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Immersive first person for SexLab

 

This mod enables automatic profile switching in Immersive First Person during SexLab animations. You can change which custom profile to use in Immersive FP through the config menu.

 

Requirements

  • SexLab 1.50+
  • Immersive First person 1.7+


  • Submitter
  • Submitted
    03/06/2014
  • Category
  • Requires
    SexLab, Immersive First Person
  • Special Edition Compatible

 

Link to comment

just quick tip

bool function containsPlayer(string argString)
	Actor[] actors = SexLab.HookActors(argString)
	int i = actors.length - 1
	while(i >= 0)
		if(actors[i] == player)
			return true
		endIf
		i -= 1
	endWhile
	return false
endFunction

could be replaced with a much simpler

; // Find() returns -1 if the reference isn't found in the actors array from HookActors()
bool function containsPlayer(string argString)
	return SexLab.HookActors(argString).Find(player) != -1
endFunction

; // OR simple bool check on the thread sending the event's player status
bool function containsPlayer(string argString)
	return SexLab.HookController(argString).HasPlayer
endFunction

Or even better still:

function DoRegister()
	UnregisterForAllModEvents()
	RegisterForModEvent("PlayerAnimationEnd", "sslEnd")
	RegisterForModEvent("PlayerAnimationStart", "sslStart")
endFunction

event sslEnd(string eventName, string argString, float argNum, form sender)
	SendModEvent("FPCustomEnd", numArg = config.profileNum)
endEvent

event sslStart(string eventName, string argString, float argNum, form sender)
	SendModEvent("FPCustomStart", numArg = config.profileNum)
endEvent

SexLab sends an extra mod event for all hooks with "Player" prepended if it contains the player. Completely removing the need to check for the player being there at all, since they'd have to be for PlayerAnimationStart or PlayerAnimationEnd to be sent.

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Why is it up to 5? If anything, IFPV 1.7 has a total of 20 profiles and the ones without any set trigger by default start at Profile 12.

 

Because those 20 profiles have the trigger conditions under them, and there are five custom ones other mods can use.

Link to comment

 

Why is it up to 5? If anything, IFPV 1.7 has a total of 20 profiles and the ones without any set trigger by default start at Profile 12.

 

Because those 20 profiles have the trigger conditions under them, and there are five custom ones other mods can use.

 

 

Ah, ok, saw the triggers you meant for custom profiles.

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Does this mod automatically switch to the immersive first person view even if you weren't in immersive first person view mode when the SexLab animation started, or does the mod "only" switch to a certain custom setting when the SexLab animation starts?

 

Well, to word it differently and maybe better understandable: Can I just install IFP, install this mod, play in normal first/third person view, and when a SexLab animation starts this mod enables IFP?

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Does this mod automatically switch to the immersive first person view even if you weren't in immersive first person view mode when the SexLab animation started, or does the mod "only" switch to a certain custom setting when the SexLab animation starts?

 

Well, to word it differently and maybe better understandable: Can I just install IFP, install this mod, play in normal first/third person view, and when a SexLab animation starts this mod enables IFP?

 

That depends entirely on how you configure immersive first person. You could use two profiles, one with custom settings with this. And the other one for everything else, that's set to vanilla first person for example.

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IFP has different conditions when it should switch its profile, like aiming a bow. There are five named "custom" that don't do anything on their own, but can be used by other mods to trigger a profile change. So when you configure IFP, tick one of those custom ones for one profile and set this mod to use the same one.

 

It was a bit different before IFP1.7

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Ok sorry if It's not exactly "in topic", but I have to ask: would it be possible to use IFP to switch (in IFP view) between the various characters performing a sexlab animation (then when it ends, go back to the normal\default view and character)? Or mod it that way?

 

It seems like a pretty addon to me.

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Ok sorry if It's not exactly "in topic", but I have to ask: would it be possible to use IFP to switch (in IFP view) between the various characters performing a sexlab animation (then when it ends, go back to the normal\default view and character)? Or mod it that way?

 

It seems like a pretty addon to me.

 

Or a dynamic pov, switching from 1st person to 3rd person between 2 animations ! And camera turning around the scene like when your PC stops doing anything during 3 min ! That would rock !

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Sorry i am russian and i don`t understand how to tune on your mod? I have 20 profiles and what i should do next? 

 

For the Immersive first person profile you want to use with Sexlab, select one of the "custom" ones as the condition for the profile to activate. Then set the profile number from this mod to the some one you selected in IFP.

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So if im not mistaken what this mod does is it starts one of the unused profiles in ifp when sexlab starts?

While this seems nice i see more potential for this mod. For example:

 

Can it do the same (trigger ifp profile) by using hotkey?

This is what im thinking:

1. Hotkey pressed

2. dialogue appears with spawned ghost object (invisible)

3. Player chooses one option (example: Masturbate, Do some pose for screenshot, check player stats)

4. this mod makes camera rotate 180 degrees and away from the player by using imp profile

5. Player Character does selected action.

6. Esc key stops the action and returns player to default ifp profile, ghost object is removed.

 

 

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What's the best settings to use when in animations? FOV ect...?

 

Using PSB Body, female and SL animations I use:

 

Profile 13 as a base

fov: 75 (default)

near and far clip distance: 10

restrict horizontal: 65 (can be more or to preference)

restrict vertical 75 (preference)

camera forward/backward: 40 (any less and I get nose clip in)

move camera forward on look up/down or right/left (not sure on the exact wording): unchecked

 

You may have to tweak camera forward/backward distance or some other stuff, but that is what works for me atm. There is still some clipping, but it is pretty rare, most notably on wolves and dogs it can clip depending on the position used in the animation.

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