kxdace Posted October 11, 2018 Posted October 11, 2018 Hello Friends, I have a question about the efficiency of a mod I created. The PC is a Gigolo and can ask NPC’s if they are in need of his “services”. This dialog can be enabled \ disabled by speaking to the boss. BOSS “Are you ready for work” PC Option 1 – Yes (Script 01) PC Option 2 – No perhaps another time ===SCRIPT 01=== Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor Game.GetPlayer().addToFaction(fFaction) EndFunction Faction Property fFaction Auto The conditions for the "GigoloOn" dialog are: PL GetInFaction Faction fFaction == 1 S GetInFaction Faction fFaction == 0 The PC asks an NPC are they in need of his services (Answer is always yes) and they become a follower. Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor akSpeaker.AddToFaction(fFaction) Alias_Holder01.ForceRefTo(akSpeaker) akSpeaker.SetPlayerTeammate() EndFunction Faction Property fFaction Auto ReferenceAlias Property Alias_Holder01 Auto The next dailog option will allow the PC to engage or decline in sex with the following code: Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;debug.notification("new actor") Actor actI = Alias_Holder01.GetActorReference() ;debug.notification("Actor 1: " + akspeaker) ;debug.notification("Actor 2: " + Alias_Holder01.GetActorReference() ) actI.SetPlayerTeammate(false) ;debug.notification("Act 1 removed from team") actI.RemoveFromFaction(fFaction) ;debug.notification("Act 1 removed from faction") akSpeaker.SetPlayerTeammate(false) akSpeaker.RemoveFromFaction(fFaction) Alias_Holder01.clear() Game.GetPlayer().AddItem(Gold001, gAmount) actor[] sexActors = new actor[2] sexActors[0] = akspeaker sexActors[1] = SexLab.PlayerRef sslBaseAnimation[] anims SexLab.StartSex(sexActors, anims) EndFunction ReferenceAlias Property Alias_Holder01 Auto Faction Property fFaction Auto SexLabFramework property SexLab auto int Property gAmount Auto MiscObject Property Gold001 Auto Or the player has the choice to decline: Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor Actor actI = Alias_Holder01.GetActorReference() actI.SetPlayerTeammate(false) actI.RemoveFromFaction(fFaction) Alias_Holder01.clear() EndFunction ReferenceAlias Property Alias_Holder01 Auto Faction Property fFaction Auto SexLabFramework property SexLab auto Any advice on how effective my code is? The only reason I ask is sometime the game crashes if I load a game while I have a "customer" set to follow me in that save. Other than that my game is very stable. I have about 70 mods. Have played roughly 50 hours and this is the only time I ever experience any kind of crashes.
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