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Princessity

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About Princessity

  • Birthday April 24

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  1. Back when I reported this, I'd only tested Assault. With Sexlab, if that helps. But... I just went to try and reproduce the issue with the other two, and... I ended up discovering another problem. No matter what I set the Consequence weights to, defeat always results in Assault. Even when I set its weight to 0 and Simple Slavery to 100, I only get Assault. Oh, hmm... I wonder if there is a workaround. Do you use the gift menu to handle that? It's been a few years since I modded Skyrim so I'm not sure how viable it is, but I wonder, would it be possible to co-opt the follower inventory menu for that purpose instead?
  2. Most of the mod is working great and I love how fast and smoothly it operates! But I've noticed two issues: (YT 1.2, my game is 1.6.353 and I'm using the 1.6.353 DLL) After being defeated and going through a scenario, I forever lose the ability to unsheathe my weapon. I have to manually input EnablePlayerControls in console to regain combat controls. After defeating and stripping an NPC, their (now unequipped) armour does not appear in their inventory. I have to execute them to be able to loot it. Interestingly, the weapons can always be looted, even when equipped.
  3. Hiiiiiii! ❤️ Hmm... Phasing it out gently sounds reasonable, I suppose. As long as DD ditches FNIS AA eventually, I can rest easy knowing that it won't be held back by a legacy system that I remember none of us were ever fully satisfied with. And most of it is because my stubborn butt was too preoccupied with big long-term plans she was never going to pull off instead of the needs of the framework at the moment. I'm so sorry for leaving so abruptly with so much still left to do and so many plans unrealised >.< In retrospect, I was such a petty and selfish child >.> In any case, I love what Roggvir is doing ❤️ I'm so happy to see that DD is still in good hands and continues to evolve and grow.
  4. Okay, let me clear it up then: Right now, this is how DD is set up: - FNIS handles active animations (Sexlab, struggle anims) - FNIS handles movement and combat while bound - Princess has many regrets After Roggvir converts DD bound animations to use DAR: - FNIS handles active animations (Sexlab, struggle anims) - DAR handles movement and combat while bound - Princess is happy and sane FNIS won't go away, just one of its features will no longer be used, and DAR is simply added as a new, very lightweight, requirement.
  5. TL;DR, back when we first implemented bound combat and related features into DD, FNIS Alternate Animations was literally the only possible solution we had and it wasn't perfect even back then - Fore had to go to great lengths to accommodate us and I am forever grateful for his patience, but even he had to put his foot down and draw a line; FNIS AA was never going to be ideal for what DD wanted it to do. But, it's 2022. Technology has moved on and DAR is the manifestation of that progress. Unlike FNIS, it is designed to do one job and one job only, and it does it perfectly. With about 90% less headache for the modder, and 100% less headache for the end user.
  6. Oh... I see. So people simply don't know how it works? Well, like others have said, it's the easiest thing in the world. You just drop it in and it works on its own - no setup, no MCM, not even an esp you need to tick. For people who use a lot of Sexlab packs, it might be a good idea to edit the .ini and increase the animation limit, but otherwise, it's plug-and-play. DAR does everything on its own with no user action required. All it needs is for the animations to be present in the right folders with a text file that outlines the trigger conditions. In fact, that makes it possible to create DAR mods without ever compiling a papyrus script or even launching CK. Roggvir's conversion of DD AAs demonstrates it perfectly (well, almost perfectly, I think the default output folders have way too low of a priority, so other popular DAR animations may override them; that should probably be addressed before it goes into testing.) And yes, it is completely conflict-free with FNIS - everything is handled by a SKSE dll. So whether you use FNIS, Nemesis, both, or none, DAR doesn't care, it just does its own thing. Whether you're on LE, SE, or AE, I would suggest simply giving it a go. Install DAR (LE, SE/AE) and find some very simple DAR anim replacer (here's EVG for LE and SE/AE, probably the most popular one, it changes your idles depending on various conditions like nudity, low stamina, low health, etc.) Just install them, don't even touch your FNIS For Users (you don't need it), and see how It Just Works™ out of the box. If after testing this, you are still not convinced that FNIS AA has been rendered completely and utterly redundant, I rest my case. Obviously FNIS itself is still used for active animations, such as Sexlab doing its thing, but it should no longer be ALLOWED to replace vanilla behaviours like running, combat, idles, etc. For that, I think DAR is the superior solution, which requires only minimal input from the modder, and absolutely none from the user, while putting no humanly measurable strain on performance.
  7. Hiiiiii! I'm terribly sorry for what zadBoundCombatScript has put you through! Please forgive me >.< I'm the one who's responsible for the cumbersome, overcomplicated mess it has been for... how many years now? Ooops... XD In my defence, I've been on a long long Skyrim hiatus, but I recently found out about all the new stuff SSE's come up with, so I installed it to play around with Nemesis, DAR, MCO, TDM, etc. and holy cup noodles! The leaps modders have made with Skyrim's awful animation framework... it's like cavemen vs astronauts. It almost feels like a modern UE/Unity game now. I've checked out your FNIS -> DAR converter too and it totally blew my mind! It has 0 delay when switching between animation overrides, the entire script becomes basically redundant and I imagine I could simply delete the behaviour files to reduce the strain on FNIS/Nemesis down to 0 as well. Which is amazing because FNIS AA maintenance used to be the most fragile and demanding of all DD functions; it always terrified me to have like 10 seconds of vulnerability to disaster if anything else called FNIS at the same time. As far as I'm concerned, DAR makes FNIS AA completely redundant. I cannot imagine a single reason to retain the archaic FNIS implementation of the same thing, but significantly worse. So I'm a little puzzled. Why do you want to keep FNIS AA as an option? Unless I'm missing something, all that such a legacy option would do is inflate the FOMOD installation process and give users a bad choice they shouldn't even consider now that DAR has completely superseded it. Is there anything I could do to help erase all traces of FNIS AA from DD and put those embarrassing past mistakes behind me so we could all pretend it never happened? ^^
  8. Oh, it's actually pretty easy to toggle! *proceeds to shamelessly self-promote*
  9. I REMEMBERED TO UPDATE IT THIS TIME! *pity party whistle* Um, anyways, the patch should be compatible with MEC: Asari 7.0.0+ which released just now. Hopefully this was the last time we messed with filenames.
  10. Updated just now n_n MEC: Asari 6.0.0 is now required. However, please keep in mind that you won't see it since pop outfits do not work correctly as of version 2.2.0 - 2.2.5 of Stellaris. It will be fixed in Stellaris 2.2.6 later this week and (hopefully) both MEC: Asari and the Lewd Patch should be forward-compatible.
  11. Version 4.0.0

    4,493 downloads

    A simple texture replacer for a couple of outfits (currently most slave outfits) in Mass Effect Civilisations - Asari. The old thread had been repurposed way too many times, was hard to find and apparently people were confused what it was even about, so I decided to reupload the "LL patch" as a separate download and delete the old Asari Civ discussion. Please keep in mind that the Lewd Patch is not an ongoing project and will most likely only be getting maintenance updates to keep it compatible with the latest version of Stellaris and MEC: Asari. Any future lewd outfits added to this patch will most likely be unexpected byproducts of experimentation and as such do not have a predictable release schedule. If anyone wishes to create a more comprehensive and better supported naughty patch, feel free to do so. For the latest version of the main mod (required), please download from Steam Workshop: Mass Effect Civilisations - Asari (Steam) Manual installation instructions for the Lewd patch: Go to your Documents\Paradox Interactive\Stellaris\mod folder Unpack the contents of the archive (folder and .mod file) into the mod folder Go to your Stellaris launcher, switch to the "Mods" tab and activate the mod Credits: Team Nessassity
  12. View File MEC: Asari - Lewd Patch A simple texture replacer for a couple of outfits (currently most slave outfits) in Mass Effect Civilisations - Asari. The old thread had been repurposed way too many times, was hard to find and apparently people were confused what it was even about, so I decided to reupload the "LL patch" as a separate download and delete the old Asari Civ discussion. Please keep in mind that the Lewd Patch is not an ongoing project and will most likely only be getting maintenance updates to keep it compatible with the latest version of Stellaris and MEC: Asari. Any future lewd outfits added to this patch will most likely be unexpected byproducts of experimentation and as such do not have a predictable release schedule. If anyone wishes to create a more comprehensive and better supported naughty patch, feel free to do so. For the latest version of the main mod (required), please download from Steam Workshop: Mass Effect Civilisations - Asari (Steam) Manual installation instructions for the Lewd patch: Go to your Documents\Paradox Interactive\Stellaris\mod folder Unpack the contents of the archive (folder and .mod file) into the mod folder Go to your Stellaris launcher, switch to the "Mods" tab and activate the mod Credits: Team Nessassity Submitter Princessity Submitted 11/13/2018 Category Stellaris Requires Stellaris, Mass Effect Civilisations - Asari  
  13. The gravitational interference of proposed changes to mass distribution would have disastrous effects on internal spaceship environment and potentially disrupt FTL operations. In the interest of ensuring the safety of all personnel, passengers and inhabitants of space-borne structures, the ratio and structural template of mass per volume has been standardised through universal genetic treatment.
  14. No, I did not. What's more, when I shared my thoughts on it with you, I very clearly told you that I believed the new escape system and property-defined per-device difficulty to be the correct way forward. The only thing I was unhappy with was our failure to take advantage of the entire spectrum of values available to us and distributing certain frustrating mechanics to all generic devices, rather than reserving them for special cases, rare and quest items. The plan that Kimy outlined here demonstrates how the system itself can be used to solve most problems with implementation. Regardless, the escape system was not the reason I left. The team knows the precise reason - I stated it myself in my goodbye letter and you read it too. So if you think that my statement was a lie and that my "real" reasons differ from what I offered, I would kindly ask you to stay away from me, never speak to me again and never try to use me in any way shape or form to push your personal agenda. Thank you.
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