RevanCathal Posted February 5, 2024 Posted February 5, 2024 34 minutes ago, Kosinaia said: I am also having this issue. Made sure SKEE.ini has face overlays enabled, made sure I have plenty of slots, tried uninstalling anything that could possibly conflict and nothing, slave tats wont communicate with YPS/vice versa. Edit: I have also confirmed that slavetats applies face tats manually, it just doesn't communicate with YPS. Face Overlays are automatically enabled in SE. I didn't have to change that. I've got at least 24 slots available for each option (Face, Body, Hands, Feet) and doesn't communicate with YPS for piercings (body or face) or makeup. I downgraded from 6.5.6 to 6.5.4.2 and managed to at least get pubic hairs from Nordic Warmaidens to be applied by Slavetats. But nothing esle automatically applies.
Balgin Posted February 5, 2024 Posted February 5, 2024 (edited) 4 hours ago, Jgoftl said: To update my earlier comment: Running the latest update for YPS with the latest SE Sound and Texture download on SE 1.5.97 with Slavetats 1.3.9 SE. Nothing is being automatically applied by Slavetats. Only that which is handled directly by YPS works (i.e. hair change and nails). I have to manually force the textures to apply through slavetats and it doesn't lock them down. I have a lot of available slots via SKEE.ini. Where is YPS in your load order? It may be a mod conflict. Try moving it all the way to the bottom and see if that helps. Edited February 5, 2024 by Balgin 1
RevanCathal Posted February 5, 2024 Posted February 5, 2024 1 hour ago, Balgin said: Where is YPS in your load order? It may be a mod conflict. Try moving it all the way to the bottom and see if that helps. It was pretty close to the top. I'll see if putting it at the bottom fixes it.
RevanCathal Posted February 5, 2024 Posted February 5, 2024 1 hour ago, Balgin said: Where is YPS in your load order? It may be a mod conflict. Try moving it all the way to the bottom and see if that helps. That didn't fix anything. I still have to manually apply the textures through Slavetats.
wareware Posted February 5, 2024 Posted February 5, 2024 Added most of the hair in GMsHair aXing.esp to the json file. The ones I didn't add are commented out at the bottom. I couldn't decide where to place them. GMsHair aXing.esp.json
Anunya Posted February 5, 2024 Posted February 5, 2024 So I'm pretty excited about playing the game using the flirting and relationship mechanics, and I started testing them out last night. I have two questions: 1: After some successful flirting, my PC consented to be kissed. This triggered a straight up sex scene. Curiously the sex scene respected my SL settings for undressing. Does anyone have any ideas how to start troubleshooting this issue? 2: The relationship mechanic uses the Lovesick debuffs, which I'm keen on using - but I don't want to trigger the Lovesick debuffs the normal way from the mod (i.e. from having too much sex). Is there a good way to set that up? If anyone could give me some pointers on this, I'd be grateful. Thanks!
emily1673 Posted February 5, 2024 Author Posted February 5, 2024 22 hours ago, Jgoftl said: To update my earlier comment: Running the latest update for YPS with the latest SE Sound and Texture download on SE 1.5.97 with Slavetats 1.3.9 SE. Nothing is being automatically applied by Slavetats. Only that which is handled directly by YPS works (i.e. hair change and nails). I have to manually force the textures to apply through slavetats and it doesn't lock them down. I have a lot of available slots via SKEE.ini. 19 hours ago, Kosinaia said: I am also having this issue. Made sure SKEE.ini has face overlays enabled, made sure I have plenty of slots, tried uninstalling anything that could possibly conflict and nothing, slave tats wont communicate with YPS/vice versa. Edit: I have also confirmed that slavetats applies face tats manually, it just doesn't communicate with YPS. I have seen this problem as well: piercing tattoos not showing up correctly. Don't really know the reason yet. Sometimes they appear after saving/loading the game a few times. 15 hours ago, wareware said: Added most of the hair in GMsHair aXing.esp to the json file. The ones I didn't add are commented out at the bottom. I couldn't decide where to place them. GMsHair aXing.esp.json 4.29 kB · 0 downloads Thanks. Will add them to the next update. 3 hours ago, Anunya said: So I'm pretty excited about playing the game using the flirting and relationship mechanics, and I started testing them out last night. I have two questions: 1: After some successful flirting, my PC consented to be kissed. This triggered a straight up sex scene. Curiously the sex scene respected my SL settings for undressing. Does anyone have any ideas how to start troubleshooting this issue? 2: The relationship mechanic uses the Lovesick debuffs, which I'm keen on using - but I don't want to trigger the Lovesick debuffs the normal way from the mod (i.e. from having too much sex). Is there a good way to set that up? If anyone could give me some pointers on this, I'd be grateful. Thanks! 1. It is just a kiss, but technically counts as sex scene. 2. To trigger the lovesick buff, you need to not have sex with your lover for a given time, which can be set in MCM. Normally it is about 1 week (I think), but you can set it to 1 day. The lovesick debuff is intense, but an interesting experience, especially if you try to flirt. 1
Anunya Posted February 5, 2024 Posted February 5, 2024 1 hour ago, emily1673 said: 1. It is just a kiss, but technically counts as sex scene. Yeah the weird thing was that it didn't trigger a kissing animation (which I have several off, and which normally triggers during SL Foreplay), but a full on penetrative sex animation. 1 hour ago, emily1673 said: 2. To trigger the lovesick buff, you need to not have sex with your lover for a given time, which can be set in MCM. Normally it is about 1 week (I think), but you can set it to 1 day. The lovesick debuff is intense, but an interesting experience, especially if you try to flirt. Another question on this - if the PC has sex with the lover through some way other than flirting, does it still count towards avoiding being Love Sick? Thanks for your replies - super pleased to see some mods adding some gameplay elements/ impacts to the emotional part of relationships rather than leaving it pure RP ❤️
emily1673 Posted February 5, 2024 Author Posted February 5, 2024 59 minutes ago, Anunya said: Another question on this - if the PC has sex with the lover through some way other than flirting, does it still count towards avoiding being Love Sick? Thanks for your replies - super pleased to see some mods adding some gameplay elements/ impacts to the emotional part of relationships rather than leaving it pure RP ❤️ Thanks for the feedback! And yes, only sex as a result of "flirting" counts. I always tried to to keep an eye on the emotional part, also in the Dibella quest. 1
RevanCathal Posted February 7, 2024 Posted February 7, 2024 So with this tweak installed, I managed to at least get body piercings and body hair to apply. Moving the slavetats_cache.json the game exe folder to the local applacations folder for Skyrim SE also helped a little. I even noticed earing backs getting applied, unfortunately nothing else on the face gets applied and toes don't show having polish.
Alpia Posted February 8, 2024 Posted February 8, 2024 On 8/14/2023 at 8:15 AM, wareware said: For some reason the MCM options in the heels menu and the piercing menu stopped loading correctly for me on new games. Does anyone know how to fix this? sorry for the really old quotes, but the issue described there still presists and is not not related to menu maid for me. I tried a new game without menu maid and just yps the result is the same. Started dozens of new games at this point (including restarting skyrim as a whole every time), with and without menu maid and it doesnt matter if its installed the result is the same. First I was not able to find any consistency when the mcm options work and when they dont, but then I noticed that it seems to be related to how quickly I finish my character creation. 4/4 of my last tries resulted in successfully getting these mcm options to work, by not giving my character a name and not loading my preset, basically speedrunning getting out of the character creation. Tried it two more times taking my usual time with loading my preset and naming my character and both times the mcm options again didnt work, so I can replicate the issue at this point. Tried it a few more times to exclude things that I did different there. If I just quickly switch sex to female and finish character creation without anything else, as I usually do testing things, the mcm options work. If I take a few extra seconds to load my preset and give my character a name the mcm options dont work. If I just idle in the character creator for about the time I usually need to load my preset and give the character a name it doesnt work. If I just idle in the character creator for about the time I usually need to load my preset and dont give the charater a name it doesnt work. So the consistent thing for me to cause the problem in these tries, is the timing when I finish my character creation. I've tried it a few more times after that as that just seems really weird, but as said I can replicate it at this point depending how quickly I finish the character creation and the difference between working and not working is less then 10 seconds. I've capture the behavior on video from start of new game to mcm if that is of any interest. I have a few more videos also trying the other things mentioned above. Spoiler yps works.mp4 yps doesnt work prisoner no name.mp4 1
numen13 Posted February 8, 2024 Posted February 8, 2024 42 minutes ago, Alpia said: sorry for the really old quotes, but the issue described there still presists and is not not related to menu maid for me. I tried a new game without menu maid and just yps the result is the same. Started dozens of new games at this point (including restarting skyrim as a whole every time), with and without menu maid and it doesnt matter if its installed the result is the same. First I was not able to find any consistency when the mcm options work and when they dont, but then I noticed that it seems to be related to how quickly I finish my character creation. 4/4 of my last tries resulted in successfully getting these mcm options to work, by not giving my character a name and not loading my preset, basically speedrunning getting out of the character creation. Tried it two more times taking my usual time with loading my preset and naming my character and both times the mcm options again didnt work, so I can replicate the issue at this point. Tried it a few more times to exclude things that I did different there. If I just quickly switch sex to female and finish character creation without anything else, as I usually do testing things, the mcm options work. If I take a few extra seconds to load my preset and give my character a name the mcm options dont work. If I just idle in the character creator for about the time I usually need to load my preset and give the character a name it doesnt work. If I just idle in the character creator for about the time I usually need to load my preset and dont give the charater a name it doesnt work. So the consistent thing for me to cause the problem in these tries, is the timing when I finish my character creation. I've tried it a few more times after that as that just seems really weird, but as said I can replicate it at this point depending how quickly I finish the character creation and the difference between working and not working is less then 10 seconds. I've capture the behavior on video from start of new game to mcm if that is of any interest. I have a few more videos also trying the other things mentioned above. Hide contents yps works.mp4 44.73 MB · 0 downloads yps doesnt work prisoner no name.mp4 56.95 MB · 0 downloads And i really thought i was the only one with that problem
Alpia Posted February 8, 2024 Posted February 8, 2024 13 minutes ago, numen13 said: And i really thought i was the only one with that problem Did you try if the "just get through the character creation really fast" solution works for you as well? I'd feel less crazy if that works for someone else besides me as that seems like it shouldnt matter.
Omnishade Posted February 8, 2024 Posted February 8, 2024 Is it possible to mod the predefined colors of make-up, or is that hard-coded?
Scautura Posted February 8, 2024 Posted February 8, 2024 (edited) 11 hours ago, Alpia said: Did you try if the "just get through the character creation really fast" solution works for you as well? I'd feel less crazy if that works for someone else besides me as that seems like it shouldnt matter. For what it's worth, when it doesn't work for me, it's because I went through character creation too fast, so the complete opposite to you! It also helps me to wait for a bit after creation, and then the options show up, loading the MCM too quickly after finishing will have the same issue. As the one who originally (I believe) found the conflict with Menu Maid 2. That 'solution' is more 'mitigation'; I still get the issue, but it's far less frequent (it would happen 90% of the time with Menu Maid loading automatically, where it's more like <1% with enabling it later). Edited February 8, 2024 by Scautura
ebbluminous Posted February 8, 2024 Posted February 8, 2024 1 hour ago, Scautura said: For what it's worth, when it doesn't work for me, it's because I went through character creation too fast, so the complete opposite to you! It also helps me to wait for a bit after creation, and then the options show up, loading the MCM too quickly after finishing will have the same issue. As the one who originally (I believe) found the conflict with Menu Maid 2. That 'solution' is more 'mitigation'; I still get the issue, but it's far less frequent (it would happen 90% of the time with Menu Maid loading automatically, where it's more like <1% with enabling it later). Yeah, I remember MM2 causing problems with this and a few other mods. I stopped using it cause of this and issues with MCM Recorder.
Alpia Posted February 8, 2024 Posted February 8, 2024 (edited) 4 hours ago, Scautura said: For what it's worth, when it doesn't work for me, it's because I went through character creation too fast, so the complete opposite to you! It also helps me to wait for a bit after creation, and then the options show up, loading the MCM too quickly after finishing will have the same issue. As the one who originally (I believe) found the conflict with Menu Maid 2. That 'solution' is more 'mitigation'; I still get the issue, but it's far less frequent (it would happen 90% of the time with Menu Maid loading automatically, where it's more like <1% with enabling it later). Thats interesting to hear, as said I can cause and prevent the issue 100% reliably. If you can cause and prevent it reliably it would be interesting to find out what makes the difference, but that probably wont happen in a forum thread. I never used the automatic startup thing of menu maid, it happens in its dismissed state, but since I can trigger the issue every single time without it installed it doesnt really matter. For the "opening the mcm too quickly" thats why I wait till the body/head hair popup of yps, as visible in the videos. If the mcm is opened before the popup the yps mcm will appear in the list, but in a completely unfinished state. In all my tries the mcm is initialized properly right after the pop up, thats why I used that popup as reference point to open the mcm in all my tries to have some consistency for this. Edited February 8, 2024 by Alpia
Anunya Posted February 8, 2024 Posted February 8, 2024 Suggestion: Include jewelry in the calculation for fashion level and addiction. In particular it'd be great to have an in-game reason for the PC to wear earrings. Necklaces and rings would be nice too, but there's already a reason to wear those (as they typicall provide various buffs).
emily1673 Posted February 8, 2024 Author Posted February 8, 2024 17 hours ago, RoninDog said: Is it possible to mod the predefined colors of make-up, or is that hard-coded? You can define custom colors for makeup in MCM. 1 hour ago, Anunya said: Suggestion: Include jewelry in the calculation for fashion level and addiction. In particular it'd be great to have an in-game reason for the PC to wear earrings. Necklaces and rings would be nice too, but there's already a reason to wear those (as they typicall provide various buffs). Earrings do already add to fashion addiction. Do you have other ideas for an effect that should be caused by wearing earrings? Would be happy to implement them (if not too difficult). 1
Darkwing241 Posted February 9, 2024 Posted February 9, 2024 2 hours ago, emily1673 said: Do you have other ideas for an effect that should be caused by wearing earrings? Would be happy to implement them (if not too difficult). I'm not who you asked, but I think about this topic a lot. My take on the fashion addiction system was always that it should be a treadmill rather than a flood. Spoiler The whole system isn't very interesting when the gameplay is "equip every fashion feature right away." That's the flood. It's a big wave of stat boosts and shopping in the first 15 minutes of gameplay and then nothing. You have a bunch of features on that don't really do anything. Your PC looks good to the player but maybe not exactly as the player would prefer due to having to follow the restraints of what YPS supports. I prefer a system that's more a treadmill. At first the PC can grab some easy fashion features for a boost. Cheap, durable, unobtrusive things like hairstyling. Addiction progresses and then PC needs to add new fashion features to see any benefit. Having already used up the best most durable options, she has to use higher cost/less duration options (makeup/shaving/bathing). To optimize I typically try to only use these types of things when I actually will be using the speech buff, so in towns or similar. The nice thing about the current mechanics is that this style of temporary use slowly turns from a buff with the items on, to a debuff with them off. Which pushes the PC towards using more and more fashion features. This style of addiction entrapment is (to me at least) the ENTIRE point of using this mod. So that being said I think you should look beyond just 'what buff should ear rings' give to make them interesting but instead look at where they fall on the treadmill. Are they meant to be something that the PC can easily access for low cost, or are they meant to be something highly intrusive/expensive? Spoiler The gameplay characteristics of earrings that I see are -Low durability and/or upkeep: The very cool (but somewhat unstable) 'earring falls out' mechanic means that any given time the player might need to replace them. The fact that they last for a random(I think?) amount of time, gives some interesting differentiation from other time duration fashion features like hairstyling, bathing or makeup (although each of those have their own quirks with combat smudging/water smudging) -Upfront cost: You have to invest in getting pierced. -Penalty for non-use: long term non-use and yo lose the holes (I think? It's been a while since I tested this) That's already a lot of levers that you can pull to make earrings interesting without adding something boring like a "of the knight" armor enchantment or something. Some of the mechanics are pretty unique and interesting too. I think the best thing to do is focus on the addiction system as a whole. As it is now it certainly "tells a good story" but it's also pretty dry, with just the simple sliding scale on speech. Speech may very well be the least noticeable skill in the game, you need to look pretty hard to see it actually do anything at all outside of the very rare intimidate/persuade dialogue checks. I do like however the overall theme of speech representing the PC's confidence in herself, more than just beauty. The idea of the PC being lifted up by fashion and then slowly transitioning to being uncomfortable without being glammed up is really appealing to me. Spoiler I think it would be interesting to expand away from speech. There are plenty of easily accessible buffs/debuffs that could apply to being confident/not. Magic would certainly work but you could even go as far as max HP to represent a depressed PC 'giving up easier' at really high addiction. It may also be worthwhile to make the fashion level more viewable outside of the addiction level. Having an independent 'fashion level' and 'expectation level' makes room for some other types of buffs/debuffs. You could even have there be some tradeoff to having very high beauty as an incentive for players to not flood every fashion feature at once. Maybe something like having extremely high beauty reduce pickpocket and sneaking skills due to being the center of attention. It doesn't have to go any particular way but two tracks gives you a lot more to play with. If you really want a specific earring power, maybe you could do something with lockpicking? The idea of sacrificing your earrings to use them as lockpicks gives the player some interesting choices to make. I think it's important to keep in mind, if the mod is about putting on fashion features, there needs to be reasons to take off the features as well. Hair does this really well right now with it's growth mechanic, but many of the other features are only really relevant in the first 20 minutes of the game.
Anunya Posted February 9, 2024 Posted February 9, 2024 6 hours ago, emily1673 said: You can define custom colors for makeup in MCM. Earrings do already add to fashion addiction. That was FAST 6 hours ago, emily1673 said: Do you have other ideas for an effect that should be caused by wearing earrings? Would be happy to implement them (if not too difficult). First thing, I guess, would be to make sure earrings from other mods are recognized for these purposes (maybe it exists already)? Other than that, I can't think of anything right now... but if I do, I'll definitely post it here.
emily1673 Posted February 9, 2024 Author Posted February 9, 2024 13 hours ago, Darkwing241 said: I'm not who you asked, but I think about this topic a lot. My take on the fashion addiction system was always that it should be a treadmill rather than a flood. Of course, you are welcome to comment! Thanks for the feedback! Ironically, it was also my intention that the addiction system is more of a treadmill. But what could I do to inhibit the player from using all fashion features immediately? Make them more expensive? Or maybe the (de)buffs from the addiction aren't strong enough? If the fashion features would be really expensive, and the (de)buffs would be really strong (something like health and mana regeneration rate), then you would have a treadmill. 13 hours ago, Anunya said: Other than that, I can't think of anything right now... but if I do, I'll definitely post it here. Thanks.
emily1673 Posted February 9, 2024 Author Posted February 9, 2024 A while I ago I have hinted at the possibility to create a "player thought" framework mod, that would cause certain "thoughts" (i.e. notifications) to appear depending on certain conditions. Now I had some more time to think about it, and here is an outline of how to implement such a feature. (The following is for modders only. And please ignore the syntax errors, it is just a proof of concept 😅 ) Spoiler The player thought framework I have in mind would look like this: A set of .json files: One file "thought_keywords.json" that looks like this: "keyword1": "<keyword decimal value>|some_mod.esp", "keyword2": "<keyword decimal value>|some_other_mod.esp", ... One file "thought_keywordslist.json" that looks like this: "keywordlist": ("keyword1", "keyword2" ...) One file "thought_papyrusvalues.json" that looks like this: "papyrusvalue1": <name of some papyrus value>, "papyrusvalue2": <name of another papyrus value> ... One file "thought_papyrusvaluelist.json" that looks like this: "papyrusvaluelist": ("papyrusvalue1", "papyrusvalue2" ...) And, at the core of the mod, one file "thoughts.json" that looks like this: "keyword1__<condition1>": ( "playerthought 1", "playerthought 2", "playerthought 3" ...), "keyword1__<condition2>": ( "playerthought 1", "playerthought 2", "playerthought 3" ...), "keyword2__<condition1>": ( "playerthought 1", "playerthought 2", "playerthought 3" ...), "papyrusvalue1__<condition1>": ( "playerthought 1", "playerthought 2", "playerthought 3" ...), ... <conditions> would be a fixed set of options, e.g. the following: "battle": thoughts will only displayed when player is in battle "city": thoughts will only displayed when player is in a city (+ similar conditions for all location types, i.e. LocTypeXYZ keywords) "all": thought will displayed in any case (no condition needed) Some sample thoughts: "nailpolishworn__battle": ( "I should be careful that my nailpolish doesn't get scratches.", ...) "lipstickworn__inn": ( "I wonder what the patrons here might think about my new lipstick color.", ...) "miniskirtworn__all": ( "I love the feeling of wearing short skirts.", ...) The main framework script would do the following: 1. go through thought_keywordslist.json and check which keywords from thought_keywords.json are set, by calling the function wornhaskeyword() 2. go through thought_papyrusvaluelist.json and check which papyrus values from thought_papyrusvalues.json are set (to something ≠ 0) 3. create a "thought list" of valid player thoughts from "thoughts.json" (all thoughts where the corresponding keyword/papryusvalue is set, and the condition matches) 4. play a random thought from the "thought list" as notification Frequency of random thoughts configurable in MCM This way, the whole thing would be done in a way that makes it quite easy for users to modify the system (in particular by adding more "thought" choices). Since my modding time is limited, it is good to give the community an opportunity to add their own "thoughts" So, a question to all the fellow modders: Would you like to use such a framework? If so, please let me know, and I will try to implement it in a way that can easily be integrated into any other mod. Otherwise, I will just add it as a feature to YPS. 4
ebbluminous Posted February 9, 2024 Posted February 9, 2024 7 minutes ago, emily1673 said: So, a question to all the fellow modders: Would you like to use such a framework? If so, please let me know, and I will try to implement it in a way that can easily be integrated into any other mod. Otherwise, I will just add it as a feature to YPS. Not a modder, but sounds ideal to work with BoS 1
TnkQV Posted February 9, 2024 Posted February 9, 2024 3 hours ago, emily1673 said: A while I ago I have hinted at the possibility to create a "player thought" framework mod, that would cause certain "thoughts" (i.e. notifications) to appear depending on certain conditions. Now I had some more time to think about it, and here is an outline of how to implement such a feature. (The following is for modders only. And please ignore the syntax errors, it is just a proof of concept 😅 ) Hide contents The player thought framework I have in mind would look like this: A set of .json files: One file "thought_keywords.json" that looks like this: "keyword1": "<keyword decimal value>|some_mod.esp", "keyword2": "<keyword decimal value>|some_other_mod.esp", ... One file "thought_keywordslist.json" that looks like this: "keywordlist": ("keyword1", "keyword2" ...) One file "thought_papyrusvalues.json" that looks like this: "papyrusvalue1": <name of some papyrus value>, "papyrusvalue2": <name of another papyrus value> ... One file "thought_papyrusvaluelist.json" that looks like this: "papyrusvaluelist": ("papyrusvalue1", "papyrusvalue2" ...) And, at the core of the mod, one file "thoughts.json" that looks like this: "keyword1__<condition1>": ( "playerthought 1", "playerthought 2", "playerthought 3" ...), "keyword1__<condition2>": ( "playerthought 1", "playerthought 2", "playerthought 3" ...), "keyword2__<condition1>": ( "playerthought 1", "playerthought 2", "playerthought 3" ...), "papyrusvalue1__<condition1>": ( "playerthought 1", "playerthought 2", "playerthought 3" ...), ... <conditions> would be a fixed set of options, e.g. the following: "battle": thoughts will only displayed when player is in battle "city": thoughts will only displayed when player is in a city (+ similar conditions for all location types, i.e. LocTypeXYZ keywords) "all": thought will displayed in any case (no condition needed) Some sample thoughts: "nailpolishworn__battle": ( "I should be careful that my nailpolish doesn't get scratches.", ...) "lipstickworn__inn": ( "I wonder what the patrons here might think about my new lipstick color.", ...) "miniskirtworn__all": ( "I love the feeling of wearing short skirts.", ...) The main framework script would do the following: 1. go through thought_keywordslist.json and check which keywords from thought_keywords.json are set, by calling the function wornhaskeyword() 2. go through thought_papyrusvaluelist.json and check which papyrus values from thought_papyrusvalues.json are set (to something ≠ 0) 3. create a "thought list" of valid player thoughts from "thoughts.json" (all thoughts where the corresponding keyword/papryusvalue is set, and the condition matches) 4. play a random thought from the "thought list" as notification Frequency of random thoughts configurable in MCM This way, the whole thing would be done in a way that makes it quite easy for users to modify the system (in particular by adding more "thought" choices). Since my modding time is limited, it is good to give the community an opportunity to add their own "thoughts" So, a question to all the fellow modders: Would you like to use such a framework? If so, please let me know, and I will try to implement it in a way that can easily be integrated into any other mod. Otherwise, I will just add it as a feature to YPS. Submissive Lola has similar "thoughts" system. might help for reference.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now