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Mister X

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  • Master Of Disguise
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    He/Him
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    Germany

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  1. Heyho, very cool mod idea, especially the fact that it works without any armour patching! Can we find the source code somewhere or are you willing to release it?
  2. Oh well, yeah... I'm definitely out of practice... ^^ EDIT: next iteration, with Devious Gag soft implementation and Update event in moan interval SexlabAudibleMoaning-1.0.0-b.3.zip
  3. Thanks for the input! 1) As I wanted to keep the SL scripts untouched, I only had the way of using events and provided functions, so no soundplay trigger for me ^^. I added stage events as well though. 2) Added 3) Added 4) Maybe later. Some soft requirement to check for worn gag keyword and reduce the loudness by some factor could be possible 5) Micro-optimization done ^^ SexlabAudibleMoaning-1.0.0-b.2.zip
  4. Heyho, would you be willing to try this out as well? I took the idea and built an event based mod out of it. SexlabAudibleMoaning-1.0.0.zip
  5. Not by me, I don't use Ostim. If somebody wants to try and port it, they're free to do so, as long as they credit me and release the port for free. If you want to hear spoken lines, then yes. The voice archive contains the sound files packed into a bsa, else they would be too many.
  6. As I understand it, the "owning" actor is the source of the event, the event itself then alerts anybody within the "soundlevel" range. As one example, those rattling bone traps from vanilla game use this event to alert nearby enemies. The triggering person (mostly the player) is set as owning actor and the sound level is just hard set for those traps to 100, IIRC. So, for your case: send the DetectionEvent with one participating actor on begin of a sex scene and with a certain sound level, and anybody nearby will be alerted whenever a scene starts. Or maybe use OnOrgasm instead, to roleplay that your patricipants can stay quiet until they're cumming. Or you change the soundlevel, depending on some metrics, so they start quiet and get lounder with raising arousal level or something. Or you use the partner instead of the player as owning actor, so bandits don't get alerted if you get raped by one of them.
  7. I don't know of any, but using some script events and CreateDetectionEvent it should be quite easy to implement 🤔
  8. New version 0.0.4-a.12 Long time no see, but I was on vacation the last week and I had some ideas for new lines and mechanics for this mod! The lines are released now, the mechanics I couldn't really test yet, so I keep them deactivated. Still, as the mod already includes some preparations, new version jump ^^
  9. I suggest a mod like PC Head Tracking and Voice Type for that, my mod doesn't have this feature included (yet?). Without that, your PC will just use the default voice type of your selected race. That's not entirely true, the PC supports most if not all default female voice types as well.
  10. That's your preference and fine, but why don't you just ignore this thread then and deactivate the Narrator in the mod's MCM?
  11. Heyho, I honestly didn't know about the original mod and your tweak sounds very cool. I only have one question: the original seems to offer the option to add a new dialogue choice which starts PW as well. Do you offer that dialogue, too? If not, would you mind to add it, as it sounds like a nice addition.
  12. Heyho, very cool idea and concept, definitely will try it out! Do you plan on adding some other mechanics as well, aside from new "enemies"/seekers? I think this could be expanded into some kind of "escape room" quest, where you don't just have to sneek past enemies but solve some riddles in between as well. And if you fail or submit the wrong answer, you alert the seekers...
  13. If those tattoos are overlays, how about this? Overlay Distribution Framework [Nexus]
  14. Well, I experimented a bit and teleported my PC to her. She was in fact in the Hall Of The Dead in Riften for some reason and not in Insmouth, together with some other NPCs of this mod. I don't know if that's an issue with a third party mod or something else.
  15. I have to admit, I wasn't able to find any guard nearby the harbour. I find one on the stairs inside the registration room, in front of the locked door, one nearby the village gates and the warehouse guard sitting nearby a locked gate, but none of them has any special dialogue. I went from the spawn point nearby the registration room over to the other jetty, where the small boat with the quest marker is, but no guard on any jetty. I changed the worldspace by entering the registration room and I waited several hours ingame. What's the RefID of the guard in question? Tthen I just might teleport them to my location. EDIT: Found the ID, ported the guard and now it seems to continue properly. I'll keep you updated. He really wasn't anywhere to be found in the village for some reason. EDIT 2: Now I have the same problem with Susana. After trying to get a room at the inn and at the hostel, I should talk to Susana for a spare room in her house. But she's nowhere to be found in Insmouth and her quest marker is somewhere in Riften. @Delzaron it seems like for some reason, the "Welcome to Insmouth" quest doesn't move all the needed actors into the village properly.
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