harems Posted June 13, 2021 Posted June 13, 2021 Yes, i always run FNIS when installed a new mod or changing mod, surely after active your mod, i always go to FNIS
fingerscrossed Posted June 13, 2021 Author Posted June 13, 2021 I wanted to give an update of what I am currently working on, which is the Riding Styles Quest addon for Riding Styles. I mentioned/showed a picture of the carriage in a previous post, but now that I have it a little bit more fleshed out and working, I wanted to give an idea of what is currently in the mod and being worked on: Male Delivery Services (MDS) Carriage Travel: A group called the Male Delivery Service has, with funding from the Jarls of the holds, started a business on the transportation of female goods between locations in the hold. And by female goods, they specifically mean goods that are female. This, of course, comes with a set of requirements and expectations of the goods they are transporting. Using the service and following all of the terms and conditions will result in free travel between the holds! Functionality Includes: Spoiler The ability to travel between holds and towns in Skyrim using the carriage service. Carriage service from a location should extend to it's neighbors that don't have another stop between them (using some eyeballing and best guessing). (Implemented) A traveling carriage with room for 5 lucky slaves goods. Space for 4 in the back and 1 under the horse pulling the carriage. (Implemented) Don't have a party of 5 goods? Don't worry! MDS is the leading transporter of female goods and will easily be able to fill out your cart. (In Progress) Want a cart to yourself or your party? We can do that to, but it's going to cost you since the Jarl's only fund efficient travel. (Not Implemented) Protection Provided! Two experienced guards will transport and protect the valuable goods in the cart from danger. (Implemented, but could use better guards). Entire party isn't goods? Not to worry! Brave male adventurers are always welcome to travel alongside the deliveries and defend the carriage and goods alongside the guards. Doing so even allots them the same privileges allowed to the guards themselves in terms of using the goods for stress relief. (Mostly implemented, needs adjustment) Long days of travel too much? We understand! That's why for every four hours (base setting, game hours) of travel, the hardworking employees of MDS and any other affiliate are allowed an hour long break to rest, relax, and take advantage of any goods they'd like. (In Progress) Worried about the monotony of travel? With MDS, you never know who you'll run into on the roads. (Not Implemented) Overall Design Considerations: Spoiler I've been working on this a lot more like a lot of the mods that I make for personal use with a heavy lean towards both autonomy and radiant/variant nature, along with a strong backend that could easily support future updates/additions. Carriage Travel: Carriages can travel up to 1 location away per interaction (to reduce any exceedingly long travel times. They will still be pretty long). The quest is handled radiantly, so there would not need to be a separate quest for each set of locations. This means that certain things (such as a rest area halfway between two locations) would be considerably more challenging to implement, but I feel that what is lost is less than what is gained. Carriage travel conditions support a female player, up to 4 female followers, and up to 4 male followers. Females are disabled from participating in combat during the duration of the travel (except for emergency situations, however I will figured that out coding wise). MDS provides a base of 4 NPCs, the carriage driver, 2 Guards, and the Carriage horse. I am considering ability for randomly adding additional NPCs (maybe extra guards, pack horses carrying items, hunting dogs, etc.). Quest Design Philosophy for Break Time: The main philosophy is the idea that the less that is hard coded the better. To facilitate this, there is an additional quest used for break time that contains aliases that will be filled and cleared as they enter/leave use. This is due to what will be heavy use of scenes to get NPCs to behave. The reason for doing this is so that, rather have a situation where you have, for example: Scene: BlowJob Scene Actors: Guard1, Passenger 1 Guard1 talks obscenities at Pasenger1 and then gets a blowjob from them. You would have: Scene: Blowjob Scene Actors: MaleActor1, FemaleActor1 MaleActor1 talks obscenities at FemaleActor1 and then gets a blowjob from them. This necessitates a bit of extra handling and tracking of Aliases, but the upside is compared to the first, more normal example, the Male Actor slot could be filled by any eligible male actor and the same for the female actor slot. This is essentially more work on the initial set up, but makes it so that any additional future scene can essentially be applied to any pairing, meaning that the variation of what can happen during the break due to RNG option selection would exponentially increase as more scenes get added. Currently, I am setting it up so that there could be at most 3 scenes running concurrently. Radiant World Event Quests: The idea here is pretty simple, I wanted to add some more world event type quests. Maybe coming across a group of patrolling guards that want to inspect the goods. Maybe there's a lost slave that ran away from her master that needs to be dragged back home. So on and so forth. I think not all of these need to include anything large happening (like guards inspecting the goods) but should just hopefully help provide some flavor to the travel. This is a bit lower on my priority list than getting for example the break and other travel conditions set up, but still something that I'd want to do to make the mod something I'd use (I have similar things set up for personal use mods). The MDS Terms and Conditions: I'm looking to make most of the terms and conditions essentially optional, but if you don't comply with them then you are essentially hit with a "fine" (though, in the words of MDS, you are merely giving up your discount). Currently, I don't have them implemented, and they are lower priority to me than getting all of the other base functionality. They are still currently referenced in dialogue. I think that actually implementing them after getting all of the other base functionality in play wouldn't be too hard. After party: There's currently references in the dialogue to essentially a period of service on arrival at town. The idea would be that, as a token of gratitude for safe arrival, the goods would provide an hour of service (in game time) to the hardworking employees of MDS, maybe taking place at the Inn in the town. TBD, may or may not be implemented. Have ideas for break scenes, random world events, or other options/capabilities? Let me know in the comments. One final note: I am NOT currently looking at integration with any of the slave mods for this. I may try and set up a hook/backend so that a mod could register the PCs slaves as, essentially, female followers for the purpose of carriage travel. I likely won't look to do this unless a mod author reaches out to me expressing interest. 4
fingerscrossed Posted June 13, 2021 Author Posted June 13, 2021 40 minutes ago, harems said: Yes, i always run FNIS when installed a new mod or changing mod, surely after active your mod, i always go to FNIS Hmm ... ok, I can try and take a look at it again and check the installer. It looks like an issue of essentially the AA is failing to load. This typically means that either the quest failed to load the AA into properties or FNIS failed to generate the AAs. To verify, is this using a random giant, or the giant from the summon spell? Additionally, if the summoned giant, is this using the spell/menu to mount, or mounting via activating like a normal horse.
harems Posted June 13, 2021 Posted June 13, 2021 @fingerscrossed i have make an new profile to test with new save game, but it still have the notice " trying to change AA set " im using summoned horse / giant and mounting like normal, come to near them then press " E " to ride hope you can fix your mod with SE, i really like your mod
fingerscrossed Posted June 13, 2021 Author Posted June 13, 2021 4 minutes ago, harems said: @fingerscrossed i have make an new profile to test with new save game, but it still have the notice " trying to change AA set " im using summoned horse / giant and mounting like normal, come to near them then press " E " to ride hope you can fix your mod with SE, i really like your mod The note is normal to see (I never disabled that one). It occurs in the AA script when the AA script is attempting to send the riding AA to the actor. Sorry, one other piece of info: Can you take re-run FNIS and take a screenshot of it (scrolling to where it is showing the Riding Styles animations loading). Just so I can see for comparison.
neneXgod Posted June 14, 2021 Posted June 14, 2021 If I press jump while using the werewolf, the animation will be broken ( the werewolf will have falling animation and the character position will rotate 90 degree ). I forgot to say that yesterday.
M. Fraise J. Posted June 14, 2021 Posted June 14, 2021 (edited) 3 hours ago, neneXgod said: If I press jump while using the werewolf, the animation will be broken ( the werewolf will have falling animation and the character position will rotate 90 degree ). I forgot to say that yesterday. Werewolf riding animations itself is kinda broken, so i am not surprised Edited June 14, 2021 by MaJaNamesuu
fingerscrossed Posted June 14, 2021 Author Posted June 14, 2021 13 hours ago, neneXgod said: If I press jump while using the werewolf, the animation will be broken ( the werewolf will have falling animation and the character position will rotate 90 degree ). I forgot to say that yesterday. 9 hours ago, MaJaNamesuu said: Werewolf riding animations itself is kinda broken, so i am not surprised Werewolf's have several issues because of, iirc, the way they and mounts are handled in the backend. The likely best "solution" would just to be have the script watch and periodically update back to the AA set, but I recall this creating some potential issue. The main issue is, IIRC, riders receive the same animation keys sent to mounts as part of the skyrim mounting system (this makes rider/mount animations line up). In the mod, I therefore create an alternate set of idles to have the rider use and this normally works fairly well. I think the issue with Werewolfs is werewolfs themselves have multiple sets of animation events that they can use, and when the game has them switching between them, it is also sending them to the rider. So, what is likely happening is there somewhere inbetween the game switching the werewolf animation sets, it sends the animation command to reset idle animations, and due to the kind of weird nature of animation/animation commands propagating to the rider from the mount (but not the other way around), this triggers the idle reset for the rider as well.
harems Posted June 15, 2021 Posted June 15, 2021 @fingerscrossed Here is my FNIS, somehow i wonder why i install your 5.0, it is still 4.0 ? hope you can fix it for SE soon
deeyock Posted June 16, 2021 Posted June 16, 2021 @fingerscrossed Regarding my previous message that the adjustment keys did not work.... I did some experimenting and found that they did not work with the spell+horse, but did work when I used the menu to turn an existing horse into a mount. Getting the arms, legs, and genitals to all align provide impossible in either arms out position proved impossible. I suppose it could be my installed body type however.
lanastara Posted June 17, 2021 Posted June 17, 2021 (edited) On 6/15/2021 at 9:24 PM, harems said: @fingerscrossed Here is my FNIS, somehow i wonder why i install your 5.0, it is still 4.0 ? hope you can fix it for SE soon I think I figured something out after seeing that screenshot and trying some things. The problem seems to happen when using FNIS XXL. When I run normal FNIS everything works but as soon as I generate fnis via FNIS - XXL I stand on top of my horse. (even with the same amount of animations so it doesn't seem to be related to the number of animations) I hope this helps with fixing the problem. Lanastara Edited June 17, 2021 by lanastara typo
Dovahbear91 Posted June 18, 2021 Posted June 18, 2021 Ehhhhh I just ran nemesis and now it appears to work. Lets see how it continues to function
lanastara Posted June 18, 2021 Posted June 18, 2021 I tried nemesis as well and it does more than fnis xxl in that it actually switches to an alternate animation but it seems like it switches to the wrong one. For example when I get on my horse my character gets in the position intended for riding the wolf.
fingerscrossed Posted June 19, 2021 Author Posted June 19, 2021 On 6/15/2021 at 2:24 PM, harems said: @fingerscrossed Here is my FNIS, somehow i wonder why i install your 5.0, it is still 4.0 ? hope you can fix it for SE soon It's like showing 4.0 since I hadn't updated any of the animations in the 5,0 release, so I never ticked up the FNIS version number. On 6/16/2021 at 12:07 PM, deeyock said: @fingerscrossed Regarding my previous message that the adjustment keys did not work.... I did some experimenting and found that they did not work with the spell+horse, but did work when I used the menu to turn an existing horse into a mount. Getting the arms, legs, and genitals to all align provide impossible in either arms out position proved impossible. I suppose it could be my installed body type however. The misalignment might be on your body but it's just as likely to be the animation files themselves. On 6/17/2021 at 10:52 AM, lanastara said: I think I figured something out after seeing that screenshot and trying some things. The problem seems to happen when using FNIS XXL. When I run normal FNIS everything works but as soon as I generate fnis via FNIS - XXL I stand on top of my horse. (even with the same amount of animations so it doesn't seem to be related to the number of animations) I hope this helps with fixing the problem. Lanastara That's really strange. I can't think of any reason why FNIS would work but not FNIS - XXL. I've looked around online a bit On 6/18/2021 at 5:39 AM, Dovahbear91 said: Ehhhhh I just ran nemesis and now it appears to work. Lets see how it continues to function I'm not familiar with nemesis but I'll take a look and see if I can see what it is. On 6/18/2021 at 12:42 PM, lanastara said: I tried nemesis as well and it does more than fnis xxl in that it actually switches to an alternate animation but it seems like it switches to the wrong one. For example when I get on my horse my character gets in the position intended for riding the wolf. So, I pulled my Skyrim SE back up and when to test only to find out that, between my initial testing and this (I had installed a few mods and made some changes), the mod was no longer working (had same issues as above, character stands on top of mount instead of AA activating). Additionally game crashed when I went to dismount. I'll try and take a look this weekend to see if I can figure out what is going on.
fatmancupcake Posted June 26, 2021 Posted June 26, 2021 On 6/12/2021 at 6:17 PM, fingerscrossed said: I spent a while yesterday looking for a mod that I remembered but could find anywhere. It was a mod revolving around the carriage system that essentially added carriages that had Zaz furniture on the back that passengers would lock into, and I vaguely remembered modding it to accept a Riding Styles rider for the carriage horse. I looked and looked and felt like I was going crazy, because the closest thing I found (the PAH Slave Cart mod) was definitely not it. I was just about to assume it was all a fever dream when I realized that I was an idiot. Turns out what I was remembering was the Riding Styles Quests mod I had worked on some as a potential companion to Riding Styles, so I was searching online for my own unpublished mod. Before it gets asked, no, it's not currently in a state to be released, but I may work on it some. Screen shot below to give an idea of what it looks like. Currently the driver won't sit right because he's an asshole. Hide contents Thats probably one of the biggest Oofs I've read in a while. ahahaha Though I am excited to see this! it looks great!
LadyFlurf Posted July 7, 2021 Posted July 7, 2021 On 6/19/2021 at 4:58 PM, fingerscrossed said: It's like showing 4.0 since I hadn't updated any of the animations in the 5,0 release, so I never ticked up the FNIS version number. The misalignment might be on your body but it's just as likely to be the animation files themselves. That's really strange. I can't think of any reason why FNIS would work but not FNIS - XXL. I've looked around online a bit I'm not familiar with nemesis but I'll take a look and see if I can see what it is. So, I pulled my Skyrim SE back up and when to test only to find out that, between my initial testing and this (I had installed a few mods and made some changes), the mod was no longer working (had same issues as above, character stands on top of mount instead of AA activating). Additionally game crashed when I went to dismount. I'll try and take a look this weekend to see if I can figure out what is going on. Did you manage to find a fix? I tried the sse version that was made, tried converting the LE version with CAO, tried nemesis and normal fnis but I still get the standing/walking on horse. SSE is a nightmare tbh
bcpxehlq Posted July 14, 2021 Posted July 14, 2021 On 6/19/2021 at 11:58 PM, fingerscrossed said: It's like showing 4.0 since I hadn't updated any of the animations in the 5,0 release, so I never ticked up the FNIS version number. The misalignment might be on your body but it's just as likely to be the animation files themselves. That's really strange. I can't think of any reason why FNIS would work but not FNIS - XXL. I've looked around online a bit I'm not familiar with nemesis but I'll take a look and see if I can see what it is. So, I pulled my Skyrim SE back up and when to test only to find out that, between my initial testing and this (I had installed a few mods and made some changes), the mod was no longer working (had same issues as above, character stands on top of mount instead of AA activating). Additionally game crashed when I went to dismount. I'll try and take a look this weekend to see if I can figure out what is going on. I guess its conflict between fnis and nemesis bc I had the same problem , but when I run nemesis after fnis all riding animations started to work
effrenatus Posted July 18, 2021 Posted July 18, 2021 I am having the problems with standing on the ride creature, describend by others here. I use SE and the V5.1se file from two pages ago. Though I do not get a CTD upon dismounting the summoned astronach and werewolf, but get catapulted across the street. Eagerly waiting for the correction of the anim issue, thank you for working on this!
Mud Posted August 9, 2021 Posted August 9, 2021 On 6/13/2021 at 1:58 PM, fingerscrossed said: I wanted to give an update of what I am currently working on, which is the Riding Styles Quest addon for Riding Styles. I mentioned/showed a picture of the carriage in a previous post, but now that I have it a little bit more fleshed out and working, I wanted to give an idea of what is currently in the mod and being worked on: Male Delivery Services (MDS) Carriage Travel: A group called the Male Delivery Service has, with funding from the Jarls of the holds, started a business on the transportation of female goods between locations in the hold. And by female goods, they specifically mean goods that are female. This, of course, comes with a set of requirements and expectations of the goods they are transporting. Using the service and following all of the terms and conditions will result in free travel between the holds! Functionality Includes: Hide contents The ability to travel between holds and towns in Skyrim using the carriage service. Carriage service from a location should extend to it's neighbors that don't have another stop between them (using some eyeballing and best guessing). (Implemented) A traveling carriage with room for 5 lucky slaves goods. Space for 4 in the back and 1 under the horse pulling the carriage. (Implemented) Don't have a party of 5 goods? Don't worry! MDS is the leading transporter of female goods and will easily be able to fill out your cart. (In Progress) Want a cart to yourself or your party? We can do that to, but it's going to cost you since the Jarl's only fund efficient travel. (Not Implemented) Protection Provided! Two experienced guards will transport and protect the valuable goods in the cart from danger. (Implemented, but could use better guards). Entire party isn't goods? Not to worry! Brave male adventurers are always welcome to travel alongside the deliveries and defend the carriage and goods alongside the guards. Doing so even allots them the same privileges allowed to the guards themselves in terms of using the goods for stress relief. (Mostly implemented, needs adjustment) Long days of travel too much? We understand! That's why for every four hours (base setting, game hours) of travel, the hardworking employees of MDS and any other affiliate are allowed an hour long break to rest, relax, and take advantage of any goods they'd like. (In Progress) Worried about the monotony of travel? With MDS, you never know who you'll run into on the roads. (Not Implemented) Overall Design Considerations: Hide contents I've been working on this a lot more like a lot of the mods that I make for personal use with a heavy lean towards both autonomy and radiant/variant nature, along with a strong backend that could easily support future updates/additions. Carriage Travel: Carriages can travel up to 1 location away per interaction (to reduce any exceedingly long travel times. They will still be pretty long). The quest is handled radiantly, so there would not need to be a separate quest for each set of locations. This means that certain things (such as a rest area halfway between two locations) would be considerably more challenging to implement, but I feel that what is lost is less than what is gained. Carriage travel conditions support a female player, up to 4 female followers, and up to 4 male followers. Females are disabled from participating in combat during the duration of the travel (except for emergency situations, however I will figured that out coding wise). MDS provides a base of 4 NPCs, the carriage driver, 2 Guards, and the Carriage horse. I am considering ability for randomly adding additional NPCs (maybe extra guards, pack horses carrying items, hunting dogs, etc.). Quest Design Philosophy for Break Time: The main philosophy is the idea that the less that is hard coded the better. To facilitate this, there is an additional quest used for break time that contains aliases that will be filled and cleared as they enter/leave use. This is due to what will be heavy use of scenes to get NPCs to behave. The reason for doing this is so that, rather have a situation where you have, for example: Scene: BlowJob Scene Actors: Guard1, Passenger 1 Guard1 talks obscenities at Pasenger1 and then gets a blowjob from them. You would have: Scene: Blowjob Scene Actors: MaleActor1, FemaleActor1 MaleActor1 talks obscenities at FemaleActor1 and then gets a blowjob from them. This necessitates a bit of extra handling and tracking of Aliases, but the upside is compared to the first, more normal example, the Male Actor slot could be filled by any eligible male actor and the same for the female actor slot. This is essentially more work on the initial set up, but makes it so that any additional future scene can essentially be applied to any pairing, meaning that the variation of what can happen during the break due to RNG option selection would exponentially increase as more scenes get added. Currently, I am setting it up so that there could be at most 3 scenes running concurrently. Radiant World Event Quests: The idea here is pretty simple, I wanted to add some more world event type quests. Maybe coming across a group of patrolling guards that want to inspect the goods. Maybe there's a lost slave that ran away from her master that needs to be dragged back home. So on and so forth. I think not all of these need to include anything large happening (like guards inspecting the goods) but should just hopefully help provide some flavor to the travel. This is a bit lower on my priority list than getting for example the break and other travel conditions set up, but still something that I'd want to do to make the mod something I'd use (I have similar things set up for personal use mods). The MDS Terms and Conditions: I'm looking to make most of the terms and conditions essentially optional, but if you don't comply with them then you are essentially hit with a "fine" (though, in the words of MDS, you are merely giving up your discount). Currently, I don't have them implemented, and they are lower priority to me than getting all of the other base functionality. They are still currently referenced in dialogue. I think that actually implementing them after getting all of the other base functionality in play wouldn't be too hard. After party: There's currently references in the dialogue to essentially a period of service on arrival at town. The idea would be that, as a token of gratitude for safe arrival, the goods would provide an hour of service (in game time) to the hardworking employees of MDS, maybe taking place at the Inn in the town. TBD, may or may not be implemented. Have ideas for break scenes, random world events, or other options/capabilities? Let me know in the comments. One final note: I am NOT currently looking at integration with any of the slave mods for this. I may try and set up a hook/backend so that a mod could register the PCs slaves as, essentially, female followers for the purpose of carriage travel. I likely won't look to do this unless a mod author reaches out to me expressing interest. Wow! I'd just recently been wondering how viable it'd be to tinker with Touring Carriages into a something that allowed for naughtier bound transportation styles, and then along comes your genius. I'm eagerly anticipating to see where this goes, I hope your work's been going smoothly!
spicycrunchypants Posted September 1, 2021 Posted September 1, 2021 hello, I'm having a hard time setting up everything after doing the self troubleshooting that was in the front page. i got nothing. for some reason all the dicks will not get hard when i mount. I provided the load order and stuff. it is all the creatures. I don't believe i am the only one dealing with this, but I cant seem to find the solution in this chat after some looking. Thank you! Let me know if you guys need anything else!
victor133x Posted September 9, 2021 Posted September 9, 2021 Came back to Skyrim modding and saw this mod was updated. Super glad since this was one of my favorites from Loverslab and I know it had a few glitches. Best of luck with development! ?
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