sbseed
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- my 2 cents...
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SexiS - Sex in Skyrim [Alpha] [Updated Feb 23]
sbseed replied to Cmod's topic in Downloads - Skyrim Adult & Sex Mods
edit: and here come the ban points for speaking my mind lol -
SexiS - Sex in Skyrim [Alpha] [Updated Feb 23]
sbseed replied to Cmod's topic in Downloads - Skyrim Adult & Sex Mods
like i said, i would be more impressed if someone could get the animations/behaviors to work without having to use FNIS. until then, everyone has to use FNIS and being stuck (forced) to use fores program in order to have any added animations is restricting, and seriously annoying. the program causes more bugs, glitches, and other issues than vanilla updates do, which is just sad. that said, i still watch these mods to see what progress is made in refining and improving the animations themselves... -
the hand is original to vanilla game for oblivion and skyrim... the icons can be changed easily with other mods like darkUI (forget the full name) with many options... the size of the screen is dictated by the exit menu size i think. the addition of the MCM is mostly the only reason to use the mod. also, if there is another mod that allows MCM then i would gladly check that out. dont know of any that actually work though. edit: hope the sex addict mod is still moving forward.
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SexiS - Sex in Skyrim [Alpha] [Updated Feb 23]
sbseed replied to Cmod's topic in Downloads - Skyrim Adult & Sex Mods
yea, thats pretty good... but can you get them to play/work properly in-game without FNIS support and stuff (any outside program support), now that would impress me. or just be extremely impressive anyways. -
good idea... go for it if you can get permission for reuse then you could upload that here, and it could be used as a base for this mod.
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SexiS - Sex in Skyrim [Alpha] [Updated Feb 23]
sbseed replied to Cmod's topic in Downloads - Skyrim Adult & Sex Mods
pregnancy would be nice, but it doesnt necessarily fit here.... however a good framework for baby making might be nice, currently the closest thing is the crap on the nexus and you need 5-6 mods i think for only that. -
Shaydow's Celestials *UPDATE* 05/15/14
sbseed replied to Shaydow's topic in Downloads - Skyrim Adult & Sex Mods
you can use exterminatus.net/forum to host mods n stuff... for those who may be having problems with hosting sites. threads for skyrim/oblivion/morrowind. -
SexiS - Sex in Skyrim [Alpha] [Updated Feb 23]
sbseed replied to Cmod's topic in Downloads - Skyrim Adult & Sex Mods
well, for rape to death... what would make it easier is instead of having a 'random' factor that may or may not work very well depending on percentages or whatever it uses, i swear sometimes it seems like the CK uses fuzzy math for this type of thing. so what i would suggest would be to have two seperate rape types in this case, one for regular no death raping the other would be the rape to death (both would not have any random factors except in executing the rape in the first place) for both PC and NPC's... might have to change some AI elements in regards to its use from NPC's. -
SexiS - Sex in Skyrim [Alpha] [Updated Feb 23]
sbseed replied to Cmod's topic in Downloads - Skyrim Adult & Sex Mods
depends on the type of quest mod you are looking for -
i think i know what daedrasp is getting at... grabbing all the lovers audio and working it into your stuff... some of the sex sounds that dont have words i would assume. would be similar to what i had suggested with taking sounds from vanilla skyrim to break up and re-use for sex sounds etc. the problem with that would be that you would also need to tweak the oblivion lovers audio sounds slightly to sound better in skyrim. oblivion had a different overall sound to all the audio whether it was vanilla or added like lovers. not a bad idea for creating more variety, would suggest taking a small sample and messing with it and using it in skyrim first before trying to work with the rest of it.... and of course it could take a bit of time as well.
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true, oblivion's lovers had the same type of issues... however it might be possible to do something about the clipping (to a point of course) with the animations and stuff. course that requires mapping x,y,z coords within each cell in-game, and that would be a complete pain and pretty much a waste of time... not sure of any other way to do it. could try building another script to find were the 'floor' 'walls' are at or something, but again a complete pain. with the limitations of the papyrus and the CK not having scaleform makes it almost impossible (from what i can see or think of) to keep the actors from clipping through stuff, even if the feet/legs or whatever could be positioned correctly in regards to a given area... so im stumped here.
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try it without ASX/AP/PC exclusive path/FNIS stuff... uninstall it all, easy enough to reinstall if that is the problem or if it fixes it to find out which part of the other stuff is causing issues... not sure if it was this one or another but i think i read something about it being a known bug that sometimes happens...
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the height of each character is important for making sure the characters/actors align properly... otherwise weird things start to happen and it looks less like sex or whatever and more like a really weird dance or something... however it should be possible with using a specific set or number of skeleton types to align each to each pretty well.... the problem is it takes longer because you have to go through all of them physically (figure of speech) align the skeletons and meshes properly for each skeleton and each mesh type for that skeleton... then force those alignments for every animation from what i understand of it. there might be a easier way of auto aligning skeletons to an approximate position in relation to each other for a given animation, but that would still leave the issue of the alignment of the meshes for the skeleton... which may appear differently than a specific skeleton 'should' be, or appear etc.. there is a solution to this, have specific meshes or body type sets use a single skeleton instead of the same general skeleton that is scaled in-game.... this way it would be easier to predict the placement with scripting for auto aligning skeletons and meshes so they look right. this would have to be done by working with every skeleton and mesh available via mods and would be a pain in the ass, or you could work with a community resource mod... and now i sound like a broken record again... well whatever i dont see many (any, currently) other options, correct me if im wrong on any of this.
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ScaleDick will make an appearance in SSG if we can get more people working on both projects. what we really need now are a ton of people to help convert meshes/textures from there original state to base body types and anatomy including arms and legs... what i would like to happen is create a more concise and singular body types and body type sets for different anatomy types that fit the body type, creating a more unique body (if possible)... so far i only know that this can be done for the true anatomy parts of the body meshes (boobs, butt, crotch), not so sure on arms/legs etc. yet thought because i dont know for sure if the CK will have a fit or not... also this would make it easier to keep track of everything within a naming convention that will be used for all assets, especially new unique characters, within the sexrim resource mod. scaledick might undergo a couple of changes from the original along with the other SSG characters... at least in regards to certain parts of who/what they are and their positions within the guild etc... will be keeping as much of the dialogue as possible the same for the characters as possible (except were the grammar is bad, unless its supposed to be). reminds me, we need more VO people to work on the character voices.