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Advice on Hoodies


Bad Dog

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I'm playing with changing up the Hoodies mechanism and thought I'd let y'all chime in. @MadMansGun, @Blaze69, @Valehyena, @KestrelSky, @poblivion, @Kuroyami, @ASlySpyDuo, anyone else who cares.

 

Currently there's the usual start-game enabled quest that runs a script that does everything. And it has a player alias that runs a script attached to the player. Schlongs report their 4 levels to the main quest which builds a master list at run time. Which, in one person's game, is 120 entries long.

 

I'm thinking of taking a new approach: Each schlong has a magic effect that does the heavy lifting. It catches SOS keys, SL Aroused updates, and SL sex notifications. It has the list of schlongs for this variant as a parameter so when it decides that a different mesh should be loaded it just equips the desired schlong. It gets unequipped, magic effect goes away, new shlong gets equipped, magic effect comes back with the new schlong.

 

That's basically it--much simpler than the current mechanism. Some wrinkles: Catching the SOS schlong up/down keys is easy; keeping in sync with SOS is not. So there's a variable attached to the owner of the schlong using StorageUtil that tracks the level we think SOS is at. If it gets out of sync just spam the up or down keys until our level and SOS both max out. Also the SOS erection spell is a problem--in the end I created a "detect erection" spell that gets triggered when the SOS erection spell is active. That magic effect sends an event the schlong picks up and uses to replace itself with the most-erect version. The schlongs check to see if the owner has the spell and add it if not.

 

Worries:

 

--Is there something about sometimes magic effects getting lost when going through load doors or when the game is reloaded? 

 

--There is something about how sometimes when doing an equip from a script, nothing shows up visually. Then if you equip something unrelated, it does show up. Some script I found somewhere would add a ring, equip it, then unequip it just to trigger the update. I was calling Is3DLoaded() and thought that was triggering the schlong to appear but now I'm not sure it always does it. Anyone remember the details on this?

 

--Any other problems you can foresee?

 

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There is something about how sometimes when doing an equip from a script, nothing shows up visually. Then if you equip something unrelated, it does show up. Some script I found somewhere would add a ring, equip it, then unequip it just to trigger the update. I was calling Is3DLoaded() and thought that was triggering the schlong to appear but now I'm not sure it always does it. Anyone remember the details on this?

maybe. i was playing with the sos erection spells at one point and they unequiped a non revealing armor, somehow it reequiped a armor that i was testing and had put in a chest an hour before so i ended up having 2 copies of that one armor.

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Is there something about sometimes magic effects getting lost when going through load doors or when the game is reloaded? 

i don't know about that, but when sexlab unequips my armor it's enchantments (mostly just the sneak as far as i can tell) stop working when they get reequiped, i have to un & reequip them myself to get the enchantments working again.

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I've been playing and I have something good working.

 

In the end, putting the work on a magic effect on the schlong seemed like asking for trouble, because the schlongs are getting equipped and removed, the effects are coming and going and who knows how it all falls out. 

 

So now the schlong effect just adds a spell to the owner which is permanent, so it doesn't lose context when the meshes change. And it only has to be added once (and initialize once, register for events once). It handles swapping the schlong meshes and it can do it the way I used to, which turned out to be to equip the schlong, wait a fraction of a second, and equip it again. 

 

This spell handles all events affecting the schlongs -- sex, SLA, SOS key up/down, erections.

 

There's a second magic effect on the spell that listens for the  erection spells through a condition and sends an event when it happens. I tried using an event on the actor magic effect, but it was getting triggered multiple times and seemed wonky so I didn't use it.

 

Much simpler. No dependency on RCAE. Handles erection spell and keys correctly. I'm happy.

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On 12/9/2020 at 4:02 AM, MadMansGun said:

i don't know about that, but when sexlab unequips my armor it's enchantments (mostly just the sneak as far as i can tell) stop working when they get reequiped, i have to un & reequip them myself to get the enchantments working again.

There's a SKSE plugin now that's supposed to fix that: https://www.nexusmods.com/skyrim/mods/105666

 

There's a SE version of it too so if it was ever to be used by something in YA, that wouldn't be a problem: https://www.nexusmods.com/skyrimspecialedition/mods/42839

7 hours ago, Bad Dog said:

So now the schlong effect just adds a spell to the owner which is permanent, so it doesn't lose context when the meshes change. And it only has to be added once (and initialize once, register for events once). It handles swapping the schlong meshes and it can do it the way I used to, which turned out to be to equip the schlong, wait a fraction of a second, and equip it again.

That all sounds great, and looking forward to how it all works out.

 

Just one question: since it's a spell, it has to be added first, right? Which usually would be done with a hidden cloak spell on the player or something like that? If so, there may be a better way. The "Spell Perk Item Distributor" SKSE plugin may be able to take care of that without needing cloak spells or stuff like that (and IIRC it should be more performance-friendly?). And yes, it does have a SE version as well.

 

For example Cold Region Behavior is basically supposed to be Wet & Cold but with some fixes and upgrades and one of them is using the SPID system instead of W&C's original one, so that may be worth looking into as reference.

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Yep, the spell has to be added but since each npc equips their own schlong, the ME on the schlong can just check for the existence of the spell on their owner. No need for cloak spells or an overall quest script. (Actually, the schlong gets assigned and equipped via SOS's cloak spell, I think, so really I'm piggybacking on theirs in an indirect way.)

 

SPID looks cool tho.

 

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