Paradox_of_Theseus Posted February 16, 2014 Posted February 16, 2014 So my goal is to "lock" certain items onto my character so that they are not removed during sex scenes or during enslavements (such as with SD). Specifically, can I prevent my piercings from automatically being unequipped? I know in the SexLab options you can choose which slots you want to unequip, which leads me to a part 2 question...is there a way to determine what item slot an accessory (or clothing) is associated with? Maybe with a console command or something? Thanks.
Skyrimfloo Posted February 16, 2014 Posted February 16, 2014 I wish I knew the link but I used it once and then I uninstalled. There's somewhere in this forums (I think) a mod that adds a spell that when you use it it tells you what you got equipped in which slot. Maybe you can come up with better search words than me. Nevermind. Here it is! This is a spell that tells you what you got equipped in which slot. It's a pretty simple mod. I hope you find it useful! With this you can check which slots to toggle in SexLab properly.
Guest Posted February 16, 2014 Posted February 16, 2014 Use the strip options in the SexLab MCM to toggle which slots you want to be unequipped or not.
Paradox_of_Theseus Posted February 16, 2014 Author Posted February 16, 2014 Awesome! That spells looks perfect. That will help with standard SexLab stuff. Now how would I go about locking in piercings for something like Sanguine's Debauchery where you are enslaved and stripped? Or maybe that is something I should ask in the support thread?
Skyrimfloo Posted February 17, 2014 Posted February 17, 2014 I don't think that's possible at the moment, but I guess you could suggest it in the proper thread. An option to avoid being stripped of certain items does make sense, and I suppose this is entirely possible. otherwise enslaved argonians would lose their tails, lol.
Deep Red Posted February 17, 2014 Posted February 17, 2014 You could load up the mod which said equipment belongs to on the CK, along with SexLab.esm, and add the SexLabNoStrip keyword to each piece of armor/clothing/jewelry/etc. or... A more permanent solution would be directly add the meshes of the gear in mind to the body mesh your character uses via nifskope. This one is probably a bit more radical than the latter, but it works. I could think of a few other ways to achieve it as well, but they might be a bit complex. The easiest is probably the first option.
Dagimpyman Posted February 17, 2014 Posted February 17, 2014 A more permanent solution would be directly add the meshes of the gear in mind to the body mesh your character uses via nifskope. This one is probably a bit more radical than the latter, but it works. It does seem sensible though when we're specifically talking about piercings, which technically should not be unequippable under any circumstances anyway. But I do agree that sometimes practicality trumps immersion.
Paradox_of_Theseus Posted February 21, 2014 Author Posted February 21, 2014 As a follow up to this...with certain intimate piercings, they clip through clothing and become very aesthetically displeasing. If the piercing meshes were added to the body mesh, would this also alleviate this problem? If not, what might be a suggestion on having piercings only be visible when naked?
Deep Red Posted February 21, 2014 Posted February 21, 2014 As a follow up to this...with certain intimate piercings, they clip through clothing and become very aesthetically displeasing. If the piercing meshes were added to the body mesh, would this also alleviate this problem? If not, what might be a suggestion on having piercings only be visible when naked? Adding the piercings to the body mesh would alleviate the problem, yes.
Elizinator Posted February 22, 2014 Posted February 22, 2014 i will use this mod just to properly attire myself. its hell browsing though the huge forge list, wondering "wait, which slot is this? and what will it replace?" D: who knew that dressing in style was actually algebra?
Paradox_of_Theseus Posted February 22, 2014 Author Posted February 22, 2014 If I edit the piercing mesh into the body mesh, will that affect only my character or will it affect everyone else as well? Also, I do appreciate the help. I am always learning new things and the people on this site are always very helpful. =)
rangedphoenix Posted February 22, 2014 Posted February 22, 2014 Unless you are using a "player has a unique body mesh" mod, yeah, everybody would use that mesh. Came here expecting a totally different question to what you asked, but I'll try helping where I can, based on my own experiences with doing this. This will probably be the most involved solution, and might not even be what you want to do, but here goes. For one, you would want to load up the ESP file in the creation kit, along with sexlab. Then, you can add the sexlabnostrip keyword to the piercings so that sexlab will never try to strip them again. As for not having things like SD+ unequip them, that is much more involved. Basically, the only thing mods like that aren't designed to take away from the player are quest items. So what you would need to do is create a quest with a couple of different aliases. For one, the playeralias, and then aliases for any of the piercings. The piercings can then be flagged so that they are automatically placed on your character when the quest begins. If you flag these as quest items, SD+ or submit should never try stealing them again. Unfortunately, this will also prevent you from equipping them without the aid of scripts... But I could make a whole other post on that. (This is actually what my mod does behind the scenes, hehe) Let me know if the more complicated version like this appeals to you at all. It's a lot of work, but well worth it in my opinion, as it fixes both problems, and using scripts to equip and unequip things would be relatively easy.
Paradox_of_Theseus Posted February 22, 2014 Author Posted February 22, 2014 I appreciate the advice Phoenix. That is definitely more complex than I had anticipated. I do really want my piercings to be more "immersive"...but I'm not sure I want to put that much work or effort into it. Yet. =) Let me marinade on this one a bit and I might be back to ask for some advice regarding this if I decide to bite the bullet.
rangedphoenix Posted February 23, 2014 Posted February 23, 2014 I might have lied to you on accident. Tried testing something with a quest object, and was able to equip it just fine without the aid of scripts.
Skyrimfloo Posted March 6, 2014 Posted March 6, 2014 Unless you are using a "player has a unique body mesh" mod, yeah, everybody would use that mesh. Came here expecting a totally different question to what you asked, but I'll try helping where I can, based on my own experiences with doing this. This will probably be the most involved solution, and might not even be what you want to do, but here goes. For one, you would want to load up the ESP file in the creation kit, along with sexlab. Then, you can add the sexlabnostrip keyword to the piercings so that sexlab will never try to strip them again. As for not having things like SD+ unequip them, that is much more involved. Basically, the only thing mods like that aren't designed to take away from the player are quest items. So what you would need to do is create a quest with a couple of different aliases. For one, the playeralias, and then aliases for any of the piercings. The piercings can then be flagged so that they are automatically placed on your character when the quest begins. If you flag these as quest items, SD+ or submit should never try stealing them again. Unfortunately, this will also prevent you from equipping them without the aid of scripts... But I could make a whole other post on that. (This is actually what my mod does behind the scenes, hehe) Let me know if the more complicated version like this appeals to you at all. It's a lot of work, but well worth it in my opinion, as it fixes both problems, and using scripts to equip and unequip things would be relatively easy. I might have lied to you on accident. Tried testing something with a quest object, and was able to equip it just fine without the aid of scripts. I'm also curious about this now, so let's see if there's people still paying attention to this thread. I've been using stuff like Kaw Claws and some equipable 3D pubic hair mods, and I've also been tweaking them to make them as compatible and unobtrusive as possible with other pieces of equipemnt. For example, I took the claws and made them accessories without the hand mesh so that I can equip them with gloves. I would love to have these items as un-equippable, but I'd also love to have them not show in the items menu, if possible. I suppose that the game is capable of doing this, since you can "equip" stuff like bound weapons without them popping in your inventory, but I'm not sure if this could be made toggleable. I assume that yes, because there are mods that make invisible "locked" items in NPCs visible. If I were to come up with how this mod should work, it would allow you to select items from your inventory (in a similar way as how SexLab Aroused does) and make them unequippable adding them to the quest items list, if that's possible. It could also have the option to hide all mod-locked items so that they don't show in the menu. If not, in any case I would like to learn how to make the simplest version of this concept: creating a quest and modifying the items beforehand so that they equip on game start, can't be unequipped, and if possible, don't show on the menu.
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