Shivalala Posted May 13, 2015 Posted May 13, 2015 A Groping Mod. Like not the kind of groping during Sex. I mean random groping on the street or at the inn. Drunks and highly aroused NPC's being the more common offenders. I'm on it actually . Well the animations at least..... That is the best thing I got to read all day. x) Sofia Follower actually makes a comment here and there how fun it is to pinch someone at the butt, so that would be fun to RP.
Master-Race92 Posted May 14, 2015 Posted May 14, 2015 A rework for SL Attraction and SL Approach. Attraction and Approach are the two most interesting secondary framework mods in my opinion, and are criminally underused. For My opinion I would like in SexLab - More & Dynamic Effect Sound less "porn like" voices, all the voices used are loud/over reactive and as far as I know theres no custom modding of voices or at least not good well known ones (but I haven't looked that hard cause I don't know if its even a thing) Sound effects and voices are 100% limited by the simple fact that I haven't found anything else worthwhile. If somebody can point me towards or even perform clear audio recordings themselves for seamless loop-able audio, I'll happily include it in a heartbeat, just contact me via PM with details and it's likely to jump near the top of my list of priorities for SexLab 1.60. - More Good Body Collision during acte SexLab has absolutely zero to do with body collisions for the foreseeable future. Barring any suddenly amazing mod advancements that provide a Papyrus API for managing applicable collisions, it is highly unlikely to ever be a concern of SexLab Framework specifically anytime soon. It's just too niche, requiring too much setup for the average user, and more importantly there is just little to nothing SexLab itself could currently "provide" in regards to collisions, that stuff is mostly all reliant on skeletons, which SexLab has no control or interaction with. Not really a feature, but if possible I'd like to see continued improvements in the speed of sex starting. It can get kinda rough on low/mid-tier PC's in taking awhile to get going. I don't know if it's even possible though. Whenever I'm bored or at a loss for what else to work on in SexLab updates, sex startup time is the first thing I look at trying to improve. It's gotten both better and worse with updates, due to directly related new optimizations, or made slower by unavoidable necessity from new features. I'd consider startup time greatly improved from what it once was, however it is admittedly possibly slower than SexLab 1.30 or some other older version (I've never compared old versions, only ever looked at improvements during development updates), but the amount of stuff it does during startup has also increased tenfold since that time. So I'd argue the startup time currently is pretty good considering. In anycase, point being startup time is absolutely my goto optimization whenever working on updates. It can be an up and down battle though as new features get added. Thanks Ashal
rbx3 Posted May 16, 2015 Posted May 16, 2015 Would like to see a satisfaction response, maybe something that escalates with prior arousal and the experience stat.
heavytop Posted May 17, 2015 Posted May 17, 2015 I would like to see more dialogues and story driven quests; also animations for all the missing creatures. And this is just a nitpick, but I would love a better stance in the pillories, my chars lower half looks so deformed while in them. Oblivion had a pretty good dialogue/story quest. Premise was pretty simple and execution was basic but it worked. Basically someone was holding women hostages and you had to offer your body otherwise they would get killed/raped. Then you had to do acts like perform sexual acts on beggers or drunkards and it had mechanics like keeping semen in your mouth. No visual effect but basically if you picked any dialogue option that meant you talked, you split out the semen.
EmoDragon Posted May 18, 2015 Posted May 18, 2015 A male on male animation section by itself : 3 Yes, no one is requiring XD But, some of us use SexLab for male on male ^ ^; with very sexy results ; )
Guest Posted May 18, 2015 Posted May 18, 2015 I would like to see some sort of catfighting animations/mod.
Guest Posted May 18, 2015 Posted May 18, 2015 Another idea, is a fainting mod, where there is a percentage chance your PC will simply just faint or pass out before a battle even starts with a menacing creature, or simply from the site of one.
Content Consumer Posted May 18, 2015 Posted May 18, 2015 Another idea, is a fainting mod, where there is a percentage chance your PC will simply just faint or pass out before a battle even starts with a menacing creature, or simply from the site of one. You mean, like, a mod that makes you faint from fright? Hmm... Some sort of calculation that takes into account the target's level, creature type, and any worn armor or wielded weapons, then takes into account your stuff too, special abilities, plus maybe health, stamina, magicka percentages for both actors, add in values for all participants in the battle (i.e. add to your side if the target is a follower or your summon or neutral party, add to enemy side if it's an enemy), etc. and determines how likely you are to faint from fright... That's a script that adds a semi-large load to the game when it runs. I can see it causing problems if you're jumped by a dozen enemies at once. But hey, maybe it'll work. Interesting notion.
Guest Posted May 18, 2015 Posted May 18, 2015 Another idea, is a fainting mod, where there is a percentage chance your PC will simply just faint or pass out before a battle even starts with a menacing creature, or simply from the site of one. You mean, like, a mod that makes you faint from fright? Hmm... Some sort of calculation that takes into account the target's level, creature type, and any worn armor or wielded weapons, then takes into account your stuff too, special abilities, plus maybe health, stamina, magicka percentages for both actors, add in values for all participants in the battle (i.e. add to your side if the target is a follower or your summon or neutral party, add to enemy side if it's an enemy), etc. and determines how likely you are to faint from fright... That's a script that adds a semi-large load to the game when it runs. I can see it causing problems if you're jumped by a dozen enemies at once. But hey, maybe it'll work. Interesting notion. Or, maybe an mcm menu that allows the player to predetermine what would cause their character to pass out. Click on or off a category, like Wolfs, bandits, dragons, etc. and then percentage slider for chance that category would cause character to faint. Also, maybe have an over all setting for everything. 0 for never, 1 for all the time as an example. Fainting would = defeat, which would feed right into any rape, slavery mods.
Content Consumer Posted May 18, 2015 Posted May 18, 2015 Another idea, is a fainting mod, where there is a percentage chance your PC will simply just faint or pass out before a battle even starts with a menacing creature, or simply from the site of one. You mean, like, a mod that makes you faint from fright? Hmm... Some sort of calculation that takes into account the target's level, creature type, and any worn armor or wielded weapons, then takes into account your stuff too, special abilities, plus maybe health, stamina, magicka percentages for both actors, add in values for all participants in the battle (i.e. add to your side if the target is a follower or your summon or neutral party, add to enemy side if it's an enemy), etc. and determines how likely you are to faint from fright... That's a script that adds a semi-large load to the game when it runs. I can see it causing problems if you're jumped by a dozen enemies at once. But hey, maybe it'll work. Interesting notion. Or, maybe an mcm menu that allows the player to predetermine what would cause their character to pass out. Click on or off a category, like Wolfs, bandits, dragons, etc. and then percentage slider for chance that category would cause character to faint. Also, maybe have an over all setting for everything. 0 for never, 1 for all the time as an example. Fainting would = defeat, which would feed right into any rape, slavery mods. That's a lot less script-intensive, and gives the player more control. I like it.
nugerumon Posted May 21, 2015 Posted May 21, 2015 Not sure if planned or ruled out already, but I have another two suggestions: 1. Make SexLab the one central place of truth for node scales (i.e. boob/belly/butt-scaling). This is kind-of-desperate, but I don't know if SexLab is the rigth place to do this. I wouldn't go so far as to make SexLab integrate a full-fledged pregnancy mod, but there are several mods out there that can be (believably) used alongside (any pregnancy + fill her up + maybe estrus, for examlpe), but that fight over the belly scale. Of course, simply dictating belly scale via SexLab won't immediately solve the problem, but I guess (hope) it would make things easier for modders (and make them update their mod to use SexLab as a framework). And thus make the mods work together. (I've heard about a tool that edits the scripts to all update a proxy variable that then edits the belly scale, but I've never gotten that to work, and I think that many others, like me, have failed; so a "real" solution would be preferred) 2. I originally wanted to write something about widgets here - but thinking about it, I'm not sure if that would be very useful. 2. A Wear&Tear system. It's only fitting to have a mod making you use your sexual organs also manages their state. On the other hand, I'm not sure if the demand is high enough to justify the work - especially as there are already mods catering to that.
Mister X Posted May 21, 2015 Posted May 21, 2015 @MMLaUy3e: For your 2), there already exists SL Wear and Tear.
Suludi Posted May 21, 2015 Posted May 21, 2015 Better sorting of animations. I like the way NSAP does it, sorting by animators. Instead of having to deselect most of the outdated Arrok and AP animations, they could all be deactivated by default so we could choose which ones we want instead of which ones we DON'T want. And for some reasons, some of the stages are randomly misaligned by -45 instead of -4.5. i can edit them but my edits don't get saved. I would appreciate if either the mod authors checked those values or SL allowed my to save changes.
Content Consumer Posted May 21, 2015 Posted May 21, 2015 Better sorting of animations. I like the way NSAP does it, sorting by animators. Instead of having to deselect most of the outdated Arrok and AP animations, they could all be deactivated by default so we could choose which ones we want instead of which ones we DON'T want. And for some reasons, some of the stages are randomly misaligned by -45 instead of -4.5. i can edit them but my edits don't get saved. I would appreciate if either the mod authors checked those values or SL allowed my to save changes. I'd actually prefer sorting by tag. The problem is, I'm not sure there's an easy way to get MCM to re-sort... not without doubling pages (i.e. text select option, whenever it hits the "oral" tag it resets the page putting oral animations up top).
MilitantKilla Posted May 21, 2015 Posted May 21, 2015 Kimy & Puupsfred had the very same suggestions I thought of for this topic
ZigNewton Posted May 23, 2015 Posted May 23, 2015 A customizable hotkey to jump straight into SexLab's MCM would cut down so much time in editing and adjusting everything. Seriously everything. Maybe a simpler way to add our own custom voices or SFX to the framework as well. Instead of relying on replacers or having to dink around in creation kit and make .ESPs, we could just archive the files (with whatever naming conventions are needed for each file) and use them as sound packs to pick and choose inside SSL's MCM. Dunno if either of those is possible or practical. Edit: had a question, but I'll ask in a more relevant thread.
tanuhk Posted May 27, 2015 Posted May 27, 2015 Better integration between Sexlab Framework and Sexlab Arousal. I find it strange how Arousal does not increase faster during sexual animations or masturbation animations, and is only based on nakedness and general exposure.
Guest Posted May 27, 2015 Posted May 27, 2015 How about a mod where your character is the damsel in distress and needs to be rescued by NPCs. Maybe you end up controlling the rescuing Hero npc or guiding him/her to your captured pc. I guess it would be a quest mod in essence, but turned on it's head as you are the quest objective.
blueballbob Posted May 28, 2015 Posted May 28, 2015 Simple thing, but might not be worth it. Ability to set an mouth slot item to equip during a stage of an animation. Basically enable a object like a HDT tongue, or 'saliva' to appear during sex. Could leave it equipped or have it stripped at the end. Would enable some good ahegao faces and slobber blowjobs. Could be pretty hard to implement well however.
dechuba Posted May 28, 2015 Posted May 28, 2015 A creampie cum dripping effect after ejaculation, but that's probably a bit hard to do.
kayft Posted May 29, 2015 Posted May 29, 2015 Interactive Sex?To play with the speed of sex, to find the hot spots of your partner to make her orgasm in a time limit. Like Illusion Games
tekryder Posted May 30, 2015 Posted May 30, 2015 would love to see more gangbang animations.. and an audience mod with dudes jerking standing around the sex
IronRose Posted May 31, 2015 Posted May 31, 2015 [i posted this in Stevchenko's thread, but I'll post it here too for extra visibility and more chances that a modder might see this and take an interest.] I just ran into a problem that seems to come up a lot with adult-themed mods for Skyrim: when more than one mod tries to modify the size of a body node (breasts, stomach, etc), the multiple mods "fight" over the node, causing the node to scale up and down every few seconds. It looks hilarious, but isn't exactly convincing... For instance, I'm running Hentai Pregnancy, Fill Her Up, and Estrus Chaurus, and each of the mods attempts to alter the size of the stomach node. There are ways to fix the problem, but they involve some fairly complicated back-end editing and installing a mod or two that apparently cause permanent issues in some save games. I'm barely tech-savvy enough to get all these mods installed in a semi-stable fashion, and back-end editing is way out of my comfort zone! I'd much rather have a solution that's easily installed through Mod Organizer and configured through MCM. In short, here's the summary of the mod I want: C.A.N.S. Cooperative Average Node Sizing This mod monitors and intercepts node re-size requests from other mods. It then adds the requests together, averages them all, etc, feeds the result to the game engine, and informs the mod that the request was completed (so that it doesn't keep demanding the change). The mod features an MCM menu that would allow you to adjust the various minimum and maximum sizes of the body nodes, as well as choosing between a few options on how to calculate the final node size. CANS serves as a "final stop" for all node re-size requests, meaning that even if some mod demands a Size 45 ass, you're "Max Butt Node" setting in CANS prevents that from happening, Is this mod even possible? If I knew the answer, I'd know enough to program it myself (I don't). If it is possible, I think it would end up being immensely useful to quite a few mod makers, and help out a lot of end-users as well. It's exactly the sort of non-glamorous but incredibly useful infrastructure mod that becomes a "required install" in short order. My short explanation might not have given a good enough sense of how the mod would behave in the "real world", so as an example, here's how I could see it working: My character's normal, default stomach node size is Size 0. In short order, my character runs into some bugs in a crypt, and Estrus Chaurus sends a re-size request to change the stomach to Size 2. Since that's the only request so far, CANS passes the Size 2 request straight through to the game. Due to an unfortunate (or fortunate) encounter in-game, Fill Her Up now requests the stomach node change to Size 4. Since I set CANS to "Additive Requests" in MCM, it adds the new request to the current size, and tells Skyrim to change the node to Size 6. (2+4=6) CANS then tells Fill Her Up that the Size 4 request was filled, so that Fill Her Up won't freak out and keep spamming the request. NOTE: If I had set CANS to "Averaged Requests" in MCM, CANS would have requested Size 3, since it's the average of the two requests. (2+4=6, 6/2=3) An hour later, Hentai Pregnancy sends a request for Size 1, since a pregnancy is just getting started. CANS adds that to the current total, and re-sizes the character to Size 7 (2+4+1=7). A few hours later, Fill Her Up says that all that cum is gone now, and sends a request for Size 0. Since I set CANS to "Use Biggest Request As Minimum Size", it doesn't send that through, and instead re-sizes the node to Size 3 (2+0+1=3).
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