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Posted
21 hours ago, saltshade said:

What game is that? If that's Skyrim you've defiled it. Please do people a favour and never post screenshots of your game again.

It looks like a room mod form korea, it is skyrim since the UI is skyrim?

Posted
On 10/18/2019 at 12:33 AM, saltshade said:

What game is that? If that's Skyrim you've defiled it. Please do people a favour and never post screenshots of your game again.

Whether I upload screenshots or not it's my freedom.
It is also a place where many users express their own unique world.
Your opinion is quite unpleasant.
Look at the world positively and brightly.

Don't just think wrong because you get stuck in the corner of your house ~

Posted
8 hours ago, imauto93 said:

Whether I upload screenshots or not it's my freedom.
It is also a place where many users express their own unique world.
Your opinion is quite unpleasant.
Look at the world positively and brightly.

Don't just think wrong because you get stuck in the corner of your house ~

I try to look at the world positively and brightly, but then a screenshot such as the one you posted tears that vision down. When you could have a beautiful looking game that corresponds to fantasy RPG conventions, why go the other way and make it degenerate on purpose? Sorry, but I don't get it. You're a playing a bald transvestite tree elf or what is that? That's making fun of the game, except I'm not laughing because the joke has no point.

Posted
6 hours ago, saltshade said:

I try to look at the world positively and brightly, but then a screenshot such as the one you posted tears that vision down. When you could have a beautiful looking game that corresponds to fantasy RPG conventions, why go the other way and make it degenerate on purpose? Sorry, but I don't get it. You're a playing a bald transvestite tree elf or what is that? That's making fun of the game, except I'm not laughing because the joke has no point.

My computer is a 2015 old office pc. The quality of my screenshots is due to the low specification of the graphics card.
I uploaded the image to ask questions about the mod.
Is the old man of dovahkin of my skyrim game.
Should I play the game answering your questions and answer the questions about my dovahkin's character? .

Your opinion of degenerate regressing Skyrim is to blame.
It's like blaming people who make mods.
The people who make mods in loverslab are the same logic as you, and they are all degenerate garbage.
You're like an unhappy friend with an abnormal accident like a hermit alone.
You look like a psychopath that will cause pain to your parents and those around you.
I don't play games to make understand low intelligence boy like you.

Posted
3 hours ago, imauto93 said:

The people who make mods in loverslab are the same logic as you, and they are all degenerate garbage.

Why are you playing a mod made by those people then? And I'm sorry if I was harsh. You play what you like and what your computer allows.

Posted

Hello,

 

I sometimes show up to a baby mama's house to see my kid for the first time and cannot find the child.  The child's info says they are "somewhere in skyrim."  What is up with that?  How can I summon them to where they are supposed to be?

  • 3 weeks later...
Posted
On 9/14/2019 at 11:14 AM, hogsmaws said:

Bane - there has got to be a better way to distro this. this is going to get lost as more posts come in and will be in the middle of a huge thread.

I believe the community version could use its own thread at this point, I mean, come on.

 

On 10/22/2019 at 3:35 PM, saltshade said:

stuff

If you're here to crusade about purity of designers' vision of games and "degenerate" mods then oh boy, are you in the wrong place to do that! You just need to take a glance at Sims 4 or Fallout 4 mods to see diapers, trannies and some mods where canadians can go to jail for - I'm not judging because this is simply not the place to do that.

Posted
14 hours ago, Nevershouldhavecomehere said:

I believe the community version could use its own thread at this point, I mean, come on.

 

If you're here to crusade about purity of designers' vision of games and "degenerate" mods then oh boy, are you in the wrong place to do that! You just need to take a glance at Sims 4 or Fallout 4 mods to see diapers, trannies and some mods where canadians can go to jail for - I'm not judging because this is simply not the place to do that.

You have a point, and I've already stepped down from that pedestal. I overreacted to a slightly off screenshot and hopefully we can just move on and pretend nothing happened.

 

Regarding mods with unnatural content. Hopefully people have the decency to keep it in their respective threads where it belongs. Also, what did you mean by canadians going to jail? Don't tell me if it's something disgusting, or if you think I will be upset by it. I'm curious, but sometimes blissful ignorance is better.

Posted
7 hours ago, saltshade said:

You have a point, and I've already stepped down from that pedestal. I overreacted to a slightly off screenshot and hopefully we can just move on and pretend nothing happened.

 

Regarding mods with unnatural content. Hopefully people have the decency to keep it in their respective threads where it belongs. Also, what did you mean by canadians going to jail? Don't tell me if it's something disgusting, or if you think I will be upset by it. I'm curious, but sometimes blissful ignorance is better.

Depending on your jurisdiction you can go to prison for a woman with a flat chest (straya) or a 3000 year old dragon that suspiciously looks like a 13 year old (majority of the brit commonwealth), there's also mods that add Elin which look suspiciously like children (I swear your honor they're 18!) and so on.

 

Honestly I don't really give a shit if someone tugs on their banana to loli shit, just stay away from real children. I find claims that depictions of virtual children somehow harm real ones is laughable at best.

Posted
On 11/12/2019 at 6:09 PM, Nevershouldhavecomehere said:

Depending on your jurisdiction you can go to prison for a woman with a flat chest (straya) or a 3000 year old dragon that suspiciously looks like a 13 year old (majority of the brit commonwealth), there's also mods that add Elin which look suspiciously like children (I swear your honor they're 18!) and so on.

 

Honestly I don't really give a shit if someone tugs on their banana to loli shit, just stay away from real children. I find claims that depictions of virtual children somehow harm real ones is laughable at best.

Couldn't agree more. I think there should be age restrictions for the most violent and depraved games, but laws shouldn't stand in the way of artistic freedom and diversity.

  • 2 weeks later...
Posted

I am trying to create a merchant that uses the possible BF items as his vendor items.

 

Doing that, I found a few things that we could fix in one if the next patches. Perhaps we had a bit of them mentioned earlier in this thread.

 

  • The sanitary napkin is associated with the default race, the tampon appears to be assigned to the Nord race (see picture below)
    • => I am not sure if this has any negative side effects, but my stomach says it should both on the same setting and DEFAULT sounds better to me than NORD
  • They use both different body slots ... :classic_huh: still odd to me
    • => wouldn't it make more sense to use the same one?
  • We have a keyword _BFPanty but neither of those items use it
    • => I think they should
    • Similarity to contraception and washout fluids: they all have a proper BF keyword there and they use it
  • We have formlists with all contraception items and all washout fluids but we don't have a formlist with tampon+sanitary napkin
    • I would like to have such a formlist.
    • Of course, I could add it locally in my mod, but again I feel it just got overlooked in BF and should belong here
  • adding universally VendorItemClothing and VendorItemPotion keywords to the BF items could make them easier available in an otherwise unmodded Skyrim

Screenshot, taken from the CK

Spoiler

CKBF.jpg.7aac3f1607d9ec9bcc324aa5dc106656.jpg

Opinions?

 

Now, back to my merchant in the CK and filling his chest with tampons :classic_laugh:

Posted
16 hours ago, worik said:
  • adding universally VendorItemClothing and VendorItemPotion keywords to the BF items could make them easier available in an otherwise unmodded Skyrim

 

I think it would be good to either have this option as a separate add on or with an MCM toggle to switch it off. Speaking personally, I'd prefer vendors not to sell these items but that's just me, others may have a different view

Posted
23 hours ago, worik said:

Opinions?

If I remember correctly the napkin was  dropped from development due to issues - can't remember what milz said they were though, that's why the tampon is the only item supported atm.

Posted
14 minutes ago, Bane Master said:

If I remember correctly the napkin was  dropped from development due to issues - can't remember what milz said they were though, that's why the tampon is the only item supported atm.

:classic_huh: ? At least in game, they work quite well.

Posted

I wish this was still being worked on, or that someone could make a redux or something... :( Not only are the widgets still troublesome (even setting all widgets to 'false' with an alpha of 0 in the default.ini for this mod has no effect), but the pregnancy belly looks a bit unnatural on my character. Even with a small size (too small to be convincing to me), the belly is rather distorted when I use the bf:test console command (even when she's naked), yet if I use the PregnancyBelly UUNP slider in RaceMenu it looks much more true to life. I wish that was an option, but it looks like all we have are two different versions of skeleton, and weight. Both skeleton options look the same, and weight wouldn't work for me, as my girl is already at max weight (I like using RND to let her 'waste away' if she doesn't eat enough) and I certainly don't want to have to remake her body to have a pregnant version at max weight, and have that result in having to rebuild all her clothes.

Posted
12 hours ago, ShenGo said:

I wish this was still being worked on, or that someone could make a redux or something... :( Not only are the widgets still troublesome (even setting all widgets to 'false' with an alpha of 0 in the default.ini for this mod has no effect), but the pregnancy belly looks a bit unnatural on my character. Even with a small size (too small to be convincing to me), the belly is rather distorted when I use the bf:test console command (even when she's naked), yet if I use the PregnancyBelly UUNP slider in RaceMenu it looks much more true to life. I wish that was an option, but it looks like all we have are two different versions of skeleton, and weight. Both skeleton options look the same, and weight wouldn't work for me, as my girl is already at max weight (I like using RND to let her 'waste away' if she doesn't eat enough) and I certainly don't want to have to remake her body to have a pregnant version at max weight, and have that result in having to rebuild all her clothes.

This mod has already been brought back to life by a few people patching it :

 

About UUNP, I think you have to use the "HDT Special" body, which allows for the belly to grow

Posted
17 minutes ago, mangalo said:

About UUNP, I think you have to use the "HDT Special" body, which allows for the belly to grow

I'm using UUNP Special, and the belly DOES grow, its just that, because this mod SEEMS to use the skeleton to grow the belly, rather than the tri morphs (I think they're different, right?) when the belly does grow, it looks clunky and unnatural even at smaller sizes, and no where near as good as it does using the UUNP morphs in RaceMenu.

Thank you for the link, I've been looking for something like that. :) I'll check it out now!

Posted

There is one mod that gives the contraceptives to the vendors.

What I would love is the latest patches to work on SSE version.

I have manage to have Patch 6 to work, but I cant use the plugins.
 

Posted
5 hours ago, ShenGo said:

I'm using UUNP Special, and the belly DOES grow, its just that, because this mod SEEMS to use the skeleton to grow the belly, rather than the tri morphs (I think they're different, right?) when the belly does grow, it looks clunky and unnatural even at smaller sizes, and no where near as good as it does using the UUNP morphs in RaceMenu.

Thank you for the link, I've been looking for something like that. :) I'll check it out now!

I have to admit that I got tired of trying to get SLIF and BF to play nicely together and ended up junking SLIF entirely and making my own little hacked version of Bane Master's patch to do the tri morphs the way I wanted them manually.

 

I also did a few other little hacks like disabling the infinite supply of npc tampons and patching the info shout power to force a belly refresh.  If you're up to getting CK running I can post a little how-I-did-it guide.

Posted
18 minutes ago, xmas214 said:

I have to admit that I got tired of trying to get SLIF and BF to play nicely together and ended up junking SLIF entirely and making my own little hacked version of Bane Master's patch to do the tri morphs the way I wanted them manually.

 

I also did a few other little hacks like disabling the infinite supply of npc tampons and patching the info shout power to force a belly refresh.  If you're up to getting CK running I can post a little how-I-did-it guide.

Yes, I would love that! I have knowledge of the CK, but none when it comes to scripting, I hope that's not an issue. >.<

Posted

I wouldn't worry too much about the scripting part; I'll just include the scripted bits I wrote and if you want to modify what I did it's just changing the names of the morphs to do what you want and those are pretty obvious.

 

Really, the harder part is getting your setup to the point where you can load CK and have it recompile a BF script or two without it throwing up all over itself, I think.

Posted
3 hours ago, xmas214 said:

I wouldn't worry too much about the scripting part; I'll just include the scripted bits I wrote and if you want to modify what I did it's just changing the names of the morphs to do what you want and those are pretty obvious.

 

Really, the harder part is getting your setup to the point where you can load CK and have it recompile a BF script or two without it throwing up all over itself, I think.

Lol, that's one way of putting it. ;) I'd love to hear how you did it.

Posted

ok, so here's the guide to How I Did It (part 1, as it turns out)


if you have never started up CK via MO before, then check out https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited#Configure_The_Creation_Kit for a refresh.  it's pretty straightforward.  also note that https://www.nexusmods.com/skyrim/mods/65578/ is necessary if your PC is not really really old and (like me) you are using MO to do this.

 

one can really get into the weeds as far as fixing up the .inis goes; I just let BethINI do whatever fix stuff it feels compelled to do for me and it's been fine.  https://www.nexusmods.com/skyrim/mods/69787/

 

So before we can make this happen we need to get the mod script compiles and sources in the right spots.  IMO the best way to do this is to make empty mods in Mod Organizer (either 1 or 2) and stuff the files into them.  that way when you run CK through MO, all the files are where they need to be and not overwriting each other in the wrong way.  We will need both BF scripts and SkyUI scripts to make CK happy.  the general layout is this:

 

data folder: (i.e. the base folder of the game/mod)
  esp, esm, bsa files go here, scripts folder goes here.
scripts folder:
  pex files go here.  source folder goes here.
source folder:
  psc files go here.

 

We will need:

SkyUI - https://github.com/schlangster/skyui
SkyUI SDK - https://github.com/schlangster/skyui/wiki

the BF Developer pack on LL (and if I need to tell anyone where the download for that is I think they should just give up on everything right now because yikes)

 

these links are not packaged as plug and go mods so the easiest thing to do will be to create empty mods and arrange the directories ourself.

to create an empty mod in MO, right click Overwrite and mouseover "All Mods".  on the right menu that opens up it should be 2nd from the bottom, 'Create Empty Mod'.  give it a name and it will create a folder with that name and a meta.ini in your mod directory.  to follow this guide, create three empty mods and name them something like:

 

BF dev pack ENABLE FOR COMPILE ONLY (yes, name it all of that)
SkyUI source
SkyUI SDK

 

from the main skyui page on github, hit the green clone/download button to download a zip file.  the scripts we want are in dist/data/scripts, put those in the SkyUI source mod folder.

from the skyui sdk page, get the sdk file that matches your version (I have no idea why it wouldn't be 5.1 by now, and if for some reason you are still on an older version four years later, prepare for none of the rest of this to work), put that in the SkyUI SDK mod folder.

get the bf developer pack from LL and extract it.  you'll see four folders and an esp.  put the BeeingFemale.esp in the mod folder.  create a directory named scripts in the mod folder and put the source directory in that folder.  we don't need the DLL, documents, or flash folders.

 

now before you start up CK through MO make sure your mods are enabled and in this order on the left pane (they don't have to be consecutive):

SkyUI source
SkyUI SDK
SkyUI (the 'real' mod)
BeeingFemale
BF dev pack ENABLE FOR COMPILE ONLY
Bane Master's BF patch v14d

 

DEFINITELY READ THE FOLLOWING NOTE!

the BF dev pack includes an .esp to make CK happy.  however, since the game already has a BF .esm, it will NOT be happy if these both are present when you try to start.  if you followed my suggested folder naming scheme you probably already have a clue what I'm going to tell you next:  we only need this mod to compile scripts, so disable it whenever you aren't compiling a script.  it is not necessary to sort the esm with LOOT.

DEFINITELY READ THE PRECEDING NOTE!

 

before we get into script editing it is a good idea to just try and recompile an existing script and make sure CK is up to it.  bear in mind that CK is often slow and prone to the appearance of hanging.  if you have spare monitor space, it isn't the worst idea to monitor EditorWarnings.txt in the game base folder to see what CK has to say while it is apparently doing nothing because it is often very very busy finding unimportant things to warn us about before actually getting to the things we want it to do.

 

anyway, it's pretty straightforward to get a compile up and going.  File > Data will bring up the plugin/master checklist.  double-click an empty box to check it.  we want these checked:

 

SkyUI.esp
BeeingFemale.esp (not the esm!) and also click the 'Set as Active File' button in the lower left.  (the esm won't let you click this button.  if you can't find the .esp file then you forgot to enable the mod. and no, it won't sort by filename even if it looks like it can.  yes, it's annoying)

 

with those checked hit OK and CK will prepare to load those and its masters (Skyrim.esm and Update.esm, namely).  this will result in at least one peridd of CK psuedo-hanging while it blathers many complaints into EditorWarnings.txt.  you'll just have to wait it out.  when it's done the object window will be full of stuff that we will promptly ignore.

compiling from this point is pretty simple:  we go to Gameplay > Papyrus Script Manager

 

if the filter line is blank then there will be a really long line of scripts that might induce another short spell of pseudohang.  fortunately we can filter stuff (and CK remembers old values, thank god) so enter FWA as the filter and now we have a much more manageable list of scripts.  pick FWAbilityBeeingFemale and right-click, and pick compile.

 

if all is well, it will pop open a window, think a while, and if it's successful you will maybe see it say so for a handful of frames before CK decides to immediately close the window.  but that is good!  if it stays, it's because it failed:  something went wrong with the setup.  it could be a whooooole lot of things so this guide isn't really going to get into troubleshooting.  however, if you click on the script file in the upper pane you will get some specific complaints in the lower pane that might help you determine what's up.  usually it's because CK can't find files, and a general good way to find files is to determine what mod seems to be missing the file from the error and extract the script/source files from the BSA.  CK is not very good at looking in there.   but if you followed the guide correctly as far as I know you should not be missing any files here.  I could have added some necessary files to this setup long long ago, though.

 

aaanyway!  I presume having reached this point you have recompiled a BF script successfully, so congrats and we're going to go to the scripts and make our changes now.  happily the bane master patch comes with the source so now comes the part where we detail our changes.  we are going to make some tweaks to Bane's FWAbilityBeeingFemale.psc and FWController.psc next.

 

aaaand this seems like a good time to segment into a part 2 before I hit any post length limits.

 

 

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