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Posted
47 minutes ago, Monoman1 said:

Yep it is very severe. But I still like it. I think it could do with a little tweaking though. We were talking about it here before and I think I'll probably go with a dynamic threshold.

Starting orgasm tolerance is low ~ 2/3 a day say

 

Then going over the threshold for the day (having more orgasms than you'd be accustomed to) would increase the orgasm threshold slightly. Allowing you to have more. 

Having less orgasms than the threshold might decrease your orgasm threshold making you more sensitive.

 

This way sluts can sort of gain experience and tolerate more orgasms. 

And prudish characters can be broken if captured and raped repeatedly to orgasm. 

 

 

I'd been using steepfall for quite a bit and it can get pretty silly, that push console command did do wonders for situations when the animations got stuck, like when you fall right as you're pulling your weapons, as well as for other mods that had similar animation getting stuck behavior. I did actually finally turned it off because I was going up hill too fast and then got launched over said hill and fell out the other side of the mountain, Steepfall may be a little too trigger happy. But I actually prefer noticeable effects from mods anyway, but it could use a bit of tuning.

 

The orgasm fatigue stuff has some pretty good interactions with mods that have estrus effects, like estrus dwemer and enchanted chests, since those things like to pile on orgasm's when you're in the middle of a dungeon. Definitely encouraging you to setup a camp halfway through a dwemer ruin. I'd actually been looking for some mod that can actually do ambushes correctly when sleeping on dungeons for that reason, sexlab adventures came close but that's only a scripted sex attack and not a combat encounter, I think a genesis related mod kind of did ambushes on sleep and wait, but it turned out to be far too script intensive and thus buggy.

Posted (edited)
1 hour ago, ttpt said:

I'd been using steepfall for quite a bit and it can get pretty silly, that push console command did do wonders for situations when the animations got stuck, like when you fall right as you're pulling your weapons, as well as for other mods that had similar animation getting stuck behavior. I did actually finally turned it off because I was going up hill too fast and then got launched over said hill and fell out the other side of the mountain, Steepfall may be a little too trigger happy. But I actually prefer noticeable effects from mods anyway, but it could use a bit of tuning.

Final product will be somewhat configurable in that you can change the height difference required for it to trigger. Still won't be perfect though. Those moments where the animation system borks up will still happen and delays in updates (due to other scripts running) mean you can be further from your position than would be normal which in turn means the height difference might be greater than would be normal thus creating a trigger.

 

I suppose mathematically there's a way to account for that using some trigonometry. Slope and all that. I'd have to go back and read a text book again to refigure it all out. The idea though was to keep it quick and simple as it's code that runs often. 

 

1 hour ago, ttpt said:

The orgasm fatigue stuff has some pretty good interactions with mods that have estrus effects, like estrus dwemer and enchanted chests, since those things like to pile on orgasm's when you're in the middle of a dungeon. Definitely encouraging you to setup a camp halfway through a dwemer ruin. I'd actually been looking for some mod that can actually do ambushes correctly when sleeping on dungeons for that reason, sexlab adventures came close but that's only a scripted sex attack and not a combat encounter, I think a genesis related mod kind of did ambushes on sleep and wait, but it turned out to be far too script intensive and thus buggy.

Don't think I've ever found an ambush mod to my total satisfaction. 

Edited by Monoman1
Posted

Random idea for feature: Risk when visiting the kennel overnight that all the restraints which were added will not be removed by the kennel keeper (probability set in MCM). Currently only the 'extra' added restraints stay on, but what if you might get unlucky and had to keep all of them because the kennel keeper misplaced the keys?

 

No idea how easy this would be to implement.

Posted
19 hours ago, Monoman1 said:

Anyone in _SLS_AmpPriests list

So:

Danica

Maramal

Lortheim

Anwen

Verulus

Freir

Jora

 

Thank you! I was testing on Heimskr.

Posted (edited)

There is Will be More Licenses Option In The Future? 

Maybe I Can Suggest?

 

Hunting Licenses 
Allowance to Hunt. Guard/Enforcer Will Inspect Player Inventory for Any Unharmful/ Non Predator Animal Hide/Pelts.

Like Horse, Deer, Antler, Goat, Cow. Consider She Hunt Them.

 

Underwear Licenses
Differences to Bikini, Female Should Wearing Underwear (Slot 49 Panty and 56 Bra).

It Can Works Like "Bikini Curse".

Impossible to guard Inspect I What She Worn. So Let's Magic Underwear Curse Take Care The Rest. (Like Curse Tattoo).

 

Crafting/Tempering Licenses
Not Allowed To Using Blacksmith Item Like Smelter/Grinding Stone/Training Rack.

Because It's Not Woman Job. Also Not Allowed to Carry Any Leather, Ore or Ingot. 

 

Alchemy Licensees
Allowanced to Using Alchemy, or Carry Any Poison. or Costume Poison, or maybe Fortified Potion.

Because It's For Fighting. (Maybe Only Defensive Potion Allowed).

 

Enchanting Licenses
Allowanced to Using Enchanting Table, or Carry Any Enchanting Item, Including Soul Gem.

 

Lockpick Licenses
Not Allowed Carry Lockpick (Can Be Consider She is a Thief). Can Get punish if She Carry it.


Marriage Licenses
As an Adult Woman, Should Have a Man Who Can Take Care of Her Life.
It Can Lead to Any Marriage Mods Like Spouse Enchant or Pet Project.

Edited by Black714
Posted

Does anyone know where in the MCM the option for casting spells causing arousal is so i can turn it off? I've been looking for like 20 minutes and i'm pretty sure this was the mod that does it. Thanks.

Posted
24 minutes ago, Tangerin_ said:

Does anyone know where in the MCM the option for casting spells causing arousal is so i can turn it off? I've been looking for like 20 minutes and i'm pretty sure this was the mod that does it. Thanks.

Nope. Adventures i think. 

Posted
On 7/23/2021 at 1:42 PM, Black714 said:

There is Will be More Licenses Option In The Future? 

Maybe I Can Suggest?

I think if I get the currently unused licences implemented I'll be doing pretty well. 

Posted (edited)

Is there any chance you could add a third option for the toll mechanics where there is a minimum/starting toll instead of fixed or linear per level? For example, tolls start out at 200 and increase by 50 with every level or something like that.

 

Also is there any way you could have the toll collectors only search you whenever you are actually leaving or entering the city? Maybe whenever you enter the city and whenever you try to pay the toll? Enforcers/guard enforcers seem to work fine, and toll collectors seem to take forever to search my inventory.

Edited by blankusernn
Posted
19 hours ago, blankusernn said:

Is there any chance you could add a third option for the toll mechanics where there is a minimum/starting toll instead of fixed or linear per level? For example, tolls start out at 200 and increase by 50 with every level or something like that.

15 pages of options and still not enough options... :P

I don't know. I think that script is getting kind of spaghetti like. I'd have to look at it. 

19 hours ago, blankusernn said:

Also is there any way you could have the toll collectors only search you whenever you are actually leaving or entering the city?

That should be more or less how it works already...?

Posted (edited)
1 hour ago, Monoman1 said:

That should be more or less how it works already...?

Really? They always seem to forcegreet me when I'm just walking by, which can be a problem in places where the exits are near other stuff or along pathways.

Edited by blankusernn
Posted (edited)
27 minutes ago, blankusernn said:

Really? They always seem to forcegreet me when I'm just walking by, which can be a problem in places where the exits are near other stuff or along pathways.

 

There isn't any way for it to actually KNOW ? if you are leaving or entering, so it is probably triggered by proximity to a marker (I'd guess the toll box)

 

So ya, just walking by would do it. ?

Edited by Corsayr
Posted (edited)
1 hour ago, blankusernn said:

Really? They always seem to forcegreet me when I'm just walking by, which can be a problem in places where the exits are near other stuff or along pathways.

I find There's not too many places where its a problem. The side gate in riften might be the most problematic due to the close proximity of the forge and the much shorter distance to the door. But Its usually pretty avoidable if you're simple aware of it. Basically there are invisible boxes by the gates. Walk into them, fires a FG. I've tried to balance the size of them between annoyingness and the necessity to stop you for inspection. 

 

I can't really start modifying cities as I'm sure sure users would have my head for interfering with their favourite city overhaul. 

Edited by Monoman1
Posted
4 hours ago, Monoman1 said:

5 pages of options and still not enough options... :P

I don't know. I think that script is getting kind of spaghetti like. I'd have to look at it. 

Lupine00 did some cool stuff with devious followers.  Non-linear scaling is the way to go.  Even if you add the base price + per level scaling you won't fix the problem that guy is having. 

 

DF lets you set it up so that as you level the price scales faster and faster so that failure is inevitable despite the quickly increasing gold income at higher levels in Skyrim.  A linear model basically always produces instant failure or perpetual success.  

 

 

Posted (edited)
22 minutes ago, Darkwing241 said:

Lupine00 did some cool stuff with devious followers.  Non-linear scaling is the way to go.  Even if you add the base price + per level scaling you won't fix the problem that guy is having. 

 

DF lets you set it up so that as you level the price scales faster and faster so that failure is inevitable despite the quickly increasing gold income at higher levels in Skyrim.  A linear model basically always produces instant failure or perpetual success.  

 

 

Well its not really intended that you fail from tolls alone. Its meant to 'raise the floor' slightly. 

 

SLS is intended to be very difficult but its not intended that failure is inevitable. If you perform well in combat, make good decisions (both in combat and out of combat) and have a good bit of luck you should be able to SLS. 

Edited by Monoman1
Posted

This may be a bit of a weird request, but would you consider making the weapon and armour licenses toggleable in the MCM like all the others? I'd like to play with the curfew and property licenses, but they need licenses in general to be enabled, and not every playthrough works well with weapon and armour licenses with the other mods I have installed. (On some profiles I use mods like CACO that mean I end up with a lot of items in my inventory, which in turn means that the inventory checks with licenses at toll gates start to take a looooong time pretty early on in a playthrough. Other times I'd like to play as a mage in a Skyrim where magic specifically is regulated, but weapons and armour aren't necessarily treated that way.) I also get interrupted by guards/enforcers when I have a quest item that's a weapon or armour, and they'll say they're confiscating things even though they actually don't take the quest item away, and the only way to make them stop force-greeting me is to finish the quest.

Posted
5 hours ago, valeforgery said:

This may be a bit of a weird request,

Not really. It's on my extremely long to-do list. Along with optimizing the inventory scan. For now you can:

1. Set perpetual licence costs to zero for weapon/armor or

2. Use the debug menu to issue a perpetual licence.

 

Number of items in your inventory is still going to be the biggest determination of how long scans take. Even when eventually I get around to optimizing it.

Posted
3 minutes ago, Monoman1 said:

Not really. It's on my extremely long to-do list. Along with optimizing the inventory scan. For now you can:

1. Set perpetual licence costs to zero for weapon/armor or

2. Use the debug menu to issue a perpetual licence.

 

Number of items in your inventory is still going to be the biggest determination of how long scans take. Even when eventually I get around to optimizing it.

Totally understandable - I'll use the workarounds for now. Thanks!

Posted (edited)

@Monoman1

Hello!

I saw this was posted recently: 

 

I know lots of people here including myself have issues with expressions conflicting and being all over the place (or resetting to default)! Do you think this could help? I would love to have Survival overwrite all the other expressions! Of course I don't have the know-how to mess with scripts and all that really... If you've already seen it, or have too much on your plate, pay me no mind!

Edited by candibelle
Posted
12 hours ago, candibelle said:

I saw this was posted recently: 

Yea I saw it. Might take a look at it when I get a chance. 

Posted

Is there a setting to permanently disable the player headtracking/Look At element without having to turn off broader features to do so? I've been using the debug menu to switch back to normal when it gets too much, but I'd appreciate being able to toggle whether it'll happen at all.

Posted
18 hours ago, valeforgery said:

Is there a setting to permanently disable the player headtracking/Look At element without having to turn off broader features to do so? I've been using the debug menu to switch back to normal when it gets too much, but I'd appreciate being able to toggle whether it'll happen at all.

Modifying the IsNpc variable is a part of the daydreaming effect I think. So you'd have to turn that off. 

Personally I only seem to ever have it mess up once per playthrough why ever that is.

Posted
Quote

I know lots of people here including myself have issues with expressions conflicting and being all over the place (or resetting to default)! Do you think this could help? I would love to have Survival overwrite all the other expressions! Of course I don't have the know-how to mess with scripts and all that really... If you've already seen it, or have too much on your plate, pay me no mind!

It does work for expressions set with MfgConsole, since it overwrites native method calls. I did not test it with native expressions, for now it seems that they mix in together, but further testing is welcome.
It is possible to further extend this, for example add support for expression blending. But for now i have no roadmap for it, and no understanding of how it can be used.

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