Mimirue17 Posted August 25 Posted August 25 I do not see addiction framework anywhere on a quick search, where is that from?
chrystelle Posted August 25 Author Posted August 25 44 minutes ago, Mimirue17 said: I do not see addiction framework anywhere on a quick search, where is that from? It's a modders' resource I'm going to post soon here and on Nexus. It provides robust and highly configurable addiction curve modeling and application to the player. It has no gameplay, just the modeling. It's meant to be used as a central resource that all food overhaul type mods can be patched to for providing cohesive effects. It can be used for mods like the Cannabis and mushroom mods that provide new drink/drug types to handle addiction effects without having to hook up any scripting. There are ready-made archetypes (curves) to choose from, and tweakable parameters and effects. It can also be use by gameplay mods or dialogue mods. Like a new Skooma Whore type of mod. A modder could use it to handle all application of effects, quest/dialog conditions, blackout scenarios, etc. and just focus on implementing their own gameplay around it. The framework doesn't do anything on its own.
Mimirue17 Posted August 25 Posted August 25 2 minutes ago, chrystelle said: It's a modders' resource I'm going to post soon here and on Nexus. It provides robust and highly configurable addiction curve modeling and application to the player. It has no gameplay, just the modeling. It's meant to be used as a central resource that all food overhaul type mods can be patched to for providing cohesive effects. It can be used for mods like the Cannabis and mushroom mods that provide new drink/drug types to handle addiction effects without having to hook up any scripting. There are ready-made archetypes (curves) to choose from, and tweakable parameters and effects. It can also be use by gameplay mods or dialogue mods. Like a new Skooma Whore type of mod. A modder could use it to handle all application of effects, quest/dialog conditions, blackout scenarios, etc. and just focus on implementing their own gameplay around it. The framework doesn't do anything on its own. I look forward to its release as well as your next one for Egg Mania, as I enjoy the mod
coyanimefreak Posted August 29 Posted August 29 what is your ostim setup? i use SL bc it has(or had) better support for creature stuff and defeat stuff. i tried setting up creature stuff with ostim but could never figure out what the best mods for it was since there's like 4 different version of the mods i want and or SL ports.
chrystelle Posted August 29 Author Posted August 29 Just now, coyanimefreak said: what is your ostim setup? i use SL bc it has(or had) better support for creature stuff and defeat stuff. i tried setting up creature stuff with ostim but could never figure out what the best mods for it was since there's like 4 different version of the mods i want and or SL ports. I use my fork of OCreatures (OCreatures Revived). But it admittedly needs some work. I've been spending a good bit of time modding lately, but always working on other things. I have an in-process update that needs some things fixed before it can be released. There are some things that SL does that OStim still cannot. There are many classic LL mods made for SexLabs (like FHU) that don't work well for OStim. So I definitely won't claim it's an easy switch or that there is full parity in every area.
Mimirue17 Posted August 30 Posted August 30 there is a patch for Soulgem Oven 4 to work with Ostim that just dropped (plan on testing that today/tomorrow) any chance that could be compatible with this for the Children aspect? Assuming it works as intended with Ostim of course.
chrystelle Posted August 30 Author Posted August 30 9 hours ago, Mimirue17 said: there is a patch for Soulgem Oven 4 to work with Ostim that just dropped (plan on testing that today/tomorrow) any chance that could be compatible with this for the Children aspect? Assuming it works as intended with Ostim of course. I won't be making patches for other pregnancy-related mods, but I doubt there's a hard incompatibility. Just make sure an individuals NPC is not affected by both mods at the same time. 8 hours ago, loversusers said: replacement for fertility mode? can disable curses and only keep pregnancy related features? skse based? works in VR? anything to remove script lag based mod is good. is there combat related feature? follower / npc supported ? without player intervention like defeat npc on npc feature? I don't see it as a replacement for any other mod. More like a different option for different tastes or different playthroughs. You could run multiple at the same time by disabling the conception chance in the pregnancy settings and using another mod for animation framework-driven events. The settings menu in OM is extensive. You can disable pretty much anything. It's not tested in VR. There is a surrender feature. It is player-focused.
chrystelle Posted August 30 Author Posted August 30 54 minutes ago, loversusers said: much appreciated reply. looks like VR is a no go from my testing. I suspected that might be the case. Compiling to include VR support is a lot more complex than including support for all non-VR versions in one exe. VR has fundamentally different player-related addresses. I probably won't be trying to sort that out since I don't play in VR and wouldn't be able to test it.
Turquoise_Tuesday Posted August 30 Posted August 30 am i supposed to merge the second file with the first one i feel like the majority of the features arent working
Mimirue17 Posted August 30 Posted August 30 do you need every patch or does each patch include the previous patches?
chrystelle Posted August 30 Author Posted August 30 30 minutes ago, Mimirue17 said: do you need every patch or does each patch include the previous patches? Each patch includes the previous. Hopefully, patch 5 will be the last patch before official v4 release.
Turquoise_Tuesday Posted August 30 Posted August 30 okay maybe add some clarity/explanation to the mod options i didnt know egg stuff was locked behind the surrender function ive looking for it for like 2 hours
chrystelle Posted August 30 Author Posted August 30 (edited) 22 minutes ago, Turquoise_Tuesday said: okay maybe add some clarity/explanation to the mod options i didnt know egg stuff was locked behind the surrender function ive looking for it for like 2 hours By default, you can get an egg curse from picking up any egg item in the game. There's a chance for each item picked up, configurable by egg type in the Eggs tab of the Settings menu. In the general settings, you can disable this in the very first checkbox. The basic idea is that you get a curse (or become a carrier), and then you can spread that curse. The lore behind this is explained by the Heresies of Dibella lore book. I added it to the leveled list for books via SkyPatcher, but in the test game I'm doing right now, I haven't come across one yet. I tried to remove most the of the hand-placed items to keep potential conflicts to an absolute minimum. But I might have to place one or two of these. There's one still at Angi's Cabin, I think. The surrender/oviposition stuff is separate. It only shows up if you have OSafeThread and OCreatures installed, because if you don't, you probably wouldn't be into it anyway. This is also mentioned in the installation instructions under Soft Requirements. Edited August 30 by chrystelle
Turquoise_Tuesday Posted August 31 Posted August 31 4 hours ago, chrystelle said: By default, you can get an egg curse from picking up any egg item in the game. There's a chance for each item picked up, configurable by egg type in the Eggs tab of the Settings menu. In the general settings, you can disable this in the very first checkbox. The basic idea is that you get a curse (or become a carrier), and then you can spread that curse. The lore behind this is explained by the Heresies of Dibella lore book. I added it to the leveled list for books via SkyPatcher, but in the test game I'm doing right now, I haven't come across one yet. I tried to remove most the of the hand-placed items to keep potential conflicts to an absolute minimum. But I might have to place one or two of these. There's one still at Angi's Cabin, I think. The surrender/oviposition stuff is separate. It only shows up if you have OSafeThread and OCreatures installed, because if you don't, you probably wouldn't be into it anyway. This is also mentioned in the installation instructions under Soft Requirements. youre right i did miss it my mistake and thank you for your work on all your projects <3
bran2100 Posted August 31 Posted August 31 how do you get rid of the course. i just got carrier egg course and i don't want my wife having creature babies.
chrystelle Posted August 31 Author Posted August 31 7 minutes ago, bran2100 said: how do you get rid of the course. i just got carrier egg course and i don't want my wife having creature babies. Find purple mountain flowers and craft a Pennyroyal Concoction at the cookpot. Then, be sure to go to the Settings, General section, and untick the box enabling carrier status.
bran2100 Posted September 1 Posted September 1 1 hour ago, chrystelle said: Find purple mountain flowers and craft a Pennyroyal Concoction at the cookpot. Then, be sure to go to the Settings, General section, and untick the box enabling carrier status. thank you for the reply back
Mimirue17 Posted September 1 Posted September 1 is there not a MCM for this anymore? The preview and V4 seem to be without it. Not sure if I missed something coming from the EggMania versions before the change.
Mimirue17 Posted September 1 Posted September 1 I do have all the hard requirements, and most of the other requirements though I passed on the druken animations and a few of the others that were using items that are not for this version of the game or compatible with AE (latest version) which should not effect the gameplay of the mod in any way.
Mimirue17 Posted September 1 Posted September 1 yes I double checked, there is no MCM folder in this version, the orginial 4.0 version or the preview patches up to the last one.
Enkidu222 Posted September 1 Posted September 1 Hello everyone. Practical question: should we set up an 'Odefeat' mode, and if so, which one?
Enkidu222 Posted September 1 Posted September 1 2 hours ago, Mimirue17 said: is there not a MCM for this anymore? The preview and V4 seem to be without it. Not sure if I missed something coming from the EggMania versions before the change. By having the old Egg Mania 3.6.2 mode, you have MCM. Otherwise, you don't.
chrystelle Posted September 1 Author Posted September 1 You should not run both Egg Mania and OMania. OMania v4 is the successor to Egg Mania. There is no more MCM. To edit settings, you need SKSE Menu Framework. The new SKSE menu is much more performant than MCM. OMania has LOTS of settings you can tweak, and MCM just wasn't up to it. 1
Mimirue17 Posted September 1 Posted September 1 4 hours ago, chrystelle said: You should not run both Egg Mania and OMania. OMania v4 is the successor to Egg Mania. There is no more MCM. To edit settings, you need SKSE Menu Framework. The new SKSE menu is much more performant than MCM. OMania has LOTS of settings you can tweak, and MCM just wasn't up to it. thanks! I have had that installed for a long time and never had a reason to open it - it works great. I was just not aware of the change to using that - possibly put a small note on the main page for returning players who might be like me and see the requirement but do not realize the usage?
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