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Hardest I've laughed in a while.
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- slavery
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Thanks again for the advice, I decided to try to go with StorageUtil, my scripts compiled with the commands in but whether I've correctly used them is another matter. Still, I have it set up for testing, but I stayed up way too late rewriting the scripts and getting them to finally compile, so I'll have to hold off on the testing.
- 3278 replies
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- slavery
- debauchery
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Gotcha. MCM code is actually pretty simple. For setting variables and stuff, I use globals in the CK, but that's not necessarily the best practice - I only did it to start because I didn't have an MCM, so players could use console commands to set the variables. I haven't actually looked into using storageutil instead, but that's probably a much better idea. I'm not a big fan of this tutorial, but it's there. I recommend looking at other mods MCM scripts to get a better idea. Hi, first thanks a lot for looking at it for me. Yes, those variables are defined in the MCM, I took the lazy way out and used this - http://www.nexusmods.com/skyrim/mods/29821- to create the menu, but I'm a little hazy on how to call the variables in the script. I tried copying the way Apropos did it but given I didn't code the MCM myself I'm not sure I'm doing it right. That's the problem with that tutorial, it has heaps of information on coding an MCM, but no information on what to do with the options in your other scripts. I guess there's one way to find out, put it together in a mod and see if it works. Oh, and shouldn't return stop it from spamming, or am I missing something? In that first example, by my very limited understanding of scripting, I think what should happen is if the random number generated by the game is not four, the script stops, but if it is four, the script continues until it hits EndEvent.
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- slavery
- debauchery
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It seemed superfluous to store the inventory just to bring it back 30 seconds later so the next mod can take it. i just leave it to them. The plan is to bind the player's arms in the cell so they can't access the inventory. I just haven't got around to doing that yet. Does this mean I could bypass stupid Death Alternative and actually get this great mod to work for me again? It should be possible to do a simple mod that simply checks if the player has been defeated and raped and then teleport into your mod, right? I just started learning Papyrus scripting, but from what I've managed to pick up so far, I believe a script like this might work, do you think you can check it for me? The idea is to check if the player has under 20% health (to hopefully make sure it's combat rape not dialogue or quest rape that triggers it) and give a 20% chance of the event triggering your mod. How would I add a check to make sure SS is installed? Um...yes, I would think that would be possible. The script looks good to me, but I'm no scripting expert. CC, what do you think? Ooh, I'm excited. Yes, if CC can check the script that'd be great. Assuming I can get it to work, how would you feel about me releasing it as a mod that has SS as a dependancy? Wouldn't want to step on any toes. I'm thinking of calling it Simpler Slavery. I'm toying with adding an MCM to toggle the mod on or off, set the minimum health threshold for it to do its thing and set the chance of it triggering the teleport, but I've never messed with MCM menus before so that adds new ways I could have messed up the code. Here's the updated version.
- 3278 replies
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- slavery
- debauchery
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Does this mean I could bypass stupid Death Alternative and actually get this great mod to work for me again? It should be possible to do a simple mod that simply checks if the player has been defeated and raped and then teleport into your mod, right? I just started learning Papyrus scripting, but from what I've managed to pick up so far, I believe a script like this might work, do you think you can check it for me? The idea is to check if the player has under 20% health (to hopefully make sure it's combat rape not dialogue or quest rape that triggers it) and give a 20% chance of the event triggering your mod. How would I add a check to make sure SS is installed?
- 3278 replies
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- slavery
- debauchery
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I'm a huge fan of Apropos, it's an essential part of all my profiles. Can you tell a total noob modder how to set up a script so it reads the vaginal wear and tear values from your mod and randomly applies an effect at high values? Which Apropos scripts do I need to initialize in mine, and what property do I need to give them? As for the code itself, this was my best guess from studying the source files, am I on the right track? Int Function GetWearTearVaginalState(Actor theGirl) AproposActorAlias aproposActor = GetAproposActor(theGirl) If aproposActor Return aproposActor.VaginalWearTearState If aproposActor.VaginalWearTearState >= 6 [then the code for my effect]
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SexLab Virginity and Defloration
randomtguy replied to randomtguy's topic in Downloads - SexLab Framework LE
That would add an Apropos dependency, which I don't really want to do, but I'm pretty sure it would be possible to create a new mod that causes the bleeding to trigger at high wear and tear values. In fact, I may have figured out how to do it, though it's hard for me to tell as I'm still so new at scripting and Apropos has a lot of code. But I can't figure out what property I'm supposed to assign to Apropos and AproposActorAlias while initializing it. Here's what I have if anyone wants to check it over. It's supposed to check whether the actor's vaginal abuse is at least 6, and if so, give a 33% chance of bleeding. I'll also post a query in the Apropos thread.- 84 replies
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- Virginity
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SexLab Virginity and Defloration
randomtguy replied to randomtguy's topic in Downloads - SexLab Framework LE
Thanks for the tip, it led me to learn something interesting, there's already a crying idle in the vanilla game. That should make it simple enough for even a noob like me to add. Edit: Although it comes from Dawnguard and Hearthfire, so I suppose you'd need either of those for the feature to work.- 84 replies
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- Virginity
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SexLab Virginity and Defloration
randomtguy replied to randomtguy's topic in Downloads - SexLab Framework LE
That's a good idea, why the heck didn't I think of that? Because it is complex with the current version of SexLab, because you have to hook the Controller, that is NOT passed through modevents. Remember: this mod listen for animations that are played. It does not start any. Ah, OK. Didn't realise.- 84 replies
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- Virginity
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SexLab Virginity and Defloration
randomtguy replied to randomtguy's topic in Downloads - SexLab Framework LE
It is a cool idea, could be done like this, or what if it would depends on the sex tag? Consensual anim------ Joyous experience Agressive anim ------ Horrible experience Yes, that's the second option I was considering. Yep, apparently I screwed up, I'm so new at this. But CPU has volunteered to not only fix this, but add new features, including a faction for non-virgin actors. CPU is awesome, everyone should go download and endorse all his mods. That's a good idea, why the heck didn't I think of that?- 84 replies
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SexLab Virginity and Defloration
randomtguy replied to randomtguy's topic in Downloads - SexLab Framework LE
Why not, I figure the worst they can do is say no. I've been thinking. People really seem to want crying/trauma effects. That wasn't really what I was thinking with this mod, but I'm nothing if not a people pleaser, so I figure why can't we have both. This is all dependent on someone supplying animation, and me being able to learn how to work with calling them, but I see two options. One - An MCM menu that says: If you pick the first option, a buff is applied for 24 hours after sex. If you pick the second, a debuff is applied, after the act the actor does the hypothetical crying animation, and if I can figure out how to do it randomly repeats that action for 24 hours after sex. The second option is I think it would be possible to use SexLab hooks to determine whether the animation being played is consensual or aggressive, and apply the buff effect after consensual sex and the debuff affect after aggressive sex. What does everyone think?- 84 replies
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Zaz Animation Pack V7.0 [2017-05-16]
randomtguy replied to ZaZ's topic in Downloads - Skyrim Adult & Sex Mods
Make sure that the ZaZ bound animations are checked in the toggle aggressive animations section of SexLab. Also if I remember correctly there's a setting in the ZaZ MCM to force bound animations. -
SexLab Virginity and Defloration
randomtguy replied to randomtguy's topic in Downloads - SexLab Framework LE
If anyone wants to create animations for the mod I'd be thrilled. I can't even figure out how to open Skyrim animations in Blender even following tutorials, them being Havok files makes it so complicated, and I'm sure anything I could produce would pale in comparison to the fine work by the talented animators here on LL. I was thinking of adding a mild debuff during recovery, your suggestions are a bit darker than I was planning to take it (and would be contingent on someone supplying the animation), but I could think about doing an extreme version or something.- 84 replies
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Sheogorath will be pleased (or perhaps angry).
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The NPCs when naked seem to have original vanilla nude bodys, while my player female character and my female housecarls have the UNPB Redux body. I dont know how that can be though. Body wise I installed UNPB Redux first and then I installed CBBE-CHSBHC-UNP-ADEC-Human Argonian Khajiit Texture for its textures, which might be the issue, since it says its for unp, but it doest say unpb. I know to install the skeleton last when installing bodys and animations and have done so. My female player character shows pregnancy, just not the npcs. Seems I just need to figure out why the npcs dont have the same body as my character. I suspect its the textures but that might not be it since the appearance of pregnancy should just involve meshes. Yes, the textures shouldn't change the mesh, and definitely shouldn't change it only for NPCs. Are you a custom race? Are your housecarls vanilla NPCs? If not maybe your custom race uses a custom body, or maybe you're using an NPC replacer mod that changes the file path for the NPC bodies for some reason. One thing you can do is open femalebody_0.nif and femalebody_1.nif in /meshes/actors/character/character assets with nifskope and check if they are the UNBP body you're using. If not you'll have to find where the game's loading your body from and replace the two in the above directory with those versions. Last, this probably isn't it as I'm sure you'd have noticed by now, but you don't have 'use nude suit for females' checked in SexLab and the only time you're seeing NPCs as naked is when they're engaged in a sex animation, do you? That'd replace their naked body with the nude suit body from SexLab. Like I said, that's probably not it, but worth asking.
- 6376 replies
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- pregnancy
- menstrual cycle
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