Ashra XIII Posted January 4, 2014 Posted January 4, 2014 No worries! You are doing great so far. I really think this mod has potential to be a whole new way to experience Skyrim, and all from a fursuit that came from a Necro'd thread. Keep it up!
rangedphoenix Posted January 4, 2014 Author Posted January 4, 2014 Making this outfit fully SoS compatible looks to be as easy as adding a keyword. One problem though, it would require the SoS esm file in order to use... *Edit* Actually, I just got a genius idea... testing now... Here is a (highly experimental) esp that should make the armor compatible with SoS. I won't test it out myself since...I don't care for futa at all. Werewolf Hybrid SoS Compatible.esp Make sure you load this esp after the original werewolf hybrid esp. Let me know the results. *Edit* I'll do a workaround for the mask form spell as soon as I get a chance. It won't be convenient, but it should fix the problem... I have too much to do for my next release. =.= Stress level is now over 9000. Nevermind, my fix isn't going to work.
Ashra XIII Posted January 5, 2014 Posted January 5, 2014 It... sorta worked. When I launched the game with my already-transformed girl (only in the 1st stage), she did not have a wang, but it appeared when I put on the SOS underwear (which, of course, is both backwards and odd since I shouldn't be able to put on clothing). I went to test whether it worked, but got bested by a couple bandits, causing Submit to kick in. The bandit stole all my gear, including my underwear (!) and thus my schlong was gone. After that, I couldn't get it to show up again. Even tried advancing to the next stage of corruption, but nothing. It was a good try though.
rangedphoenix Posted January 5, 2014 Author Posted January 5, 2014 OOOOOHHHHHH, I think I figured out how to fix the mask form spell! And the SoS compatibility isn't a huge concern for me, like I said...futa kind of creeps me out, seasonally. I'll take another crack at it later though, when I get all of these bugs fixed. x.x If I remember right, SoS uses slot 52 for the underwear, so no, this armor won't stop that from being worn... Come to think of it, I didn't know that SoS underwear even had a model for girls. Looks like I will need to have a "reveal form" spell of sorts that will dispel the hide form effects... Hm...My brain hurts. ...All that work....and my stupids combined with the CK being annoying erased all of it.... looks like I need to make this new spell ALL OVER AGAIN.
Ashra XIII Posted January 5, 2014 Posted January 5, 2014 No worries on the futa stuff... it was just a thing I thought of and figured might be fun to do if it wasn't going to be too much work. I totally understand if it's not your thing... it isn't really my thing either, but as I said I'm experimenting because i like to see if I can make odd stuff work, and admittedly I've kinda gotten a kick out of playing with the char. In fact, don't stress too much about anything regarding this mod. It should be something you want to do, and there's no pressure to get it right immediately. Like I said, you've done awesome things already with this mod, and I'm sure it'll get better and better. That said, I wonder if, once you get the mask stuff all figured out, if you actually intend on altering the appearance of the character while masked? Like maybe actually have the mask spell remove the corruption suit, so that the player can wear clothes or whatever while in town and look normal. Alternatively, add ghostly-looking clothes on the character to give the impression that there's an illusion in place... that'd be kinda cool also. But that's future stuff of course.
rangedphoenix Posted January 5, 2014 Author Posted January 5, 2014 I'm not planning on letting the player unequip the armor, no. Basically how I see mask form is like an illusion spell that simply changes how everyone around you sees you. There is already a nice effect that plays with the beginning of the spell, but I have no clue how to make that effect persist. I do plan on adding a visual cue to it though. If you've read the lore I put in the OP, you would also see that even if they could wear clothing while disguised, they wouldn't /want/ to. For now, as of the next update, you will have two spells available at all times: Mask Form, and Reveal Form. Mask form does...well, what it already does, and Reveal Form will dispel all of Mask Form's effects. I've tried tinkering around and combining them into one spell, but it just broke everything. When that primal magic mod comes out, I actually plan on changing this spell in terms of what it does. *Edit* FINALLY, some good news for a change! The reveal form spell is working perfectly. When cast, it dispels the effects of mask form, including any additional applications of it you may have applied. You will get both spells at stage 4 corruption. I could make it more contextual and only have it added when you are under the effects of mask form, but that just makes it dance in and out of your favorites menu and is annoying. So yeah. Not going to do that.
Ashra XIII Posted January 5, 2014 Posted January 5, 2014 Very good to hear! I forgot to mention in my previous post regarding the futa testing I was doing: Even though the futa stuff didn't work quite right, the corruption armor *DID* work right, and stayed on the whole time, even when Submit tried to strip everything from my inventory. So excellent work there. I did have some weirdness with the body texture when I got bloody, however. I use the Enhanced Blood Textures mod which can get my character really coated in crimson after a battle, but with the corruption armor on, my character's torso was completely black. Once the blood faded, everything looked normal again. Dunno what you can do about that for now, but just thought I'd mention it.
rangedphoenix Posted January 5, 2014 Author Posted January 5, 2014 That... Is way beyond my ability to fix for now. V1.7a is now out, bugfixes aplenty. There's also a special guest in Anise's cellar, but ignore him for now.
rangedphoenix Posted January 5, 2014 Author Posted January 5, 2014 He.....won't be doing anything for a long time. For some reason, I can't get this script to compile. =.= And without said script, he won't be doing anything. I sure wish that sexlab modders were paying to this thread, because I /really/ need help now...
Ashra XIII Posted January 5, 2014 Posted January 5, 2014 You can always either go to their thread(s), or send them a PM. I've heard that Ashal is very willing to help modders with Sexlab questions. Heard this from other mod authors, so it's probably true.
rangedphoenix Posted January 5, 2014 Author Posted January 5, 2014 Everything is now working, all I need to do now is to add in the sexlab scene. I'm sure you can picture where I'm going with this mod now... On a side note, damn I've got a dirty mind ._. Guess I'll go see if Ashal is willing to help me out. *Edit* Nobody is having problems with 1.7a? YESSSSSSSSSSSS, I finally have a stable release! *Progress Update* As I've said above, almost everything is ready. I have a werewolf, an ambush, and an alternate way to start the corruption quest (guess). After 2.0, I will be temporarily removing the potion as a means to get corrupted. I am thinking about adding this back as an alternate way to get infected, but I'm not sure yet. I'm not sure if I'll implement a MCM, since that will be a lot of extra work on top of everything else I want to get done. Anyways, I'm rambling now... Basically, I just need to get the sexlab scene working, test it, and then 2.0 will be ready for launch! ETA: Monday.... unless I don't have the time, or don't get enough assistance with scripting the scene.
Ashra XIII Posted January 5, 2014 Posted January 5, 2014 I had high hopes that you were eventually going to come up with a different way to infect the player, because based on the lore you wrote, the potion doesn't make a whole lot of sense. Or rather, it makes sense in terms of 'could this happen', but having it just come by way of potion kinda moots the entire point of having the lore in the first place, if that makes sense (I hope it does). I can't wait to see how dirty your mind is! As for 1.7a, I haven't gotten to test it yet, but assuming it fixes the 'mask' issue (by being able to cancel it) is fixed, and all the Bodyslide meshes go into the correct folder, I didn't have much to complain about anyways. I think once you get the beginning part working, as well as the Sexlab, the real issue will be giving the player a reason to want to stick with this corrupted form... especially since it basically cuts you off from all the armor in the game, and makes weapons sorta useless since the claws are so powerful (but maybe they aren't so good at higher levels). If you achieve that, you will definitely have something great on your hands.
rangedphoenix Posted January 5, 2014 Author Posted January 5, 2014 You seem to forget, I'm balancing with requiem in mind. In requiem, I'm getting around 60 unarmed damage at full corruption...as a khajiit. I'll tweak the values as I go, I'm sure. I actually want the claws damage bonus to scale by your base health and stamina, but I don't know how to go about that yet. That's how much an iron sword will do with (one?) perk invested into it. I'm trying to get a nice sweetspot where you aren't in super godmode, but also aren't extremely gimped. I'm thinking about adding in a weakness to fire effect for more negative balancing. Also, I'll probably make the silverlight potion much, MUCH harder to get in a later update. Really though, I've intended it to be more of an immersion mod. Do you, as your character, want to accept the strengths and weaknesses of your new body....? Or will you choose to return back to the world of normal humans? I've gotta admit, a lot of what I've done here is inspired from sexout breeder, so you can probably imagine where I'm going. The deathclaw mutation from it was awesome, but I always thought it was strange that npc's didn't try to kill you on sight. Also, more cool werewolf spells will be added when I get more ideas for it. I'm also tentatively planning to remove all armor keywords from my armors and having them basically be clothing with no armor. I will then have four different perks that will reduce damage taken by a flat amount (IE something like 5-20% as corruption grows). That makes it compatible with basically all mods, even skyRe (I've got my eye on you, skyRe ). Like a stamina regeneration ability. Werewolf hybrids do, in my mind, gain stamina much more quickly than a normal person. I also want to add a weakness to silver weapons, but I have no clue about doing that either. Basically, I've got enough I want to tack onto this mod to last quite a while. Haha. And then it'll be onto my next project... Anyways, I'm off for the night. Won't be back around til tomorrow evening most likely. Until then!
Ashra XIII Posted January 5, 2014 Posted January 5, 2014 I did forget about balancing it around Requiem. That's going to make it weird for those of us who play normal-mode, but hopefully there will be a balance struck in the long run. I'm not worried about it right now, obviously, as there's lots of stuff that you want to do and I can't wait to see it. I like the idea of it being an immersion mod, a different way to play Skyrim (as I've said before), but I still think it'd be cool if there was some further progression to it beyond getting fully corrupted... kinda like the way modders have added new perks for werewolves. Maybe a Hybrid-specific perk tree? I bet that'd be tough to do without taking over one of the existing trees (though maybe you could somehow access the werewolf tree without the transforming? I dunno). It makes perfect sense for Hybrids to be vulnerable to silver, but fire? Eh, I suppose. They could also be resistant (maybe not immune like full werewolves, but a 50% resistance perhaps) to disease, and maybe have restless sleep like werewolves (no bonus xp), but maybe only if their arousal is high or something since you mentioned Hybrids are super-horny. I noticed you want to tie this mod in with Sexlab Aroused, which is awesome! Possibly create additional weaknesses for a Hybrid who doesn't take care of these basic needs and lets her arousal stay high for too long? That'd be interesting. Okay so I'm rambling, and I'll stop. G'night!
rangedphoenix Posted January 5, 2014 Author Posted January 5, 2014 I lied, decided to stick around for a bit longer to see your reply. Like I said, before I'm done, I want the bonus values to scale somehow with your character's level. An additional perk tree sounds like a great idea, but it has literally never been done before without replacing an existing tree. I will NOT replace a perk tree. That is a compatibility nightmare. I've always seen fire as a purifying element that should destroy anything that is corrupt. (Undead, vampires, etc). The resistance to disease is a good idea, and I might tack on a poison resistance too. And for sexlab aroused, I'm actually planning on adding the player to the arousal locked faction so that (I believe this is how it works) the time since last sex act will never update. I'll also greatly increase the arousal rate, so you'll pretty-much regularly need to...uh... "soothe that itch" as the modder from sexlab hormones put it. Also, like I said, I want to add primal magic integration as well, which will help add that much more depth to this mod. Leaving for real this time! Haha.
Ashra XIII Posted January 5, 2014 Posted January 5, 2014 Okay, yeah... I can see fire being a weakness there, due to the corruption element and all. I don't really know how the 'arousal locked' thing works... I thought it just meant your arousal is set at a certain point and never changes, which if that's true then locking it would kinda invalidate the need to 'scratch that itch' since it wouldn't help. But it's entirely possible that I'm completely wrong on how that works because I've never really looked into it. Either way, I think you have the same intention as what I'm hoping for, so however it can be worked out code-wise, I'm thinking it will be. I haven't really looked into the Primal Magic that much, but I'm going to re-read what all it's supposed to do so I can start dreaming of how it might interact with this one.
GTAVC16 Posted January 5, 2014 Posted January 5, 2014 I have some problems with this mod: The corruption does not start. The body gets invisible once I force equip it (player.equipitem) I am using UNPB
Ashra XIII Posted January 5, 2014 Posted January 5, 2014 Did you start the quest by taking the 'bad' potion then wait 24 hours? It's worked every time for me. Did you run Bodyslide to create the meshes? I'm thinking you may not be used to doing this if you're using UNPB normally. The mod doesn't actually come with any meshes, so if you don't create any through Bodyslide, then you get the invisible body.
Warrunner Posted January 5, 2014 Posted January 5, 2014 I've had no problems with the mod so far, it's looking good. An interesting thing I noticed though; since you are using an armor set, you can actually use the console to spawn yourself one of the corruption sets still and toss it on a companion, and doing so seems to get around the fact that you aren't supposed to be able to remove the armor. Additionally, it doesn't trigger the angry pitchfork mob thing that you get if you get the form the way you are supposed to. Was just amused by having Janessa, the dark elf merc in whiterun, suddenly running around in the nuddie with furry limbs, to no commentary from anyone else.
rangedphoenix Posted January 5, 2014 Author Posted January 5, 2014 I've had no problems with the mod so far, it's looking good. An interesting thing I noticed though; since you are using an armor set, you can actually use the console to spawn yourself one of the corruption sets still and toss it on a companion, and doing so seems to get around the fact that you aren't supposed to be able to remove the armor. Additionally, it doesn't trigger the angry pitchfork mob thing that you get if you get the form the way you are supposed to. Was just amused by having Janessa, the dark elf merc in whiterun, suddenly running around in the nuddie with furry limbs, to no commentary from anyone else. Making a real werewolf hybrid follower is one of the things on my to-do list actually. I'll talk more about that later when I have the time. There are no scripts attached the the armor themselves, so they can be freely removed. Good luck getting them on/off without using the console to cheat though. The only thing is how I have Skyrim equip the armor. That is why it can't be removed (outside of dropping it apparently). Also, decided I'm going to change more stuff about 2.0. Update will be delayed accordingly. Mostly minor details, and I also figured out how I plan to make silverlight potions much, much harder to get. Also changing where the corruption quest starts. Makes no sense for it to start in Anise's cellar anymore. Already know where I will relocate it to.
Guest Ragna_Rok Posted January 5, 2014 Posted January 5, 2014 AWESOME! WEREWOLVES FOR THE WIN!! you brought back the hope of a lone-wolf that not all mods are related to bloodsuckers... thx, pal *liked*
rangedphoenix Posted January 6, 2014 Author Posted January 6, 2014 Whew, finally back for the evening. Todo list for this evening: -Clean up the OP so it's much nicer, update all outdated information. -Tweak the esp. -Continue to wait for Ashal's reply to my message. Can't find a good empty cave cell that isn't attached to a quest....Ugh... I don't want to make a cave from scratch, they are so obnoxious to make look nice.
Ashra XIII Posted January 6, 2014 Posted January 6, 2014 There's got to be a good cave around that isn't needed. Lots of little ones in that area between Whiterun and Windhelm, near Valtheim tower. Are they all used for quests?
rangedphoenix Posted January 6, 2014 Author Posted January 6, 2014 Well, another problem is that a lot of them have other npc's in them. I can't really account for mods that add in even more npc's like ASIS or requiem, or that new populated series, and so what I want to do (have a cell filled with dead npcs), is basically impossible. I want to keep it away from civilization if at all possible because of the lore I would like to write for this mod. Truth be told, I think I'm starting to burn myself out at this point. Or it could just be that its Sunday, and Sunday is always an extra stressful day for me. Also it looks like I'm totally on my own for trying to tag in sexlab integration... /sigh. I'll get it eventually, though. Anyways, time to stop being a baby and get back to work. Also, time to get rid of RCRN. I'm tired of not being able to see anything. =.=
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now