VOTING POWER100.00%
DOWNVOTE POWER100.00%
RESOURCE CREDITS100.00%
REPUTATION PROGRESS0.00%
Net Worth
0.037USD
STEEM
0.000STEEM
SBD
0.000SBD
Effective Power
5.007SP
├── Own SP
0.630SP
└── Incoming DelegationsDeleg
+4.378SP
Detailed Balance
| STEEM | ||
| balance | 0.000STEEM | STEEM |
| market_balance | 0.000STEEM | STEEM |
| savings_balance | 0.000STEEM | STEEM |
| reward_steem_balance | 0.000STEEM | STEEM |
| STEEM POWER | ||
| Own SP | 0.630SP | SP |
| Delegated Out | 0.000SP | SP |
| Delegation In | 4.378SP | SP |
| Effective Power | 5.007SP | SP |
| Reward SP (pending) | 0.000SP | SP |
| SBD | ||
| sbd_balance | 0.000SBD | SBD |
| sbd_conversions | 0.000SBD | SBD |
| sbd_market_balance | 0.000SBD | SBD |
| savings_sbd_balance | 0.000SBD | SBD |
| reward_sbd_balance | 0.000SBD | SBD |
{
"balance": "0.000 STEEM",
"savings_balance": "0.000 STEEM",
"reward_steem_balance": "0.000 STEEM",
"vesting_shares": "1024.226798 VESTS",
"delegated_vesting_shares": "0.000000 VESTS",
"received_vesting_shares": "7119.433008 VESTS",
"sbd_balance": "0.000 SBD",
"savings_sbd_balance": "0.000 SBD",
"reward_sbd_balance": "0.000 SBD",
"conversions": []
}Account Info
| name | greyspammer |
| id | 579149 |
| rank | 712,975 |
| reputation | 3962380 |
| created | 2018-01-08T04:53:27 |
| recovery_account | steem |
| proxy | None |
| post_count | 7 |
| comment_count | 0 |
| lifetime_vote_count | 0 |
| witnesses_voted_for | 0 |
| last_post | 2018-02-10T19:26:24 |
| last_root_post | 2018-02-10T19:26:24 |
| last_vote_time | 1970-01-01T00:00:00 |
| proxied_vsf_votes | 0, 0, 0, 0 |
| can_vote | 1 |
| voting_power | 0 |
| delayed_votes | 0 |
| balance | 0.000 STEEM |
| savings_balance | 0.000 STEEM |
| sbd_balance | 0.000 SBD |
| savings_sbd_balance | 0.000 SBD |
| vesting_shares | 1024.226798 VESTS |
| delegated_vesting_shares | 0.000000 VESTS |
| received_vesting_shares | 7119.433008 VESTS |
| reward_vesting_balance | 0.000000 VESTS |
| vesting_balance | 0.000 STEEM |
| vesting_withdraw_rate | 0.000000 VESTS |
| next_vesting_withdrawal | 1969-12-31T23:59:59 |
| withdrawn | 0 |
| to_withdraw | 0 |
| withdraw_routes | 0 |
| savings_withdraw_requests | 0 |
| last_account_recovery | 1970-01-01T00:00:00 |
| reset_account | null |
| last_owner_update | 1970-01-01T00:00:00 |
| last_account_update | 2018-01-10T10:37:36 |
| mined | No |
| sbd_seconds | 0 |
| sbd_last_interest_payment | 1970-01-01T00:00:00 |
| savings_sbd_last_interest_payment | 1970-01-01T00:00:00 |
{
"active": {
"account_auths": [],
"key_auths": [
[
"STM6MkipKZuHHpafEpGZLtjk4hd9dEpHxNBkNZQGibtZdV73EcY5D",
1
]
],
"weight_threshold": 1
},
"balance": "0.000 STEEM",
"can_vote": true,
"comment_count": 0,
"created": "2018-01-08T04:53:27",
"curation_rewards": 0,
"delegated_vesting_shares": "0.000000 VESTS",
"downvote_manabar": {
"current_mana": 2035914951,
"last_update_time": 1779065397
},
"guest_bloggers": [],
"id": 579149,
"json_metadata": "{\"profile\":{\"profile_image\":\"https://www.loverslab.com/uploads/profile/photo-thumb-353608.png\"}}",
"last_account_recovery": "1970-01-01T00:00:00",
"last_account_update": "2018-01-10T10:37:36",
"last_owner_update": "1970-01-01T00:00:00",
"last_post": "2018-02-10T19:26:24",
"last_root_post": "2018-02-10T19:26:24",
"last_vote_time": "1970-01-01T00:00:00",
"lifetime_vote_count": 0,
"market_history": [],
"memo_key": "STM6AvQ2Eg1e1zWCQY3PC3Ki6kagaYht3NiYHVe6RG6sTdHA78YD7",
"mined": false,
"name": "greyspammer",
"next_vesting_withdrawal": "1969-12-31T23:59:59",
"other_history": [],
"owner": {
"account_auths": [],
"key_auths": [
[
"STM6ct41yD1inomQwTDvhF1mNCEHZpBPp11xgGEmn5TBWXgL7g2Km",
1
]
],
"weight_threshold": 1
},
"pending_claimed_accounts": 0,
"post_bandwidth": 0,
"post_count": 7,
"post_history": [],
"posting": {
"account_auths": [],
"key_auths": [
[
"STM681MPWEDZ7JEFGYwDhZ7sg1bNo7SrtwmgAXeQAZx7jTDa3tQM5",
1
]
],
"weight_threshold": 1
},
"posting_json_metadata": "{\"profile\":{\"profile_image\":\"https://www.loverslab.com/uploads/profile/photo-thumb-353608.png\"}}",
"posting_rewards": 0,
"proxied_vsf_votes": [
0,
0,
0,
0
],
"proxy": "",
"received_vesting_shares": "7119.433008 VESTS",
"recovery_account": "steem",
"reputation": 3962380,
"reset_account": "null",
"reward_sbd_balance": "0.000 SBD",
"reward_steem_balance": "0.000 STEEM",
"reward_vesting_balance": "0.000000 VESTS",
"reward_vesting_steem": "0.000 STEEM",
"savings_balance": "0.000 STEEM",
"savings_sbd_balance": "0.000 SBD",
"savings_sbd_last_interest_payment": "1970-01-01T00:00:00",
"savings_sbd_seconds": "0",
"savings_sbd_seconds_last_update": "1970-01-01T00:00:00",
"savings_withdraw_requests": 0,
"sbd_balance": "0.000 SBD",
"sbd_last_interest_payment": "1970-01-01T00:00:00",
"sbd_seconds": "0",
"sbd_seconds_last_update": "1970-01-01T00:00:00",
"tags_usage": [],
"to_withdraw": 0,
"transfer_history": [],
"vesting_balance": "0.000 STEEM",
"vesting_shares": "1024.226798 VESTS",
"vesting_withdraw_rate": "0.000000 VESTS",
"vote_history": [],
"voting_manabar": {
"current_mana": "8143659806",
"last_update_time": 1779065397
},
"voting_power": 0,
"withdraw_routes": 0,
"withdrawn": 0,
"witness_votes": [],
"witnesses_voted_for": 0,
"rank": 712975
}Withdraw Routes
| Incoming | Outgoing |
|---|---|
Empty | Empty |
{
"incoming": [],
"outgoing": []
}From Date
To Date
steemdelegated 4.378 SP to @greyspammer2026/05/18 00:49:57
steemdelegated 4.378 SP to @greyspammer
2026/05/18 00:49:57
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 7119.433008 VESTS |
| Transaction Info | Block #106144141/Trx c3350120c1432c66692f259fd064e68820a9edc8 |
View Raw JSON Data
{
"block": 106144141,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "7119.433008 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2026-05-18T00:49:57",
"trx_id": "c3350120c1432c66692f259fd064e68820a9edc8",
"trx_in_block": 0,
"virtual_op": 0
}steemdelegated 2.710 SP to @greyspammer2026/05/12 06:11:06
steemdelegated 2.710 SP to @greyspammer
2026/05/12 06:11:06
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 4407.222603 VESTS |
| Transaction Info | Block #105978517/Trx 7743149c718f5d12c0b4da9a6402bd376b91ca31 |
View Raw JSON Data
{
"block": 105978517,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "4407.222603 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2026-05-12T06:11:06",
"trx_id": "7743149c718f5d12c0b4da9a6402bd376b91ca31",
"trx_in_block": 4,
"virtual_op": 0
}steemdelegated 4.385 SP to @greyspammer2026/04/26 00:09:57
steemdelegated 4.385 SP to @greyspammer
2026/04/26 00:09:57
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 7131.948764 VESTS |
| Transaction Info | Block #105511777/Trx ce36d666e6f97132e7ca7444c1b968425a4245ef |
View Raw JSON Data
{
"block": 105511777,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "7131.948764 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2026-04-26T00:09:57",
"trx_id": "ce36d666e6f97132e7ca7444c1b968425a4245ef",
"trx_in_block": 2,
"virtual_op": 0
}steemdelegated 2.736 SP to @greyspammer2026/01/23 09:21:03
steemdelegated 2.736 SP to @greyspammer
2026/01/23 09:21:03
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 4448.769422 VESTS |
| Transaction Info | Block #102853667/Trx 13d4c501001267b6be5d680db6f43fe8c53af952 |
View Raw JSON Data
{
"block": 102853667,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "4448.769422 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2026-01-23T09:21:03",
"trx_id": "13d4c501001267b6be5d680db6f43fe8c53af952",
"trx_in_block": 2,
"virtual_op": 0
}steemdelegated 2.836 SP to @greyspammer2024/12/17 04:39:21
steemdelegated 2.836 SP to @greyspammer
2024/12/17 04:39:21
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 4612.988619 VESTS |
| Transaction Info | Block #91300055/Trx 1223c3ff65af0f9fd1d8c105eeafdb1c63aa9fbb |
View Raw JSON Data
{
"block": 91300055,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "4612.988619 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2024-12-17T04:39:21",
"trx_id": "1223c3ff65af0f9fd1d8c105eeafdb1c63aa9fbb",
"trx_in_block": 0,
"virtual_op": 0
}steemdelegated 2.940 SP to @greyspammer2023/11/13 20:22:09
steemdelegated 2.940 SP to @greyspammer
2023/11/13 20:22:09
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 4782.122151 VESTS |
| Transaction Info | Block #79854253/Trx 3a4e51ba17e11b06cae28ed9c5fc356ff2d43e09 |
View Raw JSON Data
{
"block": 79854253,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "4782.122151 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2023-11-13T20:22:09",
"trx_id": "3a4e51ba17e11b06cae28ed9c5fc356ff2d43e09",
"trx_in_block": 5,
"virtual_op": 0
}steemdelegated 4.747 SP to @greyspammer2023/09/21 22:30:30
steemdelegated 4.747 SP to @greyspammer
2023/09/21 22:30:30
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 7719.400937 VESTS |
| Transaction Info | Block #78348640/Trx bfcb5dce5a51231529209501d72acec634f4d1f2 |
View Raw JSON Data
{
"block": 78348640,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "7719.400937 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2023-09-21T22:30:30",
"trx_id": "bfcb5dce5a51231529209501d72acec634f4d1f2",
"trx_in_block": 4,
"virtual_op": 0
}steemdelegated 4.883 SP to @greyspammer2022/11/03 12:13:00
steemdelegated 4.883 SP to @greyspammer
2022/11/03 12:13:00
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 7941.082375 VESTS |
| Transaction Info | Block #69113875/Trx 3292a0b7e9d7f40876873aa55c4b7f5e9bcffc05 |
View Raw JSON Data
{
"block": 69113875,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "7941.082375 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2022-11-03T12:13:00",
"trx_id": "3292a0b7e9d7f40876873aa55c4b7f5e9bcffc05",
"trx_in_block": 7,
"virtual_op": 0
}steemdelegated 5.019 SP to @greyspammer2022/01/17 11:26:30
steemdelegated 5.019 SP to @greyspammer
2022/01/17 11:26:30
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 8161.615606 VESTS |
| Transaction Info | Block #60809994/Trx 46049420c3e0b2c7896382a51866c21f92b3be12 |
View Raw JSON Data
{
"block": 60809994,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "8161.615606 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2022-01-17T11:26:30",
"trx_id": "46049420c3e0b2c7896382a51866c21f92b3be12",
"trx_in_block": 35,
"virtual_op": 0
}steemdelegated 5.132 SP to @greyspammer2021/06/14 01:20:27
steemdelegated 5.132 SP to @greyspammer
2021/06/14 01:20:27
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 8345.384264 VESTS |
| Transaction Info | Block #54608353/Trx 1576566a625b747c16925ffbe88baead080e25c0 |
View Raw JSON Data
{
"block": 54608353,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "8345.384264 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2021-06-14T01:20:27",
"trx_id": "1576566a625b747c16925ffbe88baead080e25c0",
"trx_in_block": 14,
"virtual_op": 0
}steemdelegated 5.247 SP to @greyspammer2020/12/11 11:38:27
steemdelegated 5.247 SP to @greyspammer
2020/12/11 11:38:27
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 8532.806238 VESTS |
| Transaction Info | Block #49355789/Trx 5864ce9815f0ede46ccaacc490345d5fd8e3767a |
View Raw JSON Data
{
"block": 49355789,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "8532.806238 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-12-11T11:38:27",
"trx_id": "5864ce9815f0ede46ccaacc490345d5fd8e3767a",
"trx_in_block": 13,
"virtual_op": 0
}steemdelegated 1.176 SP to @greyspammer2020/12/06 05:15:33
steemdelegated 1.176 SP to @greyspammer
2020/12/06 05:15:33
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 1912.543513 VESTS |
| Transaction Info | Block #49207350/Trx dd2ebe9d8bc8eba35b0467a25f1e7ce3bd78597d |
View Raw JSON Data
{
"block": 49207350,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "1912.543513 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-12-06T05:15:33",
"trx_id": "dd2ebe9d8bc8eba35b0467a25f1e7ce3bd78597d",
"trx_in_block": 2,
"virtual_op": 0
}steemdelegated 5.251 SP to @greyspammer2020/12/05 15:16:27
steemdelegated 5.251 SP to @greyspammer
2020/12/05 15:16:27
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 8539.014092 VESTS |
| Transaction Info | Block #49190882/Trx 26724d9403d89c3f354ed709c73308875cb420e5 |
View Raw JSON Data
{
"block": 49190882,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "8539.014092 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-12-05T15:16:27",
"trx_id": "26724d9403d89c3f354ed709c73308875cb420e5",
"trx_in_block": 3,
"virtual_op": 0
}steemdelegated 1.181 SP to @greyspammer2020/11/02 16:42:45
steemdelegated 1.181 SP to @greyspammer
2020/11/02 16:42:45
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 1920.017158 VESTS |
| Transaction Info | Block #48259064/Trx e618fb7bf1ab5b2c38d2566eba758952dc3da275 |
View Raw JSON Data
{
"block": 48259064,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "1920.017158 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-11-02T16:42:45",
"trx_id": "e618fb7bf1ab5b2c38d2566eba758952dc3da275",
"trx_in_block": 4,
"virtual_op": 0
}steemdelegated 5.375 SP to @greyspammer2020/05/09 06:13:33
steemdelegated 5.375 SP to @greyspammer
2020/05/09 06:13:33
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 8741.819451 VESTS |
| Transaction Info | Block #43217608/Trx a7b0353c7a7aed441f5c5301e83e342823315572 |
View Raw JSON Data
{
"block": 43217608,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "8741.819451 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-05-09T06:13:33",
"trx_id": "a7b0353c7a7aed441f5c5301e83e342823315572",
"trx_in_block": 11,
"virtual_op": 0
}steemdelegated 1.201 SP to @greyspammer2020/05/08 09:54:33
steemdelegated 1.201 SP to @greyspammer
2020/05/08 09:54:33
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 1953.311140 VESTS |
| Transaction Info | Block #43193797/Trx d4f58812523c40ee9539b34a58ad7ebef59d7187 |
View Raw JSON Data
{
"block": 43193797,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "1953.311140 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-05-08T09:54:33",
"trx_id": "d4f58812523c40ee9539b34a58ad7ebef59d7187",
"trx_in_block": 4,
"virtual_op": 0
}steemdelegated 5.383 SP to @greyspammer2020/04/16 00:14:00
steemdelegated 5.383 SP to @greyspammer
2020/04/16 00:14:00
| delegatee | greyspammer |
| delegator | steem |
| vesting shares | 8754.706899 VESTS |
| Transaction Info | Block #42565599/Trx 06b7143377264ae69da403afb8b2910cbaa93c0c |
View Raw JSON Data
{
"block": 42565599,
"op": [
"delegate_vesting_shares",
{
"delegatee": "greyspammer",
"delegator": "steem",
"vesting_shares": "8754.706899 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-04-16T00:14:00",
"trx_id": "06b7143377264ae69da403afb8b2910cbaa93c0c",
"trx_in_block": 0,
"virtual_op": 0
}2020/01/08 05:02:36
2020/01/08 05:02:36
| author | steemitboard |
| body | Congratulations @greyspammer! You received a personal award! <table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@greyspammer/birthday2.png</td><td>Happy Birthday! - You are on the Steem blockchain for 2 years!</td></tr></table> <sub>_You can view [your badges on your Steem Board](https://steemitboard.com/@greyspammer) and compare to others on the [Steem Ranking](https://steemitboard.com/ranking/index.php?name=greyspammer)_</sub> ###### [Vote for @Steemitboard as a witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1) to get one more award and increased upvotes! |
| json metadata | {"image":["https://steemitboard.com/img/notify.png"]} |
| parent author | greyspammer |
| parent permlink | quirks-of-the-skyrim-engine-2 |
| permlink | steemitboard-notify-greyspammer-20200108t050235000z |
| title | |
| Transaction Info | Block #39739599/Trx 87baa14c57ff7c99dcb3f07fdf147c25741f4729 |
View Raw JSON Data
{
"block": 39739599,
"op": [
"comment",
{
"author": "steemitboard",
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}steemdelegated 5.503 SP to @greyspammer2019/05/12 17:18:42
steemdelegated 5.503 SP to @greyspammer
2019/05/12 17:18:42
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2019/01/08 05:44:39
| author | steemitboard |
| body | Congratulations @greyspammer! You received a personal award! <table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@greyspammer/birthday1.png</td><td>1 Year on Steemit</td></tr></table> <sub>_[Click here to view your Board](https://steemitboard.com/@greyspammer)_</sub> **Do not miss the last post from @steemitboard:** <table><tr><td><a href="https://steemit.com/steem/@steemitboard/steemwhales-has-officially-moved-to-steemitboard-ranking"><img src="https://steemitimages.com/64x128/https://cdn.steemitimages.com/DQmfRVpHQhLDhnjDtqck8GPv9NPvNKPfMsDaAFDE1D9Er2Z/header_ranking.png"></a></td><td><a href="https://steemit.com/steem/@steemitboard/steemwhales-has-officially-moved-to-steemitboard-ranking">SteemWhales has officially moved to SteemitBoard Ranking</a></td></tr><tr><td><a href="https://steemit.com/steemitboard/@steemitboard/steemitboard-witness-update-2019-01-07"><img src="https://steemitimages.com/64x128/http://i.cubeupload.com/7CiQEO.png"></a></td><td><a href="https://steemit.com/steemitboard/@steemitboard/steemitboard-witness-update-2019-01-07">SteemitBoard - Witness Update</a></td></tr></table> > Support [SteemitBoard's project](https://steemit.com/@steemitboard)! **[Vote for its witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1)** and **get one more award**! |
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}steemdelegated 5.626 SP to @greyspammer2018/05/16 20:19:24
steemdelegated 5.626 SP to @greyspammer
2018/05/16 20:19:24
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}srckt98upvoted (100.00%) @greyspammer / progress-report-12018/03/14 00:50:54
srckt98upvoted (100.00%) @greyspammer / progress-report-1
2018/03/14 00:50:54
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}srckt98upvoted (100.00%) @greyspammer / introduction-the-trapped-in-rubber-mod-for-skyrim2018/03/14 00:50:21
srckt98upvoted (100.00%) @greyspammer / introduction-the-trapped-in-rubber-mod-for-skyrim
2018/03/14 00:50:21
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2018/03/14 00:49:09
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}mrm791upvoted (100.00%) @greyspammer / progress-report-12018/03/03 08:11:27
mrm791upvoted (100.00%) @greyspammer / progress-report-1
2018/03/03 08:11:27
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}greyspammerpublished a new post: quirks-of-the-skyrim-engine-22018/02/10 19:26:24
greyspammerpublished a new post: quirks-of-the-skyrim-engine-2
2018/02/10 19:26:24
| author | greyspammer |
| body | Welcome to another episode of... ...*drum roll*... # ...Quirks of the Skyrim engine! Today, we'll look at: ## The mysterious case of the lying event Because I try not to go overly technical and keep it on a level that even non-modders can understand, I first need to do some explaining to set up the story. If you already know what "events" are in terms of Skyrim and Papyrus, feel free to skip the following two sections. ### What's an event? To make a long story short and probably oversimplify it grossly, an event is a special function that is called whenever something specific happens in the game. If you don't know what a "function" is, just think of it as a predefined set of instructions that you can call whenever you want something to happen. Sort of like a cooking or baking recipe. Every time you want your computer to make you an apple pie, you can repeat the same instructions (take flour, add milk, add eggs, etc. etc.) Or you could just give these instructions only once and give them a unique name. Like: "Ok, here's the recipe for apple pie." And then every time you want an apple pie, you can just tell the computer: "Make me an apple pie!" And the computer will then look up the instructions you provided earlier and execute them. Again, and again, and again. No need to write out the instructions every single time. Huge time saver and also much less prone to errors (only one single copy of the recipe you could screw up). Of course, in real life, instead of a pie, you get a computation result or something like that. Maybe pi instead of pie (see what I did there?) But ideally, it would be something rubber related. Who would ever want to waste a perfectly good function on anything else, right? And an event is very similar. Only that it's not you who is calling it, it's the engine itself. Whenever that particular event occurs, it will call that function in your mod. All by itself. ### But... why? This is little bit off-topic, but ok. Let's take an example. There's an event called "OnSit" that is triggered every time the actor that it is attached to sits on something. If you didn't have that event but you wanted to respond to the actor sitting down, then you'd have to constantly query the game about it. Is the actor sitting? No? Ok, is he sitting now? Still no? How about now? He's surely sitting now, right? No? And now? This would use up a lot of resources because the engine would have to constantly answer your questions instead of actually rendering the game (and the result would be "no" most of the time). That's called "polling", and generally, you don't want it because it's bad for performance. No rule without exceptions, of course, but I'm not going to go into that here. So instead of having to act like the annoying child in the back seat of the car, constantly asking whether we're there yet, the game engine says: "Ok, you just sit down and wait. And I'll inform you when X happens!" Unfortunately, that X can't be anything. The engine only knows about events that the programmers at Bethesda decided to provide. Sometimes, you find yourself in the situation that you want to react to something in the game, but there's no event available for it. And then you must find alternative solutions (or scrap the idea altogether). ### The event OnCombatStateChanged The event I want to talk about today is [OnCombatStateChanged](https://www.creationkit.com/index.php?title=OnCombatStateChanged_-_Actor). And it does exactly that. It notifies you whenever an actors changes their combat state. When they enter into combat, the event fires. When they leave combat, the event fires. When they are alarmed and search around but have not found you yet, the event fires. And so on. I'm sure you can spot the problem with having one single event for so many different combat states. What if you need to know what actually triggered the event? Is the actor entering combat and about to chop off the player's head? Or has he just sheathed his sword and decided to leave you alone? It's an important difference, right? But fear not, for the developers thought of that. That is why they added a parameter called aeCombatState. This is just an integer number that you can use in your event function and the game will set it for you to reflect what actually happened. According to the CK wiki documentation, it can be either 0, or 1, or 2. A 0 means the actor isn't in combat, a 1 means he is, and 2 means he's searching around for whatever alerted him. ### Sounds nice, so what's the problem? Well, there would not be a problem. **If** the parameter aeCombatState actually worked as advertised. Thing is, it doesn't. Not completely, anyway. Because during my tests with it, aeCombatState was never, ever set to 2. Even if the actor was still actively searching for the player and had not yet entered real combat, aeCombatState would nonetheless always have the value of 1. Which, if you know about the Rubber Spy quest in TIR, is a bit of a problem. Because I only want the mission to fail if a guard actually detects the player. Not if they just thought they heard something. And there's no other or better way to do it (that I know of). This is where we come back to what I mentioned earlier about Skyrim not having an event for every conceivable situation, but only a select few. There is no "OnActorAIDetectedPlayer" event or something like that. There's an event that fires when there's a line of sight between the NPC and the player, but it doesn't take the AI into consideration. It's triggered whenever a straight line can be drawn from person A to person B without going through something. Even when when person A has his back turned towards person B. Not what you want for a sneak mission. The only option I found was to make the guards aggressive so that they attack the player whenever they see them. And then wait for that attack to trigger a combat state change. And then you test it and see that it doesn't work and you spend an embarrassing amount of time looking for what you did wrong. Only to find out that you probably didn't do anything wrong and the engine is just bugged. ### Solution Well, it's more of a workaround than a solution. The parameter is just always wrong when the actor is in search mode. There's nothing I can do about it. But there is a function you can call to actively query the combat state of any actor. It's called [GetCombatState](https://www.creationkit.com/index.php?title=GetCombatState_-_Actor) and it happens to give you the correct value for the actor's combat state. So the solution is to wait for the OnCombatStateChanged event, then ignore the aeCombatState parameter completely (even though it *should* have all the information you need) and instead query the engine a second time about the *real* combat state of the actor. And then act based on that. You can't deduce or reasonable guess it. You just have to learn it. |
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"body": "Welcome to another episode of...\n\n...*drum roll*...\n\n# ...Quirks of the Skyrim engine!\n\n \n\nToday, we'll look at:\n\n## The mysterious case of the lying event\n\nBecause I try not to go overly technical and keep it on a level that even non-modders can understand, I first need to do some explaining to set up the story. If you already know what \"events\" are in terms of Skyrim and Papyrus, feel free to skip the following two sections.\n\n\n### What's an event?\n\nTo make a long story short and probably oversimplify it grossly, an event is a special function that is called whenever something specific happens in the game.\n\nIf you don't know what a \"function\" is, just think of it as a predefined set of instructions that you can call whenever you want something to happen. Sort of like a cooking or baking recipe. Every time you want your computer to make you an apple pie, you can repeat the same instructions (take flour, add milk, add eggs, etc. etc.) Or you could just give these instructions only once and give them a unique name. Like: \"Ok, here's the recipe for apple pie.\" And then every time you want an apple pie, you can just tell the computer: \"Make me an apple pie!\" And the computer will then look up the instructions you provided earlier and execute them. Again, and again, and again. No need to write out the instructions every single time. Huge time saver and also much less prone to errors (only one single copy of the recipe you could screw up). Of course, in real life, instead of a pie, you get a computation result or something like that. Maybe pi instead of pie (see what I did there?)\n\nBut ideally, it would be something rubber related. Who would ever want to waste a perfectly good function on anything else, right?\n\nAnd an event is very similar. Only that it's not you who is calling it, it's the engine itself. Whenever that particular event occurs, it will call that function in your mod. All by itself.\n\n### But... why?\n\nThis is little bit off-topic, but ok. Let's take an example. There's an event called \"OnSit\" that is triggered every time the actor that it is attached to sits on something. If you didn't have that event but you wanted to respond to the actor sitting down, then you'd have to constantly query the game about it.\n\nIs the actor sitting? No? Ok, is he sitting now? Still no? How about now? He's surely sitting now, right? No? And now?\n\nThis would use up a lot of resources because the engine would have to constantly answer your questions instead of actually rendering the game (and the result would be \"no\" most of the time). That's called \"polling\", and generally, you don't want it because it's bad for performance. No rule without exceptions, of course, but I'm not going to go into that here.\n\nSo instead of having to act like the annoying child in the back seat of the car, constantly asking whether we're there yet, the game engine says: \"Ok, you just sit down and wait. And I'll inform you when X happens!\"\nUnfortunately, that X can't be anything. The engine only knows about events that the programmers at Bethesda decided to provide. Sometimes, you find yourself in the situation that you want to react to something in the game, but there's no event available for it. And then you must find alternative solutions (or scrap the idea altogether).\n\n\n### The event OnCombatStateChanged\n\nThe event I want to talk about today is [OnCombatStateChanged](https://www.creationkit.com/index.php?title=OnCombatStateChanged_-_Actor). And it does exactly that. It notifies you whenever an actors changes their combat state. When they enter into combat, the event fires. When they leave combat, the event fires. When they are alarmed and search around but have not found you yet, the event fires. And so on.\n\nI'm sure you can spot the problem with having one single event for so many different combat states. What if you need to know what actually triggered the event? Is the actor entering combat and about to chop off the player's head? Or has he just sheathed his sword and decided to leave you alone? It's an important difference, right?\n\nBut fear not, for the developers thought of that. That is why they added a parameter called aeCombatState. This is just an integer number that you can use in your event function and the game will set it for you to reflect what actually happened. According to the CK wiki documentation, it can be either 0, or 1, or 2. A 0 means the actor isn't in combat, a 1 means he is, and 2 means he's searching around for whatever alerted him.\n\n### Sounds nice, so what's the problem?\n\nWell, there would not be a problem. **If** the parameter aeCombatState actually worked as advertised. Thing is, it doesn't. Not completely, anyway.\n\nBecause during my tests with it, aeCombatState was never, ever set to 2. Even if the actor was still actively searching for the player and had not yet entered real combat, aeCombatState would nonetheless always have the value of 1.\n\nWhich, if you know about the Rubber Spy quest in TIR, is a bit of a problem. Because I only want the mission to fail if a guard actually detects the player. Not if they just thought they heard something. And there's no other or better way to do it (that I know of). This is where we come back to what I mentioned earlier about Skyrim not having an event for every conceivable situation, but only a select few. There is no \"OnActorAIDetectedPlayer\" event or something like that. There's an event that fires when there's a line of sight between the NPC and the player, but it doesn't take the AI into consideration. It's triggered whenever a straight line can be drawn from person A to person B without going through something. Even when when person A has his back turned towards person B. Not what you want for a sneak mission.\n\nThe only option I found was to make the guards aggressive so that they attack the player whenever they see them. And then wait for that attack to trigger a combat state change.\n\nAnd then you test it and see that it doesn't work and you spend an embarrassing amount of time looking for what you did wrong. Only to find out that you probably didn't do anything wrong and the engine is just bugged.\n\n\n### Solution\n\nWell, it's more of a workaround than a solution. The parameter is just always wrong when the actor is in search mode. There's nothing I can do about it.\n\nBut there is a function you can call to actively query the combat state of any actor. It's called [GetCombatState](https://www.creationkit.com/index.php?title=GetCombatState_-_Actor) and it happens to give you the correct value for the actor's combat state.\n\nSo the solution is to wait for the OnCombatStateChanged event, then ignore the aeCombatState parameter completely (even though it *should* have all the information you need) and instead query the engine a second time about the *real* combat state of the actor. And then act based on that.\n\nYou can't deduce or reasonable guess it. You just have to learn it.",
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2018/02/05 23:44:33
| author | johndoe9302 |
| body | location |
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}johndoe9302upvoted (100.00%) @greyspammer / progress-report-12018/02/05 23:42:18
johndoe9302upvoted (100.00%) @greyspammer / progress-report-1
2018/02/05 23:42:18
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2018/02/05 01:35:51
| author | inochi-megami |
| body | dialogue :p |
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}inochi-megamiupvoted (100.00%) @greyspammer / progress-report-12018/02/05 01:34:54
inochi-megamiupvoted (100.00%) @greyspammer / progress-report-1
2018/02/05 01:34:54
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2018/01/30 18:28:18
| author | irsuv |
| body | location |
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2018/01/30 06:29:33
| author | bouncejaye |
| body | character |
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2018/01/29 18:14:39
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| body | character |
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}ivanlyubupvoted (100.00%) @greyspammer / progress-report-12018/01/25 00:07:06
ivanlyubupvoted (100.00%) @greyspammer / progress-report-1
2018/01/25 00:07:06
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}akhtyrskayaupvoted (100.00%) @greyspammer / progress-report-12018/01/25 00:07:03
akhtyrskayaupvoted (100.00%) @greyspammer / progress-report-1
2018/01/25 00:07:03
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}greyspammerpublished a new post: progress-report-12018/01/24 14:19:09
greyspammerpublished a new post: progress-report-1
2018/01/24 14:19:09
| author | greyspammer |
| body | Ok, I figured I should tell you a little where things currently stand. I have more or less finished reimplementing the original story from the old version. There are some minor things that still have to be added. For instance, the option to escape from the basement isn't currently back in, yet. But the main quest line is done. I'm now in the process of adding a new side story that will take place in parallel to some parts of the main story. It will feature some new quests, new location, and new characters. It's a bit more difficult than what I did previously. Because until now, all I had to do was basically recreate what I had already done before. There were some cases where I was thinking about how to make things more stable, or how to add a little bit more detail here and there. But overall, I was driving on a road that I had traveled before. Now, it's all new again. I have to think how the story has to work, how to avoid contradictions and inconsistencies, which motivations to give which character to make them interesting and have a reason to do what I want them to do, and so on, and so forth. It's more interesting and challenging, but also not done as quickly. But I'm confident I will eventually hit daylight, and I'll keep digging until then. As a little treat for anyone reading this, I offer you a tiny little peek into the new stuff. And you can choose what it will be. I can show you either: * One of the new characters * One of the new locations * A small sample from a dialogue of one of the new quests In order to vote, just leave a comment with either "character", "location" or "dialogue" in it. Then I'll count them and make a new post with the eventual winner. And to make sure it's not just one person voting, let's say I need at least 20 valid votes to make it happen. Once that number has been reached, I'll wait another week, and then make the final tally. |
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}greyspammerpublished a new post: quirks-of-the-skyrim-engine-12018/01/16 14:37:09
greyspammerpublished a new post: quirks-of-the-skyrim-engine-1
2018/01/16 14:37:09
| author | greyspammer |
| body | # About So I thought I might tell you about some of the problems you can encounter when you begin to mod for Skyrim. And I don't mean general lack of knowledge. I mean behavior of the engine of the engine or the Creation Kit that seem counter-intuitive. Stuff that seems to go against common sense and you just have to know. # Today's episode: A portcullis can't be open Normal doors in Skyrim are of the type [ObjectReference](https://www.creationkit.com/index.php?title=ObjectReference_Script), like many other things as well. A chair is an ObjectReference, a kettle is one, a piece of food on the table, the big treasure chest at the end of the dungeon, the list goes on. On the scripting side (where you tell the engine what to do), you can access these references through function which they provide. One such function is [GetOpenState](https://www.creationkit.com/index.php?title=GetOpenState_-_ObjectReference). As you can see from the documentation, it will tell you whether a door, for instance, is open or not. Might be useful to know on occasion. Not everything that's an ObjectReference can be opened or closed. How do open or close a roasted goat leg? Or a candle? However, what would you think of a [portcullis](https://en.wikipedia.org/wiki/Portcullis)? Is that something that can be opened or closed? Something that can have a state which is either "open" or "closed"? Most people would say "yes" to that question. However, in Skyrim, a portcullis is always closed. Even if it's open, a call to GetOpenState() will return 3 (meaning it's closed). Even if you were to consider it an object which can't be open or closed, the documentation says the function then should return 0. It may have something to do with the fact that a portcullis is an activator-type object and not a door in the internal logic of the Creation Kit. But without any knowledge of the internal workings, who would assume that a portcullis can't be open? You can't deduce or reasonable guess it. You just have to learn it. |
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"body": "# About\nSo I thought I might tell you about some of the problems you can encounter when you begin to mod for Skyrim. And I don't mean general lack of knowledge. I mean behavior of the engine of the engine or the Creation Kit that seem counter-intuitive. Stuff that seems to go against common sense and you just have to know.\n\n# Today's episode: A portcullis can't be open\nNormal doors in Skyrim are of the type [ObjectReference](https://www.creationkit.com/index.php?title=ObjectReference_Script), like many other things as well. A chair is an ObjectReference, a kettle is one, a piece of food on the table, the big treasure chest at the end of the dungeon, the list goes on.\n\nOn the scripting side (where you tell the engine what to do), you can access these references through function which they provide. One such function is [GetOpenState](https://www.creationkit.com/index.php?title=GetOpenState_-_ObjectReference). As you can see from the documentation, it will tell you whether a door, for instance, is open or not. Might be useful to know on occasion.\n\nNot everything that's an ObjectReference can be opened or closed. How do open or close a roasted goat leg? Or a candle? However, what would you think of a [portcullis](https://en.wikipedia.org/wiki/Portcullis)? Is that something that can be opened or closed? Something that can have a state which is either \"open\" or \"closed\"?\n\nMost people would say \"yes\" to that question. However, in Skyrim, a portcullis is always closed. Even if it's open, a call to GetOpenState() will return 3 (meaning it's closed). Even if you were to consider it an object which can't be open or closed, the documentation says the function then should return 0.\n\nIt may have something to do with the fact that a portcullis is an activator-type object and not a door in the internal logic of the Creation Kit. But without any knowledge of the internal workings, who would assume that a portcullis can't be open?\n\nYou can't deduce or reasonable guess it. You just have to learn it.",
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}greyspammerpublished a new post: i-d-love-to-have-something-like-this-for-my-mod2018/01/16 12:09:24
greyspammerpublished a new post: i-d-love-to-have-something-like-this-for-my-mod
2018/01/16 12:09:24
| author | greyspammer |
| body | Take a look at these [pony gasmasks](https://alexiasitoko.deviantart.com/art/Rubber-Ponies-4-697950012). I love the idea of having something like that for my mod. Unfortunately, no such asset exists for Skyrim (or at least I couldn't find it). If I'm wrong and you know where I can get 3D models like that for my mod, please let me know! |
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| permlink | i-d-love-to-have-something-like-this-for-my-mod |
| title | I'd love to have something like this for my mod... |
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}greyspammerpublished a new post: does-anyone-know-a-good-sweater-and-skirt-outfit-for-skyrim2018/01/12 08:10:36
greyspammerpublished a new post: does-anyone-know-a-good-sweater-and-skirt-outfit-for-skyrim
2018/01/12 08:10:36
| author | greyspammer |
| body | I could use some help on something: I'm looking for an outfit. Sweater plus skirt. Something modest. More bland than skimpy. Something that the prototypical female librarian might wear. The only thing I found that seemed like a match was [Lunas Sweater Outfits](https://www.nexusmods.com/skyrim/mods/45001/). However, the NIFs are weird. Even though it's officially a Skyrim mod, the file format numbers don't match what you'd normally see with Skyrim NIFs. When I try to use them as they are, all I get is a "missing mesh" replacer (the red diamond with the exclamation mark inside). When I import them into a trial version of 3Ds Max 2017 and export them again with what seem like reasonable settings to me, the NIFs seem to be more in line with what I can see in other outfits for Skyrim (version numbers, NiTriShapes instead of NiTriStrips, etc.) However, loading the NIFs into the CK causes it to crash. Loading it in the game works in the sense that the game doesn't crash and the outfit is visible. But it's also not animated. The outfit is stuck in a T-pose while the hands and head of the actor are floating around it. Looks kinda funny, but it's not what I want. Can anybody tell me what I'm doing wrong? Or does anyone know of another, similar outfit that I could use instead? Leave a comment or make a post over at [Loverlab](https://www.loverslab.com/topic/37602-trapped-in-rubber-updated-2015-08-02/?do=findComment&comment=2113297). |
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}greyspammerpublished a new post: navmeshing-is-tedious-work2018/01/11 01:01:54
greyspammerpublished a new post: navmeshing-is-tedious-work
2018/01/11 01:01:54
| author | greyspammer |
| body |  I'm currently putting a navmesh in a newly created level. For those who don't know: A navmesh is a part of the level that is invisible to the player. But it tells the NPCs where they can actually walk and where not. So if you have a room with two doors and some furniture in it, and you want an NPC to be able to successfully navigate through that room, you need to lay out a navmesh on the floor. It has to cover the free areas and avoid the furniture. The Creation Kit actually has some tools that can automatically generate a navmesh. However, I found the results I got with them less than ideal. So I'm usually making the navmeshs by hand now. And let me tell you: It's not exactly the part of modding that is the most fun. What you see on the screenshot is obviously not the final result. It's a work in progress. In the end, all those meshes have to be connected and the space in the middle neeeds to be filled as well. By the way, the screenshot shows a level from the new content that is not part of the currently released version of TIR. :) |
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| permlink | navmeshing-is-tedious-work |
| title | Navmeshing is tedious work... |
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"body": "\n\nI'm currently putting a navmesh in a newly created level. For those who don't know: A navmesh is a part of the level that is invisible to the player. But it tells the NPCs where they can actually walk and where not. So if you have a room with two doors and some furniture in it, and you want an NPC to be able to successfully navigate through that room, you need to lay out a navmesh on the floor. It has to cover the free areas and avoid the furniture.\n\nThe Creation Kit actually has some tools that can automatically generate a navmesh. However, I found the results I got with them less than ideal. So I'm usually making the navmeshs by hand now.\n\nAnd let me tell you: It's not exactly the part of modding that is the most fun.\n\nWhat you see on the screenshot is obviously not the final result. It's a work in progress. In the end, all those meshes have to be connected and the space in the middle neeeds to be filled as well.\n\nBy the way, the screenshot shows a level from the new content that is not part of the currently released version of TIR. :)",
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2018/01/10 23:25:03
| author | steem-network |
| body | <html> <p>Congratulations <a href="/@greyspammer" target="_blank">@greyspammer</a>, you have decided to take the next big step with your first post! The Steem Network Team wishes you a great time among this awesome community.</p> <hr> <div class="pull-left"><img src="https://steemitimages.com/DQmaAdLUJ3yaSkmcmWECWyPGPWcjfbCoZ8Tu4RM6H4DbjCi/steem-network-thumbs-up.gif" alt="Thumbs up for Steem Network´s strategy" title="I suggest Steem Network´s strategy" width="320" height="222"></div> <h1>The proven road to boost your personal success in this amazing Steem Network</h1> <p>Do you already know that awesome content will get great profits by following these <a href="/steem-network/@steem-network/spread-your-posts-through-this-proven-strategy-and-get-great-profits-in-return--for-posts-created-at-2018-01-10" target="_blank" alt="Steem Network" title="Follow Steem Network´s suggestions to boost your success">simple steps</a>, that have been worked out by experts?</p> </html> |
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"body": "<html>\n<p>Congratulations <a href=\"/@greyspammer\" target=\"_blank\">@greyspammer</a>, you have decided to take the next big step with your first post! The Steem Network Team wishes you a great time among this awesome community.</p>\n<hr>\n<div class=\"pull-left\"><img src=\"https://steemitimages.com/DQmaAdLUJ3yaSkmcmWECWyPGPWcjfbCoZ8Tu4RM6H4DbjCi/steem-network-thumbs-up.gif\" alt=\"Thumbs up for Steem Network´s strategy\" title=\"I suggest Steem Network´s strategy\" width=\"320\" height=\"222\"></div>\n<h1>The proven road to boost your personal success in this amazing Steem Network</h1>\n<p>Do you already know that awesome content will get great profits by following these <a href=\"/steem-network/@steem-network/spread-your-posts-through-this-proven-strategy-and-get-great-profits-in-return--for-posts-created-at-2018-01-10\" target=\"_blank\" alt=\"Steem Network\" title=\"Follow Steem Network´s suggestions to boost your success\">simple steps</a>, that have been worked out by experts?</p>\n</html>",
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}greyspammerupdated their account properties2018/01/10 10:37:36
greyspammerupdated their account properties
2018/01/10 10:37:36
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}greyspammerpublished a new post: introduction-the-trapped-in-rubber-mod-for-skyrim2018/01/10 10:17:57
greyspammerpublished a new post: introduction-the-trapped-in-rubber-mod-for-skyrim
2018/01/10 10:17:57
| author | greyspammer |
| body |  What's going on here? ================== Hey there! This is my first post on Steemit and I'd like to tell you a little bit about what you can expect from me in the future, should everything work out planned. I am the creator of the "[Trapped in Rubber](https://www.loverslab.com/topic/37602-trapped-in-rubber-updated-2015-08-02/)" mod for Skyrim. I plan on shamelessly using this platform to promote my mod, and enrich myself in the process. I already ordered the Ferrari, now I just need a couple of upvotes to pay for it. That's how this works, right? Seriously though, my plan is to post status updates, maybe a few anecdotes from development, thoughts behind certain design decisions, that sort of thing. I may also occasionally post about other stuff, probably related to the general theme of the mod. Not sure yet, we'll see how it goes. What the mod is and is not -------------------------- Trapped in Rubber (or TIR, in short) is an adult-themed mod with a story centered around fetish content such as latex, gasmasks, bondage, femdom, ponyplay, and a couple of other stuff. It uses freely available content from other modders (such as the latex catsuits), includes a framework that will make it difficult to escape the suit once it is on and provides a gameplay experience around that (hence, the mod's name). It also has a line of quests which tell a story. I have been told that the story actually quite good, but maybe people were just being nice. I do, however, try to keep an eye on things like character motivation, believability, and stuff like that. Whether or not I succeeded is up to the player, but my goal was to make a story-driven fetish mod with at least some level of sophistication. Not a cheap porn video which starts with the plumber driving up to the house and 2 minutes later, he's banging the MILF and her daughter in the kitchen. I avoided having contrived sex orgies thrown at you all the time, as that eventually dulls out everything. Where's the fun in that? With this mod, I focus on the fetish element, not sex or nudity. People in the mod do have sexual encounters. But it's not some dumb fucking or groin thrusting at every turn. It happens when it makes sense to happen and fits the larger goal. The mod is about life in rubber. The story is not there as a cheap excuse to have sex. The story is there as a cheap excuse to live out your latex fetish. There is also little to no erotic content with males. Since the catsuits are only available for females, and I am unable to change that, I had to adjust the writing so that it's mainly about women in rubber. The general theme is mostly light-hearted, with some darker parts added for contrast. That being said, there is no gore (beyond what vanilla Skyrim includes), no sex with animals or minors, or stuff like that. If I had to slap an age rating on the mod, I guess it would be 16. But keep in mind that I'm one of those more or less secular Europeans, so maybe I'm just way too liberal for wherever you live. What's the status of the mod? ----------------------------- The mod already exists, and it can be downloaded from [Loverslab](https://www.loverslab.com/topic/37602-trapped-in-rubber-updated-2015-08-02/). Feel free to check it out! However, that version is almost 2.5 years old. In the time since its release, I have been working in my spare time on a new and -hopefully- better version of it. It should have less bugs, more features, and expand the story a little. What will it cost me? --------------------- Well, obviously you need to own Skyrim. But the mod itself is free for all and always will be. And everyone gets the same version. There's no better, or special, or more recent version just for Patreon contributors or anything like that. You don't have to pay for the mod or access to updates. And you never will, as long as I have anything to say about it. However, I do have a [Patreon](https://www.patreon.com/greyspammer) and a Paypal ([email protected]) account to which you can donate. And now I'm trying Steemit as well. But I consider this all more of a tip jar. I'm not really raking it in, and I'm ok with that. This may be a good opportunity to point out that I'm not a professional developer and this is not my day job. It's a hobby project I work in my spare time. It would just be cool if I could buy myself something nice every once in a while with what I earn from all those platforms. And if I get enough money together, I might also use it to commission new content for the mod that I cannot create myself (usually anything visual, like 3D meshes and animations). Where can I learn more? -------------------------------- I'm glad you asked! You can come over to [Loverslab](https://www.loverslab.com/topic/37602-trapped-in-rubber-updated-2015-08-02/) and participate in the discussion there. Obviously, I plan on hanging around Steemit as well. But I still have to get used to it and see if it actually works out for me. Can I make suggestions? -------------------------------- Sure! If you can live with the fact that the ultimate decision is mine, feel free to drop me ideas. However, my main focus at the moment is to finish the new version of the mod with the content that I have already planned. I don't want to spread myself so thin with too many elements at once. You can still submit ideas, but I will probably only pick up on them after the current development version has been released. So did you make this all by yourself? ------------------------------------------------ Well, not really. I do work in the mod alone. But as I said above, I rely on assets created by other modders. That's how modding generally works. The full breakdown of what stuff I used from whom can be found in the mod's documentation. In short, the story, dialogues and scripting (code) as it relates to TIR are mine. Visuals and code not directly related to TIR (like Devious Devices) are not mine. Everything is used with permission, however. If I can shoot farther than others, it's because I'm standing on the shoulders of giants while I'm fapping. |
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| parent permlink | nsfw |
| permlink | introduction-the-trapped-in-rubber-mod-for-skyrim |
| title | Introduction: The Trapped in Rubber mod for Skyrim |
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"body": "\n\nWhat's going on here?\n==================\n\nHey there!\n\nThis is my first post on Steemit and I'd like to tell you a little bit about what you can expect from me in the future, should everything work out planned.\n\nI am the creator of the \"[Trapped in Rubber](https://www.loverslab.com/topic/37602-trapped-in-rubber-updated-2015-08-02/)\" mod for Skyrim. I plan on shamelessly using this platform to promote my mod, and enrich myself in the process. I already ordered the Ferrari, now I just need a couple of upvotes to pay for it. That's how this works, right?\n\nSeriously though, my plan is to post status updates, maybe a few anecdotes from development, thoughts behind certain design decisions, that sort of thing. I may also occasionally post about other stuff, probably related to the general theme of the mod. Not sure yet, we'll see how it goes.\n\n\nWhat the mod is and is not\n--------------------------\nTrapped in Rubber (or TIR, in short) is an adult-themed mod with a story centered around fetish content such as latex, gasmasks, bondage, femdom, ponyplay, and a couple of other stuff. It uses freely available content from other modders (such as the latex catsuits), includes a framework that will make it difficult to escape the suit once it is on and provides a gameplay experience around that (hence, the mod's name). It also has a line of quests which tell a story. I have been told that the story actually quite good, but maybe people were just being nice. I do, however, try to keep an eye on things like character motivation, believability, and stuff like that.\n\nWhether or not I succeeded is up to the player, but my goal was to make a story-driven fetish mod with at least some level of sophistication. Not a cheap porn video which starts with the plumber driving up to the house and 2 minutes later, he's banging the MILF and her daughter\nin the kitchen. I avoided having contrived sex orgies thrown at you all the time, as that eventually dulls out everything. Where's the fun in that?\n\nWith this mod, I focus on the fetish element, not sex or nudity. People in the mod do have sexual encounters. But it's not some dumb fucking or groin thrusting at every turn. It happens when it makes sense to happen and fits the larger goal. The mod is about life in rubber. The story is not there as a cheap excuse to have sex. The story is there as a cheap excuse to live out your latex fetish.\n\nThere is also little to no erotic content with males. Since the catsuits are only available for females, and I am unable to change that, I had to adjust the writing so that it's mainly about women in rubber.\n\nThe general theme is mostly light-hearted, with some darker parts added for contrast. That being said, there is no gore (beyond what vanilla Skyrim includes), no sex with animals or minors, or stuff like that. If I had to slap an age rating on the mod, I guess it would be 16. But keep in mind that I'm one of those more or less secular Europeans, so maybe I'm just way too liberal for wherever you live.\n\n\nWhat's the status of the mod?\n-----------------------------\n\nThe mod already exists, and it can be downloaded from [Loverslab](https://www.loverslab.com/topic/37602-trapped-in-rubber-updated-2015-08-02/). Feel free to check it out! However, that version is almost 2.5 years old. In the time since its release, I have been working in my spare time on a new and -hopefully- better version of it. It should have less bugs, more features, and expand the story a little.\n\n\nWhat will it cost me?\n---------------------\nWell, obviously you need to own Skyrim. But the mod itself is free for all and always will be. And everyone gets the same version. There's no better, or special, or more recent version just for Patreon contributors or anything like that. You don't have to pay for the mod or access to updates. And you never will, as long as I have anything to say about it.\n\nHowever, I do have a [Patreon](https://www.patreon.com/greyspammer) and a Paypal ([email protected]) account to which you can donate. And now I'm trying Steemit as well. But I consider this all more of a tip jar. I'm not really raking it in, and I'm ok with that.\n\nThis may be a good opportunity to point out that I'm not a professional developer and this is not my day job. It's a hobby project I work in my spare time. It would just be cool if I could buy myself something nice every once in a while with what I earn from all those platforms.\n\nAnd if I get enough money together, I might also use it to commission new content for the mod that I cannot create myself (usually anything visual, like 3D meshes and animations).\n\n\nWhere can I learn more?\n--------------------------------\n\nI'm glad you asked! You can come over to [Loverslab](https://www.loverslab.com/topic/37602-trapped-in-rubber-updated-2015-08-02/) and participate in the discussion there. Obviously, I plan on hanging around Steemit as well. But I still have to get used to it and see if it actually works out for me.\n\n\nCan I make suggestions?\n--------------------------------\n\nSure! If you can live with the fact that the ultimate decision is mine, feel free to drop me ideas. However, my main focus at the moment is to finish the new version of the mod with the content that I have already planned. 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}steemdelegated 18.263 SP to @greyspammer2018/01/08 19:31:21
steemdelegated 18.263 SP to @greyspammer
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}steemcreated a new account: @greyspammer2018/01/08 04:53:27
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Single Signature
Public Keys
STM6ct41yD1inomQwTDvhF1mNCEHZpBPp11xgGEmn5TBWXgL7g2Km1/1
Active
Single Signature
Public Keys
STM6MkipKZuHHpafEpGZLtjk4hd9dEpHxNBkNZQGibtZdV73EcY5D1/1
Posting
Single Signature
Public Keys
STM681MPWEDZ7JEFGYwDhZ7sg1bNo7SrtwmgAXeQAZx7jTDa3tQM51/1
Memo
STM6AvQ2Eg1e1zWCQY3PC3Ki6kagaYht3NiYHVe6RG6sTdHA78YD7
{
"owner": {
"account_auths": [],
"key_auths": [
[
"STM6ct41yD1inomQwTDvhF1mNCEHZpBPp11xgGEmn5TBWXgL7g2Km",
1
]
],
"weight_threshold": 1
},
"active": {
"account_auths": [],
"key_auths": [
[
"STM6MkipKZuHHpafEpGZLtjk4hd9dEpHxNBkNZQGibtZdV73EcY5D",
1
]
],
"weight_threshold": 1
},
"posting": {
"account_auths": [],
"key_auths": [
[
"STM681MPWEDZ7JEFGYwDhZ7sg1bNo7SrtwmgAXeQAZx7jTDa3tQM5",
1
]
],
"weight_threshold": 1
},
"memo": "STM6AvQ2Eg1e1zWCQY3PC3Ki6kagaYht3NiYHVe6RG6sTdHA78YD7"
}Witness Votes
0 / 30
No active witness votes.
[]