Monoman1 Posted July 20, 2020 Author Posted July 20, 2020 16 minutes ago, deadlydawn said: Superficially it appears to work from a new game (left my character idling mouth open for 10 minutes, previously it closed after ~5 seconds), Yea seemed to work for me too. Now I just need to track down whatever other mod is messing it up in my load order.
Bane Master Posted July 20, 2020 Posted July 20, 2020 7 hours ago, Lupine00 said: I don't like an excess of certainty, which is a different thing. “We demand rigidly defined areas of doubt and uncertainty!” ? God I'm old..... *sigh* 3
Xiaron Posted July 20, 2020 Posted July 20, 2020 1 hour ago, Monoman1 said: Ok so I now think this is harmless (if a bit annoying). Basically when you pay the toll it tries to flag you as having paid the toll in that specific city so that you're not harassed on returning. But with toll evasion off - city tracking is turned off but paying the toll still tries to flag you as having paid to toll dodging but fails because your location is not known. Ah! Yeah, harmless but annoying has been my experience but it's good to know what's causing it. I turned it off because I don't really have any way to exit the city to evade the toll, but I'm thinking I'll turn it back on just to avoid the pop up, so thanks for tracking that down.
Joe_Oni Posted July 20, 2020 Posted July 20, 2020 Just rebuilt my game and was checking if my mod list was work correctly. Been hacking away at my enb but came across a few things. First off, The guard comments are gold. Heard a female guard in windhelm that was really cool. I don't know if it was recorded that way of because the guard was walking away. Her second comment sounded like she said it under her breath. ? But...... I noticed my shortcut for the open mouth had stopped working and discovered the menu wheel. A lot cool options to try out, except.... 1. I use a smp version of Halo's tongue, 2 favorite tongue hot keyed. keypress - open month - keypress - smp tongue. quick and almost seemless. At least it was.... (whiny voice asking for a open mouth dedicated hotkey) 2. * might not be related since I'm testing a bunch of new mods...but I noticed my pc had a dragur debuff in effect even though my pc was at 0.0 inflation, hmm, so I reset the actor and thought that's weird. I think I briefly saw something on the menu wheel that might related, but I haven't check it out. anyway, great work
repent-harlequin Posted July 20, 2020 Posted July 20, 2020 I tried updating the tongue in nifskope, I moved the Z up but it didn't appear to have any impact in game. Is there another step after setting the z. applying the transfrom (I see it move in nifskope), and then saving the file?
audhol Posted July 21, 2020 Posted July 21, 2020 7 hours ago, deadlydawn said: I tried updating the tongue in nifskope, I moved the Z up but it didn't appear to have any impact in game. Is there another step after setting the z. applying the transfrom (I see it move in nifskope), and then saving the file? I think its far easier to do in outfit studio, you can import the head nif as reference at the same time as the tongue move the tongue to where you want then delete the head before overwriting.
Monoman1 Posted July 21, 2020 Author Posted July 21, 2020 13 hours ago, Joe_Oni said: whiny voice asking for a open mouth dedicated hotkey Since you asked nicely I might add it back in. But it will be unbound by default. I'm also (most likely) going to add a 'Last action' button to the main menu of the wheel so you can do whatever you did last time and (maybe) a favorite button as well that you can define in the mcm. 13 hours ago, Joe_Oni said: I use a smp version of Halo's tongue Link please? Do they move around? :S If so, are they... 'spazzy'? Floppy tongues might be nice for ahegao face.
Monoman1 Posted July 21, 2020 Author Posted July 21, 2020 12 hours ago, deadlydawn said: I tried updating the tongue in nifskope, I moved the Z up but it didn't appear to have any impact in game. Is there another step after setting the z. applying the transfrom (I see it move in nifskope), and then saving the file? Are you using the meshes from SLS or some other? I had the same trouble with the original meshes in the forum post here. But transforming worked for me with the download from halos website. Might be easier in the long run to use outfit studio like audhol suggested.
repent-harlequin Posted July 21, 2020 Posted July 21, 2020 Okay, I'm flummoxed. I downloaded the original tongues mod from halos website, let it overwrite the survival tongues, disabled its esp, and now the survival tongue option is working perfectly. I ran it through CAO since I'm on SE, and things seem to be working happily.
Monoman1 Posted July 21, 2020 Author Posted July 21, 2020 13 minutes ago, deadlydawn said: Okay, I'm flummoxed. I downloaded the original tongues mod from halos website, let it overwrite the survival tongues, disabled its esp, and now the survival tongue option is working perfectly. I ran it through CAO since I'm on SE, and things seem to be working happily. Ha. Well like I said I had to adjust the tongues down for SLS as I think Halos tongues were designed for closed mouth. Guess the height just suited you.
Monoman1 Posted July 21, 2020 Author Posted July 21, 2020 I've added 'Devious drowning' effect to the next version of SLS. Swimming for anything other than a very short period of time (maybe 1 or 2 seconds depending on your stamina & health) while wearing heavy bondage is absolutely deadly now. Besides being 'immersive' it's mostly to encourage you to use roads and go through towns and thus suffer the harassment from guards/enforcers/npcs/creatures etc instead of.... magically swimming around them with your arms tied up. Obviously it's not going to suit every situation so it'll be toggleable. 2
repent-harlequin Posted July 21, 2020 Posted July 21, 2020 All this work has inspired me to try my hand at making a mod. I have some ideas, but want something to cut my teeth on something first. I had a simple idea for an addition where when in the kennel your follower won't stay and instead "head to the inn". Of course with devious followers this means the inn's fee will be added to your tab. I'd like the follower to enter first to get in a little taunting over your situation. I assume the easiest way to accomplish this would be to have the follower walk to the kennel exit and then disable the follower. Is it safe to just disable the follower like this, or is there a better way to simulate them being gone?
Monoman1 Posted July 21, 2020 Author Posted July 21, 2020 10 minutes ago, deadlydawn said: All this work has inspired me to try my hand at making a mod. I have some ideas, but want something to cut my teeth on something first. I had a simple idea for an addition where when in the kennel your follower won't stay and instead "head to the inn". Of course with devious followers this means the inn's fee will be added to your tab. I'd like the follower to enter first to get in a little taunting over your situation. I assume the easiest way to accomplish this would be to have the follower walk to the kennel exit and then disable the follower. Is it safe to just disable the follower like this, or is there a better way to simulate them being gone? I think this should already happen. Sort of. When you enter your follower says "Yea, i'm not staying here" and 'leaves to the inn'. After which they get their lives back but chances are you didn't get the 6 hours sleep you need (while getting fucked) to get your willpower back. But there's no taunting or anything from them.
repent-harlequin Posted July 21, 2020 Posted July 21, 2020 52 minutes ago, Monoman1 said: I think this should already happen. Sort of. When you enter your follower says "Yea, i'm not staying here" and 'leaves to the inn'. After which they get their lives back but chances are you didn't get the 6 hours sleep you need (while getting fucked) to get your willpower back. But there's no taunting or anything from them. Is there a way to force trigger the guard sending the character to the kennel (maybe from the console?)
Monoman1 Posted July 21, 2020 Author Posted July 21, 2020 4 minutes ago, deadlydawn said: Is there a way to force trigger the guard sending the character to the kennel (maybe from the console?) Not from console but there's a modevent you can call I believe. Probably in the API script.
Joe_Oni Posted July 21, 2020 Posted July 21, 2020 https://www.flickr.com/photos/184293545@N03/50136908663/in/photostream/ they need a bit of adjusting but I haven't seen them spaz. They come with two versions open mouth and not, but the mouth doesn't stay open all the time clonereal/realclone smp edit https://www.patreon.com/posts/34999278 *the original mod by fafcf09, scripts by Athstai, port by mortenhoward and a retexture by xuniana (both on this site) 1
JayJay7777 Posted July 21, 2020 Posted July 21, 2020 On 7/19/2020 at 10:15 PM, Monoman1 said: You need to check that this isn't something that's been baked into your save by bad load order. Do you use LOOT? Load SLS after simply knock at least. Start a new game and check again. If it works then the issue is baked into your game and you'll have to new game/clean save. It seems that it was 'baked' into the save like you said. It's working properly now, Thank you!
Monoman1 Posted July 21, 2020 Author Posted July 21, 2020 2 hours ago, Joe_Oni said: https://www.patreon.com/posts/34999278 Thanks Looks.... interesting. I'd say adjusting SMP meshes is probably going to be problematic. Also, patreon.... doubt I'll be including those in SLS.
Lupine00 Posted July 22, 2020 Posted July 22, 2020 17 hours ago, Monoman1 said: Obviously it's not going to suit every situation so it'll be toggleable. Presumably, you'll be dead quite a few of the times you think it should have been toggled off. How does it interact with defeat mods that use a perma-essential player? I like the immersive logic of this, but it's one of those Skyrim things where you think, "this is probably going to cause a lot of trouble." Would you also extend this to characters who lack limbs? What limbs would need to be missing? A sliding scale of the limit to swimming time? It will seem particularly awkward if there's any temptation to use it to cross a river where sometimes you get a little bit of swim-time, but mostly you are wading, and if that swim time is just a bit too much you die. Or you get out of the water, and script lag kills you several seconds later. Now I think about it, this mechanic sounds like the implementation would be changing the wrong thing. It shouldn't be changing the existing drowning mechanic, it should be changing the swimming mechanic. As Skyrim already has a drowning mechanic, that is how you should die. Characters who are in heavy bondage (or heavy chains) should simply sink like a rock, limiting their access to air, but not causing death in two seconds of swimming. If you can hold your breath long enough to cross the river, then you're fine, but you probably can't cross Solitude bay that way. There are devices that might impact your ability to hold your breath. A ring gag for example, or possibly a corset, but not wearing a yoke. 2
Lupine00 Posted July 22, 2020 Posted July 22, 2020 17 hours ago, Monoman1 said: Of course with devious followers this means the inn's fee will be added to your tab. That would be great. I just wish there were more kennel-like locations.
Monoman1 Posted July 22, 2020 Author Posted July 22, 2020 1 hour ago, Lupine00 said: Now I think about it, this mechanic sounds like the implementation would be changing the wrong thing. While I'd kind of agree. How do you make the player sink? Without taking control away too. Seems impossible to my knowledge. Scenario: You're in just waist high water and your arms are tied. If you were to lose your footing in these circumstances you'd find it very difficult to regain control I feel. This is really the only thing I'm trying to emulate here. You can't really swim with your arms tied so really you've lost control. Rapid loss of stamina and then health is the only way I can think of to represent this loss of control. 1 hour ago, Lupine00 said: How does it interact with defeat mods that use a perma-essential player? Yea that might be a problem. Hopefully defeat will just proc as normal. Eg you washed up on shore unconscious, were captured and sent to auction. I'll have to test if the 'stop swimming' triggers will capture that - (frostfalls stop swimming event which is slow and animation events LeftFoot/RightFoot which were very fast in my testing, depending on script lag as you say). But what will happen I think is people just won't take the risk and just take a more sensible path. Or just toggle it off of course.
Monoman1 Posted July 22, 2020 Author Posted July 22, 2020 A brain fart I've had. Once the player becomes addicted to cum (probably from 'cum dump' and up) she starts to see cocks everywhere -> swap out your normal mushroom models for aradia mushrooms found here: https://www.loverslab.com/topic/8441-blender-lingerie-armor/?do=findComment&comment=2008109 I've already got a working concept so I just need permission to include the meshes (because they need to be modified). 4
audhol Posted July 22, 2020 Posted July 22, 2020 37 minutes ago, Monoman1 said: A brain fart I've had. Once the player becomes addicted to cum (probably from 'cum dump' and up) she starts to see cocks everywhere 1
Lupine00 Posted July 22, 2020 Posted July 22, 2020 1 hour ago, Monoman1 said: Seems impossible to my knowledge. You can apply a physics force to you fall. If you apply a modest force (downwards only) it should work reasonably well, emulating a sink rather than a plummet, and won't result in nasty things like pushing you through the world.
Lupine00 Posted July 22, 2020 Posted July 22, 2020 1 hour ago, Monoman1 said: I've already got a working concept so I just need permission to include the meshes (because they need to be modified). That's funny, but what about people who already installed those mushrooms? I was also thinking of adding these as new plants rather than replacers. They would be ingredients for DF related things. Admittedly, I may never bother.
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