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Need help with mod modification (Battle Fuck)


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Posted

Original mod: 

 

 

 

Hello!

I love the concept of the mod a lot, and I feel it has huge potential, yet it's a shame that the mod was never updated since 2022...

So after waiting for 3 years, I decided to try my best to modify this mod by myself, yet I've never had any experience with modding or even coding... So it's really, really hard.

 

 

Currently, I want to start with something small. I noticed that:
In the original mod, there is only a limited set of animations that were connected with the battle fuck minigame, and almost all of them were related to vaginal insertion.

And there is an action in the battle fuck called [Prevent Insertion] which is pretty self-explanatory, but it doesn't do anything currently except extending the minigame length without bringing in any new fun.

 

So I was thinking: 

Theoretically, the aggressor could go for another hole that was not covered by the player. And then progress into oral or anal insertion, then continues from there instead of awkwardly repeating the process of trying to insert and then failing until the player realizes it's totally meaningless and a waste of time.

This could also provide players with a way of sex without needing to worry about losing their virginity(For whatever reason) or accidentally becoming pregnant.

It could also cause side effects with semen related mods such as Sexlab Survival or Semen addiction...

 

But to do that, I need to:

First, figure out how the file structure works for this mod (I only found a data.ini which records the animations that were used, no clue how tho) and how to add/remove new things into them

Second, figure out how to add new animations with right trigger conditions.

Third, find animations that fits the context and have the right actions (oral/anal/etc.)

Fourth, figure out a really efficient way to run and debug since it takes centuries for me to launch the game and I'll likely need to do it a lot of times if that's my only resort of debugging.

 

And currently I have no clue how to figure out any of them...

Any suggestion or help are welcomed, please, I really want to make this mod great again!!!

Posted (edited)
3 hours ago, zzuhz said:

So it's really, really hard.

 

Take Papyrus errors more like hints that something is wrong, don't read them literally. Papyrus will complain about loops in scripts that have no loops. It will print multiple errors for what is essentially one error. While perhaps not that helpful for a beginner, I feel its better to know you sometimes have to figure out the syntax yourself because the error is BS, than it would be chasing a non-existant error.

 

3 hours ago, zzuhz said:

Fourth, figure out a really efficient way to run and debug since it takes centuries for me to launch the game and I'll likely need to do it a lot of times if that's my only resort of debugging.

 

If this mod is made with Papyrus then Debug.Notification is your friend. Also, create a new profile in your mod manager (if it supports it) which has no ENB, CS, DynDOLOD, ParallaxGen, xLodGen, CBPC, SMP and so on. Anything that takes a long time to load, get rid of it. You usually don't need physics or fancy graphics when developing. It may even be worth having this profile launch the game in a small 720p window (and windowed).

 

Get used to restarting Skyrim 100 times a day. That's what I've been doing the past 14 years.

 

If this mod is using a dll to do it's work, you'll need the source code. You'll also need to do things I can't discuss on these forums. It has to do with developing/debugging SKSE plugins. There's probably tutorials on YouTube.

Edited by traison
Posted
16 minutes ago, traison said:

 

Take Papyrus errors more like hints that something is wrong, don't read them literally. Papyrus will complain about loops in scripts that have no loops. It will print multiple errors for what is essentially one error. While perhaps not that helpful for a beginner, I feel its better to know you sometimes have to figure out the syntax yourself because the error is BS, than it would be chasing a non-existant error.

 

 

If this mod is made with Papyrus then Debug.Notification is your friend. Also, create a new profile in your mod manager (if it supports it) which has no ENB, CS, DynDOLOD, ParallaxGen, xLodGen, CBPC, SMP and so on. Anything that takes a long time to load, get rid of it. You usually don't need physics or fancy graphics when developing. It may even be worth having this profile launch the game in a small 720p window (and windowed).

 

Get used to restarting Skyrim 100 times a day. That's what I've been doing the past 14 years.

 

If this mod is using a dll to do it's work, you'll need the source code. You'll also need to do things I can't discuss on these forums. It has to do with developing/debugging SKSE plugins. There's probably tutorials on YouTube.

Thanks!

  • 3 months later...

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