Cezul Posted July 16, 2015 Posted July 16, 2015 Just wanna say awesome mod man. I've been following it for quite some time now. Really makes even the weak little spiders just as dangerous as the bigger ones.Once this gets finished and all the bugs ( lol pun ) get ironed out, I hope you won't mind others making a Sexlab version of it for us depraved perverts. ( seriously, a remeshed ' X cross ' from that resource pack that uses spider webs instead of wood? Would be pretty brilliant if someone could get an animation for a smaller spider latching on at the PC's waist/belly and ....doing stuff... absolutely deplorable, non-lore friendly, naughty, stuff )I r8 this mod an 8/8 m8
Kazyn Posted July 16, 2015 Author Posted July 16, 2015 Someone else is welcome to make a SexLab version, but I personally have little to no interest in doing such a thing. Full-blown sex in video games isn't quite my thing. It's more the distress and peril that I'm focusing on. I won't lie - I do use SexLab mods, but I don't use them for the sex. I use them for the perilous situations that my characters can get themselves into. If I could I'd just disable all the sex scenes for myself and move on with all the other portions of the mod, but instead I must defer to spamming the spacebar until the rest of the scene begins to progress. "The hell is wrong with me?" you might ask. Well... my fetishes just lie elsewhere I guess. The concept of being restrained, tied up, (insert BDSM here) etc. is about being denied something, usually something that you want, all while being degraded and teased in the process. To be given some form of release (i.e. sex) feels like a bit of cop-out to me. Let me reiterate to me. I'm certainly not a fan of adhering entirely to the lore, obviously. I have an MO load order that is designed to warp the very fabric of reality into something of slavery, bondage, and all sorts of perilous creatures. I want things that capture their prey before they eat them. I want things that swallow their prey whole. I want things that make living trophies out their victims (ice wraiths freezing their victims for example). Giants kidnapping victims and tying them to a spit for the roasting. All of things ask the same question: "Is this the end?" Then the thrill comes from escaping what should otherwise be inescapable. It's something of a big fantasy, so for now, I'm starting here. Do keep in mind though, that I do not think myself above mods like Devious Devices and the myriad of mods that rely on it. There's some sexy gear/scenes to be had in there for example. Again, though, it's about being locked up and forced to do humiliating things, rather than just being used solely as a sex toy. To this day, however, I still struggle with a load order that includes mods like DD because it tends to be able to shut down an adventure entirely. This is the exact thing I'm trying to combat, which I may have gotten down soon with our lovely over-sized arachnid friends, and once that's down I can move on to other projects that I've been kicking around. The main issue with designing perilous scenarios like this is that the designer often ends up designing themselves into a corner. If something's all wrapped up like a christmas gift, there's virtually no possible way to escape without some sort of assistance from the outside, even moreso when the captive is being supervised by their captor. The only real solution in this case is to intentionally leave a flaw somewhere that can be exploited and therefore escape with. In this mod, that flaw is being able to wriggle out of what should be a sealed-tight cocoon, otherwise, that's it. Game over. We obviously don't want it to end there. ...Woo, kind of a rant but I felt like saying something. Thanks for reading, those of you who did.
DocClox Posted July 16, 2015 Posted July 16, 2015 This is the exact thing I'm trying to combat, which I may have gotten down soon with our lovely over-sized arachnid friends, and once that's down I can move on to other projects that I've been kicking around. The main issue with designing perilous scenarios like this is that the designer often ends up designing themselves into a corner. If something's all wrapped up like a christmas gift, there's virtually no possible way to escape without some sort of assistance from the outside, even moreso when the captive is being supervised by their captor. The only real solution in this case is to intentionally leave a flaw somewhere that can be exploited and therefore escape with. In this mod, that flaw is being able to wriggle out of what should be a sealed-tight cocoon, otherwise, that's it. Game over. We obviously don't want it to end there. Yeah, designing in a plausible flaw is the trick of it really. Spider capture dungeons have to be puzzle dungeons, really. Reminds me, I really must dig out my Rackey's Fall stuff and see what state I left it in. I seem to remember bogging down with a transition that just didn't want to work for some reason.
Kazyn Posted July 16, 2015 Author Posted July 16, 2015 I seem to remember bogging down with a transition that just didn't want to work for some reason. A feeling I know all too well, although with slightly different problems. -.-
bleeb Posted July 16, 2015 Posted July 16, 2015 Someone else is welcome to make a SexLab version, but I personally have little to no interest in doing such a thing. Full-blown sex in video games isn't quite my thing. It's more the distress and peril that I'm focusing on. I won't lie - I do use SexLab mods, but I don't use them for the sex. I use them for the perilous situations that my characters can get themselves into. If I could I'd just disable all the sex scenes for myself and move on with all the other portions of the mod, but instead I must defer to spamming the spacebar until the rest of the scene begins to progress. "The hell is wrong with me?" you might ask. Well... my fetishes just lie elsewhere I guess. The concept of being restrained, tied up, (insert BDSM here) etc. is about being denied something, usually something that you want, all while being degraded and teased in the process. To be given some form of release (i.e. sex) feels like a bit of cop-out to me. Let me reiterate to me. I'm certainly not a fan of adhering entirely to the lore, obviously. I have an MO load order that is designed to warp the very fabric of reality into something of slavery, bondage, and all sorts of perilous creatures. I want things that capture their prey before they eat them. I want things that swallow their prey whole. I want things that make living trophies out their victims (ice wraiths freezing their victims for example). Giants kidnapping victims and tying them to a spit for the roasting. All of things ask the same question: "Is this the end?" Then the thrill comes from escaping what should otherwise be inescapable. It's something of a big fantasy, so for now, I'm starting here. Do keep in mind though, that I do not think myself above mods like Devious Devices and the myriad of mods that rely on it. There's some sexy gear/scenes to be had in there for example. Again, though, it's about being locked up and forced to do humiliating things, rather than just being used solely as a sex toy. To this day, however, I still struggle with a load order that includes mods like DD because it tends to be able to shut down an adventure entirely. This is the exact thing I'm trying to combat, which I may have gotten down soon with our lovely over-sized arachnid friends, and once that's down I can move on to other projects that I've been kicking around. The main issue with designing perilous scenarios like this is that the designer often ends up designing themselves into a corner. If something's all wrapped up like a christmas gift, there's virtually no possible way to escape without some sort of assistance from the outside, even moreso when the captive is being supervised by their captor. The only real solution in this case is to intentionally leave a flaw somewhere that can be exploited and therefore escape with. In this mod, that flaw is being able to wriggle out of what should be a sealed-tight cocoon, otherwise, that's it. Game over. We obviously don't want it to end there. ...Woo, kind of a rant but I felt like saying something. Thanks for reading, those of you who did. oh I hear you here Kazyn! I'm pretty much on the same boat as you, I'm not really into the sex scenes myself, and I'm glad someone does this kind of mod too, as there's more to the adult spectrum than just slavery and rape all the time, nice to diversify the field too. that said one of my favorite things to it is definitely the escape like you mention, which is a big reason why I like your mod here, to say nothing of how the cocooning thing itself is pretty nice too. interesting to hear some insight from you! and nice thoughts on the premises here too. I'm eager to see what you do next with other mods too, what idea will you work on next?
iorelsan Posted July 17, 2015 Posted July 17, 2015 Someone else is welcome to make a SexLab version, but I personally have little to no interest in doing such a thing. Full-blown sex in video games isn't quite my thing. It's more the distress and peril that I'm focusing on. I won't lie - I do use SexLab mods, but I don't use them for the sex. I use them for the perilous situations that my characters can get themselves into. If I could I'd just disable all the sex scenes for myself and move on with all the other portions of the mod, but instead I must defer to spamming the spacebar until the rest of the scene begins to progress. "The hell is wrong with me?" you might ask. Well... my fetishes just lie elsewhere I guess. The concept of being restrained, tied up, (insert BDSM here) etc. is about being denied something, usually something that you want, all while being degraded and teased in the process. To be given some form of release (i.e. sex) feels like a bit of cop-out to me. Let me reiterate to me. I'm certainly not a fan of adhering entirely to the lore, obviously. I have an MO load order that is designed to warp the very fabric of reality into something of slavery, bondage, and all sorts of perilous creatures. I want things that capture their prey before they eat them. I want things that swallow their prey whole. I want things that make living trophies out their victims (ice wraiths freezing their victims for example). Giants kidnapping victims and tying them to a spit for the roasting. All of things ask the same question: "Is this the end?" Then the thrill comes from escaping what should otherwise be inescapable. It's something of a big fantasy, so for now, I'm starting here. Do keep in mind though, that I do not think myself above mods like Devious Devices and the myriad of mods that rely on it. There's some sexy gear/scenes to be had in there for example. Again, though, it's about being locked up and forced to do humiliating things, rather than just being used solely as a sex toy. To this day, however, I still struggle with a load order that includes mods like DD because it tends to be able to shut down an adventure entirely. This is the exact thing I'm trying to combat, which I may have gotten down soon with our lovely over-sized arachnid friends, and once that's down I can move on to other projects that I've been kicking around. The main issue with designing perilous scenarios like this is that the designer often ends up designing themselves into a corner. If something's all wrapped up like a christmas gift, there's virtually no possible way to escape without some sort of assistance from the outside, even moreso when the captive is being supervised by their captor. The only real solution in this case is to intentionally leave a flaw somewhere that can be exploited and therefore escape with. In this mod, that flaw is being able to wriggle out of what should be a sealed-tight cocoon, otherwise, that's it. Game over. We obviously don't want it to end there. ...Woo, kind of a rant but I felt like saying something. Thanks for reading, those of you who did. oh I hear you here Kazyn! I'm pretty much on the same boat as you, I'm not really into the sex scenes myself, and I'm glad someone does this kind of mod too, as there's more to the adult spectrum than just slavery and rape all the time, nice to diversify the field too. that said one of my favorite things to it is definitely the escape like you mention, which is a big reason why I like your mod here, to say nothing of how the cocooning thing itself is pretty nice too. interesting to hear some insight from you! and nice thoughts on the premises here too. I'm eager to see what you do next with other mods too, what idea will you work on next? I second you guys on this as well. I am just not that interested in sex in my Skyrim, bondage is more than enough for me =). Keep up the terrific job Kazyn!! you got a huge fan of your work in here
hoshif92 Posted July 24, 2015 Posted July 24, 2015 I have a problem with the test version (0.21) when my character was cocooned,she can‘t escape from the cocoon. I don't know why it happened. There is only one BIG FROSTSPIDER in the cave, but my character can't get free.
OlBenny Posted July 25, 2015 Posted July 25, 2015 Hello! For the longest time I've been using MsLeech's Arachnophobia, but I wanted something more challenging and involved. This mod definitely satisfies that need. I am, however, encountering a few issues, albeit small issues. My apologies if these have been already reported; I'm new to using this mod, and it's a lot of threads to read through. First, I have my load order set by Loot. However, unless this mod is loaded very last in my load order, it doesn't work at all, at least in my game. Second, while wearing a chastity belt, the webbing and cocoon effect doesn't get applied. She still appears bound as if she was webbed, but the actual webbing isn't visible. Finally, I am getting a bit of a report in my Papyrus log. Maybe it's because my PC is wearing a chastity belt at present moment, but here's a taste of my log: [07/24/2015 - 09:31:36PM] ERROR: Cannot call HasMagicEffect() on a None object, aborting function call stack: [None].kzyEntangleScript.ClearAllOtherVictims() - "kzyEntangleScript.psc" Line 379 [None].kzyEntangleScript.OnEffectFinish() - "kzyEntangleScript.psc" Line 335 [07/24/2015 - 09:31:36PM] warning: Assigning None to a non-object variable named "::temp78" stack: [None].kzyEntangleScript.ClearAllOtherVictims() - "kzyEntangleScript.psc" Line 379 [None].kzyEntangleScript.OnEffectFinish() - "kzyEntangleScript.psc" Line 335 [07/24/2015 - 09:31:36PM] ERROR: Cannot call HasMagicEffect() on a None object, aborting function call stack: [None].kzyEntangleScript.ClearAllOtherVictims() - "kzyEntangleScript.psc" Line 379 [None].kzyEntangleScript.OnEffectFinish() - "kzyEntangleScript.psc" Line 335 [07/24/2015 - 09:31:36PM] warning: Assigning None to a non-object variable named "::temp81" stack: [None].kzyEntangleScript.ClearAllOtherVictims() - "kzyEntangleScript.psc" Line 379 [None].kzyEntangleScript.OnEffectFinish() - "kzyEntangleScript.psc" Line 335 [07/24/2015 - 09:31:37PM] ERROR: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type stack: [None].kzyEntangleScript.Dispel() - "<native>" Line ? [None].kzyEntangleScript.UpdateConsciousness() - "kzyEntangleScript.psc" Line 289 [None].kzyEntangleScript.OnUpdate() - "kzyEntangleScript.psc" Line 197 [07/24/2015 - 09:31:38PM] ERROR: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type stack: [None].kzyEntangleScript.Dispel() - "<native>" Line ? [None].kzyEntangleScript.UpdateConsciousness() - "kzyEntangleScript.psc" Line 289 [None].kzyEntangleScript.OnUpdate() - "kzyEntangleScript.psc" Line 197 Cheers!
Kazyn Posted July 25, 2015 Author Posted July 25, 2015 Hello! For the longest time I've been using MsLeech's Arachnophobia, but I wanted something more challenging and involved. This mod definitely satisfies that need. I am, however, encountering a few issues, albeit small issues. My apologies if these have been already reported; I'm new to using this mod, and it's a lot of threads to read through. First, I have my load order set by Loot. However, unless this mod is loaded very last in my load order, it doesn't work at all, at least in my game. Second, while wearing a chastity belt, the webbing and cocoon effect doesn't get applied. She still appears bound as if she was webbed, but the actual webbing isn't visible. Finally, I am getting a bit of a report in my Papyrus log. Maybe it's because my PC is wearing a chastity belt at present moment, but here's a taste of my log: [07/24/2015 - 09:31:36PM] ERROR: Cannot call HasMagicEffect() on a None object, aborting function call stack: [None].kzyEntangleScript.ClearAllOtherVictims() - "kzyEntangleScript.psc" Line 379 [None].kzyEntangleScript.OnEffectFinish() - "kzyEntangleScript.psc" Line 335 [07/24/2015 - 09:31:36PM] warning: Assigning None to a non-object variable named "::temp78" stack: [None].kzyEntangleScript.ClearAllOtherVictims() - "kzyEntangleScript.psc" Line 379 [None].kzyEntangleScript.OnEffectFinish() - "kzyEntangleScript.psc" Line 335 [07/24/2015 - 09:31:36PM] ERROR: Cannot call HasMagicEffect() on a None object, aborting function call stack: [None].kzyEntangleScript.ClearAllOtherVictims() - "kzyEntangleScript.psc" Line 379 [None].kzyEntangleScript.OnEffectFinish() - "kzyEntangleScript.psc" Line 335 [07/24/2015 - 09:31:36PM] warning: Assigning None to a non-object variable named "::temp81" stack: [None].kzyEntangleScript.ClearAllOtherVictims() - "kzyEntangleScript.psc" Line 379 [None].kzyEntangleScript.OnEffectFinish() - "kzyEntangleScript.psc" Line 335 [07/24/2015 - 09:31:37PM] ERROR: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type stack: [None].kzyEntangleScript.Dispel() - "<native>" Line ? [None].kzyEntangleScript.UpdateConsciousness() - "kzyEntangleScript.psc" Line 289 [None].kzyEntangleScript.OnUpdate() - "kzyEntangleScript.psc" Line 197 [07/24/2015 - 09:31:38PM] ERROR: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type stack: [None].kzyEntangleScript.Dispel() - "<native>" Line ? [None].kzyEntangleScript.UpdateConsciousness() - "kzyEntangleScript.psc" Line 289 [None].kzyEntangleScript.OnUpdate() - "kzyEntangleScript.psc" Line 197 Cheers! Since I've rewritten quite a bit of the old code, we'll see if this type of thing keeps occurring. I personally have not had problems with DD causing issues but the current build is at this point in time working off of an old version of ZAP. The new build (whenever it's ready and not giving me trouble) should hopefully have the correct meshes being rendered. I'm testing various options in the hopes that the AI will behave appropriately. It seemed nothing I was doing was fixing the issue so I backed off and simply played around with the game some. When next I find myself in a spider infested area, some more testing will probably commence. But yeah, there's all sorts of problems with the current mod right now. Also, I do not recommend using the test build at this time. Only reason I've left it up is so that followers won't get notifications of the mod being updated when it actually hasn't been.
laurient Posted July 25, 2015 Posted July 25, 2015 Hi, i tested the test version, and it work quite well, but the actual form has a big bug... I don't know what make it but when you became entangled the "kzyEntangleScript" doesn't stop to replicate itself. So the first view seconds, it's ok the entangle mini-game is responsive, but after that it's impossible to escape with the unresponsivness of the keypress. and for the interface, when the first progress bar is full,add a second one somewhere so we can know if the stuggle is good or not.
Kazyn Posted July 26, 2015 Author Posted July 26, 2015 Ok, yeah gonna take down that test build. I'm not using it anymore. So don't get too excited if you see those notifications saying the mod's been updated. It hasn't.
OlBenny Posted July 26, 2015 Posted July 26, 2015 Thanks Kazyn! In which case, I'll be keeping an eye on your mod. I will be looking forward to a more stable release.
Erizot Posted July 26, 2015 Posted July 26, 2015 So how long are you supposed to get to struggle while cocooned before your character dies? I think I'm getting some interference from other mods, because nothing seems to be happening once my character is moved to the cave. Also, is the PC supposed to be hung up while cocooned?
guyver Posted July 26, 2015 Posted July 26, 2015 Ok, yeah gonna take down that test build. I'm not using it anymore. So don't get too excited if you see those notifications saying the mod's been updated. It hasn't. daaaamn! >_<
Racoonification Posted August 1, 2015 Posted August 1, 2015 Hey guys I've got an issue when spiders wrap my character, the cocoon appears blue, what is akward e_e . I read that I was certainly missing cocoon textures/meshes but I have no idea how to find them ^^ ( aparently downloading again and again the mod doesn't help x) ) if anybody could help me out to find them or a solution, that would be great Cool mod anyway ^^
Headerman Posted August 2, 2015 Posted August 2, 2015 Hey guys I've got an issue when spiders wrap my character, the cocoon appears blue, what is akward e_e . I read that I was certainly missing cocoon textures/meshes but I have no idea how to find them ^^ ( aparently downloading again and again the mod doesn't help x) ) if anybody could help me out to find them or a solution, that would be great Cool mod anyway ^^ You need the Zaz texture pack located at http://www.loverslab.com/files/get/e12b5880ea8264a45f458178c303a665/268157-ZazAnimationPack_Textures_v0605.7z
323starlight Posted August 2, 2015 Posted August 2, 2015 I myself found a few issues. Whenever I would get captured by the spiders, (like dragged to the nest captured) As soon as I break free, my character has trouble getting up and keep ragdolling all over the area, he sometimes even falls through the floor. And other times when he finally gets up. The camera gets fixed right in fron of his face and I can't move it. I can move him but not the camera. These issues come up more often in the Frostbite respite cave. Anyways I also had a couple of ideas. One thing that bothered me was the lack of a progress indicator or meter when I'm trying to escape. My only indication that I'm close to escaping is when the cocoon texture flickers on and off. Wouldn't it be cool if you could add a cocoon durability meter that goes down as the player struggles? I have a feeling you had this in the mod before but removed it cause of a problem it caused. I understand if that was the case.
bleeb Posted August 16, 2015 Posted August 16, 2015 Any news? just FYI, you might not want to keep bumping the topic with that kind of stuff further, as it can quickly come off as naggy to the modder, and make them lose interest in continuing the mod even more. honestly the best way to stay up to date with this mod, or any mod on this site for that matter is to click the "follow this thread" button at the top of the page you're reading on. that'll send you alerts of whenever it updates. that also helps avoid filling the pages with loads of unnecessary bumps and prodding, and by way of that, it gives the modders the forum experience they deserve. more important than all the bumping is addressing errors with the mods and contacting testers/players of it to improve the mod overall. that gets hard to do if a thread gets cluttered with bumps and pretty much pointless uses of space in the thread that could be solved by simply following it. on top of that, think about how much of a pain it could be for the modder, or people reading through the thread later on if there gets to be a lot of those posts with no real reason to them. with the error posts and tester comments they usually have to read through a good bit of text, but then if there's a bunch of added people bugging them for updates.. yeah it can really stretch out a thread needlessly. there are a lot of threads on this forum that are needlessly long because of stuff like that, so I hope this one doesn't get that one. So yeah, click that *follow this thread* button up at the top right above where all the comments are, that'll tell you of any news on the mod.
Kazyn Posted August 17, 2015 Author Posted August 17, 2015 The mod will be ready when it's ready. I've been fighting with this mod, school, work, and a number of other things that have been hindering my progress. Testing is still in the works, and there are a myriad of details I must iron out before considering any sort of release. Let us not forget that this is my first real attempt at modding and there is much I still have yet to learn in regards to both modding itself and the workings of the engine. I have a busy life and cannot always be modding. Sorry, but that's just the nature of the whole thing.
bleeb Posted August 17, 2015 Posted August 17, 2015 The mod will be ready when it's ready. I've been fighting with this mod, school, work, and a number of other things that have been hindering my progress. Testing is still in the works, and there are a myriad of details I must iron out before considering any sort of release. Let us not forget that this is my first real attempt at modding and there is much I still have yet to learn in regards to both modding itself and the workings of the engine. I have a busy life and cannot always be modding. Sorry, but that's just the nature of the whole thing. it's sad that people need that explained to them. good luck in school btw!
Terra848 Posted August 18, 2015 Posted August 18, 2015 All i am doing is checking how the mod is progressing so i ask every couple of weeks.
bleeb Posted August 18, 2015 Posted August 18, 2015 All i am doing is checking how the mod is progressing so i ask every couple of weeks. that can still get annoying for a modder, the best way is still to just follow the thread and have the site update you when the thread is updated. it'll even tell you who has commented if there are updates. like the modder said here, he's got multiple sources of work to do, and he's already expressed that this mod "isn't doing it" that much for him anymore, before, so I wouldn't expect to see much action here with those two facets at once. I personally tend to only check back to my updates section for this mod about once every three weeks at this point, though I only come to this thread if I see Kazyn's commented, since the bulk of it lately has been just people posting error reports or others just going *bump* what's going on? getting kind of cluttered already.. this mod has had 3 different modders by this point too (Kazyn being the 3rd), and the first two were pretty active about it at first, but then they tapered off as time started to tack onto it. and both of them eventually dropped it altogether. the first time it was picked up by Ms. Leeches, who coined the Arachnophobia name, and she ran it pretty good for a while, but then lost interest with it, so it sat unused for a while, and then Kazyn picked it up, and here we are. that said, it wouldn't be farfetched to say this might get dropped eventually again, a lot of mods go that way, though Kazyn has stuck with it like a trooper thus far, I remember him saying he wants to do other stuff in the way of mods as well. I honestly think the mod that this one originated from had the problem of trying to be too big, and encompassing too many different things/scenarios at once, right from the start, though he obviously did some good work at it. and then Ms Leeches did too.. though ironically I think she had spider issues if I remember right lol also: the more time any modder has to spend during the free time they have to mod-related stuff, responding to error reports, and reading through bumps and stuff like that, is less time they can spend actually working on the mod, fixing things, and updating it. so there you go lol. (definitely tacks on a lot more time if they're coming to their thread and explaining everything they're doing, and the page that's on is likely to get buried under all the 'chaff' posts, unless they add it to their original post too. that exact scenario happened a LOT with the original incarnation of this mod.)
Stiltzkinator Posted August 18, 2015 Posted August 18, 2015 Echoing what bleeb said, bumping the topic with no new or meaningful input is counterproductive and only serves as an annoyance. Kazyn may not update this thread every day, but it's clear that whenever they have something exciting they are eager to share. Popping in to ask if there is "any news" and nothing else, and even doing so multiple times before a response is given, becomes nothing more than a light form of harassment. If you like the mod, talk about it. Share what else you would like to see, but also keep in mind that only 5% of what we can imagine can be reasonably implemented in the game due to the complexity and inherent limitations of modding. Kazyn's been very open about the fact that the current state of the mod is only possible because of the work provided by many others, including existing resources from ZaZ and the previous mod work done by Ms Leeches.And if you have time to spare and really, really want to see this mod develop, get involved in modding yourself. Skyrim is a complex game, but it has a ton of material for teaching others how to mod it. You might find that you're really adept at part of the process and may be able to provide some clean code to help with certain difficult-to-implement desired functions, or even your own plugins that alter or enhance the way that the existing mod works.
Kazyn Posted August 19, 2015 Author Posted August 19, 2015 @Pinky, I think you mean well, but the mod will have updates, news, or whatever whenever it's ready. To add on to bleeb's history lesson of sorts, Ms Leeches (Whom I believe is now going by Princessity) made the original arachnophobia to be mainly a proof of concept mod. A few people some potential to expand on it, which also includes myself, and thus gave it a try. This leads me to the last paragraph of Stiltz's post, I wanted to learn how to mod and just dove into the CK tutorials, made a bunch of smaller mods and whatnot to see what I could do with it. THIS mod was my first major attempt despite having extremely limited knowledge. Through making a few other mods, however, I've picked up a significant amount of knowledge that has actually helped with this mod. While life has been very busy for me recently, I also must admit to having been lazy somewhat with modding. Sometimes, modding something isn't quite what I'm looking to do to occupy what little fun time I have. It's work sometimes, maybe not even fun, but every now and then I'll experiment with a thing or two, be it with this mod or another in attempt to learn more about how I can get past the issues that are currently holding this one back. Seems scattered, maybe even inefficient, but I'm also not going to rush anything to appease the followers of this mod either, otherwise I'll just put out a crappy product much like the current release right now. (I don't even think it's playable right now, in its current state really. I think the web meshes don't show up unless editted in the CK or something).
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