sinfullsinfull Posted November 15, 2025 Posted November 15, 2025 Hello. So I want this place to dump my progress, recollect it and cry about modding skyrim. Maybe I get some advice and learn something... Anyone is welcomed. Right now I don't know how to script sexlab, devices (that double inventory and non inventory items are scaring me) and didn't make a quest beside Bendu Olo one. But it is okay, one at a time thing. Okay. For start I want to create some systems my mod will be using. I picked simplest thing I thought is. I want my mod to have a system to hide a lockpick in food. To outsmart captors. How hard could it be to insert a lockpick into a bun? I imagined it will be something like that: You click on food If it is in allowed list (any food that big enough) you get a menu asking to conceal a lockpick or not You click conceal and you get lockpick removed To the food will be added a script giving you lockpick on eating If food already has a lockpick you can't conceal more Well. Apparently adding a script to food is not that easy. I thought It will be because you have a console command AttachPapyrusScript so it must be something like that in papyrus itself but it is not. Plus you don't have an event to catch eating, you do, but you will eat food first and then event will fire. Not something I want. There is a page in uesp about dynamically attaching scripts but I don't think these will be able to help me. I wish author of that page tell more methods to attach script but he didn't. Maybe you know some? So changing plan. Next plan is similar but you will be clicking on lockpick instead of food. Short story: you can't rename menu buttons on fly, so I was unable to make you chose what bun you will insert your lockpick. It is not so important buy I wanted it. I wanted that if you chose an apple pie you will get an apple pie with lockpick in it. But I don't have skill to make it. I managed to create the system and could give a player exactly the food he clicked, but for that I needed a copy of every allowed food with attached script and it will be roughly 40 new items just for thing so small as hiding a lockpick. For now my system is working like that: Main quest that enables system Player alias that have main script monitoring lockpicks A list of allowed food (anything bun related) A list of allowed keys to conceal (to hide not only lockpicks but restraints keys and so) Created food items that adding lockpick or key on consuming (with boring bread model. Well I can say it is immersive because you wont be getting pretty looking pie or boiled creme treat after inserting a key in it) When player is clicking on lockpick a check is running (has player allowed food, obviously they have a lockpick if they are clicking on it) Any allowed food is placed in empty formlist (just to chose randomly what to remove. At least something than boring cycle from one bun to another) The food and lockpick removed Specific bread is added (with lockpick if you clicked on lockpick, with key if clicked on key) How it looks: A menu: If you don't have a bun: My boring bread after inserting a chastity key in it (Description isn't added for unknown reason maybe because I chose script in effects menu): And everything I added to make this work in ck starts with EG_ (Naming is something I need to work on too): Do I really need all that magic effects and food? Looks so awful. But works. Final thoughts: Got to work with magic effects a little. Was trying to debug problems with debug.trace function (and successfully sometimes). Got to know where my papyrus logs are (lol). Created a basic menu. Apparently CK not so flexible as I wanted. But for now I think that it is me who don't have enough power to flex it at my will. And lesson to learn: If I want to finish my mod I got to accept that some things will not be as I want. You can download and try it too. I didn't add any comments in scripts because I barely knew what I am doing so feedback on improving it will be a miracle. Ok thanks. Until next system is ready. EatingLockpick.7z 2
sinfullsinfull Posted January 15 Author Posted January 15 Hello to anyone reading. Got something new to show! Here is what I done: To tp to this you need to write "coc c" in console. I named a cell just "c" because it is easy to write when constantly test things. Not a lot, but it was fun and very interesting and I got many things to learn because I was using DeepSeek to create this. Ok. Goal was to create a cleaning quest. Wanted to spawn bunch of objects and then collect them in a basket. In final you will be reporting to a person but for now only a button will give you orders 🖲️. Clicking the button starting a quest and spawning all necessary things. I wanted to make random things appear at random positions. And was very pleased that my code for it was identical what AI suggested. Each start will scatter trash differently: So you got to collect trash by picking it with your hands (holding E) and take it to the basket. If you put it inventory this will appear: You will not get any penalty for doing so. You will get penalty in the future. For now this message is just to tie a loose end. So lets throw it away: Any time you collect a trash you will receive a small notification: If you are don't wanna collect trash for now you can shout at it. They will get tp right in the basket. And btw some objects in the start can fall through the floor, but I don't mind it much cause after they are all appearing at the center where they need to be so if it happens lucky you. Less things to clear When everything is clear you will get next task: Yep now you got to put it in inventory. If you press button when don't: Why some text only in russian? Bad work ethic. Okay everything is ready and we will push the button to collect our award from the table. What award is I don't show, download it and see yourself 😈 Imagine this spawning in different rooms and with only 1 basket your character got to run from basket to trash and again. Sounds so fun. With a little tweaking I can do it. Feels good to know that I am able to expand this. That when I thought I got everything I wanted and how I wanted. But I realized it would be cool if you will sometime find something useful in trash. So after some expanding you can see a lockpick if you are lucky (I guess I love lockpicks or they are just only thing to help escape): You can be good and get it to the basket, or bad and hide it by picking it: Doing so will still increase the trash counter and you will be able to finish the quest. And in process of adding a lockpick I encountered a bug where basket losing it static type (hopefully I addressed that) and one time a bug with broken counter (hopefully I fixed that too) I got to organize my work better. If someone sees where I put my code that person would die of laughter. It sucks to rewrite things when you realize you need something you don't created. Not a lot of work but feel stupid. Asking DeepSeek for help was an opening eyes experience. It explains everything and showing you so many examples and you can ask again and again until you get it. Markers that pointing at trash would be floating in the air after collecting it if not for AI that showed me how get rid off it. Basket would look like a hedgehog. This feels so good to be true but it really working. But with that come a huge disadvantage. I knew I need a cycle but I didn't even cared to think what things need to be cycled I just explained it to Ai and got help. That is bad to do because you are learning nothing this way. I need to visit that Ai code many times to realize what and how is going on. I understand what it doing but understanding and realizing are different things. I can't explain in english so good. With that little quest I got so much new knowledge about aliases, arrays, functions and casting. Will be thinking how to do things myself first and using Ai as teacher, not a worker. Thanks for reading. Here are this mod (type "coc c" in console) and a bonus for reading all that. Spoiler CleaningQuest.7z 1
sinfullsinfull Posted July 1 Author Posted July 1 (edited) Hello. Wanna show something more. Let's see. I've hidden the most interesting part, because no spoilers. It'll look like this, plus the hidden part. Almost everything on this screen is just visuals. It's a little bit gigantic, but that gives more space for the camera. And I'm going to change that pipe above, I just haven't come up with the visuals yet. Let's move on to the button on the left. It can be pressed! Well, not really, it just opens and closes that strange lid. But I'm okay with the results. That valve behind can spin, although it won't spin the way I want, so I let it spin as it pleases. It's because playing animations on objects is such a pain in the ass. You just don't have enough control over it, only limited options. I'd like to add rotating cogs, but they don't have normal animations, so no cogs. Okay, so you (or somebody) presses the button, and the pistons start moving. Notice the gray smoke, it also starts venting as you press it. So, the machine starts working, clanking and making puff sounds. Very pleasant to the ears, I must say. To build this, I had to work with Nifskope, a program for editing models. It was very annoying, but it got easier each day I played around with all the settings in there. The worst thing is, I had a problem that was only solved in the dev version of Nifskope, but I was using the last stable version. Lesson learned. It's all scripted, not just animations, remember the hidden part. And I feel like I'm getting the hang of it. Using states, writing functions, refactoring, real hacking shit. And forgetting to fill in the properties. I tried various methods to make it work perfectly, but they all had their own problems, so I left in the most tame one. Next. The button, the valve and the ugly pipe works for one thing. The indicator! It indicates! You do something, and the first fire lights up. You do something again, and the second one lights. You do it three times... who knows what will happen? The ugly pipe loves the indicator. See that round end? I deleted its collision. Then I realized I'd deleted the collision of all round ends in Skyrim. Sounds dramatic, but it was an easy fix. The ugly pipes decides if you did something or not. And if you did. It strikes you with a shock spell! And then the indicator lights up. Removing the collision was necessary for the lightning projectile to work. It also gives you a temporary bonus, an appropriate one for a shock spell. You can dodge the strike, but the ugly pipe doesn't care, the indicator will light up anyway. That's also easily "fixable", but this isn't a bug, just a situation. And nothing will stop you from turning off the lights if you don't like the outcome of what they indicate. All thanks to the indicator, I think it'll be easy to change the quest stage based on the number of fires, but we'll see. To make this work, I'm learning spells, magic effects, and potions. So, I'm gaining a lot of knowledge working on this part, which will help me with future ones. So, what do you think this machine is for? Thanks for reading! 🚶♂️ Edited July 1 by sinfullsinfull
sinfullsinfull Posted July 19 Author Posted July 19 Don't open spoiler Spoiler Boo Ok. Let's put her into this -> Working on previous machine I got a thought. Hey, I made spells, was working in nifskope, used a lot of scripting. Maybe now I can make a starter for my mod? I just need different spells and scripts. So I tried. Let's imagine we got into a house. To rob it of course! Strange house, but it got a basement, usually there are all the treasure, so no complaining. And there it is, a safe. We also got a drink and reading corner, some wardrobe corner and a fishing corner. Now we just need to lockpick it and go But as soon as we try to do it... And we are done. And of course we need a key that is nowhere to be found. Well, I hate it when I got a wall of text in my porn mods. I'm here to observe not to read. So I will try to show it as best as I can rather than just saying that something happened. And I will explain why it is better to make it visible. So we got an instruction. Let's build a real trap! We will need some things that used in traps, a filled black soul gem, and a staff. Cage and safe you already seen. Ooops, sorry it is an empty soul gem. Here is the filled one Yes, they are no different. And it already got me an idea I'd never get If I sticked to a wall of text. I can use it to my advantage. But more on it later. Let's lockpick a safe and see what happens. While doing so you got a little time to reconsider your actions and walk away with no consequences. But who will do it? So in a little time you will get kicked out of lockpicking mini game and hear something sliding out. That will be a staff. Popping out from fishing corner and good camouflaged trap thing. So scan you surroundings good if this mod will get released. And it fires an actual spell at you. This spell is brutal. Fast, no time to react, slows you down. So how it is more fun? Well, you activated a trap, what you expect? A slow metal mace that hurts you for 10 hp? Not in modding. And I imagine someone to try to escape it and when they do it and mod is not breaking, just updating a quest log and that person is like: wow, you can do it? Cool. Ok, so spell is not to kill you, it drains your magic and stamina quickly, and when stamina is low you collapse. And only then I let myself taking control from the player and do magic of transportation. You will get transitioned to a middle of the room. I would like to just put you in a cage right where you collapse, but just think of how many problems needs to be solved to make this work. So to the prepared place we go. And cage is materialising. And we are not over yet. The staff has more magic to keep us in there. Now it starting to fire a beam at the cage. You will see that door is master locked. And your lockpicks are with you, so you can escape, right? Almost. Now let me explain how it works. When you activating a trap, the staff is sliding out and shots at you. And like you need mana to cast spells the staff needs it too. That means if you happened to carry a lot of stamina potions and start drinking it non-stop you will be fine. Or just use that shout that makes you invincible. Staff will get out of charges and slide in its hole. But do you carry this much? Will you react in time? Some people will share stories of their cheese and it will be a good reading. Anyway for the first time most of the players will get caught and I don't wanna more. For that beam. It consume charge too, but much much slower than ice spell. And when it active you can't picklock that door. You were not careful and get caught so embrace it. Although I found a really funny way to get out. It is defiantly a glitch and doesn't have to be fixed, I will just wait for someone to report it, will be fucking hilarious. But anyway you are free to use magic and anything that will be able to fire through the bars. And thinking of that possibility, I don't think anyone will get close to you if you are screaming and casting lightings all around. I'm getting better at reading scripts and I can search how other modders handles many situations. And thanks to TrappingOfFate I can handle your rage. No, no magic collar, just some commands that will listen to your actions and then a reaction to them. And btw thanks to SubmissiveLola for showing me how to enter and left bleedout animations. I just remembering what mod does thing I want and look under the hood. But for now no one will come, no one will handle your rage, nothing will happen. I just built a silly trap. And with that we wait or just imagine we managed to kill someone who was coming to collect us from that cage or they were killed by a dragon or quest bugged and they are just somewhere. After time the trap will waste all its charge, the staff slides back into a wall. Now we can lockpick and finally get free. And as door opens the cage is disappearing. Very fancy. Escaping an active trap is not the only way out. Let me show how to disarm it properly. If you are careful enough you will spot a device holding a soul gem. Here I hid it behind sacks on the wardrobe. Activating it will get you a prompt Here you can take a gem out, put a filled one in, an empty one So the trap will only work if a filled one in there. And fact that the trap looks ready with an empty one in can fool someone that will check it. Oh, possibilities... Soul gem is consumed while you are getting bombed with spells. And that device doesn't have to be in the same room with trap. It can be anywhere in the house. So keep looking. With that trap turned like 99% of how I wanted it I think I can make anything I plan or come up with into a reality. But it is all are simple things here and there. No real quests no sexlab, no DD. No point to continue until I learn how to program quests, npcs and all their packages with complex behaviors. And I need to focus on that. So If you know tutorials on these or community that help newbies let me know.
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