Search the Community
Showing results for tags 'scripting'.
-
Working on making pervy mods, and am having some trouble figuring out what functions can be called using Lua. I have looked around the internets, but not found a big list of possible commands for Baldurs Gate 3 and their syntax (like how Beth games, you can look at the vanilla papyrus to see all the possible functions, or places on the internet will list all of them). Does anyone know of a published list, or game file that lists the possible Lua functions? Many thanks
-
More of a general directions asking post. I recently learnt how to make dialogue lines, and I do know a thing or 2 about scripting (nothing pro, but I manage) So I was wondering if maybe there was a way to integrate some sexlab stuff into mods. Idea was just some immersive dialogue lines that called for scenes, and that said scenes were properly tagged. Thing is, for that, I need to know the code lines to call for a sexlab scene and how to call for appropriate tags. It's dialogue line, end dialogue fragment script, insert code, but what? Trying to look for documentation but I'm still a little lost, also opened a few scripts from mods that could help, like SLEN, but I'm still little bit lost here. Anyone kind enough to point me in the right direction?
-
Hi, I have problems understanding the new changes from equipDevice( ) to lockDevice( ) in Devious Devices 5.1. I am working on a little mod which should equip a certain Devious Device. I started this mod with DD 4.x and the core functionality worked fine with equipDevice( ). Now I switched from Skyrim to SSE and ported my mod. Many Devices still work and some not at all. So since I upgraded DD one major version I checked the code and found that equipDevice( ) is now deprecated and the code is replaced: Function EquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex=false) LockDevice(akActor, deviceInventory) EndFunction Now I understand partly whats happening here. The code is replaced and the LockDevice( ) function is called with less parameters. But how do I pass my keywords now? There are certain devices I really dont like and would like to avoid, but if I only call a certain device like "zlibs.zad_DeviousPlugVaginal" for "deviceInventory" it would return all Devices of that kind, correct? I would be really thankful if someone could point me to a good tutorial or more in depth info.
-
Step-by step guide to setting up a scripting enviornment in MO2 for Sexlab and SLA View File So, after googling for hours and reading over old posts, I figured I should put together a guide on how to get the creation kit to work with MO2 with a focus on SL scripting. (Download is just a word document version of this post) Install creation kit from bethesda.net, and point MO2 to the creation kit executable through this box: 2) Install SSE creation kit fixes and multiple masters fix: https://www.nexusmods.com/skyrimspecialedition/mods/2786 https://www.nexusmods.com/skyrimspecialedition/mods/20061 3) If you haven’t already, install SKSE and be sure to keep the .psc source files handy for the next part. 4)Now, create a new mod in MO2 by simply opening your MO2 profile dir and making a new folder. Inside, you will need to create 2 folders: scripts and scripts\source. 5)Move the SKSE .psc files into the \scripts\source folder 6)Now, go to your skyrim data folder (<skyrim installation path>\data\scripts) and grab a zip file called Scripts.zip. You will need to extract it into your new MO2 mod, and be sure to keep all the .psc files in the \scripts\source folder. 7) After that, you’re going to need a few more dependencies before you can start developing: SkyUI Developmet sdk: https://github.com/schlangster/skyui/wiki RaceMenu developer: https://www.nexusmods.com/skyrim/mods/29624?tab=files (download modder’s package) FNIS (FNIS ships with its sources, but you need to change the file structure. FNIS has its sources in sources\scripts, and you need to move them to scripts\sources) PapyrusUtil The regular RaceMenu plugin 8 Now you need to unpack RaceMenu’s BSA, which you can do with Cathedral Asset Optimizer. Just open it up, and point it to RaceMenu’s mod dir: You will need the RaceMenu source scripts when you are compiling. 9) Now you need to change the CK ini file to reflect your script directory: [Papyrus] bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 sScriptSourceFolder = ".\Data\Scripts\Source" After that, you just have to boot up the CK and load Sexlab and SLA as your master files, along with any other .esps you will need. Then you’re good to go for scripting! I'm pretty sure I got everything covered, but its entirely possible I may have missed a step after getting everything working - so please let me know if I missed something. Some mods with good example scripts that you can look at: Submitter BluByt3 Submitted 02/04/2021 Category Framework & Resources Requires Regular Edition Compatible Not Applicable
- 1 reply
-
3
-
- scripting
- creation kit
-
(and 1 more)
Tagged with:
-
I need help figuring out how to delay lines of idle chatter being said by my companion. I just recently found out how to get them to say their lines by using coding in the script for GECK, but I now face the problem of them saying their lines way too much. They go through them every couple of seconds or so and I'm not sure exactly what to do to fix this. Can anyone help me fix the coding to get them not to say their lines as much?
-
I can't for the life of me seem to get this right. I've tried a dozen variations, over a few months of frustration, and it just is never working. I've taken an old open-permissions basic follower mod (Mango) and started adding stuff to it, including new XVASynth dialogue. I've started with a simple "find my lost gear" micro-quest (right in the same dungeon). The quest starts. The marker works. Finding the gear updates the quest (only the cuirass is required from the chest the stuff is found in). The dialogue when you return to the quest-giver is there, but then when you trigger it to give the gear, nothing happens and the quest is stuck forever. What's supposed to happen is when you tell her you got her gear for her, it takes the quest-flagged cuirass from you and equips the non-quest-flagged variant on the NPC. Sounds dirt simple. Here's the mod in its presently broken alpha state. Can anyone please help fix this? I think if I get this working and see why it works and my older attempts failed, I'll be able to proceed with the rest of the "real" quests I have in mind without any further serious problems. https://mega.nz/file...7NDp5ZtWsJneLlA NSFW: The follower NPC doesn't have an outfit on when you find her, so if your game has nude textures instead of vanilla underwear textures, she'll show up nude. For expedient testing: Clear out Embershard mine, and save. Install the alpha mod, and go back into Embershard. The follower NPC, Mango, is chained to the wall across from the locked bandit armory room in the middle of the dungeon. The dialogue is very simple and self-explanatory. The Heirloom Nordic Cuirass to find is in the chest on the table near the bandits' forge and armoring table in the cavern a bit further inside the dungeon.
-
I'm having some trouble using the AddCustomBed function in SexLabFramework. The script I'm using is below. The .AddCustomBed lines always return False, and I don't know why. Scriptname CDC_INIT extends Quest Hidden Actor Property PlayerRef Auto SexLabFramework SexLab Furniture Property CDC_Bedroll Auto Form Property CDC_BedrollToken Auto Event OnInit() SexLab = ((Game.GetFormFromFile(0x00000D62, "SexLab.esm") As Quest) as SexLabFramework) Debug.Notification(SexLab.AddCustomBed(CDC_Bedroll, 1) ) Utility.Wait(1) If SexLab.AddCustomBed(CDC_Bedroll, 1) Debug.Notification("Bedroll initialised") PlayerRef.AddItem(CDC_BedrollToken,1) Else Debug.Notification("Bedroll initialisation failed") EndIf EndEvent CDC_Bedroll exists and is correct, since the property line is copied from another script that does work (this whole thing is adapted from the SimpleBedroll mod, if anyone cares). I've tried changing it from Furniture to Form with no difference. So far as I can tell, the SexLab variable is also correct (putting it in the .Notification line returned [sexlabframework, which seems about right?). I'm using SexLab Framework v1.63 Beta 8. Presumably I'm doing something stupid (for which I will cheerfully blame Skyrim, because I'm petty like that). Can anyone help?
-
Much like the vanilla Marriage Quest which requires an Amulet of Mara, an Amulet conditional could simplify dialogue bloat in many of the "kink" mods. It would also be more immersive than toggling something in an MCM. So, I tried FlowerGirls as a proof of concept. I added the conditional T GetEquipped Armor:"ReligiousDibellaBeauty" == 1 AND using the pull down menus. I may have not represeted them perfectly here but I think it shows what was done. I was initially excited because the dialogue options were not present with the Flower Girls. However, upon equipping the amulet the dialgue did not appear. Maybe this gets into scripting and compiling with the added complexity of SKSE? If I can figure this out, I would do it for the "seduction" options and something similar for Milk Mod Ecconomy and some of the others. Say, with Kynes amulet. That way we do not have to sort through Milk Maid / Cow dialogue options
-
- skse64
- flowergirls
-
(and 1 more)
Tagged with:
-
I'm trying to debug an issue I'm having with a sexlab script, and I'm wondering what the return values from this function mean: sslBaseAnimation.GetCumID(stage) Apparently a positive number means it's a penetrative sex animation. I assume 0 means that there shouldn't be any cum effects. But what do negatives mean?
- 1 reply
-
- sexlab
- sslbaseanimation
-
(and 2 more)
Tagged with:
-
Greetings! Is there any way to change my quest stage when a specific Rune is planted on a specific Object Reference? I tried out OnHit Event (that works for any other spell) but it didn’t work with Rune spell. I guess it’s something different and do not technically hit the object. Maybe there is an Event when a Decal texture is appeared on the Object? Idk. Any opinions about this? Discussions are also welcome Maybe I can also learn something from your thoughts.
-
Trying to rig PSQ patch to make both 3BBB Bodymorph and Separate orgasm work properly in SE environment, but it seems like im not properly equipped to handle any sexlab related source codes. Any tips on constructing my own sexlab mods under Sexlab 1.6.3? Currently installed SKSE, FNIS, SKY UI source files, but it's certain i need to install more. Can anyone give me advice on building source folder for scripting?
-
I am trying to make a Racemenu addon that changes the player's race when certain sliders are changed. A problem I've encountered is that the SetRace() command does not have any visual effect if called whilst the menu is up because the game logic is frozen and is not able to update the player's model. Does anyone know the specific function(s) that are called when you select a race in Racemenu that allow the player's model to update? If not, can anyone think of suggestions for commands that could achieve this effect?
-
Alright, I'm trying to modify SGO/MME to make their main script consider custom races that were supposed to be Nord/Argonian to be considered as their appropriate vanilla equivalent by either race name recognition, manual ESPFE designation via keywords on race or npc. But since this is highly complicated remodeling process and since both SGO and MME uses Getrace and FormID list to figure out which Milk to distribute(which means i need to heavily modify primary scripts of both mods.), I really need help regarding the direction of writing scripts. Got few plans, but not certain how to form an actual script line. Below is my original direction to scripting. 1. use getrace to figure out NPC's raceID to figure out whether its vanilla or custom. If vanilla, distribute race milk, if not, proceed to 2nd. 2. If NPC is custom, use getracename to figure out which race it was supposed to be. i.e. Follower Neisa got custom race despite being obviously a Nord in RaceID. this script will immediately consider Neisa as Nord and distribute Nord milk. 3. If all above fails, distribute keywords about vanilla races that dictate the race recognition in my script, via high priority getkeyword script. If script fetches distributed keyword, immediately dispense milk of race that keyword indicates. If not, race is considered completely foreign, thus distribute default custom race milk that MME and SGO was supposed to drop(Exotic milk in MME, milk or semen with no prefix in SGO). Plan looks solid, but i sincerely dunno how to write practical script out of this concept, so i post this thread to get advices or examples that can be learned from. So it will be very appreciated if anyone willing to help me.
- 1 reply
-
- soulgem oven
- milk mod
-
(and 2 more)
Tagged with:
-
Tried whole bunch of methods, but i simply can't figure out which method i should use to distribute Keyword to vanilla NPCs. Here's the keyword that i've tried. somehow it does not work at all no matter what. i.e.) ;ActorIsDefault Keyword = 0x00000820~RaceMilkCompatibility.esp | ActorTypeNPC | NONE | NONE | NONE | NONE | 100 ;ActorIsNord Keyword = 0x0000082A~RaceMilkCompatibility.esp | (What should I add here?)| NONE | NONE | NONE | NONE | 100 And i simply cant figure out which should i attempt to inject into the 2nd section. 1st is about default race, but 2nd? cant figure out. my plan is to inject ActorisXXXX into that specific race within game only. but turns out anything other than ActorTypeNPC wont work. Any possible alternative other than ActorTypeNPC? how do SPID keyword distribution even work in the first place? I need either examples or templates.
-
heya! long time lurker, figured i'd post here to see if anyone was interested in working with me on a romanceable follower/quest mod! the brief details are below, and i'm also available on nexus under the same handle if that's easier for you :3 the mod includes 2 followers, one female and one male, both of whom are Reachmen/Forsworn. the point of the mod is to add romanceable followers, so both followers have romance questlines that are suitable for both male and female dragonborns! their families/clans have been displaced by Ulfric's occupation of Markarth, and have subsequently lost their ancestral home, The Lost Valley. each follower will be custom voiced, and will both have personal quests for the player to do as well as full quest awareness, including dlcs! this looks to be anywhere from 1500 - 3000 unique lines of dialogue. the mod will hopefully include a handful of new locations, new npcs, maybe some new armor and weapons, a player home, full compatibility with hearthfire multiple adoptions and the like, and interactions with different follower mods already on the nexus such as inigo and lucien! the inspiration for this mod came from kaidan 2, but it seems that his author has put him on the backburner, and there's a few things i don't like about the mod. so i figured i would make my own :3 i'm currently in the writing stage of the mod, but i'd really appreciate any help writing, landscaping/location building, making custom items, scripting, etc. the mod isn't itself nsfw besides a few racy fade-to-black scenes but it is focused on the relationships between the ldb and the npcs, so i imagine it fits in okay here! if you're interested, i've got a few things started with the writing and such that i can share, and i'm happy to work with amateur modders or folks with the same skill level as me (which is uh, novice, lol). i'm excited to hear from you! ladytyrell
-
- modding help
- quest mod
- (and 5 more)
-
I'm trying to register some custom creature races I made for a personal mod. I copied (more or less) the script from Sexy Nixy & Sexy Dwemmy, with appropriate mod and race name changes. Here's the script: Scriptname CaroWHRegisterCreatures extends Quest SexLabFramework Property SexLab Auto Event OnInit() Debug.Trace("[CaroWH] OnInit") InitializeRaces() EndEvent ; Initialise (runs once) Function InitializeRaces() Debug.Trace("[CaroWH] Initializing") ; SexLab = Game.GetFormFromFile(0xD62, "SexLab.esm") as SexLabFramework if SexLab int slversion = SexLab.GetVersion() if slversion < 16000 SexLab = none endif endif if SexLab RegisterForModEvent("SexLabRegisterCreatureKey", "OnCreatureRegister") ; If SL is already loaded up, won't get the register event... so call it directly. if sslCreatureAnimationSlots.HasRaceKey("SabreCats") OnCreatureRegister() else Debug.Trace("[CaroWH] SL creatures not yet registered") endif else Debug.Notification("Need SexLab 1.60 or higher for sexytimes") Debug.Trace("[CaroWH] Need SexLab 1.60 or higher for sexytimes") endif EndFunction ;;;;;;;;;;;;;;;;;;;; ; Callbacks ;;;;;;;;;;;;;;;;;;;; ; Catch the SL creature register event and register our creatures if needed Function OnCreatureRegister() Debug.Trace("[CaroWH] Creature Register") sslCreatureAnimationSlots.AddRaceID("Bears", "CaroWHreaturesBearBrownRace") sslCreatureAnimationSlots.AddRaceID("Bears", "CaroWHreaturesBearSnowRace") sslCreatureAnimationSlots.AddRaceID("Chaurus", "CaroWHreaturesChaurusRace") sslCreatureAnimationSlots.AddRaceID("ChaurusHunters", "CaroWHreaturesChaurusHunterRace") sslCreatureAnimationSlots.AddRaceID("DragonPriests", "CaroWHreaturesDragonPriestRace") sslCreatureAnimationSlots.AddRaceID("Dragons", "CaroWHreaturesDragonRace") sslCreatureAnimationSlots.AddRaceID("Draugrs", "CaroWHreatiresDraugrRace") sslCreatureAnimationSlots.AddRaceID("DwarvenBallistas", "CaroWHreaturesDwarvenBallistaRace") sslCreatureAnimationSlots.AddRaceID("DwarvenCenturions", "CaroWHreaturesDwarvenCenturionRace") sslCreatureAnimationSlots.AddRaceID("DwarvenSpheres", "CaroWHreaturesDwarvenSphereRace") sslCreatureAnimationSlots.AddRaceID("DwarvenSpiders", "CaroWHreaturesDwarvenSpiderRace") sslCreatureAnimationSlots.AddRaceID("Deers", "CaroWHreaturesElkRace") sslCreatureAnimationSlots.AddRaceID("Falmers", "CaroWHreaturesFalmerRace") sslCreatureAnimationSlots.AddRaceID("Gargoyles", "CaroWHreaturesGargoyleRace") sslCreatureAnimationSlots.AddRaceID("Gargoyles", "CaroWHreaturesGargoyleVariantRace") sslCreatureAnimationSlots.AddRaceID("Giants", "CaroWHreaturesGiantRace") sslCreatureAnimationSlots.AddRaceID("Horses", "CaroWHreaturesHorseRace") sslCreatureAnimationSlots.AddRaceID("Netches", "CaroWHreaturesNetchRace") sslCreatureAnimationSlots.AddRaceID("SabreCats", "CaroWHreaturesSabreCatRace") sslCreatureAnimationSlots.AddRaceID("SabreCats", "CaroWHreaturesSabreCatSnowyRace") sslCreatureAnimationSlots.AddRaceID("Seekers", "CaroWHreaturesSeekerRace") sslCreatureAnimationSlots.AddRaceID("Trolls", "CaroWHreaturesTrollRace") sslCreatureAnimationSlots.AddRaceID("Trolls", "CaroWHreaturesTrollFrostRace") sslCreatureAnimationSlots.AddRaceID("VampireLords", "CaroWHreaturesVampireBeastRace") sslCreatureAnimationSlots.AddRaceID("Werewolves", "CaroWHreaturesWerewolfBeastRace") sslCreatureAnimationSlots.AddRaceID("Wolves", "CaroWHreaturesWolfRace") sslCreatureAnimationSlots.AddRaceID("Canines", "CaroWHreaturesWolfRace") EndFunction It fails to compile with these errors: So...what am I doing wrong? I really don't understand any of this - I can only guess that one of these script files has the function that I'm calling in my script, but why would that affect it? I admit, I know almost nothing about Papyrus, and I'm terrible at coding in general. I thought copying the script from Sexy Dwemmy would be fine, since it's not particularly old, but I have no idea. EDIT: I've noticed ' ; SexLab = Game.GetFormFromFile(0xD62, "SexLab.esm") as SexLabFramework ' might be a problem, but it's commented out. (To add, I've set up so that I'm not using MO, but I honestly don't know if I got the manual installs right on everything. The mods that I'm using (some are required for my mod, some are masters of those mods) are: I followed the install guide for MNC and CreatureFramework by MadMansGun, but I wasn't sure where some of the other mods fitted into that. I'm not sure if that makes any difference though.)
- 1 reply
-
- sexlab
- custom race
-
(and 4 more)
Tagged with:
-
Would any of you be interested in providing help for the creation of a gay sex mod for Stardew Valley? We're trying to surpass all the recent mods to make something noteworthy, and would appreciate if someone with experience provided some help with coding and scripts. If any of you is interested, PM me. We would like to find help in creating some stuff such as: Mechanics Coding Adding new items that can be referenced in events Perhaps finding a way to make more high definition animations If anyone is interested, PM me.
- 2 replies
-
- sdv
- stardew valley
- (and 9 more)
-
I've been a big fan of Devious Devices for a while now, and just as much a fan of Deviously Cursed Loot. Despite my love for the mod, though, I've felt that there's been a disconnect. I either enjoy the kinky bondage, or I enjoy the game and combat. Sure there are plenty of great quest mods that I love, including Laura's Bondage Shop and Deviously Vanilla, but that's not the gameplay itself. So, I and a friend of mine are working on a way to integrate kinky bondage into the gameplay experience by making 'Devious Arms' which allow the player to equip bondage onto enemies, or allow enemies to equip bondage onto the player. Here's the scheme we're trying to get at: 1. Player or NPC strikes with Power Attack with a Devious Arms melee weapon (no NPC at NPC. Only Player at NPC and NPC at Player, or I figure it'd create undue lag) 2. Check if successful strike and valid target (who doesn't already have the appropriate devious device) -- if not, stop there and do nothing. 3. Check to see if the target's wearing something in the appropriate slot and if so, remove it. (eg, attacking with a 'stick with a ball gag picture on it' would remove the ball gag slot's current piece) 4. Apply the appropriate bondage gear (eg, attacking with that same stick would apply a non-randomized ball gag) 5. Remove (one copy of) the weapon from the player or NPC inventory--that device has just been used. Then, I'd like to make them craftable and populate a few factions with what weapons I feel are appropriate. I'm not too worried about weapon models at this stage. So, why this in particular? Well, I think it's lore-friendly. It only makes sense that if there are magically cursed bondage devices scattered around Skyrim, then not only would bandits and folks uses them as traps, but they'd want to use them as weapons too! And if bandits can use them, then the player should certainly be able to do so (among other factions). - Additionally, it'd add a different sense of strategy to combat. Basic enemies would likely have, say, ankle cuffs, corsets, chastity devices and such which provide weakening but not debilitating debuffs, up to Bosses which may have gags, bondage mitts, armbinders and the like that make a fight much more risky. - Likewise, the player should only have access to less debilitating gear early on, too. The ability to take a powerful (non-unique, of course) humanoid enemy out of the fight with a single swing of an armbinder shouldn't be given lightly. Eg, Iron/Steel smithing to weaponize leg shackles, and Ebony or even dragonstuff for some paw mitts, maybe. Why heavy attacks only? Because I think it'd be wonderfully fun to smack someone around with a chastity belt if I didn't think my foe deserved wearing it. That all said... Unfortunately, despite having a decent programming background, I don't have a lot of modding experience. Devious Devices modding is clearly even more convoluted. We've made an attempt, but it's clear to me that we just need help and advice. We're currently working with Notepad++ and Creation Kit through Mod Organizer (1.3.11), and although I and my friend have the weapon/enchantment/magiceffect set up, the process of compiling the script we do have and getting it to run at all (even just to see what's wrong with the poor thing), are sorta' lost on us.
-
Among community discussions, creationkit website and personal modding experience of LE, properties declared in esp will be read when game starts and thus are less papyrus drawing than those declared by Game.GetXXX in repearted functions are, at the cost of more memory, and popssibly, more script strings. But I've found some mods in SE ((e.g. Dripping Aroused SE, Blushed When Aroused SE), scripting declaring propterties using Game.GetXXX many times, even for their own main quest. I do not think those modders are naive in scripting. Since limitation of strings number has been expanded in special edition, is that declaration using Game.GetXXX is better in special edtion? Thanks in advance..
-
Hi I was hoping to reach out to someone here for some recommended reading and/or other forms of tutorials on how to use Papyrus Scripting to its fullest. I have a fair understanding of the scripts that I've seen and have edited some to more my liking in the past but I'd like to know more about writing them from scratch and creating my own mods with them if anyone with the know how can help me learn I'd really appreciate. Thanks
-
I have done all of my mods with script fragments. The one in particular that I use the most simply calls SexLab Framework. I have included it in the spoiler below. Is there a simple and straightforward way to convert this into a script. For reference, I want to do this because it would make using multiple dialog responses easier.
-
Is that even possible? I'll try to be as brief as possible. I made a mod that makes you ripped by changing the normals used. I did it by adding new Texture Sets and then adding them to the SkinMaleHumanBody and SkinFemaleHumanBody formlists. That mod works as expected, but then its users gave me some nifty ideas that can only be made with scripts. After so much digging and testing, I found I could use NiOverride, but I still can't manage to pull this. After many, MANY tests I found out that I could use... AddSkinOverrideString NiOverride.AddSkinOverrideString(Player, true, false, 0x04, 9, 1, bodyTex, true) Where 0x04 is supposed to be the body slot, and 9, 1 are indeed the arguments needed to override normals, but THIS CODE IS ALSO SETTING THE HAND NORMALS TO THE BODY ONES (funny enough, the feet normals are left untouched). If I try to fix that doing something like this: NiOverride.AddSkinOverrideString(Player, true, false, 0x04, 9, 1, bodyTex, true) NiOverride.AddSkinOverrideString(Player, true, false, 0x08, 9, 1, handTex, true) Now I get the hands normals applied to the whole body. It's like if those functions just straight up ignore the supposed slots for body and hands, and making the changes persistent or not (last argument in the function call) doesn't seem to do a thing here. I would think this is a problem with my installation, but Wet Function Redux uses those very functions and it's working well for me. Wet Function and RaceMenu are up to date. Oh, and the cherry on the top: I would show you screens of my problem, but this thing suddenly decided to instantly revert changes just today; and no, NiOverride.ApplySkinOverrides(Player) doesn't fix that. So I went the other route... AddNodeOverrideString And still nothing. I did this: String Area = "Body" String Node = Area + " [ovl" + 5 + "]" int index = 1 NiOverride.AddNodeOverrideString(Player, true, Node, 9, index, tx, true) NiOverride.AddNodeOverrideFloat(Player, true, Node, 9, index, 1.0, true) And, according to the log, it gets applied: [05/07/2020 - 03:21:27PM] @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ [05/07/2020 - 03:21:27PM] Before [05/07/2020 - 03:21:27PM] Overlay5 [05/07/2020 - 03:21:27PM] Overlay4 [05/07/2020 - 03:21:27PM] Overlay3 [05/07/2020 - 03:21:27PM] Overlay2 [05/07/2020 - 03:21:27PM] Overlay1 [05/07/2020 - 03:21:27PM] Overlay0 [05/07/2020 - 03:21:27PM] After [05/07/2020 - 03:21:27PM] Overlay5 textures\actors\character\female\600 extreme.dds [05/07/2020 - 03:21:27PM] Overlay4 [05/07/2020 - 03:21:27PM] Overlay3 [05/07/2020 - 03:21:27PM] Overlay2 [05/07/2020 - 03:21:27PM] Overlay1 [05/07/2020 - 03:21:27PM] Overlay0 [05/07/2020 - 03:21:27PM] @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ And once again, it doesn't work. Normals stay the same. But if I change index = 0 so this gets applied to the diffuse channel instead the normals one, it gets correctly applied, as expected: So... do you have any ideas? I hope someone can help me. Here are many experienced people with NiOverride and it REALLY doesn't help there's no documentation for it.
- 25 replies
-
- scripting
- nioverride
-
(and 2 more)
Tagged with:
-
Hi! This is my first forum participation, even though I've been around here for a long time. I come to you with questions because I know this is a friendly and SERIOUSLY knowledgeable community on Papyrus programming. On to business. Changing player height I made a mod that changes player weight to gain muscle (Sandow Plus Plus at the Nexus -note to moderators: it's not my intention to come here to spam. Please, feel free to erase my link if you consider it pertinent-) and it works as intended, no questions on how to do that. BUT, one user suggested me that my mod could also gradually change the player's height; and before considering designing how to integrate that, I need to know if it's even possible. Since SexLab can do that, that's why I come to you. As far as I have seen, it seems there's an SKSE function that can do that, but it doesn't change the player's bounding box. Is there some way to do proper height changing? And how about CTDs? I ask about that because SexLab warns about possible CTDs when using the feature to average actors height when entering sex animations. Design patterns. Are they even possible in Papyrus? I know Papyrus, being a scripting language, was never intended to be a full featured programming language, but it also seems odd to me that it has rudimentary inheritance capabilities but no straight forward way to instantiate new scripts/objects (well, by the veeeeeeery little I know about the way Skyrim was designed, it's not that odd, actually). You see, my aforementioned mod's implementation its quite monolithic to my tastes and I think it applying design patterns would really make it easier to make expansions to it. I would like to make some easy patterns based on object composition and such to be able to cleanly change algorithms at runtime and things like that. Nothing too fancy, really. I don't even need Interfaces to simulate multiple inheritance or whatever. But since there are no "new <Whatever>" kind of capabilities for Papyrus, the only ways I can think of pulling what I want is to make scripts extending Quests (which would mean having one quest for each functionality) o even worse, permanent invisible actors lying around. Is there some way to implement something that can resemble what I want to do that doesn't involve those two kind of things? Are Quests my best bet, as I suspect? And... if that's not possible, how can I move some of my code out from the main script, so it looks cleaner and is easier to maintain and expand? Do I necessarily need to make all those functions I take out Global? Thanks in advance. Have a nice day!
-
Based on what i have played, Skyrim has the most developed scripted event mods and NPC interaction enhancements. Then Fallout 4. New Vegas and Fallout 3 have also been modded in recent years but not as much as the other two. However, all of them have some very specific things in common - Multiple Armor/clothing conversions, Weapon conversions etc of some specific game, are easily available for use in some another game of the same company (Bethesda) so we can experience a sort of crossover between different games. Yet, one thing that clearly lacks and is rare to find solution of is, converting scripted mods/npc interactions of one game, for example Skyrim or Fallout 4, to be used in New Vegas or Fallout 3. However, scripted mods should be relatively easy to convert for use in a different game. Like for example, i have converted some Oldrim sexlab mods, into Skyrim SE supported versions by using Creation kit. I read somewhere that if a script mod has no plugin then 99.9% of times, it can be installed in SSE as-it-is. If it has plugin, then that can be easily made SSE compatible with Creation Kit. On the above basis, i believe the same thing should be possible for converting scripted mods of Fallout series. Therefore, mods like M.C.G. ( https://www.loverslab.com/files/file/8744-aaf-mcg-extended-social-interactions/ ) created by anghelos92 for Fallout 4, with suitable adjustments, should also be usable in Fallout 3 or New Vegas since basically they mostly focus on relation development between player and NPC around him only. Previously, i saw some thread about converting Skyrim mods to Fallout. But compared to that, converting one Fallout game scripted mod for another Fallout game has to be actually doable. How about it ?
-
I am trying to make a small update to scripts for Sex Slaves (AKA, Mia's Lair), but I am completely new to editing scripts (and scripting in general), so I am in need of some advice on how to proceed. First off, I did ask the original modder for permission to make changes. It was quite a while ago, but he made it clear that he had no problem with people modifying the mod. :3 Second, I guess I'll summarize the changes I want to make. I want to remove the gender lock on new slave training. In the original mod, only male player-characters can start training a new slave. Female players can train existing or purchased slaves, but only a male can bring a female follower to the dungeon and turn them into a Sex Slave. This seems like a pretty arbitrary restriction, so it ought to be a fairly straightforward fix if I can find the right thing to change! I want to allow the mod to choose from a wider variety of animations. In the original, there are many events which call for a very specific animation, instead of choosing from a full list of appropriate animations. For example, when a sex slave is ordered to go go down on a female PC they will only ever use the old Arrok Lesbian animation, or a male PC will only get the AP Kneeling Blowjob. Even if you have dozens more animations of the same type installed. This is an important thing to update, because there is a game-breaking glitch which might force you to reload your last save if you happen to not have the specific animation it wants. I want the mod to look for the Sexlab-designated gender when determining which animations to use. Currently, there is no love in Sex Slaves for dickgirl PCs. If a domme dickgirl wants her cock sucked, she's out of luck. This is a grotesque injustice, and it shall not stand! I think that covers all the changes I feel are important! I love this mod a lot, but the arbitrary restrictions on gender and animations are an unfortunate blemish on its quality. But with that said... I have no idea how to accomplish it. Okay, that's not quite true. I have a very rough idea of how to accomplish some of it, but it would be great if someone with more experience could help me out! Here's the script file which governs all of these things, in case its needed for reference: SexSlaveFramework.psc Let's start with the variety of animations, since I know where to find them! Here's the first example, starting on Line 556 of SexSlaveFramework.psc. That block of code is, I think, the event that happens when the PC tells his or her sex slave to perform oral sex. At the moment, it will always result in either Arrok Lesbian or AP Kneeling Blowjob, depending on whether the PC is male or female. And I'm super confused about that, because it looks like there are lines relating to finding animations based on tags... Edit: Alright, so its not quite as black-and-white as I thought. I decided to get through the main quest of Sex Slaves, so I would be able to test any changes I make to the script. It turns out that there are some events in the mod that already do allow for a wider variety of animations, while others are restricted to a single specific animation. I'll need to make a list of which event does which, and look for differences in how they're scripted. So for now, I'll focus on trying to figure out how to use the Sexlab gender designation. This part looks like its determining whether the PC is male or female, so its a good place to start: I am thinking that "GetSex" is the function that determines whether the character's base gender is male or female. In order for it to look for the SexLab gender, it will have to be replaced. Other mods do it, so it must be possible here... I just have no idea what to replace it with. So there's my first question: What script command is used to call for the Sexlab gender?