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Follow me for Sex (V3.7)


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Posted

You need ONLY FNISSSPc23

 

 

thanks. it worked. the only other is when i have 3 followers(2m 1f) and i tell them to have sex i get the 'i have to go...' line so i can't intiate it. it says i have 3p animations too in the mcm registered but i also know for a fact i have 2m and 1f animations too.

 

i tried with 2f and 1m and it worked i got the 'which one first' line. but how do i specify which actor does what i'm a little confused because the women put on strapons and fucked the guy insted of the male being the pentrator.

Posted

 

Just a little preview of the voiced lines using generic vanilla dialogue lines: https://my.mixtape.moe/ziyszn.webm https://my.mixtape.moe/awhyzx.webm

I will try to add (and change) the lines for the most common ones. But for sure I cannot find all of them.

This will be in V3.2

 

 

In case you want, I am trying to add/use these lines:

 

  • Hmm, hmm! (DialogueGe_DialogueGeneric_000854CE_1) -> recruit
  • I understand (DialogueGe_DialogueGeneric_000DBA21_1) -> dismiss
  • All right then (DialogueGe_DialogueGeneric_000854CD_1)
  • Yes? (DialogueGe_DialogueGeneric_00087940_1)
  • Mhh? (DialogueGe_DialogueGeneric_000142C0_1)
  • Of course (DialogueGe_DialogueGeneric_000DBA22_1)
  • Nah, I don't think so (DialogueGe_DialogueGeneric_000E0CC4_1)
 
If you can advise for more, just give me them (the dialogue text is enough, I can search for it.)
But be aware Unique Voiced Actors will not have these lines (they will be silent.)

 

 

Voiced lines are going to be optional, I hope?  I appreciate all your very hard (and excellent) work, but voiced lines would actually hamper immersion for many of us.  That is, some of us prefer to use our own (personally altered) dialogue lines, which would be really odd with these generic voiced lines.  Others prefer silent voices for all character dialogues so that we can "hear" them (within our own imaginations) as we see fit.

 

I've been looking forward to some of the new features for this mod, but I'm a little afraid that trying to cater to every wish may soon make it become a bit too "feature heavy" for me to continue to use.  That would make me sad!  Do keep up the good work, though, and thank you for your efforts. :)

 

 

Posted

 

 

Just a little preview of the voiced lines using generic vanilla dialogue lines: https://my.mixtape.moe/ziyszn.webm https://my.mixtape.moe/awhyzx.webm

I will try to add (and change) the lines for the most common ones. But for sure I cannot find all of them.

This will be in V3.2

 

 

In case you want, I am trying to add/use these lines:

 

  • Hmm, hmm! (DialogueGe_DialogueGeneric_000854CE_1) -> recruit
  • I understand (DialogueGe_DialogueGeneric_000DBA21_1) -> dismiss
  • All right then (DialogueGe_DialogueGeneric_000854CD_1)
  • Yes? (DialogueGe_DialogueGeneric_00087940_1)
  • Mhh? (DialogueGe_DialogueGeneric_000142C0_1)
  • Of course (DialogueGe_DialogueGeneric_000DBA22_1)
  • Nah, I don't think so (DialogueGe_DialogueGeneric_000E0CC4_1)
 
If you can advise for more, just give me them (the dialogue text is enough, I can search for it.)
But be aware Unique Voiced Actors will not have these lines (they will be silent.)

 

 

Voiced lines are going to be optional, I hope?  I appreciate all your very hard (and excellent) work, but voiced lines would actually hamper immersion for many of us.  That is, some of us prefer to use our own (personally altered) dialogue lines, which would be really odd with these generic voiced lines.  Others prefer silent voices for all character dialogues so that we can "hear" them (within our own imaginations) as we see fit.

 

I've been looking forward to some of the new features for this mod, but I'm a little afraid that trying to cater to every wish may soon make it become a bit too "feature heavy" for me to continue to use.  That would make me sad!  Do keep up the good work, though, and thank you for your efforts. :)

 

 

 

 

No.

 

Making them optional will require duplicating each dialogue in the mod. And there are about 600 dialogues already there.

Keep in mind that only a few of them will have a voice. Just because for many of them is impossible to find a generic voice to be used.

Posted

 

 

Voiced lines are going to be optional, I hope?  I appreciate all your very hard (and excellent) work, but voiced lines would actually hamper immersion for many of us.  That is, some of us prefer to use our own (personally altered) dialogue lines, which would be really odd with these generic voiced lines.  Others prefer silent voices for all character dialogues so that we can "hear" them (within our own imaginations) as we see fit.

 

I've been looking forward to some of the new features for this mod, but I'm a little afraid that trying to cater to every wish may soon make it become a bit too "feature heavy" for me to continue to use.  That would make me sad!  Do keep up the good work, though, and thank you for your efforts. :)

 

 

 

 

No.

 

Making them optional will require duplicating each dialogue in the mod. And there are about 600 dialogues already there.

Keep in mind that only a few of them will have a voice. Just because for many of them is impossible to find a generic voice to be used.

 

Oh, common, would it really break your immersion if you hear 'Hmm, hmm' when recruit an NPC for sex?! We are free to change the subtitles though. I've done it myself (for dismissing). A slight mismatching will sound even more spicy imo.

 

Besides, removing the undisirable stuff is way more easy to execute, if I'm not mistaken.

Posted

If you don't want to her voice you will just need to delete the sub-folder "voices".

Now, with all these voices and the new anim I am building for bathing probably I will go over 100MB.

 

So I may do the base mod in a package, and then all voice file as addon (just to have the mod to be under 100MB.)

 

Not sure yet.

Posted

Having a bath (in water, or in a bathtub, or in a magic shower)

Posted

 

 

 

Voiced lines are going to be optional, I hope?  I appreciate all your very hard (and excellent) work, but voiced lines would actually hamper immersion for many of us.  That is, some of us prefer to use our own (personally altered) dialogue lines, which would be really odd with these generic voiced lines.  Others prefer silent voices for all character dialogues so that we can "hear" them (within our own imaginations) as we see fit.

 

I've been looking forward to some of the new features for this mod, but I'm a little afraid that trying to cater to every wish may soon make it become a bit too "feature heavy" for me to continue to use.  That would make me sad!  Do keep up the good work, though, and thank you for your efforts. :)

 

 

 

 

No.

 

Making them optional will require duplicating each dialogue in the mod. And there are about 600 dialogues already there.

Keep in mind that only a few of them will have a voice. Just because for many of them is impossible to find a generic voice to be used.

 

Oh, common, would it really break your immersion if you hear 'Hmm, hmm' when recruit an NPC for sex?! We are free to change the subtitles though. I've done it myself (for dismissing). A slight mismatching will sound even more spicy imo.

 

Besides, removing the undisirable stuff is way more easy to execute, if I'm not mistaken.

 

 

Yes, it would break my immersion.  That was my point.  I already do my own subtitles, so the tone of my writing would never fit the tone of voiced lines.  Thus the whole immersion-breaking thing. ;)  But yeah, I'll have to do some micro-managing if I want to keep using the mod, it seems.

 

If you don't want to her voice you will just need to delete the sub-folder "voices".

 

Thanks for your answers, CPU.  I expected as much, but I wanted to check and see.  I'll definitely be cutting that folder whenever the time comes.

 

Posted

Excuse me, CPU, I might have something wrong done or understood, but the placed marker didn't disappear after the sex action started. I had to disable it via console. Dance marker behaves properly, while sex marker does not.

Posted

Excuse me, CPU, I might have something wrong done or understood, but the placed marker didn't disappear after the sex action started. I had to disable it via console. Dance marker behaves properly, while sex marker does not.

 

Thanks I will check that

Posted

 

Excuse me, CPU, I might have something wrong done or understood, but the placed marker didn't disappear after the sex action started. I had to disable it via console. Dance marker behaves properly, while sex marker does not.

 

Thanks I will check that

 

That's my fault. I didn't notice there's an option of using invisible markers. It's ok with SL scenes.

 

Now, what a pity, marker doesn't work for pair poses: 1st actor takes marked place, and 2nd does not. I wouldn't like to use positioner.

Posted

Actually, I am updating the full system of markers.

The existing one has some limitations (when running multiple scenes at the same time.)

 

It will be in V3.2

Posted

I am looking for one or max two beta testers for the new version of Follow me for Sex (V3.2)

If interested please reply.

 

Better if the tester has already experience with FM4S V3.

Posted

I'm in, if you want.

 

Just a note ... I tried v3 before and I had problems with custom enchanted weapons. I suffered lost of upgrades and/or enchanting for those weapons and lost from favourites menu every time I used FM4S. (weapon not even drawed, only on "flank" of my character).

 

Atm, I'm still with v1.9.

Posted

I am at your service. What is it beta tester?

Posted

Hi CPU,

 

A bit of reports.

1. In latest version, if I tried a 3some and specify the exact follower, then the act will fail and the dialogue to "Let's have sex" for that npc will dissappear. But they will do it normally if I didn't specify the follower.

2. The cumshots are much better, though I had witnessed an npc that had sex automatically (random sex mod) still spurts cum long after, but I hadn't notice it on an act started by the pc.

3. Is it possible to change the cum mesh to not have the drip on the tip of the penis? It would be better if it also have the cum opacity choice (50% etc). If not an added mcm choice, then at least optional mesh download.

And is it possible to change it so it won't shoot if the ejaculation is inside the body?

4. In qasmoke, there is a visible marker left by the mod. Is that intended?

5. If I may know, what does the folder "dialogueviews" do?

 

That's it for now.

 

Cheers,

 

Blitz

Posted

 

 

1. In latest version, if I tried a 3some and specify the exact follower, then the act will fail and the dialogue to "Let's have sex" for that npc will dissappear. But they will do it normally if I didn't specify the follower.

2. The cumshots are much better, though I had witnessed an npc that had sex automatically (random sex mod) still spurts cum long after, but I hadn't notice it on an act started by the pc.

3. Is it possible to change the cum mesh to not have the drip on the tip of the penis? It would be better if it also have the cum opacity choice (50% etc). If not an added mcm choice, then at least optional mesh download.

And is it possible to change it so it won't shoot if the ejaculation is inside the body?

4. In qasmoke, there is a visible marker left by the mod. Is that intended?

5. If I may know, what does the folder "dialogueviews" do?

 

 

Hi.

 

1. I will check it, and fix it

2. I improved a lot this in V3.2

3a. The cum mesh is just a normal nif, you can replace it (but be aware that it needs a KF anim inside)

3b. No way to alter the transparency by code, the only way is to create multiple meshes (but I don't think I will do it)

4. Yeah, I need it somewhere, and usually I use qasmoke (but I may decide to remove it, not yet sure.)

5. It stores the position of all the dialogues. It is for the CK, not really used in the game.

Posted

why do I get a ramdom sword on my back after or during certain animations?

 

It is a side effect of equipping tongues.

Posted

CPU, I wonder why isn't it possible to translate NPC no more? As soon as I close console after position (x, y,or z) been changed, NPC gets back to it's initial position. I mean NPC when he is posing. The same picture is with actors-SL scene participants though. I'm not able to move them any more.

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