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Posted
1 hour ago, DrSeptimus said:

I test it at SE with the setting "Everywhere". 

 

Walk from Markarth all the way to Whiterun and I only met one encounter.

Yeah, my first update will be adding a lot more possible encounters. There are 41 as it stands mostly on roads with a few in the wilderness. I tried to set it up so you would run into them during significant maintenance quests. 
 

1 hour ago, Wut1969 said:

No sorry, I didn't have a follower.

 

I do have SexLab Separate Orgasms (SLSO) and I remember that that sometimes makes it difficult to detect a sexscene.

On the other hand, this could also be a wild goose chase.  

 

Maybe try it without SLSO? Let me know if it happens to work if you get the chance.

Posted

(Using SE): Similar to what others have posted here, Binding shame/itching effect last real time for hours, currently this can be sped up by waiting in game time (1 hour = 3 minutes so a whole day is about more than an hour shaved off) but still results in multiple days of in game waiting being needed as sometimes the effects go up to 6 or 8 hours so hope this is adjusted soon.

Posted
16 minutes ago, AgerisJenry said:

(Using SE): Similar to what others have posted here, Binding shame/itching effect last real time for hours, currently this can be sped up by waiting in game time (1 hour = 3 minutes so a whole day is about more than an hour shaved off) but still results in multiple days of in game waiting being needed as sometimes the effects go up to 6 or 8 hours so hope this is adjusted soon.

Yeah that was set intentionally for the time being, I’ll look at some options in a future update.

Posted
8 hours ago, SweetNectah said:

Yeah that was set intentionally for the time being, I’ll look at some options in a future update.

 

Yeah, that's enough to make this mod dead to me. I don't do mods where I'm left largely helpless for days in-game. Between that and not being able to unequip that effing hammer of healing, my only option is to hide until the effect wears off.  Except I also use a survival mod, but I can't hunt because all I can do is heal whatever I hit. 8 hrs real time is over 6 in-game days. My character will be dead in 3. Not great.

It's a great idea, but the implementation needs a lot of work.

Posted
2 hours ago, foreveraloneguy said:

 

Yeah, that's enough to make this mod dead to me. I don't do mods where I'm left largely helpless for days in-game. Between that and not being able to unequip that effing hammer of healing, my only option is to hide until the effect wears off.  Except I also use a survival mod, but I can't hunt because all I can do is heal whatever I hit. 8 hrs real time is over 6 in-game days. My character will be dead in 3. Not great.

It's a great idea, but the implementation needs a lot of work.

What a pity that the mod is dead to you. You could have easily fixed it yourself using SSEEdit.
Being impatient must suck.  

Posted
15 hours ago, SweetNectah said:

Maybe try it without SLSO? Let me know if it happens to work if you get the chance.

I tried it without SLSO, but they kept attacking and killing my PC. So that's not it, sorry.

 

I like the idea of your mod very much, but maybe you could simplify it a bit?

If you'd have 1 (Bimboish or Dremoran) NPC who only becomes aggressive when very close to anyone, and launches 2 or 3 (pink) Ice Storm spells (the slow moving widening one) before running away giggling, that would probably work without your mod taking over peoples game completely. 

I mean, some people will probably prefer overpowering mods, but if you want a mod that stays in modlists indefinitely, it should add a bit of flavour, not take over.

 

Jusy my 2 cents.

Posted
7 hours ago, foreveraloneguy said:

 

Yeah, that's enough to make this mod dead to me. I don't do mods where I'm left largely helpless for days in-game. Between that and not being able to unequip that effing hammer of healing, my only option is to hide until the effect wears off.  Except I also use a survival mod, but I can't hunt because all I can do is heal whatever I hit. 8 hrs real time is over 6 in-game days. My character will be dead in 3. Not great.

It's a great idea, but the implementation needs a lot of work.

I am sorry you feel that way, I never made this mod with survival in mind. Part of my intention in releasing this mod as is, was to get a feel for how "fair" things felt. And I had a feeling the cursed hammer would be a bit much (that's why there are less of those variants than any other). Anyway, I do hope you check in again for my next update as adding sliders to the mcm for locked time on the two bimbo spells is on my list. (as well as minor adjustments to cursed weapons).

 

 

1 hour ago, Wut1969 said:

I tried it without SLSO, but they kept attacking and killing my PC. So that's not it, sorry.

 

I like the idea of your mod very much, but maybe you could simplify it a bit?

If you'd have 1 (Bimboish or Dremoran) NPC who only becomes aggressive when very close to anyone, and launches 2 or 3 (pink) Ice Storm spells (the slow moving widening one) before running away giggling, that would probably work without your mod taking over peoples game completely. 

I mean, some people will probably prefer overpowering mods, but if you want a mod that stays in modlists indefinitely, it should add a bit of flavour, not take over.

 

Jusy my 2 cents.

 

Fair enough, for my first update I already have the follower re-triggering combat figured out with an extra layer of fail-safe, as well as a workflow that seems to guarantee conversion to SE pretty cleanly (two big ticket issues finished!)

 

I see where you are coming from, I am not ruling out turning the encounters to "benign" so they cause no, or very little, damage to the player, but it would likely be a bit messy in terms of scripting via mcm. For the time being, I am focused more so on adjusting what is already there and giving you guys more ability to adjust what is there via sliders in the mcm.

Posted
13 hours ago, SweetNectah said:

I am sorry you feel that way, I never made this mod with survival in mind. Part of my intention in releasing this mod as is, was to get a feel for how "fair" things felt. And I had a feeling the cursed hammer would be a bit much (that's why there are less of those variants than any other). Anyway, I do hope you check in again for my next update as adding sliders to the mcm for locked time on the two bimbo spells is on my list. (as well as minor adjustments to cursed weapons).

 

You don't need to be sorry. It's your mod and you can design and build it any way you want. I already made my own patch with values I find challenging but not game ending. The MCM option is a good one. Maybe don't lock weapons. I got hit as soon as I left riverwood when starting a new game, so I was basically fucked since I had no resources other than what I'd picked up in the caves under Helgen and the little bit I picked up in Riverwood so trying to wait it out wasn't an option. I didn't have a problem with the itch powder being locked. It was not being able to fight or hunt that got me riled. But a thought on the itch powder that just occurred to me, if you haven't already done/aren't already planning to do this; when locked into the itch powder, if each hit triggers the itch powder effect and adds corruption it could be an area effect, so attackers, followers, anyone in range gets a dose of corruption. Get hit, little puff, thoughts get more pink for everyone. Could be really funny if it also raised arousal, maybe trigger a solo scene on high enough arousal. You know, scratch that itch.

And one side note; when I was digging around in the mod, I noticed a lot of enchantments using effects with 0 second timeouts. You can change the magic effect to have no duration if you don't need to be able to set different timeouts on any of them. It's just cleaner because it doesn't call the game timer when it's not needed.

Also, sorry, reading back that post was rather harsher than I intended or was deserved.
 

19 hours ago, Wut1969 said:

What a pity that the mod is dead to you. You could have easily fixed it yourself using SSEEdit.
Being impatient must suck.  

Being a condescending twat waffle must suck, because you could have just skipped right over my post instead of showing the world what a douche canoe you are.

Posted
4 hours ago, foreveraloneguy said:

 

You don't need to be sorry. It's your mod and you can design and build it any way you want. I already made my own patch with values I find challenging but not game ending. The MCM option is a good one. Maybe don't lock weapons. I got hit as soon as I left riverwood when starting a new game, so I was basically fucked since I had no resources other than what I'd picked up in the caves under Helgen and the little bit I picked up in Riverwood so trying to wait it out wasn't an option. I didn't have a problem with the itch powder being locked. It was not being able to fight or hunt that got me riled. But a thought on the itch powder that just occurred to me, if you haven't already done/aren't already planning to do this; when locked into the itch powder, if each hit triggers the itch powder effect and adds corruption it could be an area effect, so attackers, followers, anyone in range gets a dose of corruption. Get hit, little puff, thoughts get more pink for everyone. Could be really funny if it also raised arousal, maybe trigger a solo scene on high enough arousal. You know, scratch that itch.

And one side note; when I was digging around in the mod, I noticed a lot of enchantments using effects with 0 second timeouts. You can change the magic effect to have no duration if you don't need to be able to set different timeouts on any of them. It's just cleaner because it doesn't call the game timer when it's not needed.

Also, sorry, reading back that post was rather harsher than I intended or was deserved.
 

Being a condescending twat waffle must suck, because you could have just skipped right over my post instead of showing the world what a douche canoe you are.

Sure, next time you write unneccesary harsh posts, I will again bring that under your attention. No problem.at all. 👍

Posted

i put setting to everywhere clicked reroll but none spawned are they in fixed locations ?

 

also when i tryed player.placeatme it placed 1 at me it hit with the rapespell fireball but it key spamming the same spell XD maybe have a timer on the spell casting

 

could you possibly add followers with the rape spell that could turn on the player but have the spell be non hostile so the follower doesnt get attacked by bandits

 

for example player and follower goes into a dungeon the follower gets board and hits the player with the spell just to amuse themself ?

Posted
13 hours ago, foreveraloneguy said:

 

You don't need to be sorry. It's your mod and you can design and build it any way you want. I already made my own patch with values I find challenging but not game ending. The MCM option is a good one. Maybe don't lock weapons. I got hit as soon as I left riverwood when starting a new game, so I was basically fucked since I had no resources other than what I'd picked up in the caves under Helgen and the little bit I picked up in Riverwood so trying to wait it out wasn't an option. I didn't have a problem with the itch powder being locked. It was not being able to fight or hunt that got me riled. But a thought on the itch powder that just occurred to me, if you haven't already done/aren't already planning to do this; when locked into the itch powder, if each hit triggers the itch powder effect and adds corruption it could be an area effect, so attackers, followers, anyone in range gets a dose of corruption. Get hit, little puff, thoughts get more pink for everyone. Could be really funny if it also raised arousal, maybe trigger a solo scene on high enough arousal. You know, scratch that itch.

And one side note; when I was digging around in the mod, I noticed a lot of enchantments using effects with 0 second timeouts. You can change the magic effect to have no duration if you don't need to be able to set different timeouts on any of them. It's just cleaner because it doesn't call the game timer when it's not needed.

Also, sorry, reading back that post was rather harsher than I intended or was deserved.

 

Making an area type effect for the itch powder would not be out of the realm of possibility, however, my biggest focus's for the next update are an improved MCM with Timer Sliders for locked curses (done), a Player/Follower Master Animation Manager(done), more encounters (in-progress), SE Version (done pending testing). I'm really trying to polish functionality and versatility with this first update.

 

1 hour ago, badbat111 said:

i put setting to everywhere clicked reroll but none spawned are they in fixed locations ?

 

also when i tryed player.placeatme it placed 1 at me it hit with the rapespell fireball but it key spamming the same spell XD maybe have a timer on the spell casting

 

could you possibly add followers with the rape spell that could turn on the player but have the spell be non hostile so the follower doesnt get attacked by bandits

 

for example player and follower goes into a dungeon the follower gets board and hits the player with the spell just to amuse themself ?

 

Yes, each encounter is hard placed across the world and then randomly selected to be either active or inactive. Selecting "Everywhere" in the MCM will just make it so each encounter is active. Definitely keep an eye out for my first update as the spell spamming should be resolved via the master animation manager referenced above.

Posted
9 hours ago, SweetNectah said:

 

Making an area type effect for the itch powder would not be out of the realm of possibility, however, my biggest focus's for the next update are an improved MCM with Timer Sliders for locked curses (done), a Player/Follower Master Animation Manager(done), more encounters (in-progress), SE Version (done pending testing). I'm really trying to polish functionality and versatility with this first update.

 

If you aren't aware, as long as you aren't running skse script commands, aren't using an skse plugin, and aren't doing any morphing, the conversion is as simply as running the mod through cathedral. If the original works in LE, then it's > 99% chance it'll be fine in SE.

I'm already running the original in SE after running it through cathedral and it works fine, FYI.

Posted

I like the idea of Everywhere and not using the default spawn points a lot.

 

Just to be sure, how often a spawn happens is just time (plus random time?) based, right? 

 

As there are only a few spawn points at the moment, even with the time setting on scarce, the spawns happen actually quite often in the same spots.

 

I hope that Everywhere will negate that a bit: if something is predictable, I will prepare myself even when my PC could not know that and I would prefer surprises. 

 

Posted

Well, im not sure if the mod creator is into it, but this seems like a great way to round up Bimbo Lips and BOS to create involuntary encounters (and transformations) for the user.

Good work!

Posted
10 hours ago, foreveraloneguy said:

 

If you aren't aware, as long as you aren't running skse script commands, aren't using an skse plugin, and aren't doing any morphing, the conversion is as simply as running the mod through cathedral. If the original works in LE, then it's > 99% chance it'll be fine in SE.

I'm already running the original in SE after running it through cathedral and it works fine, FYI.

 

For whatever reason Cathedral was being temperamental with me. I found a work flow that works well for SE conversion, I am curious about what settings you used, if you can feel free to pm me the details.

 

5 hours ago, Wut1969 said:

I like the idea of Everywhere and not using the default spawn points a lot.

 

Just to be sure, how often a spawn happens is just time (plus random time?) based, right? 

 

As there are only a few spawn points at the moment, even with the time setting on scarce, the spawns happen actually quite often in the same spots.

 

I hope that Everywhere will negate that a bit: if something is predictable, I will prepare myself even when my PC could not know that and I would prefer surprises. 

 

 

Agreed, right now each possible spawn is hard placed in the world which does lend an air of predictability. All the settings do is adjust which ones are active or not. For my first update I have set up an experimental toggleable random spawn timer to work parallel to the foundational system, it's very basic but it lays a foundation for future updates. Also, I have doubled how many possible placed encounters there are in general.

 

26 minutes ago, JamesOlly1212 said:

Well, im not sure if the mod creator is into it, but this seems like a great way to round up Bimbo Lips and BOS to create involuntary encounters (and transformations) for the user.

Good work!

 

I had a similar thought, although it could get a bit hairy between multiple mod integration along with stability troubleshooting with body morphs. And thanks! I'm glad your enjoying the mod.

Posted

Where can I find the shield? Since I used the Alternate Perspective mod for the alternate start, I'm not sure where to look for it.

Posted
1 hour ago, ebbluminous said:

Idea for ze future...

 

Bimbo Brothel Headquarters for the cultists...

 

I have a base of operations for an npc that will help the player fight the cultists for the upcoming update, maybe in future updates!

 

1 hour ago, asuranow said:

Where can I find the shield? Since I used the Alternate Perspective mod for the alternate start, I'm not sure where to look for it.

 

I use alternate start myself. Just think of one of the most primary paths for a vanilla start and you should definitely find it. If not, pm me.

Posted (edited)

Because in my game the NPCs of SprawlingBimbos are severly overpowered and aggressive, I have been thinking a bit, but as I'm not a modder, I have no idea if my ideas make sense.

 

I have no idea if these are configurable variables, but what if the mage would have less magicka, but a highish replenish rate? That would decrease the amount of fireballs/second.

And if you'd lower the aggro distance of the protectors, they would defend the mage instead of trying to hunt down the PC. 

 

Oh, I also play on Legendary difficulty and have several mods to increase the difficulty of fights and enemy AI, so maybe that explains a bit. 

 

Edited by Wut1969
Posted
5 hours ago, Wut1969 said:

Because in my game the NPCs of SprawlingBimbos are severly overpowered and aggressive, I have been thinking a bit, but as I'm not a modder, I have no idea if my ideas make sense.

 

I have no idea if these are configurable variables, but what if the mage would have less magicka, but a highish replenish rate? That would decrease the amount of fireballs/second.

And if you'd lower the aggro distance of the protectors, they would defend the mage instead of trying to hunt down the PC. 

 

Oh, I also play on Legendary difficulty and have several mods to increase the difficulty of fights and enemy AI, so maybe that explains a bit. 

 

 

That would probably explain it. I have been working on a lot of core functionality things since release. My hope is that if I build a truly solid foundation, the fun stuff will be a lot easier later. Update should be coming soon, just need to test out one or two more things, add Meshes and Textures to faces for SE, then update the mod page with the new features.

 

The guards got you down? Not to spoil anything but there may be a new mode in the next update that will be more to your liking.

Posted

Interesting! Reminds me of the Corruption of Champions cultists. Maybe there could be road encounters where a fake/duplicated NPC like Talsgar the Wanderer, Farmers seeking to join the war, traders, vigilants of stendarr and so on are a cultist/dremora in disguise and the dialogue logic is swapped out to trigger a despawn and subsequent spawning of one of the current cultist encounters. As if they transformed/revealed themselves. Maybe it'd even be possible to make their greeting lines when you get close trigger it, then you wouldn't even need to talk to them. 

 

It's nice to have more random encounters in general though, the main mod is just soo predictable, you basically have to force the bad outcomes. 

Posted (edited)
30 minutes ago, AlyssaAwoo said:

Interesting! Reminds me of the Corruption of Champions cultists. Maybe there could be road encounters where a fake/duplicated NPC like Talsgar the Wanderer, Farmers seeking to join the war, traders, vigilants of stendarr and so on are a cultist/dremora in disguise and the dialogue logic is swapped out to trigger a despawn and subsequent spawning of one of the current cultist encounters. As if they transformed/revealed themselves. Maybe it'd even be possible to make their greeting lines when you get close trigger it, then you wouldn't even need to talk to them. 

 

It's nice to have more random encounters in general though, the main mod is just soo predictable, you basically have to force the bad outcomes. 

Those encounters would be verry funny. Can you run safely past a farmer or not. Is a patrol of soldiers an annoyance or a jump scare. 

 

I agree that most normal BoS encounters have become predictable, but my PCs gain most of their corrption because of sex scenes and mods like Sence of Sex, Defeat, Public Whore, Skooma  and the sorts take care of enabling situations. 

 

But at the same time, the threat of these scrawling zealots are a very cool addition. And I can't wait to see what the update brings. 

 

I love surprises and @SweetNectah seems to have a lot of them in store for us. 

Edited by Wut1969
Posted

Hey all,

 

Just wanted to post a short update here too. If you have not seen yet, 1.1 should be live! Thanks to anyone who gave it a shot already, I hope you enjoy much of the quality of life improvements that have been made. 

 

Additionally, you may have noticed I have not yet posted any screenshots. I wanted to invite everyone to send me your favorite screenshots, and if I feel like they work well, I will add them to the page. 

 

Happy Modding,

 

SweetNectah

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