shebop Posted April 23, 2015 Posted April 23, 2015 I am thinking of writing a mainstream mod that I may post on Nexus eventually if I decide to let it go public. Since it is a mainstream mod and its primary purpose is to be a Alternate Start addon that focuses on non-Adult content i am not interested in making SexLab a requirement. However, I am interested in adding "Easter Eggs" for people with SexLab installed since some of the start options are consistent with adult content such as starting off as a worshipper of Dibella and/or Nocturnal. For these particular starting options I would like to add additional quest objectives, dialog options, and potential scenes for people with SexLab installed. I know it is possible to check to see if a mod is installed because several mods such as Frostfall do this and I have looked up how it is done. However, since I am new to modding I don't know if these kinds of conditions are allowed on objectives and dialog options or how it would be done if they are. Is this possible? If so, does anyone have any ideas on how to do it? I do have experience programming so understanding techspeak is not a problem.
shebop Posted April 24, 2015 Author Posted April 24, 2015 Ok. Makes sense. I wasn't intending on intentionally exposing anyone. I wasn't even going to mention it on Nexus. But I guess you are right. I am not really familiar with the nuances. Nexus does have "adult" mods but I guess they are not really focused on the same things. Still... I am curious about the mechanics of it because it would be useful in creating other mods that are completely non-adult mods with such features.
robscruz1000 Posted April 24, 2015 Posted April 24, 2015 You could always make it and post it here. I would definitely play that mod, I've been waiting for a mod like this for a while but never got into making mods.
WaxenFigure Posted April 24, 2015 Posted April 24, 2015 To answer the question yes, it's possible. The simplest way to do it would be to check for the existence of the Sexlab Framework in an onload event and set a Global variable. Set up a global with a default value of 0. if Game.GetModByName("Sexlab.esm") > 0 MyGlobalSexlabIsPresent.Setvalue(1) endif Now for anything like dialog that is dependent on Sexlab you merely check the value of the global variable.
Jexsam Posted April 24, 2015 Posted April 24, 2015 Sounds like a neat idea. Personally I wouldn't even worry about Nexus. I doubt anyone with Sexlab installed would talk about it openly on Nexus anyway - they already know about LL and would probably come here, or get it from here since you'd be smart to release it in both places. People without Sexlab would be unlikely to delve into the .esp and poke around dialogs. It's possible someone could, but unless they're intentionally digging around for things to report you for, odds are nobody will care enough to report you. I guess it's a bit underhanded to go around the rules like that, but it's not like you're going to accidentally expose anyone to anything they shouldn't be seeing assuming the script does what it's supposed to. Safest course of action would be to stick to LL, but it seems a shame to rob Nexus of another potentially interesting Alternate Start option(s). Maintaining two versions is also an option, but I can see why you wouldn't choose that path. In any event, please make the mod you're thinking of making. It sounds like it could be relevant to my interests.
shebop Posted April 24, 2015 Author Posted April 24, 2015 To answer the question yes, it's possible. The simplest way to do it would be to check for the existence of the Sexlab Framework in an onload event and set a Global variable. Set up a global with a default value of 0. if Game.GetModByName("Sexlab.esm") > 0MyGlobalSexlabIsPresent.Setvalue(1) endif Now for anything like dialog that is dependent on Sexlab you merely check the value of the global variable. Yeah... I got the gist of that from the examples I have seen that check for mods but your example is a bit more clear. However, I am more concerned about code chunks that call methods that belong to an optionally loaded mod. If I create a code fragment (or block) that is only supposed to run if a mod is loaded, I would still assume that the fragment could potentially get attached to something even if the mod isn't loaded (though it would theoretically never run). Would this create a problem?
shebop Posted April 24, 2015 Author Posted April 24, 2015 This is something I have been thinking of doing "if I have the time." (I have several projects I am working on). Just to be clear though I will not violate something I agreed to intentionally so if creating such a mod would violate the Nexus agreement I am not for it. So doing the extensive mod I was planning on may be off the table. As of now I am thinking of doing a much less complex version of what I had in mind but we will see. Doing one of the level I was planning to do before would be difficult to do with only LL resources at hand.
Phelps1247 Posted April 24, 2015 Posted April 24, 2015 I think that if you did that then it would lead to your mod being removed and your account banned from those other sites when it became known that it contained such content. I dunno about that. The NCR CF mod for Fallout has a Sexout version on Nexus.
Jexsam Posted April 24, 2015 Posted April 24, 2015 Come to think of it, has Nexus said anything specifically about Sexlab not being postable on there? They've specifically boycotted LL, but I don't know if they've actually got an active Sexlab embargo.
WaxenFigure Posted April 24, 2015 Posted April 24, 2015 To answer the question yes, it's possible. The simplest way to do it would be to check for the existence of the Sexlab Framework in an onload event and set a Global variable. Set up a global with a default value of 0. if Game.GetModByName("Sexlab.esm") > 0 MyGlobalSexlabIsPresent.Setvalue(1) endif Now for anything like dialog that is dependent on Sexlab you merely check the value of the global variable. Yeah... I got the gist of that from the examples I have seen that check for mods but your example is a bit more clear. However, I am more concerned about code chunks that call methods that belong to an optionally loaded mod. If I create a code fragment (or block) that is only supposed to run if a mod is loaded, I would still assume that the fragment could potentially get attached to something even if the mod isn't loaded (though it would theoretically never run). Would this create a problem? As long as the calls to Sexlab are not executed the script will work just fine.
WaxenFigure Posted April 24, 2015 Posted April 24, 2015 Come to think of it, has Nexus said anything specifically about Sexlab not being postable on there? They've specifically boycotted LL, but I don't know if they've actually got an active Sexlab embargo. Sexlab is the product of the Owner (Ashal) of the Lovers Lab forums which directly compete with Nexus. It is not really forbidden on Nexus to mention Sexlab but linking from there to here is not permitted and remember that Nexus forbids the uploading of any "rape" content, Sexlab itself would be in the clear since it's "Aggressive" animations and not "Rape" animations but a great many of the mods here on LL would definitely not be allowed on Nexus at all. Considering that some of the moderators on Nexus tend to act as if they have a large stick up their asses anyway, the current situation works just fine. The question you need to ask first is whether Ashal would allow Sexlab (his mod) to be uploaded to Nexus and I suspect the answer would be no, after all why should HE support his competitor (Nexus)?
shebop Posted April 24, 2015 Author Posted April 24, 2015 I also looked into the terms of the agreement. I despise rape so that is not going to be an issue. I am also not a fan of bestiality so that will not be an issue either (this is also spoken of in the agreement). I think the mod will be fine as originally planned. Please remember the point of the original mod was not sexual content (though a mod on this site inspired the idea). I may or may not decide to add such content. The basic concept is a set of Alternate Start options that revolve around starting as a clergy/servant to one of the divines/daedra (none of the truly demonic ones... sorry). Naturally there will be quests associated with the start up that revolve around serving the chosen deity in some way. So... it follows that for certain deities, certain options could be made available (some of those dependent on the presence of SexLab). Also remember that I am not making any promises. I have a pretty busy life (and I honestly don't like papyrus very much so far; difficult to work with) and this is something that would be done in my rare spare time.
shebop Posted April 26, 2015 Author Posted April 26, 2015 In just doing a bit of experimenting I can't seem to get Sexlab scripts to compile. I keep getting a BSString::Set(): Could not allocate full amount of memory asked for with aiMaxLength. This is what I mean when I speak of papyrus being difficult to work with. I have reinstalled the latest verson if SKSE to be sure and it hasn't changed anything. EDIT: Fixed that. Now FNIS issues.
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