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Ashal

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Posted (edited)

is there any command (scripts) to determine whether it is possible to move from a given location to the world?

 

I want to move a random Actor to a specific location, but I don't know if Actor  can go back/

 

Those. whether he himself, with his feet, can get to the original location, from where he was taken to another location.

Edited by TDA
Posted (edited)

Basically, you want to teleport/move an Actor from point A to point B by way of a script?  That would be possible with the MoveTo Marker command.  This is used within the 'Pack Slaves' spell from LoversSlaveTrader when one wishes to store enslaved NPCs by essentially moving them into an enclosed cell.  Below is the actual line that does the 'move' effect. 

 

    me.Moveto LSTPSMarker01

 

me - Actor Reference  (Not database Editor ID)

LSTPSMaker01 - a static 'XMarker' with that as its given name

 

A similar call is used to 'un-pack' the slave and present it to the player and not a static XMarker as seen below... with distance coordinates.

 

        temp.Moveto Player 128, 0, 0

 

If I lost track of a Hiyoko, I could get its FormID from HiyokoClub's debug list of brats, and use that FormID to bring it to me like this within the command console itself:

 

        FF00959.Moveto Player 64, 0, 0   

 

But that seems to work with Hiyoko and NOT Oblivion or like NPCs.  Dunno why.  But in a script, you could snag and move virtually anyone by their reference.. 

 

Hope that helps.

Edited by LongDukDong
Posted (edited)
6 hours ago, LongDukDong said:

Basically, you want to teleport/move an Actor from point A to point B by way of a script?  That would be possible with the MoveTo Marker command.  This is used within the 'Pack Slaves' spell from LoversSlaveTrader when one wishes to store enslaved NPCs by essentially moving them into an enclosed cell.  Below is the actual line that does the 'move' effect. 

 

    me.Moveto LSTPSMarker01

 

me - Actor Reference  (Not database Editor ID)

LSTPSMaker01 - a static 'XMarker' with that as its given name

 

A similar call is used to 'un-pack' the slave and present it to the player and not a static XMarker as seen below... with distance coordinates.

 

        temp.Moveto Player 128, 0, 0

 

If I lost track of a Hiyoko, I could get its FormID from HiyokoClub's debug list of brats, and use that FormID to bring it to me like this within the command console itself:

 

        FF00959.Moveto Player 64, 0, 0   

 

But that seems to work with Hiyoko and NOT Oblivion or like NPCs.  Dunno why.  But in a script, you could snag and move virtually anyone by their reference.. 

 

Hope that helps.

No, I want to move the actor by script to the player ( Actor1,...n.Moveto Player)

(By the way, this is also not a trivial task, because if you move several actors in one frame, their 3d models may not load in the render.)

 

 

He must complete the task that I give him (package and animation), and then, HIMSELF, leave this location.

I need to know ! - Is its parent location accessible to actors (they can go there or get there themselves using their parent (from the constructor) package)

 

In principle, I know how to move them back with scripts, but visually, it will not be beautiful ...

Edited by TDA
Posted
4 hours ago, TDA said:

No, I want to move the actor by script to the player ( Actor1,...n.Moveto Player)

 

Actor1.moveto Player 128, 1, 1

With Actor1 being the temp reference for the target actor in question.  Gotta have the optional 128, 1, 1 values here, otherwise the actor would teleport straight into the same exact x/y coords of the player.


It sounds as if you already know how to move an actor by way of teleporting it to the player.  And personally, if you were scripting multiple individuals to teleport... I would try to stagger the instances of their teleport.  By stagger, I mean like a wait count... so they don't all teleport in one shot.  You'd have a QUEST script perform this function and teleporting them since you can control how often it runs/loops, and teleport one NPC every cycle.  Perhaps have it run every 0.2 seconds so 5 actors per second?  This could alleviate your issue with their 3D models, correct?

 

If the issue is that the individual actors need to return (teleport) back after completing the task, why not set individual xMarkers for each actor just before they teleport TO the player.  Something like ActorXMarker1.moveto Actor1.  With this, ActorXMarker1 would be a reference to the xMarker specifically for Actor1.... one unique xMarker for each actor you're teleporting.  Thus this would set a return teleport spot.

 

This, assuming you have predetermined actors which is much easier than 'tagged' actors the player CHOOSES to use.  Doable, but more time consuming.

 

Posted
1 hour ago, LongDukDong said:

 

Actor1.moveto Player 128, 1, 1

With Actor1 being the temp reference for the target actor in question.  Gotta have the optional 128, 1, 1 values here, otherwise the actor would teleport straight into the same exact x/y coords of the player.


It sounds as if you already know how to move an actor by way of teleporting it to the player.  And personally, if you were scripting multiple individuals to teleport... I would try to stagger the instances of their teleport.  By stagger, I mean like a wait count... so they don't all teleport in one shot.  You'd have a QUEST script perform this function and teleporting them since you can control how often it runs/loops, and teleport one NPC every cycle.  Perhaps have it run every 0.2 seconds so 5 actors per second?  This could alleviate your issue with their 3D models, correct?

 

If the issue is that the individual actors need to return (teleport) back after completing the task, why not set individual xMarkers for each actor just before they teleport TO the player.  Something like ActorXMarker1.moveto Actor1.  With this, ActorXMarker1 would be a reference to the xMarker specifically for Actor1.... one unique xMarker for each actor you're teleporting.  Thus this would set a return teleport spot.

 

This, assuming you have predetermined actors which is much easier than 'tagged' actors the player CHOOSES to use.  Doable, but more time consuming.

 

That's all I know, I thought there was a special command for location.

In general, the essence, the actors that you met (by the crosshair mark) fall into the list. When you enter the bathhouse (special location), they are transferred there and washed, (packages work strangely, so they can stop it themselves and leave), or when you leave, their list is cleared, they leave by themselves ...

It seems to work , but the packages work strangely.

 

 

Posted (edited)
7 hours ago, TDA said:

It seems to work , but the packages work strangely.

Packages are ALWAYS Fuckin strange.  :tounge_wink:

 

Well, I was hoping to finish the 'book' that comes with my hud.  Basically, a rewrite of major sections since the vanilla-esque prose is by the authoress, and the rest is in red for more technical content (separating fiction from end-user content).  There's that... more features to cover... and this one section where I described WHY Bumph gra-Gash (the authoress) left her orc stronghold home of Barkbite. 

 

I had to rewrite part of it to make one of the characters... older... seeing I'm adding in some art.  Couldn't describe this character as the same age as Bumph  since Bumph  woulda been 14.  NOPE!!! THIS OTHER CHARACTER IS NOT the same age and is OLDER!   Though apparently... as skinny as a teen.... Now I can find some pic to use that can now BE NSFW.


FYI:  Bumph gra-Gash is 15 in Oblivion.

Edited by LongDukDong
Posted
2 hours ago, koepy 3 said:

Hi,

wollte nur einmal Dank sagen für das wunderbare Modul " Lovers Boxer Club". Klasse.

Danke.

Posted

How to find a line with an error in a script? (OSCE shows some kind of relative pointer

 

error in script XXXX offset XXXX- what is it?

 

 

- a number in the script, I don't understand how to match this with the real line of this script)

Posted

OSCE ?? What's that?

 

Errors in Oblivion scripts:

When you compile a "bad" script in CS ( With CSE) it shows you the errors and the line. In CSE all lines have a number.   Only if the error occurs more often  it only show the error but the last line of the script. Then you have to search. I simply copy large scripts into a txt file and then use the search function. This is much faster than reading the whole script. (I don't know if the latest version of the CSE has a search function for scripts. Old versions don't have it )

Posted (edited)
5 hours ago, fejeena said:

?? What's that?

 

Errors in Oblivion scripts:

When you compile a "bad" script in CS ( With CSE) it shows you the errors and the line. In CSE all lines have a number.   Only if the error occurs more often  it only show the error but the last line of the script. Then you have to search. I simply copy large scripts into a txt file and then use the search function. This is much faster than reading the whole script. (I don't know if the latest version of the CSE has a search function for scripts. Old versions don't have it )

in Russian  letters sound the same OBSE  == ОБСЕ .      Stupid google translates as == OSCE

 

The number there is too large - 750 - there are not so many lines in the script.

Edited by TDA
Posted (edited)
4 hours ago, TDA said:

The number there is too large - 750 - there are not so many lines in the script.

Agreed.  The value supplied by the offset doesn't look on face value to be the line number itself. 

Consider this

  TamagoSetBody.esp Offset: 0x0087 Command: <unknown> 
  <unknown> @0087 script 3C000801 

Here, we have an offset value of 0x0087

 

Assuming that this error says the command is 'unknown' and that the line number is 87, this would be suggesting that there is an unknown command.... not called function nor variables... on that line.  Neither in the original, nor in the altered version of TamagoSetbodyReloaded is there such a command on that line.  And attempting to test by commenting that line out does nothing to remove the error message.

 

For this, I've gone through this before.  In some cases, it's just trial and error.  At least, the message brings up the FormID of the script within the mod.  But that's all I can currently account.

 

So yeah, I'm with @TDA on this.  Thankfully, Melamkish said he saw something about the offsets some time ago and will hope to dig up something.

 

The new version of CSE has features like Find/Replace where you can look in the current or 'all opened' scripts.  ;)

 

Meanwhile... I am currently spending more time writing ... um... flavor text prose content for a book rather than working on the actual mod that it accompanies!  ROFL. 

 

 

Edited by LongDukDong
Posted (edited)
13 minutes ago, LongDukDong said:

Agreed.  The value supplied by the offset doesn't look on face value to be the line number itself. 

Consider this

  TamagoSetBody.esp Offset: 0x0087 Command: <unknown> 
  <unknown> @0087 script 3C000801 

Here, we have an offset value of 0x0087

 

Assuming that this error says the command is 'unknown' and that the line number is 87, this would be suggesting that there is an unknown command.... not called function nor variables... on that line.  Neither in the original, nor in the altered version of TamagoSetbodyReloaded is there such a command on that line.  And attempting to test by commenting that line out does nothing to remove the error message.

 

For this, I've gone through this before.  In some cases, it's just trial and error.  At least, the message brings up the FormID of the script within the mod.  But that's all I can currently account.

 

So yeah, I'm with @TDA on this.  Thankfully, Melamkish said he saw something about the offsets some time ago and will hope to dig up something.

 

The new version of CSE has features like Find/Replace where you can look in the current or 'all opened' scripts.  ;)

 

Meanwhile... I am currently spending more time writing ... um... flavor text prose content for a book rather than working on the actual mod that it accompanies!  ROFL. 

 

 

You are a real scribbler... Interestingly, in your country there is a TV program about graphomania, we had ...

 

I found a error, interestingly, it was in the script finish block, you must re-declare the owner of the script, it is forgotten by the engine from the previous block if you leave the location where the owner of the script remains.

 

begin scripteffectfinish

    set me to 0                                
    set me to GetSElf                     {The engine forgets from the previous block
   

if me.isActor==1

*************************************************

Edited by TDA
Posted

I still have not found the exact thing I was looking for, since a lot of these links are dead. But I found a few things that may help you both with the file offset issue. The order the bytes is written is crucial and the word that describes it is Endian.

 

Endian-ness is the direction in which you serialize the bytes. Little endian means least significant bytes sent/stored first, big endian means most significant bytes sent/stored first.

 

Little-endian and big-endian refer to the order bytes are written. Humans typical write decimal notation and hexadecimal in a big-endian way, so:

 

256 would be written as 0x0100 (digits on the left are the biggest scale) But that takes two bytes and little-endian systems will write the low byte first: 0x00 0x01. Big-endian systems will write the high-byte first: 0x01 0x00.

 

If you have 4 bytes in little-endian which are 326af338, then your big-endian representation is 38f36a32. Notice these are reversed.

 

With a Hex editor using the above as a guide ensure you have the correct byte order. You can either use the hex editor and convert the Hex to Decimal and count bytes that way, or

 

If you use a hex editor, you need file offsets, which are bytes starting at 00000000.

 

An example I found using a hex editor to search:

 

Find the FIRST the result of this line - "10 B5 52 86" Click on the first byte ("10"). You need to move forward for 137 bytes (89 bytes in hex value). You can just count them as with first case, but it is easier to find it through search. Go to search menu of your Hex editor, choose "search from the current offset" and enter "89" hex value: The cursor will move forward and stop on the offset you need. It is 10B in my case.

 

May be a bit tedious to do it this way, but hopefully the explanation helps.

 

 

Posted

Well, I narrowed down an annoyance I've had for years down to the only possible solution... and by years, I mean before I started messing with the mods myself.

 

I've had issues with not being able to enter a room (KE-RASH/FREEZE) at times, puzzled what it was.  Doing some checking, it was essentially Hiyoko related.  But not every hiyoko, but a specific race hiyoko.  However, I found that this particular issue also only occurred if I had TamagoFertilityClinic installed.  Again, prior to me messing with them...  A double-mod conundrum.  So some additional investigation was needed.

 

I never bothered checking or looking into the contraceptives system so much until just recently, my work on the Dukky Hud reminding me that TFC applies contraceptives, not only to guards or those of a particular class, but by race.  And the contraceptives system was being enacted on that very particular hiyoko race.  And so I found the common denominator.  And after disabling/removing the race from the list of automatically applied contraceptives, I have had no further issues.

 

I believe the intent was to assume that this race might be 'sterile' and unable to conceive/sire, much like various interspecies hybrids (like the Mule). So I am considering implementing that as an OPTION into Tamago/Hiyoko... somehow.  At the same token, it is clear that TFC should never apply contraceptives to generated NPCs.  So that might be my next attack.

 

Meanwhile, touching up some new fixes' for TamagoPlayerHud Menuque edition... including a hotkey to turn it on/off :D

 

Posted (edited)
On 6/26/2022 at 1:42 PM, LongDukDong said:

I believe the intent was to assume that this race might be 'sterile' and unable to conceive/sire, much like various interspecies hybrids (like the Mule). So I am considering implementing that as an OPTION into Tamago/Hiyoko... somehow.  At the same token, it is clear that TFC should never apply contraceptives to generated NPCs.  So that might be my next attack.

 Well, I got ... something(?) ... like that right now into TamagoClub, and it was damn easy.  Made a token.  Called it 'Prevent Ovulation'.  Then ran a check within the ovulation module that kicks out and exits if the subject has that item.

 

On 6/26/2022 at 1:42 PM, LongDukDong said:

And so I found the common denominator.  And after disabling/removing the race from the list of automatically applied contraceptives, I have had no further issues.

So regarding TamagoFertilityClinic, I've made it so it will NOT run an immediate check on Hiyokos.  Nope... Not you guys.  And that seems to have fixed the issues. It might be something to do with the tracking array that TFC has been using for ... ever?

 

Meanwhile, that new 'Prevent Ovulation' feature is getting tied into the Clinic, like an alternate version of the Lovers Contraception, but Tamago Style.  But this is the kick, it is working literally like some birth control, inhibiting ovulation rather than acting like a dang condom or whatnot.  And what I have working affords the halt of ovulation for at least the 24 hours the tonic lasts.  Sounds like a better option.

But I don't stop at anything.  I'm fed up with AdultPlayPlus and VoiceSSP.  And before anyone says "If it ain't broke, don't fix it.", yeah, it is broke.  If an NPC is a virgin and has sex, it is not a virgin anymore.  That makes sense.  But if the NPC's first sex is oral,.. so much for their hymen.  Since when does virginity get taken by cunnilingus unless that's a damn long tongue!!??

 

The sex count is NOT a valid determination of virginity in this area.

 

Before I start fixing this (adding a 'virginity taken' token... easy...), I went and 'translated' the scripts.  Unfortunately, my more reliable translation sources have vanished or gone 'Paid'.  Yandex that was used to translate LAPF itself years ago has gone $$$ the past half a year.


Still....

 

Spoiler

 

scn xLoversAdultPlayDispelCharm

;; FUNCTION:  Dismisses 'charm' effect on NPC and sets flag for anti-charm dialog
;; ------------------------------------------------------------------------------------
;; USED BY:   (SCRP) xLoversAdultPlayCheckCondition
;; ====================================================================================


; Declared Variables:
ref me                          ; Function Param: Target Actor
long max                        ; Variable:       Max number of effects
long cnt                        ; Variable:       Loop counter
long charm                      ; Variable:       ID of charm
float f0                        ; Variable:       Charm effect duration


Begin Function { me }


    ;; Acquire charm effect code, exit if not present
    set charm to GetMagicEffectCode CHRM
    if charm == 0
        return
    endif

    ;; Acquire number of effects target is under
    set max to me.GetActiveEffectCount

    ;; Loop through spell effects
    set cnt to 0
    while( cnt < max )
        ;
        ; If charm detected
        if me.GetNthActiveEffectCode cnt == charm
            ;
            ; Acquire spell duration
            set f0 to me.GetNthActiveEffectDuration cnt
            ;
            ;printC "CHRM Duration = %.2f" f0
            ; If a duration exists (still in effect)
            if  f0 > 0.0
                ;
                ; Dispel attempted charm
                me.DispelNthActiveEffect cnt
                ;
                ; Define as charm (prevents dialog-type encounters)
                set xLoversAdultPlay.charm to 1
                ;
            endif
            ;
        endif
        ;
        ; Advance count for next effect
        set cnt to cnt + 1
        ;
	loop


End

 

 

 

 I so like it when you can understand what's what in a script.  And I translated all thirteen scripts within AdultPlayPlus alone today.  And tomorrow, I tackle Voice as it is the one that is more prone to issues with lost-virginity dialog.  It'd probably easier to translate comments to German, Spanish or whatnot from English than from Japanese...

 

And after that... to look into anti-hymen actions to take:  no oral... defender has womb... aggressor has penis (include futa) ... etc...

 

Edited by LongDukDong
Posted (edited)

In my game oral sex does not count as sex, and that part of AdultPlayPlus and VoiceSSP I have not changed.

At least Lovers Sex sense shows it correctly.

 

EDIT

But there are some wrong dialogiúe conditions.

 

And the married system is shit. In the dialogues conditions a list of all married NPC.  Not possible to have married Mod NPCs.

That part I changed. In Lovers with PK.esm I add a "married token"

And that token I add in the APP dialogue conditions. Now it checks if it is one of the listed NPCs OR if the NPC have the "married token"

 

Edited by fejeena
Posted (edited)
1 hour ago, fejeena said:

In my game oral sex does not count as sex, and that part of AdultPlayPlus and VoiceSSP I have not changed.

Quite so.  I've reverified how the addition of the Sex Count tokens are applied (assuming not rape), and those sex tokens are applied only if not oral.  This within the xLoversMainScriptStepInitialize2 script of the Lovers esp file.  BUT... it doesn't halt any rape tokens by that stance.  So if the oral sex was forced, said tokens are still applied.  They're just not the 'cordial' sex tokens.

 

Now LoversVoiceSSP has a xLoversSyojoFlagA (or Virgin) flag with this in mind: (0=not set, 1=set-not'v', 2=set-'virgin'). and a like flag for non-virgins.  But this is again contingent upon the LAPF sex count tokens. And LoversVoice runs a periodic quest routine checking NPCs surrounding the player for their virgin/not-virgin state.  The main algorithm in the spoiler below:

 

Spoiler

 

    ;; Define qty of Non-Virgin tokens for target actor
    set iCnt to refActor.GetItemCount xLoversSyojoFlagB

    ;; If no count detected
    if (iCnt == 0)
        ;
        ; Define qty of Virgin tokens for target actor

        set iCnt to refActor.GetItemCount xLoversSyojoFlagA
        ;
        ; If no count

        if (iCnt2 == 0)
            ;
            ; Assume no PC contact, reset values

            set iCnt    to 1
            set iCnt2   to 1
            ;
            ; Function only if non-Player actor

            if (refActor != Player)
                ;
                ; Acquire actor's responsibility and personality
                ; And calculate actor's virtue value for test

                set iRespo to refActor.GetActorValue Responsibility
                set iPerso to refActor.GetActorValue Personality
                set iValue to 50 - (15 * (iRespo + iPerso) / 80)
                ;
                ; Randomize chance value

                set rnd to GetRandomPercent
                ;
                ; if roll fails virtue test

                if (rnd < iValue)
                    ; Add established non-virgin token
                    refActor.AddItemNS xLoversSyojoFlagB 1
                    ;
                else
                    ; Add established virgin token
                    refActor.AddItemNS xLoversSyojoFlagA 1
                endif
                ;
            endif
        endif
    else

    ;
    endif

 

 

(I hope the translation makes it easier to understand than the botched machine language content)

 

As such, it still doesn't handle the virginity aspect fully correct.  And of course, it doesn't within the dialog options.

 

1 hour ago, fejeena said:

But there are some wrong dialogiúe conditions.

Damn RIGHT there are.  It's one of the reasons I'm going over this!  Well, that and I am thinking of some other entertaining aspects.

 

 

SIDE NOTE:  The LoversAdultPlayPlus main quest script has a block of code like so:
            if spell

                Add Spells

            else

                Remove Spells

            endIf

This while the above shown spell value is pre-defined and set to '1' or true.  There's no INI file, no documentation to show that the spells (Sex Invites, etc) could be removed... nothing.  So while there is an if...endif block, it's pretty much guaranteed you learn the spells no matter what.

 

There's quite a bit within both AdultPlay and Voice suggest that there are other SSP mods that alter the system.  I'd be curious to know what they are.

 

 

1 hour ago, fejeena said:

And the married system is shit. In the dialogues conditions a list of all married NPC.  Not possible to have married Mod NPCs.

That part I changed. In Lovers with PK.esm I add a "married token"

And that token I add in the APP dialogue conditions. Now it checks if it is one of the listed NPCs OR if the NPC have the "married token"

Ah, that too I was planning to look into, though I was thinking more towards adding the Marriage token to the AdultPlayPlus system and not directly edit Lover.esp or esm.  And I need to think of some algorithm to test 'established' NPCs on their marriage disposition.  Don't want that to be botched by Player marriage, NPC deaths, divorces... whatnot.

 

That may come a bit later.  I do like to ponder and evaluate things before I 'attack'.

 

We ducks don't have teeth to bite... so we gotta plan ahead if we attack anything.  __o<

 

 

Edited by LongDukDong
Posted

I add the married token to L. with PK.esm because that is the master file of my Mods. And it is much easier to add the token in the inventory instead fo script it ( if APP is no a masterfile, And I have not set is as master in any of my Mods. All the quest and new world Mods I changed to Lovers mods )

 

I told you I add many Token in Lovers with PK.esm.

The first was "Lovers Creature Sex Count" ( everything in PK)

"Lovers ignore spectators"  for LoversBed , so I can use Lovers Bed for Brothels and Orgies and the NPC does not stop sex.

"Lovers bed rape" Lovers Bed, rape at night. A guy can force his maid to have sex every night just by use sleep AI packs.

"Married Token"  for APP

"Lovers NoSlave" "Lovers NoBreak" for LST

"Lovers Prostitute" to add NPCs or Player in LoversProstitution without script.

"Lovers Fuckable"  Oh I found a token that I don't remember what it's for or which mod.  :classic_wacko:

"Lovers Slut" and "Lovers breed me"  for Joburg, NPC can not say No to another NPC  ( Active mode NPC-NPC sex )

"Lovers APP blocker" for APP , NPC does not have APP dialog "Hey, I need to ask you something... "   So Player must use the Mod Dialogues to have sex ( So you can not break a Quest to have sex too early)  But after you had Sex you get the "I've got a great idea... /  Let's fuck in front of everybody! " APP dialogues.

"Lovers APPP blocker" this blocks also the public sex dialogues "I've got a great idea... /  Let's fuck in front of everybody! "    so only Mod dialogues can be used. Good for whores, Player must use the Mod dialogue and must pay, can not cheat with APP dialogues. I used them in my LoversProstitution esp and other Mods.

 

Only for "Lovers Creature Sex Count"  a L with PK script was changed. All other changes are in the corresponding Lovers Mods esp.

That's why I do not change may Lovers Mods.

 

 

---------------------------------

 

Virgin:

Must test LoversRapers.

 But with "normal sex"  LoversSexSense shows "Virgin" before sex and nothing else. And after oral sex it shows "Had Sex" and "Virgin"

That was the first thing I tested with LoversSexSense years ago.

 

But if it does not work with Lovers rapers, Lovers rapers is wrong not APP.

 

 

 

Posted (edited)
6 hours ago, fejeena said:

Only for "Lovers Creature Sex Count"  a L with PK script was changed. All other changes are in the corresponding Lovers Mods esp.

I've been considering adding those tokens to LC2.5+ for weeks, both Sex and Rape tokens.

  

Pretty sure Rena's got only sex tokens :P

 

And I gotta see if I can find my LoversVoice Khajiit add-on.  There's Orc races dialog, There's Argonian...  But no kitty luv.
"Bask in the glory of a Khajiit's cock!"

 

Edited by LongDukDong
Posted (edited)

I have been FUCKING driving myself nuts with the translator systems!!!

 

When one reads a script or text from  something not properly translated within the editor, they may get garbage like:

�¡“ú‚Í��•ª‚Æ“®‚­‚¶‚á‚Ë‚¦‚©�c�c‚¢‚¢‚º�A‰´‚à‚½‚Á‚Õ‚è‚Æ“Ë‚¢‚Ä‚â‚é�B‚¨‘O‚̉œ‚܂œ͂©‚¹‚Ä‚â‚é�A‚¨‚ç‚Á‚Ç‚¤‚¾

 

Now, my technique (been a long time), was to:

  1. Open my browser.  I don't need to go to any special page.
  2. Save the page (doesn't matter what) to my desktop.  This I can edit.
  3. Use my browser's edit page mode (yes, mine can edit HTML) to erase everything in the saved page, and paste the 'garbage' in place.
  4. Refresh the browser with the replaced 'garbage' text and change the Text Encoding to SHIFT-JIS


And voila, it should be fine.  Nope... every Japanese translator had a heart attack... I may get one word out of the entire string.  It wasn't always so... Yandex used to handle it fine.  DeepL used to work if fine.  But now, they became picky... and said 'screw this'. 

 

Admittedly, it looked like it was off.  But the translators at least recognized SOME of it and the detect feature did recognize it as Japanese.  But I now just discovered my issue,  It was that I needed change the browser's Text Encoding to 'WESTERN' before editing the page.  Since the re-install of my browser, it had it defaulted to UNICODE.   FUCKIN UNICODE!


If pasted under Unicode, the incorrect conversion would be:

ツ債。窶愿コ窶堙債青鞘�「ツェ窶堙��慊ョ窶堋ュ窶堋カ窶堙。窶堙銀�堋ヲ窶堋ゥツ…ツ…窶堋「窶堋「窶堋コツ、窶ーツエ窶堙�窶堋ス窶堙≫�堙補�堙ィ窶堙��愿銀�堋「窶堙��堙「窶堙ゥツ。窶堋ィ窶楼窶堙娯�ーナ凪�堙懌�堙��愿坂�堋ゥ窶堋ケ窶堙��堙「窶堙ゥツ、窶堋ィ窶堙ァ窶堙≫�堙��堋、窶堋セ
 

If pasted under Western, the correct conversion would become:

今日は随分と動くじゃねえか……いいぜ、俺もたっぷりと突いてやる。お前の奥まで届かせてやる、おらっどうだ

 

And when translated from correct Japanese to English (Using DeepL?

You're moving a lot today. ...... I'll give you plenty of thrusts. I'm going to reach deep inside you.

 

THIS... from LoversVoiceSSP.... the version where the garbage text wasn't replaced with just Oooohs.. and Ahhhs...

 

So if anyone wants to convert from this screwed up machine code looking garbage into something a Japanese translator can use... THIS is what to do.

 

Now to attack Voice's dialog for proper translations of the truly untranslated content.  A little paraphrasing to make it sound a bit natural.

 

♦       ♦       ♦

 

EDIT:  One hour later, translated the 'garbage' from Voice SSP - xTopic 2

 

Remainder text now converted to proper Japanese

Spoiler

 

xTOPIC 2

*** Lover ****

。日は随分と動くじゃねえか……いいぜ、俺もたっぷりと突いてやる。お前の奥まで届かせてやる、おらっどうだ

こんなに汁を出しやがって……なんてエロイ女だよ、お前は。突けば突くほど、中でキュウキュウ締めやがる。まるで搾り出そうとするみたいだぜ……

くうう……ぐいぐいと締め付けて、ヌルヌルとしてやがる。並の男じゃ、これに耐えられる奴もそうはいないだろうよ……だが、俺のちんぽはそう簡単にはイかない

ここがいいんだろう、俺だけが知ってるんだぜ!いやらしい声を上げて、たまらないぜ、くうっ

私が動くと、君の中も� わせて動いてくるようだ……そんなに気持ちが良いのかい。

 ……君との行為が、私を惑わしてくるんだ……だけど、それは君だって同じことなんじゃないか?今の君の表情、見せてやりたいよ……

中でこすれて、とても我慢できそうに無い……そうやって、私の仮面を剥ごうとするんだな……認めるよ、君とのセックスが、私は好きだ……くうっ……!

 、そんなに激しい腰使いをされては、どんな男だろうとお手上げだろう……私も例外じゃないが……

ふふっ…そんな顔をして…ここがいいのか……?

んっ…ほら顔を見せて…奥まで入ったぞ…お前の気持ちよさそうな顔を見ていると男として満たされるな…

ん…お前の中は気持ちがいいなっ…

ふふっ…随分感度がよくなったな…

…もっと…淫らに変わるお前が見たい…

んっ…お前の声は俺を狂わせるっ…

(FIVE TEXTS LATER)

ふふぅ!何発もやった身体同士は相性が違うな。膣の粘膜までちんぽへの絡み方を覚えてやがる!

くくっ……はははっ!何べん抱いても飽きないなぁ、お前の身体は!

24時間ぶっつづけで犯してやる!覚悟しろよ?

んんっ…… んっ!何べん抱いても飽きないわぁ、 なたの身体……

んんっ!何度も重ねた身体同士は相性が違うわね……。膣の粘膜までちんぽへの絡み方を覚えちゃってるわよ?

24時間ずぅっと犯して ・げ・る……!ふふっ、覚悟しなさぁい?



*** Virgin ****

イタイイタイいたいっ!!だめっ、もう抜いてっ、ぬいてぇ!

どうだ?女になった感想は。意外と っけなかったか?

見ろよ、俺のちんぽにお前の破瓜の血がべっとりついてるぜ。……くくく、興奮するな

くくっ……はははははっ!気持ちいいぜ!処女とするのはこれだからやめられねぇ!

ふふっ、気持ちいいわぁ。処女の娘とするのはこれだからやめられないのよねぇ

女になった感想はどうかしら?意外と っけなかったでしょ

見て?私のちんぽに なたの破瓜の血がべっとり。興奮するわぁ……



*** General Purpose ****

ふぉおおっ!!こりゃおどろいた。ずぶずぶ奥まで入っていくじゃないのっ!こんな根元の奥まで全部飲み込んでくれるなんて、嬉しいねぇ!!

ふぅほー、こりゃいいわっ、きゅっとなって、はっとしてる!� んた名器の持ち主だね!こんないいものもって、いままで何人の男達を昇天させてきたんだい?

おぅ、いぇ~このヒート・リズムが俺をスナイプするぜっ!!こりゃ、アサシンなんて目じゃないぜ。天国いきたきゃ、お前のケツ穴で一瞬だっ!!

おいおい、簡便してくれよっ!!おれのちんぽを食いちぎる気か?そんな締め付けたら、おまえのケツはおれのちんぽでフックされちゃうぜ!

 

 

Converted to English (needs paraphrasing for final version)

Spoiler

 

 xTOPIC 2

 

*** Lover ****

You're moving a lot on this day, ....... I'll give you plenty of thrusts. I'm going to reach deep inside you.

You're such a juicy ...... woman, you're such an erotic woman. The more you poke and prod, the more it squeezes inside. It's like you're trying to squeeze it out of me. ......

It's so tight and slippery. Not many average guys can stand this ...... but my dick doesn't come that easily.

You like it here, I'm the only one who knows! You're making such a disgusting noise, I can't resist, damn it!

When I move, your insides seem to move along with me. ...... feels so good, doesn't it?

 The way you look right now, I wish I could show you. ......

It rubs inside me and I don't think I can stand it. ......That's how you try to unmask me. ......I admit it, I like having sex with you. ......Kuuk!

Any man would be out of his depth if he was using his hips that hard. ...... I'm no exception, but ......

Hmmm... with a face like that... you like it here ......?

Mmm... show me your face... I'm deep inside you... seeing your pleasant face fills me up as a man...

Mmm... it feels so good inside you...

Hmmm... you've become much more sensitive...

...more...I want to see you turn into a whore...

Your voice is driving me crazy...

(FIVE TEXTS LATER)

Phew! The chemistry between the bodies that have been fucked so many times is so different. Even the mucous membrane of the vagina remembers how to tangle with a cock!

Kukku...... hahaha! I never get tired of holding you, your body!

I'm gonna fuck you 24 hours a day, 7 days a week! You ready for this?

I can't get enough of you. I can't get enough of your body. ......

Mmmm! The chemistry between the bodies that have been layered over and over again is different. ...... Even the mucous membranes of your vagina have learned how to twirl around a cock.

I'll fuck you 24 hours a day, 7 days a week at ......! Are you ready for this?

 

*** Virgin ****

Ouch, ouch, ouch! No, pull it out already, pull it out!

What do you think? How does it feel to be a woman? Was it surprisingly easy?

Look at that, my dick is covered in blood from your breakup. ...... Damn, that's exciting.

Kukk ...... hahahaha! That feels so good! This is why I can't stop fucking virgins!

Wow, it feels so good. This is why I can't stop doing it with virgin girls.

How does it feel to be a woman? I bet it was surprisingly easy.

See? My dick is covered with your broken blood. I'm so excited. ......

 

*** General Purpose ****

Whoa! I was so surprised. It went in so deep! I'm so happy that you swallowed it all the way down to the base!

Oh, my goodness, it's so tight and floppy! You've got a great cock! How many men have you made cum with this thing?

Oh, yeah - this heat rhythm is gonna snipe me! This is no Assassin. If I want to go to heaven, I'll be in your asshole in a second!

Oh, come on, man! You're gonna bite my dick off? If you squeeze it that tight, your ass is gonna get hooked on my dick!

 

 

 

Yep, the Westernized dialog does need ... some work.  What's been called a complete translation.... nope.
 

 

Edited by LongDukDong
Posted

Not sure if the exact file, but the ini in the Supplemental pack where LoversVoiceSSPplus.esp is, still has some Japanese in it, The file was "LoversLight", although it looks like it has already been translated. The very first two lines translate to:

 

generate light source Scan code for key to erase

set xLoversLightQuest.ScanCode to 56

 

I use EditPad Pro8 and can open somewhere around 30 different file formats with color coded text. The ini was color coded and I used the built in text converter to get the translation. The first line did not give a translation, but what I did next was copy the first line and in my preferred search engine (DuckDuckGo) in the address bar, I typed “translate (pasted the copied line)" and what came up was the same as the the translation already in the ini.

 

Is this sort of what you are looking for?

 

1 hour ago, LongDukDong said:

LoversVoiceSSP.

I'll see if I can find this one.

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