dkatryl Posted May 21 Author Posted May 21 (edited) 2 hours ago, WaxenFigure said: It's more like Sexlab Defeat was based on this mod just as this mod took after something I built before the first Sex framework came along. This was pretty much the very first MOD of any sort for Skyrim that had the NPCs talking back as you talked to them by using those NPCs already made spoken lines. With the ability to use A.I. to generate spoken responses this mod isn't so unique any more but when first published with all that it was frankly amazing! Did you make SLRomance? That's what I remember basing the Speechcraft portion off. Also, half my fun as a developer was coming up with PC responses that would make sense in context to the NPC options I had to work with! Being constrained sometimes makes you more creative! 😅 Or did you a different mod that was a means to end combat in a non-lethal manner? I definitely remember your name and avatar from a decade ago, but I'm blanking on what mod it would have been. Especially since I thought I added credits to every thing that helped me in some form or another in the main post? 🤔 Edited May 21 by dkatryl
dkatryl Posted May 21 Author Posted May 21 6 hours ago, DonQuiWho said: On balance, your mod does look as if I could find a good home for it in a game based on 'Male Player Slaver' where one don't really need all the bells and whistles of the more complicated aspects of the player 'Combat Defeat' version options Hope that's useful in some way DQW You can have up to 5 "Bounty" victims following along with you. Originally designed as a means to get some starting cash (turn in value is 100*lvl^2), but as they would have the Protected(True) status now, they would just follow you anywhere until you finally turn them into a guard. And at any point, you can just go talk to them and 'get to know them' again if you want. 😇 1
WaxenFigure Posted May 21 Posted May 21 17 minutes ago, dkatryl said: Did you make SLRomance? That's what I remember basing the Speechcraft portion off. Also, half my fun as a developer was coming up with PC responses that would make sense in context to the NPC options I had to work with! Being constrained sometimes makes you more creative! 😅 Or did you a different mod that was a means to end combat in a non-lethal manner? I definitely remember your name and avatar from a decade ago, but I'm blanking on what mod it would have been. Especially since I thought I added credits to every thing that helped me in some form or another in the main post? 🤔 My Mod was the old SexAddicts mod which was the most used Sex mod until the first Framework mod came along and made stand-alone and do-it-all mods like mine obsolete (thankfully). Sexlab Framework of course was the second framework mod because Ashal adopted the original one when it's author decided to leave and he rewrote it all into a wholly new framework.
DonQuiWho Posted May 21 Posted May 21 (edited) 1 hour ago, dkatryl said: You can have up to 5 "Bounty" victims following along with you. Originally designed as a means to get some starting cash (turn in value is 100*lvl^2), but as they would have the Protected(True) status now, they would just follow you anywhere until you finally turn them into a guard. And at any point, you can just go talk to them and 'get to know them' again if you want. 😇 Fine! That IS good to know, thanks! Although I normally play with a Female NPC, my heart lies in being an unscrupulous Male Slave Trader, and I currently have a game set up to use Trollautokill's DOM 8 on its, imminent, release. I'll probably try this out with that, as enslaving every candidate for further training right from the capture 'get go' can, in itself, end up with a few that you might, on further consideration, feel better off later as dead on arrival! ☠️ That facility would give the player a chance to think more about what they are doing .... 😂 DQW Edited May 21 by DonQuiWho
dkatryl Posted May 21 Author Posted May 21 (edited) 1 hour ago, WaxenFigure said: My Mod was the old SexAddicts mod which was the most used Sex mod until the first Framework mod came along and made stand-alone and do-it-all mods like mine obsolete (thankfully). Sexlab Framework of course was the second framework mod because Ashal adopted the original one when it's author decided to leave and he rewrote it all into a wholly new framework. Hrm, I remember that name, but I don't remember if I ever used it? In fact, I don't remember if I used a Sex mod before the Framework, but that was so long ago who knows? I don't even remember how/why I stumbled across Loverslab! The only thing I know is the Framework was being developed when I started on this, which is why I called it SexLab Submit instead of [Something] Submit, lol! Back when Ashal used this Avatar: 🤣 Edited May 21 by dkatryl 1
dkatryl Posted May 22 Author Posted May 22 Was doing a bit of playing tonight, and noticed that the original way I had used to select "aggressive" animations: sslBaseAnimation[] anims = SexLab.GetAnimationsByType(2, aggressive=true) wasn't selecting from all of the available aggressive ones for some reason. Changed it to: sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "aggressive") and it seems to be selecting properly. Also noticed the consensual MF sex from the Speechcraft option wasn't selecting properly. Doing some trial and errors to see how to improve that. Once I get it working as intended, I'll update the mod. Will only be some script updates. Has no bearing on the .ESP or any of the localization stuff. 2
ash99614 Posted May 22 Posted May 22 (edited) Threesome might have been broken in the last one. 1st scenario >Talk to 1st person -> Succeed >Talk to 2nd person -> Fail >Talk back to 1st person -> Back to square one/Need to succeed again 2nd scenario >Talk to 1st person -> Succeed >Talk to 2nd person -> Fail >Talk to 3rd person -> Succeed >Nothing happens and all progress is reset Also, I am not sure Olfina started following me after assaulting her. She hates me still but keeps following me. Need the 9th May version back ;'( Edited May 22 by ash99614 forgot to add additional point
dkatryl Posted May 23 Author Posted May 23 (edited) Dunno. I didn't knowingly make any changes with regards to that. Those scripts, in particular, had no debug.notification() lines to swap to message.show(), so they weren't even touched since earlier this month. I tested, and saw the same thing (nothing happening), so I changed the sslBaseAnimation[] anims = SexLab.GetAnimationsByType(3) to sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(3,"") This is consistent with all of the other calls. Then when I loaded back in to test, I realized the bigger problem was that I had toggled all of the 3way animations off as I was testing various animation packs. So dunno on that "nothing happening" part. Also, if the 2nd person (or 1st for that matter) fails, you can always try again. Talking to the 1st person again and having the dialogue chain get hung up is something I'll look into, but I definitely didn't do anything with that since the 9th. [Edit] Either way, I posted the older files so people are free to use them. That said, I won't support those. [Edit2] I was able to replicate the issue where after you talk to 1st person, if you tell them to look for privacy first twice, puts them in the second slot. I can guarantee that isn't a new issue, because the script from the 12yo LE version of the mod does the same thing. Easily fixed, just added an Alias check, now no matter how many times you talk to the 1st person and say privacy, it still treats them like the 1st person. Then once you talk to the 2nd person and get them to join, you can still ask for privacy, or move into a 3way. So I have duplicated, and resolved, the first two scenarios. I also replicated the issue after you assault an NPC, such as via the Coerce option, they follow you. So I will look into that and resolve that as well. Probably be an easy fix and was just a minor oversight. [Edit3] Yep, easy fix. Looks like at some point I re-added the victim to an Alias only a few lines after clearing them from it, which has a basic "follower" package. That one *wasn't* there from the 12yo LE, so dunno why I derped on that. There's a few other things I'm cleaning up. Assuming nothing else comes along, I expect I'll be updating tomorrow with this round of bug fixes. Edited May 23 by dkatryl 3
dkatryl Posted May 23 Author Posted May 23 23MAY26 1205 Fixed several dialog pathing/Alias issues when trying to setup a 3way scene. Removed erroneous Alias being assigned which was causing NPC to follow you like a lost puppy after being assaulted. Replaced remaining 'SexLab.GetAnimationsByType' with 'SexLab.GetAnimationsByTag' to be consistent throughout all scripts. That said, I have noticed the sslBaseAnimation[] anims = SexLab.GetAnimationsByTag() is not grabbing all valid animations. At this point, if you go to do a scene, and nothing happens, I suspect it couldn't find a valid animation, which would cause it to just abort. If that's the case, there isn't anything I can do about that. I asked a question in the Tech Support forum if there is a way to detect if SLP+ is installed, so that I can use their APIs, and if not, use the OG SexLap APIs. If there is a way, then I will incorporate that. If there is *not* a way, then I will probably stop development of this with the OG SexLab, and do any further work with SLP+ as the basis. (If I go that route, I will have the last OG version listed separately in the downloads) 2
dkatryl Posted May 24 Author Posted May 24 (edited) 1 hour ago, lukashinikov said: How to escape? The details may depend on which options you have in the MCM, but at the most basic level, you use the same hotkey that you use to use the offensive Submit stuff as well as Surrender. Which options you choose in the MCM will determine if that will fully free you, or if your hands are still bound until you find a 'friendly' NPC to help you, but your feet are at least free to run away. Edited May 24 by dkatryl 1
dkatryl Posted May 24 Author Posted May 24 (edited) Now that I've played around with the SLP+ StartScene() API vs the OG SL sslBaseAnimation[] format, I definitely like the extra features. So what I've decided is that I will make a new _SLSubmitSexScene script where I will offload all of the sex scene variations from all of the other scripts, and have all of the existing scripts just do an external call to their respective SexScene() in that central script. That way, if I get an answer to how to check if SLP+ is installed, I can just do a simple If/Then check to determine which API to use. And if I don't get an answer in a week or so, then I will just maintain two versions of _SLSubmitSexScene, one with the old sslBaseAnimation[] API, and the other with the new StartScene() API, and any other development I might do will be SexLab version agnostic. Edited May 24 by dkatryl 1
manafalls Posted May 24 Posted May 24 SexLab.GetAnimationsByTag is depreciated use SexLab.GetAnimationsByTags instead
dkatryl Posted May 24 Author Posted May 24 1 hour ago, manafalls said: SexLab.GetAnimationsByTag is depreciated use SexLab.GetAnimationsByTags instead Huh, I was unaware of that. Good to know. Well, I'm still proceeding with offloading all of the actual sex scene calls to a separate script, so I can maintain a single one for OG SL vs SLP+, as opposed to more than a dozen individual ones, but that's good to know. Will update those. 1
dkatryl Posted May 25 Author Posted May 25 (edited) [This was in response to a now deleted question regarding compatibility with other similar mods] The Speechcraft portion should be fully compatible. The Combat Sex portion, both as either Victor or Victim, probably not in tandem, as you would have redundant features trying to take over. But it's modular, so can probably just turn off whichever features conflict. All files/scripts are custom in this mod, or reference stock game files, but nothing is modified. So there would be no "overwriting" issues, just possibily competing functions. That said, I don't use any other similar type mods, so I can't directly confirm either way. Edited May 26 by dkatryl
dkatryl Posted May 27 Author Posted May 27 I've removed the Serana plugin from the downloads, because it only just clicked that SE means you have all of the DLCs baked in. So I am adding her with custom SharedInfo dialog, just like I did with Vex from the Thieves Guild back in the original LE version, which means the Serana .ESP plugin will be baked into the base mod, and will no longer require the .ESM That's the good news. The bad news is anyone that might have already added it might have their saves broken, as it will be looking for that. Sorry about that, but it's for the best to have it combined. The other bit of news is that I will plan to add a FOMOD install so that you just select if you want to install the SLP+ or the OG SL version, as the only difference will a single script will be swapped out. I have finished the SLP+ version of the script, and have been testing various scenarios over the long weekend, both consensual & nonconsensual, as well as player victor and victim on the latter. Also with and without followers. So far, basically doing what I asked of it. I have the OG SL version of that script built, but I haven't tried to compile it yet or test. I doubt I will be done with the grunt work *and* have a chance to test things by this weekend, but the following weekend should be realistic. 2
dkatryl Posted May 28 Author Posted May 28 Man, making 103 SharedInfo entries is a time consuming process, but it's done. Now I can create all of the dialog branches for Serana and the plugin will be finished baking into the main mod.
dkatryl Posted May 29 Author Posted May 29 Okay, all duplicate dialog responses for Serana using her SharedInfo have been created within the base mod, as well as went through each entry one by one and double checked all script properties were properly assigned. Good thing as well, because I found a couple that weren't even in base dialogs! So now I just need to go through the "OG SL" _SLSubmitSexScene script, get it to compile properly start testing that one. (I've already tested the SLP+ version, and it seems to working as intended) So, if I can get through the script and get it compiled tomorrow night, that gives me the weekend to test the various scenarios (Speechcraft stuff, Combat Sex Solo Victor vs Victim, and Combat Sex w/ Follower Victor vs Victim). Once everything is looking good, I need to look into adding a FOMOD so you can just select SLP+ vs OG SL and have the appropriate script installed. So, getting there. 1
dkatryl Posted May 30 Author Posted May 30 (edited) Compiling the OG SL version of the script is complete. Now to do a bunch of scenario testing with that one. [Edit]Tests are going good so far, but after using SLP+ for a few weeks, going back to OG SL, man, there is so much more of a delay in starting each sex scene that I keep thinking something wrong with my script, and just when I'm about to quit out to look, oops, there it goes! lol Edited May 30 by dkatryl 1
dkatryl Posted May 30 Author Posted May 30 (edited) Looks like tests with the OG SL script are basically complete. In the process of testing it, ended up making quite a few tweaks to the flow of the scene for when you surrender, with a follower! I think it flows better now, after numerous reloads where we ran in together to a fort of hostile mages, each time we were both beaten, robbed and raped properly as expected. And I used the console to Moveto Player Serana so I could test *her* integration into the main mod as well. So far, no issues, all of her voiced SharedTopics have worked. Anyways, I'll poke at it a bit more tomorrow, see if I overlooked anything, then I'll go back to the SLP+ version, make sure everything is good there. Then I'll just need to look into how to setup a FOMOD, re-localize, package, and update what will likely be the last real update to the mod outside of bug fixes as necessary. The end of the weekend, CST, (if not sooner?) still looks a realistic time frame for the update. Edited May 30 by dkatryl 1
dkatryl Posted May 30 Author Posted May 30 (edited) 4 hours ago, jerryrhp said: Is there a possibility of having an ostim patch for this mod? In theory, yes. It's just a matter of setting up different API calls to whatever Ostim uses to handle sex scenes. 90% of the work would just be making an Ostim version of my _SLSubmitSexScene script, which is where, in the upcoming update, I offloaded all of the sex scene setups to differentiate between OG SL and SLP+. The remaining 10% would be going through a couple of other scripts that have some Framework API references that, as well as updating the .ESP script properties in the various places that script is reference. In practice, however, it is doubtful I will be spending any time developing it to do this, because I don't use Ostim. That would require me to install that and get familiar with it enough to incorporate it and everything, and given I haven't even played Skyrim yet since coming back to it in over a decade, outside of testing, at some point I want to be able to just play the game! Not ruling it out, but it won't be in the immediate future. Edited May 30 by dkatryl
dkatryl Posted May 30 Author Posted May 30 In the process of testing today, I made several refinements to the shout/grapple submit function, as I identified edge cases where things might not operate as intended. Shout/Grapple will now automatically succeed against any opponent that has already submitted to either of them. New Message Prompt for this scenario. Removed the Health <= 90% check on the initial Declare dialog, as beyond being redundant due to the SubmitFaction check, but if the NPC's life refilled beyond 90% before you talked to them, the dialog wouldn't appear. This will all be included in the next update. 1
dkatryl Posted May 31 Author Posted May 31 Okay, update is basically ready, but I shipped it over to CGi to the strings to be translated into German first to save an update step. Once I get it back, I'll post the update. What will be in the update: Usage of SLP+ APIs for Sex Scenes for those using newer Framework. Original Framework still supported. FOMOD install created to choose between using SLP+ or OG SexLab. Serana Plugin no longer a separate .ESP, and is instead baked into the main mod. The extra .ESM dependency for the Serana Plugin is also no longer needed. Fixed several dialog pathing/Alias issues when trying to setup a 3way scene. Removed erroneous Alias being assigned which was causing NPC to follow you like a lost puppy after being assaulted. For the OG SexLab version. replaced remaining 'SexLab.GetAnimationsByType' with 'SexLab.GetAnimationsByTags' to be consistent throughout all scripts. Shout/Grapple will now automatically succeed against any opponent that has already submitted to either of them. New Message Prompt for this scenario. Removed the Health <= 90% check on the initial Declare dialog, as beyond being redundant due to the SubmitFaction check, but if the NPC's life refilled beyond 90% before you talked to them, the dialog wouldn't appear. When player and/or follower surrender and are robbed, combined 'gold and items were stolen' type messages to reduce message spam. Numerous adjustments to player surrender scenes to improve timing/flow. Other minor scripting issues resolved that were discovered while testing various scenarios.
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