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Is anyone willing to collaborate with me on a new "Semen" mod?


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Posted

As described in the title, I brought the mesh of FO4's "moisturizer", which is 3D and may look more three-dimensional. It has 4-6 stages. At present, I have completed the mesh and material mapping parts. I need someone with scripting skills to implement it. If you are interested in it, please leave a message

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Posted

As far as I know effect shaders can't have meshes, so how did you implement this? If its with ARMA/ARMO records then its going to be quite tricky to not conflict with the thousands of armor mods that already exist.

Posted
1 hour ago, traison said:

As far as I know effect shaders can't have meshes, so how did you implement this? If its with ARMA/ARMO records then its going to be quite tricky to not conflict with the thousands of armor mods that already exist.

We may be able to deal with this situation. Indeed, each garment has different slot requirements, but perhaps we can set up several different niche slots for the same mesh in the Armor project, so that users can choose their own slots in the MCM according to their different needs. Because the clothing commonly used by users cannot occupy all the slots, there are always some that are not needed.
Are you interested in this?

Posted
9 minutes ago, guliguliradish said:

Are you interested in this?

 

This would be a great personal project, but I'm not sure about the public distribution bit. Mainly because this is going to require edits to SL, and there will always be someone having issues with the equipment slots.

 

I think I might approach this from a similar angle as SOS. To have some 3rd party thing show and hide this armor only when its not conflicting with something else already worn - like how SOS doesn't equip slot 56 when slot 32 is occupied, unless slot 32 has the SOS_Revealing keyword. The question in my mind is, can this be done without excessive polling, and would it work in practice. I know of the OnObjectEquipped event for Actors, but I also know Papyrus can be about as reliable as thin toilet paper.

 

I'll have a think about it, see if I come up with something.

Posted
1 hour ago, traison said:

 

This would be a great personal project, but I'm not sure about the public distribution bit. Mainly because this is going to require edits to SL, and there will always be someone having issues with the equipment slots.

 

I think I might approach this from a similar angle as SOS. To have some 3rd party thing show and hide this armor only when its not conflicting with something else already worn - like how SOS doesn't equip slot 56 when slot 32 is occupied, unless slot 32 has the SOS_Revealing keyword. The question in my mind is, can this be done without excessive polling, and would it work in practice. I know of the OnObjectEquipped event for Actors, but I also know Papyrus can be about as reliable as thin toilet paper.

 

I'll have a think about it, see if I come up with something.

Does it need to modify SL? I don't think so. In my imagination, it should be similar to SLACS, just calling the API. This is like how "moisturizer" needs to call AAF. However, given my limited programming knowledge and experience with using CK in a failed manner...

Perhaps we can discuss the details and ideas with Spi, the author of "moisturizer", when he has enough time. Anyway, I welcome and thank those who are willing to work with me to complete it.

Posted
8 minutes ago, guliguliradish said:

Does it need to modify SL?

 

SL is the one that applies the effect shaders. These need to be disabled, and replaced with a system that equips and manages armors. I'd try to minimize the footprint of this, to make converting future SL versions as fast as possible. If this gets popular, there will be requests like "plz convert this to SL stoneage-edition" and "plz convert this to Ospunk". Replace "Ospunk" with whichever component of the O-mods handle protein layers.

 

9 minutes ago, guliguliradish said:

In my imagination, it should be similar to SLACS


I'm working on something. A quest to manage armors and serve as the API to other mods, and an mgef to handle OnObjectEquipped and OnObjectUnequipped. Feel free to pursue other ideas.

Posted
1 hour ago, traison said:

 

SL is the one that applies the effect shaders. These need to be disabled, and replaced with a system that equips and manages armors. I'd try to minimize the footprint of this, to make converting future SL versions as fast as possible. If this gets popular, there will be requests like "plz convert this to SL stoneage-edition" and "plz convert this to Ospunk". Replace "Ospunk" with whichever component of the O-mods handle protein layers.

 


I'm working on something. A quest to manage armors and serve as the API to other mods, and an mgef to handle OnObjectEquipped and OnObjectUnequipped. Feel free to pursue other ideas.

I am looking forward to your work very much. I will work hard to complete the tri of "facial semen" before you make significant progress in your work, so that I can better adapt to various "facial presets".

Thx! Let's finish it.

Posted
1 minute ago, guliguliradish said:

I am looking forward to your work very much. I will work hard to complete the tri of "facial semen" before you make significant progress in your work, so that I can better adapt to various "facial presets".

Thx! Let's finish it.

 

Unless this was added in more recent versions of SL, this is not a feature in SL.

Posted (edited)
8 minutes ago, traison said:

 

Unless this was added in more recent versions of SL, this is not a feature in SL.

I seem to understand, but this is not the field I am familiar with. Perhaps this is due to the difference between AAF and sexlab, right? (AAF has this feature while sexlab does not)

However, as far as I know, aaf does not have this feature either, and its implementation also relies on mods. This is the original mod:

 

Edited by guliguliradish
Posted (edited)

Here's a draft of how it could work. Not tested. Obviously missing all meshes, arma/armo records and what not. No edits to SL yet, as my version of SL is old and modified.

 

  • ggr_pl_main: Main quest with the majority of the code, API and such.
  • ggr_pl_main_mgef: A spell added to each affected actor to keep an eye on items being unequipped.
  • ggr_pl_player: Quest helper for ggr_pl_main.

 

TODO:

  1. ggr_pl_main.ApplySlCumId needs to be called from where SL applies cum layers.
  2. ggr_pl_main.ClearSlCumId needs to be called from where SL removes cum layers.
  3. Add spunk layer ARMA records to the ggr_pl_main.ProteinLayers array in some logical order.
  4. Implement cumId to layer index translation in ApplySlCumId.

 

Then, unless there's some terrible logic errors from my part, this should work.

 

guliguliradish_protein_layers_draft1.7z

Edited by traison
Posted
1 hour ago, traison said:

Here's a draft of how it could work. Not tested. Obviously missing all meshes, arma/armo records and what not. No edits to SL yet, as my version of SL is old and modified.

 

  • ggr_pl_main: Main quest with the majority of the code, API and such.
  • ggr_pl_main_mgef: A spell added to each affected actor to keep an eye on items being unequipped.
  • ggr_pl_player: Quest helper for ggr_pl_main.

 

TODO:

  1. ggr_pl_main.ApplySlCumId needs to be called from where SL applies cum layers.
  2. ggr_pl_main.ClearSlCumId needs to be called from where SL removes cum layers.
  3. Add spunk layer ARMA records to the ggr_pl_main.ProteinLayers array in some logical order.
  4. Implement cumId to layer index translation in ApplySlCumId.

 

Then, unless there's some terrible logic errors from my part, this should work.

 

guliguliradish_protein_layers_draft1.7z 4.72 kB · 0 downloads

That is great! I am working hard to finish the "facial semen", which includes about 10 nifs and 30 tri. After they are all completed, I will send them to you for testing! (You don't need to name it after me)

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