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Posted
2 hours ago, Hanshurtig11 said:

Thx for another nice mod Musje. Dumb question... what keyword should i use to look for the furniture in console to get IDs with help xxx.

Or is there another/better way to place some devices around but use of the console ? regrads

I don't have experience with furniture placers except the one in Home Sweet Home (and that one is very limited). For the console, if you use help zbf you will get the torture furniture IDs. Then use Jaxons Positioner to position them, since with placeatme the furniture usually comes out in weird positions.

Posted
11 hours ago, DomDate said:

There are so many great ideas added since I posted yesterday.

 

Personally I like how bare-bones this is. It shouldn't  be too difficult to hook into from another mod, which leaves many of these ideas suggested and still more possibilities open to other modders. ITF as an interactive animation mod is brilliant concept and the core principles are already perfect for my needs.

 

I'd caution against integrating too many ideas that move away from that core. I've abandoned use of some of my favorite mods in the past because they became bloated and strayed too far away from my play-style with additional integrated content.

 

You hesitated to call this a framework - however, ITF provides a feature that so many players have wished for, for a very long time. ITF scripted as minimally as possible and hook-able  by other modders is powerfully useful. As additional features become added, the player base will shrink as it moves away from the experience some of them prefer.

 

This is just my opinion, and I wanted to put it "out-there" during the earlier stages of development. However this develops, it's your mod and vision - so make it everything that you want it to be. :smile:

I intend to keep it bare bones, though I will add some of the suggested functionality.

 

It is already hookable by other mods, it was designed to allow modders to intervene in each stage of the process.  In the simplest form, modders can override the behaviour as defined in the MCM menu for each piece of furniture in their mod, and without creating a dependency on this mod.  In more complex scenarios, modders can work with custom dialogue and equipment, the next version will include a test cell with a few examples, such as the player being put in a gibbet which is lowered into water, and taken out just before you drown.

 

I already started on a short tutorial for interested modders, but I wont publish them until the od has stabilized a little (which is why I released it early :smile: )

Posted
10 hours ago, Hanshurtig11 said:

Thx for another nice mod Musje. Dumb question... what keyword should i use to look for the furniture in console to get IDs with help xxx.

Or is there another/better way to place some devices around but use of the console ? regrads

You can get it in a few ways..   

1- the best option is to open tesvedit and look under the furniture section for zazanimationpack

2- type coc zbftestzone and manually target different furniture to get both their names and base id's

3 - just use one of these.. it should give you a good list

help pillory

help gibbet

help restraint

help shackle

help crux

help cross

help machine

help stocks

help horse

help pole

help bed

help coffin

help table

help torture

help tree

help rack

help pony

 

look for anything with FURN type

most of the names are self explanatory... for example  noble bed is not what you would want from that list... but Bed of Bondage is.

This will not include everything... but it is a pretty good list of some of the toys available. The first 2 numbers should indicate the same number that zaz is in your load order... so look for the things with the same first 2 numbers (for the most part).  

 

 

Posted
6 hours ago, Musje said:

I intend to keep it bare bones, though I will add some of the suggested functionality.

 

It is already hookable by other mods, it was designed to allow modders to intervene in each stage of the process.  In the simplest form, modders can override the behaviour as defined in the MCM menu for each piece of furniture in their mod, and without creating a dependency on this mod.  In more complex scenarios, modders can work with custom dialogue and equipment, the next version will include a test cell with a few examples, such as the player being put in a gibbet which is lowered into water, and taken out just before you drown.

 

I already started on a short tutorial for interested modders, but I wont publish them until the od has stabilized a little (which is why I released it early :smile: )

Can I build a small alter to you in my basement? Nothing too fancy. It might involve some chickens and a goat.

 

I am not worthy.

Posted

All we need now is something that works like take a display model but for ZAP8 :smiley: i know that PHHSH can actually do it but still PHHSH is big mod with a lot of "stuff" while display model is just pose furniture mod.

Posted

Same as prev poster said, it would be nice if there was an option for npc's assigned to furniture to stay,indefinitely, similar to what DM2 does but with zaz furniture. Something that persists through save/load... HSH used to be able to do that via " let's get you tied up" but lately npc's just stand around after i load a game. Maybe, it's just in my game though.

Posted
On 12/26/2017 at 10:38 AM, BlackShades said:

Same as prev poster said, it would be nice if there was an option for npc's assigned to furniture to stay,indefinitely, similar to what DM2 does but with zaz furniture. Something that persists through save/load... HSH used to be able to do that via " let's get you tied up" but lately npc's just stand around after i load a game. Maybe, it's just in my game though.

HSH slaves will stay in the devices if you tie them up.  You must make sure that the area that you place the torture device is navmeshed properly...   if there is no navmesh (or if the navmesh is broken without access to standard paths), they can default off the furniture without having any means to get back to it.

Posted
9 hours ago, Lodakai said:

HSH slaves will stay in the devices if you tie them up.  You must make sure that the area that you place the torture device is navmeshed properly...   if there is no navmesh (or if the navmesh is broken without access to standard paths), they can default off the furniture without having any means to get back to it.

Yes i know.Been using HSH for years and the cells i've put the devices in is all hand navmeshed by me and double checked.Npc's have no issue walking to the devices after all so that's not the issue.  About a year ago (sorry don't remember what HSH version) the npc's stayed on the devices (after loading a game), if not immediately, after a few seconds. Now they just stand, next to the device (or over the device), but, you do have to set them free via "you've been punished enough". The issue is probably too many scripts running in my game than my pc can manage...

 

In any case what i asked/suggested for this mod, is a function more like how DM2 does it for it's own crafted devices...

Posted

So awesome!

 

Please keep developing this.

It's been a missing piece of so many scenarios for so long.

 

Just found it, just downloaded it, just trying it now.

On 20/12/2017 at 6:19 AM, Musje said:

Also I dropped the word "framework" from the name because this mod stands on its own even if other mods can hook into it. And we have enough damn frameworks :smile:

Smart move. On LL, "framework" often seems to be a signifier for "mod with vague goals that never gets the bugs ironed out because only other mod authors can use it, and they have no real reason to bother."

 

The newer Tara/Zaz/Zax stuff has been ... hard to access ... for end users, and this opens it up to the mainstream, and gives furniture functionality pride of place in a mod where it can flourish. I hope.

 

Now, just need SD+, CD, and Slaverun to pick this up and run with it the way PH has.

Posted
4 hours ago, BlackShades said:

Yes i know.Been using HSH for years and the cells i've put the devices in is all hand navmeshed by me and double checked.Npc's have no issue walking to the devices after all so that's not the issue.  About a year ago (sorry don't remember what HSH version) the npc's stayed on the devices (after loading a game), if not immediately, after a few seconds. Now they just stand, next to the device (or over the device), but, you do have to set them free via "you've been punished enough". The issue is probably too many scripts running in my game than my pc can manage...

 

In any case what i asked/suggested for this mod, is a function more like how DM2 does it for it's own crafted devices...

This might be due to the interaction between HSH and this mod. You're right about "too many scripts", the interactions between all these mods and HSH is giving me a headache :smile:

 

HSH might need a "do not torture" option for putting slaves into devices, if this mod is present. Else the BDSM mod will automatically free the slaves from the device when you leave the house,

Posted
3 hours ago, Lupine00 said:

So awesome!

 

Please keep developing this.

It's been a missing piece of so many scenarios for so long.

 

Just found it, just downloaded it, just trying it now.

Smart move. On LL, "framework" often seems to be a signifier for "mod with vague goals that never gets the bugs ironed out because only other mod authors can use it, and they have no real reason to bother."

 

Yeah :smile: I'll publish the info on how to hook into this mod only after it is more or less finished for that reason. A few bugs to fix, a few little features to add, and a whole lot of animating left to do,

Posted
11 hours ago, Musje said:

This might be due to the interaction between HSH and this mod. You're right about "too many scripts", the interactions between all these mods and HSH is giving me a headache :smile:

 

HSH might need a "do not torture" option for putting slaves into devices, if this mod is present. Else the BDSM mod will automatically free the slaves from the device when you leave the house,

Another thing that might be nice is a way to designate individual npc's outside of the HSH network as "can torture" rather than a blanket all npc's can torture toggle.  Maybe by handing them an amulet of dibella or even something from molag bal.  Or Maybe through a dialogue option that adds/removes a faction.

 

Restricting the number of NPC's allowed to interact, in general, would resolve a few of the conflicts that might pop up... while still leaving the option open for someone like me who wants to walk in on a few surprises now and then.    For now I am going to see if I can attempt something similar by having HSH handle torture.. but setting it so those set in HSH to "play" will use ITF.    Will this work?   I have NPC's toggled off in ITF... but I put allowed designated torturer from HSH toggled on.  It was a little confusing because it is a subset of the general HSH slaves toggle that I have left off.

Posted
29 minutes ago, Lodakai said:

Another thing that might be nice is a way to designate individual npc's outside of the HSH network as "can torture" rather than a blanket all npc's can torture toggle.  Maybe by handing them an amulet of dibella or even something from molag bal.  Or Maybe through a dialogue option that adds/removes a faction.

 

Restricting the number of NPC's allowed to interact, in general, would resolve a few of the conflicts that might pop up... while still leaving the option open for someone like me who wants to walk in on a few surprises now and then.    For now I am going to see if I can attempt something similar by having HSH handle torture.. but setting it so those set in HSH to "play" will use ITF.    Will this work?   I have NPC's toggled off in ITF... but I put allowed designated torturer from HSH toggled on.  It was a little confusing because it is a subset of the general HSH slaves toggle that I have left off.

The mod already allows for individual NPCs to be designated as torturer, we'll just have to figure out a nice mechanism for this in game (preferably that doesn't add dialogue to every single npc  :smile: )

 

If you turn off NPCs in general, and turn off HSH slaves but turn ON designated torturers in HSH, then any slave you have told to play as dominant with other slaves will act as torturer. By the way, none of those "sandboxing" settings affect torture done by trainers to trainees (if you have that option ticked in HSH)

 

I know, too many options ;)

 

Posted

Does POP (Current Version) not utilize Zaz/Xaz furnitures? I noticed that ITF does not pick up the pillories and crosses in Whiterun (Or is this just me?)

Posted
1 hour ago, Musje said:

The mod already allows for individual NPCs to be designated as torturer, we'll just have to figure out a nice mechanism for this in game (preferably that doesn't add dialogue to every single npc  :smile: )

 

If you turn off NPCs in general, and turn off HSH slaves but turn ON designated torturers in HSH, then any slave you have told to play as dominant with other slaves will act as torturer. By the way, none of those "sandboxing" settings affect torture done by trainers to trainees (if you have that option ticked in HSH)

 

I know, too many options ;)

 

Thanks for the tip! Actually... I like that you have so many options at this stage.  It's a new mod and it will help us see how it works in game... and with some feedback can later be simplified.  I'm sure it is a lot more work for you though. BTW the foresight to add stop all interactions option in the MCM has been a lifesaver for me =)

 

I can't stress enough how much these little details that show that you have put in some extra effort to enhance your mods is greatly appreciated.

 

Thank you so much for sharing your efforts with the rest of us.   I will throw out some Ideas I have seen from other mods that you may (or may not =p ) use to add as your mechanism.  Just a little brainstorming, hopefully it helps.

 

- A spell or power (toggled through MCM if you want to reduce spell clutter) that can add/remove faction from NPC.  Torturer faction.

- Similarly a single use scroll that can be purchased and used as above (this is demonstrated in exchange currency to make merchants into tellers.  works quite well.) One scroll to add, one to remove.  Although the drawback is you have to either add an npc to sell the scroll or make them craftable.  On the flip side... it adds the option to expand it into a reward in a quest or something similarly to how Pardo and the other slave merchants work in HSH with camp tokens.

- A dialogue option that only shows when you are wearing an item such as amulet of Dibella or maybe only when you equip an item with keywords for whips. This could allow for some randomness as some NPC's already have some items, but then you lose complete control over it.

- An item given to an npc that enables the option similar to what you did with ride sharing medallion. (although you may need a mod that allows you to trade the item to npcs that arent follower.. or reverse pickpocket them.  Bit clunky sometimes.)

 

 

 

Posted

Camera handling seems to be a feature that still seems in progress for some items, (seems to be coming from Zaz rather than ITF) and is pretty much essential for this to "just work" for lazy modders.

 

I notice that items like the gibbet-cage seem to restrict movement of the standard third-person camera to inside them, or create the effect of doing so. You end up looking at the inside of the player model, which is not very sexy. Some other items, like the X cross still have the old behavior of flipping the camera behind the player's head. OTOH, some items seem to be set up to put the camera somewhere useful. But overall, it would be great if the camera could be set (or at least overridden) when the items were placed. Is that feasible?

 

For example, is it possible to provide some means to position and link a fixed-cam position-marker in the CK for a given furniture item? (The point the camera looks from). Zaz is just not delivering in respect of cameras, and never has, not even for sex animations. (Well maybe there is an XML that can be fixed-up in each animation pack entry, I'm not sure. I remember a thread about setting up the FB anims for SLAL, and offset configurations had to be added).

 

But the concept for ITF is a turn-key solution that doesn't require that sort of digging.

 

Presumably, there is (or would be) a target offset vector that the fixed-cam looks at, which can reasonably be baked into ITF for each item - maybe with some possibility to register per ID override? Then all a user needs to do is drop an item in their room and then set up the point the camera will look from. With the look-at point already set to something sensible (around middle of expected player torso location), camera orientation would then be set procedurally by ITF. That said, the look-at mechanic might be overkill, as the camera already looks at the player, but probably you would get a lot more consistency of result by having custom positions for each furniture item. I find with sex-anims that there is often some wacky offset, that leaves the 3p camera looking at the player's feet by default, or over the top of their head. That kind of shonky behaviour, that forces the player to spend half the scene fixing up their camera manually does not sit well with me, and it would be wonderful if it could be avoided here.

 

 

In theory, ITF makes it simple for somebody to (as suggested earlier) make a mod that scatters these things, fully functional, all over skyrim, but I think it would only be a tractable task if the camera handling is largely easy, and can be trivially managed through the CK without having to set numeric offsets by hand for every object that is placed.

 

Imagine if the locations that already have gibbet-cages (and there are so many, so very many) had them replaced with ITF gibbet-cages? And them some additional furniture too? Awesome! I'd love to see that. What bandit cave, or vampire lair would be complete without a whipping post, shackles hanging from chains, or a slave pole? Surely, even the smallest village needs some functioning stocks? And every noble's basement, chains, and a horse? Up until now, it's been a rare thing to get a normal full-sized cage that worked the way it was supposed to.

 

And imagine each of those lovely furniture items having a sweet cinematic camera set up for it, so the player isn't required to fiddle about with Num-3 before they can even see themselves? Imagine being able to dismount from an an item and not find yourself still wedged half-inside it, stuck, running on the spot...

 

 

I am working on some quest-type content, and this mod is definitely a gift to me - but it would be much easier if cameras worked nicely "out of the box". I think there is already a lot of camera handling capability in Skyrim, but I'm not up to speed on how to use most of it. From what I see in most mods, not many people are.

 

 

My approach, is that whenever conceivably possible, the player should position the character, but not the camera. I don't like forced-walks, magnetic leashes, or teleports. Unless the player is locked in furniture, or stuck in a sex animation, they should be free to move wherever they want to. I have mechanics for making sense of that in an immersion context, that are quite effective, I think. However, there seems a tendency for mods to do the reverse, and the player actor gets zapped all over the place, while the camera is left to chance. It seems back-to-front to me.

 

The ITF augmented Zaz furniture, that a player can just put themselves in and it works with NPCs, is perfect for me. I was planning a basic cage, but there's so much more in ITF! The Zaz items had some basic interactivity before, but the lock-in, and NPC interactions are a big add on. Camera enhancement would be another huge win.

 

I need to be able to hook the item events so the actor can be locked in only when the story requires, and I want to control which NPC interacts with the victim and when they're finished. But it's clear from the mod description that this is built-in as a fundamental already.

 

That this mod is designed to make NPCs "do stuff" without a script having to make it happen is icing on the cake, though unclear how that works when you want to enable or disable it programatically. Would be fantastic if they can be told to play their sequence a determined number of times, then idle and call a hook, so anims aren't chopped or truncated, and the dependent mod doesn't have to know specific details of the animation.

 

Of course this is dependent a bit on there being anims beyond kiss and slap, but these sort of animations have been needed for so long, and I'm really happy to have some hope they'll appear. I am wishing that we'll also see some non-furniture whipping reaction animations, which have been absent from the modding toolkit, and are so desperately needed. Every time I see an actor frozen in place taking a beating, I wish wish somebody would just make a set of "staggers" for standing that can be randomized from, and a matching set for kneeling. Maybe even something for prone. Not saying that Musje should worry about that, just saying. Animation is such a huge part of the experience, for any mod of quest, and so much of why people go out and buy AC or FF.

 

What if I wanted to stop an NPC from doing stuff, or override their default acting-on-furniture-victim animation with another one? For example, there are animations in the Funnybizness range that could be repurposed for furniture, or that are already made for it.

 

 

The triangular beam horse (with suspended yoke) has had a couple of issues since forever. It puts the UUNP model too high up (not sure about CBBE), so it's floating slightly over the beam and nord-female shoulders clip through the yoke, and then on dismount, drops the player in the middle of the object, so they're stuck and have to jump and run and jump to get out. If it could get a proper dismount anim that puts the player back in front of it, it would make an item that is visually fantastic, and a BDSM staple, much more player friendly. I know it's always been sort of broken, and maybe it strictly shouldn't have to be fixed in ITF, but I'm dubious it (and various other items) will ever get a fix any other way. Though maybe it's something anybody could do if they tried. Am I the only one bothered by it?

 

 

Anyway, I'm sure I haven't touched on anything that wasn't already thought of, but if the way to do these kinds of things could be documented, it would be super-handy.

 

Note - referred to the mod as ITF, but that's probably wrong. Clearly, was ITF, but the F has been dropped. Will the download and internal messages be updated simply to "Interactive Torture"? Sounds a bit fierce. Maybe the F could be repurposed to stand for furniture?

Posted
7 hours ago, Lupine00 said:

Camera handling seems to be a feature that still seems in progress for some items, (seems to be coming from Zaz rather than ITF) and is pretty much essential for this to "just work" for lazy modders.

 

It's an issue with ZAP; ITF doesn't do anything with the camera. I'll see if I can figure out the issue with Tara.

 

I need to be able to hook the item events so the actor can be locked in only when the story requires, and I want to control which NPC interacts with the victim and when they're finished. But it's clear from the mod description that this is built-in as a fundamental already.



 

That this mod is designed to make NPCs "do stuff" without a script having to make it happen is icing on the cake, though unclear how that works when you want to enable or disable it programatically. Would be fantastic if they can be told to play their sequence a determined number of times, then idle and call a hook, so anims aren't chopped or truncated, and the dependent mod doesn't have to know specific details of the animation.

 

This is already possible, especially if you have your own locations built for that story. You would simply attach a small script to each torture furniture and set the right parameters in that script. One of those parameters disables automatic torture. Another disables the player from being the victim. Essentially you can override every setting in the MCM menu for each furniture.

 

Then, you call a function: give me a torture session with this victim, this torturer, this furniture and this action (kiss, whip, slap etc). In this case you can even supply your own activator with its own animation. You will be notified when the session starts and stops, after which you can inject some dialogue and/or repeat the session.

 

Of course this is dependent a bit on there being anims beyond kiss and slap, but these sort of animations have been needed for so long, and I'm really happy to have some hope they'll appear. I am wishing that we'll also see some non-furniture whipping reaction animations, which have been absent from the modding toolkit, and are so desperately needed. Every time I see an actor frozen in place taking a beating, I wish wish somebody would just make a set of "staggers" for standing that can be randomized from, and a matching set for kneeling. Maybe even something for prone. Not saying that Musje should worry about that, just saying. Animation is such a huge part of the experience, for any mod of quest, and so much of why people go out and buy AC or FF.

 

I agree but it's a lot of work. We'd need appropriate animations for each combination of action and furniture: unlike the torturer animations that work on multiple variations of furniture. Unless we can figure out how to use offset anims for this. I want to experiment with this a bit but haven't gotten around to it.

 

What if I wanted to stop an NPC from doing stuff, or override their default acting-on-furniture-victim animation with another one? For example, there are animations in the Funnybizness range that could be repurposed for furniture, or that are already made for it.

 

Something to think about. It would be easy enough to use other animations, but the hard part is to specify which and figure out which would be appropriate. And the animations have to work with the ITFs positioning of the torturer as well.

 

The triangular beam horse (with suspended yoke) has had a couple of issues since forever. It puts the UUNP model too high up (not sure about CBBE), so it's floating slightly over the beam and nord-female shoulders clip through the yoke, and then on dismount, drops the player in the middle of the object, so they're stuck and have to jump and run and jump to get out. If it could get a proper dismount anim that puts the player back in front of it, it would make an item that is visually fantastic, and a BDSM staple, much more player friendly. I know it's always been sort of broken, and maybe it strictly shouldn't have to be fixed in ITF, but I'm dubious it (and various other items) will ever get a fix any other way. Though maybe it's something anybody could do if they tried. Am I the only one bothered by it?

 

This sort of problems shouldn't really be fixed by ITF. What ITF does attempt to fix is misalignment of actors: at the beginning of a session, the victim's position is reset to the furniture's origin. Note that this only works for certain furnitures, because there are a handful that do not have the actor at the 0,0,0 position. ITF could apply an offset in these cases... it already has an entry for each furniture with the torturer's offset in it. A victim offset could be added as well. But it won't fix sizing issues.

 

Note - referred to the mod as ITF, but that's probably wrong. Clearly,

was ITF, but the F has been dropped. Will the download and internal messages be updated simply to "Interactive Torture"? Sounds a bit fierce. Maybe the F could be repurposed to stand for furniture?

 

Going with Interactive BDSM for now :smile: so IBDSM?

Posted

I won't requote, just want to clarify, I understand that the various "issues" I was talking about aren't IBDSM created problems, but by making those Zap items accessible, it shows up where the problems lie.

 

Because Zap doesn't have cameras set up for certain items, those items present a quandry for the modder: put in an item that looks great if you get the camera in the right place, but which just seems broken/bugged if you don't ... or leave that item out and avoid the possibility that people will blame the shoddiness on the mod-maker.

 

The same applies to objects that eject the player into their collision box on dismount. Some modders chose to ignore the issue and hope the player will to, but presumably others choose not to use them.

 

 

Of course, IBDSM will be all-the-better for setting a well-defined scope.

 

But, if it turns out that fixing a certain class of Zap problems is easy and appropriate, I hope it will take on that task, but if it's hard, or inappropriate, of course it makes sense to leave that stuff out.

 

 

I mentioned enabling/disabling the NPC's auto interaction, because I have a particular use case in mind:

 

In my scenario, there is a scene (one of several such) where the player-victim is in a room with multiple NPCs and multiple furniture items.

Before that scene, I don't want the player using any of the furniture, and it should be non-interactive. (Use does nothing).

 

When the scene begins, I want a specific NPC to do the torturing, and to be sure it's only that NPC, and not some other, or else my dialogue would be all wrong.

And I want to trigger the torturing, and the attendant dialogue, when the PC activates one specific furniture. Other furnitures should be disabled at this time.

If the player doesn't activate the furniture within a (fairly generous) time-limit, the scene takes another direction.

 

After that scene, it's fine to open the device use up fully, for any situation that IBDSM would support, up until the next scene.

 

When a new scene triggers, it's exactly the same situation as in the first, and then afterwards the devices are open for use again.

 

And on on.

 

It's such an obvious use pattern, that I'm sure it's already been worked out exactly how to do it.

I hope :smile:

 

 

Now, I can do what I originally planned with a vanilla Zap object and some script, but it's all manual: catch use, lock player controls, put player in object, start animations (where available), spam text, unlock player controls, spam more text, and so on. I can even do the camera stuff I want (if I can find out how, haven't got around to that yet).

 

But I generally don't have the animations, and IBDSM hopes to have them...

And I don't have any support for the random use scenario, where player gets locked in, and I add some flavour text.

 

So, the existence of any appropriate animations would definitely be super-awesome.

 

 

Before IBDSM came along, I was just going to use the magic "cuffs on chains that go to the ceiling", and basically run a standard punishment sequence as done in SD+ or Slaverun.

 

While I was thinking about that, I was drawn back to an issue I think I can fix with normal whipping scenes, that have no furniture. This is the most common torture of all in most slavery mods. Furniture is a bit of a novelty. In SD+ you only see furniture if it happens to be in an animation to begin with, and it pops out of nowhere. There's one with a gibbet cage for example.

 

IBDSM offers a different paradigm, where the mechanics revolve around the interactive object, a whipping post, or suspended restraints (for example). If IBDSM can basically do most of the heavy lifting, almost anyone can get that stuff into a mod in no-time. Opening that up to people who are more creative (and might not want to learn a load of APIs) might lead to an explosion of great new mods.

Posted
4 hours ago, Lupine00 said:

I won't requote, just want to clarify, I understand that the various "issues" I was talking about aren't IBDSM created problems, but by making those Zap items accessible, it shows up where the problems lie.

 

Because Zap doesn't have cameras set up for certain items, those items present a quandry for the modder: put in an item that looks great if you get the camera in the right place, but which just seems broken/bugged if you don't ... or leave that item out and avoid the possibility that people will blame the shoddiness on the mod-maker.

 

The same applies to objects that eject the player into their collision box on dismount. Some modders chose to ignore the issue and hope the player will to, but presumably others choose not to use them.

 

 

Of course, IBDSM will be all-the-better for setting a well-defined scope.

 

But, if it turns out that fixing a certain class of Zap problems is easy and appropriate, I hope it will take on that task, but if it's hard, or inappropriate, of course it makes sense to leave that stuff out.

 

 

I mentioned enabling/disabling the NPC's auto interaction, because I have a particular use case in mind:

 

In my scenario, there is a scene (one of several such) where the player-victim is in a room with multiple NPCs and multiple furniture items.

Before that scene, I don't want the player using any of the furniture, and it should be non-interactive. (Use does nothing).

 

When the scene begins, I want a specific NPC to do the torturing, and to be sure it's only that NPC, and not some other, or else my dialogue would be all wrong.

And I want to trigger the torturing, and the attendant dialogue, when the PC activates one specific furniture. Other furnitures should be disabled at this time.

If the player doesn't activate the furniture within a (fairly generous) time-limit, the scene takes another direction.

 

After that scene, it's fine to open the device use up fully, for any situation that IBDSM would support, up until the next scene.

 

When a new scene triggers, it's exactly the same situation as in the first, and then afterwards the devices are open for use again.

 

And on on.

 

It's such an obvious use pattern, that I'm sure it's already been worked out exactly how to do it.

I hope :smile:

 

 

Now, I can do what I originally planned with a vanilla Zap object and some script, but it's all manual: catch use, lock player controls, put player in object, start animations (where available), spam text, unlock player controls, spam more text, and so on. I can even do the camera stuff I want (if I can find out how, haven't got around to that yet).

 

But I generally don't have the animations, and IBDSM hopes to have them...

And I don't have any support for the random use scenario, where player gets locked in, and I add some flavour text.

 

So, the existence of any appropriate animations would definitely be super-awesome.

 

 

Before IBDSM came along, I was just going to use the magic "cuffs on chains that go to the ceiling", and basically run a standard punishment sequence as done in SD+ or Slaverun.

 

While I was thinking about that, I was drawn back to an issue I think I can fix with normal whipping scenes, that have no furniture. This is the most common torture of all in most slavery mods. Furniture is a bit of a novelty. In SD+ you only see furniture if it happens to be in an animation to begin with, and it pops out of nowhere. There's one with a gibbet cage for example.

 

IBDSM offers a different paradigm, where the mechanics revolve around the interactive object, a whipping post, or suspended restraints (for example). If IBDSM can basically do most of the heavy lifting, almost anyone can get that stuff into a mod in no-time. Opening that up to people who are more creative (and might not want to learn a load of APIs) might lead to an explosion of great new mods.

Any chance you would be willing to work with/include furniture from https://www.loverslab.com/files/file/1255-ill-take-the-display-model/

Posted

Wanted to give it a try. 

However the massive disadvantage of Zaz Animation Pack 8.0 has too many animations (3x more). Even with the FNIS XXL version, cant get it to work. So i was wondering, if there ever will be a backwards-compatible version of this. For Animation pack 7.0 maybe?

Posted

Was messing about in the slave run dungeon as it has quite a lot of furniture in there and trolls are being counted as valid npc's for the sandboxing, had two run off to play with two slaves on x-crosses

 

 

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