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Which story would you like to see finished first?  

2169 members have voted

  1. 1. Which story would you like to see finished first?

    • An epilogue for Alicia Pain Slut
    • Mind control back story
    • The Kins family (SexLab Stories)
    • The Red Wave (SexLab Stories)
    • The Nord Queen (SexLab Stories)
    • The Milk Farm (SexLab Stories)
    • E.L.L.E the SexBot (SexLab Stories)
    • Parasites
    • Sanguine's Project (SD+ main quest)
    • The SisterHood of Dibella
    • Incest content for Family Ties
    • A last quest for Blacksmith Apprentice (SexLab Dialogues)
    • Screw quests... spend your time fixing bugs in SD+ and Hormones frameworks.


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Posted

Github is up to date with the upcoming update to Parasites (coming out today).

 

Another big change is that I finally updated Devious Devices to 5.1, so this will be the new requirement for my mods depending on DD.

  • 3 weeks later...
  • 1 month later...
Posted (edited)

I will probably be skipping the August update and keep working on a September update.

 

I started a cleanup of SD+ to make it more compatible with DD5+ going forward, and that resulted in a deeper rewrite than I expected. 

 

The changes impact SD+, Alicia, Sisterhood, Parasites and Stories Devious.

 

I am in the middle of testing the new code right now.

Edited by DeepBlueFrog
Posted

I updated Github with the latest files for better compatibility with DD5.1 and above. 

This new version of SD+, Parasites and other DD related mods will require DD5.1 going forward. 

 

I am still testing things but it looks stable so far.

  • 2 months later...
  • 2 months later...
  • 10 months later...
Posted

I am not dead yet! :)

 

I posted an update of what I am up to and my plans for 2023 on Tumblr and on my blog here at Lovers Lab.

 

It will take me a while to go over postings in the forum discussions. I am afraid I dropped the ball there and I have a lot to catch up.

 

 

 

Posted
13 hours ago, DeepBlueFrog said:

I am not dead yet! :)

 

I posted an update of what I am up to and my plans for 2023 on Tumblr and on my blog here at Lovers Lab.

 

It will take me a while to go over postings in the forum discussions. I am afraid I dropped the ball there and I have a lot to catch up.

 

 

 

Sanguines little helper is back? 

Happy New Year to you as well. o7

  • 1 month later...
Posted (edited)

Quick update - I am slowly getting back up to speed with my mods.

 

I have a fully rebuilt and functional Special Edition running. 

I updated my edit process to automatically make edits that can be safely ported from LE to SE. I am expecting to work mostly on esp and scripts, so that will make things easier to keep developing for both versions for a while.

I am working on a new repository on Github for all my Skyrim mods at once, for both platforms. The old ones are still there but I will slowly move away from them and eventually archive them.

I may even have a fresh batch of small updates to release in a week or so. I made fixes to Parasites, Hormones, Warm Bodies and my take on weathers, for both LE and SE.

 

In terms of versions, I am working on the latest Special Edition without the Anniversary mods. I am not developing my own SKSE plugins or relying on special extensions built for SKSE, so my updates should work on both SE and AE versions (in theory at least... they haven't been tested yet).

 

 

489830_20230131235501_1.png

Edited by DeepBlueFrog
Posted
On 2/1/2023 at 7:52 PM, DeepBlueFrog said:

Warm Bodies

Oh boy, I've been waiting for this. Is it still buried somewhere in the original mod page? How about making a dedicated mod download for better visibility?

Posted
5 hours ago, belegost said:

Oh boy, I've been waiting for this. Is it still buried somewhere in the original mod page? How about making a dedicated mod download for better visibility?

 

It will have its own page when I am ready for a new release for LE/SE/AE.

It is standalone (doesn't need the original mod) and has many more features than the original.

Being able to warm up in a pinch using one of your torches comes in very handy.

  • 3 weeks later...
Posted

[Repost from the SE conversion thread]

 

Still working on releasing my latest changes sometimes this weekend. I have a few things left to finalize.

 

I wanted to post a heads up about these upcoming updates.

 

- I am currently developing for LE and SE/AE in parallel. Making safe changes in LE first and copying them over to SE. Most of my changes are scripts and esp based, so these are safe to move over.

- I gave up on using BSA files and will be moving to only loose files from now on. Make sure to keep backup of any customizations to meshes in Sisterhood, Alicia or Parasites if you made some for yourself as those will be deleted by my new files.

- I will create a new Special Edition download page for each of my mods, with its own forum page. I know that will spread places where you can bring up issues but it will be a cleaner way to move to a Special Edition only for these mods. 

- Moving over to Special Edition only will take time. No need to panic if you are still on LE. That said, things have progressed a lot on SE's side. It took me about a month or two to have a working version. I found some of the new mods that are exclusive to SE more than make up for a few mods I couldn't replace from LE (and I managed to replace most of them).

- I didn't test DD 5.2 yet. I will look at it in the next few months.

  • 1 month later...
Posted

[repost from the Parasites thread]

 

For the next update of Parasites, I am currently working on fixing the timing issue with Spider Eggs being immediately ejected after infection.

 

As part of that, I am adding a system of thoughts or messages similar to the Bimbo thoughts in Hormones. 

This will allow me to display more immersive messages about the parasites as the player is running, riding, fighting, having sex or just going about daily business.

 

It will come in two flavors.

 

- Third person messages to show the player being fearful of side effects from the parasites, like 'The eggs painfully stretch your abdomen and threaten to burst an any moment.'

- First person messages to show the player eventually accepting or welcoming the changes from the parasites, like 'These eggs feel so good inside me! I can't wait to get more.'

 

The transition between the two is governed by a Pheromone level, which will work directly with Hormones if you have it and still work without as well.

 

If anyone is interested in contributing, I am open for suggestions of messages the player will experience based on each parasite.

The messages have to be relatively short but I can open up for longer, more role play messages if you feel inspired.

 

Right now, I added messages to Spider Eggs and Blackreach Barnacles since that is what my character is wearing at the moment.

 

Send me a PM if you can think of messages you would like to see.

Posted

Hello - Please take this short Poll about the future of my mods for Skyrim. 

I have been thinking about what has been holding me back to make progress on my mods and what I can do differently in 2025. 

I would love to hear your feedback (use the thread itself for the Poll if you want to share comments).

  • 2 weeks later...
Posted (edited)

Did you add the poll to this thread recently? Or have I been blind for who knows how long?

 

Anyway, just wanted to share this. I voted SD+ just now, because this is THE mod that made me come to this site and create an account in the first place. It made me download SL and introduced me to Devious Devices. It shaped my whole modding (as a mod user) experience going forward and made me want to dig deeper and in time caused me to learn a thing or two. I have never been the same since. And I have you to thank for it.

I would love to play a full, completed version at some point.

Edited by belegost
Posted
1 hour ago, belegost said:

Did you add the poll to this thread recently? Or have I been blind for who knows how long?

 

Anyway, just wanted to share this. I voted SD+ just now, because this is THE mod that made me come to this site and create an account in the first place. It made me download SL and introduced me to Devious Devices. It shaped my whole modding (as a mod user) experience going forward and made me want to dig deeper and in time caused me to learn a thing or two. I have never been the same since. And I have you to thank for it.

I would love to play a full, completed version at some point.

 

Thanks... as a matter of fact, SD was the same for me.. it was the mod that got me here back when it was created and manager by jbezorg.

I am sorry I made quite a mess of it with multiple unfinished attempts at streamlining it, but I am still intent on fixing it.

 

By the way, the poll has been there for a few years now :)

Posted
29 minutes ago, DeepBlueFrog said:

 

Thanks... as a matter of fact, SD was the same for me.. it was the mod that got me here back when it was created and manager by jbezorg.

I am sorry I made quite a mess of it with multiple unfinished attempts at streamlining it, but I am still intent on fixing it.

 

By the way, the poll has been there for a few years now :)

 

FWIW, SD was one of the first mods I played with from LL.  The most interesting feature was the 'invisible leash' effect - similar to that in the Prison Overhaul trip to jail - where you could be taken along by anyone, anywhere, out on the open road and you really had to use your wits to get your freedom back

 

That challenge got lost when the PC fell into more a subservient role - a bit like Captured Dreams and Submissive Lola, and even Cursed Loot's Prison - but without their incessantly annoying floor sweeping and soup making.  And if you wanted to escape, rather than grovel interminably, that's also now too easy, as all you have to do is make sure you prod the 'master/mistress' into a situation where they get eaten by a tiger or bear, or beaten to death by a Giant or Troll, or you just pick their pocket.

 

If you can bring back some real challenge for the non milk drinking Dragonbornss, that could/would be really good, and make it fun again!

 

But please don't take me to be overly serious, or even trying to be critical - as I certainly couldn't do what you've done! - but rather just tuppence worth of boring rant, stemming from the boredom inherent to a boring, cold, wet, slushy afternoon 😉

 

Best wishes for 2005

 

DQW

 

Posted (edited)
3 hours ago, DeepBlueFrog said:

By the way, the poll has been there for a few years now

I' am officially blind.

 

2 hours ago, DonQuiWho said:

The most interesting feature was the 'invisible leash' effect

Oh I remember that one vividly. It bugged out for me on one of the first playthroughs and would not terminate even though I was let free. I spent a week running around and trying to get rid of it, while being constantly hit with debuffs and what not, while still trying to make some progress. At the time I had no idea it was actually a bug, thought that's a feature.

Edited by belegost
Posted
Just now, belegost said:

 Oh I remember that one vividly. It bugged out for me on one of the first playthroughs. I spent a week running around and trying to get rid of it, while being constantly hit with debuffs and what not. At the time I had no idea it was actually a bug, thought that's a feature.

 

The first version of the leash, from the original mod, was way too restrictive. It was interesting and challenging since the Owner pulled you, until you ended up chained to an owner with no AI in the middle of a mine, or stuck against a rock or stairs while the owner was going in the other direction.

 

The second version gave you more freedom of movement in case you had an owner with no AI, but the debuffs were not working well and stacked way too much.

 

In the end, I removed that and just had the owner follow you, but that made it too easy to lure the owner into a trap and end your enslavement.

 

So back to square one.. I need to think about a better system that would be both challenging and give some freedom of movement in case of limited AI packages for the owner.

Posted
10 hours ago, belegost said:

Oh I remember that one vividly. It bugged out for me on one of the first playthroughs and would not terminate even though I was let free. I spent a week running around and trying to get rid of it, while being constantly hit with debuffs and what not, while still trying to make some progress. At the time I had no idea it was actually a bug, thought that's a feature.

 

Thanks!  That gave me a proper laugh, especially the notion that the game may actually have been taking me, albeit unknowingly, for a ride.....  😛

 

 Maybe the mod should have been renamed then as something like 'Buggered in Skyrim' 😆

 

10 hours ago, DeepBlueFrog said:

 

The first version of the leash, from the original mod, was way too restrictive. It was interesting and challenging since the Owner pulled you, until you ended up chained to an owner with no AI in the middle of a mine, or stuck against a rock or stairs while the owner was going in the other direction.

 

The second version gave you more freedom of movement in case you had an owner with no AI, but the debuffs were not working well and stacked way too much.

 

In the end, I removed that and just had the owner follow you, but that made it too easy to lure the owner into a trap and end your enslavement.

 

So back to square one.. I need to think about a better system that would be both challenging and give some freedom of movement in case of limited AI packages for the owner.

 

I imagine that it must be a real quandry to try to pitch that balance right.  The problem of effective compulsion of the player does tend to make some of the mods that start off trying to achieve that, then merely tail off into wimpish submissive affairs, which is alright if you want to be a wimpish subbie, but not if you want to play as a unwillingly captured warrior, a thoroughly revolting slave, hellbent on kicking and screaming against the compulsive malevolence of a thoroughly nasty bandit or other enslaving rogue 😈

 

But thanks for the reply.  Appreciate seeing the thinking that went into where things are now, and getting some insight into what might be difficult when trying to move it on

 

DQW 

 

DQW

Posted
13 hours ago, DeepBlueFrog said:

 

The first version of the leash, from the original mod, was way too restrictive. It was interesting and challenging since the Owner pulled you, until you ended up chained to an owner with no AI in the middle of a mine, or stuck against a rock or stairs while the owner was going in the other direction.

 

The second version gave you more freedom of movement in case you had an owner with no AI, but the debuffs were not working well and stacked way too much.

 

In the end, I removed that and just had the owner follow you, but that made it too easy to lure the owner into a trap and end your enslavement.

 

So back to square one.. I need to think about a better system that would be both challenging and give some freedom of movement in case of limited AI packages for the owner.

I also found out the hard way that on the SE engine the pathing of the player char when controlled by packages (follow, PathToReference, walkto etc) is kinda fragile. They lose pathing quite a lot which results in the scene hanging or getting very choppy at last. 

 

One thing to try is to skip any packages and use scripts, like a continuous distance check. When it's more than x distance jank the player towards the leashholder with just enough force to move them a bit and not a giant-club impression. might need to put the player in ragdoll state for this to work so needs testing. It also needs some cooldown otherwise you'd be continuously ragdolling.

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