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Kendo 2

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Everything posted by Kendo 2

  1. Just need a new hit effect shader and a new alpha texture, and some who knows enough about scripting to apply them when spanking animations are played. Zaz Animations already does it so it can be done. Finding someone who has the knowledge, will and time is the problem.
  2. Red butt cheek are possible, but I have my hands full just dealing with the mod. Zaz Animation pack adds stripes when the player is whipped and Sexlab adds cum splatter. So yeah it's possible, but I'm not going to do it.
  3. It's over-rated, but I'm too much of fruit to figure out how to code for 0Sex. And I don't know anything about Skyrim scripting anyway. I guess I need to make a Paetron account so I can Lover's Lab be somebody.
  4. Version 1.0.0

    7,947 downloads

    PREPARE TO BE TROLLED This is everything I've ever made for Sims 4. Some of it you may already have and a lot of it I know you don't because it was (at one time) my personal shit. So..just...WHY? Because of all the dirt that came out about how EA conducts themselves after ME:Andromeda was released. REALLY EA? Okay... AND because EA is a massive cluster fuck of diversity-hire-SJW-stupidity and I refuse to mod for or support a company like that. I don't care what you think about it or me, so FUCK YOU. NO, there will be not screenshots and NO I do not care what you do with these files. Again, FUCK YOU for playing an EA game and supporting their narrow-minded SJW Lib-tard corporate culture. You should be goddamned ashamed of yourselves. But what do I know? I'm just some faggot who knows how to mod.
  5. [Sims 4] Kendo 2's FUCK YOU EA Massive file Dump View File PREPARE TO BE TROLLED This is everything I've ever made for Sims 4. Some of it you may already have and a lot of it I know you don't because it was (at one time) my personal shit. So..just...WHY? Because of all the dirt that came out about how EA conducts themselves after ME:Andromeda was released. REALLY EA? Okay... AND because EA is a massive cluster fuck of diversity-hire-SJW-stupidity and I refuse to mod for or support a company like that. I don't care what you think about it or me, so FUCK YOU. NO, there will be not screenshots and NO I do not care what you do with these files. Again, FUCK YOU for playing an EA game and supporting their narrow-minded SJW Lib-tard corporate culture. You should be goddamned ashamed of yourselves. But what do I know? I'm just some faggot who knows how to mod. Submitter Kendo 2 Submitted 06/10/2017 Category Clothing  
  6. And I've called in the big guns for some scripting help. Just PMed Veladarius (the Captured Dreams shop guru) and asked for some papyrus wisdom.
  7. UPDATE: Been working on scripts and isolating Sexlab animations in script functions to make the game do what I want, and I FINALLY FUCKING figured it out...somewhat. Still trying to discover the Skyrim Script Kabal secrets 'those in the know' refuse to fucking share, but I'm getting there. Here's an example: an NPC spanks the player and they do not strip, but the player does.
  8. UPDATE: Just finished the 3rd quest of a 5 quest arc. I've made a lot of changes so I'm going to start a new game and do a new mod play-through. IF everything works as intended the mod might be ready for beta testing as soon as next week. Making this mod is my new hobby.
  9. Ritual Clarity is helping me iron out a few bugs and glitches. That really helps speed up the process of getting the mod ready for an early beta test.
  10. This guy really knows how to troll. The video is fucking hilarious as he dismantles EA/Bioware/Andromeda.
  11. I think you will like the mod. It is 'different' from what most people are used to.
  12. Gender preference won't be a factor because of the way the story is written. The player will sex have with both genders regardless. There are circumstances in the mod the player can't avoid at times. Most if not all of the orcs in the strongholds have the required aggression and confidence values. Some have the low morality score. Throughout the mod there will be dialogue options for the player to choose that will affect how the mod plays and how NPCs treat them. I have a system in place that uses new hidden factions and tracks the player's rank in those factions. There will also be options for the player at the end of the main quest line; kill the bad guy(s) or let them live, keep the bands on or take them off, etc.
  13. Thanks. I am finishing up the second quest in the mod and then I have to do some play-testing and clean up. Things are moving along though.
  14. UPDATE: I'm maybe a quarter of the way through finishing the second quest in the mod. I have no idea how many quests there will be but I have a story overview syllabus and I'm sticking to to it. I'm not going to let mod-creep kill the mod. Finished a short dialogue quest the player can have with one of the carriage drivers. It doesn't do anything, just adds dialogue and gives the mod a sense of being a real part of Skyrim. It's for mod flavor and background. Also finished the world interactions dialogue quest for generic NPCs commenting on the player being collared and naked at the same time. The comments will only be said by a certain NPCs with the right voice type and some of the comments will only occur in specific locations, like orc strongholds. In some instances the NPCs might rape the player, but this is controlled by NPC arousal, aggression level, confidence, and morality. The rape won't occur as often as with a mod like Dangerously Nude, where it happens almost every game hour with that mod installed. I've restricted it to NPCs the game rates as 'the type' to do it. The biggest risks will be around Hirelings and Followers who aren't in your party, in orc strong holds and maybe from wandering Thalmor patrols. The baseline for an NPC to rape is (Aroused =>40, Aggression ==1, Confidence >=2, Morality ==0). So, only certain NPCs will molest the player, not everyone able to comment.
  15. Just a little update on the mod's progress. The first quest is finished and working fine. Just need to clean up some spelling errors and type-o's. Hey I said it was 'little'.
  16. Having DD and DD mods installed shouldn't cause any problems with my mod, provided you STAY AWAY from what triggers those mods in the game. For the dialogue, NPCs will be talking about you being captured by Imperials at DarkWater Crossing and eventually you'll be sent there to look for clues. So even if LAL gives you a fancy house in Solitude and make you Queen of Skyrim people in the game won't acknowledge that. And the vanilla Helgen isn't THAT bad. It takes less than 20 minutes to complete. Also, the mod assumes you will go to Riverwood and then Whiterun when the game starts. LAL will make no sense, but hey...your game so play it the way you like it. Once I'm done with the mod and I KNOW it works for most people I'll look into doing a LAL addon where the player starts in Riverwood. I could make that fit in with the story I'm doing. The player was still captured by the Imperials but they escaped Helgen on their own, without the help of Hadvar or Ralof. That's actually a good idea. Thanks for making me think about it.
  17. DD is fun for a little while, but chastity belts, arm binders and atomic Dwemer butt plugs make regular game play impossible at times...most of the time. To my knowledge there are only a few story-driven quest mods that use it. Everything else is about making the character's life a living hell and the game gets dull REAL fast when that's happening. It was sort of response to your post but I knew that question or notion would come up eventually about DD and other stuff. I just wanted to make it clear I'm not making a DD type mod. What I'm doing is NEW. Sure, gonna need playtesters eventually. The required mod load will be light and most adult players will already have the mods installed and working. Sexlab, Zaz Animations and Aroused. A mod like Timing is Everything will be really helpful to disable the dragon and vampire attacks. I'll do a 'Recommended Mods List' when the time comes. THAT is exactly what I'm doing; one of my comics but in the form of a Skyrim quest mod. Couldn't have explained it better myself.
  18. The way I'm writing the mod's story is meant for a new game with a character that's never been played. Because of the age of the game and number of mods for it, I can't account for everything. I am using vanilla NPCs that may or may not be marked as Essential, Protected or Invulnerable. IF someone uses an existing level 100 character and tries to play this mod most likely a required NPC will be dead and the mod will break. So...to play the mod, start a new game and a new character with the mod installed. And what I'm making will NOT be a Devious Devices mod and I won't be patching for it or accounting for what DD does. I'm doing 'my own thing'. I briefly considered making DD a requirement but that framework's 'lore' doesn't jive with what I'm doing. This mod is something new and removed from all of that. Players running around with devices locked on to them isn't part of what I'm trying to accomplish and it makes absolutely no sense in my story's context. I'm making a new experience for a Skyrim play through and if people want a 'DD mod' to add to their 'DD game play' then they need download something else, because that's NOT what I'm making. But if people like what DD does I will have some of that story-type element in the mod. In other news... I have 'Act II' of the first quest finished and it's working (for me at least).
  19. NOTE: If you don't want the item automatically equipped on the player then place a semicolon in front of the line: Game.GetPlayer().EquipItem(ArmorIronCuirass, abSilent = true) Make it look like this: ;Game.GetPlayer().EquipItem(ArmorIronCuirass, abSilent = true)
  20. Here's the script. As written, this script will add one Iron Cuirass as soon as the game loads. K2_Add an Item at Game Load Script.txt To use this: Create a new quest and in the Quest Data tab check the boxes for Start Game Enable and Run Once. Click OK and then open the quest again. Go to the Quest Aliases Tab and right click for 'New Reference Alias'. Name it Player and at 'Unique Actor' select Player. Check the box for 'Reserves Reference' and then hit the Enter key on your keyboard. That will close the tab. Open the tab again. In the field for 'Papyrus Scripts' click the 'Add' button and wait for everything to load. This might take as long as a minute to finish. Ignore the errors that will pop up, because they will. Once everything loads you will see a dialogue window. The first one will be (New Script). Double click it. Give it a name you can easily recognize and leave 'ReferenceAlias' alone. You need that. Click OK. Now you should have the empty script listed. Right click it and 'Open in Exterior Editor'. Copy and paste the script I included into it and Save and Exit. Right click the script again but this time go to 'Edit Source'. Your script should be there. Click File and Save and let it compile. You should get no errors and see 'Compilation Completed'. Click on the script to high-light it and click the 'Properties' button. Both fields should be filled and the script should look like a blue cross with a yellow pencil next to it. Remove the check mark next to 'Reserves Reference' you added earlier. Hit Enter on your key board. Click OK on the quest to close it. Save the esp. IF everything went as planned the vanilla game iron armor should be added to character at game load. Best of luck to you, since this is modding Skyrim. * replace everything I have in yellow with your own stuff. ____________________________________________________________________________________ ;add/equip the player with the item when the mod is loaded. Armor Property ArmorIronCuirass Auto Quest Property GiveIronArmorQuest auto Function TraceMe(string msg) Debug.Trace("GiveIronArmorQuest"+ msg) EndFunction Function GiveIronArmor() TraceMe("GiveIronArmor") ObjectReference selfref = self.GetReference() if selfref != None selfref.AddItem(ArmorIronCuirass, 1, false) Game.GetPlayer().EquipItem(ArmorIronCuirass, abSilent = true) endIf EndFunction Event OnInit() RegisterForSingleUpdate(1) EndEvent Event OnUpdate() GotoState("Busy") GiveIronArmor() GotoState("") EndEvent State Busy Event OnInit() EndEvent Event OnReset() EndEvent Event OnPlayerLoadGame() EndEvent Event OnUpdate() EndEvent EndState ____________________________________________________________________________________
  21. It will 'work' but the story is written around the vanilla game. All the initial dialogue is about the Imperials catching you at Darkwater Crossing and how the shackles got on you in the first place. The first quest (finding clues at Darkwater Crossing) assumes you did a vanilla game start. BUT none of the world interaction quests require the Helgen start. They happen because you're wearing the shackles. The concept of the mod is that you're part of a story. That's the way I've written the dialogue. I didn't take LAL into account because I don't use it, but I know some people do so the Helgen start isn't required. A LAL start means you'll have no background story and what's said by the NPCs in the mod won't make much sense. Don't know. After the last DD scripting changes I stop using the mod. I can say for sure the ZAZ collar and wrist and ankle irons in the mod use the same slots as DD stuff, and my stuff can't be removed or swapped with other gear. If a DD mod added and equipped a collar on your character that collar might not show up, you might be wear both, the game could crash, anything. It hasn't been tested with DD because I don't have DD installed. All of that will be determined when the beta is ready to be tested by other players.
  22. Working on a new quest mod for Skyrim. It will be using Sexlab, Zaz Animation Pack, most likely Aroused Redux, and definitely not Devious Devices. I've been working on my own original scripts using vanilla Skyrim coding to duplicate what Devious Devices does as far as locking an equipped item on the player to where it can't be removed. I've done it more efficiently with a lot less stress on papyrus. That's done and a 100% success. I'll be doing other things too. The Mod's Premise You wake up in the wagon on the way to Helgen. You have no idea what's happened and you memory is hazy. Aside from your name, you don't remember anything about your past. The big mystery is the iron collar and wrist and ankle shackles you cannot remove, and none of the other prisoners are wearing them. The one thing you do know is the irons have a powerful and beneficial enchantment on them. You simply can't take them off. After escaping Helgen you can talk to Hadvar/Ralof and ask about how you got on the wagon and about the iron shackles locked on you. Through normal play (messing around in Riverwood and Whiterun) you'll eventually talk to the right person who will start you on your adventures to get the 'Bands of the Whore' removed. Here's a screen shot of what you'll be stuck with until the adventures are done. What I have done so far... Completed! Opening dialogue (once you've escaped Helgen) with either Hadvar or Ralof. Both the Imperial and Stormcloak tutorial choices are covered so you can pick whichever side you like. World Interaction quests for all blacksmiths, court wizards and the Mage's College members. (More interaction quests will be coming.) World Interaction quests for NPC random comments about the player being naked and collared at the same time, and brief conversations with the Whiterun Carriage Driver and Nazeem. Interactions and a short quest with Collete the Restoration Master at the College to where you can be submissive to her or ignore her as usual. Two full quests for Belethor and more coming... The mod is nowhere near being completed. Juss say'n so don't get too anxious about playing the new quest mod any time soon.
  23. I hope you make a UNPBO version too.
  24. The short brunette is my favorite. Love her looks.
  25. Kendo 2

    Forsworn Bewbies

    If you look in the CK some of those Forsworn girls are pretty decent looking. With the dirt, age modifiers and war paint removed a few of them look better than some of the vanilla Breton female presets.
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