• Announcements

    • Ashal

      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.

Nonsense667

Members
  • Content count

    1,068
  • Joined

  • Last visited

Posts posted by Nonsense667


  1. 4 hours ago, cdn01 said:

    remove errortrap from packages folder.. that was cause freeze for me... i was experience same problem as you. have not had freeze problem since completely remove errortrap.

    I'll give it a try as soon as I have the time and report back, thanks a ton for the tip. :D That's exactly what I had hoped for. Each mod I could test removing would take me 4 hours or so of running a game to actually test if it worked or not, where all it takes here is someone 5 minutes to let me know if they've already figured out what the issue is. 

    Edit: found the thread discussing this exact problem! Glad to know I'm not the only one.
    Edit 2: seems to be working. I love you. 

    0

  2. I'm just going to go ahead and ask without doing as much troubleshooting and testing as I normally would, because each test requires spending multiple hours on a new world. You can imagine how frustrating that is. But yeah, has anyone else had problems with trying to load a world that's had a few hours of play-time on it? It takes a little while to load, which is no big deal, just a little bit longer than normal, then does the usual stuttery start up, but then once things are finally about to start normally, everything just freezes, except for the plumb bob and the trees/foliage, which still have their small animations playing. I've tried just letting it sit there to unstick itself but eventually it just crashes. I think it's KW, because I tried starting up a world without KW installed and then reloading it after a bit of play time, but I may not have given it enough time. Who knows. Oh, I did try with both version 0.2.5 and 0.2.5a, both are causing this issue. 

     

    P.s., in case you are wondering, I was away from this mod for a good while, only recently coming back. I think the last version I played on was something like 0.1.9.  

    P.p.s, I may try to let that non-KW world run a little longer, then try to reload, if I get the time. I'll update if I do. 

    0

  3. Reporting an odd error I'm having. The issue does not exist with  v0.2.5, I can start a new game and click on my active sim perfectly fine. However, when upgrading to v0.2.5a, I lose the ability to click on my active sim (and get the interaction wheel around them). Both versions were tested with new game starts.

     

    By the way, I did try using NRaas selector to get around the issue, but no luck. It does report a script error every time I click on my active sim when using v0.2.5a, however.

    0

  4. Apologies if this has already been asked or suggested before, but is it feasible to actually have different settings for the current sim/household sims compared to the rest of the world? I think it might be a cool feature to actually have separate settings for the rape chances between the rest of the world, and either the sim currently being controlled, or at least the current household, that way you could have a decent chance of a sim showing up to try and rape your own sim without having rapist all over town impregnating everyone. It could be useful for those roleplaying that their own sim is especially luring or something like that. Just a thought!


    0

  5.  

     Decided to try this and from what I played of it so far looks really awesome. Being in its early stages leaves it with lots of room to grow and build on, so I cannot wait to see where it goes.   One thing I found somewhat off and its not anything major or game breaking . . .more odd then anything. . . was random pets popping up at random times/places to sniff you.

    very much enjoyed, thank you for sharing and the great work you put into it.  -DwT

     

    someone didnt read the author's note... the random pets thing is an actual feature of the mod =P

     

     

    A feature, yes, but also a feature with issues. If I felt like being snarky back, I might say "someone didn't read the previous discussions," where others have also mentioned that even though they like the dogs being a feature, the fact that they can show up anywhere, be it homes, clubs, etc, and interrupt pretty much any action, is a bit problematic. Like most others have said though, this isn't whining or complaining, just pointing out an issue in a mod that we users recognize is still heavily in development. 

    1

  6. In regards to the animation for the fight, since we have Amra72 as a fan of this mod, it could always be a potential that Amra can make some sort of simple grab animation for the struggle (Not that I feel we are entitled at all to such a thing. If it happens, then that's amazing for Amra to spend time on such a thing). Say, the rapist grabs the victim, then there is a loop of the rapist pulling the victim toward them, while the victim is pulling away. Depending on which is successful, either you'll see the victim get pulled toward the rapist fully (then prompting the rape animation) or break away, prompting that sequence. Just a potential idea, though. 


    1

  7. The rape system is very similar to this.

     

    1) Potential rapers: Must not have good or friendly trait, must be highly aroused and attracted by the victim and must not have friendly or romantic relation with the victim.

     

    2) The fight scene: If the raper wins (only athletic and martial skill are used at this time) the sex scene starts, using appropriate animations. If the victim wins he/she calls for the police.

     

    3) Witnesses: If a witness is a potential raper, he will just watch and cheer for now. If a witness is not a potential raper, he will call for the police.

     

    4) Police: The police stops the rape interaction and... do nothing. Currently, I'm using the police code from burglar situation. As there is no burglar situation, the police doesn't do anything. I'll have to write my own police situation and this will take some time. So, there won't be police intervention in the next update.

    Ultimately it's your mod, but can I ask/suggest that there at least be some sort of setting/leniency or something in regards to friends/romantic interests being able to rape? Maybe friends/lovers, if having the evil/mean spirited/inappropriate (you could set it to where mean spirited/inappropriate sims won't rape if they also have the good trait) trait, would still have a chance of raping their lover/friend that they are attracted to, and haven't had their sexual desires satisfied. :D Because I love that idea so much. Other than that, though, it all sounds like it's coming along great! I look forward to it! 

    (Again, I can definitely understand some people not wanting friends/romantic partners to be rapist, but at the same time I can understand others wanting it to be that way, so I would argue for a toggle or something to be implemented, maybe.)

    Edit: Oh, and as for individuals in a relationship/ who are friends with someone, and rape them, of course I'd assume it's a massive negative hit to the relationship bar, hah.

    1

  8.  

    Woohoo! (Pun mildly intended) I'm glad the motive is being worked on getting fixed. Looking forward to the update.

    I'm not sure if there are even threesome animations that would support it, or game code even, but just in case you could get it (or work with Amra for the animations), I'll go ahead and throw in the idea of potentially adding in a gang-rape scenario, where maybe if two sims who are at least friends with each other are both aroused and one/both have the right chances to be a rapist, they could both approach and force a poor sim. Probably not gonna happen, but I can dream!

     

    There's already exist Threesome animations. Legacy from Kicker's Animated Woohoo.

     

    In Animated Woohoo animation selection you can see MMF or MFF label as a threesome animation indicator. Join In pie menu will show up on sims who are in woohooing, as an indicator threesome animation is available on that object and third sims can join in.

     

    Oh, yeah, I know that there are threesome animations, I just meant that I didn't know if there were threesome animations that actually looked, you know, rape-y. It's no fun if a rape event starts and suddenly the victim is sitting there having a grand ol' time in the animation. :P As for my comment about knowing whether or not the code was possible, I didn't mean threesomes at all, because I know that a player can select a third person providing the right mods, but I'm not sure if it would be as easy to have two people autonomously chose to both target your/a sim, because as far as I've seen (I only just started playing), interactions are generally all 1v1 based. This is all an inexpert view of course. I hope that clears my comment up!

    0

  9. For all who have problems to get their sims naked, don't forget that wearing revealing clothes is easier.

     

    I'm currently working on fixing the woohoo motive (there is a bug in the post woohoo method that prevent the motive to reset) and adding threesome interactions.

     

    I hope the next update will be ready before the end of march.

    Woohoo! (Pun mildly intended) I'm glad the motive is being worked on getting fixed. Looking forward to the update.

    I'm not sure if there are even threesome animations that would support it, or game code even, but just in case you could get it (or work with Amra for the animations), I'll go ahead and throw in the idea of potentially adding in a gang-rape scenario, where maybe if two sims who are at least friends with each other are both aroused and one/both have the right chances to be a rapist, they could both approach and force a poor sim. Probably not gonna happen, but I can dream!

    0

  10. After letting this run a few days in my town, I really feel like the Oniki motive actions are way to high a priority.

     

    Just two sims in a house together and literally I constantly was having to cancel activity requests after a few days of letting the motive increase, whats more is fufilling the requests didn't seem to reduce the frequency of the requests either. The motive push for sexual gratification was nearly constant even right after completing a request, another one would be queued up.

     

    As you can imagine this does begin to make the game extremely hard to manage.

     

    Again I really like the concept here, and I think this has a huge amount of potential for revamping how sexual interactions work in TS3 and definitely for the better, but at the moment the motive is simply too demanding to make doing anything other than have your sims have sex really viable.

     

    This is just a theory, I'm not sure if it actually works this way, but what I think might be happening is that even if having sex lowers the motive, the fact that two sims are near each other, and nude/exposed (or maybe even attraction adding as well), is actively increasing their motive, effectively cancelling out the reduction from completing actions. I could be wrong, though.

    0

  11. I'm going to assume that the interaction menus under Kinky should not look like string command names like Oniku.Thing.Add_Thing.Stuff.Boobs.Butt and what not and something went wrong when installed this.

     

    I also don't seem to have a Settings selection under the Kinky interaction so again I think something went wrong when I installed it.

     

    I've got a pretty mod heavy game in a heavily populated custom world so it might be my own fault.

     

    Otherwise this appeared to be working, the interaction list, while appearing to populate with command names rather than strings, seemed to do what was advertised in the command name....dogs randomly got involved with people..though I wasn't super interested in that side of the mod as I was in the sex as a motive part of it. Overall seems pretty legit and one of best efforts towards adding adult motives to the game layer.

     

    I will definitely continue to follow this.

     

    Nope, you're fine. The mod is still an early work in progress, and as far as I understand, it's normal to see the names like that. The mod hasn't been "prettied up" yet. 

    And there aren't any settings available, though there is a debug menu you can enable through the console, by entering "oniki.kinkymod.enabledebug true" into it. Other than that, there are just the basic interactions that are currently available. 

    0

  12. i couldnt get them to do it they kept saying fail for everything you know the remove top remove bottom and so on every interaction failed :( only ones that didnt fail was controlling the dog to sniff crotch

     

    Enable debug interactions with oniki.kinkymod.enabledebug true

    Then click on the trouble sim and make them horny. Generally though, even when you do that, you have to do one handjob, then one oral, then you can do vaginal. 

    I'll admit, it's a bit off-setting how for all other interactions, be it animated woohoo, vanilla woohoo, etc, a sim I'm interacting with will be gung-ho, but for kinkymod interactions they ardently refuse. It's also a bit weird how every sim in every relationship seems to insist on giving a blowjob before sex. It makes it a bit odd for roleplaying seducing the innocent virgin. :P 

    0

  13. where do i place it ? in sims 2 i had to go to EA games folder in documents then to sims 2 then to downloads to put them in but there isnt a sims 3 folder in documents :(

    Mod the Sims has a pretty decent tutorial that may be of help.

    http://www.modthesims.info/wiki.php?title=Sims_3:Installing_Package_Files

    http://www.modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files

    0

  14.  

    this sounds amazing. someof th features sound like they are going to conflict with twallan's (nraas) woohooer though. anyone having any luck running the two of them together?

     

    I'm seeing a major glitch with NRAAS Story Progression.

     

    A couple keeps "announcing a pregnancy" and throwing baby showers 4 or 5 times a day. Seems to be a clash between the two as no one is getting pregnant at all.

     

    Even using Master Controller's partner pollinate to try and force one causes an error (or they spontaneously abort).

     

    I think it could be the "NRAAS Story Progression - Relationship" package to be exact. Gonna remove it and see what happens.

     

     

    I have the same issue, to a point. Though I'm not having a mass amount of pregnancy announces (it's actually relatively infrequent), I do see it happening but not seeming to actually trigger a pregnancy. Similarly, I've tried the pollinate feature and the pregnancy quickly disappeared from the sim. (Checked by going to the advanced options in master controller, where immediately after pollinating, there was an option to mess with the pregnancy.) I did manage to get around this by using the instant baby option, though that's slightly immersion breaking, and seems to have a habit of dumping the baby off in a corner on a rug, not near the mother, hah. Let us know how your experiment works out!

    0

  15. I think if you make different flavors of your mod you can please mostly everyone.. For instance this one just improve on what ya want to,  and then make two more of same where one is gear mostly to beast lovers, and the other is less gear to beast lovers ...Where all still have the option of same but just less autonomous in certain categories.. if im making any sense..

     

    here another example :  :heart:  :heart:  :heart:

     

     

    Flavor one has 

    menstural etc and beast lovers 

     

    Flavor two has everything and little more things gear towards beast lovers..

     

    Flavor three everything but less gear towards beast..

     

    and warn that a person can only choose one... That way all can be happy...

     

    ooh yeah this is one option i always wanted a virgin curiosity question and the guy or girl whom the question is ask to answers in certain ways hehe...

     

     

    because i love the menses, and reality of it all..  I just care less of the beast option.. But some people love it all ..

     

    no need for  some people to suffer for others this mod is really what kicker mod should have been besides the beast portion... but including it....Except his mod didnt have pregnancy and it kinda made me as an animator feel like whats the point if they cant get preggers...

     

     

    I know as a modder its hard to please peeps , but when you can  make different options for people its makes you and them very happy... :blush:  :blush:

     

    I will most definately if people would like me to make romantic and bdsm animation for your mod when it done.. but no beast lovers it will conflict with my heart..

     

    I appreciate the point you are trying to make, but that's really way too extensive of a solution to such a simple problem. Making different versions (or "flavors") of a mod, no matter how simple, is ultimately going to be a hassle to any mod maker, and potentially enough of an annoyance to cause burn out on making the mod entirely. Why does there need to be different versions made, when the solution can be much more simple? 

    Click your sim -> Kinky -> Settings -> Turn off bestiality. Done. 

    IF a more complicated option was needed, the route to go, I would say, is probably along the lines of what Nraas does: allow for different plugins that do different things. But I'm not sure if this mod has the complexity or extensiveness to warrant that at this moment.

    0

  16. Hey, I just want to point out a bug I've discovered about this mod. You see, whenever you return to the main menu and load a game or a new world or whenever you travel to a vacation world or future world, the Kinky menu is no longer showing up. I want to confirm if this only happened to me or not and if not then it must be a bug.

     

    I don't know if my issue is related or not, but I do know that sometimes when I load up my game, the kinky menu actions do not show up. They didn't show up for two loads or so, then the next time it gave me the first time loaded prompt, which was weird. Not sure if that's the same issue or not. Similar, though.

    0

  17. Something I've noticed with the mod, though I'm not sure if it's just a base Sims 3 issue or specifically with the mod, is with the "priority" of the dogs sniffing action. It seems to cut off pretty much anything else that's queued up if they want to perform that action. Not sure if that's intended or not, or if it's fixable. The dogs will also burst into homes, clubs, etc.

     

    Also, an idea: similar to how there are things like asking for age, and getting the pop up in the top right about the age, could it be possible then to have a "ask if aroused" or something like that as an action, maybe even with a potential failure to get a response which would have a negative result to relation, but if successful would give the player a pop up showing how aroused they were via the arousal/lust system of the mod. 

     

    Okay, and a second idea/feature request: it would be nice if somehow, the rape was worked in, either dog or human, as something that wasn't just "they have decided to rape, so they perform the rape." I don't know if it's possible, but some sort of variable or chance affecting whether or not they succeed in raping or not could be cool. Maybe stats like athleticism/martial arts etc affecting whether or not the victim could shrug off the rapist/the rapist was successful. Or something else. Maybe also energy, that way, a skilled fighter could still be at risk. Maybe a rape attempt lowers energy for them to fight it off, so multiple attempts would be especially dangerous. Just some ideas!

     

    And some easy toggles that could potentially let people tailor their experience for their sim might be things like "reject all consensual attempts" (for people who don't want their sim to accept sex, but still allows for others to still try and force the sim), "reject all attempts" (for people who don't want the rape either, and just want the mod for their sim initiating stuff), and then similar toggles, but for dogs specifically.

     

    Oh, and in regards to the "main subject" of the mod being rape, dogs, or whatever... fuck all of that. Just make the damn mod. The minute this mod turns into "dog sex everywhere!" mod or "rape everywhere!" mod, it gets the same problem that plagues mostly all of the Skyrim mods: it's made for one specific audience/fetish, and fuck everyone else. As it is, it seems like this mod is being made as a general extension of adult features provided by the sims, and that's how I like it. To me, that's The Sims: you can play it as you want, and the game mechanics provide a way for stories to organically form. So long as this mod stays to that general concept of organic stories and gameplay, then it should stay on the right path. At least that's how I see it. 


    Edit: one more idea: maybe some sort of way for someone to "Accidentally" open themselves up to dog rape, since as it is, if I'm understanding/seeing things correctly, the only way is to do the actions which are clearly offering yourself to the dog. It could be neat of there was something like say, playing with the dog, getting on all fours to goof off, pretend she's a dog, etc, then she ends up getting mounted. Not sure if something like that is feasible though.

    0

  18. ...

     

    Are.

     

    You.

     

    Kidding me? 

     

    This is the sort of mod I've been waiting to come out for ANY sim game. This sole mod makes me get The Sims 3. It's also pretty much the only thing that's grabbed my attention on this site in 6+ months. So yeah. Don't think that you're "just a wip" mod, this is far, far greater, and more awesome, than any old mod! This mod fucking kicks ass, from the sound of it.

    But just to make sure... if I'm understanding this correctly, this mod makes it to where when any other sim is horny enough, they have a chance to rape another sim/your sim? And you also have rape options against other sims as well? Along with the potentially added rapist "events"... that is so freaking awesome. Basically, any sort of "organic" rape events are just... the best thing ever. (I love the idea of say, my female sim flirting with a guy just to get on his good side, but he ends up raping her)

    However, please, please, please add rape-by-dog (both strays and non-strays) in at some point, if you can/are willing! I'm sure I'm not the only one around here who would be appreciative! But regardless of that, this mod is amazing with it's current list of features, even. So yeah. Thanks for kicking ass. 

     

    P.s., really looking forward to the rape-zombies too. :D (And maybe some rape-ghosts and whatnot too?)

    0

  19. I don't know if it helps anyone but everything depends on Aroused and it used to be that mods depending on this (ie lovers victim etc.) would not "kick in" until after you saved and reloaded that same save again. I don't know why this was, it was just something weird about skyrim itself, but it may be worth a try for anyone thats not seeing any results.

     

    Thanks for that, sadly, still doesn't work. I set the chance to around 9.8 (I avoid maxing out, generally, just in case that somehow causes negation or something, hah), all the guys around me are at 100 arousal, my base attractiveness is at 99, etc. I set the cloak frequency both down low, and up to 20, trying out both sides of that. Nothing. Though I did get raped by lovers victim, so that was working. Which I guess shows that the issue is most likely with attraction or approach. 

    0

  20. Urgh. I'm probably just doing something idiotic, but I can't get the latest version of the mods (attraction and approach) to work. I tried installing them and trying them with the new save, tried doing a clean install of the mods from the previous version, tried loading up the mods on an old save that never had any version of them up and running, but nothing is working. :\

     

    Here's some clips from the log... if they help any. It's annoying, I really, really like the concept of this mod. If I could get it to work, I want to write more dialogue for it, like I did for the previous version. 

    (though this is the log from trying it on the old save, for all I know, that's bringing it's own issues with the log... so who knows.)

     

    [sLApproachWhistleQuest (8D003DEC)].SLApproachWhistleQuestScript.chanceRoll() - "slapproachwhistlequestscript.psc" Line 16


    [Active effect 5 on (0001981B)].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:38PM] ERROR: Incorrect number of arguments passed. Expected 2, got 1.
    stack:
    [sLApproachAskForSexQuest (8D0083F7)].SLApproachAskForSexQuestScript.chanceRoll() - "slapproachaskforsexquestscript.psc" Line 90
    [Active effect 2 on (3E01883C)].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:38PM] warning: Assigning None to a non-object variable named "::temp17"
    stack:
    [sLApproachAskForSexQuest (8D0083F7)].SLApproachAskForSexQuestScript.chanceRoll() - "slapproachaskforsexquestscript.psc" Line 90
    [Active effect 2 on (3E01883C)].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:38PM] ERROR: Incorrect number of arguments passed. Expected 2, got 1.
    stack:
    [sLApproachWhistleQuest (8D003DEC)].SLApproachWhistleQuestScript.chanceRoll() - "slapproachwhistlequestscript.psc" Line 16
    [Active effect 1 on (79041F62)].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:38PM] warning: Assigning None to a non-object variable named "::temp1"
    stack:
    [sLApproachWhistleQuest (8D003DEC)].SLApproachWhistleQuestScript.chanceRoll() - "slapproachwhistlequestscript.psc" Line 16
    [Active effect 1 on (79041F62)].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:39PM] ERROR: Incorrect number of arguments passed. Expected 2, got 1.
    stack:
    [sLApproachWhistleQuest (8D003DEC)].SLApproachWhistleQuestScript.chanceRoll() - "slapproachwhistlequestscript.psc" Line 16
    [Active effect 1 on (3E01882F)].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:39PM] warning: Assigning None to a non-object variable named "::temp1"
    stack:
    [sLApproachWhistleQuest (8D003DEC)].SLApproachWhistleQuestScript.chanceRoll() - "slapproachwhistlequestscript.psc" Line 16
    [Active effect 1 on (3E01882F)].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:39PM] -- SexLab -- NOTICE: ValidateActor(Jerulith) -- TRUE -- Cache HIT
    [10/10/2014 - 03:23:39PM] ERROR: Incorrect number of arguments passed. Expected 2, got 1.
    stack:
    [sLApproachAskForSexQuest (8D0083F7)].SLApproachAskForSexQuestScript.chanceRoll() - "slapproachaskforsexquestscript.psc" Line 90
    [None].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:39PM] warning: Assigning None to a non-object variable named "::temp17"
    stack:
    [sLApproachAskForSexQuest (8D0083F7)].SLApproachAskForSexQuestScript.chanceRoll() - "slapproachaskforsexquestscript.psc" Line 90
    [None].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:39PM] ERROR: Incorrect number of arguments passed. Expected 2, got 1.
    stack:
    [sLApproachAskForSexQuest (8D0083F7)].SLApproachAskForSexQuestScript.chanceRoll() - "slapproachaskforsexquestscript.psc" Line 90
    [None].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:39PM] warning: Assigning None to a non-object variable named "::temp17"
    stack:
    [sLApproachAskForSexQuest (8D0083F7)].SLApproachAskForSexQuestScript.chanceRoll() - "slapproachaskforsexquestscript.psc" Line 90
    [None].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:39PM] ERROR: Cannot call GetValueInt() on a None object, aborting function call
    stack:
    [_SD_patch_frostfall (50000D62)]._SDQF_patch_frostfall_01.OnUpdate() - "_SDQF_patch_frostfall_01.psc" Line 73
    [10/10/2014 - 03:23:39PM] warning: Assigning None to a non-object variable named "::temp17"
    stack:
    [_SD_patch_frostfall (50000D62)]._SDQF_patch_frostfall_01.OnUpdate() - "_SDQF_patch_frostfall_01.psc" Line 73
    [10/10/2014 - 03:23:39PM] -- SexLab -- NOTICE: ValidateActor(Dengeir of Stuhn) -- TRUE -- Cache HIT
    [10/10/2014 - 03:23:39PM] ERROR: Incorrect number of arguments passed. Expected 2, got 1.
    stack:
    [sLApproachAskForSexQuest (8D0083F7)].SLApproachAskForSexQuestScript.chanceRoll() - "slapproachaskforsexquestscript.psc" Line 90
    [None].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19
    [10/10/2014 - 03:23:39PM] warning: Assigning None to a non-object variable named "::temp17"
    stack:
    [sLApproachAskForSexQuest (8D0083F7)].SLApproachAskForSexQuestScript.chanceRoll() - "slapproachaskforsexquestscript.psc" Line 90
    [None].SLApproachApplyScript.OnEffectStart() - "slapproachapplyscript.psc" Line 19

    0

  21. I've got the extended version of ADWR that Nonsense667 did, and I'll be expanding on that.  Well, technically I already have - I exported the entire tavern (The Swordfish) and the associated conversations etc for the Sailors from Betancuria's docks, in part because I wanted to see how it worked, and see if I could expand on that, as well as practice with making the animations work.  Thus far it seems to be working nicely, though I'm sure I've missed a bug or two.

    Oh, well then. I'm not really hanging around here that much anymore, but I was pointed to this post. I just wanted to say, in case there was any worry, that I have no issue with you taking that stuff. To be honest, I wrote it so long ago, I'm not that happy with my own approach to it, that much, hah. I feel that current me could have done a lot better. But even more pressing is that fact that I honestly don't even like ADwR anymore. I've tried playing it again recently and it just falls flat to me now. I guess roleplaying on SL has spoiled me or something, but I just don't find it as good as I used to think it was. The more I look at it, the more I see wrong with it and the less I see enjoyable with it (such as the main plot, the characters such as Arturo, etc. Ultimately, what I loved about the game was the beginning, that feeling of freedom, that feeling of living in a breathing, dangerous world, with so many different paths and routes to explore. The more focused and plot-heavy the game gets, the less I enjoy it. Thank god for discovering rp.) So, use what little that I did as much as you want, and feel free to change up any of it, as well as use any of those ideas I listed out. I don't mind. 

    1

  22. All I've gotten from this mod so far are the "nice" approaches (i.e., they didn't rape me), but it inspired me enough to download the creation kit and figure out how to fiddle with it. I had to unpack the BSA in order to make edits to the dialogue, but I'm not sure if unpacking the BSA is necessary for anyone else... that being said, here it is.


     


    I changed the rejection line to a more general "What? No way" as opposed to the character being forced to feel flattered by it. I also added variation for both the "nice" responses, the rape responses, the cat-calls, and the approach lines. They seem to be working. At least the cat-calls, approaches, and nice lines. The rapist lines I haven't found in-game yet. Guess I'm not hanging around the right people, hah.


     


    I have no idea if I saved it/worked with it in a way that makes it safe for other people to use, so I apologize if there are any errors.


     


    (Oh, and this may be egotistic, but ylenard, if you like these changes, feel free to include them. Feel free to credit me. :P)


    SexLab Approach.esp

    0

  23. It distinctly depends on the game. Some games focus on gameplay, some games focus on story, and depending on what sort of experience the game is trying to deliver, on or the other may be the important factor in what about the game was enjoyable to me. 


     


    And in a slightly different view of some games: for some, gameplay creates the story. Such as games like Civ V, or Battlefield games. Sure, there is no story written into the game that I'm playing, be it a Civ game, or a Battlefield match, but in my mind, there is a story unfolding behind the scenes. Whether that points to gameplay or story being important, I'm not sure. I think it points to the two being intertwined.


    2

  24. I wonder whether they fixed the stop-on-orgasm thing in the sex animations. I know most men have to but most women can carry right on ... although it does make the clitoris far too sensitive. Really, guys, next time you've just jerked off, wipe your bell-end clean with sandpaper and you'll get a hint just how much too sensitive we get for a few seconds. Oral's good, but please pause at that point.

     

    As a man who has the desire to go on after: it's sensitive for me, too (yes, to the point of pain! But I'm a whore and kinda like that even, in a way). :P So I do understand. (But yes, I do understand that there are more nerves, etc.)

     

    Also:

     

    Still, "now there's a charge for what I used to give for free,"

     

     

    Tom Lehrer!? :D

     

    [spoiler]http://youtu.be/5KAZb6u8Pks

    0