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Sexout Clothing Evaluation System (WIP/Resource)


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If you still have an old SexoutClothingEvaluation.esp in your load order, you can delete it now that it's part of SCR.

This thread will remain available for troubleshooting, suggestions and questions. So please don't clutter the SCR thread with that.

 

Why did you make this?

 

Because what you wear should matter.

 

What is it? What is it for? How does it work?

 

The Sexout Clothing Evaluation System (SCES) allows you to enter your opinion about the clothes you wear through a menu system in-game. The clothes can be vanilla or added by any mod, and your choices are stored in your saves. Other mods can then check if you're wearing anything declared and open up different possibilities.

 

The system is pretty much set-and-forget when it comes to main outfits, i.e. the ones that use the ‘upperbody’ slot. You just press the hotkey in inventory mode & a menu opens up to help you categorize your currently equipped gear. Once you’ve put it in the system, you shouldn’t have to do it again. The only exception is if you ever make a clean save without any version of SCR loaded, so try and avoid that ;)

Changing up your load order in itself does not mess things up.

 

You can check which categories the outfit you're wearing is part of by pressing the SCES hotkey in gamemode, triggering "automatic evaluation", and then opening the console to check the readout.

 

For stuff that uses non-upperbody slots (necklaces, shades, stockings, belts etc.) or extra information you wish to add (for instance which type of shoes an outfit comes with) I can’t realistically do the same without ending up with horrendously long scripts, but you can input such information on the fly as well and it will stick. The difference is that you’ll have to adjust this personally through the in-game menu for the system to be up to date. That’s still quite easily done, however.

 

For example: (you can follow along with the testing screens attached to this post)

- My current character, Kyra Dark-Eye (don’t ask), is wearing Great Khan Slave armor from SCR, which I find rather “slutty” and so skimpy it can be kept on during sex. I also want to point out she is wearing sunglasses.

- I go into my inventory and hit the SCES hotkey. (Entering information can only be done in inventory mode. You’re asked to enter that hotkey when you first load the mod.)

- The system scans for my currently equipped upperbody-slot outfit, and opens a menu system.

- The menu system allows me to tell it to keep that on during sex (an option under “sex-related” that adds it to SexoutNG’s SexoutNGSafeClothesF formlist), to tell it it’s slutty (an option under “aesthetic” that adds it to SCR’s SexoutSLClothAppearSluttyVery formlist), and that I’m wearing sunglasses (an option under “Extra” that sets the sunglasses variable in an SCES script to 1).

- Always enthusiastic about new possibilities, Kyra tests out the first option by having sex with Boone while keeping the thing on. (At the moment, this SexoutNG option is the only thing that instantly and permanently takes effect, because mods checking for the other stuff still have to be written.)

- At some point, some mod can find out if she’s wearing something slutty, and do stuff.

 

Note: if you want the system to register that you're naked, just hold down the hotkey in gamemode while not wearing an upperbody outfit and "automatic evaluation" will set the appropriate variable.

 

Sounds… interesting. What can we do with this?

 

I’ve accounted for quite a few things you can enter. I think these open up a lot of possibilities for Sexout mods, and other mods in general, really.

 

Perhaps that casino run by the snooty White Glove Society only lets people in who’re wearing “classy” outfits?

Perhaps certain people will like you more, or less, when wearing something plain, or pretty?

Perhaps you can be prostituting yourself whenever you’re wearing anything you’ve declared to be a prostitute outfit?

Perhaps random npc’s will comment on what you’re wearing as you’re strutting by in your finest lingerie? A wolf whistle here, some outraged muttering there?

Perhaps that sort of thing could get you raped more often?

Perhaps outfits that look like a scientist’s or mechanic’s outfit can grant you bonuses to these skills, no matter what they’re enchanted with?

Perhaps outfits that you associate with a faction could automatically improve your standing with them, no matter if they’re vanilla-scripted to do that or not?

Perhaps at some point Sexout will consider what you’re wearing in calculating your “sexiness” or “lewdness”?

 

Some of those functionalities are in the works, others aren't (see below). If you plan on making or changing a mod that'll hook into this system to take clothing into account, I'll be more than happy to help out.

 

Anyway, here are the choices currently available in the menu:

1. Sex-related menupage: “keep on during sex (F)”, “keep on during sex (M)”, “looks dominant”, “looks submissive”, “looks gay (F)”, “looks gay (M)”, “looks like a prostitute”, “exposed crotch”, “exposed nipples”

(note: only “keep on during sex” will do that; “exposed crotch” is more of a thing I’d use for NPCs to say something about it.)

2. Aesthetic menupage: “ragged and dirty”, “homely and boring”, “pretty/handsome”, “sexy”, “slutty”, “classy”, “short skirt”, “hotpants”, “cleavage”

3. Factions 1 menupage: “NCR”, “Legion”, “Brotherhood of Steel”, “Boomers”, “Great Khans”, “Kings”, “Omertas”, “White Glove Society”, “Chairmen”

4. Factions 2 menupage: “Followers of the Apocalypse”, “Enclave”, “Powdergangers”, “Raider gangs”, “Vaults”, +4 open options (possibly to be associated with DLC factions – haven’t played them yet)

5. Fetishes menupage: “School uniform”, “Maid uniform”, “Tightfitting latex-ey stuff” + quite a few more open options here.

6. Functional menupage: “Armor”, “Skimpy armor”, “Anti-radiation”, “Science”, “Mechanic”, “Stealthy”, “Swimwear”, “Lingerie”, 1 open option

 

--- options below are for non-upperbody-slot outfits or some extra intel you wish to enter on the main outfit you’re wearing. These have to be adjusted personally when you change up (if you wish the system to be up to date of course).

7a. Extra 1 menupage: “Ripped stockings”, “Nice stockings”, “High heels”, “Cute boots”, “Sturdy boots”, “Barefoot”, “Shoulderpads”, “Belts”

7b. Extra 2 menupage: “Glasses”, “Sunglasses”, “Earrings”, “Gloves”, “Closed helmet” , “Open helmet”, “Hat”

7c. Extra 3 menupage: "Other headgear", “Necklace”, “Bracelets”, “Tattoos”, “Facial piercings”, “Nipple piercings”, “Navel piercing”, “Genital piercing”

8. Reset “extra” options. (You’ll have to hit this if you want the game to know you’re no longer wearing something declared under the “extras” menus)

9. Reset hotkey

 

What does it need?

 

SexoutNG, Sexout Common Resources, NVSE

 

As a modder, how would I “tap into” this?

 

For upperbody-slot clothing (ie the 'main outfits'), you just run a GetEquipped function in a script or dialogue/AI conditions followed by the formlist's editor-ID. This can be run on the player or npc's, and reflects what they're wearing at that particular time.

 

To check for information stored under "extras", you check for the corresponding variable like this:

SexoutSClothingEvalDataRetrvQst.variable == 1 (you can do similar in dialogue, AI & anim conditions with the GetQuestVariable command).

Such variables are also available for the upperbody clothing. While checking for these is not necessary most of the time because you have the GetEquipped option, it provides a workaround in case you want certain functionality to remain in place while your outfit is temporarily removed for whatever reason. The upperbody variables are only (re-)set when the player hits the SCES hotkey in gamemode, so as long as that doesn't happen, the variables can lag behind a bit. Which could be useful for faction functionality, specifically, avoiding sudden attacks.

 

In short:

GetEquipped option: for upperbody clothing, for player and npcs, real-time info

Variable option: for any clothing, for player only, info since last hotkey press

 

If you have any questions on how to use this in your mod, I'll be around.

 

Any plans for the future?

Check out Sexout CheckMeOut for a little mod that has people commenting on what others, including the player, are wearing.

Other than that, I'll look into the changing faction status thing, and perhaps some automatic bonuses for stuff you declare to be anti-radiation gear or mechanic outfits and the like.

In the early stages of this mod, I was asked to provide a backup option that lets you store the choices you've made to an external file that can be loaded up again, but I can't see a reliable way of doing it atm. Would be happy to be proven wrong there.

 

Version history:

 

Update: 2012-02-29

Added an inventory item that allows toggling the system on & off for incorporation into SCR.

 

Update: 2012-02-05

Auto-eval now also detects if you're not wearing an upperbody-slot outfit & flags you as "Naked". Should've thought of that earlier.

Added some more printc checks.

 

Update: 2012-02-04

Adjusted to some formlist EditorID changes in SCR that I requested.

 

Update: 2012-02-02

- added "gloves" as a variable & menu choice - can't believe I forgot that

- rearranged the "extra" menupages 2 & 3 to have the more common stuff from 3 show up in 2 - spares a few clicks

- adapted to a slight change in SCR

SCES testing screens.zip

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Wonderful idea. The part where every rape ends with you buck-naked always kinda bothered me.

 

Qick question - this should also allow the removal of faction tags from faction armour, right?

 

EDIT: Concerning DLC factions - there aren't any to my knowledge (no disguises anyway).

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Qick question - this should also allow the removal of faction tags from faction armour' date=' right?

 

EDIT: Concerning DLC factions - there aren't any to my knowledge (no disguises anyway).

[/quote']

 

When it comes to factions, I was leaning towards adding faction status to armor that doesn't have it yet. Then anything you declare as NCR would have NCR forget about your wrongdoings and Legion hate you, for instance. Undoing faction status might be a different kettle of fish.

 

Mind you, nothing like that is implemented yet. At the moment the SCES only offers a way of storing and retrieving information. Actually doing something with that intel is for other mods.

 

The only thing about it that actually has an impact on your game right now is the "keep clothes on during sex" options, because NG already uses the lists these choices add the armor to.

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Nice. Would it be possible to save the data created by the mod to a text file or something in the game directory? I had an EAX (environmental audio) mod for Oblivion that did that (well' date=' you were actually changing existing values); it used an .ini file.

[/quote']

 

Hm. I suppose it wouldn't hurt to be able to dump the contents of the form lists from the save to some file for safekeeping & restoring. At least, that's what I think you're after?

 

The only way I can see to somehow form-walk through a formlist is probably some combination of ListGetCount & ListGetNthForm on a Label/GoTo loop. I wouldn't know how to store the outcome of that procedure to an external file, however, or to load it all back into the game from such a file. There is probably better functionality for that sort of thing in Oblivion than in FNV. But if anyone knows of a way to do that, I'm all ears. (Be advised: I'm not actually very good at any of this ;) )

 

I've also been thinking about the ability to undo a choice, i.e. remove an outfit from a formlist. From what I've read around the forums so far, it's quite a bit trickier than simply adding something to a list, but not impossible. Such 'maintenance' functions are best kept separate from the core system, however, maybe through some inventory item or an extra esp?

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You could try something like...

con_save "junk.txt" 1

 

NVSE says this will write out some savegame data as the named text file; I haven't tried it so I don't know what is actually in the file, might just be statistics or something and not a full dump.

 

Other than that and setting INI file settings, there is no functionality to write to files from the core engine nor NVSE. You could get the same effect manually by:

 

1. Create an effect script that loops through the formlist(s), printing their contents to the console. This is really pretty easy.

 

2. Create a spell using that effect.

 

The player can then open the console and do:

scof "formlists.txt"
player.cios aabbccdd

 

aabbccdd = the formID of the spell.

 

Note two things about scof:

1. It appends to files if they exist, rather than wiping them out.

 

2. You cannot 'turn it off'. Everything that appears in the console after the user does SCOF will be saved to the file, until the game is restarted. A savegame load *might* turn it off, I don't remember.

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Hm. I suppose it wouldn't hurt to be able to dump the contents of the form lists from the save to some file for safekeeping & restoring. At least' date=' that's what I think you're after?

[/quote']

 

Yeah, I thought perhaps with an external file, it wouldn't even need to store settings in the game save. Maybe an .ini with existing dummy entries waiting to be overwritten. Thought it might be a fairly simple thing but I guess not. It'd only really matter for people with a lot of outfits installed.

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Thanks, prideslayer. I'll mess around with that.

 

Dizzyman:

I'm all for providing some kind of failsafe mechanism people can fall back on. Even if it's not simple. Doing away with keeping the info in the save altogether may be taking things too far, though. The stuff would still have to be added to formlists in game, except that they'd have to be added to them every time you load a game up. And the info would have to be dumped every time the game shuts down (which would probably fail in case of CTD). For normal functionality, storing the info in the saves is probably easier and more reliable. I don't think (not sure) it has that much of an impact on savegame size.

 

On another note, I noticed I haven't included a menu option & variable for wearing gloves. That'll have to be changed - I'll probably place "gloves" instead of "Gag", seeing as gags are quite specific, while gloves or outfits with gloves are all over the place.

 

I've also started work on a little mod that'll actually use the system to make npc's say something about your clothes, so that there's a reason to install aside from the "keep this on during sex" option. That's in its very early stages, of course - need to take a good look around what's available in terms of in-game dialogue I can cannibalize for this.

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Looks good' date=' do you want to merge the new formlists you've made into SCR, otherwise I'm thinking if they get merged later people will lose their stuff.

[/quote']

 

Yes, it's probably best to transfer those first. Can I get an SCR.esm to you with them in it or will you import with the next SCR update?

 

The con_save option for backing up the info isn't going to work - plenty of information in that file, but not the kind we want.

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Yes' date=' it's probably best to transfer those first. Can I get an SCR.esm to you with them in it or will you import with the next SCR update?

 

The con_save option for backing up the info isn't going to work - plenty of information in that file, but not the kind we want.[/quote']

I'll copy the formlists into tonights SCR update.

 

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Update posted in OP (2012-02-02).

- added "gloves" under "extras" at the expense of "gag"

- rearranged "extras" in the menu system to spare some clicks

- adapted to slight change in SCR

- fixed a little foul-up nobody noticed ^^

 

Also:

- been having quite some fun identifying dialogue to re-use for NPCs commenting on your fashion & common sense (will be a separate mod)

- when the first version of that comes out (at least another week) I'd have to esmify SCES anyhow, so that would be a good time to incorporate into SCR

- anything you'd like to suggest or see changed about the system as it is, let me know, don't be shy.

 

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OK' date=' lets give this a try, why the hell not. Should this not be moved to the 'Downloads' section now that you actually have something up and running?

[/quote']

 

Maybe. Don't know if it's worth it seeing as I'd like to add it to SCR entirely once everybody's happy with it. Avoids an esm slot. If & when that happens, I'll remove the download here to avoid confusion, & keep this thread as a how-to/support thread.

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  • 1 month later...

Actually, you can "turn off" scof with:

 

scof "nul"

 

nul is a special device file which does nothing.

 

That said, I only tested this briefly, and do not know if it has any long-term issues. I doubt that it would, but my doubts often have nothing to do with reality.

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Actually' date=' you can "turn off" scof with:

 

scof "nul"

 

nul is a special device file which does nothing.

 

That said, I only tested this briefly, and do not know if it has any long-term issues. I doubt that it would, but my doubts often have nothing to do with reality.

[/quote']

 

Hah! Same here ;)

 

Truth be told, I haven't paid too much attention to this backup side of things. Apart from life & other interests diverting my attention, I wanted to focus on CheckMeOut as a reason for people to start using SCES first.

 

The thing I can't figure out with this yet is not so much how to turn scof off (I assume you can still quit the game & restart; a backup operation such as this doesn't have to be run too often after all), but more importantly how to import the data back into the game once you have it. Obviously that needs a clear, uncluttered export in the first place (always other stuff going on in the console), and an idiotproof way of converting that in commands that'll load (in, I assume, some .bat file).

 

But as said, I'll need to look into it properly.

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Hmm, finally took a look at this and gotta say, this is a great idea. Could definitely be used to provide a much more realistic experience by having NPC's react to specific clothing vs situation conflicts. Like an evening dress at forlorn hope or combat gear and armed to the teeth in the canteen at vault 21. Also passing comments by NPCs and influencing initial reactions and/or acting as a bonus/minus to speech checks. TBH, I can see a ton of ways that modders could leverage this for the benefit of the user experience.

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