The Grifter

Active Member
May 28, 2017
650
1,049
How do you start the "make thrall"-thing? When I hypnotize someone, the only choices I get is to make them like you more or to become more attracted to me.
The way I intended it to go is to choose option 'Hypnotize / Enthrall' (not just 'Hypnotize', that's the original interaction I based my mod from) from the interaction menue of your current companion. Left click on your current companion, choose the interaction, profit.
If this does not appear as an interaction I might have effed up the mod file structure... as an alternative, try to put the *.lpscene files to \LifePlay\Content\Modules\vin_NonConsensual\Scenes, and the *.lpaction files to \LifePlay\Content\Modules\vin_NonConsensual\Interactions. My stuff does not overwrite anything from the base content, so no risk of breaking other mods or the vanilla game.
 

Ravenger6660

Active Member
Sep 14, 2017
841
977
When writing a scene if I use the actor.dress() command it usually loads random stuff. For example, I have a character wearing a criminal face mask in their own house or a net top that shows their tits at the kitchen table. I know that there's a command for dressExecpt() but is there any way to dress a character without looking like a slut convention is in town or that their trying to burglarize their own home. As in normal regular casual clothes? No criminal masks, slutty tops, etc.? Or would I have to individually select each article of clothing and put it in with the dress() command?
You can specify clothing like.
Maid.dress(French-Maid-Skirt_1_F, French-Maid-Stockings_1_F)
NerdMale.dress(Grumpy-Bow-Tie_1, Grumpy-Pants_1, Grumpy-Shirt_1, Grumpy-Shoes_1, Grumpy-Socks_1, Grumpy-Vest_1, Glasses_2)

Player.dressUniform(work)
"Office Work"
Player.dressUniform(nightclub)
"Nightclub"
Player.dressUniform(Library)
"Library"
Player.dressUniform(Hotel)
"Hotel"
Player.dressUniform(Convenience)
"Convenience"
Player.dressUniform(Car)
"Car" "mechanic"
Player.dressUniform(Restaurant)
"Restaurant"
Player.dressUniform(Fast_food)
"Fast_food"
Player.dressUniform(Butcher)
"Butcher"
Player.dressUniform(Biergarten)
"Biergarten" "Oktoberfest"
Player.dressUniform(Computer)
"Computer"
Player.dressUniform(Doctor)
"Doctor" "White coat"
Player.dressUniform(Nurse)
"Nurse"
Player.dressUniform(Marketplace)
"Marketplace"
Player.dressUniform(Place_of_worship)
"Place_of_worship" "Nun" "Priest"
Player.dressUniform(Police)
"Police"
Player.dressUniform(Prison)
"Prison" "Orange jump suit"
Player.dressUniform(Sexwork)
"Sexwork"
Player.dressUniform(Sports)
"Sports" "hoodeys mostly"
Player.dressUniform(Crime)
"Crime" "ski mask"
Player.dressUniform(Wedding)
"Wedding"
 
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Satyr90

Member
Dec 23, 2020
284
188
You can specify clothing like.
Maid.dress(French-Maid-Skirt_1_F, French-Maid-Stockings_1_F)
NerdMale.dress(Grumpy-Bow-Tie_1, Grumpy-Pants_1, Grumpy-Shirt_1, Grumpy-Shoes_1, Grumpy-Socks_1, Grumpy-Vest_1, Glasses_2)
I'm familiar with this and I've done stuff like this in my game. My only complaint with this style is that I've no idea what they look like until the scene loads. So, it's very tedious to do it this way just to have a casual look.

Player.dressUniform(work)
"Office Work"
Player.dressUniform(nightclub)
"Nightclub"
Player.dressUniform(Library)
"Library"
Player.dressUniform(Hotel)
"Hotel"
Player.dressUniform(Convenience)
"Convenience"
Player.dressUniform(Car)
"Car" "mechanic"
Player.dressUniform(Restaurant)
"Restaurant"
Player.dressUniform(Fast_food)
"Fast_food"
Player.dressUniform(Butcher)
"Butcher"
Player.dressUniform(Biergarten)
"Biergarten" "Oktoberfest"
Player.dressUniform(Computer)
"Computer"
Player.dressUniform(Doctor)
"Doctor" "White coat"
Player.dressUniform(Nurse)
"Nurse"
Player.dressUniform(Marketplace)
"Marketplace"
Player.dressUniform(Place_of_worship)
"Place_of_worship" "Nun" "Priest"
Player.dressUniform(Police)
"Police"
Player.dressUniform(Prison)
"Prison" "Orange jump suit"
Player.dressUniform(Sexwork)
"Sexwork"
Player.dressUniform(Sports)
"Sports" "hoodeys mostly"
Player.dressUniform(Crime)
"Crime" "ski mask"
Player.dressUniform(Wedding)
"Wedding"
Is there anything for a causal look? As in they're just hanging out at home or something? This list will be very useful in the future when I'm creating new scenes, but is there more to this? Is there a full list somewhere or is this the full list?
 

Ravenger6660

Active Member
Sep 14, 2017
841
977
I'm familiar with this and I've done stuff like this in my game. My only complaint with this style is that I've no idea what they look like until the scene loads. So, it's very tedious to do it this way just to have a casual look.
I usually go to buy apparel and find the outfits I like write down and check LifePlay\Content\Heavy\Clothes4 for names

Is there anything for a causal look? As in they're just hanging out at home or something? This list will be very useful in the future when I'm creating new scenes, but is there more to this? Is there a full list somewhere or is this the full list?
Sadly that is the list.
 
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halleluja10

Member
Jan 8, 2020
102
157
The way I intended it to go is to choose option 'Hypnotize / Enthrall' (not just 'Hypnotize', that's the original interaction I based my mod from) from the interaction menue of your current companion. Left click on your current companion, choose the interaction, profit.
If this does not appear as an interaction I might have effed up the mod file structure... as an alternative, try to put the *.lpscene files to \LifePlay\Content\Modules\vin_NonConsensual\Scenes, and the *.lpaction files to \LifePlay\Content\Modules\vin_NonConsensual\Interactions. My stuff does not overwrite anything from the base content, so no risk of breaking other mods or the vanilla game.
OK, putting the files into vin_NonConsensual did the trick!

Thanks for your help, and of course for the mod
 
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Satyr90

Member
Dec 23, 2020
284
188
So, I ran into another small problem. I was creating new scenes with the setActorVar() command and giving specific actors tags so I can set them up for following scenes. However, I realized that if a character starts a relationship with their family member using the incest_relationship.lpscene then all the tags will go away. When I looked into the scene, I found that the author clones the original actor then deletes the original, leaving the clone to play the game. Apparently, the Tags aren't getting copied over when they clone the original actor. So, my question, is there any way to clone Tags in this game or somehow transfer them to a different character? The only work around I can think of would be checking the original actor for all the tags I handed out then make sure if the original actor has them, then I could assign them to the clone. But I was looking for an easier, less time-consuming way. Any help would be greatly appreciated.
 

GrabberWalkie

Active Member
Jul 9, 2020
809
739
Join the discord and post your ideas in the kotm channel. I got a good chunk of my ideas added that I posted there. We'll see how many of my lesbian ideas get added too. Although I'm not sure when the next trans update will be since it's relatively small in terms of voting. Keep an eye out next time ;)
I actually am on the discord, and did make suggestions, but so far, none (on any of the topics, or even the game in general) seemed to have been implemented, or even commented upon. :cautious:
 

bloodbus

Member
Sep 30, 2020
412
340
I actually am on the discord, and did make suggestions, but so far, none (on any of the topics, or even the game in general) seemed to have been implemented, or even commented upon. :cautious:
Oh, well I'm sorry your ideas were overlooked. What ideas did you have in mind?
 

SmanMax

Newbie
Sep 2, 2019
45
60
So, I ran into another small problem. I was creating new scenes with the setActorVar() command and giving specific actors tags so I can set them up for following scenes. However, I realized that if a character starts a relationship with their family member using the incest_relationship.lpscene then all the tags will go away. When I looked into the scene, I found that the author clones the original actor then deletes the original, leaving the clone to play the game. Apparently, the Tags aren't getting copied over when they clone the original actor. So, my question, is there any way to clone Tags in this game or somehow transfer them to a different character? The only work around I can think of would be checking the original actor for all the tags I handed out then make sure if the original actor has them, then I could assign them to the clone. But I was looking for an easier, less time-consuming way. Any help would be greatly appreciated.
Yeah, when you enter into a dating relationship with a family member, this odd thing happens where they are cloned as 'ex family' and the original character is deleted. I'm not sure why that is, exactly...it'd be interesting to remove that function and see if it messes anything up. I speculate it might be because a character can only have one Relationship tag though. That is, the game can't recognize a DATING relationship *and* a family relationship in a single character.

As for your question, I think any tags you set would have to be manually conveyed to the clone in the script...you could in theory use a series of 'if' statements that scan the original character's tag states, and 'then' statements that plug any detected tags onto the clone.

But you'd have to do it separately for each possible tag, so if you have a big list, it'd be a lot of scripting.
 

Ravenger6660

Active Member
Sep 14, 2017
841
977
So, I ran into another small problem. I was creating new scenes with the setActorVar() command and giving specific actors tags so I can set them up for following scenes. However, I realized that if a character starts a relationship with their family member using the incest_relationship.lpscene then all the tags will go away. When I looked into the scene, I found that the author clones the original actor then deletes the original, leaving the clone to play the game. Apparently, the Tags aren't getting copied over when they clone the original actor. So, my question, is there any way to clone Tags in this game or somehow transfer them to a different character? The only work around I can think of would be checking the original actor for all the tags I handed out then make sure if the original actor has them, then I could assign them to the clone. But I was looking for an easier, less time-consuming way. Any help would be greatly appreciated.
"easier, less time-consuming way" does not exist in coding.
 
Last edited:
Oct 30, 2019
22
0
I'm in the process of developing an adventure mod. (For me at least). I had a question about scripting. Is there a command that will remove everything from the inventory incase the PC is captured and all their stuff is taken? I've found this:

removeAddedClothes()

Is there something like removeAllClothes()? No. That does not work.

Thanks.
 

Deleted member 2476484

Member
Modder
Jun 15, 2020
164
117
I'm in the process of developing an adventure mod. (For me at least). I had a question about scripting. Is there a command that will remove everything from the inventory incase the PC is captured and all their stuff is taken? I've found this:

removeAddedClothes()

Is there something like removeAllClothes()? No. That does not work.

Thanks.
No
 

STNeish

Member
Mar 20, 2020
246
358
So, I've been playing with the ability to put faces into the game, and added a couple of my favourite adult film stars. I imagine others have done the same, and wondered if there was a database (or is that not allowed)?
 

Satyr90

Member
Dec 23, 2020
284
188
As for your question, I think any tags you set would have to be manually conveyed to the clone in the script...you could in theory use a series of 'if' statements that scan the original character's tag states, and 'then' statements that plug any detected tags onto the clone.
That's something like what I had in mind. I'd have to list and check for each individual tag then assign them to the new actor if the old one has it.
 
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