Buddy Christ Posted January 11, 2015 Author Posted January 11, 2015 Thanks for the feeback, I included some new spots in v.01c, so the books might be found a bit easier. I would like some feedback about places you rarely visit, that would make it easier to find interiors that have respawned already since your last visit
shardoom Posted January 12, 2015 Posted January 12, 2015 Really like this, I hope you keep writing more and adding them in. *thumbs up*
Buddy Christ Posted January 12, 2015 Author Posted January 12, 2015 Thank you And I will keep writing and updating as long as I have ideas (or get ideas through the mods I use )
rollo Posted January 12, 2015 Posted January 12, 2015 Hm, reading the description gave me the idea, that reading this kind of books should change sexlab stats or somethings else. Perhaps increase or decrease sexual desire (Arousal) or increase Sexual skill (Sexlab stat foreplay, vaginal etc) or learn new techniques (enable animation)
Buddy Christ Posted January 12, 2015 Author Posted January 12, 2015 Hm, reading the description gave me the idea, that reading this kind of books should change sexlab stats or somethings else. Perhaps increase or decrease sexual desire (Arousal) or increase Sexual skill (Sexlab stat foreplay, vaginal etc) or learn new techniques (enable animation) While this sounds like a cool idea, it is waaay over my head. Sadly, I can't do much more than write some stuff, put it into the books and place them.
Buddy Christ Posted January 16, 2015 Author Posted January 16, 2015 I am considering of adding a little house somewhere in Skyrim as an abandoned Print Shop. Maybe the player has to the key first, still wrapping my head around the whole scripting thingy. In that Print Shop I could deposite some easier to find books (undelivered shipping before SMUT books went out of business) Since it probably would a no-respawn house, it could also be used for storage. And if my brain actually comprehends how scripting works, maybe I can at least trigger an animation from SL after reading the book. I wouldn't want to make Arousal a requirement for my mod, since not everybody likes it. Thoughts about it? (Don't worry, that would not keep me from writing more books)
Madrias Posted January 17, 2015 Posted January 17, 2015 I think the abandoned printing shack would be a great idea. If nothing else, it'd be a great place to have for storing a collection of these books. As for the trigger for an animation, I'd rather not have that. Picking up a book without completely clearing a place could turn into a disaster (some people would enjoy that, I'm sure, but I'd like to collect my books without being assaulted by every draugr, bandit, and wolf that happened to be near enough to find my character's pants down...)
Buddy Christ Posted January 18, 2015 Author Posted January 18, 2015 That is a good point about the animation trigger. I will leave that out. Thanks for the feedback Right now the "Old Book Manufacture" (I reconsidered the name, since there is no printing press in Skyrim ^^) is coming along quite well, I am astonished what one can do with the CK and some tutorial video on the other screen. In the meantime I am writing on two other series that I want to include. After that, I will concentrating on writing volumes for the included series. It will probably be two or three more weeks before I update it, because I don't want to upload an update with just one new book
HenriDesjardins Posted January 29, 2015 Posted January 29, 2015 Suggestion: Add an add-on mod for folks who've got Books of Skyrim installed to place one of each of your books at that bookshop! Because the owner's a mother, she would probably place them up on a higher shelf to keep them "out of reach" of her daughter.
Buddy Christ Posted January 30, 2015 Author Posted January 30, 2015 Hmm, I never used BoS. And actually, I have enough trouble getting the Old Manufacture done properly. And I would like to spend more time on writing the books, once the house is finished. And did I mention that it would probably go way over my head?
Buddy Christ Posted February 8, 2015 Author Posted February 8, 2015 Just a quick update: The Old Manufacture is almost finished, it is even navmeshed so that followers will enter with you. (Yeah, pretty proud of it, because I had no idea how navmeshes worked when I started with the interior and thought I had bitten off more than I could chew ) I am planning to add two more books to the series of "Lorna the Bard", another volume of "Travelling the Roads of Skyrim" and the first book of the series "Brylla the Wild" (taking inspiration from the Beastess mod). Sorry for the delay in updates, but I didn't anticipate the work going into building a house and placing it in the world And if anyone can give me a pointer on how to trigger a SexLab animation when using a certain item in the house, that would be greatly appreciated
Nickolos1818 Posted February 8, 2015 Posted February 8, 2015 Neat mod, will dl it and check it out. I do like the idea of an Arousel trigger after reading one of the books. I am learning CK still, but will see if I can apply sexlab arousal to these. Oh, and maybe if your planning on learning to make quests, the librarion at the college could possible be a quest giver to " find and retrieve ( for studying purposes of course) " for the college. He already gives out quests to find books / literature throughout skyrim.
Buddy Christ Posted February 8, 2015 Author Posted February 8, 2015 I am not sure if I want to make Arousal a requirement for SMUT Books. From what I read, many people are happy if a mod does not require Arousal. My plan is to add certain items to the house that trigger an animation when activated. But to do that, I really need some help as to how to call an animation through an activation. I might skip that idea, since I don't want to mess with the house much more if it is finished, it is supposed to be a safe storage and I wouldn't want to mess up stashed items with a poorly made update, once it is "out there".
N30drem Posted February 9, 2015 Posted February 9, 2015 Found Bed Time Stories at fort near by Windhelm and have to say you are very good writer ;D Keep em hot!!
Buddy Christ Posted February 9, 2015 Author Posted February 9, 2015 Thank you very much I will try my best to keep the books coming!
hatesusernames2 Posted February 15, 2015 Posted February 15, 2015 How about "The Salacious Scrivener" as a name for the building.
Buddy Christ Posted February 24, 2015 Author Posted February 24, 2015 I would love to get some feedback on the new version Did you find the key and the house? Do the gimmicks work?
PubliusNV Posted February 25, 2015 Posted February 25, 2015 I've been running 0.1c and only now noticed you'd updated to 0.1d. I'll download it and take a look. Should the key be easy to find? I looked around the Meadery, but didn't find it. Maybe I need to wait for a respawn?
Buddy Christ Posted February 25, 2015 Author Posted February 25, 2015 If you used 0.1c, then there is no key to be found, the whole house and key thing only came with 0.1d. At the crossroad by the Meadery should be a not with a hint towards the key. Finding it involves a bit of walking. If it is too hard to find, I will give some more hints for this version and include the location as a spoiler in the .txt-file in the next version. I don't think you have to wait for a respawn, thought. I included the items needed, not a dummy item to spawn it.
PubliusNV Posted February 26, 2015 Posted February 26, 2015 I installed 0.1d over 0.1c (using Mod Organizer I just deactivated 0.1c and activated 0.1d) about the time I updated my previous post. It's been several days in game since then, and I do not see a note at the crossroads. You do mean the one where the two bridges are? I wonder if it has something to do with the fact that SD+ modified that area to place a trapdoor under the northbound bridge. Or maybe I just have to wait a while longer for the area to refresh.
Buddy Christ Posted February 26, 2015 Author Posted February 26, 2015 Oh, that might be the reason that you can't find the note. I didn't know that the area was modded. I guess I will change the location of the hint. Here is where it should be: There should be a note on a rock at the crossroads. It should be to your right if you face the road to Riverwood. If it isn't there: The note says, that Sven headed for Markarth. So you can find the key when following the road to Rorikstead. The satchel is somewhere between the bandit fort (Fort Greymoor, I think?) and Rorikstead on the left side of the road. Look for half buried remains of a cart. I didn't want to make it too easy to find the key for the house, but if it turns out to be too hard to find, I will make it easier with the next update.
gordonag67 Posted February 26, 2015 Posted February 26, 2015 found the keys and the house must say I love the activators. Nice work.
Buddy Christ Posted February 26, 2015 Author Posted February 26, 2015 found the keys and the house must say I love the activators. Nice work. Thank you I am glad they work.
PubliusNV Posted February 27, 2015 Posted February 27, 2015 After 3 more in-game days, I still haven't found the note near the meadery, but thanks to your hints I found the key and the house. I agree with @gordonag67 about the activators, nice work!
Buddy Christ Posted February 28, 2015 Author Posted February 28, 2015 Thanks I will move the note in the next version, maybe a bit closer to the watchtower or Fort Greymoor. Thank you for the heads up that the current location doesn't work with SD+!
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