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SPS Updates and Discusstion


TheOzoneHole

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I found some...well, bondage gear is the best way to describe it.

Really? Where? :whistling:

 

Also, about beast races, why are you saying no to beast races? IF you ever decide to let them have their fun, you might want to read an un-censored copy of "the real barenziah" if you haven't already. There's a copy on the UESP wiki under the daggerfall books category.

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I found some...well, bondage gear is the best way to describe it.

Really? Where? :whistling:

 

Also, about beast races, why are you saying no to beast races? IF you ever decide to let them have their fun, you might want to read an un-censored copy of "the real barenziah" if you haven't already. There's a copy on the UESP wiki under the daggerfall books category.

 

To answer the second question first; I don't feel that it fits the theme of Morrowind. In much of Morrowind, if you don't play as a member of a beast race, you hear a large number of the Dunmer complain about how the Imperials are reducing and taking away the slaves. I have always felt (like quite a few others) that the "Imperial Empire" was based on the Roman Empire. The Romans had slaves, as have most every major developing civilization that we know of. BethSoft choosing to use mostly the Argonians and Khajiit as the slaves in MW makes sense, as the Dunmer are very xenophobic (they hate other races) and the two races listed are the least like them and the least able to defend themselves from the Dunmer. While there are a large number of free Argonians and Khagiit in Morrowind, run through some of the Dunmer strongholds, and go to the three slave markets (Suran, Tel Aruhn, and Sadrith Mora) and the majority of the slaves are of those two races.

Yes, I've read through "TRB -- Uncensored" and several other series of adult books that have been created for Morrowind, but that doesn't change the fact that: a) I'm not a fan of the idea, to me it is just animal sex, which isn't something that I find at all attactive; b) Argonians are LIZARDS and therefor lack either reproductive organs in the same sense as either men or mer (females also don't have breasts...). C) My Mod, My Rules. It is possible that I'll get something wrong, and the beast races won't be blocked, but if no one brings it up, I won't know. Also, by blocking only specific races (because I'm saying which races it can't be rather than which ones it can) I'm still allowing custom race functionality.

 

The Bondage gear comes from two mods by a British modder by the name of "Andy." Saddly, this modder, while being good a mesh making/altering and re-texturing, is no good at dialogue functions and his mods break the game. He has about four different readmes, only one of which has a "use" section and even that isn't very clear. I can't even find the mods on his site so rather than try to repost the mods (which I wouldn't anyway) I'm simply adding the gear through mine. The mods were posted on AGM before (that's how I found them), but like the original SPS, disappeared when AGM went down for good. Most of the stuff is chains of some type, but there are a few helmets. I'm going to try and change the stuff around so it works with better bodies better (lol), and doesn't requrie the cloth sections that it currently has. That will take some time, as I'll have to change it in NifScope and possibly Blender. If he asks me not to, then I'll respect his wishes and not release the stuff. He had some good ideas, and they really could have been fleshed out more, but since he was (last time I checked) running still on a 56k dial up line, he can't really do much in the way of posting mods. This gets his stuff out there (cuz it really is great work) and hopefully will get him some traffic.

 

Edit:

I did some digging in the GECK (Fallout 3 editor), and I can't figure out the dialogue interface at all. That puts the Fallout 3 version of SPS on semi-permanite hold. There are several other prostitution mods for FO3, and with the Wasteland Player series (Go SinisterChipmunk!), that should be plenty of groin-age for now.

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GECK dialogue does get some getting used to but it has its advantages. I've only ever screwed around with existing material, so I have no idea how to set up a quest but it appears that the easiest way to add a SPS style mod is by creating its own quest and putting the dialogue there (you might want to take a look at Makumba666's prostitution mod or SNLT1111's Desperate Pleasures for examples). The dialogue itself seems to work sort of like morrowind but rather than allowing you to choose from entries associated with a particular topic when picking your responses you choose between different topics. Using SPS Nobles as an example once the quest is set up, open the quest interface, and select the "topics" tab. Right click in the leftmost white box and choose "add topic" in the window that comes up right-click and choose new, and name it something in this case "Pleasurable company", then select it from the list in the select topic window, after this it should appear in the left most window. Select it and look along the top of the window for the "Topic text" box, and type whatever you want to have displayed as your choice in the in-game conversation(lets say "Would you like some pleasurable company?" for this example), and since it should show up in the initial dialogue check the top level box just to the right. Below the Topic text is the info box which work similar to morrowind, just right click, select new and then type in whatever you want the npc say (copying from Nobles this would be "do you think you can satisfy me?) and then add conditions. If none of the npc responses to the topic are possible (for instance if you have it set up for female pc's only and the pc is male) the initial topic will just never show up in game dialogue. Now you have to set up and add 2 new topics same as you set up "Pleasurable company", for this example one would have yes and the other no as its topic text. Then add the 4 sex responses to the npc responses for yes and the "get lost" response to the no topic. After that go back to your original pleasurable company topic and select the response you added to it, to the right of the condition there is a box called Choices, right click and select add topic to see the same window you used to set up the topic in the first place, and chose the yes topic, then repeat for the no topic(it helps to check the current quest only checkbox in the topic selection). Hopefully this helps, and that it was even remotely coherent, there is some more info on the interface at the geck wiki http://geck.bethsoft.com/index.php/Category:Dialogue.
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ComVlad, it was coherent, and informative, but there is just one tiny little problem...the bit about right-clicking. When I try to right click to add something new, nothing happens. And that is where the problem begins and ends. If it won't let me add anything, then I can't create something new.
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  • 3 weeks later...
Odd but well outside of my area of expertise so i am afraid i cant help with it (beyond suggesting reinstall anyways) and besides honesty compels me to admit I'd prefer you to be updating sps instead :biggrin:. BTW any updates on the next SPS release?
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Odd but well outside of my area of expertise so i am afraid i cant help with it (beyond suggesting reinstall anyways) and besides honesty compels me to admit I'd prefer you to be updating sps instead :biggrin:. BTW any updates on the next SPS release?

 

Real life has been getting in the way of SPS work (a specific member of my family, who shall remain un-named, has recently gotten on a kick to paint the inside of the house). So, sadly, the last update of what is and isn't done is still current. I'm hoping to get more work done soon, at the very least getting the updates that I created moved to the new format. After that, I really don't know what is going to happen and how much painting is going to get done. Hopefully I'll be able to take some time this week and get some more done, and Farmers & Herders tested/released. Truth be told, the 35% isn't really accurate, cuz all I need to do is copy/paste the dialogue into the text box and make changes where I want to or where I messed up the first time. What really takes a while is re-writing the scripts and filling in all the boxes for the conditions for the dialogue.

 

Edit: And my computer is now fritzing, so, yeah. Means moving all the updates to my laptop. Forces of Chaos, why do you suddenly dislike me?

 

And ComVlad, I might not have to re-install the GECK, it can be rather pissy due to the problems the 1.5 update caused. Sometimes it just doesn't want to let me do anything, several people I know have the same problem.

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  • 2 weeks later...

Good news is that Warriors is moved to the new format so the update progress now looks like this:

 

Farmers & Herders: 95%

Warriors, etc.: 95%

Barbarians: -100%

Nobles: 75-80%

 

Farmers and Warriors only require testing and cleaning, so that can be done in the next few days. Nobles is mostly done, since all of these are now stand alone mods, and will only be dependent on a master when version 2 of the basic SPS mod comes out (date: unknown). Since it seems that I forgot to save the dialogue in the release version of Barbarians... :wallbash: I'm going to have to hunt for a version that has the dialogue or re-write the interactions from scratch. If it is the second case, then it is going to wait until after I've ported the rest to Oblivion (if I can port it over).

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Sorry for the lack of reply, I've been a bit distracted from rpg's lately (sword of the stars+readdiction to games workshop games). Great to hear about the progress. As for the barbarians add-on can't you just re download the version that's on nexus? Otherwise I do have a copy of the dialogue saved in notepad although that one has a bunch of extra data as it was a result of using the toolset's export function as well as a copy of the barbarian plug-in itself. If you need either one I'd be happy to email them to you.
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Sorry for the lack of reply, I've been a bit distracted from rpg's lately (sword of the stars+readdiction to games workshop games). Great to hear about the progress. As for the barbarians add-on can't you just re download the version that's on nexus? Otherwise I do have a copy of the dialogue saved in notepad although that one has a bunch of extra data as it was a result of using the toolset's export function as well as a copy of the barbarian plug-in itself. If you need either one I'd be happy to email them to you.

 

Thanks ComVlad, but let me check my laptop first. I wrote Barbarians on there rather than my tower, so if the full version is going to be anywhere, its there.

 

I've gone back through Farmers & Warriors and finished writing out the beast races. (Dark Elves consider it a major insult if a beast race offers sex to them.) So I just need to test and release. Nobles might wait until after the OB port.

 

I've had a thought about making a new roleplaying mod for MW. It is based off of the ideas of a Fallout 3 mod that agnot2006 (Wasteland Player forums) told me about. The Fallout 3 mod is called "Friendly New Neighbors". From what I've been able to grasp from that mods description and what agnot said, the player spends some time as a slave during the course of the mod. I was thinking that perhaps, instead of paying a fine for a crime the player has to spend some time as a slave. As this is one of my mods, the player (either male or female this time, but still without homosexual male content) would be a sex slave rather than simply doing hard labor or some such. Again, this would be text driven, no sound or animations, and I'm posting it here to see what people think of the idea.

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Hmm sounds fairly similar to the existing Guard Sex mod, but thats not a bad a thing since the current selection cosists of the fairly bland original and galgat's modified version (which is not to everyone taste), so I am going to say i like the idea.

 

I'll be doing my best to keep an eye on this thread so as to be able to send you the files promptly should you need them. Also very happy to hear the status of the remade addons. :biggrin:

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