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Posted

I'm wondering, how in the world was I not aware of this mod?!  Installing now, omg!  For my kind of play through, I've been wanting something like this for a long time!

Posted
3 hours ago, JimmyJimJim said:

 

Thanks for reporting those issues, I'll take a look into them. I must've missed some scripts when removing zaz/devious device dependency.

Brilliant, thanks a bunch. I was going to mess with the .esp myself, but I'm pretty sure I would end up breaking something else. Another thing to note (this might not actually be a problem): I've been playing quite a bit with the latest version, and even with the 'narrator' variable set to 100, I still haven't heard anything from him over maybe 8 hours of gameplay. Any thoughts on this?

Posted
6 hours ago, OlBenny said:

I'm wondering, how in the world was I not aware of this mod?!  Installing now, omg!  For my kind of play through, I've been wanting something like this for a long time!

Glad you found it :)

2 hours ago, Lugubrious0ne said:

Brilliant, thanks a bunch. I was going to mess with the .esp myself, but I'm pretty sure I would end up breaking something else. Another thing to note (this might not actually be a problem): I've been playing quite a bit with the latest version, and even with the 'narrator' variable set to 100, I still haven't heard anything from him over maybe 8 hours of gameplay. Any thoughts on this?

The narrator is certainly working for me, however his coverage is extremely limited at the moment and only covers Draugr tombs so if you're not in that kind of location then you won't hear from him!

 

***NEW UPDATE***

 

I've uploaded a new version which fixes a few bad conditions on some of the dialogue quests. I've also expanded the narrator's dialogue and re-written a lot of the "story" comments so they relate to the player's current situation. I have also tried out some new conditions which detect the player's follower so that the narrator can use them in his comments. Expect things like

 

"...she didn't trusted her current companion, she had a feeling that he would try and stuff her into the nearest coffin at any moment..."

 

 

Posted
5 hours ago, Lugubrious0ne said:

Brilliant, thanks a bunch. I was going to mess with the .esp myself, but I'm pretty sure I would end up breaking something else. Another thing to note (this might not actually be a problem): I've been playing quite a bit with the latest version, and even with the 'narrator' variable set to 100, I still haven't heard anything from him over maybe 8 hours of gameplay. Any thoughts on this?

Could try doing a clean save procedure for installing the next version, sometimes new features don't want to show up if you update from an older version.

 

36 minutes ago, JimmyJimJim said:

Glad you found it :)

 

I've uploaded a new version which fixes a few bad conditions on some of the dialogue quests. I've also expanded the narrator's dialogue and re-written a lot of the "story" comments so they relate to the player's current situation. I have also tried out some new conditions which detect the player's follower so that the narrator can use them in his comments. Expect things like

 

"...she didn't trusted her current companion, she had a feeling that he would try and stuff her into the nearest coffin at any moment..."

 

Now all we need is a Leonard Nimoy voiceover to make it perfect.  Thanks again for the update.

Posted
13 minutes ago, Reesewow said:

Could try doing a clean save procedure for installing the next version, sometimes new features don't want to show up if you update from an older version.

 

Now all we need is a Leonard Nimoy voiceover to make it perfect.  Thanks again for the update.

 

No worries :)

 

I haven't fully tested the Narrator dialogue when companions are present. It should pick up whether or not you have a companion and whether they are male or female and pick appropriate dialogue, but I haven't tested it full myself yet. Any feedback would be gratefully received.

Posted
1 hour ago, JimmyJimJim said:

 

No worries :)

 

I haven't fully tested the Narrator dialogue when companions are present. It should pick up whether or not you have a companion and whether they are male or female and pick appropriate dialogue, but I haven't tested it full myself yet. Any feedback would be gratefully received.

So far so good, standing around spamming the comment button in a draugr tomb spawned a whole bunch of different Narrator comments.  Really well written and quite varied, including comments that referenced the presence of companions, character nakedness, and even that my PC was wearing a DD blindfold.  The companions I had at the time weren't really companions at all, they were two temporary followers from the Interesting NPCs mod that did not even have the typical follower dialogues because they only follow for the duration of one quest.  One of them still got detected as a follower for the purposes of Sexist Guards despite that.  Great additions IMO.

 

I did see a specific error message showing up in papyrus logs when using the dialogue button, but I didn't notice it affecting the functionality at all.  Seems that it is pretty harmless or it was caused by the presence of my "fake" temporary follower.  Just as a FYI it was the following:

 

[11/23/2017 - 01:13:26PM] Error: alias PlayerFollower on quest _SexistGuardsPlayerComments (C301B095): Cannot force the alias's reference to a None reference.
stack:
    [alias PlayerFollower on quest _SexistGuardsPlayerComments (C301B095)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
    [ (C3044103)].SF__SGPlayerCommentsV2_03044103.Fragment_4() - "SF__SGPlayerCommentsV2_03044103.psc" Line ?

Posted
20 hours ago, Reesewow said:

So far so good, standing around spamming the comment button in a draugr tomb spawned a whole bunch of different Narrator comments.  Really well written and quite varied, including comments that referenced the presence of companions, character nakedness, and even that my PC was wearing a DD blindfold.  The companions I had at the time weren't really companions at all, they were two temporary followers from the Interesting NPCs mod that did not even have the typical follower dialogues because they only follow for the duration of one quest.  One of them still got detected as a follower for the purposes of Sexist Guards despite that.  Great additions IMO.

 

I did see a specific error message showing up in papyrus logs when using the dialogue button, but I didn't notice it affecting the functionality at all.  Seems that it is pretty harmless or it was caused by the presence of my "fake" temporary follower.  Just as a FYI it was the following:

 

[11/23/2017 - 01:13:26PM] Error: alias PlayerFollower on quest _SexistGuardsPlayerComments (C301B095): Cannot force the alias's reference to a None reference.
stack:
    [alias PlayerFollower on quest _SexistGuardsPlayerComments (C301B095)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
    [ (C3044103)].SF__SGPlayerCommentsV2_03044103.Fragment_4() - "SF__SGPlayerCommentsV2_03044103.psc" Line ?

Well that sounds positive anyway :) The error I think is possibly down to when you don't have a companion present. I did wonder if that would cause an error in papyrus. It should be harmless but I'll see if there is a more elegant way of doing it. 

20 hours ago, flinter789 said:

Do you have a version for the Special Edition?

 

Unfortunately because this is dependent on SexLab it currently won't work on Skrim SE. Having said that, I have opened the mod up on the SE editor and all the dialogue was there so as long as Fuz Ro Do'h has been ported across to SE then it would be feasible to make an SE version. This mod is also heavily dependent on the MCM to allow you to configure it. I'm not sure what the status of that is either.

 

I have tried Skyrim SE and it certainly seemed more stable. With that said since I started using ENB purely for its memory extension thingy my original Skyrim has been super stable.

Posted
13 hours ago, flinter789 said:

Where do I put text2speech.wav file for it to work?

 

Oh, that was just a demo of the text 2 speech I thought of doing it doesn't actually do anything although you can download and listen to id :) . In the end I decided not to do it for the player character as everybody has a different idea of how their character sounds. I may think about doing it for the narrator if I can find a decent voice for him.

Posted (edited)
10 hours ago, JimmyJimJim said:

Oh, that was just a demo of the text 2 speech I thought of doing it doesn't actually do anything although you can download and listen to id :) . In the end I decided not to do it for the player character as everybody has a different idea of how their character sounds. I may think about doing it for the narrator if I can find a decent voice for him.

The Narrator would actually be hilarious with a voice, especially if you could find one that comes across nature-documentary style.  Even toned matter-of fact discussion about the stupid sexy stuff the PC is getting into.  Would certainly work better than for the player for many reasons, as the narrator is less likely to need to sound particularly emotional or break someone's immersion on how their character would sound.

Edited by Reesewow
Posted
2 hours ago, Reesewow said:

The Narrator would actually be hilarious with a voice, especially if you could find one that comes across nature-documentary style.  Even toned matter-of fact discussion about the stupid sexy stuff the PC is getting into.  Would certainly work better than for the player for many reasons, as the narrator is less likely to need to sound particularly emotional or break someone's immersion on how their character would sound.

... and here we see the protagonist Dragonborn engaging in the local ritual called public sex. It appears they are starting with cunnilingus and a blowjob in the the 69 position.

Posted

Personnally i wouldnt want to have voice effect for the narrator, like the example above, it may be funny the firts few times but after that i think it would be a turn off type features

 

Oh and Jim we miss you down at the traps and pitfalls thread :P talking about amazing features like the potions and armor traps and putting back the sexlabs dependancies, we want it all  You teasing us at the thread lol :)

Posted
55 minutes ago, tuxagent7 said:

Personnally i wouldnt want to have voice effect for the narrator, like the example above, it may be funny the firts few times but after that i think it would be a turn off type features

 

Oh and Jim we miss you down at the traps and pitfalls thread :P talking about amazing features like the potions and armor traps and putting back the sexlabs dependancies, we want it all  You teasing us at the thread lol :)

Ya he has a lot of cool mods on the back burner.... Traps and pitfalls, Devious Magic, and devious surrender. Would love to start seeing some action on those mods too, but obviously not burn Jim out in the process.... Anyone know anything about people cloning? :cool:

Posted
8 minutes ago, Corsayr said:

Ya he has a lot of cool mods on the back burner.... Traps and pitfalls, Devious Magic, and devious surrender. Would love to start seeing some action on those mods too, but obviously not burn Jim out in the process.... Anyone know anything about people cloning? :cool:

No burn Jim :) we dont want that

 

There was once talk about Jim integrating a lot of Devious Magic in Traps and pitfalls

 

My two favorites Jim mods is Trap and Pitfalls and Sexist Guard.  It makes skyrim amazing

 

But ive got a sweet spot for Traps and Pitfalls as i saw it grow up with each update there is so much potential there

 

Lol Jim clones ? we do want that :)

 

 

 

 

Posted
1 hour ago, tuxagent7 said:

No burn Jim :) we dont want that

 

There was once talk about Jim integrating a lot of Devious Magic in Traps and pitfalls

 

My two favorites Jim mods is Trap and Pitfalls and Sexist Guard.  It makes skyrim amazing

 

But ive got a sweet spot for Traps and Pitfalls as i saw it grow up with each update there is so much potential there

 

Lol Jim clones ? we do want that :)

 

 

 

 

Cloning it is then!

 

Jim we are just gonna need a "sample"

 

Put this collar on and step into this X rack, we will start the "procedure" in just a moment. :grin: 

Posted
16 hours ago, Reesewow said:

The Narrator would actually be hilarious with a voice, especially if you could find one that comes across nature-documentary style.  Even toned matter-of fact discussion about the stupid sexy stuff the PC is getting into.  Would certainly work better than for the player for many reasons, as the narrator is less likely to need to sound particularly emotional or break someone's immersion on how their character would sound.

Indeed I did think about doing some voice work for the Narrator...

14 hours ago, karlpaws said:

... and here we see the protagonist Dragonborn engaging in the local ritual called public sex. It appears they are starting with cunnilingus and a blowjob in the the 69 position.

...and something like that would work really well. I thought about the voice over from Dungeon Keeper would be quite apt...

3 hours ago, tuxagent7 said:

Personnally i wouldnt want to have voice effect for the narrator, like the example above, it may be funny the firts few times but after that i think it would be a turn off type features

 

Oh and Jim we miss you down at the traps and pitfalls thread :P talking about amazing features like the potions and armor traps and putting back the sexlabs dependancies, we want it all  You teasing us at the thread lol :)

...however, I think it would be too intrusive after a while. Personally I like seeing the comments, but I also like the fact that they can be ignored.

 

I have been doing some work on Traps & Pitfalls....I shall have an update shortly with some cursed armour :)

2 hours ago, Corsayr said:

Ya he has a lot of cool mods on the back burner.... Traps and pitfalls, Devious Magic, and devious surrender. Would love to start seeing some action on those mods too, but obviously not burn Jim out in the process.... Anyone know anything about people cloning? :cool:

 

2 hours ago, tuxagent7 said:

No burn Jim :) we dont want that

 

There was once talk about Jim integrating a lot of Devious Magic in Traps and pitfalls

 

My two favorites Jim mods is Trap and Pitfalls and Sexist Guard.  It makes skyrim amazing

 

But ive got a sweet spot for Traps and Pitfalls as i saw it grow up with each update there is so much potential there

 

Lol Jim clones ? we do want that :)

 

 

 

 

Glad you like the other mods, and the plan is still to merge Devious Magic into Traps & Pitfalls. In fact that has already happened to some extent with the new cursed armour which will be available in the next update for that mod.

28 minutes ago, vitalis881 said:

Brilliant mod, I love the way it goes with SD+, Defeat, etc.  The added personality you can give to the player, especially, is awesome.

Thanks for you feedback, glad you are enjoying it :)

19 minutes ago, Corsayr said:

Cloning it is then!

 

Jim we are just gonna need a "sample"

 

Put this collar on and step into this X rack, we will start the "procedure" in just a moment. :grin: 

Yikes....! :D

Posted

Agreed that a voiced Narrator could probably get pretty grating after a while for some people, no idea if it would be feasible to have "Narrator Voiced" be a toggle in the MCM menu.  

 

+1 to the clone Jim idea.  Altho it might make sense to wait for the Devious Devices family of mods to get it's upcoming huge update, so much awesome stuff in there that would make for fun additions to the Devious mods.

 

Either way, work on whatever you like, no obligations to do anything but have fun with what you are doing.

Posted

I was thinking that this mod should be made status aware.  My character just got violated hard by a bunch of bandits and when I prompted speech she just warn me about not carrying so much money around.  I thought she'd say something in regards to what happened or atleast something snarky about how I got her in that situation on purpose.  Really just anything that would tie into what's going on or any traumatic event that recently happened.  I'd say within the last 10-15 minutes should be fine. 

Another thought was that it could use another mod like apropos or defeat to determine what's happened.  I like apropos a little better because it could possibly give more accurate info in regards to the characters condition, but defeat would work too.  They would, of course, be soft dependencies because the mod would work just fine without them, but integrating either it's own monitoring system or grabbing the info from another mod and tying that into what the character says would be an awesome addition to the mod. 

Posted
2 hours ago, shadowknyght said:

I was thinking that this mod should be made status aware.  My character just got violated hard by a bunch of bandits and when I prompted speech she just warn me about not carrying so much money around.  I thought she'd say something in regards to what happened or atleast something snarky about how I got her in that situation on purpose.  Really just anything that would tie into what's going on or any traumatic event that recently happened.  I'd say within the last 10-15 minutes should be fine. 

Another thought was that it could use another mod like apropos or defeat to determine what's happened.  I like apropos a little better because it could possibly give more accurate info in regards to the characters condition, but defeat would work too.  They would, of course, be soft dependencies because the mod would work just fine without them, but integrating either it's own monitoring system or grabbing the info from another mod and tying that into what the character says would be an awesome addition to the mod. 

It depends what you mean by status aware. There is dialogue for many different situations and, as you've seen, your character even knows when they're carrying a lot of gold. There is also a basic system that tracks the last sex event that the player was victim to and by what person/creature, I just haven't got round to fleshing out that side of the dialogue yet.

 

Writing the dialogue takes a long time as I have to write lines for each trait and for each situation and to avoid repetition you need a couple of comments each so that might be 20 or 30 lines of dialogue to write for just one situation which might be as specific as being naked and wearing arm cuffs in a Draugr dungeon which potentially may never occur.

 

Try standing around naked in a Draugr tomb with the defiant or dominant trait maxed out. I'm sure your character will have plenty to say about that, or they might just say something dumb! :)

Posted

The last sex event is a wonderful idea, it would be interesting if it could spread into followers as well.

I think status aware means sexual history or recent sexual history awareness which I think the mod Sexual Fame touched upon during its development.

 

I don't know if Sexist Guards could or should build a similar system. The concept is to track the type (consensual/victim, human/creatures, location etc.) of "recent" sexual encounters and have the numbers eventually decay over time. Sexlab build in stat tracker is permanent as far as I know, so the numbers can only get bigger essentially indefinitely and eventually each actor would have collected them all (consensual, victim, human, male, female, group, animal)

Posted

The last sex event already exists, it just isn't that fleshed out yet.  If you are a victim to draugr or spiders NPCs have a chance of telling your character things like "Where did you get those scratches" or "You smell like a tomb". 

 

The thing I think we should remember is that the mod is based around a large pool of comments being selected semi-randomly to keep things fresh.  Trying to make the mod more "status aware" to me means trying to filter the comments more and more so that you only get comments directly related to the current situation (example - no player comments about anything but the recent sexlab scene directly after a scene has happened).  Problem with that is that if the filter gets too fine we'd basically be asking Jim to write thousands of comment lines so that we don't constantly see the same ones in certain situations.  The volume required is already pretty incredible with the traits and location specific comments.

 

IMO other mods already handle comments related to sex consequences well enough that Sexist Guards doesn't need to get too detailed on that front:

 

Fill Her Up 2 provides comments from NPCs based on how much cum you are carrying - lots of recent sex means more extreme comments.

 

DD More Devious Quests provides sexual fame related comments, and so does Dovakiin's Infamy.

 

Apropos obviously provides more commentary during sex scenes, but it also provides post-sex related comments with wear-and-tear descriptions.  W&T increase comments are basically the actor's immediate reaction to what just happened, and decreases are status updates on how the PC or NPC is feeling as time passes.

Posted

Thanks for this mod.  I'm enjoying it and it's good to see that it's under active development.

 

I have a couple of questions about the latest update.

 

How does the Global Comment Timer work?  Does it override the settings below, e.g. if I set the maximum time between comments to 300 seconds (real time) but the global timer is 6 hours (game time, which will usually be more than 300 seconds of real time)?  Am I right in thinking that these settings are only for player comments and the NPC comments are unaffected?  By the way, the slider appears to have a finer granuality than the times displayed, as if it were adjusting by the quarter hour.

 

How do the traits work?  On the front page (which doesn't list the current traits, by the way), it seems that each comment is being tested separately.  Some of the traits (dominant/submissive in particular) seem like they should be alternative (e.g. the PC could either make a comment liking or disliking bondage), but are they actually independent?  If I set everything to 100%, would I just get all the comments?

Posted
10 hours ago, afa said:

The last sex event is a wonderful idea, it would be interesting if it could spread into followers as well.

I think status aware means sexual history or recent sexual history awareness which I think the mod Sexual Fame touched upon during its development.

 

I don't know if Sexist Guards could or should build a similar system. The concept is to track the type (consensual/victim, human/creatures, location etc.) of "recent" sexual encounters and have the numbers eventually decay over time. Sexlab build in stat tracker is permanent as far as I know, so the numbers can only get bigger essentially indefinitely and eventually each actor would have collected them all (consensual, victim, human, male, female, group, animal)

Tracking followers would be quite tricky as they can be swapped around etc and I'm not sure how far I really want to go with the sex tracking purely side of things.

 

I have thought about using SexLab's built in tracking but I haven't really looked that deep into it yet.

9 hours ago, Reesewow said:

The last sex event already exists, it just isn't that fleshed out yet.  If you are a victim to draugr or spiders NPCs have a chance of telling your character things like "Where did you get those scratches" or "You smell like a tomb". 

Glad you found those comments, there isn't many and I wasn't sure if anyone had actually seen them yet! :)

17 minutes ago, Ytheria said:

Thanks for this mod.  I'm enjoying it and it's good to see that it's under active development.

 

I have a couple of questions about the latest update.

 

How does the Global Comment Timer work?  Does it override the settings below, e.g. if I set the maximum time between comments to 300 seconds (real time) but the global timer is 6 hours (game time, which will usually be more than 300 seconds of real time)?  Am I right in thinking that these settings are only for player comments and the NPC comments are unaffected?  By the way, the slider appears to have a finer granuality than the times displayed, as if it were adjusting by the quarter hour.

 

How do the traits work?  On the front page (which doesn't list the current traits, by the way), it seems that each comment is being tested separately.  Some of the traits (dominant/submissive in particular) seem like they should be alternative (e.g. the PC could either make a comment liking or disliking bondage), but are they actually independent?  If I set everything to 100%, would I just get all the comments?

The Global Comment Timer is the amount of in game time that must pass before your character is allowed to say another line. This overrides all other events so even if you switch cells/location or your comment Talk Timer expires your character will not say anything until that global timer has expired.

 

Once the Global Comment Timer has expired then your character can talk at the next available event.

 

The Global Comment Timer was added so you can run the Location/Cell change comments without it spamming messages every few seconds if you are travelling quickly through Skyrim.

 

I do need to update the front page with the new traits etc and yes, you're correct each comment is tested in sequence. I left it like that so people could build whatever personality they wanted. Want a dominant character who sometimes fantasies about being tied up, no problem!

 

If you set everything to 100% then all dialogue pools will be used. However, it is worth remembering that traits are testing in sequence by rolling a random number and comparing it to the selected value for that trait. If the roll passes then that trait pool is used for the comment. Each trait has a 50% chance of failing the roll by default to ensure that traits further down the list get a chance to trigger. The exact order traits are tested in is

 

1. Narrator

2. Dominant

3. Orgasmic

4. Timid

5. Masochist

6. Defiant

7. Generic

 

Selected Traits

1. 100% Dominant

2. 50% Orgasmic

3. 10% Defiant

4. Generic Comment

 

Then you have a 50% of seeing a dominant comment, 12.5% Orgasmic and 3.25% Defiant comment and 34.25% of a generic

 

Selected Traits

1. 100% Narrator

2. 100% Dominant

3. 100% Orgasmic

4. 100% Timid

5. 100% Masochist

6. 100% Defiant

7. 100% Generic

 

Then you have a 50% Narrator, 25% Dominant, 12.5% Orgasmic, 6.25% Timid, 3.12% Masochist, 1.56% Defiant and 1.56% Generic

 

I will be adjusting the default fail chance so that effectively it will equalise everything, but that's how it works currently.

 

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