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Posted

The day when DDi and DDa gets merged is the day when I remove DDa from ME

 

Chill. It will not happen. While I personally would have loved to do that, as keeping the three DD mods separate serves no purpose these days other than needlessly occupying slots in your load order, breaking backwards compatibility with dozens of mods is not on the DD team's agenda.

 

What will happen is that we're going to freeze DDA after the next release. All new items will go into DDX instead. That way we will have one DD mod less to maintain.

Yes, DDX needs DDI, so if you don't want to set a direct or indirect dependency on DDI, you're going to miss out on any new items we add, but other than that, nothing bad will happen.

 

What's bad about DDI anyway? I am not sure I understand the problem here?

Posted

 

The day when DDi and DDa gets merged is the day when I remove DDa from ME

 

Chill. It will not happen. While I personally would have loved to do that, as keeping the three DD mods separate serves no purpose these days other than needlessly occupying slots in your load order, breaking backwards compatibility with dozens of mods is not on the DD team's agenda.

 

What will happen is that we're going to freeze DDA after the next release. All new items will go into DDX instead. That way we will have one DD mod less to maintain.

Yes, DDX needs DDI, so if you don't want to set a direct or indirect dependency on DDI, you're going to miss out on any new items we add, but other than that, nothing bad will happen.

 

What's bad about DDI anyway? I am not sure I understand the problem here?

 

 

DDi removes or damages or at least complicates my (modder) control over the restraints. In ME there is a tight definition who is able to remove a restraint and when it is possible and when not. I won't rely on a key based system - at least currently.

 

In general I could just ignore DDi - because I am already using only overridden restraints but unfortunately DDi depends on SLA and this is the red line for me.

SLA caused many troubles for me in the past. It is still doing periodical cell scans - I my opinion waste because a similar functionality could be achieved in a more realistic way with less impact using Story Manager Hello Events and Sexlab statistics (as it is partly realized in ME) - calculating arousal level only on real encounters.

 

When SLA is removed from DDi or SLA is rewritten without cell scans - I will likely change my mind.

 

PS: And another objection against DDi is that it is not only a framework like Zaz - it has integrated quests that changes the behaviour of restraints (can be forged or not). In my opinion this is a bad design. A framework shall only provide an API to modders. But DDi enforces players to solve a quest.

Posted

SLA Redux is still using cell scans. It reduces only the amount but I don't like the approach - it is a steamroller tactic to evaluate arousal periodical for a whole cell instead of doing it on real encounters only.

Posted

 

 

The day when DDi and DDa gets merged is the day when I remove DDa from ME

 

Chill. It will not happen. While I personally would have loved to do that, as keeping the three DD mods separate serves no purpose these days other than needlessly occupying slots in your load order, breaking backwards compatibility with dozens of mods is not on the DD team's agenda.

 

What will happen is that we're going to freeze DDA after the next release. All new items will go into DDX instead. That way we will have one DD mod less to maintain.

Yes, DDX needs DDI, so if you don't want to set a direct or indirect dependency on DDI, you're going to miss out on any new items we add, but other than that, nothing bad will happen.

 

What's bad about DDI anyway? I am not sure I understand the problem here?

 

 

DDi removes or damages or at least complicates my (modder) control over the restraints. In ME there is a tight definition who is able to remove a restraint and when it is possible and when not. I won't rely on a key based system - at least currently.

 

If you mark a custom restraint with the DDI keywords (e.g. zad_BlockGeneric) provided for this purpose, -nobody- will remove your items. Yes, you will have to assign them a custom key, but that's...all. If you make custom restraints you will have full control over them. And it takes less than 5 mins to take a standard DDI item and turn it into a custom item, nobody but you has control of. Here are the steps needed:

 

1. Create a custom key to use for your item.

2. Duplicate the standard DDI message for the item you want to use and change the conditions in the "Unlock" option to use your new key.

3. Duplicate both the Inventory and Rendered (scriptInstance) item you want to use as basis for the custom item.

4. Slap the zad_ BlockGeneric keyword on the copy of the Rendered item.

5. Change the script properties in the new Inventory item to point to the new Rendered item, the Device Key property to your custom key and the DeviceMsg property to your new Message.

 

Done.

 

You don't -have- to make your NPCs actually use the key system. The custom key will just prevent players from removing custom DD items with standard keys. You can still do what you're doing now (which is probably script based?)

 

In general I could just ignore DDi - because I am already using only overridden restraints but unfortunately DDi depends on SLA and this is the red line for me.

SLA caused many troubles for me in the past. It is still doing periodical cell scans - I my opinion waste because a similar functionality could be achieved in a more realistic way with less impact using Story Manager Hello Events and Sexlab statistics (as it is partly realized in ME) - calculating arousal level only on real encounters.

 

SLA has a bad rep because of the original version constantly hammering the surroundings with cloak spells and cell scans, but SLAR is -very- reasonable, performance wisely. That's the entire reason Fishburger made SLAR.  If people are still using the original SLA these days, they are silly. Let me phrase it like this: If SLAR is causing problems, your load order has issues bigger than that.

Also, your approach would NOT offer quite the same functionality, as lots of mods trigger actions on aroused actors you never talked to or interacted with. E.g. actors get aroused when seeing you naked.

 

When SLA is removed from DDi or SLA is rewritten without cell scans - I will likely change my mind.

 

It could be done, but I don't see a compelling reason for that, tbh. See above.

 

PS: And another objection against DDi is that it is not only a framework like Zaz - it has integrated quests that changes the behaviour of restraints (can be forged or not). In my opinion this is a bad design. A framework shall only provide an API to modders. But DDi enforces players to solve a quest.

 

Not quite sure what you mean - yes, DDI allows you to craft its -standard- items and -standard- keys (read: the stuff in its own library). This won't affect you in the slightest if you are using custom items and custom keys (as ME would very likely do). Players will not be able to craft any of these unless you add the functionality on your own end. Even the standard escape mechanism can be easily overridden with item properties these days. I added that in version 3.x of DDI.

 

DDI comes bundled with some quests in a -separate- esp, yes. But I fail to see in what way this is negatively impacting mods using the DDI framework. Think of them more like a demonstration maybe?

 

 

 

Posted

Anyone got the builder spell to load a race menu preset on a copied npc or and existing one? I haven't tried it on alot of them due to it being experimental just tried it on a normal npc and copied npc loaded the game after i saved but no change. If it would work omg!! would be the best spell ever lol

 

   I never really looked at that one close.

 

    i had thought it was only for copying a face to the player character, but yes if could copy to another NPC it might be very nice. 

 

I am actually Pretty okay with my Own creations in Racemenu, but being able to swap around MPC face's that could be pretty useful

 

      I am only guessing though, but I would assume that trying to copy and imperial face to a Briton, might not go over so well, I would think same race to same race might give better result's, but I have not tried it at all...Yet!

Posted

 

.

SLA caused many troubles for me in the past. It is still doing periodical cell scans - I my opinion waste because a similar functionality could be achieved in a more realistic way with less impact using Story Manager Hello Events and Sexlab statistics (as it is partly realized in ME) - calculating arousal level only on real encounters.

 

...

Also, your approach would NOT offer quite the same functionality, as lots of mods trigger actions on aroused actors you never talked to or interacted with. E.g. actors get aroused when seeing you naked.

 

The only difference is the distance - actor hello event is triggered on encounters with a limited distance - I do not have to talk or interact with anybody - the Story Manager just firing the event. In gameplay this is almost not noticeable.

With hello events it cannot happen that a NPC gets aroused although he has no LOS to me.

If SLAR does also a LOS check - this is even more stress since this is an expensive call.

Posted

 

 

.

SLA caused many troubles for me in the past. It is still doing periodical cell scans - I my opinion waste because a similar functionality could be achieved in a more realistic way with less impact using Story Manager Hello Events and Sexlab statistics (as it is partly realized in ME) - calculating arousal level only on real encounters.

 

...

Also, your approach would NOT offer quite the same functionality, as lots of mods trigger actions on aroused actors you never talked to or interacted with. E.g. actors get aroused when seeing you naked.

 

The only difference is the distance - actor hello event is triggered on encounters with a limited distance - I do not have to talk or interact with anybody - the Story Manager just firing the event. In gameplay this is almost not noticeable.

With hello events it cannot happen that a NPC gets aroused although he has no LOS to me.

If SLAR does also a LOS check - this is even more stress since this is an expensive call.

 

 

Thing is that so many mods are using SLA it's practially moot to try and avoid it. You can safely bet on it being in most of your user's load order, even if you don't want to use it. In the end, there is no point in not using it. Whether or not it could be implemented more efficiently is another question. I am the wrong person to discuss this with. If I'd remove SLA from DDI, it -still- would be in most people's installations. Might as well use it when it's already there.

 

Posted

Updates don´t always make sense. I don´t know the detail-aspects of the DDx/a/i series, but to implement quests with "clothing" was really weird, Until I understood that, I only now use the ZAZ devices and the dda (assets), that seems to be more poor then the whole DD-Pack. But as Long MEP won´t use any other parts, my System workes nearly like the vanilla game! (less mods seem to be best and we won´t get into too much issures)

 

Curset loot (by kimi) was quite interesting from the beginning, but in between I feel bored, because the reason to get the actor tied isn´t reaching my interest - looting is not my favored Action/sport within the game now. And Problematic if u r in a gamequest and get disturbed by chains suddenly. (Anyway DevCurLoot is great Kimi)

The additional assessoires  coming with DDi/exp. are not needed for a bondage,- or sm-gameplay and the modders get the old stuff from zaz /dda devices hoked up with new functions:(MEP-examples:...struggling-belt (collar) or the crawling-collar is really fantastic)...the old stuff is really perfect...Only pity that the zaz-toys didn´t get ready completed!...(i.e. torture-pole and  that italiano-styled Metall gibbets ..., really fantastic stuff...!!!)

The way, how we get the actor/ character  into BDSM Trouble, that´s the most interesting part of modding imo. That´s why I prefer MEP before all other mods now..!

You can Play it, and then u can go and Play Little vanilla quests aside. That mod works wonderful and if used carefully, it will not get boring.

 

My question is, why the zaz armbinder isn´t working for me, and:  instead of the harness I only get a collar...(MEP dependent -  or finally a zaz-issure?)

 

PS.:.....

 

Looking for chains and ropes that would move slightly if hanging down....(havok-physics)....(something like the trees and grass animations) ...possible???

But not overstyled...very very less)..."graphics.ethz.switzerland"

Posted

Updates don´t always make sense. I don´t know the detail-aspects of the DDx/a/i series, but to implement quests with "clothing" was really weird, Until I understood that, I only now use the ZAZ devices and the dda (assets), that seems to be more poor then the whole DD-Pack. But as Long MEP won´t use any other parts, my System workes nearly like the vanilla game! (less mods seem to be best and we won´t get into too much issures)

 

Curset loot (by kimi) was quite interesting from the beginning, but in between I feel bored, because the reason to get the actor tied isn´t reaching my interest - looting is not my favored Action/sport within the game now. And Problematic if u r in a gamequest and get disturbed by chains suddenly. (Anyway DevCurLoot is great Kimi)

The additional assessoires  coming with DDi/exp. are not needed for a bondage,- or sm-gameplay and the modders get the old stuff from zaz /dda devices hoked up with new functions:(MEP-examples:...struggling-belt (collar) or the crawling-collar is really fantastic)...the old stuff is really perfect...Only pity that the zaz-toys didn´t get ready completed!...(i.e. torture-pole and  that italiano-styled Metall gibbets ..., really fantastic stuff...!!!)

The way, how we get the actor/ character  into BDSM Trouble, that´s the most interesting part of modding imo. That´s why I prefer MEP before all other mods now..!

You can Play it, and then u can go and Play Little vanilla quests aside. That mod works wonderful and if used carefully, it will not get boring.

 

My question is, why the zaz armbinder isn´t working for me, and:  instead of the harness I only get a collar...(MEP dependent -  or finally a zaz-issure?)

 

Yes I am finding the diversity of MEP to me very long term, and entertaining, and I like having it installed, especially sense zaira has made quest Items off limits to thievery, so my quests are not getting mucked up anymore.  ( It is much more quest friendly now, and could actually, if you are cautious be kept on in a main game play through. )  zaira has been much better to give us a way out of trouble through the cheating menu, and this is and enormous help.

 

    The many extra's, and ability to set up outfit's, and place various bondage item's all over our skyrim fantasy if fantastic, when combined with Jaxon position er it becomes truly game changing.

 

   As to zaz animations, well it is more of a true resource than most any other so called resource I have installed, it actually only Requires: FNIS 5.02, SexLab 1.50+ .

 

  So to be honest it is about (other than Animation files) one of the only true resources you can down load that has almost nothing else in it.

 

   There are some others that only add the basic stuff, as in  FNIS latest version, and SexLab. They are to be praised for this, as they do not force you to install a bunch of sometimes crippling extra mods that can quite often cause you to have problems, that many of us are not well equipped to deal with.

 

   These extra items also cause some trouble for the Resource maker, as when people post problems, they can sometimes be caused not by the so called resource, but by the extra dependency that had to be added per the Modders instructions.

 

   This can actually compound the resource makers work in some ways's, and confuse the User, as they see the problem as coming from the resource, and now the resource modder is passing the buck to the dependency modder..LOL

 

   For me, a really great resource has no dependency's, and a good one has no more that 1 or 2, of these extra dependency's.  

 

   I love them all [ I would not want to be with out any of them, and I have high praise for all the resource makers ], I just see a resource that needs 4 or five other things to work as sort of a mess.  Not a bad thing I guess, but some times a very confusing thing to sort out the problems when they happen.    Also a pressure problem when trying to run a mod that already has a high script load, as papyrus is really super screwed anyway.

 

   example:: Deviously cursed loot has to pause some things to allow papyrus to catch up when it burdens the Papyrus system ( this is done as a safety caution, but anyone who has played this wonderful mod " I like this mod very, very much " has probably seen the long pause's when having gear stripped, or re-applied. )   This was done intentionally as I understand it [ but may also be because of the DDI script load when checking to see if all items are okay to take off, and not part of someone Else's DDI quest, both a problem, and a help to quest users that used DDI. however it is only useful if other DDI modders take the time to check for other modders DDI key word's or do the equip, UN-equip as DDI commands it to be done, as I understand it ] to allow papyrus to catch up.

 

   Another great mod I like " Captured Dream's " also has this sometimes stalling of the game while papyrus catches up, when installing, and un installing DDI gear. " I love this mod very, very much too, I mean no harm ", just pointing out some things you may have seen.

 

   I can see where learning all the in's, and out's of some Resource's, that require a lot of syntax understanding could sometimes be almost as troubling as learning Papyrus, ( and many try, but do not always have a really well done documentation, with good examples, and a laymen s terms explanations as to how to use all there wonderful resources commands )   and maybe cause an increased burden to the modder.

 

 

   In a Nut shell, or to be short, I can understand why many modders would try to keep dependency's to a very low limit.

 

 

EDIT>>> by the way there are quite a few mods that do not need SLA there may be more, but these that I have played or used come to mind

 

Off the top of my head I remember these did not have SLA, or it was not needed. However I have had a problem with "More Nasty Critters" giving me a "Missing API" Error if I do not keep SLA installed, but I think that is some goof up of Mine.

 

1.Haunted House

2.Maria Eden Prostitution

3.Maria Eden Slavery

4.SexLab Defeat

5.SlaveTats

6.The Sisterhood of Dibella

7.Sleeping' Necrophilia & Sleep

8.SexLab Skooma Whore

9.[WIP] Heroine in Distress Alpha

10.Get Stripped! Again!

11.Skyrim SexLab - Sex Animation Framework v1.62

12.Zaz Animation Pack

13.SOS - Schlongs of Skyrim

14.SOS schlong for females

15.Slave Trainer

16.Sexlab Deadly Drain

17.Ravenous

18.From the Deeps

19.A Forsworn Story

20.I'll Take The Display Model

21.Succubus Heart

22.Big Sexy Cats

23.Things in the Dark

24.The Animal Mansion Redux

25.SLAL - Animations By Leito

26.FunnyBizness Animations

27.Bestial Essence

28.Soulgem Oven III

29.PetCollar

30.Cum Shot Brothel

31.Estrus Chaurus+

32.Devious Devices (Assets)

 

 

33.More Nasty Critters

 

Posted

A substantial number of the mods you listed not requiring SLA® are modder's resources (e.g. ZAP, Nasty Critters, SlaveTats, the animation packs). Of the larger BDSM mods on LL, Maria Eden is actually the -only- one NOT requiring SLAR. Since ME is appealing to the same people that would probably like at least some of the other mods as well, you can safely bet on most of them having SLAR installed.

 

Personally? I don't think what SLAR is doing is -that- bad, performance wisely. By default it runs one cell scan every 120 seconds. That will cause a brief spike in engine load, but unless you are running literally dozens of script heavy mods doing similar things, the engine can handle it just nicely. I am not necessarily saying Zaira's approach wouldn't be better - I can see the point, really. For my own purposes a combination of SexLab based and close-range/interaction based arousal checks would work well, too. If Fishburger is willing to rewrite the code, I would be the last one opposed to it. But for me, as maintainer of mods using arousal-based features, the question merely is whether or not to make use of SLAR as it is now. And personally I feel it's still better to use it than not to use it, even using cell scans.

Posted

A substantial number of the mods you listed not requiring SLA® are modder's resources (e.g. ZAP, Nasty Critters, SlaveTats, the animation packs). Of the larger BDSM mods on LL, Maria Eden is actually the -only- one NOT requiring SLAR. Since ME is appealing to the same people that would probably like at least some of the other mods as well, you can safely bet on most of them having SLAR installed.

 

Personally? I don't think what SLAR is doing is -that- bad, performance wisely. By default it runs one cell scan every 120 seconds. That will cause a brief spike in engine load, but unless you are running literally dozens of script heavy mods doing similar things, the engine can handle it just nicely. I am not necessarily saying Zaira's approach wouldn't be better - I can see the point, really. For my own purposes a combination of SexLab based and close-range/interaction based arousal checks would work well, too. If Fishburger is willing to rewrite the code, I would be the last one opposed to it. But for me, as maintainer of mods using arousal-based features, the question merely is whether or not to make use of SLAR as it is now. And personally I feel it's still better to use it than not to use it, even using cell scans.

 

  I agree, and DDI is a resource, and it has SLA dependency, so I thought they were very good points of interest, as they do not need SLA.

 

     The player is not forced to install something that for many mods serves no purpose. which for me, and note i said for me a mod of any kind with less dependency's is a good thing, and resource with no dependency's is a Great thing.

 

   I am not actually sure that there is any really pressing reason for DDI to have SLA dependency, but It may be that it has been there so long, that it can not now be safely removed, which is a shame, in my way of thinking, as a singular resource is I think a better resource that one that forces many perhaps ( note the Perhaps ) UN-needed extra's, from a modder point of view.

 

   Freeing the modded of any extra items not truly needed, I think ( note the I think ) is a good thing for any resource maker to consider, and strive to avoid.

 

   and they are Mod's

Posted

 

 If I'd remove SLA from DDI, it -still- would be in most people's installations. Might as well use it when it's already there.

 

For my own purpose I have made an esp that bundles all BDSM toys (from several mods) that I like without any SLA and DDi dependency. Just a big plain stupid BDSM Toy-box.

 

This does not physically include any asset you made - it only refers to your (and others) assets. Would it be OK for you when I release it? Then everybody could decide whether they want the extras that you bundle with the assets or not.

Posted

 

  I agree, and DDI is a resource, and it has SLA dependency, so I thought they were very good points of interest, as they do not need SLA.

 

     The player is not forced to install something that for many mods serves no purpose. which for me, and note i said for me a mod of any kind with less dependency's is a good thing, and resource with no dependency's is a Great thing.

 

   I am not actually sure that there is any really pressing reason for DDI to have SLA dependency, but It may be that it has been there so long, that it can not now be safely removed, which is a shame, in my way of thinking, as a singular resource is I think a better resource that one that forces many perhaps ( note the Perhaps ) UN-needed extra's, from a modder point of view.

 

DDI is using SLA mainly for the chastity belts. Could it be removed from DDI without losing -too- many features?

 

Yes, it could.

 

But it would still serve no purpose as long as every single major BDSM mod on LL with the sole exception of ME is using SLA anyway. People will have it installed as long as only ONE mod they want to play is using it, and if it's installed it will do its occasional cell scans, no matter how many other mods are actually making use of the data it generates. Assuming that close to 100% of all users enjoying BDSM content have SLA installed for one reason or the other anyway (which I believe to be the case), removing it from DDI would have zero effect to people's performance.

 

If I'd remove SLA from DDI, I'd also potentially break mods referring to SLA via DDI. As the property is defined in DDI, modders might just reference that property instead of adding their own. I don't know how common this is, but it would potentially break their stuff if the property would be gone.

 

The basic point at hand is that SLAR using the default settings is NOT an issue, unless people have installed dozens of performance hungry mods, in which case it -might- just be the tip on the scale that makes your engine start barfing stack overflows. But that's (IMHO) quite far fetched and even in that scenario, SLA is the least of your problems. Cell scans used in a controlled fashion are NOT a problem. Like cloak spells, the technique has a bad rep because some modders threw these cell scans around like candy and THAT is a problem. The way SLAR is using them is just not.

Posted

 

 

 If I'd remove SLA from DDI, it -still- would be in most people's installations. Might as well use it when it's already there.

 

For my own purpose I have made an esp that bundles all BDSM toys (from several mods) that I like without any SLA and DDi dependency. Just a big plain stupid BDSM Toy-box.

 

This does not physically include any asset you made - it only refers to your (and others) assets. Would it be OK for you when I release it? Then everybody could decide whether they want the extras that you bundle with the assets or not.

 

 

Errrm, what does this accomplish? If you link to e.g. my assets, this means that DCL must be installed. If DCL must be installed, SLAR must be installed, because it's a requirement of DCL. If SLA is installed, it will run its cell scans. I am not sure I understand what the benefit of such a mod would be?

Posted

 

 

 

 If I'd remove SLA from DDI, it -still- would be in most people's installations. Might as well use it when it's already there.

 

For my own purpose I have made an esp that bundles all BDSM toys (from several mods) that I like without any SLA and DDi dependency. Just a big plain stupid BDSM Toy-box.

 

This does not physically include any asset you made - it only refers to your (and others) assets. Would it be OK for you when I release it? Then everybody could decide whether they want the extras that you bundle with the assets or not.

 

 

Errrm, what does this accomplish? If you link to e.g. my assets, this means that DCL must be installed. If DCL must be installed, SLAR must be installed, because it's a requirement of DCL. If SLA is installed, it will run its cell scans. I am not sure I understand what the benefit of such a mod would be?

 

It means to not load DDi and DDX esp and use another esp as replacer. Personally would be nice to have compatibility between everything. To have to choose a mod or another is something i dont like :(

Posted

 

Errrm, what does this accomplish? If you link to e.g. my assets, this means that DCL must be installed. If DCL must be installed, SLAR must be installed, because it's a requirement of DCL. If SLA is installed, it will run its cell scans. I am not sure I understand what the benefit of such a mod would be?

 

 

They can install your mod and disable your esp.

 

 

It means to not load DDi and DDX esp and use another esp as replacer. Personally would be nice to have compatibility between everything. To have to choose a mod or another is something i dont like :(

 

 

You have to choose anyway - just because DDxyz is limited to a specific body type. If you use a different body type (like I do - UUNP) - you have to fiddle around...

 

Posted

"You have to choose anyway - just because DDxyz is limited to a specific body type. If you use a different body type (like I do - UUNP) - you have to fiddle around..."

 

This is just a pretence :)

Posted

 

 

Errrm, what does this accomplish? If you link to e.g. my assets, this means that DCL must be installed. If DCL must be installed, SLAR must be installed, because it's a requirement of DCL. If SLA is installed, it will run its cell scans. I am not sure I understand what the benefit of such a mod would be?

 

 

They can install your mod and disable your esp.

 

They will need install quite a number of mods just to disable them in their load order and lose all the goodies they offer. You must hate these cell scans a LOT. oO

 

It means to not load DDi and DDX esp and use another esp as replacer. Personally would be nice to have compatibility between everything. To have to choose a mod or another is something i dont like :(

 

 

You have to choose anyway - just because DDxyz is limited to a specific body type. If you use a different body type (like I do - UUNP) - you have to fiddle around...

 

Not much longer. We will add UUNP and Bodyslide CBBE support in the next version.

 

Posted

;-)) galgat...

all the stuff you described I can subscribe...this zaz and sexlab is realy the most interesting, that could happen to the skyrim game because it suits the  game enormous...I found that "cage01" as part of the game in markrath and also other stuff like that made the modder´s fantasy to go the step ahead and fill the missing parts to a round and full gameplay...never seen something like that before....I run through the "whiterun-brothel" and my Partner tells me..omg, what a beautiful home...I´d at once like to live there...mindkeeping gameplay, I run around and enjoy the stuff, lot of time without a quested gameplay, only to enjoy the places. And that exactly makes sense, you can style the game how your dreams go - and you can create things that you never will see in dreams...in other words, it´s the most creative game, ever seen!!!

After I have seen the "new" skyrim Trailers from "skyrim-online", I felt that BETHESDA exactly was watching this pages and they were highly influenced by the "newly-modder´s game design". Also I must admit, that I never have seen a developer who put his develope-tool as a gamer´s / modder´s TOOL for download..(CK i mean)...Getting enough confirm with that stuff, the game gets never  uninteresting...on the one Hand they maybe will have diff´s to sell the next titel (BETHESDA, they had diff´s to survive on the market as I read) but on the other Hand, they will be more wisely about the customer´s whishes in future...I think the last is much more important for game-creation.

And one think I want to tell is, that skyrim (also if 32bit engined) is spending a high Quality graphic, that reaches exactly the Level where to stop going in more realism...I´m pretty sure that the realism one day will be enourmously Close to "real", but that doesnt make sense to a game. realism won´t stop, but I mean that this is really a wonderful grafics-engine...I watched that by combining totally different meshes...one from "whiterun" walls-mesh, othe from "riften" Underground...both meshes have different colours and Stones are different set together...IF YOU WATCH THAT INGAME, YOU THINK YOU HAVE SPRAYED THE ONE MESH INSIDE THE OTHER ONE...the graphic-engine is mixing the meshes and that´s unbelievable...I don´t know the technical Details but that is WOW! It´s something like "DYNAMIC-OVERLAYING" ...that makes this grafics really "alive". In the past the games had so many graphical issures (from on 1990 and higher), ... and the most modern "graphics"-mercedes-titles I watched  could not reach and break my interest to skyrim (my created characters are heartbreakers and live in my Computer...LOL) - skyrim is real cult and will be instantly, is insane!!!...and all of you working on nice stuff, beginning with clothes and furniture, houses and Castles...weapons and new landscapes , quests and all of this unbelievable stuff...are also fallen in love with that stuff all around us here ...DREAMS get true...or with other words...or maybe: FILL UP YOUR DREAMS WITH SKYRIM... :heart: :heart: :heart::) :) :)

 

P.S. CBBE vs. UUNP....I have them both (on diff´rent SSD´s, but on UUNP my "SG Skin textures" can´t reach the graphical Details like on CBBE...because of that, I choosed the CBBE (cbbe´s face and top are top !!!) and because the LUXORY-COLLECTION on cbbe Looks far better as on uunp (and until today I could not find a solution for that (legs of unp bodies are a few more interesting/realistic/sexy/better formed then cbbe imo)....the merge of both would give the finest results...

Posted

I just want assets. No arousal - no key lock magic. Simply toys.

 

It costs time to integrate toys into scenes - it costs more time to integrate toys AND keys into scenes - it costs much more time to integrate toys AND keys AND arousal handling into scenes.

 

It does not mean that I would not integrate keys in a later version - but currently I want to concentrate on other topics.

Posted

I just want assets. No arousal - no key lock magic. Simply toys.

 

It costs time to integrate toys into scenes - it costs more time to integrate toys AND keys into scenes - it costs much more time to integrate toys AND keys AND arousal handling into scenes.

 

It does not mean that I would not integrate keys in a later version - but currently I want to concentrate on other topics.

 

Tbh, I don't think there is too much need to integrate the key system for your purposes (as in making NPCs actually possess and use the keys). I usually don't do that either. I use scripts for that. The main benefit of using DDI for ME would be providing the mechanism for secure restraints players can't easily remove without having to code this functionality on your end. You probably want just to slap restraints on people and take them off in a controlled fashion. DDI can do that and you still won't have to use the extra functionality if you don't want to. As an added benefit, that would make ME largely compatible out of the box with most other DD mods.

Posted

You both must work together and share your knowlege, Keep both of your master work alive and put new ideas into new stuff...arousal was a good idea but ... I don´t Need it here...

Curset loot does...so...Curset loot has much more stuff to come with...anyway...a Story is the key to a good mod...have a view on the old titles like "MIAS LAIR"....(oooh...master...are u there???....I...want you...ooohhhh...LOL)  and "CAPTURED DREAMS" ...they had an interesting Story (side quest), but also they were not clean running....and this may come because of too many dependies...I can imagine

 

Dialogue is the most important key, imo...it gets the characters individual "alive" and can let the gamer feel and react much more intensive what´s going on around...

But Story quest - mods are very hard to produce and after playing, the gamer loses interest and aparts , looking for the next stuff...

 

So both of your mods are still alive because working in a different way...I must not have at any place the confrontation with the mod/being tied and in bindings...but if I like so, I go to my "area", that is "secure" and prepared with all that stuff...that´s enough...that´s why I wanted all the stuff inside a cell, quite intensive from the one Point of view, but on the other Hand it´s really enough work to get all the things USE-ABLE for animations..and that´s my favorite skyrim-sport at the Moment...

okay..back to work...;-))

Posted

Stupid question: (i did not recognize)...CAN NPC´s use the LEVER-SWITCHES ?????

 

@zaira...quickest way to test your cell-functions (executation-room here) inside my cell?

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