GlitchyComic Posted January 22, 2016 Posted January 22, 2016 Honestly speaking I don't think currently SAM can be very popular among gay players because of it's limited armor and clothes support. And also because of the different ways of understanding what the word "revealing" means :-) I'm a noob when it comes to 3d modeling but I'm willing to follow tutorials and learn. But I've seen only one tutorial about dealing with armor for SAM - the adding of the SAMRevealing nitrishape in order to make the scholng show up. And while it works with the several armor sets provided, I could not make it work correctly with other (holes in the body). I guess if they are not going to make conversions they can at least publish a tutorial about it. Using SOS I managed to make all male NPC's in the game to wear a revealing outfit, not "only" the outfits provided by the revealing SOS sets, but all the others. And I managed to make them more revealing also on the back side. According to my understanding of the lore (that I think will be typical among gay players :-) ) in a world of sex and violence the men fashion and way of dressing will be one that showcases the "assets" of the man - muscles, schlong and ass. If I know how to do this for SAM I would probably spend tens of hours "designing" outfits :-) Maybe the Bodyslide/Otfitstudio can be used for this. But I'm not sure about if and how, because every thread about it that I open has boobs, lots of boobs, so I decided that it is not of use for me. But maybe it is? If anyone knows a tutorial about how to refit and "revealify" outfits for SAM, please share it. In the case of SAM, "revealing" virtually always means "skimpy" rather than "schlong flopping out." The "DG Inspired" armor is revealing in the traditional sense, but I don't think any others are. There are people working on refits and conversions, but due to permission problems (and probably no personal time), haven't been able to share them, so they won't even do a personal refit. I do like the idea of a full refit/conversion tutorial, though. I would refit/convert the shizz out of those armors!
rydin Posted January 22, 2016 Posted January 22, 2016 Honestly speaking I don't think currently SAM can be very popular among gay players because of it's limited armor and clothes support. And also because of the different ways of understanding what the word "revealing" means :-) I'm a noob when it comes to 3d modeling but I'm willing to follow tutorials and learn. But I've seen only one tutorial about dealing with armor for SAM - the adding of the SAMRevealing nitrishape in order to make the scholng show up. And while it works with the several armor sets provided, I could not make it work correctly with other (holes in the body). I guess if they are not going to make conversions they can at least publish a tutorial about it. Using SOS I managed to make all male NPC's in the game to wear a revealing outfit, not "only" the outfits provided by the revealing SOS sets, but all the others. And I managed to make them more revealing also on the back side. According to my understanding of the lore (that I think will be typical among gay players :-) ) in a world of sex and violence the men fashion and way of dressing will be one that showcases the "assets" of the man - muscles, schlong and ass. If I know how to do this for SAM I would probably spend tens of hours "designing" outfits :-) Maybe the Bodyslide/Otfitstudio can be used for this. But I'm not sure about if and how, because every thread about it that I open has boobs, lots of boobs, so I decided that it is not of use for me. But maybe it is? If anyone knows a tutorial about how to refit and "revealify" outfits for SAM, please share it. In the case of SAM, "revealing" virtually always means "skimpy" rather than "schlong flopping out." The "DG Inspired" armor is revealing in the traditional sense, but I don't think any others are. There are people working on refits and conversions, but due to permission problems (and probably no personal time), haven't been able to share them, so they won't even do a personal refit. I do like the idea of a full refit/conversion tutorial, though. I would refit/convert the shizz out of those armors! Van you not use ones for SOS but just adjust the _1 file to a bigger slider? All my thoughts on this is theoretical from what I've seen but I have never put it to practise. THeres aspects of SOS and SAM i like but I've had to picked SOS over SAM.
Ixum Posted January 22, 2016 Author Posted January 22, 2016 There is a conversion guide for SAM at LM: http://www.ladymoiraine.com/index.php?/forums/topic/5910-tutorial-refiting-armors-for-sam-with-bodyslide-2outfit-studio/
prinyo Posted January 22, 2016 Posted January 22, 2016 This tutorial looks quite scary :-) My problem with it is that it assumes you have knowledge about 3d stuff and is not for the "common folk" like me. At first glance it doesn't look like this and it seems it is quite simple to follow and understand. But when you start reading - it assumes for example that you know what this means : "(if) you're using a body sliced with zap sliders and you have its bsd to create a tri (read 2.a), otherwise, if you're using a whole body model on your armors skip to 2.b-.." And in the posts after the tutorial there are additions or revisions that completely confuse me. I have spent lots of time through the years on tutorials that start by explaining for a long time that 1+2=3 and 2+2=4 and then at some point "now simply extrapolate the cosinus of the infinity accounting for the cosmological constant if you need to and you are done". So I make sure I read everything in advance and I'm sure I can handle the tutorial. This one - I'm probably too stupid for it :-) There are limits to what it can be expected the common folk to understand and want to understand. So I can understand that if I want to remove parts of the armor I need to check if the mesh has alpha property (for SOS) or SAMRevealing (for SAM) before opening the texture in GIMP and start deleting stuff. But I don't really want to know if I have some bsd to create a tri and do I need to do that or not. And the fact that it tells me I need to download and use 7 different things is already making me start to panic. This brings me back to the original point that SAM can not be very popular among gay players (most of whom quite understandaby don't really want to know what a mesh is for example). I can completely appreciate all complications - technical, legal, inter-personal and so on with the outfit support for it. But from the point of view of the player - install SOS and the revealing armors - a sea of cocks in the game. Install SAM - no cocks. Damn... :-)
prinyo Posted January 22, 2016 Posted January 22, 2016 Van you not use ones for SOS but just adjust the _1 file to a bigger slider? I would try if I knew what this actually means.
Ixum Posted January 23, 2016 Author Posted January 23, 2016 Personally I don't wear chest armor, fixes the revealing issue ^-^
GingerTroll Posted January 24, 2016 Posted January 24, 2016 Just to keep this thread going, I would love to see some more immersive male mods. Maybe more storylines with male NPC's akin to Amorous Adventures. I would also like to see more male content integrated into factions like the Companions, Dark Brotherhood, Thieves Guild, etc. I wish I could help with making these mods but I would need a ton of help because I have no patience with complex modding haha.
Guest ffabris Posted January 24, 2016 Posted January 24, 2016 One problem with integrating mods with existing groups like the Companions, is the risk of breaking a vanilla quest line. For example, I know from a test I did a while back that simple increasing relationship rank with one of the companions breaks the entire quest. So, you would have to condition the integration to start after the quest line is finished - which is what Isle of Mara does. This is one reason why I try to interact as little as possible, in my mods, with vanilla NPCs, and when I do, only slightly, and with those that are not major actors in the game. Other factors that come into play.... one is, what modders want to do. I make mods in part because the idea grabs me and wants to be made, and partly as a learning experience. Very few, if any, of the vanilla groups like the companions, inspire me to do anything. Of course, that's me. And of course, there is also, what modders are capable of doing. Course, everyone can learn, but still, some things may be out of reach. Now, having said all that, if you have any specific ideas, toss them out there. Someone may bite!
prinyo Posted January 24, 2016 Posted January 24, 2016 One problem with integrating mods with existing groups like the Companions, is the risk of breaking a vanilla quest line. For example, I know from a test I did a while back that simple increasing relationship rank with one of the companions breaks the entire quest. So, you would have to condition the integration to start after the quest line is finished - which is what Isle of Mara does. This is one reason why I try to interact as little as possible, in my mods, with vanilla NPCs, and when I do, only slightly, and with those that are not major actors in the game. To add to this - even Isle of Mara doesn't use the vanilla NPC's themselves. If you use a replacer this is the first thing you notice when you meet the twins in the cellar ("Who the f*** are those two?" :-)) It seems the cost of entering the mod creation is way higher than I expected. My usual approach when trying to explore new field in programming is to try something small and then expand on it. But in this case even for the small things you need a background on 3d modeling, quite a lot of understanding about how the game works and makes decisions and so on. Also reading the code other people wrote in order to make their mods work doesn't help that much because there were "behind the scene" considerations for choices that they made that you don't know about. Here are some ideas about the mods I would like to do (or use if done). In my mind they are all part of one big mod, but they would function perfectly by themselves. 1. Random sex orgies. There was a discussion here on LL about the lack of orgies in the mods. And by orgy I mean at least 7 people involved. There are mods that create battles in the game. In a similar way this one would add sex scenes that the PC can stumble upon while exploring the land. For example soldiers bored between battles. (In theory this should be easy to do as it would not requite designing. Just add 10 generic "leveled" NPCs from the same faction and make them "do it" at the appropriate time. Yet I still can not figure out how to trigger the scene at the correct time) 2. The army camps are quite boring and empty in Skyrim. But simply because they are "army camps" they are a perfetc setting for lots of m2m erotic mods. (Isle of Mara did something like this in the latest updates but in Solitude). There are lots of posibilities - to "inspect" the troops, train them, create bonds, keep the spirit up and so on. 3. Mister Skyrim. :-) When the men clubs that ffabris makes started showing up I thought they will be perfect location for a competition like this. First you organize local "Misters" in the holds and then the grand finale in Solitude. This is also connected to the next idea as it would give you the possibility to select the best men in Skyrim. 4. Lore... This might be tricky as parts of the lore are still under discussion and even if you spend hours and hours reading there are still points to make mistakes. The idea that I have revolves around giving the PC sex magic knowledge and powers. Those are the main ideas I have about such mod at the moment: - add sexual aspects to the worship of some of the gods - dragons - according to the lore they are asexual. They do not reproduce in any way. This gives the Dragonborn the advantage of the sexual energy. At the moment the dragons and the PC have abilities based on the same natural elements and powers. The idea that the sexual power is available for the PC but not for the dragons can be developed in many different ways. - as part of developing the sexual energy the Dragonborn can use the help of the other males in the game. For example under the disguise of an entertainment events, Mister Skyrim events can be used to select the best and most potent men and their powers can be used. Longer option would be to train them to become sex mages and form an "inner cyrcle". More doable seams making them share their energies with the PC. For example - they can be made to wear a special butplug in some kind of a ceremony that would act as a portal capable of channeling their energy when needed. And when the PC equips it at the end he will have the combined energy of all those studs. This, combined with some other items and actions will allow him for example to enter other planes of reality and become... - Talos. Yes. It is quite obvious that Talos is a phonetic variation of Phalos and I'm quite surprised that no mod has exploited this yet. It is quite easy to create a whole new branch of the lore where Talos was the first great sex mage. Also the overal game works in a way that you become the head of almost any organization you encounter so becoming Talos doesn't even sound so outrageous. Maybe now the actual Talos is no longer a single man, but a collective of inner circle of sex mages. Only the imagination is the limit for all the possibilities of what an addition to the lore like this can be :-)
rydin Posted January 24, 2016 Posted January 24, 2016 One problem with integrating mods with existing groups like the Companions, is the risk of breaking a vanilla quest line. For example, I know from a test I did a while back that simple increasing relationship rank with one of the companions breaks the entire quest. So, you would have to condition the integration to start after the quest line is finished - which is what Isle of Mara does. This is one reason why I try to interact as little as possible, in my mods, with vanilla NPCs, and when I do, only slightly, and with those that are not major actors in the game. 2. The army camps are quite boring and empty in Skyrim. But simply because they are "army camps" they are a perfetc setting for lots of m2m erotic mods. (Isle of Mara did something like this in the latest updates but in Solitude). There are lots of posibilities - to "inspect" the troops, train them, create bonds, keep the spirit up and so on. 4. Lore... This might be tricky as parts of the lore are still under discussion and even if you spend hours and hours reading there are still points to make mistakes. The idea that I have revolves around giving the PC sex magic knowledge and powers. Those are the main ideas I have about such mod at the moment: - Talos. Yes. It is quite obvious that Talos is a phonetic variation of Phalos and I'm quite surprised that no mod has exploited this yet. It is quite easy to create a whole new branch of the lore where Talos was the first great sex mage. Also the overal game works in a way that you become the head of almost any organization you encounter so becoming Talos doesn't even sound so outrageous. Maybe now the actual Talos is no longer a single man, but a collective of inner circle of sex mages. Only the imagination is the limit for all the possibilities of what an addition to the lore like this can be :-) These two stick out to me in my mind. I've never made quests but if there was somewhere to start, I now have two potential ideas. Some good ideas you have there.
prinyo Posted January 24, 2016 Posted January 24, 2016 One of the earlier posts in this thread mentions "Vector Plexus' phallic power stones." What is it and where do I find it? Google shows nothing.
rydin Posted January 24, 2016 Posted January 24, 2016 One of the earlier posts in this thread mentions "Vector Plexus' phallic power stones." What is it and where do I find it? Google shows nothing. I beleive it was furntiure but it's a vague memory.
prinyo Posted January 24, 2016 Posted January 24, 2016 Hmm, there they are : http://www.ladymoiraine.com/index.php?/forums/topic/5767-schlong-power-stones/#comment-125466 I really hope they manage to fix their site as most of the links I click in order to get there are 404
prinyo Posted January 24, 2016 Posted January 24, 2016 2. The army camps are quite boring and empty in Skyrim. But simply because they are "army camps" they are a perfetc setting for lots of m2m erotic mods. (Isle of Mara did something like this in the latest updates but in Solitude). There are lots of posibilities - to "inspect" the troops, train them, create bonds, keep the spirit up and so on. These two stick out to me in my mind. I've never made quests but if there was somewhere to start, I now have two potential ideas. You have the great advantage of knowing how to deal with animations. And some animations can make an army based mod more interesting and different from the other mods. For example variations for stand at attention or bend over for inspection :-) [Added: ]Or you can make them do push-up or some other exercises - some more revealing than others. While the sex scenes are running SL is taking over, but in the other time the simple animations that make the NPCs do things can bring way better context for the scene and immersion than any dialogue can. What people want is something new, something they haven't seen in their games already and think simple but well used animations can achieve that quite well.
rydin Posted January 24, 2016 Posted January 24, 2016 2. The army camps are quite boring and empty in Skyrim. But simply because they are "army camps" they are a perfetc setting for lots of m2m erotic mods. (Isle of Mara did something like this in the latest updates but in Solitude). There are lots of posibilities - to "inspect" the troops, train them, create bonds, keep the spirit up and so on. These two stick out to me in my mind. I've never made quests but if there was somewhere to start, I now have two potential ideas. You have the great advantage of knowing how to deal with animations. And some animations can make an army based mod more interesting and different from the other mods. For example variations for stand at attention or bend over for inspection :-) What people want is something new, something they haven't seen in their games already and think simple but well used animations can achieve that quite well. I have been studying scripting (I looked at basic questing before) to see if I can get to grips with it for basic quests and such. I cannot promise anything cause I have a lot on my plate but Im willing to work on it in my own time and see what I can do, or join a team. I've already saved the two ideas to a google docs file so I can add notes as i think of them.
Tweens Posted January 24, 2016 Posted January 24, 2016 Hmm, there they are : http://www.ladymoiraine.com/index.php?/forums/topic/5767-schlong-power-stones/#comment-125466 I really hope they manage to fix their site as most of the links I click in order to get there are 404 I took a look at that file, since i'm a big SOS user. The Behavior Graph in the .nif files is looking for a PowerShrine01.hkx that doesn't exist in the download nor in the SOS behavior/animation folders (not that I could find, anyway). This file would be necessary for the stone to have an effect on the player (the animation or behavior change), so I would presume that without this file the stone wouldn't work. I could, of course, be mistaken. So if you try it and it doesn't work, that may well be the problem. I think that these stones were tied into the original intent of the Mod to have progressive changes take place to the size of the Shlong over time and under certain conditions: level, potions, and probably these stones. I believe that the mod does still work that way; but with the MCM and Race Menu plugin, it makes this progression almost obsolete.
prinyo Posted January 24, 2016 Posted January 24, 2016 Hmm, there they are : http://www.ladymoiraine.com/index.php?/forums/topic/5767-schlong-power-stones/#comment-125466 I really hope they manage to fix their site as most of the links I click in order to get there are 404 I took a look at that file, since i'm a big SOS user. The Behavior Graph in the .nif files is looking for a PowerShrine01.hkx that doesn't exist in the download nor in the SOS behavior/animation folders (not that I could find, anyway). This file would be necessary for the stone to have an effect on the player (the animation or behavior change), so I would presume that without this file the stone wouldn't work. I could, of course, be mistaken. So if you try it and it doesn't work, that may well be the problem. I think that these stones were tied into the original intent of the Mod to have progressive changes take place to the size of the Shlong over time and under certain conditions: level, potions, and probably these stones. I believe that the mod does still work that way; but with the MCM and Race Menu plugin, it makes this progression almost obsolete. As there is no description or anything associated with the mod I don't really know what it is supposed to do. :-( I thought it only changes the shape of the stones. Or not? I did notice that the stone will give me a blessing even if I click cancel, but I think the reason for this is another mod.
prinyo Posted January 24, 2016 Posted January 24, 2016 Talking about ideas and mods we want to do/play, I guess we need to wait and see what will happen when the mod tools for FO4 become available soon. Chances are soon there will be almost nothing new for Skyrim. Most of the mods for FO3 and FONV are quite hetero-normative or quite sexist - you need to be woman in order to be used and abused. I'm curious how things will develop with FO4.
Tweens Posted January 24, 2016 Posted January 24, 2016 As there is no description or anything associated with the mod I don't really know what it is supposed to do. :-(I thought it only changes the shape of the stones. Or not? I did notice that the stone will give me a blessing even if I click cancel, but I think the reason for this is another mod. Yeah, as I said it was just a guess on my part from looking at the .nifs. SOS was never really completed, at least not to the extent that Vector and Smirf had originally envisioned it to be. After the fallout over at Nexus that was the time that Vector abandoned SOS (and gave it to Belisario(sp?)) and started working on SAM. IIRC that is.
Guest ffabris Posted January 24, 2016 Posted January 24, 2016 It seems the cost of entering the mod creation is way higher than I expected. My usual approach when trying to explore new field in programming is to try something small and then expand on it. But in this case even for the small things you need a background on 3d modeling, quite a lot of understanding about how the game works and makes decisions and so on. Also reading the code other people wrote in order to make their mods work doesn't help that much because there were "behind the scene" considerations for choices that they made that you don't know about. Another major issue with learning to script is that code is scattered all over the place. You have bits in the quest, bits in packages, bits attached to dialogs and scenes, bits in objects, and they all play together. Once you get used to it, it isn't so bad to write, but if you're trying to learn from code others have written, it is a nightmare. - Talos. Yes. It is quite obvious that Talos is a phonetic variation of Phalos and I'm quite surprised that no mod has exploited this yet. It is quite easy to create a whole new branch of the lore where Talos was the first great sex mage. Also the overal game works in a way that you become the head of almost any organization you encounter so becoming Talos doesn't even sound so outrageous. Maybe now the actual Talos is no longer a single man, but a collective of inner circle of sex mages. Only the imagination is the limit for all the possibilities of what an addition to the lore like this can be :-) That's a line I tried to explore once, but my scripting at the time was not good enough and I threw it all out. Now I have Cocksmen, so ... we'll see. I have some ideas, but they need fleshing out into a story. Hmm, there they are : http://www.ladymoiraine.com/index.php?/forums/topic/5767-schlong-power-stones/#comment-125466 I really hope they manage to fix their site as most of the links I click in order to get there are 404 Old mod, so it may not be compatible with SAM Recoded. That's why other mods got removed, I think.
Guest ffabris Posted January 24, 2016 Posted January 24, 2016 Meant to comment on this too and forgot.... Talking about ideas and mods we want to do/play, I guess we need to wait and see what will happen when the mod tools for FO4 become available soon. Chances are soon there will be almost nothing new for Skyrim. Most of the mods for FO3 and FONV are quite hetero-normative or quite sexist - you need to be woman in order to be used and abused. I'm curious how things will develop with FO4. Fallout interests me not at all. So I'll be continuing with Skyrim, for as long as Skyrim continue to inspire me to make stuff.
LadyAneka Posted January 24, 2016 Posted January 24, 2016 Loving the army camp idea I've often used matchmaker mass effect to liven up any camp I walk into but it would be nice to just stumble across the troops entertaining each other
prinyo Posted January 24, 2016 Posted January 24, 2016 This is, strictly speaking, out of topic, but the biggest problem I can see with creating mods with CK is the high price of testing. From web and Android development I have the habit of testing almost every several lines I write or after almost every small step. But testing mods while making them seems long, annoying and tedious process. Mostly because it seems CK auto-closes itself when the game starts. So you need to reopen your file, wait for it, ignore the errors, find the stuff you were working on and so on. This encourages people to try to do more between tests but then when something breaks it is harder to debug. This also makes it impossible to experiment with all the dropdowns, options and such. If it was easier to experiment by now I would have found solutions for everything I don't understand.
Guest ffabris Posted January 24, 2016 Posted January 24, 2016 This is, strictly speaking, out of topic, but the biggest problem I can see with creating mods with CK is the high price of testing. From web and Android development I have the habit of testing almost every several lines I write or after almost every small step. But testing mods while making them seems long, annoying and tedious process. Mostly because it seems CK auto-closes itself when the game starts. So you need to reopen your file, wait for it, ignore the errors, find the stuff you were working on and so on. This encourages people to try to do more between tests but then when something breaks it is harder to debug. This also makes it impossible to experiment with all the dropdowns, options and such. If it was easier to experiment by now I would have found solutions for everything I don't understand. This. Exactly this. It is a massive pain in the ass... and not in a good way. If you're working on a quest, you also have the fun of having to go through the entire thing, each time you test, since skipping stages could well create problems as well. So yeah, just... ugh.
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