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DocClox

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Everything posted by DocClox

  1. Employee Handbook

    Anyone interested in helping out with a few screenshots? I want some more illustrations for the in-game book.   What I do is I set up the screenshot, then run it through a gimp filter to make it look like a pen-and-ink drawing. Then I add captions and so on. The trouble is that setting up the shots can be time consuming, and I really ought to be coding rather than screenshotting.   I can post the list of illustrations I want. If someone wants to contribute the base screenshots, that would save a lot of time. It would be good to get some variety among the Ponies as well.
  2. Using JSON to populate alias markers

  3. Deviously Helpless

    Has anyone had issues where you get the "lookie here" line, but then the bandits just loose interest?   I've had this a few times in mod testing and I keep getting away scott free. Possibly because I'm too far away and/or moving at speed. It's like the PC gets added to the bandit friend faction (or however it works) before the bad guys are close enough to take advantage, and after that they stop chasing so it's easy to escape. 
  4. Humm. There are three radiant quests that kick off to start the main mission quest. If they won't start for some reason you get the "no jobs" quest instead which just does that line of dialogue. See if sluts_mission_normal_1 through _3 are running and if they are try stopping them from the console. **************** Tonight's progress: Code to add dirt and handprints from 1 to 10 and back to 0 again. I re-did the "attitude illustration. These are too much fun by far! Scrubbed the handprints on the back and added some new ones Added handprints on the head as well   [edit]   Note to self - not to use spoiler tags when half asleep...
  5. Yeah, that sounds about right. The manifest will reference a handful of aliases, but if the quest didn't start through normal channels then the aliases will be empty. So yeah, I can believe that'd crash things.   Post a log file if you like and I'll take a look at it.
  6. These days that usually only happens if you're using CFTO or something else that changes the drivers' form id.   If you read the letter and the quest stage advanced, then the only thing that can be stopping the dialogue from triggering is if the driver isn't in the form_id list   The other thing that could cause it is if you weren't running the latest version.
  7. Little disappointed with this version now I see it in-game. I thought I'd whomp up the boobage, just in case I was being too subtle and give her an actual smile. On the whole though, I think I prefer the previous version. On the other hand, I'm very happy with the title and the arrows, so it's not all bad
  8. Probably. You can test it out now if you want. There's a spell (type "help Taxi" in the console to find it) that will spawn a taxi cart and a clone of Nazeem to sit in it. If you're wearing a yoke you can then tether to the cart and take him for a ride. The only problem is that he disappears when you get about to the east tower or just past Honningsbrew, depending. The clone isn't unique, so I think he's vanishing as part of the game's garbage collection. But until I get time to investigate a little I don't want to use it for real
  9. So yeah, it's safe to assume I have something planned Probably not training as such. At least not unless someone as a good highstepping gait I can use. Then I might see if I could borrow one of the Conan The Barbarian millwheels and get the player walk around it, mashing buttons in time with the steps. If I keep them there until they get the gait to the trainer's satisfaction, and maybe throw in the occasion touch of the whip for encouragement. That should work wonders for cultivating the proper attitude
  10. And thank you too, kind sir. I hadn't seen that one before In other news, I've decided that S.L.U.T.S. really needs an Employee's Handbook. Not sure about the bubbles though. It might work better as circles with (1) (2) (3) and a key at the bottom
  11. Employee Handbook

    heheh
  12. Employee Handbook

    I figure this needs to be a book, in-game. If I get bored enough, I may even add some illustrations
  13. Well, I could, but it would have the same problem. You'd need to depend on my esp to get the enchantment for your customer shoes, and since I don't have an esm, the reference wouldn't resolve properly. You could softload a spell or ability and then have your own enchantment to apply it to the wearer so i could test for it ... but that seems like a lot of work just because you're not mad keen on the Pony Boots,   What I thought I might try is to give you a file somewhere with a list like this (OK, this is Python and not json, so the syntax is a little off...):   tack = {         "mouth" : dd_item( 0,                 "__formData|Devious Devices - Integration.esm|0x2b076",                 "__formData|Devious Devices - Assets.esm|0xf565",                 "__formData|Devious Devices - Assets.esm|0x7eb8",         ),         "neck" : dd_item( 0x020,                 "__formData|Devious Devices - Integration.esm|0x31c75",                 "__formData|Devious Devices - Assets.esm|0x16155",                 "__formData|Devious Devices - Assets.esm|0x3df7",         ),         "yoke" : dd_item( 0,                 "__formData|Devious Devices - Integration.esm|0x4f18c",                 "__formData|Devious Devices - Assets.esm|0x26991",                 "__formData|Devious Devices - Assets.esm|0x2c531",         ),   That way you could edit the file and change the items that got issued, or stop some being applied at all.   You'd still need to dig the form ids out of the files using the CK or TES5Edit, but after that you could wear what you wanted.   I'd probably still insist on a yoke or armbinder to pull the cart though, and if I did this I'd stick the actual device references into aliases somewhere. So you'd have to come back with the actual item you were issued.  I might insist on the slot coverage as well
  14. The case I'm thinking about is if someone wants to specify different gloves or boots, or have their girl run in an armbinder.   It's easy enough to use a SlaveGear style json file and let players override the default tack-and-harness choices. The trouble is that  I use  a set of mod-specific keywords to check if the items worn are in fact the items issued.   So if you are issued pony boots and turn up wearing heels you get your pay docked for being out of uniform. If you've sold or otherwise lost the boots, you get docked for that too.   That means that if someone wants a set of heels and doesn't want to be fined for non-compliance on each run, they need to be able to create an item with the relevant keywords, which means that they need to be able to access them at design time...   Of course, it might be a lot easier all round if I just use check the form ids actually worn in various slots against what should be there. Not as efficient, but since I'll only use it in scenes I can probably live with that.    
  15. @verstort: Tats are probably not long-term reliable. Easiest thing might be if I add a "sluts_working" faction for when they're pulling the cart or stabled under orders. @CliftonJD: I was just going to let the player remove stuff and then fine them for being out of uniform You can't pull the cart without the yoke, so people will want to hang on to that @buffmutti: I can do. I was thinking about a json file where all the outfit forms are kept. Those keywords are going to be a problem though. I can make a minimal sluts.esm easy enough, but t seems a shame for the sake of the few keywrords and factions that might be useful. I wonder if a community keyword mod would be practical.
  16. ZaZ is the fellow you need to ask about cart issues. What I try and do in that situation is back up and either try and get them out of the prongs, or failing that speed up again and see if I can beat them to death with the cart. It's true though; it's a lot harder to get from A to B in this than it is in QAYL
  17. Sumliminal Message

    The Gimp. But no, it's just playing around in this case. Someday I might have a shot at building a sort of "gilded cage" player home where everything is full of covert messages and subtle spell effects, but not any time soon. My texture and modelling work isn't really up to the task yet for one thing.
  18. Sumliminal Message

    I love playing around with daedric lettering. For instance, I could just see this as the inlay on the woodwork where a highly valued slave was kept.     Can anyone spot the hidden message?
  19. No, I don't think it's supposed to make sounds. At least, I didn't put any in there. Then again, I didn't make the cart and I usually develop with the sound off so if there was I might not have noticed.   It's something to think about though. It would be good if there was some noise from the thing.   I wonder if there's any from the wagons on the opening scene... 
  20. The vanishing cart is a problem that I need to look at. As is the "I lost my cart" scene. I need to look at both of them.
  21. Good inspiration As for smudging ... I rather see the livery as more magical branding than body paint. Something that won't wash off anyway. So I'm probably going to limit the smudges to something that could be explained by dirt and grass stains, if you chose to look at it that way. On the subject of tats, the new tatlib is working at last. The MCM menu keeps giving black tats when I ask for green, and there's no dirt/handprint support yet. Definitely getting there though. I also need to blend the dirt across the UV seams, make textures for head, hands and feed (I can probably cannibalize the body ones), blend those into the body and then combine them with the handprint ones. I need some handprints on the head as well. Still, those are all good tasks for those times when I'm fed up with coding and need something different to do.
  22. On the other hand (so to speak) imagine where your hands would be if you were spreading ass-cheeks Of course, by that stage, there's no reason not to have multiple overlapping ones. I'm actually surprised those lines aren't more faded than they appear. The tats should (are!) arrplying over the top of them. I can certainly add in some green smudges and denser blotches of dirt to simulate it. That would make the dirt and handprints more or less useless without the livery, of course. I suppose I could do two versions. Come to think of it, I'm already going to do a set of dirt textures, a set of handprint one and a combination set to save slots. I can add the livery damage to the combined one.