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Trails through Daybreak II (NIS America, English Language release)
Stiltzkinator replied to amorrow28's topic in Adult Gaming
Cheers, and thanks for putting the version on it, as that makes this easier to catch in the future etc. For anyone who needs this now or in the future, the Trails games generally have prior versions available as beta builds in steam, so you can roll back if your game updates and you want to keep using old tables etc. -
Trails through Daybreak II (NIS America, English Language release)
Stiltzkinator replied to amorrow28's topic in Adult Gaming
What version of the game are you on? The table is for 1.1.2, and the current game version is 1.1.3 for the record. -
Romancing Saga 2: Revenge of the Seven mods?
Stiltzkinator replied to halfbloodkinks's topic in Adult Gaming
This game is made mainly by the efforts of Xeen as I understand it, which is the same developer behind Trials of Mana, and that game had some nice mods in general. I have no idea if that means any of the techniques used for that game can be used here, but here's hoping. The adult mods that could be made for it are one thing (and no less exciting), but this is one of those games where I hope to see some mods on the mechanics end as well, given how much it has going on in that context, and some mechanical tweaks here and there could make it play like a very different game. -
It's unfortunate that the prior work isn't useful here, but this (Camera tweak/free cam) is the option I'm holding out for. No pressure intended, but considerable gratitude if you manage it.
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Sums up my thoughts on two fronts, really. Some of the faces are...unique for sure, but it becomes a matter of distinction to me, and I grow to like some of them for it - I expect the princess to go this way. Others are just entirely too baby-faced and it bothers me forever. I worry Raymond is like Edge in this sense. Even putting aside upskirts and the like, Laeticia's design just seems overly bulky for a swift dual blade character, and the baggy pants certainly don't help in that regard. I actually think her in-game model looks better than the artwork for it in that context.
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This is already plenty doable, just use both and turn off any SL Defeat options that affect the player. Battle Fuck only affects the player character, so by letting it fill in for that portion, it more or less fills in if you turn the player as target options off in Defeat.
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Before anything, I want to say that this mod is incredible. Absolutely the kind of thing I thought would stay unlikely to see, but it works really well. My main criticism is that having even just one vanilla follower makes the whole system lack any impact, as they break you free far too easily. I read that you have plans to allow enemies to target female followers (which is great and I look forward to it!), but in the interim and with consideration for male allies who are followers or show up, is there a way to make them less able to free you so quickly? Something like having the aggressor's BP lowered on hit or forcing them to 'waste a turn' when hit to give you more opportunity to escape, but not just freeing you instantly. I think the PC should ultimately break free with their own strength.
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Echoing what bleeb said, bumping the topic with no new or meaningful input is counterproductive and only serves as an annoyance. Kazyn may not update this thread every day, but it's clear that whenever they have something exciting they are eager to share. Popping in to ask if there is "any news" and nothing else, and even doing so multiple times before a response is given, becomes nothing more than a light form of harassment. If you like the mod, talk about it. Share what else you would like to see, but also keep in mind that only 5% of what we can imagine can be reasonably implemented in the game due to the complexity and inherent limitations of modding. Kazyn's been very open about the fact that the current state of the mod is only possible because of the work provided by many others, including existing resources from ZaZ and the previous mod work done by Ms Leeches. And if you have time to spare and really, really want to see this mod develop, get involved in modding yourself. Skyrim is a complex game, but it has a ton of material for teaching others how to mod it. You might find that you're really adept at part of the process and may be able to provide some clean code to help with certain difficult-to-implement desired functions, or even your own plugins that alter or enhance the way that the existing mod works.
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In fact, bleed had already suggested that you use the edit function to condense your messages, which you willfully ignored. The only person who knows for sure whether or not this mod is still progressing is Kazyn, and I don't think harassing them is going to get you an answer or update any sooner.
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Great stuff here, Kazyn. Eager to see how the mod improves from here as well.
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While this idea is still cool and all, I still want to stress that what I initially meant is part of this scenario would happen on its own, without having to put extra work into it, just by making NPCs trapped without intervention if they 'fail' to struggle free of their cocoon. Besides, putting extra objects throughout a town would mean making separate location for it, so this would only really work for 'walled' towns, which are all pretty large. Riften would probably be the easiest to work with in that sense, and as a bonus, makes sense from a lore standpoint, but again, while such a scenario would be cool, it would mean reworking a town, and interfering with a lot of quests while this 'event' is active.
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Well, don't get me wrong, this sounds great too! But I was just saying that a simple change to how the current mod works would get you halfway there without any of the extra work. It would be like the spiders had only moments ago finished their capture of the inhabitants, and with the way the system to spawn them works, that would probably be the case anyway (I don't think Dragons swoop in and attack villages when the player is on the other end of the map, at least in the vanilla game). And I mean, if the spiders had time to start building webs throughout the town, then by then, those cocoons probably wouldn't still be moving. Just saying. If someone really wanted to create the conquered village scenario, I would say to make a new, but small, outdoor village somewhere, or even just a single small house and accompanying shack. Keep it simple. It's one thing to finish a small scale project and add to it, but starting large is asking for complications.
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The beauty of this concept, though, is that if sufficiently strong spiders can web NPCs for an indefinite amount of time (they might struggle with the guards, but there are usually other NPCs which make for easy targets), then this can happen dynamically, like dragon attacks. No extra changes would be needed. All you would need to make it happen more often is set up random encounters with spiders to trigger near towns (similar to what some of the civil war mods do). You could always go more in-depth, but on a basic level, changing how the web works alone makes this possible already, which I think is the real allure of it.
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Quoted post Response
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Neat, but a programming nightmare. I'm pretty sure it was stated previously that a countdown to certain death would likely not be returning. There may be other penalties added, but doesn't seem to be anything certain as of just yet.
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