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Very impressive, you are quite prolific. ;)

 

I have been playing around with the furniture a bit and made a script so that the furniture will lock for a period of time (for immersion).

 

Also another sort of fun thing is adding associated spell effects to the furniture, like bleed effects for nailed crosses or spiked racks, also playing with the screen blood splatter script for these. Can make some give diseases, such as rusty ones give Ataxia etc. There's Sexlab effects that work well with the machines. Waterbreathing for the underwater traps so you get an extra minute to panic before dying... The list goes on and on  :cool:

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w-t-f:-)

 

 

 

zap has now 5 different f*-machines with different poses and with a "stand-still-function" ...for your script to allow "breaks"

...again all mechanics back and fully working...

 

..changed two animations because of extremal missalignment (shoulder got through the wood of the yoke and hands came out beneath the wood holes)....

(originals of zap will stay but I will not use them in my mods later)    [last 3 pics]

 

..same will come for the horse-animation...."ugly shoulders" and fatal missalignments of the wrists

..same for the x-crosses...

 

Alternative furnitures with different new animations can replace the originals and may be used instead. Or use both stuff parallel-  for more interesting gameplay.

 

 

 

 

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maybe your "effects" and "behaviours" should be also inside  that pack...think about that, and stuff like that could maybe  get switched by the MCM menu....

if you like to do so, put it inside of zap 7.0 and check it out with the zap-furnitures so far...so later, we could merge all together...

 

if that works, how you told, we maybe spare "wallpaper-long scripts" :cool:

Very impressive, you are quite prolific. ;)

 

I have been playing around with the furniture a bit and made a script so that the furniture will lock for a period of time (for immersion).

 

Also another sort of fun thing is adding associated spell effects to the furniture, like bleed effects for nailed crosses or spiked racks, also playing with the screen blood splatter script for these. Can make some give diseases, such as rusty ones give Ataxia etc. There's Sexlab effects that work well with the machines. Waterbreathing for the underwater traps so you get an extra minute to panic before dying... The list goes on and on  :cool:

 

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With ur mod enabled ,i can live in my dungeon cell loaded forever its good and its working, but leaving outside and approaching any city, game freezes (sounds still playing). when i disable ur mod and wait for 3 days -save->then load, THEN i can enter any city again.  After browsing internet the only conclusion is that u use to many papirus scripts overloading,but idk really..

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maybe your "effects" and "behaviours" should be also inside  that pack...think about that, and stuff like that could maybe  get switched by the MCM menu....

if you like to do so, put it inside of zap 7.0 and check it out with the zap-furnitures so far...so later, we could merge all together...

 

if that works, how you told, we maybe spare "wallpaper-long scripts" :cool:

 

I'd be happy to provide any of my scripts if you guys want to use any. For now they are stand-alones for effects/behaviors that can be applied to any specific furniture, but should be easy to add in to any other script. It's still early stages though and I'm testing things out.

 

Integrating with zap 7.0 I think is a great idea. Let me ask you, I notice that you did patches for Devious Framework, for the locking function, do you expect these will be DFW Support compatible, or use a different method?

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(Translated automatically)
Verify that you have not attempted to install the text file with the link written and the pw to download the MOD.

 

NMM won't install 1.2 because the file structure is incompatible. Won't even work when I try installing simultaneously with 1.3 (which can be installed fine on it's own). Any ideas?

 

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Sadly I do not like the dd method for furniture lock...we need something on the furniture itself imo...global scripts may force global scripting and imo this is crazy to run stuff for one furniture global onto the whole stuff by a routine, that is waiting/looking for the gamer to use a furniture. Maybe there´s somewhere an example from the vanilla game, and I hope,

we can get new and fully working solutions. Scripts that come with a quest mod could be put on furnitures, that are used by that mod exactly. Hopefully, in that case we would not have a global disaster, but a perfect working mod using specific furniture...maybe we could collect different opinions and share some ideas.

...I´ll later also try to find some easy and effective way for this.

Maybe small scripts could be set on the furniture, and unlocks can be done by conversations between the player and the npc. If no npc is coming, we need force-greeting npc´s inside the mod(s)...saadia is a very effective character, that reacts on furniture use at once...as soon you sit into a chair or use a furniture inside of the bantered mare-she is coming and ask you for something to buy. That force greet  works always perfect and could be a immersive basis for a high quality bd-sm-skyrim-lover. And if once, this is working, we could look forward to complicate things (stunning dialogues with role play-fetish-contence) and to spend more variations. Best would be of course, that this could be also played / mixed with other LL quest-mods.

 

And at least I want an easy and light-weighted solution that could be  used like a module. Different modules could then be switched together to spend more variations-something like that....

 

that DFW  patches did not come from me...but it´s not too hard to do so...the offsets could also be patched by this way-but i think it´s quickly boring all together...the problem of dew is the only slowly variation of dialogues (too much repetition) and also, that it doesn ´t work really. It´s only randomly happening, that it is showing up the next stages of the quest. 

 

 

 

 

 

maybe your "effects" and "behaviours" should be also inside  that pack...think about that, and stuff like that could maybe  get switched by the MCM menu....

if you like to do so, put it inside of zap 7.0 and check it out with the zap-furnitures so far...so later, we could merge all together...

 

if that works, how you told, we maybe spare "wallpaper-long scripts" :cool:

 

I'd be happy to provide any of my scripts if you guys want to use any. For now they are stand-alones for effects/behaviors that can be applied to any specific furniture, but should be easy to add in to any other script. It's still early stages though and I'm testing things out.

 

Integrating with zap 7.0 I think is a great idea. Let me ask you, I notice that you did patches for Devious Framework, for the locking function, do you expect these will be DFW Support compatible, or use a different method?

 

 

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hi,

this mod is using 0-1% papyrus scripting, it sounds, that you get papyrus script overload by other stuff...i have sometimes now 400+ furnitures (zap7.0 =199 furnitures) and tufp with 220+ furnitures running at same time...it works also-it has not been planned to work, but it does. I do not have problems beside that. Only problem is, that FNIS don´t "officially" is writing the behavior-files...!!

With this crazy example I want to explain, that 200 furnitures is no problem for skyrim, same for 250 or 280, i´m pretty sure of that. Officially you can use about 330 furnitures. But I will not go higher than 250 for now. If we get a new FNIS, then I will add maybe again some more. But maybe others want also to create some furnitures???...

I invite you to create some....

 

With ur mod enabled ,i can live in my dungeon cell loaded forever its good and its working, but leaving outside and approaching any city, game freezes (sounds still playing). when i disable ur mod and wait for 3 days -save->then load, THEN i can enter any city again.  After browsing internet the only conclusion is that u use to many papirus scripts overloading,but idk really..

 

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if an npc is on the switch/lever at a gibbet lift, while you are there inside, the npc should lift you down into the water...before you die, he/she should lift you up again to prevent you from dying, so the npc´s playing with you...for this procedure I need a script exactly...it´s roots could be from the head chopping block too, because the executioner is stopping the execution and the gamer is not killed. Some harsh dialogues could come from the npc, to show his fun to play with you while you can´t run away from the cage. The scene intro could be by dialogue and the scene could also stop by crying for help and begging.  This is also an idea for one module...If modules could be started by dialogues, we could put dialogues to any npc, or specific-ones...or the mod would bring characters in game, who could use this dialogues.

 

Same for whipping-lot of gamers like to be in game whipped and to be helpless inside the furniture...this should be also a module with dialogue, maybe 4 variations and free choose-able by dialog. Also here is a player mechanic needed, that keeps him alive and let him free again after.

 

Like in real life: dialogues are the key for the scenes...that´s how I would like to have it in game. If you like to get tied up into the wilderness, you take your follower with you, and he/she locks you there...anyway the follower is setting his eyes on you to safe you from enemies but you get simply your wanted role-play...

 

also there could be an unpredictable-factor of the character, that suddenly she/he uses you like she/he wants to...again, a new module...and so on...

 

(I know it´s more easy to talk about what I have in mind ,rather then to form it into mods, but I still hope that this can be created one day)

 

 

 

maybe your "effects" and "behaviours" should be also inside  that pack...think about that, and stuff like that could maybe  get switched by the MCM menu....

if you like to do so, put it inside of zap 7.0 and check it out with the zap-furnitures so far...so later, we could merge all together...

 

if that works, how you told, we maybe spare "wallpaper-long scripts" :cool:

Very impressive, you are quite prolific. ;)

 

I have been playing around with the furniture a bit and made a script so that the furniture will lock for a period of time (for immersion).

 

Also another sort of fun thing is adding associated spell effects to the furniture, like bleed effects for nailed crosses or spiked racks, also playing with the screen blood splatter script for these. Can make some give diseases, such as rusty ones give Ataxia etc. There's Sexlab effects that work well with the machines. Waterbreathing for the underwater traps so you get an extra minute to panic before dying... The list goes on and on  :cool:

 

 

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yes,

deinstall what you have done from this mod...and then start with 1.2-after that, you over install the 1.3, let everything to overwrite the old files.

 

1.2 is the mod, 1.3 is a patch only.

NMM won't install 1.2 because the file structure is incompatible. Won't even work when I try installing simultaneously with 1.3 (which can be installed fine on it's own). Any ideas?

 

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hi, please download 1.2-1.0 is outdated

 

The download for 1-00 isn't working 

"We could not find the file specified"

 

Well geez, I feel like an idiot, I saw the screenshots and the file sizes and thought for sure that all the later files were patches and that 1.00 would be some X00 Mb file.

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if an npc is on the switch/lever at a gibbet lift, while you are there inside, the npc should lift you down into the water...before you die, he/she should lift you up again to prevent you from dying, so the npc´s playing with you...for this procedure I need a script exactly...it´s roots could be from the head chopping block too, because the executioner is stopping the execution and the gamer is not killed. Some harsh dialogues could come from the npc, to show his fun to play with you while you can´t run away from the cage. The scene intro could be by dialogue and the scene could also stop by crying for help and begging.  This is also an idea for one module...If modules could be started by dialogues, we could put dialogues to any npc, or specific-ones...or the mod would bring characters in game, who could use this dialogues.

 

Same for whipping-lot of gamers like to be in game whipped and to be helpless inside the furniture...this should be also a module with dialogue, maybe 4 variations and free choose-able by dialog. Also here is a player mechanic needed, that keeps him alive and let him free again after.

 

This shouldn't be too hard, as long as there's something logical linking the device and the activator (like having thw same keyword). So if one NPC (or the player) enters the cage or rack or garotte, the script finds another NPC nearby to operate the lever or wheel. Sounds like fun :) Whipping could work in a similar manner, wtih an activator having a whipping idle. I don't mind having a go at this :)

 

But for the racks and garotte it would be nice to have an additional animation for the victim, making them struggle harder for example.

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again cool..so if you are interested, you can begin with a lever, a trigger box maybe for the player (exactly on the lift way up and down later)...enter trigger script and then the ride could begin...all the time, when the life of the player is in danger, the npc must agin pull the lever to reuse the player from drowning...a small dialog could catch the player to get into the cage by a spawning (that could be two xmarkerheaders and if the player is begging, at least he will be spawned again off the gibbet. Sadly there´s no other way to use a fully closed gibbet. Furnitures can´t be an activator at same time (the lift IS an activator and I also could not find a way to have a door inside of an activator too...this is my only solution for this, but the lifts work perfect and they are really keeping the player inside.

 

We also need modules for locking the player away into cages (cage door detector) zap has quest for that, but i don´t know how to use them for now. IF they work, it is maybe easy, but i have seen also something like that inside of the vanilla quests...it´s maybe in the game somewhere.

 

From my point of vew (if we can really do such stuff) we should also try to get a FREE escort, so that the gamer will not run behind the "master" on a virtual "line", instead the radius-distance between player and master could be checked...if it is going to far, the player gets punished, and if the distance is below a special radius, the player is simply following.  This function is a must have for walking behind the "master", and the distance could be a parameter inside of the MCM menu (more distance up to narrow...), the overall punish-effect could be real whipping with high life-loss, or maybe the player gets a clothing onto the body, with which he gets tortured, if he do not follow...(i like of course the whipping, because its more real then something with effect)...the short attack may be the best here.

 

The more modules we can bring together and work side by side (like we have different furnitures), the more interesting the things might become...and if the player is friendly with the npc´s (or his follower)...if he don´t choose the special dialogues, nothing will happen to him...

By this way, such a mod will not disturb the normal gameplay and if suddenly the player needs sex, he will go to the special places, where the stuff can be activated.

 

If we could reach to bring such modules, that could also be used by other modders , then maybe all could take profit from that and create special mods (areas, where this stuff could take part. (Waterbondage can´t be done everywhere)..this I mean. Other modules might be universal and should be switchable by menu (if this is possible)...

 

All of this is a little vision and maybe we could find a very intelligent way to bring those ideas really in game. Easy stuff must lead now...if it is successful, the next stuff could follow...everything together could be named like "BDSM"-framework...for sexlab and ZAP...

 

And it´s not important where to begin. I know that lot of people here would be lucky to play with such a stuff.

 

One of the mods, that point to that direction, is the prison overhaul...in my opinion, it´s too much extreme and very complicated made and the distance to the market-place with it´s escort is little far and not very realistic...on the other hand, the prisoner should be kept on the market place...but in that case, we do have a new mod. I tried to find a place for a cage at the market, the jail quest should not be tweaked, I would like to have the guards to get a new option-NOT TO GET IN JAIL for stolen stuff or for nudity, (and this is not parameter-able), I´d give a next line to choose the stay locked into a gibbet (hanging around the market place)...and beside could be every hour a little drilling (by whip or maybe some sex)...and then back into the cage....this should not last too long, after 10 hours, the player could be "set free again" and the "quest" is done...this is another module that could be started by dialogue and give a new fine option and should be possible to realize. If this works, of course there can also sett similar alternatives, maybe 3 different new ideas, gibbet lock, tied to an object, or put into a "ground-hole"...or into an empty -slave-dwell (maybe with ugly stuff on it´s ground) (non killable little spiders that don't attack, but who are around you-UUaaah!!)...

 

 

I think that if the player gets too much "in the face" of being tied and locked, the game gets boring. A different thing is, when he enters a brothel (for become a slave for the night...a sexlab scene dialogue for that is very easy and can be put onto the/some girls working there by pointing it to a "brothel-or special-faction")...and something like that....but this stuff should be depending on the cell, the player enters and should not run all over the game. So he can choose all the time, what he wants to get from the game - like the idea behind the game itself...the player chooses, what to do next:-)...this is my "vision" for the "fetishy-gameplay-stuff".                   (-: "less" is "more" :-)

 

going on to "feed" zap...ggg

 

 

 

 

 

 

 

 

 

if an npc is on the switch/lever at a gibbet lift, while you are there inside, the npc should lift you down into the water...before you die, he/she should lift you up again to prevent you from dying, so the npc´s playing with you...for this procedure I need a script exactly...it´s roots could be from the head chopping block too, because the executioner is stopping the execution and the gamer is not killed. Some harsh dialogues could come from the npc, to show his fun to play with you while you can´t run away from the cage. The scene intro could be by dialogue and the scene could also stop by crying for help and begging.  This is also an idea for one module...If modules could be started by dialogues, we could put dialogues to any npc, or specific-ones...or the mod would bring characters in game, who could use this dialogues.

 

Same for whipping-lot of gamers like to be in game whipped and to be helpless inside the furniture...this should be also a module with dialogue, maybe 4 variations and free choose-able by dialog. Also here is a player mechanic needed, that keeps him alive and let him free again after.

 

This shouldn't be too hard, as long as there's something logical linking the device and the activator (like having thw same keyword). So if one NPC (or the player) enters the cage or rack or garotte, the script finds another NPC nearby to operate the lever or wheel. Sounds like fun :) Whipping could work in a similar manner, wtih an activator having a whipping idle. I don't mind having a go at this :)

 

But for the racks and garotte it would be nice to have an additional animation for the victim, making them struggle harder for example.

 

 

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If some of you might post here a pic of this furniture (by zap)...?

 

I have such an immersive clipping (shoulders and hands fataly missaligning)..I could exchange that animation with a suiting one, that will also not crash the character out of the furniture while staying in the 1st cam view...this can only be surrounded, by switching into 3rd cam, before the first loop has passed by.. (head roles 1 time all around) , In that case you´ve switched the cam, your character will stay but will get twice the animated objects= twice the ankle cuffs!

 

Here´s my originally zap furniture: ZazVerticalStocks01 (I do not like to keep that animation because of the problems I described)

please compare (and maybe confirm what I have here so far) and show me your pic and try to check out, if your character gets twice the ankle cuffs by switching into 3rd cam before the first loop ends...

 

 

on the last pic  (TESV 2017-09-07 00-51-25-38.jpg) I have exchanged the zap animation with another animation that is suiting more better

 

 

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Hi thanks,

this is the wrong furniture, it´s the verticalXStockade,

I wanted to see the VerticalStocks, it´s the empty furniture also on the pics nearby.

 

Thank you:-)))

 

 

From ZAZ, I setscale actor with console = 1

 

attachicon.gifZAZ1.jpg

attachicon.gifZAZ2.jpg

attachicon.gifZAZ3.jpg

 


I´ll do that after I have the pack ready...then I can add this wanted animations, too.

And you take care, that you have something, to call them....(the 2nd stage of the animation)

 

:-))

 

 

if an npc is on the switch/lever at a gibbet lift, while you are there inside, the npc should lift you down into the water...before you die, he/she should lift you up again to prevent you from dying, so the npc´s playing with you...for this procedure I need a script exactly...it´s roots could be from the head chopping block too, because the executioner is stopping the execution and the gamer is not killed. Some harsh dialogues could come from the npc, to show his fun to play with you while you can´t run away from the cage. The scene intro could be by dialogue and the scene could also stop by crying for help and begging.  This is also an idea for one module...If modules could be started by dialogues, we could put dialogues to any npc, or specific-ones...or the mod would bring characters in game, who could use this dialogues.

 

Same for whipping-lot of gamers like to be in game whipped and to be helpless inside the furniture...this should be also a module with dialogue, maybe 4 variations and free choose-able by dialog. Also here is a player mechanic needed, that keeps him alive and let him free again after.

 

This shouldn't be too hard, as long as there's something logical linking the device and the activator (like having thw same keyword). So if one NPC (or the player) enters the cage or rack or garotte, the script finds another NPC nearby to operate the lever or wheel. Sounds like fun :) Whipping could work in a similar manner, wtih an activator having a whipping idle. I don't mind having a go at this :)

 

But for the racks and garotte it would be nice to have an additional animation for the victim, making them struggle harder for example.

 

 

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Hello, it's he first time installing this mod, and some of the older files on the donwload section of the mod are broken, i managed to download the update to 1.3 and tried running fnis with only it, but it give me a bunch of warnings on the animations, so do i really need the old files (1.0.0, 0.0.0 or 1.2, etc) for this to work, and if i do, can you upload it again please?

Bye and have a good day

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hello,

please use 1.2 and install that one...there´s nothing broken and 1.2 is your start. After that you can over install the 1.3 and then you are ready.

1.0 was a testing version that nobody will use any more.

If you use ZEP , please also update ZEP to get compatibility with tufp.

 

1.2 and 1.3 should be available.

If that is not working and you get in troubles, you can still wait for the next version: next update will reside inside of zap. It´s my "private mod" that I will share with the interested community. That way I can get rid of my older resources to have them all together in one pack.

 

Thanks , same to you and happy weekend;-)

Hello, it's he first time installing this mod, and some of the older files on the donwload section of the mod are broken, i managed to download the update to 1.3 and tried running fnis with only it, but it give me a bunch of warnings on the animations, so do i really need the old files (1.0.0, 0.0.0 or 1.2, etc) for this to work, and if i do, can you upload it again please?

Bye and have a good day

 

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