-
Announcements
-
SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
-
-
Content count
721 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
Blogs
Everything posted by carnifex
-
Bondage/sex furniture that I can place freely through the workshop system so I can build seedy brothels and slave training facilities all over the wasteland. A way to rape and enslave npc's after pacifying them, preferably integrated with the above. Devious Devices would have been nice :)
-
Perversion. Perversion Never Changes...
carnifex replied to Khirildith's topic in Fallout 4 Adult Mods
Well, that was quick. I'll wait for a full body replacer, though ;) -
Submissive Lola. Consensual D/S mod
carnifex replied to alexvkj's topic in Downloads - Skyrim Adult & Sex Mods
That was really uncalled for. -
Paradise Halls with sexlab extension.
-
Submissive Lola. Consensual D/S mod
carnifex replied to alexvkj's topic in Downloads - Skyrim Adult & Sex Mods
The relationship isn't between the player and the follower, it's between the player character and the follower, and it's advertised as consensual - which is hardly the case if it can result in death. I think this is nowadays called the ludo-narrative dissonance, i.e. what happens in game terms doesn't match what happens in story terms. I think trying to punish the player for certain behavior is counterproductive, seeing how the player remains in full control regardless of what you do (unless you manage to lock the players' computer if they don't cooperate, but at this point this isn't a game anymore). I'd rather things made sense in game than tried to coerce me through meta measures, as this is more likely to take me out of the experience and stop enjoying myself than it is to cooperate. Death in particular is annoying both in that it creates an unwanted pause in the gameplay and that it disrupts the narrative and draws attention to the fact that it's all fake. Annoying players and interfering with their enjoyment isn't exactly a good way to motivate. -
Fallout 4! In like 4 1/2 months, its real.
carnifex replied to Gameplayer's topic in Fallout 4 General Discussion
Where I disagree with you is, I think you're taking a very reductive view of what constitutes a "core mechanic", and this leads you to a very simplified and ultimately unhelpful view of what creates a deep, engaging gameplay. Consider the recently popular "Arkham style" of melee combat, used in such games as the Arkham series, Shadow of Mordor, Mad Max and many other. What you'd call a "core system" is the same across all of them - one button for attack, the other for timed counterattack. Considered at this level, all these games are the same, yet some are praised for this combat system while others are considered subpar imitations. Why? Well, one thing is definitely responsiveness, a basic quality of implementation if you will - in Arkham or Shadow of Mordor, the character responds to controls instantly, and the animation transitions are butter smooth, giving combat a satisfying feel. Another thing is the number of permutations the system introduces along the way, from Arkham's enemies that have to be dealt with with a particular contextually activated "special move" to different enemy weaknesses and resistances in Shadow of Mordor. Ultimately, even camera work is pivotal in whether this system works great or bad, and dismissing all these factors as "non-core" will not lead us to any helpful conclusions on how to make a good fighting game. For a non-combat example, Mirror's Edge has arguably the best, deepest and most satisfying movement-based gameplay I've seen in a game, yet it's basic control scheme is identical to that of any FPS out there. If you'd like to analize what makes it great, saying the core mechanic is "press button to jump" is so unhelpful it's basically a non-statement. The issue with Rune is actually a perfect example of what I'm talking about. You see this issue and take from it that directional attacks are important for adding depth to the gameplay, but there'd be no need for directional attacks in Rune had there not been this element of locational damage introduced, and the issue would have been equally resolved by removing the decapitation requirement. Gameplay has to be analized hollistically, breaking it down into arbitrarily defined elements makes you miss the forest for the trees. Good combat mechanics, whether melee or shooting, are a careful balance of many elements, from the responsiveness of controls to quality of animation to enemy AI to weapon balancing and many more, and there's more than one way to achieve great user experience in the end. -
Fallout 4! In like 4 1/2 months, its real.
carnifex replied to Gameplayer's topic in Fallout 4 General Discussion
Stat-driven systems work great in tactical RPGs like Infinity Engine games or classic Fallout titles, not so much in first/third person games like Bethesda makes. Morrowind had one of the shittiest combats ever in an RPG because the stat-driven underlying system was creating a dissonance between your actions and their effects. -
Fallout 4! In like 4 1/2 months, its real.
carnifex replied to Gameplayer's topic in Fallout 4 General Discussion
There's so much more to good gunplay than just "press to shoot". Recoil plays a pivotal role both for balancing weapons and making them feel more powerful and satisfying. Weapon balancing is equal parts science and art, where ideally no weapon ever feels useless but some of them are clearly superior for certain situations, and each weapon should have different risk/reward ratio - just like in Dark Souls you don't want to be swinging a greatsword in a narrow corridor, in an FPS you don't want a rocket launcher when melee enemies try to swarm you in tight space. Movement needs to be carefully planned, whether it's "never stop moving" of oldschool FPS like Doom and Quake or the tactical approach of modern military shooters where finding a proper firing position can be as important as having good hand-eye coordination. Then, maps have to be designed properly both to facilitate your chosen movement style and let you take advantage of all your arsenal - arguably, modern military FPS do it quite a bit worse than classic shooters, where finding pickups and powerups was also of critical importance, making map design more important for the overall quality of gameplay. Ooh, I forgot to mention locational damage... but I hope you get my point anyway There are single mechanics that become a game's selling point, but they never work in a vacuum, and a great game needs more than one good subsystem to make combat work. TES games don't have horrible combat because they're limited to simple attack/defense options, they're horrible because these simple options get unleashed on boring damage sponge enemies that don't react in a satisfactory way, because the controls are sloppy and the visuals of combat are unappealing. -
Submissive Lola. Consensual D/S mod
carnifex replied to alexvkj's topic in Downloads - Skyrim Adult & Sex Mods
Wow, you sure aren't wasting time -
Nowadays I think Oblivion is the best. Morrowind had great vision but the gameplay was horribly clunky at times. Skyrim is the prettiest but also the most shallow, both gameplay- and story-wise. Oblivion has made critical improvements to the game's systems without removing all depth like Skyrim did, has some of the most memorable quests in all modern TES titles, and is still pretty enough to play without bad graphics taking you out of the experience. That said, I've played Skyrim much more than either Morrowind or Oblivion, mostly thanks to mods (also because I'm a sucker for all things Norse).
-
In Ravenous by Delzaron, you can end up on the spit.
-
WIP Slaverun Reloaded (30.Nov 2015)
carnifex replied to Kenjoka's topic in Downloads - SexLab Framework
Players aren't slaves, though -
It's stupid because a)omnibus is already a word with a completely unrelated meaning, and b)the common root of succubus and incubus is "cubus", from the Latin word "cubare" meaning "to lie (in bed)", not "bus". Seriously, words have meanings! /linguistic rant
-
I have nothing constructive to add, but I really have to say this: whomever came up with calling futa succubi "omnibus" must have been an utter moron, and seeing it in use gives me cancer.
-
Quest mods where PC get's dominated/humiliated
carnifex replied to natello5's topic in SexLab Framework
The new Slaverun Reloaded is pretty great, you may want to give it a try. It's still in pretty early stages, but seems to work quite well already, and the author has grand plans for the future. -
Is Skyrim *actually* worth playing after mods?
carnifex replied to Wadarkhu's topic in Skyrim General Discussion
I've played unmodded Skyrim quite a lot - did the main story, the civil war, the Companions and the Dark Brotherhood all on a completely mod free setup right after the game came out, and I've had a great time. So yes, the game is definitely playable and fun if you ask me. The combat isn't that great, but it's not my main concern in a TES game. The stories, well, I certainly see a lot of room for improvement in this department, but when I first played they managed to keep me hooked no problem (with the sad exception of civil war, which was really weak IMHO). Mods can enhance your expedience greatly or destroy it utterly, depending on whether you find the right ones for you (and whether they work as advertised). I'd have long forgotten about Skyrim had it not been for the mods, but at the same time I'm not as enthusiastic about the game now as I used to be before modding the game, because nowadays I'm planning m my experience carefully enough by applying mods that a degree of surprise and spontaneity is missing. So there's that. -
WIP Slaverun Reloaded (30.Nov 2015)
carnifex replied to Kenjoka's topic in Downloads - SexLab Framework
Tried the mod yesterday night, so far I'm pretty impressed. I had to reload the game for the introductory quest's dialog to show up, but other than that, I've yet to find a problem that doesn't stem from the overall shittiness of my Skyrim installation (I get ridiculous script lag that I can't seem to get rid of despite running a pretty tame mod list, but I've had it before this mod was even out so it's definitely not its fault). The soft dependencies all work fine and really add to the fun - as an aside, nooblet did a splendid job with the branding device of doom and it's quite a shame that more mods aren't using it for stuff. The additions to the story are great, the transition from normal Whiterun to slavers paradise is much better now that it's slower and more gradual. Overall, a very good mod that really improves upon its predecessor. That said, a couple nitpicks: -It would be great if the devices put on you were following some kind of theme, or maybe that's just me. (Not a fan of mismatched colors and styles when it comes to DD.) -What definitely would be great is the temporary removal of the devices for the branding scene - I got fitted with restrictive collar and it kinda interfered with the branding scene. -The transition into and from the branding scene could be improved with some pop up messages about getting dragged into / out of the dungeon, and the scene itself would greatly benefit from the presence of a slaver character taunting you during the torture - maybe even some dialog where you can either beg for mercy (to no avail, of course ) or keep insulting your captors? Basically, something to make it more connected to the rest of the ordeal. That's about all I've got for the moment (it was pretty late and I didn't get that far). Once again, great mod and all my nitpicks are to be treated as... well, as nitpicks Thank you for your hard work. I'll definitely play through all you've got and post more suggestions along the way, to be perused at your leisure. -
You should try asking this question in TDF's support thread where the author and other people using that mod will see it.
-
The new version is in open beta test, but it's only in German. Seeing how many new and complex features it's supposed to have, and how many equally complex old features need to be rebuilt from the ground up, I'd advise patience.
-
(Mod request) Anise, the Lesbian Domme, Owner, Pimp
carnifex replied to femalebosmeralways's topic in Skyrim Adult Mods
1. Install Maria Eden. 2. Talk to Anise, ask to be her slave. 3. Profit? -
SexLab Sex Slaves December 1, 2015
carnifex replied to fishburger67's topic in Downloads - SexLab Framework
There is some, with more on the way. -
WIP Slaverun Reloaded (30.Nov 2015)
carnifex replied to Kenjoka's topic in Downloads - SexLab Framework
That would be cool, one of the things that put me off in the original was seeing ol' Baalgruf act totally out of character (he's probably the greatest bro in the whole vanilla Skyrim, to see him turn Whiterun into a messed up slavers den is completely immersion breaking for me, and I don't count myself among the hardcore roleplayers). -
There is a number of quest mods, but they tend to be much less vanilla than Amorous Adventures (by vanilla I mean vanilla sex).
-
The animation is actually from zaz, it's just that ravenous is one of the very few mods that use it for anything (and pretty sure the only one that actually uses it on the player).
