worik Posted January 10, 2019 Posted January 10, 2019 3 hours ago, Inte said: You can decrease the whipping health % threshold in the MCM. Just a bit of feedback with other mods. I use IronDusk33's Wounds https://www.nexusmods.com/skyrim/mods/74617/ 2 days in jail with an almost default setting for whippings slightly higher probability, capped at 90% health, limited duration at 20 seconds end at least in 2 days to recover from the bruises. Wounds has nice mechanisms that cripple you non-lethaly down and won't allow any adventuring. The bruises heal over time, so you simply creep into a safe space, keep your head low, and rest. My longest recovery after 3 days in Inte-Grand-Plaza was a full week. In my book, that is exactly as it should be . I recommend it to complement POP for the full experience. 1
5MHdxfn Posted January 10, 2019 Posted January 10, 2019 Many Thanks for the answers. Looks like problems source is 30cm infront of screen, as usual. I will reinstall the mod and try again. I will come back when I can confirm smooth working with SE. So far I do not get any problem caused by the mod. I just followed the transfer guides on Nexus.
Lupine00 Posted January 11, 2019 Posted January 11, 2019 On 1/10/2019 at 6:36 PM, worik said: 2 days in jail with an almost default setting for whippings slightly higher probability, capped at 90% health, limited duration at 20 seconds Any easy way to make it so that Wounds will also apply cuts from whipping with a quick Tes5Edit hack? e.g. modifying the whip so it's considered an edged weapon? Does that stop you ever getting bruises? Or is it just an "open source - change source - recompile" situation? I'd like to mod it so whip delivers cuts about 20% of the time if your health drops below 80% I push min health down way low. I forget what I have now, probably the minimum I could pick. I was going to add wounds type behaviour to SLD. Still am. But now I can have it right away. I always wanted something this. Never considered looking for it on ... the Nexus ... of all places.
worik Posted January 11, 2019 Posted January 11, 2019 24 minutes ago, Lupine00 said: Any easy way to make it so that Wounds will also apply cuts from whipping with a quick Tes5Edit hack? e.g. modifying the whip so it's considered an edged weapon? Does that stop you ever getting bruises? I assume you would need to mod the whip. AFAIK it is not considered a cutting thing. But if you do so, it is highly likely to conflict with all other whip using mods, as they expect it as it is. Better create your own cutting-whip Bruises can always happen. So probably no on that end. I assume you get cuts AND bruises. But you better have a look at IronDusk's documentation or ask him directly. But before you go anywhere ..better try it out in game. Get a room in Inte-Grand-Plaza. Switch of that rape and cage stuff, just leave whipping enabled. And experiment a bit with the various Wounds-settings. You can configure that behaviour, too.
Lupine00 Posted January 12, 2019 Posted January 12, 2019 Just to clarify, this is just a talking point. I'm not making this mod, and I'm not asking anyone else to, nor am I asking for any existing mod to change. I think this idea needs refinement, and if people can add to it, improve it, or think of easier ways to get the same results, I hope they'll post. Been using Radiant Prostitution and ME a bit recently. Made me think that menial jobs need more reason for you to do them. PoP is a great motivator! I'm thinking now about how that could be done... a menial jobs mod for weak PCs. Menial jobs that will make you wish you were working in a nice warm inn as a wench... How could it work, and integrate with RP etc? What makes those jobs worthwhile? First, the PC needs some stakes, something to lose. Already exists: PC starts with 1 in all skills except speech at 15. Skills only raise through buying training. Training uncapped. New trainers added around world. Already exists: a mod that forces PC to sleep properly. Already exists: a mod that punishes PC for being outside at night. Already exists: a mod that makes the PC buy and pay for food. Already exists: naked PCs get large fines (or arrested). Already exists: PoP - set PoP to be punitive, including PoP eats lots of your money and prison can remove skills and levels. Already exists: really expensive carriage rides. Add to this: food and room costs must be raised. Room rental more expensive, as per Devious Followers. e.g. at least 50, more likely 100. Add to this: you can't just wait around in inns, guilds or temples at night. Add to this: you need to launder clothes, or buy new ones periodically, or they become beggar rags. Add to this: SD+ enslavement results in PoP style skill/level rot. Guilds should simply expel non-members at night, temples demand donations, or you have to leave, inns demand you rent a room or leave.Lock off "easy mode" Companions guild until a weapon skill over 30. Lock off Thieves Guild until stealth+pickpocket+locks skills over 25 Itinerant, homeless PCs go straight to PoP unless they are beggars. When released from PoP, your clothes are replaced with beggar rags. Beggar - if you have beggar clothes guards will let you sleep rough - a chance of a new disease when you sleep rough - add parasites for more fun. Income from begging should be barely enough to buy survival level food. Needs dialog items for begging (these exist in various mods already, but mostly useless). Beggars should have blocking dialog, so all they can do is beg (based on outfit). Woodchopper - cannot sleep rough, must pay for rooms. Income is poor. Main issue with this task is it is very boring. Hunter - all you can kill is rabbits and foxes with low archery - probably die from wolves - sleeping in wilderness leads to parasites, also rapes and being kidnapped and enslaved Flowergirl - really, selling flowers, it's a thing apparently (see My Fair Lady) - cannot sleep rough, requires dialogs for selling, boring, probably worse income than woodchopper. Alchemist - must pay for access to alchemy tables or this is too easy. Cannot sleep rough. Start with 1 alchemy and cannot increase through experience, so maybe potion making should fail often. See also failure mode analysis. Could also be an "employee" type job where you work in alchemy shop. See smiths below. Smith - ingredients and forge access shouldn't be/aren't free, so this should only be viable as an employee - make a little dialog game like the wench game where you have to make the right combinations of items or get in trouble. Cannot sleep rough. Produce vendor - this might be most interesting. You have to buy from farmers low and sell high in town. Speculate on what produce will get the best return on any given day, worry about spoilage. Cannot sleep rough. Valued crops in iNeed stops simple looting of crops. With most "employee" jobs, or as a vendor, if you sleep rough you should suffer a penalty to your earnings as your work is not as good, and you look bad. Begging needs to be more punitive. It should be the "floor" that you hit when you fail everything else. PC should really want to avoid ending up there. Beggar should not be able to get any job but woodcutter or indentured prostitute. Indentured prostitute gets zero cash from the work, inn takes it all. Can sleep in the inn, and get food for free. Indenture lasts minimum N (default 3?) days, and minimum X (default 20?) customers. Numbers vary with circumstance. After that you are "free". If you run off during indenture, you go straight to PoP. With no skills to speak of, waiting tables is now a comfortable, low risk job, and prostitution is "big money". Adding some random "big tippers" to both jobs would add an extra attraction, so the risk isn't all in one direction (currently it's easy to get punished with fines). Adding occasional chances to raise Speech or Pickpocket would add another attraction. Could add a bonus to pickpocket against NPCs recently serviced, whether simply food/drink, or sex. Instant PoP punishment for pickpocketing makes this nice and risky. Starts to feel like a game. Add extra risks to prostitution as per ME, so there might be kidnap attempts. Kidnap avoidance/escape should be a mini-game of some kind. Kidnap either results as you in an inn in a different town as indentured prostitute (with high freedom targets), or in SD+. A low skill character in SD+ has to hope they can please their master, otherwise they'll just get sold on, so that's not a nice outcome. Plus skill/level rot like PoP. Nasty! But what happens when you dig your way out of the cash pit, and buy into a guild, or otherwise gain a skill that allows a little adventuring? Or even buy a home of your own? Are you now done with all this stuff? Add: house confiscation on imprisonment Add: lose thane rights on imprisonment (also add a way to get them back?) Exists: PoP should eat any excess money easily (this is just configuration) Add: PoP confiscates gear permanently (see above) leave PoP in only beggar rags. Exists+Add: PoP adds extreme debuffs that only fade with time, preventing combat, alchemy or enchanting until recovered (see Wounds mod, etc) Add some ways to get arrested, see SL Adventures. Now, you might end up back in the inn, quite easily. Not even considering disasters caused by DCL etc. Well, it's an idea. I'd like to do it, but probably will never have time. A lot of this is already present in one mod or another, but a few things need tweaking or adding to really make it work. If a few existing mods, such as SL Adventures and PoP added a few little tweaks, we'd be quite close to having this. e.g. SL Adventures could have a "always send to PoP" setting for crimes, so you don't have to set absurd bounties - though maybe absurd bounties are mostly OK. SL Adventures could class wearing armor as a crime (for females only, of course). SL Adventures could have a "beggars exempt" flag for characters in beggar outfits. SL Adventures could add "sleeping" and "lollygagging" as specific crimes (lollygagging => waiting, in this case). SL Adventures could specifically handle woodcutter axe as allowed, if any weapon in inventory is a crime. PoP could have a few extra options for leaving imprisonment: Confiscate home in same hold. Confiscate homes in all holds. Remove thane rank in same hold Remove thane rank in all holds Confiscate all non-quest items (this might already exist, but if it does, I can't find it) SD+ could add skill and level decay during slavery, could also use for Bimbo in Hormones. All of the above are things that would be handy to have in those mods in any case. So not crazy requests. There are already mods that lock off guild quests until skill requirements met, though they are ... highly conflicting ... with other mods. Various needs mods can increase food prices. Inn price can trivially be set as a global. This just leaves improved begging mechanics, flowergirl dialogs, alchemist and smith jobs, and produce vendor dialogs and farmer interactions. Plus, indentured prostitution mechanics, and any extras, like pickpocketing and speech raises, pickpocketing customers bonus, and so on. Basically, nearly all of it is dialogs, a couple of random events, and so on. A cheap first pass could get most of this without anything clever being required. 2
worik Posted January 12, 2019 Posted January 12, 2019 57 minutes ago, Lupine00 said: Add to this: food and room costs must be raised. Room rental more expensive, as per Devious Followers. e.g. at least 50, more likely 100. We already have that ? -> Realictic Room Rental
Lupine00 Posted January 12, 2019 Posted January 12, 2019 1 hour ago, worik said: We already have that ? -> Realictic Room Rental I think I alluded to this being covered by DF and iNeed already, amongst others. There are several other room rental mods, RRR is one of the more elaborate of course. Thinking about it, I think SkyTweak also does room prices. For room prices, all you need to do is set a global. You don't even need a mod! There are probably other features or requirements I mentioned that are done by existing mods too, but possibly not in a way that is compatible. The beggars thing, for example. Lots of mods allow begging, some even restrict it by outfit. Hmm, doesn't SD+ do this? Some mods tend to bring a lot of baggage, so it gets complicated. I think SD+, Parasites and Hormones have a lot of useful stuff for this, but some of it is not quite ideal. Hence raising the talking point. What mods can we use? What needs to change? If anything? I'd like to up the stakes a bit more for menial jobs. If the only thing you have is the stick of being sent to PoP it's a bit monotonous. There's also minor fines, which RP already does. But I think there needs to be more in this area - something more interesting and gameplay generating. Also, would be nice if there were things the player can accumulate beyond simple cash and such to lose. Partly, that's why I'm hung up on skill-rot and level-rot in PoP and SD+, as they add more risk, but if you are in a poor situation, those might have no room to drop anyway. Also, how would PoP work if there is no XP to deteriorate? Does it function right? Maybe needs some kind of reputation you build up that unlocks more people who will talk to you. Could build up in areas, so a lot of begging makes them start to react to you as a beggar, a lot of whoring, they give you whore dialogues, even if you aren't "in uniform". All dialogue stuff with faction ranks I imagine. Too much menial work and it gets really hard to get people to accept you as an adventurer. But being branded a thief, pickpocket, slave, or cheat is worse... That kind of thing... Starts to feed back to my concept of "legal slave" and such, but still ... needs more things you can earn, that are valuable, so you can also lose them. 1
Kissinger Posted January 12, 2019 Posted January 12, 2019 this seems like more sexlab survival's wheelhouse than pop's. the simulationist elements esp begging are most in tune with what monoman is trying to do in survival and also his tweaked mods. some of your suggestions are p novel but i still think they would are best served as updates to that mod. the real issue is that there are a separate lot of mods that implement your suggestions individually but are janky together - either they are redundant or simply don't cohere due to mechanics or tone. 1
Lupine00 Posted January 13, 2019 Posted January 13, 2019 On 1/12/2019 at 10:14 PM, Kissinger said: this seems like more sexlab survival's wheelhouse than pop's. the simulationist elements esp begging are most in tune with what monoman is trying to do in survival and also his tweaked mods. some of your suggestions are p novel but i still think they would are best served as updates to that mod. the real issue is that there are a separate lot of mods that implement your suggestions individually but are janky together - either they are redundant or simply don't cohere due to mechanics or tone. I'm not suggesting any of that should be in PoP, except in so far as I suggested that PoP could provide some additional "on release" options, which would be just as useful (or punitive to the player) without any of the menial jobs stuff. As for simulation? I'm not sure why you would call it that, when the aim is to make menial jobs more of a game, not to build "washerwoman simulator" with realistic pre-medieval pregnancy survival rate. Monoman's SL Survival mod is a mixed bag of simulationist thinking and pure gameplay design, so it's not especially consistent internally in terms of how it plays, though the general intent is mostly coherent. Cum layers and frostfall? That's neither simulation, nor gameplay, I'm not sure what it is ... whimsy? But there is a lot in SL Survival that fits in with the general aims I'm describing here ... and a lot that doesn't. If I didn't make it clear enough, there's already a mini-game in Radiant Prostitution, and it is more of a game than "tavern wench job simulator" - the design thinking is clearly not simulationist. What I was suggesting is that we could do more to make that a worthwhile game by adding some balance. If the intent were simulation, there would be no need to balance it. Most simulationist designs are stat focused, and numerically unstable, with self-reinforcing systems that tend to converge on one extreme outcome or another, despite intent to the contrary (SexLab Arousal for example). I wouldn't put SL Survival in that category ... or Radiant Prostitution. Simulationist mods do not attempt to deliver a fair game with meaningful choices, they attempt to simulate inevitable outcomes that you influence only indirectly. So to make the game design intent more explicit... I like the idea of making a difficult game, one where you don't start off as a magic Dragonborn to whom everything comes easily, and who everyone looks to as a savior, but as a nobody, with nothing, who has to claw their way out of the gutter, to climb a slippery slope that may lead to a hard and nasty fall if they aren't extremely careful. Not a street-scum simulator, but a way of extending the dynamic range of gaming experience in Skyrim, with lower lows and higher highs. Taking Radiant Prostitution (RP), PoP and SL Adventures as core tools in this, what do we need to add? What do we need to change in existing mods? What mods would we have to replace entire? Right now, there is little incentive to play the RP serving wench memory game, despite it being a "not bad game" that actually brings some gameplay to Skyrim that isn't intrinsic to vanilla. ME tried to add game aspects to prostitution, to make it something you could play, rather than vanilla Skyrim (which is kill monsters, take loot, get rewards, level up). Slavery mods, like SD+ struggle because there isn't enough non-adventurer content in Skyrim. DF succeeds because it doesn't get in the way of vanilla Skyrim (much). Slaverun succeeds because it adds a massive amount of new quest content - though much of that content is even more grind-filled than the vanilla content. Radiant Prostitution tries to bring across some of the ME ideas, and expand upon them. It doesn't bring across all the ME ideas, like the detailed postures and positions, which were "something novel to do" but not really gameplay - though they could have been a basis for gameplay, and it's clear that was the end goal, it wasn't realised. Instead of just making the serving wench game have better rewards, we could make it an integral part of a wider game, that ties together events generated by RP, by PoP, by SL Adventures, by SD+, by Hormones, as well as needs mods, and many other kinds of mods. The goal is not to simulate menial jobs, but to make a web of gameplay that leverages "sticks" like PoP, SLAdvs and SD+, and "carrots" like money => experience, so instead of earning money being a means to ... nothing really ... it becomes the core progression mechanism of the game. That is why the beggar role is rock bottom (you have no money), but also a floor you can work up from - because beggars don't get arrested, or taken as slaves (they are just too repellent or something, who cares why exactly? It's to build gameplay, not simulate the vulnerability of real-world homelessness). I admit the SD+ idea seems to undermine this, but I see SD+ like a PoP equivalent - it's a punishment and a prison, just one that's potentially mobile, and easier to escape from than PoP. There certainly don't seem to be any gameplay benefits to being an SD+ slave. After you've failed, and been punished, the beggar role is a safe place you can start to build from. It's not a begging simulator, it's a restart point. You don't escape begging by begging, you escape it by moving on to something else that makes more money, but adds more risk. The other jobs are choices, that in most cases need fleshing out as genuine gameplay, but the intent was for them to be games of one kind or another. e.g. woodcutter needs to find the person who will pay most for wood, but that's not really enough, it needs more, hence the talking point post. e.g. produce vendor needs to buy the right produce, when it's cheap, that will sell before it rots, again, needs more, just the germ of an idea. e.g. serving wench gains pickpocket options, not as a wench simulator, but to add an option to turn a fairly safe game with low rewards into a high-risks, high-rewards game based on player choice. e.g. flower girl takes risks with DCL harvesting flowers and ingredients, chooses to sell to alchemists or other customers, seeks best returns. How could we make it a game? e.g. smithy worker has a memory game like serving wench, what else can we do to make it a game? e.g. alchemy worker has a memory game like serving wench, what else can we do to make it a game? The more menial jobs, like woodcutter, flower girl, or wench may overlap with begging, or prostitution, or both, how can we build gameplay out of that? What meaningful choices can we offer the player? Can we make a web of choices rather than a binary tree? RP adds progression and question to prostitution, what else can we add? Hence the kidnap mechanic from ME... It's not whore simulator, it's a game event, intended to be challenging and fun. How can we best achieve that with the minimum of effort? It's true that a lot of it is possible with existing mods, yet not quite possible, because they clash, either in concrete ways, or simply in style. But if we don't talk about what mechanisms and styles we would prefer, it's much harder to work towards a coherent outcome. I found a bunch of stuff on Nexus - with just a few minutes of searching - for menial jobs, but it's all low-risk, easy mode stuff: Jobs of Skyrim, Heljarchen Farm, Winstad Mine, Katixas Ciderhouse Restaurant (and let's not forget classics like Skooming Skyrim). There must be many more. I guess some of these things could be patched to make them a bit more hardcore. Also, most of the locations are more management games rather than grunt-work, but it's interesting to try this stuff out for a change. Things like the ciderhouse add a lot of menial jobs, and there are plenty of ideas to steal there. I brought it up here, because the harshly punitive regime of PoP, and the way it (and SD Cages) are intended to increase game difficulty. They set a style guide, and fit the concept of a harder game with harsher penalties for failure. How can we extend that to make PoP genuinely part of the Skyrim game, rather than just a movie where the PC gets whipped and raped a lot? How do we really understand that style? What do we think are its defining points? It's all up for debate. Maybe this forum isn't the place to continue that debate at length (if anyone even wants to), but it seemed like something that PoP users might be interested in. However, until this seems like something people have a lot to say about, I don't think it's doing any harm here.
akungfustudent Posted January 14, 2019 Posted January 14, 2019 On 12/29/2018 at 7:49 PM, Inte said: Bug confirmed and squashed. I am consistently replicating this bug...
5MHdxfn Posted January 14, 2019 Posted January 14, 2019 Hi Guys, I gave POP another try with the help I got here, as promised. After fiddling a lot with MCM options, POP is playable. I did not get the meaning of the option before I ran in desaster and got help here. Many Thanks. I do just had one prison expierence (playing not testing). I run there in a CTD during parade. Transport to start point went smoothly. After getting the start order game did not let my controll Dragonborn. I was not able to move by myself. After several whippings I got Crash To Desktop. I do not know if it is a caused by POP or by another mod. I have sometimes problems to get controll back after animation scenes. I am currently investigating this. I am quite sure (90%) : POP in actual version is save to use with SE. Follow the steps to update mesh and animation and you are free to go. No crash, no strange behavior. Any problem I saw so far was caused by other mods or by myself. I will state the last 10% when I found out what why I can not control the Dragonborn during parade. I have one big wish. Find a way to shut up the stormcloack terroris in Solitude prison, please.
worik Posted January 14, 2019 Posted January 14, 2019 59 minutes ago, 5MHdxfn said: Find a way to shut up the stormcloack terroris in Solitude prison, please. I know of a way. 100% sure that he is silent, when I'm done. ? But I would get a reward and a title if I do that to a Stormcloak in Solitude, and I would not be sent into prison ? Sorry, no. No help for your problem Spoiler Jokes aside. If he is too annoying, go into the console, click on the stormcloak and just kill him by console command.
shiagwen Posted January 16, 2019 Posted January 16, 2019 Hello Inte You know i am always thinking how to bring Sex and Prostitution into Skyrim with at less changes to the main game as possible. one easy and sucessful idea was no selling. this way the pc is forced to earn money by Prostitution. But no selling destroys the speachcraft in general, the perktree and the carryweight system So i came to the idea to use Prostituion income from a minus to zero. that means : pc get huge bounties in all Skyrim, she get in prison as usual, but the bounty still keeps on and must payback by Prostitution payback must be in certain time, at least rates, or she gets in jail again pc cant become thane without getting rid of the bounty. For POP that could mean : The bounties are not cleaned after the prison The bounty must be payed back in a time , adjustable in mcm. probably to the jailor, or steward the guards do not react on a bounty during payback time. they do react if payback time is over and bounty not payed back the pc cant become thane with a bounty Too much for you ? (come on this is a brilliant idea)
shiagwen Posted January 16, 2019 Posted January 16, 2019 Sexond idea : Billy has made 8 yoke animations, you could use them in the Parade if you give the pc the yoke at the berginning and have breaks during the whipping during this folk can fuck pc with the yoke 2
worik Posted January 16, 2019 Posted January 16, 2019 31 minutes ago, shiagwen said: you could use them in the Parade if you give the pc the yoke at the berginning and have breaks during the whipping during this folk can fuck pc with the yoke The yoke is a nice humilating idea. Perfect for the parade. And if Inte goes for a litle "refreshment", I take the liberty to point out certain nice restraints from the newer DD version. For the many trips to the entertainment places.... or just because they are there: Spoiler And especially to make sure the guests stay nearby: Spoiler (selected pictures from https://www.loverslab.com/blogs/entry/6715-flower-basket-selected-dd-items-for-pop/ ) 3
shiagwen Posted January 16, 2019 Posted January 16, 2019 These devices have been already in Heretical Resources for some years ....
worik Posted January 16, 2019 Posted January 16, 2019 13 minutes ago, shiagwen said: These devices have been already in Heretical Resources for some years .... Sure they were... but HR is not utilzed by POP. Perhaps availability in DD is making it a quick&easy option to use them in POP If DD is not the way to go, ZAP9 is teasing us with maaaaany sexy new items as well. Err.. I meant ... emmmmh: Useful devices to keep unruly prisoners from damaging the interior, hurting other prisoners or themselves. 2
DarmanSejuk Posted January 17, 2019 Posted January 17, 2019 What mod pack is the Iron Mask supposed to come from?
donttouchmethere Posted January 17, 2019 Posted January 17, 2019 1 minute ago, DarmanSejuk said: What mod pack is the Iron Mask supposed to come from? from DDe as far as my imagination goes
donttouchmethere Posted January 18, 2019 Posted January 18, 2019 Good news: so far ETaC v0.4.3 is compatible with POP now! the guard/prison barracks in Dawnstar stay in place and won't get moved like in the older ETaC versions 1
worik Posted January 18, 2019 Posted January 18, 2019 2 hours ago, donttouchmethere said: so far ETaC v0.4.3 is compatible with POP now! ?? Good news I wonder if missjennabee is/has been playing with POP and realized the need for a fix.
donttouchmethere Posted January 18, 2019 Posted January 18, 2019 9 minutes ago, worik said: ?? Good news I wonder if missjennabee is/has been playing with POP and realized the need for a fix. I think she got arrested via POP for moving the dawnstar barracks without asking INTE first. ⛓️ Only way to lower the scentence from 100 days to 10 was to create a new ETaC. ?
Inte Posted January 19, 2019 Author Posted January 19, 2019 On 1/16/2019 at 12:34 PM, worik said: Sure they were... but HR is not utilzed by POP. Perhaps availability in DD is making it a quick&easy option to use them in POP If DD is not the way to go, ZAP9 is teasing us with maaaaany sexy new items as well. Err.. I meant ... emmmmh: Useful devices to keep unruly prisoners from damaging the interior, hurting other prisoners or themselves. Then ZAP9 will play very nicely with SUM. But, you need to ask @t.ara for an animation list. Then you can just copy/paste that to a .json file and you're good to go. DDe is already using most if not all available HR devices from DDx 3.
Inte Posted January 19, 2019 Author Posted January 19, 2019 On 1/16/2019 at 10:20 AM, shiagwen said: Sexond idea : Billy has made 8 yoke animations, you could use them in the Parade if you give the pc the yoke at the berginning and have breaks during the whipping during this folk can fuck pc with the yoke You can make your own outfit in DDe that has an yoke, and have the POP parade scene use it. POP will detect if you are wearing a yoke and animate accordingly. Well ... except if the yoke is from DD 4, then POP cannot detect it because Kimy removed the required keywords.
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