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Hope everyone had a great holiday season! I took a little break from modding but I'm back and with a lengthy set of plans for this year. Also a quick reminder about the Discord where a bit of conversation is happening.

Radiant Captivity

I posted a small preview to showcase escape handling, restraint escalation, and the collar system on LL that you can find here. It's not super impressive, but man did it take a while to get some really basic stuff up and running like cell exit detection. Skyrim definitely wasn't designed to support this kind of experience but thankfully anything is possible with power of SKSE. I'm wrapping up the "jobs" system now, which should make for an actually interesting preview so keep an eye for that next (will also be posted in the SOTR thread).

Practical Defeat

I've been working on an update for quite some time now and I think we're getting pretty close to release. Features for this update includes manual surrender, faster and less error-prone robbery, along with robbed item vendor selling (to add a bit of tension to item retrieval),  some more lines, and most notably creature support. Once this update is out and stabliised, PD will finally be ready to exit beta! Looking to the future, I'm planning on adding severity filtering, allowing your enemies to choose harsher outcomes based on your actions. The prior updates to add memory of prior defeats was the first step towards this. And OStim Standalone support. Maybe.

Container Item Distributor (Extended)

I've wanted to dabble in some SFW modding and what better way than adding chance based distribution to ThirdEye's fantastic utility. Pending a couple miscellaneous fixes, this should be going up as my first Nexus release.

While I say this is SFW, I'm planning on using this for TAWOBA and TEWOBA bikini armor distribution. SL Survival supports this out of the box but I've never been a big fan of having to rebuild it every time I start a new game (which is very often). This way the process is completely automated at runtime or on game start.

Overlay Manager

I mentioned this hypothetical project months ago, but I've finally began setting up the basic pieces. OM is intended to provide significant performance and stability improvements to mods like SlaveTats and my own SCOE by handling overlay application and management at the native level. 

Once complete, I will be revisiting SCOE to wrap up the rest of those future plans (multi-set, facials, armor overlays, etc). I'm also planning on creating a bathing mod and some form of a replacement for Wet Function Redux to leverage this plugin. Blood and Dirt is great, but I really want all of these kinds of mods to play well together.

Note that this is still very early and running concurrent to my other projects. 

Devious Followers Redux

I actually got most of the way through the next update before getting burnt out and switching back to RadCap. The bug fixes and enslavement overhaul are mostly complete but given the number of changes, I need to do some serious playtesting before this is ready for release. More details coming soon.

Miscellaneous

SLANG has garnered quite a few bug reports so I'll be looking at that between some of these other updates.

I'm also working with krzp on a new injury and locational damage framework. This started as an attempt to create a cleaner version of Amputator Framework and very quickly grew in scope. I think there's some exciting combat improvements that can be gleaned but this is also one of those backburner projects.

We're close to v0.3 for Devious Devices NG with the new native device hider thanks to IHMK. I've begun work on the native SL filtering system along with some necessary interfacing in Scrab's P+ DLL. Still quite early, but at least from some early testing, it is considerably faster than the original 5.0 implementation.

Comments

Kaydens

Nice! Do you have any idea why practical defeat current version doesn't show up in mcm?