gooser Posted February 2, 2016 Author Posted February 2, 2016 Widget 0 is devoted to PC SL messages. All the others display a mixture of NPC SL messages, NPC W&T messages, and PC W&T messages. There's a bug in the code that will cause some of the non-0 widgets to not get released back into the pool.
Grimbold the unlovely Posted February 2, 2016 Posted February 2, 2016 Hmmmm. I wonder if it has something to do with the fact the message that was not displayed was for a custom anim I compiled and named (not created) myself, using the awesome Sextools mod.
gooser Posted February 2, 2016 Author Posted February 2, 2016 Hmmmm. I wonder if it has something to do with the fact the message that was not displayed was for a custom anim I compiled and named (not created) myself, using the awesome Sextools mod. I would expect not. Its a bug in the code.
Slorm Posted February 3, 2016 Posted February 3, 2016 Not sure if this a bug or not but I noticed a couple of settings that been high (iirc vaginal was around level 6) which have now come down but ended back finally on 0: Virgin. Shouldn't that be one as the lowest once virginity is gone? If it's intended it might be an idea to have a toggle to remove the level 0 buff then after the first act as the pc cannot really become a virgin again. Sorry, it's immersion nitpicking on my part
chajapa Posted February 4, 2016 Posted February 4, 2016 OK, gooser, I'm gonna ask.... When would you think we can expect the next iteration of Apropos? It has gotten to the point where I really can't live without it, but I have a longing for FF and (hopefully) Threesome support. *we now return you to your regularly scheduled programming.....* Thanks!
Nazzzgul666 Posted February 4, 2016 Posted February 4, 2016 Not sure if it's intention, bug, conflict,..., already mentioned: slavetats work in general, but it seems only if they are triggered by certain mods or circumstances. For example: if i'm raped by a bear triggered by defeat, the tats work. If i'm raped by a bear triggered by beastess, they don't. It might be intention because with beastess, i'm the one who initiates sex. But they don't work either when my bear rapes someone else on my command. I'd like to have the tats after aggressice animations in general, any ideas?
gooser Posted February 4, 2016 Author Posted February 4, 2016 Not sure if it's intention, bug, conflict,..., already mentioned: slavetats work in general, but it seems only if they are triggered by certain mods or circumstances. For example: if i'm raped by a bear triggered by defeat, the tats work. If i'm raped by a bear triggered by beastess, they don't. It might be intention because with beastess, i'm the one who initiates sex. But they don't work either when my bear rapes someone else on my command. I'd like to have the tats after aggressice animations in general, any ideas? Yeah, intentional. Tats are ONLY applied for circumstances: 1. The actor is marked as Victim in the animation. I suspect that Beastess is using consensual animations. 2. The animation is tagged with either Oral, Vaginal, or Anal, or a Combimnation.
gooser Posted February 4, 2016 Author Posted February 4, 2016 OK, gooser, I'm gonna ask.... When would you think we can expect the next iteration of Apropos? It has gotten to the point where I really can't live without it, but I have a longing for FF and (hopefully) Threesome support. *we now return you to your regularly scheduled programming.....* Thanks! That's a great question chajapa. Here's my answer: I've decided to rebuild Apropos. Reasons: 1. lately I've found that the way the code is structured seems to be slightly incompatible with SkyUI 5.x. Sometimes even with a new character, I never see the Apropos menu. 2. I want to modularize some of the functionality existing - separate and refine a separate "description" system, usable by any mod, and also put W&T into its own mod. 3. I have for some time be envisioning some new mods - all will work with Apropos but have different needs and requirements. I have been disappointed by the lack of context that is/can be provided to Apropos about how to generate its messages. I have been disappointed by "themes". I would much rather Apropos "know", based on past gameplay, and past SL animations, and related "events" how to contextualize message descriptions. These are the new/separated mods: - AproposTrack. Listens to events: SexLab, Pregnancy, Inflation, Slavery, DDx, Drain and builds a database for each actor. Includes Faction and Location information when recording data. Will allow other mods to query (via JContainers, or AproposTrack framework facade object) for things like: "how many times has Suzy been raped by bandits?", or "how many times has John had sex in Winterhold". - AproposSimpleAchievements: Emphasis on Simple. Simply listens to AproposTrack events when certain levels have been achieved and displays either Popup messages or top-left window notifications - e.g. "You achieved Bandit Slut Level 1!!!". Also provides MCM interface to see achievements. Player Character only. - AproposTrends. Similar to AproposTrack and records data for an actor that is time based. How many times has actor X had vaginal sex in the last 12 hours? - AproposConsequences: An extract out of the old Apropos Wear and Tear. Now will apply Tats for a wider range of circumstances. Supports both Tats and Debuff effects. Works with Apropos Track and Apropos Trends to apply tats more contextually. Also supports Factional Tats. For instance BanditFaction can result in the application of specific Tats related to sex with Bandits, Pregnancy with Bandits, etc. Apropos will have to be changed quite a bit also. I plan on ripping out the Themes support, and W&T. Thoughts?
chajapa Posted February 4, 2016 Posted February 4, 2016 I like the idea of configurable/togglable modules. I like the idea of tracking events. What I'm not seeing in your diagram is.....the commentary! I don't use the W&T system I don't use the DDx stuff I know a lot of people DO use those features, but for someone who doesn't, it sounds like a modularized structure will make background processing a bit "lighter". Yes? Personally....and I'm sure we both know I have an interest in breasts...when you track inflation, would that include tracking breast inflation? (Which could be awesome!)
Nazzzgul666 Posted February 4, 2016 Posted February 4, 2016 Not sure if it's intention, bug, conflict,..., already mentioned: slavetats work in general, but it seems only if they are triggered by certain mods or circumstances. For example: if i'm raped by a bear triggered by defeat, the tats work. If i'm raped by a bear triggered by beastess, they don't. It might be intention because with beastess, i'm the one who initiates sex. But they don't work either when my bear rapes someone else on my command. I'd like to have the tats after aggressice animations in general, any ideas? Yeah, intentional. Tats are ONLY applied for circumstances: 1. The actor is marked as Victim in the animation. I suspect that Beastess is using consensual animations. 2. The animation is tagged with either Oral, Vaginal, or Anal, or a Combimnation. Thank you for the quick answer And, sadly i forget it sometimes: Thank you for your awesome mod! My thought was that, even if it's consensual, beeing fucked by a bear still hurts, so some tears or drool or both would fit if i'm fucked sore anyways. Your plans sound as if it should be possible to give me that option, so i see forward to it All help i can offer is to write some messages. Especially Funnybizness animations need -and deserve- some unique texts i think.
gooser Posted February 4, 2016 Author Posted February 4, 2016 I like the idea of configurable/togglable modules. I like the idea of tracking events. What I'm not seeing in your diagram is.....the commentary! I don't use the W&T system I don't use the DDx stuff I know a lot of people DO use those features, but for someone who doesn't, it sounds like a modularized structure will make background processing a bit "lighter". Yes? Personally....and I'm sure we both know I have an interest in breasts...when you track inflation, would that include tracking breast inflation? (Which could be awesome!) Yes, the existing Apropos is not in the diagram. I will rectify. Yes, so it should be a win-win for you, you just wont have to install the newer AproposConsequences mod.
afa Posted February 5, 2016 Posted February 5, 2016 Track and Trend sounds interesting, but again permanence in a hundreds of hours game like Skyrim could be tricky, I think trend should be use more than track. Eventually it will get to the point where every character would hit the maximum level of all sex acts/events, which might or might not be useful depending on what you are trying to do the trend aspect of it feels a little more dynamic with its ups and downs.
chimiz Posted February 5, 2016 Posted February 5, 2016 OK, gooser, I'm gonna ask.... When would you think we can expect the next iteration of Apropos? It has gotten to the point where I really can't live without it, but I have a longing for FF and (hopefully) Threesome support. *we now return you to your regularly scheduled programming.....* Thanks! That's a great question chajapa. Here's my answer: I've decided to rebuild Apropos. Reasons: 1. lately I've found that the way the code is structured seems to be slightly incompatible with SkyUI 5.x. Sometimes even with a new character, I never see the Apropos menu. 2. I want to modularize some of the functionality existing - separate and refine a separate "description" system, usable by any mod, and also put W&T into its own mod. 3. I have for some time be envisioning some new mods - all will work with Apropos but have different needs and requirements. I have been disappointed by the lack of context that is/can be provided to Apropos about how to generate its messages. I have been disappointed by "themes". I would much rather Apropos "know", based on past gameplay, and past SL animations, and related "events" how to contextualize message descriptions. These are the new/separated mods: - AproposTrack. Listens to events: SexLab, Pregnancy, Inflation, Slavery, DDx, Drain and builds a database for each actor. Includes Faction and Location information when recording data. Will allow other mods to query (via JContainers, or AproposTrack framework facade object) for things like: "how many times has Suzy been raped by bandits?", or "how many times has John had sex in Winterhold". - AproposSimpleAchievements: Emphasis on Simple. Simply listens to AproposTrack events when certain levels have been achieved and displays either Popup messages or top-left window notifications - e.g. "You achieved Bandit Slut Level 1!!!". Also provides MCM interface to see achievements. Player Character only. - AproposTrends. Similar to AproposTrack and records data for an actor that is time based. How many times has actor X had vaginal sex in the last 12 hours? - AproposConsequences: An extract out of the old Apropos Wear and Tear. Now will apply Tats for a wider range of circumstances. Supports both Tats and Debuff effects. Works with Apropos Track and Apropos Trends to apply tats more contextually. Also supports Factional Tats. For instance BanditFaction can result in the application of specific Tats related to sex with Bandits, Pregnancy with Bandits, etc. Apropos will have to be changed quite a bit also. I plan on ripping out the Themes support, and W&T. Thoughts? These ideas do seem very interesting. I'm guessing AproposTrack could give a snippet of such info when you zone into a zone for example? I would give the following suggestions if an update or rebuild of Apropos is under thought too; *Increasing the maximum length of the messages. - Currently I find myself writing detailed descriptions, but messages have a tendency to cut off due to the character limit. In some saves I use the previous Apropos version combined with Estelle's apropos utility to circumvent the limits. But that is hardly ideal. *Allowing an option to let stage messages 'loop'. If you stay in stage 3 for an extended time, allow another Apropos message from stage 3 to play after a certain amount of time after the last. - Again this is one of the few issues I currently have with Apropos. The text sometimes disappears too quickly, or if you stay on certain stages for a while, you get the first message and then nothing until the new stage. I know why that is currently, but it's still a suggestion I would bring forward if the Apropos is getting an upgrade/Rebuild.
gooser Posted February 5, 2016 Author Posted February 5, 2016 OK, gooser, I'm gonna ask.... When would you think we can expect the next iteration of Apropos? It has gotten to the point where I really can't live without it, but I have a longing for FF and (hopefully) Threesome support. *we now return you to your regularly scheduled programming.....* Thanks! That's a great question chajapa. Here's my answer: I've decided to rebuild Apropos. Reasons: 1. lately I've found that the way the code is structured seems to be slightly incompatible with SkyUI 5.x. Sometimes even with a new character, I never see the Apropos menu. 2. I want to modularize some of the functionality existing - separate and refine a separate "description" system, usable by any mod, and also put W&T into its own mod. 3. I have for some time be envisioning some new mods - all will work with Apropos but have different needs and requirements. I have been disappointed by the lack of context that is/can be provided to Apropos about how to generate its messages. I have been disappointed by "themes". I would much rather Apropos "know", based on past gameplay, and past SL animations, and related "events" how to contextualize message descriptions. These are the new/separated mods: - AproposTrack. Listens to events: SexLab, Pregnancy, Inflation, Slavery, DDx, Drain and builds a database for each actor. Includes Faction and Location information when recording data. Will allow other mods to query (via JContainers, or AproposTrack framework facade object) for things like: "how many times has Suzy been raped by bandits?", or "how many times has John had sex in Winterhold". - AproposSimpleAchievements: Emphasis on Simple. Simply listens to AproposTrack events when certain levels have been achieved and displays either Popup messages or top-left window notifications - e.g. "You achieved Bandit Slut Level 1!!!". Also provides MCM interface to see achievements. Player Character only. - AproposTrends. Similar to AproposTrack and records data for an actor that is time based. How many times has actor X had vaginal sex in the last 12 hours? - AproposConsequences: An extract out of the old Apropos Wear and Tear. Now will apply Tats for a wider range of circumstances. Supports both Tats and Debuff effects. Works with Apropos Track and Apropos Trends to apply tats more contextually. Also supports Factional Tats. For instance BanditFaction can result in the application of specific Tats related to sex with Bandits, Pregnancy with Bandits, etc. Apropos will have to be changed quite a bit also. I plan on ripping out the Themes support, and W&T. Thoughts? These ideas do seem very interesting. I'm guessing AproposTrack could give a snippet of such info when you zone into a zone for example? I would give the following suggestions if an update or rebuild of Apropos is under thought too; *Increasing the maximum length of the messages. - Currently I find myself writing detailed descriptions, but messages have a tendency to cut off due to the character limit. In some saves I use the previous Apropos version combined with Estelle's apropos utility to circumvent the limits. But that is hardly ideal. *Allowing an option to let stage messages 'loop'. If you stay in stage 3 for an extended time, allow another Apropos message from stage 3 to play after a certain amount of time after the last. - Again this is one of the few issues I currently have with Apropos. The text sometimes disappears too quickly, or if you stay on certain stages for a while, you get the first message and then nothing until the new stage. I know why that is currently, but it's still a suggestion I would bring forward if the Apropos is getting an upgrade/Rebuild. Interesting. Do you care much for NPC messages then? Or just Player focused ?
Grimbold the unlovely Posted February 5, 2016 Posted February 5, 2016 I second Chimiz's great ideas of increasing the maximum length of messages and introducing a "loop" feature. Those are both brilliant, brilliant ideas. In answer to your question, Gooser, I can only speak for myself, but I write messages both for player and for NPC and like to see them displayed at the same time. I also try to write messages that "talk" to each other. This is great for when the player and spouse and swinging. But Chimiz's simple suggestions (simple ideas are often the best) are just perfect. Longer messages with varied repetition would be amazing.
shinji72 Posted February 5, 2016 Posted February 5, 2016 What about a MCM menu to simply let the player decide what is his/her character feeling about sex? Something as basic as "virginal" or "nimphomaniac". And then the framework would process what happens in the game accordingly. I say so, because frankly, I don't see any other way for the game to understand what the player really wants and feels. Let suppose you've got a rape sex scene. What could Apropos infer from just that? Is the player traumatized to the point of wanting to avoid sex altogether? Is secretly, or even openly, enjoying it?
gooser Posted February 5, 2016 Author Posted February 5, 2016 What about a MCM menu to simply let the player decide what is his/her character feeling about sex? Something as basic as "virginal" or "nimphomaniac". And then the framework would process what happens in the game accordingly. I say so, because frankly, I don't see any other way for the game to understand what the player really wants and feels. Let suppose you've got a rape sex scene. What could Apropos infer from just that? Is the player traumatized to the point of wanting to avoid sex altogether? Is secretly, or even openly, enjoying it? But that's what we have now in Apropos with Themes. They aren't selected in MCM, but rather a json control file. In a rape scene, I can infer: - Arousal (from SL Aroused) - Pain (from SL) - Enjoyment (from SL) - Whether or not I've just been raped - Whether wearing devices - What tats I already have applied - If I am already covered in cum I second Chimiz's great ideas of increasing the maximum length of messages and introducing a "loop" feature. Those are both brilliant, brilliant ideas. In answer to your question, Gooser, I can only speak for myself, but I write messages both for player and for NPC and like to see them displayed at the same time. I also try to write messages that "talk" to each other. This is great for when the player and spouse and swinging. But Chimiz's simple suggestions (simple ideas are often the best) are just perfect. Longer messages with varied repetition would be amazing. OK, gooser, I'm gonna ask.... When would you think we can expect the next iteration of Apropos? It has gotten to the point where I really can't live without it, but I have a longing for FF and (hopefully) Threesome support. *we now return you to your regularly scheduled programming.....* Thanks! That's a great question chajapa. Here's my answer: I've decided to rebuild Apropos. Reasons: 1. lately I've found that the way the code is structured seems to be slightly incompatible with SkyUI 5.x. Sometimes even with a new character, I never see the Apropos menu. 2. I want to modularize some of the functionality existing - separate and refine a separate "description" system, usable by any mod, and also put W&T into its own mod. 3. I have for some time be envisioning some new mods - all will work with Apropos but have different needs and requirements. I have been disappointed by the lack of context that is/can be provided to Apropos about how to generate its messages. I have been disappointed by "themes". I would much rather Apropos "know", based on past gameplay, and past SL animations, and related "events" how to contextualize message descriptions. These are the new/separated mods: - AproposTrack. Listens to events: SexLab, Pregnancy, Inflation, Slavery, DDx, Drain and builds a database for each actor. Includes Faction and Location information when recording data. Will allow other mods to query (via JContainers, or AproposTrack framework facade object) for things like: "how many times has Suzy been raped by bandits?", or "how many times has John had sex in Winterhold". - AproposSimpleAchievements: Emphasis on Simple. Simply listens to AproposTrack events when certain levels have been achieved and displays either Popup messages or top-left window notifications - e.g. "You achieved Bandit Slut Level 1!!!". Also provides MCM interface to see achievements. Player Character only. - AproposTrends. Similar to AproposTrack and records data for an actor that is time based. How many times has actor X had vaginal sex in the last 12 hours? - AproposConsequences: An extract out of the old Apropos Wear and Tear. Now will apply Tats for a wider range of circumstances. Supports both Tats and Debuff effects. Works with Apropos Track and Apropos Trends to apply tats more contextually. Also supports Factional Tats. For instance BanditFaction can result in the application of specific Tats related to sex with Bandits, Pregnancy with Bandits, etc. Apropos will have to be changed quite a bit also. I plan on ripping out the Themes support, and W&T. Thoughts? These ideas do seem very interesting. I'm guessing AproposTrack could give a snippet of such info when you zone into a zone for example? I would give the following suggestions if an update or rebuild of Apropos is under thought too; *Increasing the maximum length of the messages. - Currently I find myself writing detailed descriptions, but messages have a tendency to cut off due to the character limit. In some saves I use the previous Apropos version combined with Estelle's apropos utility to circumvent the limits. But that is hardly ideal. *Allowing an option to let stage messages 'loop'. If you stay in stage 3 for an extended time, allow another Apropos message from stage 3 to play after a certain amount of time after the last. - Again this is one of the few issues I currently have with Apropos. The text sometimes disappears too quickly, or if you stay on certain stages for a while, you get the first message and then nothing until the new stage. I know why that is currently, but it's still a suggestion I would bring forward if the Apropos is getting an upgrade/Rebuild. chimiz, Grimbold. Please examine attached screenshot with widget designations outlined. The size of the current widgets has been made to balance the needs of: - Player specific messages for SexLab - animation start, animation change, stage change and orgasm. - W&T messages, etc, space for plugins - NPC messages If we make messages longer, we need to make widgets larger, which means fewer of them. Please propose an alternate layout.
karlpaws Posted February 5, 2016 Posted February 5, 2016 Random thoughts... Would the Track function record just rape/non-rape, or separately rape of bandit, rape by troll? Would it split bandits, vampires, monsters by Hold as the crime system does (and you partially mentioned for trends)? Were you intending to change messages based on initial sex stat seeding (for NPCs) and history of PC, so a "first rape" with no sex would be different than a first rape after having consensual sex with half of Skyrim? One bandit with a high seeded victim status might play enjoyment messages while another one would be fighting back? I like the idea of Trends working like Arousal. I also love the achievements concept. All we would need is a pack of tattoos for slavetats with a few targeted tats. I have also wanted that message looping option. I would take a greater PC flexibility over having NPC third-party "watching" messages but I would not want to abandon messages for nearby acts entirely. An MCM toggle for a theme could be useful, at least as a way to start the PC with the stats applicable for a playthrough. Someone young without much experience? Starting with an enslaved PC repeatedly raped? Older veteran soldier or merc who has shared lots of beds, but not always willingly? Something like that would be nice, but could be quite complicated (I do not know how hard sliders are to implement and it would allow you to change your stats mid game if you wanted, possibly introducing bugs?) Maybe just static checkboxes... virgin, rape victim, well experienced (vanilla), experienced (including rape), BDSM Slut.
gooser Posted February 5, 2016 Author Posted February 5, 2016 Random thoughts... Would track record rape/non-rape, or separately rape of bandit, rape by troll? Would it split bandits, vampires, monsters by Hold as the crime system does? Were you intending to change messages based on initial sex stat seeding (for NPCs) and history of PC, so a "first rape" with no sex would be different than a first rape after having consensual sex with half of Skyrim? One bandit with a high seeded victim status might play enjoyment messages while another one would be fighting back? I like the idea of Trends working like Arousal. I also love the achievements concept. All we would need is a pack of tattoos for slavetats with a few targeted tats. I have also wanted that message looping option. I would take a greater PC flexibility over having NPC third-party "watching" messages but I would not want to abandon messages for nearby acts entirely. An MCM toggle for a theme could be useful, at least as a way to start the PC with the stats applicable for a playthrough. Someone young without much experience? Starting with an enslaved PC repeatedly raped? Older veteran soldier or merc who has shared lots of beds, but not always willingly? Something like that would be nice, but could be quite complicated (I do not know how hard sliders are to implement and it would allow you to change your stats mid game if you wanted, possibly introducing bugs?) This is what it looks like, when I dump an actor's database after some gameplay: { "Vaginal": { "factions": { "BanditFaction": { "total-victim": 12, "total": 12, "FORGOTTENRETREAT": { "total-victim": 10, "total": 10 } }, "Predator Faction": { "total-victim": 8, "total": 8, "Windhelm Sewers": { "total-victim": 3, "total": 3 } }, "Bear Faction": { "total-victim": 1, "total": 1 }, "Chaurus Faction": { "total-victim": 3, "total": 3, "Windhelm Sewers": { "total-victim": 3, "total": 3 } }, "Creature Faction": { "Bleak Falls Barrow": { "total-victim": 5, "total": 5 }, "Bleakcoast Cave": { "total-victim": 1, "total": 1 }, "total-victim": 16, "total": 16, "Windhelm Sewers": { "total-victim": 4, "total": 4 } }, "Draugr Faction": { "total-victim": 1, "total": 1, "Windhelm Sewers": { "total-victim": 1, "total": 1 } }, "Prey Faction": { "Bleak Falls Barrow": { "total-victim": 2, "total": 2 }, "total-victim": 3, "total": 3 }, "riekling": { "total-victim": 2, "total": 2 }, "Skeever Faction": { "Bleak Falls Barrow": { "total-victim": 2, "total": 2 }, "total-victim": 2, "total": 2 }, "Troll Faction": { "Bleakcoast Cave": { "total-victim": 1, "total": 1 }, "total-victim": 1, "total": 1 }, "Wolf Faction": { "total-victim": 4, "total": 4 } }, "locations": { "Dormitory": { "total": 1 }, "Bleak Falls Barrow": { "total-victim": 17, "total": 17 }, "Bleakcoast Cave": { "total-victim": 1, "total": 1 }, "FORGOTTENRETREAT": { "total-victim": 10, "total": 10 }, "Windhelm Sewers": { "total-victim": 4, "total": 4 }, "Whiterun": { "total": 3 } }, "total-victim": 43, "total": 47 }, "all": { "factions": { "BanditFaction": { "total-victim": 13, "total": 13, "FORGOTTENRETREAT": { "total-victim": 13, "total": 13 } } }, "locations": { "FORGOTTENRETREAT": { "total-victim": 13, "total": 13 } }, "total-victim": 13, "total": 13 }, "Anal": { "factions": { "Predator Faction": { "total-victim": 2, "total": 2 }, "BanditFaction": { "total-victim": 12, "total": 12, "FORGOTTENRETREAT": { "total-victim": 2, "total": 2 } }, "Bear Faction": { "total-victim": 1, "total": 1 }, "Creature Faction": { "Bleak Falls Barrow": { "total-victim": 3, "total": 3 }, "total-victim": 5, "total": 5 }, "Wolf Faction": { "total-victim": 1, "total": 1 } }, "locations": { "Bleak Falls Barrow": { "total-victim": 10, "total": 10 }, "FORGOTTENRETREAT": { "total-victim": 2, "total": 2 } }, "total-victim": 24, "total": 24 }, "Oral": { "factions": { "Skeever Faction": { "Bleak Falls Barrow": { "total-victim": 2, "total": 2 }, "total-victim": 2, "total": 2 }, "SonsOFSkYRIM": { "total-victim": 1, "total": 1, "ThEWHITEHALL": { "total-victim": 1, "total": 1 } }, "BanditFaction": { "total-victim": 6, "total": 6, "FORGOTTENRETREAT": { "total-victim": 2, "total": 2 } }, "Predator Faction": { "total-victim": 2, "total": 2 }, "Creature Faction": { "Bleak Falls Barrow": { "total-victim": 6, "total": 6 }, "total-victim": 9, "total": 9, "Windhelm Sewers": { "total-victim": 1, "total": 1 } }, "Draugr Faction": { "Bleak Falls Barrow": { "total-victim": 1, "total": 1 }, "total-victim": 2, "total": 2, "Windhelm Sewers": { "total-victim": 1, "total": 1 } }, "Prey Faction": { "Bleak Falls Barrow": { "total-victim": 2, "total": 2 }, "total-victim": 2, "total": 2 }, "riekling": { "total-victim": 1, "total": 1 }, "Sabre Cat Faction": { "total-victim": 1, "total": 1 }, "Wolf Faction": { "total-victim": 1, "total": 1 } }, "locations": { "Bleak Falls Barrow": { "total-victim": 12, "total": 12 }, "ThEWHITEHALL": { "total-victim": 1, "total": 1 }, "FORGOTTENRETREAT": { "total-victim": 2, "total": 2 }, "Windhelm Sewers": { "total-victim": 1, "total": 1 } }, "total-victim": 23, "total": 23 }, "Boobjob": { "factions": { "BanditFaction": { "total-victim": 1, "total": 1 } }, "total-victim": 1, "total": 1 } } So it supports queries like: .anal.total -> "total anal orgasms" .anal.total-victim -> "total anal victim orgasms" .anal.factions.banditfaction.total -> "total anal orgasms via a bandit" .vaginal.factions.banditfaction.Windhelm Sewers.total -> "total vaginal orgasms via a bandit in the Windhelm Sewers" .vagina.locations.Windhelm Sewers.total -> "total vaginal orgasms in the Windhelm Sewers" I'm still working out the scheme, and part of which is figuring out what "orgasms" really means. Does it mean cumshot inside a female actor? The scheme will have to include position information of some kind. That is, female or male position. Still working it out.
chajapa Posted February 5, 2016 Posted February 5, 2016 Personal opinion (we all have 'em, I suppose) I think the widgets are fine as they are. If they're made larger I think they'd get intrusive.Using the widget system is actually quite brilliant and I (again...personally) think you've found a great balance between providing information and not making that information take over the screen. I see Apropos as a kind of commentary on what's going on. I don't want to have to clear something out of the way because it's interfering with what I can see and/or do on screen. Would LOVE to see some kind of drop shadow on the text though. Hard to read light on light.
karlpaws Posted February 5, 2016 Posted February 5, 2016 OK looks like you're using the built in factions and locations... did not know if you were creating your own arrays (or whatever variable name / structure ). Now thinking about it more, tracking each individual, unique combination would be quite a bit of work, as you'd multiply each of those factions by 9, at the least. Unless these are unique and not location specific factions? It looks like you have information for predator and bandit factions that is specific to a location, but not hold. .vaginal.factions.banditfaction.Windhelm Sewers.total -> "total vaginal orgasms via a bandit in the Windhelm Sewers" .vagina.locations.Windhelm Sewers.total -> "total vaginal orgasms in the Windhelm Sewers" Unless we're going to have "Windhelm Sewers Bandits Number 1 slut" tattoos. That could make for some interesting Role play though. IIRC some of the slavery mods made you friendly with the inhabitants of a particular cave or fort, or would let you follow an NPC as a Master. Perhaps tracking a location specific faction would be better than hold based.
Guest Posted February 6, 2016 Posted February 6, 2016 If you're planning on removing the W&T system, what does that mean for those tags? Will {WTANAL} and whatever need to be removed, or will they tie in to the new module? Also, what's going to happen with the db structure? Are you still going ahead with the structure we discussed last time, or something else? Will trends require an overhaul to existing structure, or new files to be added? Frankly, I'd much rather add new files when a trend 'qualifies' than have to divide up existing files to match progress along a trend. I'd also recommend that trends be seperate messages; I wouldn't like to have to write a trend file for every unique animation! As for NPCs, I like them having messages and my character reacting to other people's sex, but a few recommendations: Specific voyeur messages added to the files underneath 3rd party for 1st/2nd party voyeurs. Right now, NPCs just use 3rd party messages, which can reduce the context possible. Much better to say 'I/You get turned on' than have to use the more general 'it's a turn on'. Lower the detection distance before NPC messages are shown, have the PC actually require line of sight. Right now, messages play all the way across cells, and sometimes even in other cells. Separate and generic message set for being near sex, as if the player can just hear it. Maybe two files, one for human sex and one for creature sex? Like, 'Can I hear moaning?' and 'I can hear some beat grunting, and a woman, too?'. That kind of thing.
shinji72 Posted February 6, 2016 Posted February 6, 2016 I realize I've been misusing (or underusing Apropos) all this time. Which is the Json command file and how to tweak it? Another question. I'm using the DB which comes with the basic mod. I see there are others database. They are supposed to be installed together (I'm using MO). Or one has to install only most recent one?
chajapa Posted February 6, 2016 Posted February 6, 2016 Just found something interesting in the existing Apropos regarding Threesomes. If I'm remembering correctly, Apropos does not handle animations with "Threesome" tag or "FFM" tag. I worked on getting the 4UDik threesome working and there was considerable standing on one's head to get it to display stage files, etc. In animation patchups I had to remove the Threesome and FFM tags along with Oral, Anal, Vaginal ....whichever of those existed. Now SexLab 1.61 comes along and guess what... it adds FFM or MFF or MMF or FMM tags kinda on the fly. I was working on getting 3 of the Leito threesomes working and when I saw the FFM tag being added (after I had removed it in AnimationPatchups) I thought, "There's no way this is going to work." Well..... it does work! I'm not sure if SexLab is adding those tags after Apropos has already "looked" at the animation or what. I used the patchups file to remove any FFM or MFF tags from the original animation, removed Vaginal and Anal where they existed but left Oral in there if it was there. Created the uniqueAnimations entries and the folders/files for the descriptions and.... it works! I'm going to TRY adding "Vaginal" back in and see if it still works. Without it, any mod that wants to impregnate the NPC (or PC) won't do it because there's no impregnating activity. (Oral doesn't count). If I can get it back in then in a FFM Threesome, the male would impregnate both females. (grin) Maybe all of this is an exercise in futility since (hopefully) a new itteration of Apropos will handle Female/Female and Threesomes. Right now.... in a Threesome...there is no way to identify the third party. But you can still write descriptions that avoid having to directly name the third party involved. PRIMARY and ACTIVE still work when you get it right. Even without the third party reference tag (.... like... {PRIMARY2} ???...) I have 4 of the Threesome animations being described by Apropos. And... if in future itterations, it turns out to be too much effort for the return.. having ACTIVE and PRIMARY working is actually ok. Just sayin'.
Grimbold the unlovely Posted February 6, 2016 Posted February 6, 2016 What about a MCM menu to simply let the player decide what is his/her character feeling about sex? Something as basic as "virginal" or "nimphomaniac". And then the framework would process what happens in the game accordingly. I say so, because frankly, I don't see any other way for the game to understand what the player really wants and feels. Let suppose you've got a rape sex scene. What could Apropos infer from just that? Is the player traumatized to the point of wanting to avoid sex altogether? Is secretly, or even openly, enjoying it? But that's what we have now in Apropos with Themes. They aren't selected in MCM, but rather a json control file. In a rape scene, I can infer: - Arousal (from SL Aroused) - Pain (from SL) - Enjoyment (from SL) - Whether or not I've just been raped - Whether wearing devices - What tats I already have applied - If I am already covered in cum I second Chimiz's great ideas of increasing the maximum length of messages and introducing a "loop" feature. Those are both brilliant, brilliant ideas. In answer to your question, Gooser, I can only speak for myself, but I write messages both for player and for NPC and like to see them displayed at the same time. I also try to write messages that "talk" to each other. This is great for when the player and spouse and swinging. But Chimiz's simple suggestions (simple ideas are often the best) are just perfect. Longer messages with varied repetition would be amazing. OK, gooser, I'm gonna ask.... When would you think we can expect the next iteration of Apropos? It has gotten to the point where I really can't live without it, but I have a longing for FF and (hopefully) Threesome support. *we now return you to your regularly scheduled programming.....* Thanks! That's a great question chajapa. Here's my answer: I've decided to rebuild Apropos. Reasons: 1. lately I've found that the way the code is structured seems to be slightly incompatible with SkyUI 5.x. Sometimes even with a new character, I never see the Apropos menu. 2. I want to modularize some of the functionality existing - separate and refine a separate "description" system, usable by any mod, and also put W&T into its own mod. 3. I have for some time be envisioning some new mods - all will work with Apropos but have different needs and requirements. I have been disappointed by the lack of context that is/can be provided to Apropos about how to generate its messages. I have been disappointed by "themes". I would much rather Apropos "know", based on past gameplay, and past SL animations, and related "events" how to contextualize message descriptions. These are the new/separated mods: - AproposTrack. Listens to events: SexLab, Pregnancy, Inflation, Slavery, DDx, Drain and builds a database for each actor. Includes Faction and Location information when recording data. Will allow other mods to query (via JContainers, or AproposTrack framework facade object) for things like: "how many times has Suzy been raped by bandits?", or "how many times has John had sex in Winterhold". - AproposSimpleAchievements: Emphasis on Simple. Simply listens to AproposTrack events when certain levels have been achieved and displays either Popup messages or top-left window notifications - e.g. "You achieved Bandit Slut Level 1!!!". Also provides MCM interface to see achievements. Player Character only. - AproposTrends. Similar to AproposTrack and records data for an actor that is time based. How many times has actor X had vaginal sex in the last 12 hours? - AproposConsequences: An extract out of the old Apropos Wear and Tear. Now will apply Tats for a wider range of circumstances. Supports both Tats and Debuff effects. Works with Apropos Track and Apropos Trends to apply tats more contextually. Also supports Factional Tats. For instance BanditFaction can result in the application of specific Tats related to sex with Bandits, Pregnancy with Bandits, etc. Apropos will have to be changed quite a bit also. I plan on ripping out the Themes support, and W&T. Thoughts? These ideas do seem very interesting. I'm guessing AproposTrack could give a snippet of such info when you zone into a zone for example? I would give the following suggestions if an update or rebuild of Apropos is under thought too; *Increasing the maximum length of the messages. - Currently I find myself writing detailed descriptions, but messages have a tendency to cut off due to the character limit. In some saves I use the previous Apropos version combined with Estelle's apropos utility to circumvent the limits. But that is hardly ideal. *Allowing an option to let stage messages 'loop'. If you stay in stage 3 for an extended time, allow another Apropos message from stage 3 to play after a certain amount of time after the last. - Again this is one of the few issues I currently have with Apropos. The text sometimes disappears too quickly, or if you stay on certain stages for a while, you get the first message and then nothing until the new stage. I know why that is currently, but it's still a suggestion I would bring forward if the Apropos is getting an upgrade/Rebuild. chimiz, Grimbold. Please examine attached screenshot with widget designations outlined. The size of the current widgets has been made to balance the needs of: - Player specific messages for SexLab - animation start, animation change, stage change and orgasm. - W&T messages, etc, space for plugins - NPC messages If we make messages longer, we need to make widgets larger, which means fewer of them. Please propose an alternate layout. Two proposals for alternative layout: 1) extend just the player message so it is longer. As the top widget it need not obscure the action. 2) Cut the number of NPC widgets (I recognize this would not suit people who like orgies) Just my ideas!
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now