bahamut2195 Posted August 23, 2017 Posted August 23, 2017 QUESTION: In my latest playthrough, I thought I'd try DFW with Hydra Slave Girls, ImmerSlave, Simple Slavery, Defeat, DDa, DDi, DDx and all related patches. My question is, am I to get enslaved at some point?. Nothing is happening. I thought I tried this a long time ago and got "noosed" almost immediately outside of Whiterun. DFW location messages display along the top, so I assume it's working OK. Now I haven't been defeated in battle yet, so is that why nothing is happening or... ??? I'm up to level 8 or so and would have thought something would have transpired by now. What do you folks think? EDIT: Hmm, I've been beaten in combat several times now and still nothing happens (other than the usual Defeat scenario). I thought slavers were supposed to throw a leash around unsuspecting slobs and make them slaves. Does the DFW mod even work? The mod definitely works, I have it in my current modlist and haven't had any issues. Try to find one of the random slavers walking between towns or set slavers in cities and make yourself vulnerable (i.e. nude or restrained). It shouldn't take long for a slaver to approach, you'll get a warning that so and so is approaching with a length of rope. Don't make eye contact with the slaver and you should be leashed without a fight. Combat results only matter if you are running Simple Slavery with the DFW patch. In that case, being defeated relatively close to Riften will allow for the PC to be walked to the Simple Slavery auctions, rather than just teleported into the cells.
C5Kev Posted August 23, 2017 Posted August 23, 2017 QUESTION: In my latest playthrough, I thought I'd try DFW with Hydra Slave Girls, ImmerSlave, Simple Slavery, Defeat, DDa, DDi, DDx and all related patches. My question is, am I to get enslaved at some point?. Nothing is happening. I thought I tried this a long time ago and got "noosed" almost immediately outside of Whiterun. DFW location messages display along the top, so I assume it's working OK. Now I haven't been defeated in battle yet, so is that why nothing is happening or... ??? I'm up to level 8 or so and would have thought something would have transpired by now. What do you folks think? EDIT: Hmm, I've been beaten in combat several times now and still nothing happens (other than the usual Defeat scenario). I thought slavers were supposed to throw a leash around unsuspecting slobs and make them slaves. Does the DFW mod even work? It's been some weeks since i've tried, but if a new update didn't break stuff it works. DFW has an MCM where you can change conditions and probabbility, i don't remember eactly, maybe you even need to activate enslavement, but i remember that with default values it was quite hard to trigger things. I also remember that line of sight reduces chances, so if you want try better show them your backside QUESTION: In my latest playthrough, I thought I'd try DFW with Hydra Slave Girls, ImmerSlave, Simple Slavery, Defeat, DDa, DDi, DDx and all related patches. My question is, am I to get enslaved at some point?. Nothing is happening. I thought I tried this a long time ago and got "noosed" almost immediately outside of Whiterun. DFW location messages display along the top, so I assume it's working OK. Now I haven't been defeated in battle yet, so is that why nothing is happening or... ??? I'm up to level 8 or so and would have thought something would have transpired by now. What do you folks think? EDIT: Hmm, I've been beaten in combat several times now and still nothing happens (other than the usual Defeat scenario). I thought slavers were supposed to throw a leash around unsuspecting slobs and make them slaves. Does the DFW mod even work? The mod definitely works, I have it in my current modlist and haven't had any issues. Try to find one of the random slavers walking between towns or set slavers in cities and make yourself vulnerable (i.e. nude or restrained). It shouldn't take long for a slaver to approach, you'll get a warning that so and so is approaching with a length of rope. Don't make eye contact with the slaver and you should be leashed without a fight. Combat results only matter if you are running Simple Slavery with the DFW patch. In that case, being defeated relatively close to Riften will allow for the PC to be walked to the Simple Slavery auctions, rather than just teleported into the cells. I recomend you use this patch though, otherwise he will drag you to Riften and that will break immersion (and your char takes a lot of damage) http://www.loverslab.com/topic/65524-devious-framework-dfw/page-24?do=findComment&comment=1945623 Thank you everybody. I figured the mod works, but was getting a bit frustrated since nothing seemed to be happening as mentioned in my original post. I suppose I'll try Nazzzgul666's idea and show off a little fanny action and see how it goes. And thanks for the link JJ.
legume Posted August 24, 2017 Author Posted August 24, 2017 Thank you everybody. I figured the mod works, but was getting a bit frustrated since nothing seemed to be happening as mentioned in my original post. I suppose I'll try Nazzzgul666's idea and show off a little fanny action and see how it goes. And thanks for the link JJ. There are some options to increase the probability of being approached. I highly recommend selecting "Include Owners" with Slave Girls by hydragorgon. Many of the slavers in that mod are flagged as slave owners but not slave traders. In general I would expect the default "Starting the Leash Game" settings to be enough for the event to have triggered but you can increase them to 100% to verify the mod is functioning. When you are standing next to an NPC you should also see a "Start Leash Game:" option in the Leash Game MCM page. If this is never available nearby NPCs are not being registered (See below). You can also use this to test if the mods are working. The scripts have a few different features. There is a constant "poll" that performs behaviour periodically (every second or two). There are user input events (MCM options and call for help/attention keypresses). There are also game state events (sex scenes, and change of location events for example). The messages you are seeing come from game state events and there is no guarantee the "poll" is periodically running. This is where the main functionality of the mod is performed. You can identify if the Devious Framework poll is running by checking the MCM => "Devious Framework" => "Status" => "Show Nearby Actors". If there are never any nearby actors most likely the poll has stopped. For DFW Support if you open the main MCM page you should see a warning every time you open the page. The time since the last poll will go up each time you open it. If the number ever goes down it means a poll has occurred and it should be working. These can both be reset by changing the poll interval. You can change it back after that. If there is anything else going on there will likely be information in the Papyrus log file. If you get me a copy of that I can take a look at it. Hope this helps, legume.
C5Kev Posted August 24, 2017 Posted August 24, 2017 Thank you everybody. I figured the mod works, but was getting a bit frustrated since nothing seemed to be happening as mentioned in my original post. I suppose I'll try Nazzzgul666's idea and show off a little fanny action and see how it goes. And thanks for the link JJ. There are some options to increase the probability of being approached. I highly recommend selecting "Include Owners" with Slave Girls by hydragorgon. Many of the slavers in that mod are flagged as slave owners but not slave traders. In general I would expect the default "Starting the Leash Game" settings to be enough for the event to have triggered but you can increase them to 100% to verify the mod is functioning. When you are standing next to an NPC you should also see a "Start Leash Game:" option in the Leash Game MCM page. If this is never available nearby NPCs are not being registered (See below). You can also use this to test if the mods are working. The scripts have a few different features. There is a constant "poll" that performs behaviour periodically (every second or two). There are user input events (MCM options and call for help/attention keypresses). There are also game state events (sex scenes, and change of location events for example). The messages you are seeing come from game state events and there is no guarantee the "poll" is periodically running. This is where the main functionality of the mod is performed. You can identify if the Devious Framework poll is running by checking the MCM => "Devious Framework" => "Status" => "Show Nearby Actors". If there are never any nearby actors most likely the poll has stopped. For DFW Support if you open the main MCM page you should see a warning every time you open the page. The time since the last poll will go up each time you open it. If the number ever goes down it means a poll has occurred and it should be working. These can both be reset by changing the poll interval. You can change it back after that. If there is anything else going on there will likely be information in the Papyrus log file. If you get me a copy of that I can take a look at it. Hope this helps, legume. Thanks legume...and for your patch I suppose it should have been very obvious from the get-go, but... This is the first time I've tried Slave Girls and its MCM is blank. Just says "Groups 1, 2, 3...A, B, C, D", etc., but isn't populated. Since I've never had an MCM problem, I thought perhaps it was a place marker for some future shit. In retrospect, this doesn't seem right, so I reinstalled Slave Girls. Same issue. What the heck?
legume Posted August 24, 2017 Author Posted August 24, 2017 Thanks legume...and for your patch I suppose it should have been very obvious from the get-go, but... This is the first time I've tried Slave Girls and its MCM is blank. Just says "Groups 1, 2, 3...A, B, C, D", etc., but isn't populated. Since I've never had an MCM problem, I thought perhaps it was a place marker for some future shit. In retrospect, this doesn't seem right, so I reinstalled Slave Girls. Same issue. What the heck? If I'm not mistaken the Slave Girls MCM always looked like that. If you see slavers wandering around the cities with their slaves in tow most likely the Slave Girls by hydragorgon mod is working. I can't give you any further assistance with so little information. I don't know which of the recommended steps you tried. I don't know if you verified the polling loops are actually running. I don't know if the leash game is working when started manually. If you haven't turned on the "Include Owners" option it is quite possible you simply haven't run into a slaver yet. As I mentioned a Papyrus Log (This link step 1 and 4) might provide information I can use to identify the problem. Reporting the quest variables might also help but not as likely as the log file. Happy gaming, legume.
C5Kev Posted August 24, 2017 Posted August 24, 2017 Thanks legume...and for your patch I suppose it should have been very obvious from the get-go, but... This is the first time I've tried Slave Girls and its MCM is blank. Just says "Groups 1, 2, 3...A, B, C, D", etc., but isn't populated. Since I've never had an MCM problem, I thought perhaps it was a place marker for some future shit. In retrospect, this doesn't seem right, so I reinstalled Slave Girls. Same issue. What the heck? If I'm not mistaken the Slave Girls MCM always looked like that. If you see slavers wandering around the cities with their slaves in tow most likely the Slave Girls by hydragorgon mod is working. I can't give you any further assistance with so little information. I don't know which of the recommended steps you tried. I don't know if you verified the polling loops are actually running. I don't know if the leash game is working when started manually. If you haven't turned on the "Include Owners" option it is quite possible you simply haven't run into a slaver yet. As I mentioned a Papyrus Log (This link step 1 and 4) might provide information I can use to identify the problem. Reporting the quest variables might also help but not as likely as the log file. Happy gaming, legume. Ah, OK (regarding the MCM). At least I know THAT's not an issue. Slave Girls is working fine and DFW seems to be working, I'm just not getting leashed. This would be funny if it weren't so frustrating, hehehe... Obviously it should be this hard, especially running around in my birthday suit! I'll keep messing with this - haven't had a chance to fool with your recommendations yet, so... Thanks man, your assistance is surely appreciated.
Corsayr Posted August 24, 2017 Posted August 24, 2017 Ok, side note. But an important one. Legume we gotta get you an avatar. Generic guy shadow is ok for n00bie forum poster, but Modders need to stand out more. (It makes it easier to spot your posts if you have a memorable icon) ok, you may all return to the more important issue of This framework which is gonna be awesome!
C5Kev Posted August 25, 2017 Posted August 25, 2017 Thanks legume...and for your patch I suppose it should have been very obvious from the get-go, but... This is the first time I've tried Slave Girls and its MCM is blank. Just says "Groups 1, 2, 3...A, B, C, D", etc., but isn't populated. Since I've never had an MCM problem, I thought perhaps it was a place marker for some future shit. In retrospect, this doesn't seem right, so I reinstalled Slave Girls. Same issue. What the heck? If I'm not mistaken the Slave Girls MCM always looked like that. If you see slavers wandering around the cities with their slaves in tow most likely the Slave Girls by hydragorgon mod is working. I can't give you any further assistance with so little information. I don't know which of the recommended steps you tried. I don't know if you verified the polling loops are actually running. I don't know if the leash game is working when started manually. If you haven't turned on the "Include Owners" option it is quite possible you simply haven't run into a slaver yet. As I mentioned a Papyrus Log (This link step 1 and 4) might provide information I can use to identify the problem. Reporting the quest variables might also help but not as likely as the log file. Happy gaming, legume. Ah, OK (regarding the MCM). At least I know THAT's not an issue. Slave Girls is working fine and DFW seems to be working, I'm just not getting leashed. This would be funny if it weren't so frustrating, hehehe... Obviously it should be this hard, especially running around in my birthday suit! I'll keep messing with this - haven't had a chance to fool with your recommendations yet, so... Thanks man, your assistance is surely appreciated. legume - When I continue a game, "[DFW] Game Loaded" is displayed. - "I highly recommend selecting "Include Owners" with Slave Girls". I'm afraid I don't see that option within the DFW MCM anywhere. - "MCM => "Devious Framework" => "Status" => "Show Nearby Actors"." This is working. - Leash Game MCM Page? No such page exists. - Have had slavers walk past (multiple occasions) - Nothing happens. So I tried the "Call for Attention" key. No one shows any interest. - I've attached a log file. Papyrus.0.log
Corsayr Posted August 25, 2017 Posted August 25, 2017 - "I highly recommend selecting "Include Owners" with Slave Girls". I'm afraid I don't see that option within the DFW MCM anywhere. - Leash Game MCM Page? No such page exists. I think both of these are on the DFW Support MCM page.
C5Kev Posted August 25, 2017 Posted August 25, 2017 - "I highly recommend selecting "Include Owners" with Slave Girls". I'm afraid I don't see that option within the DFW MCM anywhere. - Leash Game MCM Page? No such page exists. I think both of these are on the DFW Support MCM page. Thanks corsayr, but there is no DFW Support MCM page. Not in ver. 206 anyway.
Corsayr Posted August 25, 2017 Posted August 25, 2017 It is a separate mod you DL from the same loc as the framework. Without it the framework is there it just doesn't do anything. Which I guess is exactly what you are seeing You need all 3 of these for things to happen
C5Kev Posted August 25, 2017 Posted August 25, 2017 It is a separate mod you DL from the same loc as the framework. Without it the framework is there it just doesn't do anything. Which I guess is exactly what you are seeing dfw.jpg You need all 3 of these for things to happen Holy jumping sh*tballs, are you kidding me? The mod page says, "Most likely you will want to install both mod files..." Most likely? I have no idea what a "support" file would be for. I can't believe the time I've spent fooling with this to "most likely need...". How about this - YOU NEED ALL FILES! Sheesh! Then again, perhaps some folks don't need all the files... ? legume - @#?6%*!!@? This explains why I wasn't seeing some of the stuff you were referring to. Wow...I feel like a Ultra-Mega-Dip shit ! Well corsayr, I think you may have fingered out why I'm having problems here - I have 2 outta 3 files - and for that, I am eternally grateful. Man, I just floored... Well, thanks you guys - corsayr & legume. NOW I'll give it another shot and something tells me everything will work fine this time. Thanks again, your assistance is truly appreciated!
Nazzzgul666 Posted August 26, 2017 Posted August 26, 2017 Holy jumping sh*tballs, are you kidding me? The mod page says, "Most likely you will want to install both mod files..." Most likely? I have no idea what a "support" file would be for. To make that clear: the framework is a framework, nothing else^^ The support file is a mod that actually uses the framework, so yes. You really need that until you find another mod using the framework
C5Kev Posted August 26, 2017 Posted August 26, 2017 Holy jumping sh*tballs, are you kidding me? The mod page says, "Most likely you will want to install both mod files..." Most likely? I have no idea what a "support" file would be for. To make that clear: the framework is a framework, nothing else^^ The support file is a mod that actually uses the framework, so yes. You really need that until you find another mod using the framework Hi Nazzz. Yeah, I knew that up front and in retrospect, have no idea what the Hell I was thinking at the time. I'm actually just pissed off at myself for being at total dumb shit.
Zydar Posted August 28, 2017 Posted August 28, 2017 I hope more mods will use DFW as a way to track and share the status of the character. I tried with a CCAS start as a captured bandit via Prison Overhaul. A slaver passed by and roped me so I am basically pulled between the guard escorting me to Whiterun and the slaver heading somewhere else lol
Azaira Posted September 24, 2017 Posted September 24, 2017 Like the idea behind the mod. But it needs tuning. I would like to see both forms of the leash feature included. The 'yank' is decent, but I personally believe it should only be used in certain instances. Instead, I'd rather see the characters driven to follow the slavers, forced to turn back after a certain distance, like in Prison Overhaul. This gives a smooth form and overall better result when being forced to follow. On the other hand, the yank can literally leave you constantly pulled into the walls until death. Rather than the current form, maybe you could have the follow leash on for distance, and the yank leash for situations? So, follow for general conduct so the character can't simply run away, and yank once(only once, unless it's a response to a character attack, or something) for when the character gets caught doing something she shouldn't? As it stands currently, it just feels like a glitchy situation.
DonQuiWho Posted September 26, 2017 Posted September 26, 2017 Like the idea behind the mod. But it needs tuning. I would like to see both forms of the leash feature included. The 'yank' is decent, but I personally believe it should only be used in certain instances. Instead, I'd rather see the characters driven to follow the slavers, forced to turn back after a certain distance, like in Prison Overhaul. This gives a smooth form and overall better result when being forced to follow. On the other hand, the yank can literally leave you constantly pulled into the walls until death. Rather than the current form, maybe you could have the follow leash on for distance, and the yank leash for situations? So, follow for general conduct so the character can't simply run away, and yank once(only once, unless it's a response to a character attack, or something) for when the character gets caught doing something she shouldn't? As it stands currently, it just feels like a glitchy situation. Is this what you're looking for? 'this is a patch on top of the 2.6 version of DFW (overwrite files) to add a Prison Overhaul style leash mechanic. Set the leash style to 'Follow Leash' in the MCM and set leash ranges as desired. When you exceed leash range, your char will be forced to AI controlled until you close the distance, your character will stay AI controlled until you hit a movement key, so you can use this to autopilot if you like. If for some reason your character gets stuck, this has a TP backup at 3 times max leash range. Experimental, use at your own risk, etc etc.' http://www.loverslab.com/topic/65524-devious-framework-dfw/page-24?do=findComment&comment=1945623
Azaira Posted September 26, 2017 Posted September 26, 2017 Is this what you're looking for? 'this is a patch on top of the 2.6 version of DFW (overwrite files) to add a Prison Overhaul style leash mechanic. Set the leash style to 'Follow Leash' in the MCM and set leash ranges as desired. When you exceed leash range, your char will be forced to AI controlled until you close the distance, your character will stay AI controlled until you hit a movement key, so you can use this to autopilot if you like. If for some reason your character gets stuck, this has a TP backup at 3 times max leash range. Experimental, use at your own risk, etc etc.' http://www.loverslab.com/topic/65524-devious-framework-dfw/page-24?do=findComment&comment=1945623 Probably is. Hate the search sometimes, and looking through the pages is tiring. So, thank you for pointing it out.
legume Posted October 2, 2017 Author Posted October 2, 2017 Is this what you're looking for? 'this is a patch on top of the 2.6 version of DFW (overwrite files) to add a Prison Overhaul style leash mechanic. Set the leash style to 'Follow Leash' in the MCM and set leash ranges as desired. When you exceed leash range, your char will be forced to AI controlled until you close the distance, your character will stay AI controlled until you hit a movement key, so you can use this to autopilot if you like. If for some reason your character gets stuck, this has a TP backup at 3 times max leash range. Experimental, use at your own risk, etc etc.' http://www.loverslab.com/topic/65524-devious-framework-dfw/page-24?do=findComment&comment=1945623 Probably is. Hate the search sometimes, and looking through the pages is tiring. So, thank you for pointing it out. Yes, this alternate leash behaviour has been requested by a lot of users and I agree it is a good option to have. It was always my intention to support multiple leash systems. The one I prefer is the current behaviour so I started with that and adding alternatives has been slower than planned. There are so many things to work on and so many things to learn. So many choices of what needs to be fixed vs. new features. As dokeywho mentioned a couple of users have added alternate leash behaviour similar to what you described. I am quite grateful for the assistance from these users. I feel I've been somewhat negligent with this issue and these patches seem to resolve it quite nicely. I have not had a chance to test them yet; however, I believe they are used by a number of users and are fairly stable and reliable. I do plan to add these options to the next release of the mod but that might not be for a while yet. Thanks for the suggestions and happy gaming, legume.
Nazzzgul666 Posted October 9, 2017 Posted October 9, 2017 Checking your plans i have a suggestion: zaira published the cell builder from ME as standalone mod. Downside would be that we would need that additional mod, upside would be that it could be rather a community project than your work... just share the .json files. I can't offer one since i hate that building stuff, it's the main reason i never really played ME so far. But i think even if you want to add them into your mod at some point, some other people might actually enjoy this building stuff and you can watch their ideas.
legume Posted October 10, 2017 Author Posted October 10, 2017 Checking your plans i have a suggestion: zaira published the cell builder from ME as standalone mod. Downside would be that we would need that additional mod, upside would be that it could be rather a community project than your work... just share the .json files. I can't offer one since i hate that building stuff, it's the main reason i never really played ME so far. But i think even if you want to add them into your mod at some point, some other people might actually enjoy this building stuff and you can watch their ideas. As far as I know people can create Cell Builder .json files and share them without my having to change my mod. If people want me to post such .json files in my download section I would be happy to do so. I only ask that they be at least a little bit polished, on theme, and try not to duplicate the themes of others unless it also includes a notable difference. The theme should also include a description to help the user locate the furniture. Either a count of how many in each town or a full description of where each one is. Since at this point users will have to add them to the "Favourite" manually this could be quite important. With this though, the user would still have to go to each furniture and mark them as favourite furniture each game. I do intend to make this process automated; however, it is not one of the top priorities, at least for a little while. If I have some Cell Builder .json files automating this process *might* be a little easier but there is a good chance I won't get to that until I automate the whole process in general so the .json files likely won't help in that regard. As many of you likely already know I created a set of furniture for public spaces which is available for download in this post. This conflicts with Prison Overhaul (two pillories in Whiterun) and SlaveGirls by Hydragorgon (one X in Riften). For now you'll have to use the console to disable those that you don't want. I also plan to create similar files for Shops, Inns, and private homes but these might be a while. If you had something else in mind, maybe explain it in a little more detail. Happy gaming, legume.
Nazzzgul666 Posted October 10, 2017 Posted October 10, 2017 Checking your plans i have a suggestion: zaira published the cell builder from ME as standalone mod. Downside would be that we would need that additional mod, upside would be that it could be rather a community project than your work... just share the .json files. I can't offer one since i hate that building stuff, it's the main reason i never really played ME so far. But i think even if you want to add them into your mod at some point, some other people might actually enjoy this building stuff and you can watch their ideas. As far as I know people can create Cell Builder .json files and share them without my having to change my mod. If people want me to post such .json files in my download section I would be happy to do so. I only ask that they be at least a little bit polished, on theme, and try not to duplicate the themes of others unless it also includes a notable difference. The theme should also include a description to help the user locate the furniture. Either a count of how many in each town or a full description of where each one is. Since at this point users will have to add them to the "Favourite" manually this could be quite important. With this though, the user would still have to go to each furniture and mark them as favourite furniture each game. I do intend to make this process automated; however, it is not one of the top priorities, at least for a little while. If I have some Cell Builder .json files automating this process *might* be a little easier but there is a good chance I won't get to that until I automate the whole process in general so the .json files likely won't help in that regard. As many of you likely already know I created a set of furniture for public spaces which is available for download in this post. This conflicts with Prison Overhaul (two pillories in Whiterun) and SlaveGirls by Hydragorgon (one X in Riften). For now you'll have to use the console to disable those that you don't want. I also plan to create similar files for Shops, Inns, and private homes but these might be a while. If you had something else in mind, maybe explain it in a little more detail. Happy gaming, legume. Nothing else in mind, that's very much what i'd like to have. Totally forgot that you need to activate the furnitures, it's been a while that i even started Skyrim... and i wasn't aware of your set, so probably i'll test that at some point first. How does that work with conflict & disabling them, i know i can just click objects ingame and disable them via console, but i guess i would need to do that with your esp installed before i install POP & SlaveGirls?
legume Posted October 10, 2017 Author Posted October 10, 2017 Nothing else in mind, that's very much what i'd like to have. Totally forgot that you need to activate the furnitures, it's been a while that i even started Skyrim... and i wasn't aware of your set, so probably i'll test that at some point first. How does that work with conflict & disabling them, i know i can just click objects ingame and disable them via console, but i guess i would need to do that with your esp installed before i install POP & SlaveGirls? No. Nothing particularly complicated. In the game you will see two devices in the same place. Just disable the one you don't want to see using the console. You should probably disable mine as the other mods will sometimes want to use theirs (Prison Overhaul in particular). Here are the console instructions to disable them. 1. Open the console using the backtick ` key beside the 1. 2. Click on the furniture you want to disable. The bottom right should tell you the mod it is defined in to make sure you have the correct furniture selected. 3. Type in "Disable" in the console window. It should disappear. 2.5. I don't know if the disable is permanent. It might not hurt to delete the furniture using "MarkForDelete" before you disable it. I recommend not doing this unless you encounter problems without it. Disabling things is recommended over deleting them. Hope this helps, legume.
Rowan. Posted October 16, 2017 Posted October 16, 2017 I hope I'm not missing anything too obvious here, but I just tried out this mod for the first time, and whenever someone tries to take advantage of you, sexlab always plays an animation that doesn't require furniture. Are there any animations included in this mod/sexlab that use the furniture already there? (Ie someone will fuck you while leaving you in a set of pillories, etc) And if not, does anyone know if/where I can get some animations that do? (Also as always thanks for putting this mod together)
legume Posted October 16, 2017 Author Posted October 16, 2017 I hope I'm not missing anything too obvious here, but I just tried out this mod for the first time, and whenever someone tries to take advantage of you, sexlab always plays an animation that doesn't require furniture. Are there any animations included in this mod/sexlab that use the furniture already there? (Ie someone will fuck you while leaving you in a set of pillories, etc) And if not, does anyone know if/where I can get some animations that do? (Also as always thanks for putting this mod together) I am certainly not an expert on this subject but here is my understanding: - Starting an animation requires "tags": pillory, oral (shouldn't be used when gagged), aggressive, etc. - In order to start "scene aware" sex the calling mod would need to detect the player is in a pillory, wearing a gag, in a yoke, etc. - One issue with this is each and every mod has to detect these things, find the appropriate tags, and setup the scene before starting sex. There is no API for modders that just takes care of these things. - I have an interface that does a very small amount of these things but it is not yet publicly available and it is fairly limited. - Another issue is even if you get scene aware animations they won't be used effectively in my mod until i figure out the tags, detect the scene properly, and start using those tags. And they won't be used effectively in other mods until they do the same or a good API becomes available and is used. - My API *should* be aware of pillory furniture, should only use pillory furniture when you are locked in a pillory, and should position the scene to make it look seamless. But only pillory scenes. Even with respect to restraints the player is wearing my API is fairly lacking in any other area. - Also note that this only affects scenes started by my mod. I know there are some animation packages out there but I don't know much about them. The ones I've seen, I'm not even sure they are compatible with the SexLab framework. And it is likely they won't be very effective without my mod using them. I do have some interest in supporting more scene aware animations, but it isn't a top priority right now. Happy gaming, legume.
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