ectrshgpp Posted Saturday at 07:09 PM Posted Saturday at 07:09 PM Hello, Seems the little patch for PiCSeL's Standalone Custom Magazines is corrupted. "Custom Comic Forms Patch.esp" is not recognize as an archive (vortex)
Samhsay Posted Saturday at 07:31 PM Author Posted Saturday at 07:31 PM 21 minutes ago, ectrshgpp said: Seems the little patch for PiCSeL's Standalone Custom Magazines is corrupted. It wasn't an archive. You could have just put it in the mod folder. But I re-uploaded it as an archive.
rubber_duck Posted Sunday at 10:29 AM Posted Sunday at 10:29 AM Great to see new updates, keep up the great work! By the way, there are some things I wanted to ask about... I'd appreciate your inputs! It is possible to flag both the master mod (CoveringQuest.esp) and its current patches (Perverted Mechanics Cigarette patch.esp, Custom Comic Forms Patch.esp) as ESL. This would make them ESL-flagged ESPs, which is better for heavy load orders. Do you have any intention of supporting (providing) the ESL-flagged plugins yourself or do end-users have to do it on their own? I don't mind flagging them myself, but I'm curious to know - are there going to be any problems if I do it? Patches (Advanced Needs 2) - I use the old AN2 mod because I find it superior to its successor (AN76). Is it possible to create a patch using only xEdit? If so, how can one create a patch? The Provocative Perks integration is great, but I wanted to ask what would happen if I add one or more of its perks that this mod adds? As-in, you mentioned that your mod adds Tentacle perk under certain circumstances - I want to know what would happen if my character already has that perk (does it get removed, once the circumstances are no longer valid)? Any inputs are much appreciated, thanks in advance!
Samhsay Posted Sunday at 12:41 PM Author Posted Sunday at 12:41 PM 1 hour ago, rubber_duck said: Great to see new updates, keep up the great work! By the way, there are some things I wanted to ask about... I'd appreciate your inputs! It is possible to flag both the master mod (CoveringQuest.esp) and its current patches (Perverted Mechanics Cigarette patch.esp, Custom Comic Forms Patch.esp) as ESL. This would make them ESL-flagged ESPs, which is better for heavy load orders. Do you have any intention of supporting (providing) the ESL-flagged plugins yourself or do end-users have to do it on their own? I don't mind flagging them myself, but I'm curious to know - are there going to be any problems if I do it? Patches (Advanced Needs 2) - I use the old AN2 mod because I find it superior to its successor (AN76). Is it possible to create a patch using only xEdit? If so, how can one create a patch? The Provocative Perks integration is great, but I wanted to ask what would happen if I add one or more of its perks that this mod adds? As-in, you mentioned that your mod adds Tentacle perk under certain circumstances - I want to know what would happen if my character already has that perk (does it get removed, once the circumstances are no longer valid)? Any inputs are much appreciated, thanks in advance! 1. Lol. I forgot to set the ESL flags. You can do that without any issues now. And I'll upload the patch with the flag now. Cigarette patch 2. The problem with such patches is that you need to catch the moment the target mod triggers its idle state. Yet, more often than not, that moment isn't explicitly marked. And even if you do manage to catch it, the cancellation of my mod's animations would occur slightly after the other mod's animation has already started and that would look bad. I'm trying to come up with a way to do this well, but I can't promise anything yet. 3. I haven't tested it, but nothing should happen in my mod prior to obtaining the perk. However, once your heroine has sustained enough trauma to acquire the perk and subsequently recovers from that trauma, the perk might disappear. 1
rubber_duck Posted Sunday at 02:03 PM Posted Sunday at 02:03 PM 1 hour ago, Samhsay said: 1. Lol. I forgot to set the ESL flags. You can do that without any issues now. And I'll upload the patch with the flag now. Cigarette patch 2. The problem with such patches is that you need to catch the moment the target mod triggers its idle state. Yet, more often than not, that moment isn't explicitly marked. And even if you do manage to catch it, the cancellation of my mod's animations would occur slightly after the other mod's animation has already started and that would look bad. I'm trying to come up with a way to do this well, but I can't promise anything yet. 3. I haven't tested it, but nothing should happen in my mod prior to obtaining the perk. However, once your heroine has sustained enough trauma to acquire the perk and subsequently recovers from that trauma, the perk might disappear. First off, thanks for replying! Regarding 1 and 2 - understood, thanks a bunch! Now, as for the 2nd... What specifically are you looking for, in the other mods? Asking because, looking at AdvancedNeeds2 plugin, I found some MGEF (Magic Effects) that could theoretically be used for determining what the other mod (AN2, in this case) is doing. If that's the case (and by the looks of it, it may very well be the best-case scenario), you could implement a temporary 'pause' list that gets expanded by patches (patch plugins) where certain Magic Effects or Keywords are added. Your mod could then use these lists to either pause itself for a brief moment to allow other mods to work. I hope you understand my logic behind this... Granted, I'm not very good with Papyrus, and I don't know what sort of complications may occur along the way. You know more than I do, for sure. If it is possible and doable - then I'd say go for it. But it definitely needs more RnD.
Samhsay Posted Sunday at 02:55 PM Author Posted Sunday at 02:55 PM 47 minutes ago, rubber_duck said: First off, thanks for replying! Regarding 1 and 2 - understood, thanks a bunch! Now, as for the 2nd... What specifically are you looking for, in the other mods? Asking because, looking at AdvancedNeeds2 plugin, I found some MGEF (Magic Effects) that could theoretically be used for determining what the other mod (AN2, in this case) is doing. If that's the case (and by the looks of it, it may very well be the best-case scenario), you could implement a temporary 'pause' list that gets expanded by patches (patch plugins) where certain Magic Effects or Keywords are added. Your mod could then use these lists to either pause itself for a brief moment to allow other mods to work. I hope you understand my logic behind this... Granted, I'm not very good with Papyrus, and I don't know what sort of complications may occur along the way. You know more than I do, for sure. If it is possible and doable - then I'd say go for it. But it definitely needs more RnD. I get the idea. I did something similar in the cigarette patch. I might be able to attach a blocker to the spells. I haven't played around with AN, so I don't know how it's structured; I was mainly trying to find leads in the MWOW code. 1
msmfoster Posted yesterday at 12:42 AM Posted yesterday at 12:42 AM (edited) On 7/11/2026 at 2:27 PM, Samhsay said: What's New in Version 0.6.9 Released Just now - Added an excitation level setting to the MSM for initiating aroused IDLE. - Added the arosual gain and sex addiction gain of reading magazines. Vanilla, this and this. You need download a little patch for PiCSeL's Standalone Custom Magazines 2.0 because it hasnt any FormLists. If a message about loading Pixel magazines does not appear at the top of the screen when launching the game, open the MCM menu and select the corresponding option in the debug menu. You can also adjust the rate at which sexual addiction increases when reading magazines via the MCM menu. I am continuing to experiment with NPC reactions. This is currently a priority area of work. When moving to 0.6.9 covering animations were immediately applied. I went to the MCM and disabled the option but the animation persisted. I put on clothing and Exhibitionist Streak from Provocative Perk triggered, covering animations remained. This was not a problem in 0.6.8. Thoughts? Covering animations do not seem to be affecting boob collisions as much. So I that's good. Edited yesterday at 12:43 AM by msmfoster
Samhsay Posted yesterday at 01:06 AM Author Posted yesterday at 01:06 AM 20 minutes ago, msmfoster said: When moving to 0.6.9 covering animations were immediately applied. I went to the MCM and disabled the option but the animation persisted. I put on clothing and Exhibitionist Streak from Provocative Perk triggered, covering animations remained. This was not a problem in 0.6.8. Thoughts? Covering animations do not seem to be affecting boob collisions as much. So I that's good. Try loading a clean save. That way, all the necessary journal entries will be added automatically. But it’s strange. I didn’t touch anything that could have broken the mod. I performed the update directly on my current save file, and after all my experiments, the game remained playable.
msmfoster Posted yesterday at 01:34 AM Posted yesterday at 01:34 AM 27 minutes ago, Samhsay said: Try loading a clean save. That way, all the necessary journal entries will be added automatically. But it’s strange. I didn’t touch anything that could have broken the mod. I performed the update directly on my current save file, and after all my experiments, the game remained playable. That was the biggest oddity, Covering Animation was off before, but it was back on. Might have been part of the problem? Other potential solution is just to not have the covering animation installed?
Samhsay Posted yesterday at 03:07 AM Author Posted yesterday at 03:07 AM 1 hour ago, msmfoster said: That was the biggest oddity, Covering Animation was off before, but it was back on. Might have been part of the problem? Other potential solution is just to not have the covering animation installed? It won't work without the animation. Try creating a clean save without the animation and without my mod, then enable everything as it should be.
msmfoster Posted 23 hours ago Posted 23 hours ago 6 hours ago, Samhsay said: It won't work without the animation. Try creating a clean save without the animation and without my mod, then enable everything as it should be. As in fresh game. Or purge them from a save and then apply? Or disable, run, save, then install. Might be a a nice feature to have to make the covering animations a soft requirement. Just disables the feature automatically. I primarily disable due to collisions and to an extent low threshold to trigger. You have vanilla clothing that could trigger double vision from Provocative Perks and result in covered hands. Sort of funny. Odd thing, version in game was not matching the one downloaded. clearly downloaded the newer ESL variant.
Samhsay Posted 22 hours ago Author Posted 22 hours ago 1 hour ago, msmfoster said: Or disable, run, save, then install. This
Mimirue17 Posted 14 hours ago Posted 14 hours ago 8 hours ago, msmfoster said: As in fresh game. Or purge them from a save and then apply? Or disable, run, save, then install. Might be a a nice feature to have to make the covering animations a soft requirement. Just disables the feature automatically. I primarily disable due to collisions and to an extent low threshold to trigger. You have vanilla clothing that could trigger double vision from Provocative Perks and result in covered hands. Sort of funny. Odd thing, version in game was not matching the one downloaded. clearly downloaded the newer ESL variant. I change the default level of trigger to higher level which helps. The main downside of this covering mechanic is SAKR itself. While there are patches out there to apply the keywords, they don't even cover 10% of the outfits that are commonly used (by download amounts) and the main patch for vanilla clothing is based on a conversion. There are other issues with the patches as they were made to the authors builds and don't work with the original mods (changed to esl where mod is esp) Making patches is a thing (they mostly work but not 100% from my experience so far) but that's a lot of work on the user end for a feature of this mod. I limited my outfits to ones that do have patches (that work) or that I was able to patch myself (or fix the posted ones) and with a little tweeking got this feature working as intended (and is a probable reaction if someone were to steal your clothing so I see the point of it). I have found the turn OFF feature questionable, as I have turned it off and later it was back on, not sure what that was about, maybe something I did.
Samhsay Posted 14 hours ago Author Posted 14 hours ago 6 minutes ago, Mimirue17 said: but that's a lot of work Yes, it took me a long time to create patches for all the clothing I use. I recommend checking out that thread; quite a few new patches have been added there. https://www.loverslab.com/topic/267708-skimpy-armour-keyword-archive/
Mimirue17 Posted 14 hours ago Posted 14 hours ago 25 minutes ago, Samhsay said: Yes, it took me a long time to create patches for all the clothing I use. I recommend checking out that thread; quite a few new patches have been added there. https://www.loverslab.com/topic/267708-skimpy-armour-keyword-archive/ yep, I have that one bookmarked!
msmfoster Posted 13 hours ago Posted 13 hours ago 48 minutes ago, Mimirue17 said: yep, I have that one bookmarked! Not to pimp one of my projects, but have you tried the Skimpy Armour Keyword Injector? It handles ESL and ESL flags without concern. 1
Mimirue17 Posted 10 hours ago Posted 10 hours ago 2 hours ago, msmfoster said: Not to pimp one of my projects, but have you tried the Skimpy Armour Keyword Injector? It handles ESL and ESL flags without concern. of course :). It was an issue of patches in the RD repository that were not being used by that injector until they were redone from scratch.
msmfoster Posted 10 hours ago Posted 10 hours ago 36 minutes ago, Mimirue17 said: of course :). It was an issue of patches in the RD repository that were not being used by that injector until they were redone from scratch. My editor probably fixes that. Import and export. Likely all you need. I've been doing that for @Samhsay's stuff. Get back the English and confirming the mod loadout. So far it's worked well. Either way over 75 clothing items/collections now. Getting to be a LONG list.
msmfoster Posted 9 hours ago Posted 9 hours ago 12 hours ago, Samhsay said: This This seems to have worked. When I turned it off covering stopped immediately. Turned it back on for now and will continue to test.
msmfoster Posted 7 hours ago Posted 7 hours ago (edited) Magazines seem to be working great. You want to consider checking the vintage porn magazines attached to Companion Ivy: You don't actually need Companion Ivy to get the mags. Edited 7 hours ago by msmfoster 1
Samhsay Posted 7 hours ago Author Posted 7 hours ago 11 minutes ago, msmfoster said: Magazines seem to be working great. You want to consider checking the vintage porn magazines attached to Companion Ivy: Thanx. I'll add it later
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