I LOVE it!

 

Unfortunately i'm in exams period for about 2 weeks, can't really try out the new update.... Though the temptation is high :s

 

Really glad you're able to find the solutions for the issues you come across, and I'm really looking forward to when you integrate with Beeing Female mod! Gonna be a blast!

 

Cheers mate!

 

Posted

To be honest, I'd always suggest doing a clean save before updating. To be honest, I don't understand very well how scripts update, and without making a clean save, I always ran into problems with the ESP not updating the new stuff I add into it.

 

I'd like to make this mod easier to update in the future, but don't really know how to go about doing so.

 

*Edit* Still trying to get the dialogue to work. You can talk with Tigras now, but for some reason I can't get the actual dialogue itself to work... gah =.=

 

*Edit2* Might take a little break from this to try learning 3ds max again. The first time went horribly though, so I doubt it'll take too long before I give up on it again...

Posted

Is it normal to keep on relearning moonborn once you're fully corrupted? I keep on relearning it after I sleep or wait.

 

Edit: Aside from that I've solved another occurence that happened in my game. Well I use requiem along with this mod, and I've just found out that merchants think you're crazy if you barter naked which causes them to raise their prices like crazy.

Posted

mod sound cool, but for me its not so perfect - its like vampirism. i never liked to be vampire becouse of this all-ppl-will-chase-and-kill-you stuff and corruption sound very similar to this. meybe in future wersions you could add such magical button like "ppl around dont wanna kill me cose im freak"? :) would be cool honestly :)

Posted

That feature in the mod is actually disabled when installed. You can enable that specific feature in the mcm menu if you want though. I just keep it off cause I'm still pretty weak.

Posted

mod sound cool, but for me its not so perfect - its like vampirism. i never liked to be vampire becouse of this all-ppl-will-chase-and-kill-you stuff and corruption sound very similar to this. meybe in future wersions you could add such magical button like "ppl around dont wanna kill me cose im freak"? :) would be cool honestly :)

 

As the above poster said, its an optional switch in MCM now. It's disabled by default. Also, it needs to be set before you get fully corrupted or else you can't change it afterwords.

 

Anyways, here's some fresh new lore for those of you that love that sort of thing, this time dealing with the three packs.

 

Very little is known about the three packs of werewolf hybrids that roam skyrim. They are very hesitant to accept outsiders, much like how citizens of skyrim are wary around hybrids. What is known, is that although the three packs have greatly different abilities and appearances, they will still fight to defend each other to the death.

 

The bloodclaw pack is commonly found in the southern regions of Falkreath hold. Their fur is by far the most varied of the packs, consisting of shades of red, brown, and orange. They are known for great ferocity in battle, and only seem to grow stronger as their lifeblood flows away. Those who weaken a bloodclaw enough, will find, to their dismay, that they will simply switch to their claws, and begin stealing the very essence of their enemies to sustain themselves. They are also the most aggressive of the tribe, and are the most likely to pick a fight with others if provoked.

 

The Dragonhide pack reside in the northern reaches of skyrim, preferring the harsh climates that other hybrids despise. They are known for having pure white fur covering them, and are also well known for incredible endurance. It is said that a dragonhide could take the hits of an entire army and still be unphased. They are also the most peaceful of the hybrid packs, and are well known for helping humans that are in trouble.

 

Finally, the shadowpaw pack. Nobody knows exactly where they reside, although rumors are that they are based somewhere in the rift. Very few people have seen a shadowpaw before, although the few that have tend to speak of their pitch black fur, and their ability to seemingly melt into the shadows when they do not want to be detected. The shadowpaw are very reclusive, and avoid as much contact with others as possible. It is said that they will only help other hybrids, regardless of the situation.

 

When a hybrid is first born, or first fully corrupted, they will be given a choice of which of the packs they wish to join. Walking the road of these packs is a long and difficult journey, and takes great commitment to become truly great at their path. Until a hybrid makes the choice of which pack they wish to join, their fur is usually a light shade of brown.

 

 

 

At any rate, I'll be greatly changing the lore of hybrids before long to fit with this new lore. Although I initially wanted to avoid adding entire villages, I think it is necessary at this point. To be honest, I would love to give them all custom voices, but I think that is just a pipe dream. (I'd actually love to give them their own land, but I think that is WAY out of my own ability right now.) I will mention that Tigras has a 99% chance of being fully voiced by yours truly, however... Unless I chicken out, haha.

 

*Edit* I'm thinking I may need to rewrite my entire mod here from scratch now. Its kind of getting to the point that changing anything is becoming a bit too cumbersome. If I do, the next release is going to take a while, but I think the format of it will be a LOT nicer than if I just tried switching everything around.

 

*Edit2* YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!! I finally got Tigras's dialogue working ingame! Feels good man. Anyways, now that I've figured that out, I believe it is time to formally begin work on Sexlab Breeder. Its kind of discouraging to start from scratch, but I feel it is for the best. Expect a LOT of changes between 3.1 and the release of sexlab breeder, particularly with how corruption works.

 

*Edit3* Oh boy, looks like I'll have to rewrite all of my scripts so that hey use the new naming convention as well. This is going to be fun. Oh, and I'll have to reroute all the meshes and their appropriate texture paths... I'll also have to redo my CBBE bodyslide stuff as well. Yikes.

 

*edit4* Edited the OP for progress.

 

*Edit5* Oh boy, I'm actually kind of glad that I'm redoing everything from scratch. Sexlab Breeder will be a FAR superior mod to WH:SCE in terms of design. I'd suggest being excited for it guys, even though you may not see some of the changes I've done under the hood. However, these under the hood changes will also allow me to add a lot of additional functionality that I couldn't add without a significantly larger amount of work in the old infrastructure. There will be a lot of significant changes to how this mod works though. I'll try listing them as they come, but right now, plan for the following:

 

Wolfbane potions and their concentrated variants will be removed.

Corruption will no longer occur over time. You'll have to earn your fur from now on.

Posted

I love this mod, but i must ask. What exactly is some of the plans for Sexlab Breeder? (e.g. Bear,Sabrecat, Chaurus, Antronach, etc?) It would be cool to have a sabrecat form or Chaurus one. 

 

The sky's the limit, my friend. The only thing I need are meshes for mutations. At any rate, the werewolf scenes will be the ones I put the most work into by far, because werewolves don't get enough lovin'.

 

You can expect the werewolf version to be about as fleshed out as sexout breeder's version of the deathclaw scenario by the time I'm finished. I'd love to add more as I go, but I'm still limited by meshes. I'd like to take another crack at using jimhsu's dragon warrior meshes for a dragon scenario, but that's a ways off, because it will take a lot of work to get them into a format I would consider acceptable. (I'm not insulting his work or anything like that, its just that he only does a conversion for one weight of one body, which just isn't good enough for me, also weird things happen with the claws on the hands and feet...)

 

*Edit* I think I'm going to use more of the vanilla effects for the spell effects and perks. I don't see the point of adding in different spell effects just so that they can have a different spell effect explaination. I originally did it to force compatibllity with stuff like SkyRe that tweaked what enchants do, but I don't think its worth it. Also, fortify unarmed damage will be going out the window next update. It will be replaced with something far better. ;) More on that later if you guys ask nicely enough, haha.

Posted

I've been out for awhile, and I'm kinda stunned to come back and see how far this mod has progressed! I don't yet know what SexLab Breeder is supposed to be as I've not yet read back, but it certainly sounds intriguing.

 

You've come a long way. ^_^

Posted

I had wondered where you'd wandered off to.

 

I've come a long way, but I still have a long way to go, unfortunately.

 

 

*Stuff for modders*

Anyways, here's the newest naming convention I will be using from now on, if anyone wants to know. Everything in my mod will begin with the prefix SLB. Any NPC's I add will have this prefix, and then just their name. After that, I will be using additional prefixes to denote the subcategory of the mod. For example, everything I convert over from werewolf hybrid will use the prefix SLBwh*. I think this is the best way to keep things organized both now and in the future.

 

*Edit* Oh yes, I remember why I used my own spell effects now. Alright then.

 

*Edit2* Hm, I might scrap mask form in the update. Any objections?

 

*Edit3* I'd also love to get some voice actors in the future. I have a lot of plans for adding npcs that are well voiced. I can't do girl characters though. This won't be done for quite a while, but I want to put it out there now. Let me know if you are interested, readers. Tigras will be mine though, for better or worse. :)

 

Also, I'm planning on adding a dragon scenario sometime in the future, (IE after I'm done with the werewolf scenario). Because Skyrim kind of need something like that.

 

(Right now, I could use 3 female voice actors, and maybe some guys as well, depending on what I end up doing with the packs. I haven't really decided if I want to make the packs all female or not. If they are, male dragonborns will get their own scenes within the mod. *wink*)

 

Probably just a pipe dream, but I thought I'd put the request out there.

 

Oh, if you guys have any questions about what I want to do in the future, feel free to ask. I'd love to answer, providing I've decided what I'm going to do about that particular question. All you have to do is ask. :)   (Just don't do some shit like, 'what exactly are you going to do in the future?' I won't answer that one.)

 

*Edit4* Hm... I'm thinking I may have most of the events cater to female dragonborns. To make it up to male dragonborns, I have plans for some scenes just for them, although they won't get any mutations like female dragonborns can.

 

*Edit5* All of the spell effects and perks are rebuilt now.

 

*Edit6* I'm going to remove the MCM options for starting the corruption quest outside of using Tigras as a trigger, for both starting normally, and starting fully corrupted. Right now it just isn't going to fit into my current model, where you'll have to earn your fur this time by being a good little bitch. ;)

 

*Edit7* Rebuilding all of the messages now. I think they are going to be even better than they were before. Especially the second level corruption message that had a incomplete thought in it...

 

*Edit8* Going to try adding in a different initial scene message if the player is a virgin. Not possible, oh well

 

*Edit9* The corruption script has been completely rewritten now. The timed component has been completely removed. *Warning, programmer speak ahead* This script is now a script that provides various functions to manipulate the quest stages as well as equip the appropriate armor to the player as necessary. It will also be the script that will house the cleanup function.

 

Another change I think you guys will like. Hybrids now have an equippable set of claws for a weapon choice. They will act like you are fighting unarmed, however, they have a keyword in them that will allow them to benefit any perks that increase the abilities of daggers. They are also flagged as a silent weapon for detection while sneaking. This will be much, MUCH more useful than the old fortify unarmed effects that I used previously.

 

*Edit10* Thinking about changing sexlab aroused into a hard requirement. Not a lot of interesting things happen without it, so I think it would be better to just abandon the option of not having it. Unless somebody comes up with a REALLY compelling case for having that option. I'll only be using more SLA stuff in the future.

 

*Edit11* In the process of rebuilding the MCM script, as well as the full corruption script. Unfortunately, those two rely on each other so much that I need to work on them at the same time. Thankfully, I can salvage a lot of my MCM menu code. Make no mistake, I'm recycling my code where I can, but am also doing a lot from scratch just to make sure no nasty bugs sneak in. At the rate I'm going, the first release of Sexlab Breeder should be ready on Monday. Just don't expect it to have any new, awesome features compared to WH. Right now I'm just working on getting the structure rebuilt under the new name.

 

*Edit12* I'm thinking about removing hardcore mode as well. Without mask form, I don't think it is necessary anymore from a gameplay perspective. Originally I only had it do that as some kind of counterbalance to hybrids being so powerful. Now they have a hard counter in the form of silver weapons though, so I'm not so worried. I'm kind of surprising myself with how many things are getting cut out of this new release.

 

*Edit13* MCM menu script is finished. Now I just need to make a way to get everything started so that I can actually start testing things. Thinking I'm going to remove the silverlight potion as well. It will all be centered around Tigras from now on. Easier to work on, and...much more fun, hehe.

 

*Edit14* Just finished designing scene one (the rape scene) It will no longer happen on approach. You'll have to talk with Tigras in order to get it started up. Much cleaner, and needs less scripting.

 

*Edit15* Finally hit the first wall. Damn you dialogue! D:

 

*Edit16* Dialogue is finally working again. Tried it out, and my game crashed when sexlab tried to start the animation. Need more testing.

 

*Edit17* Ran into another problem. Should have it fixed soon. By the time I go to sleep, I'd like to have all the dialogue up to corruption stage 4 implemented. Possibly the cure dialogue as well.

Posted

For some reason, I'm still having a LOT of trouble with getting the quest started. Apparently I got really damn lucky when I first made the mod. /sigh

Don't think I'll be able to get the dialogue done at this rate. However, once all the dialogue is there, it will actually be almost ready for its release.

 

*Edit* Hm.. It still isn't working properly. Might have to resort to more drastic measures. I swear, quest dialogue is probably the more finicky piece of garbage I've had to work with in my modding career.

 

*Edit2* Looks like the problem is that the quest is completely refusing to start. /sigh The more this happens, the more I kind of just want to scrap redoing things from scratch... And modding in general, for that matter.

 

*Edit3* Yep, now this is just getting depressing.

 

*Edit4* Try as I might now, the dialogue refuses to work. I think I'll save you guys a huge tirade on how much I hate skyrim right now. I'm prettymuch at the "I quit" point now. This is just too frustrating.

 

*Edit5* The quest starts successfully now. But the dialogue still refuses to work. Doesn't show up on anyone, even without conditions.

 

*Edit6* Guess I just got too ambitious for my own good this time...

Posted

Question:

 

Will this mod be developing a "making monster/animal babies" element? The name strongly implies yes, but your text seems to imply no. Thought I would ask straight out.

 

 

Posted

Don't let yourself get frustrated phoenix.  I run into this type of crap sometimes at work (software dev).  Just step away from the source of the problem for a bit, do some work on other things you want to get done, and sleep on it.  The answer will come to you during the morning shower.

 

I'm no Skyrim modder, but I've poked around in the CK and I'd be happy to help with debug/testing.

Posted

Question:

 

Will this mod be developing a "making monster/animal babies" element? The name strongly implies yes, but your text seems to imply no. Thought I would ask straight out.

 

Would I do it? Yes, I would. Can I do it? Unfortunately, I can't.  It's going to depend on how much control beeing female gives you over the race of the child (which I'm not worried about, it sounds like modders will get to have plenty of control) and having somebody do the modelling work. Unfortunately, no skyrim modellers seem to even notice my thread, and I'm not about to go and beg for features that would just be specific to my mod.

 

TL:DR: Can't right now, but I'd love to once I get the resources I need.

 

I'm guessing you haven't used the original mod, which was user29's sexout breeder. It had features like that, except it was also had a really well fleshed out story. That's my goal, except with more of an emphasis on story. (And hopefully less random spelling errors. No offense to user29.) I'm not really going to work much on monsters quite yet though. Right now I only have plans for werewolf, and dragon. Also thinking about doing a human scenario as well where you get captured and have to go through an entire quest to escape, but are used as a baby machine in the meantime. Kind of like a more long term SD.

 

Don't let yourself get frustrated phoenix.  I run into this type of crap sometimes at work (software dev).  Just step away from the source of the problem for a bit, do some work on other things you want to get done, and sleep on it.  The answer will come to you during the morning shower.

 

I'm no Skyrim modder, but I've poked around in the CK and I'd be happy to help with debug/testing.

 

[rambling]

I'm a computer science major myself, who is wanting to land a job. Wanted to get into modding as something I could put on a resume. In the end though, I don't think any business would want a guy that makes something like this. Truth be told, I wanted this mod to be my (highly illicit) Falskaar. My biggest work that will make people go "damn, I hope he does modding for future bethesda games!" It's been a learning experience for me, since I haven't done any programming before scripting for close to a year. But yeah, more than anything, I needed a path to walk on for the future of my mod. I had always drawn some inspiration from user29's mod with the theme of this mod ever since I added in sexlab integration. I figured it was about time to set a huge goal for myself. I doubt my work will ever be as great as user29's amazing work, but I'm sure as hell going to try.

 

[/rambling]

 

But yeah, I'm pretty stuck right now. Until I get that dialogue working, I can't test anything else in the mod. Damn you dialogue.

 

*Edit* I've thought up some more lore for the hybrid packs. Will say more later. Still meshes with the first set of lore I released about them.

Posted

I have played Sexout Breeder, actually. Which is why I was asking about  babymaking scenarios. Some of the ones in Breeder were really cool.

 

I guess one issue is we have 4 pregnancy systems here, 5 counting the odd french one.

Posted

I have played Sexout Breeder, actually. Which is why I was asking about  babymaking scenarios.

 

Then you know what my goals are for that. Like I said though, I need models. As much as I've learned, I still have no modelling talent to speak of. Haha.

 

Also, wanted to add another scenario. a charus/falmer type one. Don't think I would use Estrus Chaurus or SD+'s work with those NPCs though.

 

But yeah, except the werewolf scenario to be the most fleshed out, as that is the one I've invested the most thinking time into so far. It'll have more content than the others at about like the deathclaw scenario has compared to sexout breeder's other scenarios. Plus the more I think about the werewolves, the more cool, fun ideas I come up with.

 

*Edit* Figured out something else I can work on. My own cave to stick Tigras in. Also will have some basic player home functionality as well, but nothing special.

 

I'll be using Beeing Female. If anyone doesn't want to use it, well, honestly, that's too bad. It's going to be the most well fleshed out and most immersive of the mods I've seen so far, and will have good functionality for modders as well.

 

*Edit2* Looks like I can reuse the cave I made in one of my old, unreleased projects. Awesome. I had really loved what I did in that mod, so I'm happy I can use it now.

 

*Edit3* Here's the lore I promised. This time it goes into more specifics about the leadership of the packs.

 

As for the leadership of these hybrid packs, much more is known about them. The Alphas of these hybrid packs always seem to consist of one male werewolf, and one female hybrid. The alpha male of the pack seems to possess a much greater degree of intelligence than what one would expect from a normal werewolf, and are in fact capable of speech. Although one might expect this alpha male to just have a harem of females to mate with at his leisure, this is actually not the case. The alpha male, while having the ability to demand to mate with any member of his pack at will, never seems to do this, with one notable exception. In fact, it the alpha male seems to stay completely loyal to his beta.

 

The alpha female of a pack really has no unique characteristic about her, except for an intense, fiercely loyal attitude towards her alpha. Little is known about what makes an alpha male choose his beta, although it doesn't seem to be that she is the best breeder, or the strongest. In fact, some people that have visited the hybrid packs and returned safely mention that the alpha male and female almost seem to treat each other like husband and wife.

 

Because of this, the other females of the pack will either tend to their own needs with each other, have their way with unsuspecting males that enter the village, or go out on "mating parties." These raids always seem to happen when towns and villages least expect them, and afterwords, the size of the hybrid packs greatly grow. For some reason, the children of hybrids always seem to be female as well, although the reason behind this is not currently known.

 

Once these baby hybrids are born, they actually possess the characteristic light brown fur, ears, and tail of a hybrid who has not chosen their path yet. This would seem to indicate that hybrids have to make their own choice once they come of age, and would explain why the three packs treat each other as family, despite the fact that their ideals differ greatly.

 

 

Also, I'm going to come out now with an official statement on how hybrids are created. They are either:

  • Born into the pack OR
  • Created through mating with an alpha male of a hybrid pack. [cough]
Posted

Just checked back in to see this, glad to see the breeder brand added to it with approval from user29 =P. Maybe he will even contribute some of his talents to assist you =). Anyway cant wait to see where this goes, keep up the good work!!

Posted

As much as I'd like for that to happen, I don't think he works with skyrim. Which is too bad, because he's a much better modder than I will ever be, haha.

 

*Edit* YESSSSS, Thanks to a suggestion from TDF, I finally got dialogue to work. I can finally get back to work!

 

(My work in a nutshell)

 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...