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Devourment Refactor
BoozeJunky replied to merryMalfunctioning's topic in Downloads - Skyrim: Special Edition Adult Mods
Alright, thanks. Most Special Edition mods work for VR, but you do get incompatibilities from some weird stuff that you wouldn't think. I might set up a separate load-order just to test out Devourment once I'm finished with my current playthrough. I'll chime back in if I find any weirdness or incompatibilities. -
Devourment Refactor
BoozeJunky replied to merryMalfunctioning's topic in Downloads - Skyrim: Special Edition Adult Mods
Hey, I'm looking for a very specific use case of this mod (or a similar mod, like Horny Creatures of Skyrim). Basically, I just want the ability for dragons to swallow NPCs and Companions whole - with maybe a percentage chance of fleeing combat, forcing you to track down the dragon if you want to get your companion back (or retrieve their gear if you're too slow and they get away). The player as well, would be nice, but not necessary. I hear Horny Creatures of Skyrim has some good internal shots and swallowing animations, while this one has more vore specific features. Not sure which one I should get - both seem to have a lot of dependencies and I'm running on VR, so I want to keep performance light. I'm not interested in creature penises or trolls masturbating while you're inside of them or having giants rape their mammoths. Actually... giants raping their mammoths is pretty funny, and I'd be ok with it... but otherwise, most of the fetish aspects don't appeal to me (though I do have the fetish) and I'm concerned with bloat and instability. I'm returning to the Skyrim modding scene after a long hiatus since all of you have done a truly stunning job of converting Bethesda's terrible port into one of the best VR games on the market, bar none. But I'm behind on developments in the community - especially devourment which seems to have come a long way since I last looked into it. So, in general - I was curious how modular Devourment was, and if I could just turn off most of it's features except for those that will accommodate my use, and if that will help keep it's impact trim - or if there is another mod I haven't heard about that does something similar. Would it even be compatible with VR (I didn't see it listed as compatible or incompatible on the VR thread)? -
If the mod author says * Not Interested * then can Nobody these take over work, It would be simply a copyright infringement! SkyUI 64 would never be released! Edit: I wish it would be more modder so decide! That's not to say that someone couldn't just port the mod and get it working on their system, and then write some third party program or TESV64Edit plugin that would automatically inject the old mod into a SSE plugin and make the necessary changes for it to work. Kinda-sorta like how there's scripts for converting FO3 mods to TTW, is what I'm imagining. Since it's all done on the user-end, without distributing copyrighted works against the mod authors wishes, and would still require the latest Oldrim SkyUI release to be downloaded by each unique user - I don't see where there would be any issues. After all, there's no restrictions on me modding the mods I download for my own personal use, so long as they're not redistributed. Hell, maybe even improvements could be made and updated versions could be developed - all still requiring the latest version of SkyUI for Oldrim as a base to work from.
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Skyrim 64bit Special Edition Announced
BoozeJunky replied to gregathit's topic in Skyrim: Special Edition
I doubt they'd do that, since they need to keep the PC community more or less fat and happy to pump out mods for the console community. The console market is their real bread and butter here, and it will be they who they hit up for either a subscription fee or use intrusive ads to make their money. They still get paid. Mods are still "free", as it were. Modders don't get a cut. Valve doesn't get a cut. And they control the experience on BethesdaNet, so no fuckery with AdBlocker. You WILL watch that Audi commercial while your download commences. I'm sure there's ways around them trying to force BethesdaNet on the PC side of things, just as they tried to "discourage" mods early on in FO4 prior to the GECK's release. Damned dirty hackers, amirite Pete? There's a reason why Microsoft doesn't even try to charge for Xbox Live on the PC, but will suck a pint out of it's console users every month like clockwork. What I could see them doing, however, is slipping in compatibility updates meant to "ease the transition" of converting mods to the new version - when really, it's just to break SKSE as often as possible, for as long as possible, on both Legendary and Special editions so as to "encourage" modders to make more simple mods that just so happen to be compatible with Xbox One. PS4's mod situation must be killing them, if I'm fairly close to the truth, because being the most popular console out at the moment - that's a LOT of traffic missing that they can't claim is stressing their servers, thus necessitating the fees/ads for maintenance. 1GB of space sounds restrictive to a PS4 user, but the average .esp is only a few kb. With no external assets allowed - it's actually overkill. So I wouldn't be surprised if their little "not a reveal, reveal" on the Nintendo Switch wasn't a scramble to get even more people access to mods through BethesdaNet. -
Skyrim 64bit Special Edition Announced
BoozeJunky replied to gregathit's topic in Skyrim: Special Edition
I'm doing so now, but I noticed something. Skyrim Special Edition is only about 12 gig in install size, which is only slightly larger than just vanilla 2012 Skyrim + HD Pack + expansions. But on the PS4, I saw someone post a screenshot of their pre-loading download in progress, and it required 46 gig for the install size. The Xbox One's is (iirc) just over 20 gig. What... justification is there for these bloated install sizes? Just uncompressed audio for every language region? A slight of hand to fool console users into thinking they're getting more than just the 2012 PC release with the graphical options maxed out and few new shaders/lighting effects? I mean, it doesn't affect me in the slightest, but when you've only got a 500GB ~ 1TB HDD out of the box... space matters. -
Is the FO4 modding community really already dying?
BoozeJunky replied to raptor4d4's topic in Fallout 4 General Discussion
I can't speak for anyone else, but for myself, I don't have any plans to make mods for Fallout 4. I've only made a few publicly released mods, none of which are of any particular note, and I can't say I'm even particularly competent at it - but I don't have really much motivation to mod Fallout 4, nor to use FO4 to practice and get better at making them. I'd rather just stick to modding NV/FO3/Skyrim/Oblivion/Morrowind, as those are games I'll still regularly go back and play. Fallout 4 is an alright game, but it doesn't scratch that itch I had for a Fallout game - or a Bethesda open-world RPG. I can't see myself replaying it, or hell, even going back and finish exploring the map. So there's little incentive for me to tinker with it. If I were to create anything at this point, I'd want to go back and strip out half the "settlements" from settlement building mode and make unique towns, with unique NPCs, and their own quest-lines. Maybe incorporate settlement building back into them as something to personalize on-top of an already existing base, or to set up/improve defenses. Still, I'd want to wait until some decent resource packs are out (I suck at modeling & texturing) - and I wouldn't have access to any of the new DLC stuff since I don't plan on buying any of them. Least not until they drop substantially in price via Legendary Edition or something, and even then, on Steam Sale. So that will be a while before all of those conditions are met. Despite how bleak the outlook is at this point, I wonder how many people are holding off on modding FO4 out of the potential for a New Vegas style spin-off. The Fallout 3 modding scene was kind of neutered by New Vegas, and (aside from just not liking the game as much, or not liking the CK) some people might be holding off to see if their efforts would even have some kind of permanence in the community - or if it'd all just be steam-rolled and forgotten like many FO3 mods. -
Just finished Legend of Heroes: Trains in Cold Steel for the Vita. I really liked the combat and mechanics of Trails in the Sky, and really enjoyed the story of it as well. Cold Steel... while the combat and mechanics was the same good stuff I was expecting, I found myself having to force my way through the final three chapters. The whole thing is set in a "Military Academy" where an eclectic group of anime tropes spend their high school days forging bonds of friendship, studying for their exams, fighting enemies that threaten their peaceful school days... and - oh, fuck. Not this shit again. Perhaps I could have overlooked the tired highschool setting and generic character archetypes if the rest of the story was at least somewhat interesting, but literally the entirety of the first game is just setting up the backdrop for later chapters. The entire game, start to finish, feels like a tutorial and building groundwork - without actually giving a compelling story of it's own. I've also been playing MGSV:TPP, Fallout 2, Rise of the Triad Remake, and Hyper Dimensional Neptunia. MGSV:TPP is ok so far, but I'm one of those weirdos who liked Peace Walker. I know it's incomplete, and the whole main character twist kind of gets on my tits... but it was free, so what the hell. Fallout 2 is a blast, but the UI is beyond horrible, and it's taking time to adjust to missing all the time early in the game. ROTT:R is pretty good. It's the fast paced twitch corridor shooter I was left hungry for when nuDOOM was announced and looked to be slowed down and cinemafied. Neptunia isn't a great game, but it's fun, lighthearted and irreverant - poking fun at the console wars and game industry in general, and it's great fun to beat up random weird monsters with a Sega representing girl cute girl with the same voice as Radical Edward from Cowboy Bebop. It is what it is, and it's fun at what it sets out to do.
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The servers went down months ago, but I'm still intermittently playing Phantasy Star Portable 2: Infinity offline - sharing my save file between the PSP for portability and PPSSPP for glorious high-resolution graphics. It hits all the right notes for what made PSO so fun and addictive back in the DC days, and is a great mindless grind for when you've only got a few minutes here and there. Stopped playing Fallout 4 a while, but I'm still downloading mods for it for some reason. Just habit I guess, and the vain hope that something I add will make the experience better, but then I never start the game up to see - or when I do, I just check to see if it's still technically functional and then shut it off. I've never liked the UI and Perspective of FO 1 & 2, so I hadn't played much of them before, but I'm just going to have to suck it up and deal with them, because it's the only way I'm getting a decent Fallout game anytime soon. Also did a run through of Shantae and the Pirates Curse for the 3DS, getting hyped for Half-Genie Hero, and I'm starting another play-through of Infinite Space.
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Still not happy with the way she looks. I'll have to drop the eyes a bit, shrink them a bit, and maybe get rid of that hideous eyeliner (or at least tone it down) but with the new bodies and face textures on the way, I'll hold off on any major changes. Doubt I'll go for another full playthrough anytime soon, anyhow. Least not till the GECK is out and some real sweeping improvements can be made.
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"That's just what this wasteland needs, more women with spunk!" ~ Dashwood http://www.nexusmods.com/newvegas/mods/57646/? This mod appears to take the meshes from the Transgender Suit and turns them into equipable, non-armor accessories. There should be several options to choose from, such as size, girth, cut/uncut, erect/flaccid, etc. It looks like you'll need to use the console codes to get them though. I can't vouch for the quality of the mod, since I don't use futa mods for Fallout. *shrug* Hope it helps.
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Since I've been rebuilding my Fallout installs, I figured it was about time I finally gave my character a bit of an overhaul. Nothing too special yet since I'm still trying to get all my mods in order, converted, and playing nice with each other, and she's barely out of the vault, but she's much better than she was. Oddly, almost all of my stability issues have come from FO3. Any time I entered a small and enclosed area, my game would bug out and crash - and even outside in the open it'd run kind of shitty and crash routinely in certain areas. I struggled with every fix I could I find on the internet for the last two years before finally getting tired of it. NV runs like a champ though, with barely any crashes, so I did a TTW install and have been working on converting mods over to get my old FO3 build more or less back. It's been running great so far with almost all of my old content. I've gotten about half-way through the main quest and done a bunch of the side quests (no dlc yet though), and it hasn't crashed on me once, though it is a bit taxing on my old system.
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Sex Screenshots - Post your ingame adventures here!
BoozeJunky replied to ChancellorKremlin's topic in Sexout
The metal plates on the outside are a separate mesh from the rest of the body, so I just deleted all the ones I wasn't going to use, and then removed the pieces of the remaining meshes so that I just had the arm and lower back. Then I just scaled them up a bit and deformed them in 3DSMax to match the body I imported in to serve as the base and reskinned it. That was probably a mistake, and I should have reduced the body - because now I have texturing issues on the body and the "ridges" of the metal plates have lighting issues where I reduced the polygon count. I was only half-through creating it (and doing a lot of testing with the Neelo body) when I started a new playthrough to test - and it worked "good enough" to where I got sidetracked by other projects - but it's not in any way "done" yet. -
Sex Screenshots - Post your ingame adventures here!
BoozeJunky replied to ChancellorKremlin's topic in Sexout
So I've been playing around a bit with Coito Ergo Sum, and spent most of my time pissing around with the non-sex related side-missions for some ungodly reason. Still, I had to update my Sexlab components anyhow, so I got a few shots while testing things to make sure nothing borked. Never could figure out how the hell to get her hand to match the texture color of the body. The DDS is the proper gun-metal grey, and the race's hands are set to that model and the proper DDS in both GECK and Nifskope. Shit, I don't think I even think I have the bronze colored texture in my Data file anymore. Weird. Anyhow, aside from that, sorry for the uglies. She is an old Xbox 360 FO3 character I converted over, so my options for not looking rancid were limited. And then I uglied her up even more by giving her a dead eye. -
SOS schlong for females - UNP
BoozeJunky replied to b3lisario's topic in Downloads - Skyrim Adult & Sex Mods
Okay, to answer my own question, it does work. So I just renamed the arrok male masturbation files with the bleagh female solo names, then overwrote the female files with the renamed male files. Now my schlongified futas are jacking off all over Skyrim. This means that I won't be seeing any male solos now, but I can live with that. Still need some futa anims, so she can suck herself off. Anyone? Unless every female character in your game is futa - you'd probably be better off using the Cumshot mod, since that lets you tag your character as well as individual NPCs that you select as male for use in Sexlab animations (though you still have access to most other female animations as well). It also gives your character ejaculation effects, and if you don't like that - you can always just set the cum opacity slider all the way down so that it's invisible. Examples: -
I've always intended my character to become more and more cybernetic over time, and I really wanted to bring her into New Vegas with an artificial arm or leg - losing her own limbs (and almost her life) during a botched routine extermination mission with Lyon's Pride against the Super Mutants of DC... but nobody has really made a good amputation or cybernetics mod yet. So I've been tinkering lately with various robotic races to steal parts from them. I like the idea of a more robotic "terminator-esque" appendage, along with a stump where the limbs attach to the body, but it's a pain the ass to convert clothes for those kinds of mods. I also have a version modeled with the Daughters of Ares parts that, in addition to being a full body replacer, has been broken down into sections and turned into armor so that they're compatible with all clothes. Not sure which one I'll go with in the end. Probably the one pictured, because I can easily make a clothing model without the arm (just the attachment point at the shoulder) and make a clutter item that can be placed in the environment - so it looks like she's detaching her limbs to do maintenance work on them.