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ag12

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    basicag12

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  1. Is there any plans for your Mod:  F4:SS - Fallout 4 Slavery System 0.9b (05.08.17) v0.9b,  https://www.loverslab.com/files/file/2879-f4ss-fallout-4-slavery-system-09b-050817/ - to  include the ability of slave trading/buying and for companions and the NPCs (Allies, Neutrals, and Enemies) to possibly by both force or voluntarily enslave player and not just get enslaved by player?

  2. You asked for opinions, then revealed a bunch of misinformation and when I took the time out of my day to give you the updated information so that you can make the best choices, you took it personally and claim it's fanboying. That's quite immature, so I don't really mind whether you put me on your ignore list or not - I'll still contest you if you say things that are wrong and I definitely don't need an invite or permission from anybody to do so. Enjoy your day and your mod making (for the fourth time).
  3. Right, I specifically said to take what I wrote as an opinion piece and told you exactly that: choose for yourself! So I find it weird that you're responding as if I was telling you what to use. I literally ended my post with "Or prove me wrong and go do it anyways". Don't pretend that you're being told what to do: you asked for opinions and said a bunch of objectively untrue things, I corrected them and emphasized that you should make your own choices, but that you were basing them off bad info. Now the information in the thread is accurate, you've been given all the information to choose what you want to do: good luck! Apart from that, I corrected misinformation that you were spreading such as that ZaZ allegedly has better SL integration and such, which is simply false (to a ridiculous degree). I will continue to correct you if you post such misinformation, as it's bad for the entire community if outdated information is presented as up-to-date facts. I hope you understand. Thanks, and enjoy your mod making endeavours.
  4. Umm, I think the easiest way to respond to this is "no" but I'll take the time... - ZaZs WearItem functionality, at least as of the last time I checked, is simple force equips, which means they can equally easily be unequipped by any other script overriding it. There are no checks, it's just the vanilla force equip function. Very unrealiable. DD on the other hand has extensive locking functionality and tracking for devices, including inter-mod priority systems to make sure your important quest device doesn't get unequipped by some radiant mod or the player can't use a radiant functionality they might have from a different mod to get rid of the quest devices. As for all the other stuff: Look, I'm trying hard not to sound rude or combative, but it's hard to do that when you say things such as "ZaZ has better SL integration", which is just such a ridiculous take. So please understand that I'm just trying to inform you of the reality of SE in 2024, not be a dick about it. Now, here's my closing argument: IF it were 2016 again and you were modding for LE, didn't care much about how things look and don't care about compatibility with other BDSM themed mods, sure, use ZaZ over DD. But it's not and you're trying to mod for SE. The year is 2024, ZaZ9+ probably won't see the light of SE ever and DD NG is six thousand miles ahead of ZaZ. IF ZaZ 9 was on SE, I could *maybe* agree that the amount of furnitures and ported/remade assets are a valid advantage, but it's just not and probably never will be. If you had all the latest and greates that t'ara made, we might be having a different conversation. You don't have that. It's not between the flagship ZaZ9 and the flagship DDNG... For every one-pose-furniture with broken camera that ZaZ 8 adds, DD adds two new restraints and three new animations for furniture. Plus, DDNG is actively in development and cool people are adding new things to it *all the time*. ZaZ isn't even showing up to the race on SE. Look, this has been enough for me to determine that you should take 2 days and examine exactly what the frameworks offer under the hood, because a lot of your opinions are based on simple misinformation and running ZaZ 8 up against base DD, when you should be running it up against DD NG. I was a ZaZ stan for many years, I talked to ZaZ' back in the day, both on Skyrim and on F4. Absolute legend. T'ara, also a legend in my book. ZaZ is long gone, t'ara shows no interest in the modern version of the game. If you *really* care about the furniture in ZaZ, use DD to handle the BDSM and have ZaZ as a quiet dependency asset pack. That's what I'd do. Running the old ZaZ script libraries is just not a good idea in this day and age. You will suffer and you will run into compatibility issues left, right and center. As time goes on, it's only going to get more outdated and DD NG is only going to get better, with support for all the modern things SE has to offer. Either way, take this as one guy's advice, I don't think there's anything I can add to this now and I'm sure if you look hard enough you're going to find someone equally vocal about just staying on LE and using the ancient ways. Try to update your knowledge about what the frameworks do, and then reevaluate what you need and want. There is nothing fundamentally wrong with going against the grain if it suits your mod best, it's just going to suck all the way through. And if you run into any issues, well, you chose to live in a ruin instead of a house, so most likely nobody will have a solution for you, because the stuff you're using is literally a decade old. Do yourself the favor and just mess around with DD NG 0.3.9.b2 from the discord and read the patchnotes for the last couple versions. I think you'll find your mind blown. Or, prove me wrong and make the best damn ZaZ mod ever!
  5. Your understanding is fundamentally wrong. DD is a framework, what you do with it is the modders' business. The reason you have that impression is because all the condensed "high quality" story mods use DD, because it's just the better framework. ZaZ doesn't even have a functionality to lock restraints. It's just an old asset pack. I wouldn't even call it a framework. Beating a dead horse now, so I'll leave you to it - I just don't want you to say things that are objectively incorrect. ZaZ has no advantage outside the sheer amount of furniture, that's it. And even then, I'll take DD's furniture, which is more limited in variety, but at least DD's furniture has different animations for strugglging on the furniture and all that, ZaZ is just a pose mod in that regard. Good luck, again!
  6. https://discord.gg/NvptazZV ^ Devious Devices NG discord. Lots of updates, discussion, etc. there. Just sayin'. And yes, you're completely right. There is stuff in ZaZ that is missing from DD, but I wouldn't call it a scope thing. DD's scope has expanded, it has it's own furniture implementation with some two dozen furnitures, etc. Most importantly, you're not asking people to install a dependency that is abandonware. ZAZ isn't "stalled", it's been abandoned for years! Good luck either way, I'm just encouraging you to join an active community rather than a dead one.
  7. I know I'm two weeks late and you've probably already started, but I read your original post and have to say... You must be looking at different mods than the rest of us, because DD's APIs are *much* more advanced and modern than ZaZ, which is basically abandonware at this point. The trend in the BDSM mod scene for SE is definitely to *remove* ZaZ dependencies and sunset that mod. Of course, this might change if 9 got ported to SE, but that seems unlikely. ZaZ 8+ is horribly outdated. I'd recommend for you to take a look at DDNG with contraptions and mods like Trappings of Fate as an example of what can be achieved with a modern library. If you were going to make an LE mod, sure, use ZaZ; but in the SE space you're going to have a sizeable portion of users that want to avoid ZaZ at this point. Also, DD has a very active developer discord, whereas, again, ZaZ is abandonware. I'd steer clear. But that's just my two cents, either way, good luck!
  8. I'm not sure what your response means. Yes, I did do exactly that. My point is that there is no downside to doing it. If you turn it all the way up and pawns can't sleep anymore, they are awake infinitely. They shouldn't, they should get some form of negative after a while and potentially get brain damage. That's my suggestion, so I think you must have misunderstood me.
  9. I haven't tested it in game, yet, but I already want to give you Kudos for the insane detail and lighting. It's very nice to see NSFW themed worldbuilding that exceeds the expected quality for 2024. Thanks for sharing!
  10. Cool mod, hope you keep developing for Rimworld, you clearly have great talent. I think the mod is already really nice, I'd love to see a balance patch, though. Something like when pawns reach 0% sleep, a hediff starts ticking up that eventually leads to brain damage and eventual death, just so that there's a downside to not letting them sleep. Also, on my game they're completely self-sustaining except for power, no nutrition needed. That might be a balance problem on my mod setup, not sure. It is fun to kidnap these Imperials and just walling them into mountain tombs with a vanometric power cell. Shouldn't have drone striked the base... Bug report: when loading a save, all the fluid settings (feed/drop as item/destroy) reset leading to all of them immediately dropping their entire fluid storage on the ground.
  11. Generally, everything around scenes and Quest Alias system is much better. Also, I don't know if you came straight from Skyrim or if you did the Fallout 4 detour, but just in case you're onboarding from the old-old CK from Skyrim: if you need to control multiple actors with same behavior, there are Ref Collection Alias in the Alias tab. They work just like normal Alias' but you can put infinite amount of actors in and they all get the packages, etc. Some other fancy stuff, too, but that was a huge feature for F4 and it helps me so much I figure I mention it whenever I can, lol.
  12. This means a lot and validates the effort. Good stuff all around, as I said in messages, I'd be happy to help out making some fitting sets/interiors or allocate load doors for your own usage in Neon Descent. Keep it up!
  13. Did you even read what I wrote? At no point did I say they were employees, I specifically stated they are freelancers. >"I can't stand people that literally work for Bethesda now and call themselves "modders". They're freelancers creating paid DLC for Bethesda (...)"< Freelancers still *work* for the company that contracts them.
  14. I'm not going to chime in on the "who did what" discussion, but after now having looked at the document I can confirm that it's pretty irrelevant. Some of the information about wwise etc. can be useful since it is new tech, but I've never seen that document before now and I'm pretty sure my interiors are higher quality than 95% of "verified" content. Not sure, though, since I don't look at microtransaction DLCs. I can't stand people that literally work for Bethesda now and call themselves "modders". They're freelancers creating paid DLC for Bethesda and people should stop calling them "creators" and "modders" and all that. They work there, that's all there is to it. They're a part of the company, not a part of the modding community.
  15. ModEvents? Like "SendCustomModEvent" and whatnot from Skyrim? I mean, CustomEvents are working just fine for 99% of applications. I get that you have to have a bridge plugin or go via reading from .esp file, but I don't see the application where you make a mod that relies so heavily on something else but also doesn't want it as a dependency. E.g. I knew that I'd have multiple mods that need to track time changes, GalBank+ uses it, and I'm going to use it in other mods I've got planned, so I just put that stuff in a little library and distribute it alongside. Feel free to use it, I think I included sources specifically for that purpose. CustomEvent LUL_OnDayChange ; [0] -> multiplier of how long since last time, e.g. if player skips more than 1 day between ticks ; [1] -> GameDaysPassed as float, UT ... ... function fn_DayChange(Float afTime) float fTimeMult = afTime - fGameDaysPassed fGameDaysPassed = afTime Var[] kargs = new Var[1] kargs[0] = fTimeMult kargs[1] = afTime SendCustomEvent("LUL_OnDayChange", kargs) endFunction ... function fn_load() RegisterForCustomEvent(libs.LUL.ScrTime, "LUL_OnDayChange") ... endFunction event _LUL:LULscrTime.LUL_OnDayChange(_LUL:LULscrTime akSender, Var[] akArgs) ... endEvent I know you're acting in good faith, but overall I find it frustrating that a lot of people seem to look at SF and go "wait, this doesn't work like Skyrim so it must be broken", when really *everything* about the CK and Papyrus has been vastly improved. Sure, there is some things that SFSE will have to add (quite a few things, I reckon), but it's not like the tools aren't there to make virtually any "normal" mod you want.
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