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Arizona_Steve

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  1. Thanks, appreciate the detailed response. I'll have to spend some time getting my head around the tag notation before trying to port anything over.
  2. So would this allow a female actor (with strapon) to take the dominant position in a M/M animation? And a female (without strapon) to take the submissive position if the animation is anal or oral? Looking to do a Random Sex port - sounds like I would not need my C++ code that handles animation and actor selection.
  3. Just to add - biggest request for me is per-thread gender assignments - or simply allowing the NPC sorting to be disabled on a per-thread basis. As of now I have to do some hacking in Random Sex to make things work right there.
  4. Been a while since I've been in here as I was converting a bunch of outfits and followers to CBBE (hair clipping, in particular, is an issue with followers). @Daemia - Thanks for the Polish translation. If Bethesda messes with Skyrim again I'll make sure that's included in the update. Thanks for the patches and comments. I have no issues with people adjusting things to suit their requirements. I include Papyrus source code for that reason, and have a link to my C++ source in my OP.
  5. Just discovered this and am following with interest. I'll confess to having considered rewriting SexLab into (mostly) C++ and CommonLib NG, but didn't want to offend Ashal by doing so.
  6. Yeah, thinking about this a little more, most of my followers have had the custom bodies and textures stripped out which might contribute to being able to run so many on my system. That's a lot of work so I automated a lot of the stripping out of extraneous stuff with Java code.
  7. Hmm... from someone who has around 800 followers in his game, the biggest differences are the RAM (16GB vs 64GB) and the graphics card (6700xt vs 4090). It does sound like a resource issue, as a bad mesh on one or more followers is usually an insta-CTD.
  8. You can use onEquipped(Actor npc) and onUnequipped(Actor npc), attaching both of these events to the item in question. The actor equipping the item is passed in as a parameter.
  9. I'm good with this. One thing that can be done is to uncheck the "Use Strapons" checkbox in SexLab. While this will affect all SexLab mods, this particular flag is taken into account by Random Sex and will prevent male positions from being substituted with strapon-wielding females. When I get time I may add a post-filter to pull in all animations that are appropriate for the selected participant list and pass it as an array into SexLab. This should restore the ability to cycle through relevant animations while maintaining the advantage of my C++ implementation. On another note, I do filter out animations marked as "BedOnly", so there's that too. But if you're using traison's code it uses SexLab to figure out the animations so that shouldn't be an issue there.
  10. I'll have to think about the logistics of this before I implement anything first. It's not as simple as it sounds.
  11. No worries, if you have the skills (and I suspect you have) feel free to change things to your liking. There's a reason I link my C++ source code in the original post and include the Papyrus source in my distribution - among other things it gives the veteran C++ programmers here something to laugh at 😁.
  12. This has been driving me nuts all afternoon. I am using BHUNP with Bodyslide, and am trying to batch build outfit meshes. When using the outfit preview I am seeing the same issue - the body is the standard BHUNP template mesh, while the outfit morphs with the sliders. This happens whether I use my own preset or one of the standard presets. Building outfits results in the outfits morphing correctly but the body mesh is the standard BHUNP mesh, so there is a ton of clipping when viewed in Nifskope. I have tried everything and have no idea what I am doing wrong here.
  13. You have effectively neutralized the Random Sex evaluation code. Firstly, by removing the setForcedAnimation() call, you are instructing SexLab to plough through its list of animations and locate one or more animations that match the actor list - this is a massive performance killer as it's written entirely in Papyrus. SexLab also forcibly sorts the actors by gender, which is why you don't notice any other issues. A few things to note here: Random Sex takes the list of available participants and selects a matching animation. This code is written in C++ and is many, many times faster than SexLab's animation sorting algorithm. It is much smarter than SexLab's animation algorithm, allowing for participants to be reversed. An example would be a female having strapon anal sex with a male. Using the SexLab animation filter removes these possibilities, due to the actor sorting. The remaining commented out code is there to override the actor sorting by temporarily assigning the animation position gender to each NPC where necessary. This is the magic that allows the aforementioned example of a female having strapon anal sex with a male. I appreciate the effort, but I like my female followers to be demanding and domineering 😁
  14. I will forever thank Renod Even-Toned for his contributions to Bosmer lore:
  15. I solved the great Helgen bucket mystery. Turns out it wasn't my followers taking their bathrooms with them. First there was one... And then there were four... And finally, I spot the source of the issue. An idle marker in a weird spot. I suspect Helgen Reborn.
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