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Fomebs

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  • Birthday 03/06/1990

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  1. Ah, thanks for the parameter names. Apparently, there is no timer, but the script damages the fatigue of the characters; and you can edit how much it damages it. Boosting the subtracted numbers after getAV Fatigue in the script "xLoversMainScriptModuleStun" helps. These were the original numbers: ;•ú�S(�ã) elseif param == xLoversResetAnimStunMinor set f0 to (0 - me.GetAV Fatigue - 9) me.ModAV2 Fatigue f0 ;•ú�S(’Ê�í) elseif param == xLoversResetAnimStun set f0 to (0 - me.GetAV Fatigue - rand 50 60) me.ModAV2 Fatigue f0 ;•ú�S(‹­) elseif param == xLoversResetAnimStunStrong set f0 to (0 - me.GetAV Fatigue - rand 60 80) me.ModAV2 Fatigue f0 StunMinor appears to affect the offensive character; and the other two stun types the defensive character. But I couldn't quite figure out when StunStrong is preferred over just Stun. At any rate, I just upped them both.
  2. From what I can see, the "sexual exploits" spell that lets you adjust settings for Lovers with PK does not have an option for setting the length of the post-sex "trembling period" that the receiver spends on the ground (I always thought the "min trembling/max trembling" numbers in the progression settings referred to that stage, but apparently those just decide the length of time between cum shots in the orgasm stage). Is there another less obvious setting that is accessible in game which lets you adjust the time for this post-sex stage? Or is it possible to extend the length of it through editing the Lovers with PK.esp?
  3. [By lateral axis I mean the left-right axis. Since sometimes either of X or Z can be used while referring to this, I chose to say lateral.] While most Lovers animations are fine on this axis, some are not (for example, Ogre (229.1) and Minotaur (225.1); when bodies are aligned properly, their penises go into the defensive side's leg). And yet I believe there is no in-game way to adjust this axis. 1-2 move the offensive on the longitudinal axis, 4-3 move the offensive on the vertical axis, 9-0 move the defensive on the vertical axis. So I thought there might be a way on their ini files, but it seems there is nothing beyond that in the ini either. Is the only way to adjust the lateral positioning of these animations editing their .kf files?
  4. I was playing around with files of LoversCreature, and felt like removing some animations I prefer not to see. Deleting the relevant animation files sort of works, but nonetheless the game shows the animation before the deleted one in the Creature's set. So if a creature has animations 501,502, 503; if I delete the .kf files for 502; the game cycles between the numbers 501, 502, 503 again while showing 501 animations in place of 502. How do I make it just cycle between 501 and 503? I'm assuming I have to edit the LoversCreature.esp to edit how the cycle works, but I couldn't find the relevant script. Can anyone help? Edit: The solution was to delete the corresponding animation's ini file. I suppose you don't have to edit any esps as long as you delete the ini file.
  5. I've been trying to edit a script in the Lovers with PK.esp, and I get the "max script size reached" warning that prevents me from extending the script (context). I see that there is no OBSE setting or command that lets me extend the script size limit further. I've searched a bit and it seems people handle this issue by splitting their script into two or more scripts. How does one go about doing this? It sounds doable when the two scripts have independent variables and functions, but what I have to do is split a function into multiple scripts. This is what the code of the script looks like (I removed some illegible comments to make it clearer): scn xLoversCmnPlayVoice ref me short step short step short rapev int ticket array_var ar Begin Function { me step rapev } let ar := ar_Construct Array let ar[0] := step let ar[1] := rapev set ticket to me.GetItemCount xLoversPkrVoice if ticket == 0 if me.GetIsSex Male if xLoversPkrQuest.NS0mEnabled let ar[2] := xLoversPkrQuest.NS0mSeparated let ar[3] := xLoversPkrQuest.NS0mREnabled let ar[4] := xLoversPkrQuest.NS0mSeparatedR let ar[5] := xLoversPkrNs0mN1 let ar[6] := xLoversPkrNs0mN2 let ar[7] := xLoversPkrNs0mN3 let ar[8] := xLoversPkrNs0mN4 let ar[9] := xLoversPkrNs0mN5 let ar[10] := xLoversPkrNs0mR1 let ar[11] := xLoversPkrNs0mR2 let ar[12] := xLoversPkrNs0mR3 let ar[13] := xLoversPkrNs0mR4 let ar[14] := xLoversPkrNs0mR5 Call xLoversPkrPlayVoiceSub me ar else if xLoversPkrQuest.MaleSilent == 0 me.PlaySound3D NPCHumanGaspMaleStrong endif endif let ar := ar_Null return elseif me.GetIsCreature let ar := ar_Null return endif endif if ticket == 0 ;Female ;Rev92 let ar[2] := xLoversPkrQuest.NS0Separated let ar[3] := xLoversPkrQuest.NS0REnabled let ar[4] := xLoversPkrQuest.NS0SeparatedR let ar[5] := xLoversPkrNs0fN1 let ar[6] := xLoversPkrNs0fN2 let ar[7] := xLoversPkrNs0fN3 let ar[8] := xLoversPkrNs0fN4 let ar[9] := xLoversPkrNs0fN5 let ar[10] := xLoversPkrNs0fR1 let ar[11] := xLoversPkrNs0fR2 let ar[12] := xLoversPkrNs0fR3 let ar[13] := xLoversPkrNs0fR4 let ar[14] := xLoversPkrNs0fR5 Call xLoversPkrPlayVoiceSub me ar let ar := ar_Null ;Rev92 return endif if ticket == 1 ;Rev92 let ar[2] := xLoversPkrQuest.NS1Separated let ar[3] := xLoversPkrQuest.NS1REnabled let ar[4] := xLoversPkrQuest.NS1SeparatedR let ar[5] := xLoversPkrNs1N1 let ar[6] := xLoversPkrNs1N2 let ar[7] := xLoversPkrNs1N3 let ar[8] := xLoversPkrNs1N4 let ar[9] := xLoversPkrNs1N5 let ar[10] := xLoversPkrNs1R1 let ar[11] := xLoversPkrNs1R2 let ar[12] := xLoversPkrNs1R3 let ar[13] := xLoversPkrNs1R4 let ar[14] := xLoversPkrNs1R5 Call xLoversPkrPlayVoiceSub me ar let ar := ar_Null ;Rev92 return ;�ˆ—�‚µ‚½‚Ì‚Å‹A‚è‚Ü‚· endif ; ; ;other voicepack blocks that I've omitted for the sake of brevity ; ; if ticket == 44 let ar[2] := xLoversPkrQuest.NS44Separated let ar[3] := xLoversPkrQuest.NS44REnabled let ar[4] := xLoversPkrQuest.NS44SeparatedR let ar[5] := xLoversPkrNs44N1 let ar[6] := xLoversPkrNs44N2 let ar[7] := xLoversPkrNs44N3 let ar[8] := xLoversPkrNs44N4 let ar[9] := xLoversPkrNs44N5 let ar[10] := xLoversPkrNs44R1 let ar[11] := xLoversPkrNs44R2 let ar[12] := xLoversPkrNs44R3 let ar[13] := xLoversPkrNs44R4 let ar[14] := xLoversPkrNs44R5 Call xLoversPkrPlayVoiceSub me ar let ar := ar_Null ;Rev92 return endif ;‰½‚à�ˆ—�‚µ‚È‚©‚Á‚½ let ar := ar_Null ;Rev92 End What I want to do is get to the block that starts with "ticket == 100" or so. Since I can't extend this script due to size limits, I have to get there in another script. But I'm not sure how to start those new scripts. i.e. what function to call in order to make the game continue the function that begins in the code above. Is there a common way to split such a function into two scripts?
  6. Hm, looks like I ran into the trouble of "max_script_size". I can't add any more than 961 lines (which is at the end of the 44th voice pack) to xLoversCmnPlayVoice. Is there a trick that lets me override/remove the max script size limit?
  7. Hmm, I edited all scripts I could find with "ns#" except the one where it tells the game the directory of each voice pack, because I can't find it (and so, while I can set >40 voice packs to characters ingame and see it on the UI, they are muted in sex). Where is this script that defines the directories of each voice pack? Edit: ooh nvm, I just realized they are defined in the Object Window and not on scripts. I shall get to it.
  8. Ah, so PkrQuestScript is the script where all the variables are defined. I was trying to tinker with the voice-related scripts in hopes of enabling the thing myself but was having a hard time finding where relevant variables were defined. Thanks for the heads up. If I manage to up the voice sets to above 40, I'll post the edited esp here for posterity.
  9. I felt like playing with this years later and ran into a bug. Although (I'm guessing) these mods are probably no longer maintained actively, I'll post anyway. I seem to be often getting muted voice sets which appear to have the name "$str0" when checked with the "Sense Sexual Eploits" spell. What would be the apparent reason for this? Might it be because Lovers with PK has no support for voice sets above the number 40? (I had prepped voice sets from ns0 to ns100, with some missing inbetween, and adjusted the LoversChorus.ini accordingly)
  10. Are the waiting times between stripping of victim, stripping of aggressor, and the actual sex meant to be long? They seem intensely long to me (like, 7-8 seconds?). Do I have to uncheck a certain option? The only relevant option I found was changing the "original" on NPC-on-NPC to "no transition", but that did not change anything.
  11. Is there a Schlongs of Skyrim variant that uses a Vanilla Male body (or something similar) instead of the muscular and hairless type?
  12. Averaged as in, the game creates new meshes on the go using the low and high weights as a reference? That sounds like a lot of work for every body in the game. Then again, if it stores every created mesh, it shouldn't be too hard. Or am I still misunderstanding? There are only two meshes, _0.nif and _1.nif. They're both identical except for their shape (which is what you set in BodySlide with the low and high weight sliders). When your character has its weight at 0.0, then your body/armor will look like your low weight in BodySlide. If it's at 1.0, then it will look like your high weight. A weight value of e.g. 0.5 means that it will have the shape exactly in-between the low and high weight. So if your low is a skeleton and your high is a whale, your in-game weight of 0.5 will be human. Same counts for all other values. The closer you get to one side, the more it will look like it. Wow, so the game really does render every body individually. Sounds like a huge improvement over how bodies were in Oblivion.
  13. Averaged as in, the game creates new meshes on the go using the low and high weights as a reference? That sounds like a lot of work for every body in the game. Then again, if it stores every created mesh, it shouldn't be too hard. Or am I still misunderstanding?
  14. There is one thing I don't understand about bodyslide. Skyrim has around 10-15 weight options, bodyslide has two. How is this discrepancy reflected into the game? Does every body that has its weight slider below average become low weight, and those with the slider above high weight?
  15. Is there a Schlongs of Skyrim variant that uses a Vanilla Male body? (i.e. where the male nude mesh is the vanilla male with a penis)
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