MyNameIsnt Posted June 17, 2019 Posted June 17, 2019 Definitely fine with waiting, but this is one of my favorite mods here so I'm hoping to see it flourish.
DayTri Posted June 22, 2019 Posted June 22, 2019 On 5/23/2019 at 11:21 AM, Guffel said: Thanks for the support! ? I'm still on it, but unfortanely I derped quite big by accidentially deleting most of my work with Vortex this week.... To give more context I use Vortex to copy the mod files into the Skyrim folder so the Creation Kit can access them. But then I wanted to uninstall a few other mods in Vortex, clicked the wrong line and it deleted all altered scripts and the esp of course.... It ignored new scripts though. Still an annoing setback.... Seems you'll have to wait a bit longer... sorry Not the first time it's happened, author of Skyrim Casino deleted all their progress using NMM manager and ended up abandoning the mod
ddddd999 Posted June 26, 2019 Posted June 26, 2019 Hey, just in case it comes up I installed this mod and couldn't approach other people. I could only get approached. I did some troubleshooting and this mod needs to be loaded after Sexlab Survival in order for both of them to work. At least that fixed the problem for me and I saw one other user having the same problem, so maybe that's helpful.
DayTri Posted June 26, 2019 Posted June 26, 2019 @Guffel Do you want some help? It must be very discouraging to lose work. If you want to describe what was lost in enough detail I could do the mechanic work of reproducing it
Guffel Posted July 16, 2019 Author Posted July 16, 2019 On 6/27/2019 at 12:41 AM, DayTri said: @Guffel Do you want some help? It must be very discouraging to lose work. If you want to describe what was lost in enough detail I could do the mechanic work of reproducing it Thanks for the offer, but I'm alright. I was really discouraged and didn't look at RDS for some time, but I started to work on it again today. And I found out something interessting: after reinstalling the old RDS version with Vortex I found all my changes in the CK again. Nothing of my work had actually been deleted... Vortex has a seperate folder to unpack a mod into, and then copys the files into the data folder. But it seems to COPY altered files from the data folder back into the mods intall folder! It basically creates an automatic backup - which is never mentioned anywhere... I found even the newest changes to scripts I made today in the skyrim scripts folder as well as in Vortex' RDS folder. It seems to make instant copies of everything. Now I wish I had bothered to reinstall RDS directly after I thought I deleted everything... But now I'm at least back on course again, even if I'm a little bit embarressed to admit that I basically stopped working about nothing. But I wanted to share what I found out for others who might run into the same problem. I'm really flattered to see so many of you encouraging me and wanting to see this mod flourish Thanks a lot! 7
Guest Posted July 20, 2019 Posted July 20, 2019 glad to hear things are coming along, even after a little setback
fawksiii Posted July 28, 2019 Posted July 28, 2019 Can't wait to see any upcoming updates to the mod, this is always something i wanted, this exact mod is actually something ive thought about attempting to make myself, though i really wish the nonconsensual parts of the mod were actually forced behind stats or percent chances of escape or talking your way out of it. None the less i absolutely love what you've done and am really glad to hear work is commencing once again.
Guffel Posted July 29, 2019 Author Posted July 29, 2019 On 7/28/2019 at 4:45 PM, fawksiii said: Can't wait to see any upcoming updates to the mod, this is always something i wanted, this exact mod is actually something ive thought about attempting to make myself, though i really wish the nonconsensual parts of the mod were actually forced behind stats or percent chances of escape or talking your way out of it. None the less i absolutely love what you've done and am really glad to hear work is commencing once again. Good that you mention that now^^ So if I understand you correctly you want NPC could rape the player (based on a percent chance) without the possebility to escape? Or maybe a persuation check? Since I haven't done the new dialogue yet, I could add something like this in.
fawksiii Posted July 30, 2019 Posted July 30, 2019 15 hours ago, Guffel said: Good that you mention that now^^ So if I understand you correctly you want NPC could rape the player (based on a percent chance) without the possebility to escape? Or maybe a persuation check? Since I haven't done the new dialogue yet, I could add something like this in. How ever you feel is the best way of implementing but yes, i personally feel it just doesnt have the same effect if you just confirm yes they rape the pc, rather then them actually just going for it
Guffel Posted August 26, 2019 Author Posted August 26, 2019 I made some progress and finally finished the process of writing the main dialogue. It took me longer than I thought, but here we are. I've attached the spreadsheet and I would be grateful if a few people could do some proofreading You can ignore the first "template" table. The others contain the new dialogues by personality. The responses have basically identical content across personalities but are diffrently worded to stress that personality. Edit: I checked myself for typos so they are not my main concern, but my priorty is the english and the wording. Is the meaning understandable? Is the grammar correct? Are the word and lines lorefriendly? Edit2: Currently everything is written from a male perspective. I'll make up female versions when I transfer the dialogue into the CK Thank you! RDS_dialoguePools_2019_fin.xlsx 3
Seijin8 Posted August 26, 2019 Posted August 26, 2019 1 hour ago, Guffel said: I made some progress and finally finished the process of writing the main dialogue. It took me longer than I thought, but here we are. I've attached the spreadsheet and I would be grateful if a few people could do some proofreading You can ignore the first "template" table. The others contain the new dialogues by personality. The responses have basically identical content across personalities but are diffrently worded to stress that personality. Thank you! RDS_dialoguePools_2019_fin.xlsx 60.44 kB · 0 downloads Great to see this. Working on it now (finished Choleric). Do you want it back when each section is done, or all at once when the whole thing is finished?
Guffel Posted August 26, 2019 Author Posted August 26, 2019 10 hours ago, Seijin8 said: Great to see this. Working on it now (finished Choleric). Do you want it back when each section is done, or all at once when the whole thing is finished? All at once is enough, I've to do some groundwork in the CK first. 1
Nevi_ Posted August 27, 2019 Posted August 27, 2019 I really like the idea of this mod. It reminds me of a text game called Newlife with its randomly generated npcs with different personalities and traits, which greatly influences how they act/treat the player character and which actions are available to them. I like the game a lot, and having something similar in Skyrim would be nice. One of the options it has is setting different weights for personality variants at the start of a new game, so their chances of being chosen for npcs aren't equal. Could you add similar options to your MCM? So I could, for example, have more confident and less shy npcs. Anyway, thanks for the mod. P.S. To really fix animal approaches you need to check potential actors to have the ActorTypeNPC keyword when filling the alias. Race checks are unnecessary then. I still had carriage horses starting conversations with me until I changed that. ?
Guffel Posted August 28, 2019 Author Posted August 28, 2019 21 hours ago, PD_ said: I really like the idea of this mod. It reminds me of a text game called Newlife with its randomly generated npcs with different personalities and traits, which greatly influences how they act/treat the player character and which actions are available to them. I like the game a lot, and having something similar in Skyrim would be nice. One of the options it has is setting different weights for personality variants at the start of a new game, so their chances of being chosen for npcs aren't equal. Could you add similar options to your MCM? So I could, for example, have more confident and less shy npcs. Anyway, thanks for the mod. P.S. To really fix animal approaches you need to check potential actors to have the ActorTypeNPC keyword when filling the alias. Race checks are unnecessary then. I still had carriage horses starting conversations with me until I changed that. ? Seems like an interessting game^^ I actually have changed the distribution of the personallities. Since the NPC are in a way characterized by their voicetype I attached percentage chances to these for all personalities. So now NPC with the "maleBrute" voicetype have a very high chance to be choleric, while the "malecoward" vocicetype will rather be shy. This way it will blend in with the vanilla game, and you still can edit individual NPC in game via the MCM. I also changed the NPC filter to check the voicetypes using the Formlist from SexLab so only animation-ready NPCs are allowed. That should take care of the approaching animals. If not I'll try your advise 1
Seijin8 Posted August 28, 2019 Posted August 28, 2019 5 minutes ago, Guffel said: I also changed the NPC filter to check the voicetypes using the Formlist from SexLab That will run into problems with any custom voiced followers, and any mods that adjust those to include creatures. The ActorTypeNPC option really is the best way to go IMO.
Nevi_ Posted August 28, 2019 Posted August 28, 2019 23 minutes ago, Guffel said: Seems like an interessting game^^ I actually have changed the distribution of the personallities. Since the NPC are in a way characterized by their voicetype I attached percentage chances to these for all personalities. So now NPC with the "maleBrute" voicetype have a very high chance to be choleric, while the "malecoward" vocicetype will rather be shy. This way it will blend in with the vanilla game, and you still can edit individual NPC in game via the MCM. I also changed the NPC filter to check the voicetypes using the Formlist from SexLab so only animation-ready NPCs are allowed. That should take care of the approaching animals. If not I'll try your advise Sound very cool, it should make personalities way more immersive and fitting. What about NPCs without vanilla voicetype? Will they be random? Also, can we have trait weights instead then?
Guffel Posted August 30, 2019 Author Posted August 30, 2019 On 8/28/2019 at 8:58 PM, Seijin8 said: That will run into problems with any custom voiced followers, and any mods that adjust those to include creatures. The ActorTypeNPC option really is the best way to go IMO. Oh, I didn't realize that. I will change it to ActorTypeNPC only. On 8/28/2019 at 9:20 PM, PD_ said: Sound very cool, it should make personalities way more immersive and fitting. What about NPCs without vanilla voicetype? Will they be random? Also, can we have trait weights instead then? Yes, non-vanilla voicetypes will have a equal distribution. yeah the traits^^ I have never really though about it,, but now you mention it, it makes sense. I'll look for a way to put it in 1
Nevi_ Posted August 30, 2019 Posted August 30, 2019 1 hour ago, Guffel said: yeah the traits^^ I have never really though about it,, but now you mention it, it makes sense. I'll look for a way to put it in Thanks ^^ I'll be waiting for an update. Traits can actually play a more significant role than just stat modifiers if you want to expand on them. There was a suggestion in this thread for a rape event that can't be declined like a sex demand. This can be implemented in a way that it's only available to NPCs with certain traits (like abusive/cruel), or at least is more likely for them. I also wanted to ask if it's possible to allow only NPCs with the right sexuality to approach the player? I don't think this mod checks for it right now, so I'm sometimes approached by people who are not interested in my character. Since this mod is mostly focused on romance and related stuff, such approaches don't really serve any purpose. There is an option to manually talk to anyone you want anyway, so we can make friends that way. Although I think the mod only defines NPC stats after the conversation is started, so it might be very tricky to do... I could go on with such requests for a long while, but I'll stop for now.
Guffel Posted August 30, 2019 Author Posted August 30, 2019 11 hours ago, PD_ said: Traits can actually play a more significant role than just stat modifiers if you want to expand on them. There was a suggestion in this thread for a rape event that can't be declined like a sex demand. This can be implemented in a way that it's only available to NPCs with certain traits (like abusive/cruel), or at least is more likely for them. I also wanted to ask if it's possible to allow only NPCs with the right sexuality to approach the player? I don't think this mod checks for it right now, so I'm sometimes approached by people who are not interested in my character. Since this mod is mostly focused on romance and related stuff, such approaches don't really serve any purpose. There is an option to manually talk to anyone you want anyway, so we can make friends that way. Although I think the mod only defines NPC stats after the conversation is started, so it might be very tricky to do... I could go on with such requests for a long while, but I'll stop for now. You are right, the traits have a lot of potential and I want to use them more, but I haven't made any specific plans with them yet. Though I will definately use the rape event idea! I already implemented an option to set the approaching NPCs gender, but I didn't think of the sexuality. But now that you mention it, it's kind of obvious. I just added that, too. I've made a lot of changes to the overall functionaliy of RDS and nearly everything will be diffrent from the current version. I'll try to put together a full list of all the changes I've made in the next days just to give all of you an idea where the mod is going. For example the NPC will now be set up inside RDS the moment the mod triggers an approach. Addtionally RDS makes a list of all NPCs around, sets them all up and then draws a valid one for an approach. That give a lot more flexibility. For example I've planed approaches with spechial dialogue, like: sleazy pickup lines, sophisticated courting, mean insults if the player whores around a lot or even blackmailing when the player is in a relationship and has been caught cheating. Those are all on top of the generic RDS dialogue that uses the dialogue pools. That again will be simplifed and given more of a minigame character so you can more clearly control the conversation outcome. 5
Nevi_ Posted August 30, 2019 Posted August 30, 2019 1 hour ago, Guffel said: You are right, the traits have a lot of potential and I want to use them more, but I haven't made any specific plans with them yet. Though I will definately use the rape event idea! I already implemented an option to set the approaching NPCs gender, but I didn't think of the sexuality. But now that you mention it, it's kind of obvious. I just added that, too. I've made a lot of changes to the overall functionaliy of RDS and nearly everything will be diffrent from the current version. I'll try to put together a full list of all the changes I've made in the next days just to give all of you an idea where the mod is going. For example the NPC will now be set up inside RDS the moment the mod triggers an approach. Addtionally RDS makes a list of all NPCs around, sets them all up and then draws a valid one for an approach. That give a lot more flexibility. For example I've planed approaches with spechial dialogue, like: sleazy pickup lines, sophisticated courting, mean insults if the player whores around a lot or even blackmailing when the player is in a relationship and has been caught cheating. Those are all on top of the generic RDS dialogue that uses the dialogue pools. That again will be simplifed and given more of a minigame character so you can more clearly control the conversation outcome. Wow, that really does start to look like Newlife now. I'm exited to see the changelist and even more so for future updates. Will stay tuned here. Thanks for the effort you're putting into this ^^ 1
AxeMEMES Posted August 31, 2019 Posted August 31, 2019 question I use a male character is their a way you could switch the roles when starting sex with this mod?????
Guffel Posted August 31, 2019 Author Posted August 31, 2019 12 hours ago, AxeMEMES said: question I use a male character is their a way you could switch the roles when starting sex with this mod????? I've got you! In the update I've already added a gender check before the sex animations, using the sexlab genders.
AxeMEMES Posted August 31, 2019 Posted August 31, 2019 34 minutes ago, Guffel said: I've got you! In the update I've already added a gender check before the sex animations, using the sexlab genders. Nice! when does the Update come out?
Guffel Posted August 31, 2019 Author Posted August 31, 2019 6 hours ago, AxeMEMES said: Nice! when does the Update come out? That will still take some time and I don't want to say a date that I then can't keep. But I try in the next 4 - 8 weeks^^ 3
AxeMEMES Posted September 1, 2019 Posted September 1, 2019 alrighty... do you happen to know if theres a SE port of this mod? https://www.loverslab.com/files/file/1059-sexlab-stats-manipulator/ if so could you send me the link?
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