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Apropos - Feature Request and Descriptions Submission


gooser

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Posted

Guys, I'm having a problem having Apropos display UNIQUE animation descriptions for Billyy's Human 4p and 5p gangbang animations. At first I was confused over what animation IDs should I use for the files and folders, and for the use in the unique animation json file. But after trial and error and looking at Apropos' own console output, I pretty much think I've done it right.

 

Now, for clarity, I made the descriptions as Male_Actor (as I play as a male character) not Female_Actor although due to the relatively malleable nature of nearly all 3p and above animations towards actor placement, the need to make descriptions appropriate to actor involvement leads to me generally making the descriptions more like 3rd person as opposed to pure 1st person perspectives. Although, I doubt this affects anything.

 

But there's still no Apropos description output, which is weird because the Billyy 3p animations still get their outputs, though they call up the original single MaleActor descriptions of their relevant tags.

Posted
8 hours ago, hotrack said:

Guys, I'm having a problem having Apropos display UNIQUE animation descriptions for Billyy's Human 4p and 5p gangbang animations. At first I was confused over what animation IDs should I use for the files and folders, and for the use in the unique animation json file. But after trial and error and looking at Apropos' own console output, I pretty much think I've done it right.

 

Now, for clarity, I made the descriptions as Male_Actor (as I play as a male character) not Female_Actor although due to the relatively malleable nature of nearly all 3p and above animations towards actor placement, the need to make descriptions appropriate to actor involvement leads to me generally making the descriptions more like 3rd person as opposed to pure 1st person perspectives. Although, I doubt this affects anything.

 

But there's still no Apropos description output, which is weird because the Billyy 3p animations still get their outputs, though they call up the original single MaleActor descriptions of their relevant tags.

So your top level folders are:

MaleActor_B_Billyy_4pGangbang1

MaleActor_B_Billyy_4pGangbang2

MaleActor_B_Billyy_4pGangbang3

MaleActor_B_Billyy_5pGangbang1

?

Posted

Now that I've looked through the code - I don't think Apropos will trigger based upon the conditions you have specified:

- Player is Male

- 2 or 3 other Male

- One female

You would be better off for now using 

FemaleActor_...

 

and just living with the Female's perspective.

I don't think I ever considered a player who wanted descriptions played from the PC's pov, being male, and OTHER males, plus a female. Sorry

 

 

Posted
On 10/8/2018 at 10:20 PM, gooser said:

So your top level folders are:

MaleActor_B_Billyy_4pGangbang1

MaleActor_B_Billyy_4pGangbang2

MaleActor_B_Billyy_4pGangbang3

MaleActor_B_Billyy_5pGangbang1

?

Yep.

 

I created FemaleActor folders now too, trying to test out whether 3rd person perspectives are called up when non-PC involved 4p and 5p scenes happen.

 

But if you said that if Apropos code doesn't trigger according to those conditions, Billyy's Human 3p scenes (so does the other 3p [leito, FB and zyn] and even Zyn 4p [gay fourway], FB 4ps) does trigger Apropos, although they take the single MaleActor_Female descriptions (of relevant tags).

 

Come to think of it, Billyy's 4p and 5p DIDN'T trigger Apropos single MaleActor_Female descriptions (before I made them unique animation descriptions).

 

I think I'll check Billyy's 4p and 5p tags if they differ markedly from the 3ps. But I doubt it.

 

UPDATE: Ok, I checked and the similarity of Billyy's 4p and 5p tags is Gangbang. The only other animation in my lists that uses it appear to be FunnyBizness Rape 5way MMMMF. When I tried out FB's 5p animations, the Rape5Way didn't trigger Apropos but FB's 5p Nympho did, and after animation patchup in removing the "Gangbang" tag from the relevant animations, it has worked ! ....

 

But now a new oddity has surfaced, at the orgasm stage for my unique animation descriptions for Billyy's 4p and 5p, rather than displaying the unique Orgasm description, the orgasm stage seems to take description from the general MaleActor_Female. Other unique description animations have been working just fine. All of this is weirding me out.

 

UPDATE2: My orgasm description wasn't json validated initially and I missed out a " . D'oh!

Posted

Here you go, descriptions for Billyy's riekling boobjob animation.

 

2 lines for animation start

4 lines for stage 1

3 lines for stage 2

2 lines for stage 3

3 lines for stage 4

2 lines for orgasm stage

 

Remember to add: "B_Riekling_BillyyBoobjob": true,

 

somewhere in your UniqueAnimations.txt file and run the AproposEdit Unity Formatting to doublecheck if you did everything alright... I am planning on randomly submitting various descriptions in the future for more animations, though don't take my word for it because I am dying of workload lately. Still, it is fun to write a few lines every now and then. And please feel free to contact me for feedback / advice about these. I would be more than happy to listen to whatever you have to suggest.

FemaleActor_B_Riekling_BillyyBoobjob.rar

Guest AthenaESIV
Posted
On 10/1/2018 at 10:21 AM, gooser said:

Ugh. I'm actually trying to release something along the lines of a 1.5 version at this point. The problem is that I keep adding in new features and retesting.

 

Will it be released for LE? Or a SE exclusive?

 

LE or bust! lol

Posted
2 hours ago, AthenaESIV said:

 

Will it be released for LE? Or a SE exclusive?

 

LE or bust! lol

LE at this time. When there is a full version of SL on SE then I will probably investigate.

Guest AthenaESIV
Posted
2 hours ago, gooser said:

LE at this time. When there is a full version of SL on SE then I will probably investigate.

 

I doubt I'll ever mess with SE until years pass and Bethesda decides not to update it monthly and break all the mods and make mod creators segment the community in endless version hell... My SE install is just wasting SDD space right now.

 

But can't wait to see what you have cooked up for LE! Would it be possible to have the ability to edit the widget width in the update? No big deal but it would be a nice feature.

Posted
4 hours ago, gooser said:

Question:

What is *THE* most important feature you would want to see in a new version of Apropos?

* Being able to change themes in-game with a shortcut to cycle through for ease-of-use would be of high priority in my personal opinion.

 

* Compatibility and additional features based on some major mods out there, like HentaiPregnancy, FillHerUp, SexLab Aroused to perhaps further increase the range of potential apropos interaction in-game...

 

* More interactive messages to spice things up could also be an alternative... I wouldn't know how to register the events in the game, but perhaps entering a location (a cave for instance) could show a related message of sexual anticipation based on the SexLab Aroused data (if possible to integrate with, of course)... Or entering a dwemer ruin (perhaps cell IDs can be used for that? Sounds like too much work though...) or a hall/tavern/room/house for additional descriptions?

 

* Again, a personal priority of mine would also be focusing on more diversity on "synonyms" file...

 

For my set-up, apropos is an invaluable asset and a hard-requirement to make Skyrim / Lewdrim / Faprim (input more titles here...) playable or enjoyable. Anything that adds more to its existence and presence is a plus... Even though it is hard to say what *THE* most important aspect is, I still would go for the top one, the theme switching feature.

Posted
10 hours ago, gooser said:

Question:

What is *THE* most important feature you would want to see in a new version of Apropos?

Themes controllable through MCM

 

More animation descriptions...even just a compilation of all the available ones which aren't in the current main download would be good

Posted

TBH, I was thinking of stripping themes completely out of the mod, and replacing it with something completely different.

Guest AthenaESIV
Posted

would it be possible to have dialogs instead of comments that work off of the text files in much the same way?

 

Maybe some generic dialogs that play at random when interacting with an NPC. And being able to customize those dialogs without using tesvedit or creation kit? Maybe some of those random dialogs could trigger scripts, like sex or enslavement? Or just a sexual conversation back and forth dialog between an npc and the pc.

 

Say there are 10-20 generic dialogs (or many more if possible, the more the better!) built into your mod, and each of them can be customized much like the current db files do... That way players could set the dialogs up howver they like and have something different in addition to the passive comments in the mod now. Kinda sounds like Scent of Sex I guess, but that mod doesn't have many dialog options at all and you cannot make them random.

 

The scripting might be impossible or too big of a pain in the ass Im not sure if it is possible (not sure if npc dialog is possible tbh, lol)

Posted
10 minutes ago, AthenaESIV said:

would it be possible to have dialogs instead of comments that work off of the text files in much the same way?

 

Maybe some generic dialogs that play at random when interacting with an NPC. And being able to customize those dialogs without using tesvedit or creation kit? Maybe some of those random dialogs could trigger scripts, like sex or enslavement? Or just a sexual conversation back and forth dialog between an npc and the pc.

 

Say there are 10-20 generic dialogs (or many more if possible, the more the better!) built into your mod, and each of them can be customized much like the current db files do... That way players could set the dialogs up howver they like and have something different in addition to the passive comments in the mod now. Kinda sounds like Scent of Sex I guess, but that mod doesn't have many dialog options at all and you cannot make them random.

 

The scripting might be impossible or too big of a pain in the ass Im not sure if it is possible (not sure if npc dialog is possible tbh, lol)

Can you elaborate? Do you mean the standard dialog lines between the Player and a NPC? Or "pretend" dialog between NPC's (a-la SexLife) ?

Guest AthenaESIV
Posted
4 minutes ago, gooser said:

Can you elaborate? Do you mean the standard dialog lines between the Player and a NPC? Or "pretend" dialog between NPC's (a-la SexLife) ?

 

PC to NPC... is that at all possible?

Posted
1 minute ago, AthenaESIV said:

 

PC to NPC... is that at all possible?

Regular Skyrim dialog. Like through quests and stuff.

If that doesn't make sense, maybe you can provide an external mod as an example that does what you are talking about? Or perhaps I am not understanding what you mean by 'dialog'.

Posted
3 minutes ago, gooser said:

Regular Skyrim dialog. Like through quests and stuff.

If that doesn't make sense, maybe you can provide an external mod as an example that does what you are talking about? Or perhaps I am not understanding what you mean by 'dialog'.

+1

Guest AthenaESIV
Posted
19 minutes ago, gooser said:

Regular Skyrim dialog. Like through quests and stuff.

If that doesn't make sense, maybe you can provide an external mod as an example that does what you are talking about? Or perhaps I am not understanding what you mean by 'dialog'.

 

Yea regular quest like dialog I guess, though not all dialog with NPCs gives quests... Like a topic in the list when you speak with an NPC.

 

Say Apropos would have 20 prebuilt conversations (maybe some are just PC comment -> NPC reply -> PC reply -> NPC final reply)... Maybe some topics have multiple options after you pick it,

 

(like:

 

PC comment - NPC reply -> PC comment 1 - > NPC reply - > PC reply 1a

                                                                                              ->  PC reply 1b

                                         -> PC comment 2 -> NPC reply  ->  PC reply 2a

                                                                                              - > PC reply 2b)

 

 

and those templates could be edited with a patchup type function using the Apropos MCM menu and drawing from txt files in the DB directory.

 

Does that make any sense? It could be flavor interactions, or even maybe ways to initiate SL scenes.

Posted
50 minutes ago, AthenaESIV said:

 

Yea regular quest like dialog I guess, though not all dialog with NPCs gives quests... Like a topic in the list when you speak with an NPC.

 

Say Apropos would have 20 prebuilt conversations (maybe some are just PC comment -> NPC reply -> PC reply -> NPC final reply)... Maybe some topics have multiple options after you pick it,

 

(like:

 

PC comment - NPC reply -> PC comment 1 - > NPC reply - > PC reply 1a

                                                                                              ->  PC reply 1b

                                         -> PC comment 2 -> NPC reply  ->  PC reply 2a

                                                                                              - > PC reply 2b)

 

 

and those templates could be edited with a patchup type function using the Apropos MCM menu and drawing from txt files in the DB directory.

 

Does that make any sense? It could be flavor interactions, or even maybe ways to initiate SL scenes.

Yeah, I think I get it. It does sound like a different direction than what Apropos currently does - which is simply listen to what SexLab is already doing and inspecting animations that are played, and passively play descriptions of the active scene. I can't even imagine how I would use it as a player.

Posted
1 hour ago, gooser said:

TBH, I was thinking of stripping themes completely out of the mod, and replacing it with something completely different.

 

Replace with what?

 

Maybe a good alternative could be a tag system like SL has?

 

Instead of a list of strings, list tuples of (string, tags). Then let users blacklist or whitelist tags, should make it easier for users to edit things than themes, where lines need to be copied across many folders. If you want to add/remove a line in the db from a "theme", would just need to add the tag in the file you're already editing.

 

I tried to write a plugin to my mod to switch themes depending on context, but got stopped at the very first step because it was too difficult to make themes in the first place. If I want 4 themes, basically I need to make a pass through every animation file four times...it's too hard. So anything that makes creating those themes or their replacements easier is good in my opinion.

 

Guest AthenaESIV
Posted
22 minutes ago, gooser said:

Yeah, I think I get it. It does sound like a different direction than what Apropos currently does - which is simply listen to what SexLab is already doing and inspecting animations that are played, and passively play descriptions of the active scene. I can't even imagine how I would use it as a player.

 

I got ya, i just thought the patchup / txt db system woud be perfect for it and synergize really well with Apropos's core function... It seems like sex via dialog in Skyrim is severely lacking. Crowdsourcing it to the Apropos user base just seemed like a great way to add some quality dialog into the game for triggering sex or simply adding to the atmosphere. The player could decide if they wanted those dialogs to by really raunchy, slutty, humiliating, masochistic, degrading, mild, tame, flirty, or whatever you know? Plus it would have moved Apropos out of the little widget space and made it feel like more of the game.

 

I was thinking I would have made some dialog based on Tanuki from Literotica's stories: https://www.literotica.com/stories/memberpage.php?uid=346583&page=submissions

 

To much of the dialog now is super short or machine translations, or just written really poorly... Apropos has been a great way to counter that (as far as the widget comments go) for a long time.

Posted
6 hours ago, AthenaESIV said:

would it be possible to have dialogs instead of comments that work off of the text files in much the same way?

 

Maybe some generic dialogs that play at random when interacting with an NPC. And being able to customize those dialogs without using tesvedit or creation kit? Maybe some of those random dialogs could trigger scripts, like sex or enslavement? Or just a sexual conversation back and forth dialog between an npc and the pc.

 

Say there are 10-20 generic dialogs (or many more if possible, the more the better!) built into your mod, and each of them can be customized much like the current db files do... That way players could set the dialogs up howver they like and have something different in addition to the passive comments in the mod now. Kinda sounds like Scent of Sex I guess, but that mod doesn't have many dialog options at all and you cannot make them random.

 

The scripting might be impossible or too big of a pain in the ass Im not sure if it is possible (not sure if npc dialog is possible tbh, lol)

If you made a Mod with a Quest that had a blank alias you could set up dialogue in scenes with that alias as an actor. You could have as many dialogues as you want this way, the actor would get put into a scene with a forcerefto that would trigger based on some condition. The dialogue randomization could be handled at the dialogue level (flagged as random), or at the script level by randomizing what scenes could play. You could start/stop the Quest on scene start/end, and then any number of different NPCs could fill that dialogue alias based on the conditions you specify. 

 

Most of the work would be adding all of the dialogue, if you wanted to do the legwork on that, building the script/functionality part wouldn't take too long.

Posted
1 hour ago, Hugh Reckum said:

If you made a Mod with a Quest that had a blank alias you could set up dialogue in scenes with that alias as an actor. You could have as many dialogues as you want this way, the actor would get put into a scene with a forcerefto that would trigger based on some condition. The dialogue randomization could be handled at the dialogue level (flagged as random), or at the script level by randomizing what scenes could play. You could start/stop the Quest on scene start/end, and then any number of different NPCs could fill that dialogue alias based on the conditions you specify. 

 

Most of the work would be adding all of the dialogue, if you wanted to do the legwork on that, building the script/functionality part wouldn't take too long.

 

This is exactly the setup in Sexist Guards FYI, so anyone who wants a mod like this could copy it straight from there.

Posted

Ok, I had played with SG some time in the past, and uninstalled it. I just tried the most recent version, and I see what you are trying to say (at least Bobbert and Hugh Reckum).  I do think AthenaESIV was talking about something a little different, than player/npc comments. I think what you are calling "Dialogue" is really just comments, not interactive dialogue trees built in CK ?

Anyways, I don't think I'm interested. For one, I *like* having control over the timing of the text, the fonts, etc; Adopting something indicated above would give over control. I find that comments in that area (either via SG, or subtitles) is rather unpredictable.

It actually is possible to approach a "comment" in Apropos - many of the authored descriptions use a format that indicates active "talking to", and not just passive description. I think Decauk came up with this idea and I really like how it works.

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