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Posted

Ive tried so many ways to incorporate cum overlays in my xmls to work with males and none of them worked. But if the animation is called by your mod, it god damn works! What is the trick behind this?

Posted
1 hour ago, Ulfbearth said:

Ive tried so many ways to incorporate cum overlays in my xmls to work with males and none of them worked. But if the animation is called by your mod, it god damn works! What is the trick behind this?

"MAGIC":wink:

Posted
5 hours ago, Ulfbearth said:

Ive tried so many ways to incorporate cum overlays in my xmls to work with males and none of them worked. But if the animation is called by your mod, it god damn works! What is the trick behind this?

Hi Ulfbearth, the trick is that I don't use AAF functions or xmls to apply them. My mod  interface with LooksMenu using 2 dedicated custom scripts, this increase efficiency and reliability because this get rid of the middle agent, it's more direct and uses less processing power. However I see my solution only temporary because in the end I actually like the AAF xml structure but I still have much to learn and much must be done to change the currently xmls to make animations usable for modders like they are in SexLab, which is my ultimate benchmark and touchstone regarding sexual frameworks.

In case you want to check the scripts that handle the cum in my mod you can download the "(MODDERS ONLY) MCG_Integration_kit.rar", which contains only the MCG scripts source code, then in the MCGv2 folder the script " AnghelosAAFOnAnimationStop " intercept the AAF event sent when the animation ends and try to read the tags attached to the animation to mark the correct body zone where to place the cum, i.e. if there is a "Missionary" tag I mark the actor to receive the cum on the vaginal zone. If there are no tags found then cum is applied randomly (this still need improvements). After this script intercepts the event and evaluate the actors and the situation it will cast 2 spells on the actor, but only one will be effective since one spell is conditioned to work on females only, and one spell is conditioned to work on males only. The script attached to the MagicEffects of those spells are " AnghelosCumEffectFemaleScript " and " AnghelosCumEffectMaleScript ". These 2 scripts directly handle the addition and the removal of the cum overlays interfacing directly with LooksMenu.

Posted
7 minutes ago, xyzxyz said:

Must be my generell bad luck with this mod again ^^

Or maybe it's because how you changed your settings, or maybe you didn't read the guide and/or other hints of the mod and you don't know how at all how these systems work. For example current active companions are never chosen for the random sex...

 

Posted
8 minutes ago, Martin56 said:

Or maybe it's because how you changed your settings, or maybe you didn't read the guide and/or other hints of the mod and you don't know how at all how these systems work. For example current active companions are never chosen for the random sex...

 

I think I understand the basics now^^ She was not a companion, just a regular settler in Sanctuary. I wasn't sure if she is counted as "non-human".

Posted
5 hours ago, anghelos92 said:

Hi Ulfbearth, the trick is that I don't use AAF functions or xmls to apply them. My mod  interface with LooksMenu using 2 dedicated custom scripts, this increase efficiency and reliability because this get rid of the middle agent, it's more direct and uses less processing power. However I see my solution only temporary because in the end I actually like the AAF xml structure but I still have much to learn and much must be done to change the currently xmls to make animations usable for modders like they are in SexLab, which is my ultimate benchmark and touchstone regarding sexual frameworks.

In case you want to check the scripts that handle the cum in my mod you can download the "(MODDERS ONLY) MCG_Integration_kit.rar", which contains only the MCG scripts source code, then in the MCGv2 folder the script " AnghelosAAFOnAnimationStop " intercept the AAF event sent when the animation ends and try to read the tags attached to the animation to mark the correct body zone where to place the cum, i.e. if there is a "Missionary" tag I mark the actor to receive the cum on the vaginal zone. If there are no tags found then cum is applied randomly (this still need improvements). After this script intercepts the event and evaluate the actors and the situation it will cast 2 spells on the actor, but only one will be effective since one spell is conditioned to work on females only, and one spell is conditioned to work on males only. The script attached to the MagicEffects of those spells are " AnghelosCumEffectFemaleScript " and " AnghelosCumEffectMaleScript ". These 2 scripts directly handle the addition and the removal of the cum overlays interfacing directly with LooksMenu.

Impressive... Thanks for the info.

I had no luck getting overlays to work on males as i said with AAF. I heard from someone if you change the gender in CK it works but thats not a good solution. So if you happen to make it let me know!

I asked dagoba and he said he doesnt know how that wouldnt apply on males, so as long i cant provide enough technical info he cant look at it himself.

 

Anyway, ive never scripted or messed with scripts before but i might try to integrate that scripts of yours, cus cum overlays are a must for me.

Posted
3 hours ago, Martin56 said:

Or maybe it's because how you changed your settings, or maybe you didn't read the guide and/or other hints of the mod and you don't know how at all how these systems work. For example current active companions are never chosen for the random sex...

 

Maybe you can answer a question? What settings in the game determines what approach we get? I am playing at the "cheat" settings you gave me and I get no naked harrassment now, but everyone loves me, wants to be with me, etc. even from Raiders. I am not complaining because I still get plenty of action..I am at .5 divisor and 50/50 settings with cheat Flirt and Solicit options turned on...Also in relax approach, npc suggested going to a bed, but in the settlement I was in, no beds, just sleeping bags and mattresses. Would not trigger animation option..Thanks

Posted
On 10/31/2019 at 12:47 PM, maddadicusrex said:

This mod is built for an accumilative relationship experiance that increases it's depth the more you play. 

Just wondering. Is getting actual XP matters at all? Because I am locked at LVL25 and getting no XP. That could explain why NPC initiative doesn't work at all, but NPC-NPC does.

Posted
2 minutes ago, KatN said:

Just wondering. Is getting actual XP matters at all? Because I am locked at LVL25 and getting no XP. That could explain why NPC initiative doesn't work at all, but NPC-NPC does.

I never get to that level. I am a terrible restarter of games. Every new mod gives me an excuse to start over. Frustrates the heck out of me. Try these settings........Set all time intervals to minimum. Use cheat Flirt and Prostitute toggles. For Flirt ,go 50/50 ,set divisor to .2. Do same for Solicit and see what happens...Remember, the more folks around you, the better chance at approach..

Posted

I have RSE abduction installed but the auto surrender turned off. I noticed that manual surrender works, but if I get the message that my health is too low when I eventually get defeated the enemies will stand around celebrating but the scene never progresses. If I choose to quite the game it usually hangs.

 

EDIT: Made a few changes as a test and when manually surrendering I get an animation, but when defeated I the scene now progresses, but without an animation, just the fade to black. I'm halfway to resolving this but I'm not sure what parts of RSE bleed through to MCG even if auto surrender is off.

Posted
22 hours ago, KatN said:

Just wondering. Is getting actual XP matters at all? Because I am locked at LVL25 and getting no XP. That could explain why NPC initiative doesn't work at all, but NPC-NPC does.

Just realized, if your infamy is too high, your approaches, or lack thereof are totally affected. When my npcs stopped approaching me, I looked to see my infamy was over the limit...

Posted
2 hours ago, maddadicusrex said:

Just realized, if your infamy is too high, your approaches, or lack thereof are totally affected. When my npcs stopped approaching me, I looked to see my infamy was over the limit...

Yes the higher the infamy the lower the chances of being approached for social interactions. At infamy higher than 50 you can only be approached by sneaky stalkers.

Posted
4 hours ago, Martin56 said:

Yes the higher the infamy the lower the chances of being approached for social interactions. At infamy higher than 50 you can only be approached by sneaky stalkers.

I am glad I went back and read that section. My approaches stopped dead after an active first few game days. Was going to whine about it, but I always try to figure it out myself, first.

Posted

Loading a Save file made while an NPC-NPC sex animation was in progress results in the involved NPCs being stuck in locked / busy state and cannot longer be interacted with (MCG dialog still works though). I have tested it using Quicksave, Autosave and Normal save while an NPC-NPC event is happening.

As a workaround you can Start and End any animation through the AAF UI selecting the affected NPCs as actors.

 

Besides not being able to interact with said NPCs, they also get ruled out of future NPC-NPC sex encounters which makes sense since they are still flagged as busy / locked.

Posted
1 hour ago, monterrey4ever said:

Besides not being able to interact with said NPCs, they also get ruled out of future NPC-NPC sex encounters which makes sense since they are still flagged as busy / locked.

Hi, the fact that they are flagged as busy/locked is not done by MCG. That is done by AAF, MCG just retrieve from AAF that information. Probably then AAF failed to clear that status on game load since that mod should have a failsafe that clear the busy/locked status of actors on game load.

Posted
15 minutes ago, jonr said:

AAF thinks my female character is male so i don't get animations, anyone knows fix for this?

Go in AAF settings.ini and disable gender handling or use a proper set of XMLs patches for animations. Besides...when you have sex you generally can choose the player character role...if you are female choose receiver (female-like)

Posted

Are you certain that Synth Curie and Danse are part of the NPC-NPC random sex system? They never do anything. I put them in a settlement with many NPCs (followers, settlers, slaves) of the other gender and they still don't start anything. The interactions with the player work fine.

I think they are blocked from NPC-NPC Sex because the game counts them as (Gen 3) Synths.

Posted
13 hours ago, Martin56 said:

Hi, the fact that they are flagged as busy/locked is not done by MCG. That is done by AAF, MCG just retrieve from AAF that information. Probably then AAF failed to clear that status on game load since that mod should have a failsafe that clear the busy/locked status of actors on game load.

Thanks for the clarification. I ended up adding an extra function to the MCG Options Hotkey (holding for more than 2 secs) to quickly apply the workaround. I will see if I can figure out why the failsafe from AAF is not working.

Posted
7 hours ago, monterrey4ever said:

I will see if I can figure out why the failsafe from AAF is not working.

The only hint I can give about is that I know that AAF fail safe works in a specific radius from the player on game load (probably 1500 if I remember correctly), so for example if you load your game and the actor locked is not in the currently loaded area in the game it could not work on that actor. It could be a good idea for MCG to help AAF by adding a new button to remove those keywords from actors and player , probably it will be added in next update :)

Posted
On 11/1/2019 at 6:05 PM, maddadicusrex said:

I never get to that level. I am a terrible restarter of games. Every new mod gives me an excuse to start over. Frustrates the heck out of me. Try these settings........Set all time intervals to minimum. Use cheat Flirt and Prostitute toggles. For Flirt ,go 50/50 ,set divisor to .2. Do same for Solicit and see what happens...Remember, the more folks around you, the better chance at approach..

Yes, I did it. Turned cheats on and off, decreased divisors, turned off lovers and harassment scenarios (because, according to description, it is decided whether it's flirt, lovers or harassment, so I wanted to keep the choice to minimum), allowed all groups (elders, synths, whatever), applied alcohol, removed all armour and clothes, and went to crowded places where I initially got some attention - Dugout Inn, Goodneighbour, even Prydwen. Restarted mod. Nope. Day or night - nothing. This is the only thing that refuses to work after initially working when mod was just installed.

 

It's not that I need that feature, I am using this mod mainly to save and "recruit" doomed characters (Stash, Captain Bridget, Red Turret) and to have more "immersive" populating process for settlements, which is NPC-NPC, and which is working (when I turn it on).

Posted
15 hours ago, Martin56 said:

The only hint I can give about is that I know that AAF fail safe works in a specific radius from the player on game load (probably 1500 if I remember correctly), so for example if you load your game and the actor locked is not in the currently loaded area in the game it could not work on that actor. It could be a good idea for MCG to help AAF by adding a new button to remove those keywords from actors and player , probably it will be added in next update :)

After thinkering around the AAF code I have found the resetActiveActors funcion is working fine and it's removing the appropiate keywords. However one Actor involved is always being left in a locked state. I don't know where the culprit is ( in the LUA side is my guess ) but I expanded my workaround to run at the end of the AAF procedure OnDataLoaded using the AAF_ActiveActors form_list which is populated during load.

 

After further testing, I was able to replicate the bug in a consistent way. Gonna fill up a bug report on the AAF site.

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