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hey doc' date=' how hard would it be to setup a small bit of script to allow for say up to 10 bug/glitch fixing mods to work with out messing with each other?

[/quote']

 

Possibly. What sort of glitch?

 

as well as assigning horse or doc to followers and updating so that followers can also do mounted combat...

 

I don't even know how I'd do that off hand.

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Did I ever told you guys or did you head that Strec who was making the "Babies maker mod" at Skyrim nexus that his mod has been now called a modders resource, I had a looked over the stuff today and It looks almost finish so, it maybe a good idea to use the codes and some of the meshes he made into sexrim if possible, I do not think he made the pregnant belly meshes but, It would make good things into Sexrim with it, now the one thing I don't know is why he did quit but "makers can make and It's fun to use the other's makers stuff too"

knight133.

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hey doc' date=' how hard would it be to setup a small bit of script to allow for say up to 10 bug/glitch fixing mods to work with out messing with each other?

[/quote']

 

Possibly. What sort of glitch?

 

as well as assigning horse or doc to followers and updating so that followers can also do mounted combat...

 

I don't even know how I'd do that off hand.

 

general glitches or stuff that was never completed like the issues with followers riding and combat.... maybe making all followers their own faction so that when people add in new followers they can stick em in that faction...

example:

 

 

for improving ai:

http://skyrim.nexusmods.com/mods/16531

http://skyrim.nexusmods.com/mods/15805

http://skyrim.nexusmods.com/mods/15737

http://skyrim.nexusmods.com/mods/15520

 

UFO-ultimate follower overhaul(the real one):

http://skyrim.nexusmods.com/mods/14037

map markers for followers:

http://skyrim.nexusmods.com/mods/13798

followers equip always:

http://skyrim.nexusmods.com/mods/13770

extensible followers framework:

http://skyrim.nexusmods.com/mods/12933

ask followers skills:

http://skyrim.nexusmods.com/mods/10675

followers unlimited:

http://skyrim.nexusmods.com/mods/10612

fixed followers lite:

http://skyrim.nexusmods.com/mods/9842

followers can relax:

http://skyrim.nexusmods.com/mods/9504

follower tweaks:

http://skyrim.nexusmods.com/mods/3111

follower call/summon/teleport:

http://skyrim.nexusmods.com/mods/2849

(should be looked at for potentially updating or adding too follower AI elements in the future, will help come up with a single framework and script ideas i hope)

 

followers using horses and maybe mounted combat:

mounted followers:

http://skyrim.nexusmods.com/mods/12175

horses for followers:

http://skyrim.nexusmods.com/mods/11193

horse riding for followers:

http://skyrim.nexusmods.com/mods/7017

(need to make it so that the framework will support followers riding horse in such a way so that you can buy a horse and like 'talk to the horse' on activation and have the option to assign it to a specific follower and it wont wander off afterwords, something that should also be added to that dialogue is adding armor to the horse or sadle, adding the ability to name the horse if you want to have something besides the generic name ...)

 

possibly making an automatic perk for followers to be able to 'own' a horse while adding mounted combat or something... could use an invisible token again lol, but i think making at least a framework to hold and transfer the information in that regards should be built.

 

 

 

plus allowing for other mods such as the one by quarn and kivan that fix glitches to work with other mods that do smaller fixes such as adjusting some placement issues like for whiterun/markarth etc.

example:

 

 

quarn&kivan fix pack:

http://skyrim.nexusmods.com/mods/19

(specially when it gets updated)

 

whiterun placement fixes:

http://skyrim.nexusmods.com/mods/20989

(it doesnt fix textures for smithy being moved, posts dont line up with their bases anymore lol)

 

matching set perk fix:

http://skyrim.nexusmods.com/mods/21129

(if people have issues with set bonus' working properly after perk)

 

winterhold college door fix:

http://skyrim.nexusmods.com/mods/20474

(personal preference fix)

 

Better Sorting - balanced magic:

http://skyrim.nexusmods.com/mods/9646

(personal preference again)

 

 

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This looks interesting did prideslayer mention something like this a while back' date='

It's a Behavior file updater.

 

http://skyrim.nexusmods.com/mods/21397

[/quote']

 

That is interesting. It does more or less the same thing as FNIS, but with the promise of different features. That's three behavior generators existing now, four if you count my own unreleased attempt.

 

I wonder if we can get everyone around the table to discuss a common interface for these suckers. I love the fact that this guy is looking at creating complex actions (it'll save me a lot of work) but it would be a pain if it didn't work with FNIS or AP

 

Did I ever told you guys or did you head that Strec who was making the "Babies maker mod" at Skyrim nexus that his mod has been now called a modders resource' date='

[/quote']

 

Hmm... looks like it's "feel free to use this mod to make your own mods, but don't modify without permission". It couldn't still be useful, of course :)

 

I had a looked over the stuff today and It looks almost finish so' date=' it maybe a good idea to use the codes and some of the meshes he made into sexrim if possible, I do not think he made the pregnant belly meshes but, It would make good things into Sexrim with it, now the one thing I don't know is why he did quit but "makers can make and It's fun to use the other's makers stuff too"

[/quote']

 

general glitches or stuff that was never completed like the issues with followers riding and combat.... maybe making all followers their own faction so that when people add in new followers they can stick em in that faction...

 

I'm not sure what we'd add by bundling the unofficial patch with the mod though. I mean not compared with just letting the player load the mod themselves. I can't even see what we'd add by putting a reference in a table, really.

 

I mean the animations add position information and a modder friendly interface. The clothing stuff will add information about outfits: is it slutty? Are there BU or pregnant versions available?

 

I just can't see the value add of managing patch mods like that.

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This looks interesting did prideslayer mention something like this a while back' date='

It's a Behavior file updater.

 

http://skyrim.nexusmods.com/mods/21397

[/quote']

 

That is interesting. It does more or less the same thing as FNIS, but with the promise of different features. That's three behavior generators existing now, four if you count my own unreleased attempt.

 

I wonder if we can get everyone around the table to discuss a common interface for these suckers. I love the fact that this guy is looking at creating complex actions (it'll save me a lot of work) but it would be a pain if it didn't work with FNIS or AP

Sequened animation (that's what he is promising), is no prob at all. I have it running, and could start integrating into the generator every time. The reason why I'm hesitating is, that I want to incorporate them into sit packages, so to make the characters unmovable. And that seems to be tricky. If someone tells me, that is not so important (if there are other means to achieve this) I'm more than happy to drop furnitures for now.

 

I would make a small sequence (enter, loop, exit), and a big one (with 5 different loops inside). All except the 2nd animation in the chain (which follows a single_loop) have to and can be activated by specific SendAnimEvents.

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no doc, not bundling it in with the file... that would be kinda ridiculous, no what i am suggesting is making a framework so that no patch/fix mod file would conflict with each other.

 

the only ones you might want to include are the ones that remove the intro/smoke/load items into the file.

 

 

some of the stuff for the follower AI and riding stuff might be looked at to allow for something with a bit more options than what is currently available or something.

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The more technical discussion here is well above my head, but I'd just like to pop in from the peanut gallery and say Good Job Doc; figuring all this out took a-lot of effort and it is appreciated, and if this is the quality of the slavers guild throughout, it's going to be amazing.

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Sequened animation (that's what he is promising)' date=' is no prob at all. I have it running, and could start integrating into the generator every time. The reason why I'm hesitating is, that I want to incorporate them into sit packages, so to make the characters unmovable. And that seems to be tricky. If someone tells me, that is not so important (if there are other means to achieve this) I'm more than happy to drop furnitures for now.

[/quote']

 

No bright ideas I'm afraid. I've tried using custom idle markers and doNothing packages with "play specific idle" ticked, but I'm not sure if sequenced animations still count as Idles or if we need actions - in which case I'm a little out of my depth - not for the first time where animation is concerned.

 

I'd love to have furniture markers to play with in any case :)

 

I would make a small sequence (enter' date=' loop, exit), and a big one (with 5 different loops inside). All except the 2nd animation in the chain (which follows a single_loop) have to and can be activated by specific SendAnimEvents.

[/quote']

 

Sounds good.

 

A couple of things that occur. It would be nice to be able to compile sequences into hkx files and then use them as part of other sequences; we could define some complex behavior that way, especially if we have animation variables defined that we can query and set from papyrus. Still a long way off from the power of a HBT editor, but we could do a lot like that.

 

The other thing I'd love from sequences is open ended ones, like the bleedout animation, where you can start it with one idle and stop it with another. That might come with the territory here, I don't know. What I'd like from that is to define new movement modes, so we could have crawl animations and new bound anims.

 

I appreciate that's probably a lot more complex than it looks; I just thought I'd throw it in.

 

no doc' date=' not bundling it in with the file... that would be kinda ridiculous

[/quote']

 

I did wonder :)

 

no what i am suggesting is making a framework so that no patch/fix mod file would conflict with each other.

 

the only ones you might want to include are the ones that remove the intro/smoke/load items into the file.

 

Sorry' date=' I'm a bit thick today, but I'm still not seeing it. I mean either we bundle it, or we load it from the original esp. I suppose bundling has the advantage of evading conflicts, but other than that, I'm still not seeing the advantage gained.

 

 

The more technical discussion here is well above my head, but I'd just like to pop in from the peanut gallery and say Good Job Doc; figuring all this out took a-lot of effort and it is appreciated, and if this is the quality of the slavers guild throughout, it's going to be amazing.

 

Thank you. I'll do my best to keep it up :)

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the smaller tweaks could be put into the .esm file...

the bigger fixes etc. would have a general framework to plugin to the and have no conflicts with other files. build a framework for adjustable smaller 'fixes'(within the esm) and setup some for the same framework for everything else(for mods outside of the esm that fix more/larger issues) without conflict.

 

 

the follower stuff is a separate idea by itself... mostly to build a proper and adjustable IA (as part of the esm) for the followers and their horse riding. anything else to do with followers and horses outside of that could easily be handled by another mod.

 

 

i hope thats slightly more clear than mud lol

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the smaller tweaks could be put into the .esm file...

the bigger fixes etc. would have a general framework to plugin to the and have no conflicts with other files. build a framework for adjustable smaller 'fixes'(within the esm) and setup some for the same framework for everything else(for mods outside of the esm that fix more/larger issues) without conflict.

 

I'll have a think on it. Although I think I'd better focus on the sex and ssg-related stuff as a priority :)

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indeed, it is meant to be added later on.

 

ill see if i can mess with meshes and try to come up with some variants for six limb dragon and some sexualized versions.

 

i think everything i did previously with the 4 limb dragon/dovah was lost so i will probably have to redo those meshes... will see what i can come up with there.

 

anything i finish i will stick in a zip file and put it up here to be added to sexrim assets.

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update on SkyUI progress for MCM:

https://picasaweb.google.com/lh/photo/7Tzp1rEFbmPBQQFZPeMQUtMTjNZETYmyPJy0liipFm0?feat=directlink

(older pic, shows all the UI 'art' to be used)

 

looks like the UI elements themselves are more or less finished...

next release should have MCM capability it looks like though, from what i can gather.

 

edit:

dawnguard released earlier today on steam... soon will need to find out what has been changed and adapt mods.

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dawnguard released earlier today on steam... soon will need to find out what has been changed and adapt mods.

 

Yep. Between family commitments this weekend and Dawnguard, I'm not going to get much done for the next couple of weeks.

 

That said, I'm notgetting much done until beth fix the current quest bug introduced by 1.7 so it's probably just as well.

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what quest is that' date=' there are several that dont work right currently lol

[/quote']

 

Basially, this.

 

It means that the quests for my current project start, but the scenes don't run, no one moves, no one talks to anyone and no one has sex. The SSG demo seemed OK-ish when I tested it. Trouble is it's in mid re-write so it's hard to tell what's broken and what's the game breaking it.

 

not working for 2 weeks ish' date=' oh well you need a short break from working on this stuff anyways.

[/quote']

 

True enough. Turns out I might be here for the weekend after all. In which case I might still spend it playing Dawnguard :)

 

Incidentally, I got a PM from RainOfChaos on Nexus. it seems they've solved the collision issue. I have to go run an errand right now, but I'll write it up properly when I get back.

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Strangely enough can I port to the test hall and get the phallus tome.. I however don't have any dialogue. The sex animation for the 2 npcs in the jail works though, so that is a plus!

 

But, yeah. No dialogue.

 

edit:

 

Just read the post above, now that is a damn shame. :/

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Strangely enough can I port to the test hall and get the phallus tome.. I however don't have any dialogue. The sex animation for the 2 npcs in the jail works though' date=' so that is a plus!

 

But, yeah. No dialogue.

 

edit:

 

Just read the post above, now that is a damn shame. :/

[/quote']

How did u teleport? Because when i do it it doesnt work.

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ok thats cool doc.

at least something is working, and it appears we may be closer to understanding the lag issue with the ssg questline.

 

@omgyourmom: there should be a spell added when you start the game, also you need to have a clean save and have FNIS reset.

 

you should be able to use the spell to enter the test cell.

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ok thats cool doc.

at least something is working' date=' and it appears we may be closer to understanding the lag issue with the ssg questline.

 

@omgyourmom: there should be a spell added when you start the game, also you need to have a clean save and have FNIS reset.

 

you should be able to use the spell to enter the test cell.

[/quote']

Should of explained it better my bad. What i might was i do have the spell and it does teleport me but after 1.7 it doesn't teleport me anymore.

 

Yes, I've tried with clean saves and redid FNIS.

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Didn't get the spell when I start the game. I was able to use

coc Sexrim_warehouse_test_cell which works fine. Only animation workig is the 2 npc in the jail in which you tigger the animation by clicking the button on the table. The female npc in the jail alone does not do anything no dialogue as well as the lizard npc . By the way how many npc are in the cell? Just making sure I counted 7 is that right?

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Didn't get the spell when I start the game. I was able to use

coc Sexrim_warehouse_test_cell which works fine. Only animation workig is the 2 npc in the jail in which you tigger the animation by clicking the button on the table. The female npc in the jail alone does not do anything no dialogue as well as the lizard npc . By the way how many npc are in the cell? Just making sure I counted 7 is that right?

 

yes there are no more and no less than 7 NPC's in the test cell.

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can you tell me what is the mod supposed to include? it seems that apart from the lizzard and culian, the npcs call both males and femals "master' most of the time. also, culian's script to send a female npc home is broken, unless asked to do it when you first speak to him. males can just use the spell to go back.

 

the lizzard is the buggiest, with only one line when you first approach him - 'hi you doing" - which leads to enslavement strangely. when the dialog is finished, the final conversation differs by amount of black marks, but the dialouge is broken - you can only say "..." which reapeats it. everyone you meet after gives only generic lines, and can't be involved in actual dialouge with you.

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