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Posted

No, you're right. I did mess up. Completely forgot to account for something and ran my tests wrong.

 

EDIT: Hopefully, I got it right with v2.5b this time. I'm pretty sure I tested it properly this time.

Posted

Great mod, many thanks.

One comment, during sex there are two light balls floating about (no problem) but is it possible to stop that happening during other sex scenes when not using the shout, it looks a bit strange.

Posted

Well, i would love to download version 2.5b, but somehow i can't download the version 2.3, 2.4, 2.4b and 2.5b. If i try to download them i get the message from Chrome "The Server did not response", in Firefox i get a Timeout Error and in the Internet Exploder i get the message that the page can't be shown. If i try to download version 2.2 or any other mod i have no problem.

Posted

I guess the files are ok, chrome still gives me the errorcode: ERR_EMPTY_RESPONSE, which means the server answers, but doesn't send anything, but i have no clue why this happens only with your files.

Posted

Good news everyone! The sperm is flowing again! Oh and the texture fix is working, nice job TDF. Now I just need a shout that makes the transformation permanent and not break on hit. Then I can use Sexlab Puppet and turn all the named dragons into sex puppets after defeating them.  ;)

Posted

Oh, yours is good too, I was responding to Buffmutti

Oh... well, then. *leaves all upset and disappointed* jk :)

 

Good news everyone! The sperm is flowing again! Oh and the texture fix is working, nice job TDF. Now I just need a shout that makes the transformation permanent and not break on hit. Then I can use Sexlab Puppet and turn all the named dragons into sex puppets after defeating them.  ;)

I mean, I could do that, but wouldn't that break their quest(s)? I can think of the Alduin fight at the Throat of the World. You'd have a sexy Alduin following you around while Paarthurnax keeps yelling at you, "Use the Dragonrend Shout. It's your only chance!", and you respond, "I can't. Alduin's sucking my d*ck right now", and then you shout at Paarthurnax to have him join the orgy, and then the game shrugs and say "WTF just happened".

Posted

 

I mean, I could do that, but wouldn't that break their quest(s)? I can think of the Alduin fight at the Throat of the World. You'd have a sexy Alduin following you around while Paarthurnax keeps yelling at you, "Use the Dragonrend Shout. It's your only chance!", and you respond, "I can't. Alduin's sucking my d*ck right now", and then you shout at Paarthurnax to have him join the orgy, and then the game shrugs and say "WTF just happened".

 

 What I intended to do was kill the dragons, then spawn a new instance of them with player.placeatme, then use the shout on the new instance. A bit immersion breaking but will prevent quest breakage. (Wouldn't enslave Alduin until after I beat him in Sovgarde ;) )

 

Edit: Oooh I need to stop thinking of the dragons as "he's" and "him's". They're most definitely "It's" at this point.

 

Further edit: Although that does bring up a good point I'd have to be wary of where I'm at when using this shout. Thus far all I've really been doing is testing the mod outside Rorikstead on Mirmulnir so no chance of breaking anything there on a named non quest related dragon.

Posted

The mod as it is won't break any quests. Let me explain how it works:

- The player uses the shout near a dragon.

- The effect kicks in. What is does is move the dragon to some inaccessible cell, and randomly place an Actor reference of one of the 24 Dragon Wench Actor Bases in its place.

- A script attached to the Dragon Wench does the following: it replaces the Dragon Wench Actor Base's original name with the name of the replaced dragon (this method consequently suffers from a bug where, if there were multiple dragons replaced and two or more Actors of the same Actor Base spawned), starts SexLab animations with the Dragon Wench(es), and imposes a timer for when the Dragon Wench will transform back (really, the Dragon Wench is despawned and the Dragon is brought back, which is why quests won't be broken). Also, the script watches out for when the player attacks the Wench (after the SexLab animation), which will also initiate the "transformation".

 

I now don't recall what my original intended point was initially (because it took me a while), but I hope this helps.

Posted

I'd only have to be wary if you do implement the permanent version that I asked for. :) As it is now yes your shout is completely safe interms of quest breaking. I can just use for fun and call it a day.

Posted

Okay I've done some thinking and based on what you've said about your initial scripting for the dragon portion of the shout, I think I have a solution for the quest breaking. (Seriously this is a big maybe since my knowledge of scripting limitations is pretty high.) However, What if the the scripting of the dragon shout did this:

 

First, change the shout from an AoE to a targeted effect ala Dragonrend style. If it doesn't hit a dragon end script. If a dragon is hit, run Wabbajack effect; duration 9999999999 seconds (off the top of my head I can't what the cap is for the timer). Spawn Dragon Wench randomized appearance copy name from Wabbajacked dragon. Run kill script on Wabbajacked dragon ( game reads dragon as being killed)(This should allow the progression of quests. Side effect you can't absorb the soul). Mark dead dragon for deletion. Wench runs to PC and plays initial sex scene. Reapply lost scale shader if applicable. End script.

 

With this Wench essentially becoming a permanent actor in the game some factions will have to be added to her. At a minimum I'd say CurrentFollowerFaction and PotentialFollowerFaction would have to be added just in case the users of this mod don't have some other means to make the Wench their slave (like Sexlab Puppet). Could possibly also add her to the PotentialMarriageFaction in case someone wanted to marry their slootified Alduin Wench. *nudge nudge wink wink*

 

And as a last little tidbit could maybe add a menu option to the wenches to reselect their random appearance if you don't like the one that was given to them initially.

Posted

There are a couple of things that might still be problematic. While developing the mod, and trying to figure out how to do the dragon "transformations", I found that a few very important commands would not run on dragons. I don't know why but I wasn't ever able to delete them from the game. We'd just have a bunch of dead dragon bodies in the mod's DragonHoldingCell cell. But, that's me just be cautious; I mean, the player will never set foot there, so it shouldn't be a problem, right? There is on other thing, and I think it's a pretty big deal because it's about the naming. The function I use to change the name of the Dragon Wench to the name of the Dragon is an SKSE function that does not persist through quit-reloads; interestingly, it persists through reloads of different saves in-game. This is made even worse by the fact that the function does not affect the single Actor Reference. It affects the whole ActorBase. If you've taken a look at what the scripts are doing, you'll notice that the transformation (really, a moving away of the Dragon and a spawning in of the Dragon Wench), creates a new Actor Reference out of 24 possible ActorBases. I'm sure you can see the issue now. If you have a Dragon Wench (named after some Dragon) with you, and then you use the shout on a Dragon and the script (just by random chance) spawnsan Actor of the same ActorBase as the previous, the script will then name both of your Wenches as the last Dragon you used the shout on.

 

So, TL;DR: the naming will get screwed up by quit-reloading and by random chance.

 

To have the DragonWenches stay with you forever is easy; I just have to delete a few lines from a script and add a Kill() line to another script, but it just won't work as we hope.

 

At this point, I've realized another issue: scripted fights (well, all of the Dragon fights are very heavily scripted, but I'm taking about the visibly quested ones). The Vanilla game and many popular mods add scripted fights where you don't exactly kill the Dragon. The Alduin fight at the throat of the World and the Odahviing fight at Dragonsreach are the two I can think of in the Vanilla game. Granted, they are marked as essential during the fight, so even the Kill() line wouldn't get them, but the removal of the timer from the Wenches would leave the player with no way to bring them back to finish the fight.

Posted

You need to create a shout that will transform sluts back into dragons then.

 

All the "dragons are back" thing will feel completely different with like tens of former slutsdragons circling in the sky.

 

edit: "Dragons Are Back" - exactly threee words for a shout. Don't try it at home.

Posted

I'm broken-hearted but I do understand. :( A pox on the limitations of Skyrim. Hopefully Bethesda will make Elder Scrolls 6 with some insane game engine that can literally do anything we want.

Posted

Is it possible for you to share the source for this mod?  I'd like to tweak it for my own personal use.

 

EG: Making the dragons stay like that.

Sources are included with the mod.

Posted

Critical post(x2)

Any way to prevent affected actors from teleporting? SL pairs actors for animating, then they get teleported reaaaally long distance. I know teleporting is the only way now, but i usually see actors teleported short distances, now it's like from the one side of town to the other.

Posted

On a knee-jerk reaction, I would be tempted to say yes, that I could give the Aliases AI packages that have them travel to each other (well, not really; I'd have to have it so that, for example, Alias_Slut001 and Alias_Slut002 travel to Alias_Random001). Of course, sometimes, NPCs still have trouble getting to each other within the given timer I set.

 

But...

The trouble is that, depending on the circumstances, some aliases may not fill, so then we might some unexpected behaviour. So, the best I could do was have the Dragon Wenches travel to the player (which is one constant thing I can depend on).

 

However, I'll try it out and see. If everything looks solid, I'll upload it.

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