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SexLab Parasites - Kyne's Blessing (January 2025)


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Posted

Couple points of feedback:

 

An optional version that doesn't include the terra armors for NPCs would be appreciated. I spent a lot of effort getting in custom bodyslide shapes for the NPCs and making their clothes conform to them. The lack of bodyslide for the terra stuff is a bit of a killjoy.

 

Secondly, getting the parasites bodyslide compatible is quite a bit of hassle. Any chance the structure of the mod could be organized in such a way as to make that more convenient? Unpacking and repacking BSAs is a bit daunting for people that aren't power users.

Posted

Couple points of feedback:

 

An optional version that doesn't include the terra armors for NPCs would be appreciated. I spent a lot of effort getting in custom bodyslide shapes for the NPCs and making their clothes conform to them. The lack of bodyslide for the terra stuff is a bit of a killjoy.

 

Secondly, getting the parasites bodyslide compatible is quite a bit of hassle. Any chance the structure of the mod could be organized in such a way as to make that more convenient? Unpacking and repacking BSAs is a bit daunting for people that aren't power users.

 

Custom clothing for priests is turned off by default, so that shouldn't be a problem.

 

About your second point, any suggestion to make the file structure more convenient?

 

Moving things around at this point will mean a lot of work on my end but I can see what I can do.

Posted

I know very little about modding, I'm mostly muddling my way through the process here myself. There's a couple routes that might make it easier. You could simply not pack the parasite armors into the BSA, and either:

A: Preserve the files names and directory structure of the donor modules (minus all the extraneous stuff, of course) so that the end user can locate and install the bodyslide files and then run the bodyslide utility as normal

 

B: Source the bodyslide files, rename them as appropriate, and include them with your download so that the end use can run the bodyslide utility as normal.

 

It really is the BSA that creates a lot of hang-ups. I'm in the process of unpacking it, trying to figure out which of your filenames corresponds to the filenames of the original author, put the original authors material in a place the bodyslide utility can find it, have bodyslide export the altered nifs to a working directory, rename those to correspond to your filenames, repack them into a new BSA, and then finally delete the mods of the original authors (because I don't want all their extra crap). It's a bit involved :P

Posted

Even harder than I thought it would be, apparently. All my attempts only succeed in breaking the module. I'll have to wait until the mod can support bodyslide natively, I don't have the expertise to patch it together. 

 

After unpacking the BSA and replacing the parasite meshes with my own bodyslide work, and then repacking the BSA, the mod stops loading in the MCM. Additionally, if I use the additemmenu to explore the mod's contents by hand, everything shows up as the "!" that indicates missing resources, even for things I didn't touch.

Posted

Doesn't look like breast or belly growth function on my setup either. I have NIO and XPMSE, Hentai Pregnancy and Fill Her Up both work fine. I really like this mod in theory but I can't seem to get it to do what I want it to do, which is a shame because I pretty much rebuild my mod setup to add in the prerequisites for it. Hopefully you get the bugs sorted out eventually, you have good ideas

Posted

Even harder than I thought it would be, apparently. All my attempts only succeed in breaking the module. I'll have to wait until the mod can support bodyslide natively, I don't have the expertise to patch it together. 

 

After unpacking the BSA and replacing the parasite meshes with my own bodyslide work, and then repacking the BSA, the mod stops loading in the MCM. Additionally, if I use the additemmenu to explore the mod's contents by hand, everything shows up as the "!" that indicates missing resources, even for things I didn't touch.

 

Do you actually need to repack the BSA? I thought loose files always override archives.

 

I tried making a copy of the tentacle armor I already had in my game (from Aradia DD Integration, I believe), put it in the proper directory so that it would replace the one from Parasites, and, best I can tell, it looked like it worked.

 

That said, I have no clue how Bodyslide actually works. About all I've tried is applying Bodyslide changes to the original mods, making copies of the NIF files after the fact, and putting them in a folder that (I'm assuming) replaces the one in the archive.

 

Posted

You don't need to repack the BSA.

 

As long as you keep the same file names and folders, your extracted files are a local override of what is in the BSA. That's how BSA files are supposed to work.

Posted

I say forget the BSA file. (I hate those, personally.)

Just pack it all into a zip/7z file and if it's above the 100MB max, upload it elsewhere and link to it in the downloads section.

 

Of course, that's up to you.

Posted

I started writing down some ideas about buffs and debuffs, and halfway through realized that some of that could be applicable to parasite effects.

 

http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-76?do=findComment&comment=1900517

Nice .. I will keep that in mind for Parasites.

 

You forgot obvious popular choices:

 

- slowdown from VM. Stack dump

- CTDs

- glowing missing textures

- player or NPC stuck in place

Posted

 

I started writing down some ideas about buffs and debuffs, and halfway through realized that some of that could be applicable to parasite effects.

 

http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-76?do=findComment&comment=1900517

Nice .. I will keep that in mind for Parasites.

 

You forgot obvious popular choices:

 

- slowdown from VM. Stack dump

- CTDs

- glowing missing textures

- player or NPC stuck in place

 

There are so many mods that already add these features, though. Maybe some lesser-used ones like double head meshes, or random flying horses? I only see those used sparingly.
Posted

 

 

I started writing down some ideas about buffs and debuffs, and halfway through realized that some of that could be applicable to parasite effects.

 

http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-76?do=findComment&comment=1900517

Nice .. I will keep that in mind for Parasites.

 

You forgot obvious popular choices:

 

- slowdown from VM. Stack dump

- CTDs

- glowing missing textures

- player or NPC stuck in place

 

There are so many mods that already add these features, though. Maybe some lesser-used ones like double head meshes, or random flying horses? I only see those used sparingly.

 

 

We joke, but aside from the slowdowns and CTDs, it would be great if we could control these effects. Like, trigger the double-face bug when drinking too much alcohol, or skooma causing floating, purple-textured mammoths. :)

 

EDIT: Actually, now that I think about it, it is possible to do the latter one in a controlled way. Under the effects of a spell, randomly spawn items or actors nearby, then disable them after a bit. That would massively impact the engine, unfortunately. Fallout 3 did something like that, but I'm pretty sure that wasn't done dynamically, and was instead accomplished by enabling disabled objects and actors and clever use of IMODs and non-collision objects. Which is fine in a completely controlled environment, but can't be done that way in the world at large.

Posted

It may be possible to create a imod effect with the decal of pink mammoths floating around with zero impact to the game engine.

 

I would try it if texture/spell effects were my such a pain in the ass to tweak (no preview except in game).

Posted

 

 

:(

Why the long face?

 

Yes sad without continuing

 

 

I am still working on the mod. I am actually planning an update at the end of the month.

Posted

Don't get too excited :)

 

This update will include a few bug fixes and will mostly be about importing the Brood Maiden idea from Sexlab Stories as a full quest in Parasites.

That quest will be accessible both as a player start with CCAS or as a standalone quest if you start your game elsewhere, and it should work for both males and females as an introduction to Parasites.

 

It wil lalso serve as starting point to both the main quest for Parasites and the Queen of Chaurus quest line. 

Posted

That quest will be accessible both as a player start with CCAS

 

Heck, I won't be here when you update. :(

 

Which reminds me... to people who use that CCAS scenario (in v13), there may be bugs with that start. I can't remember the exact stuff that happens there (it's all been changed around significantly), but issues may include anything from a slight delay to potential incompatibilities with Parasites (faction removal).

 

This issue will be fixed in CCAS v14.

Posted

 

That quest will be accessible both as a player start with CCAS

 

Heck, I won't be here when you update. :(

 

Which reminds me... to people who use that CCAS scenario (in v13), there may be bugs with that start. I can't remember the exact stuff that happens there (it's all been changed around significantly), but issues may include anything from a slight delay to potential incompatibilities with Parasites (faction removal).

 

This issue will be fixed in CCAS v14.

 

 

That's OK... people can play with the non-start related entry point to the quest.

 

The update will be crawling with bugs anyway (@jfraser... see what I did there?). I will be probably due another update by the time you come back.

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