maddadicusrex Posted November 12, 2019 Share Posted November 12, 2019 I am tickled that you are actively trying to work the kinks out. I am guessing that creatures and dogs could also be part of the Fuck me scenario. Always thought the idea of a horny dog or deathclaw lusting after my character and pursuing me would be a neat idea. None of the random sex mods have them in approach mode. Thanks Link to comment
justforcensor Posted November 12, 2019 Share Posted November 12, 2019 10 hours ago, SAC said: sounds like a mod I’d like to play myself but it’s way beyond my current abilities. Remember I am just learning how to call in a random threesome. Right? Still, I'm glad I'm not the only one so twisted 1 Link to comment
SAC Posted November 12, 2019 Author Share Posted November 12, 2019 13 minutes ago, justforcensor said: Still, I'm glad I'm not the only one so twisted I am the guy who’s spent 1 year learning modding literally from scratch in order to make the only FO4 hanging mod around. Go figure Link to comment
SAC Posted November 12, 2019 Author Share Posted November 12, 2019 3 hours ago, maddadicusrex said: I am tickled that you are actively trying to work the kinks out. I am guessing that creatures and dogs could also be part of the Fuck me scenario. Always thought the idea of a horny dog or deathclaw lusting after my character and pursuing me would be a neat idea. None of the random sex mods have them in approach mode. Thanks check out the list of supported races. This was one of the motivation drivers behind this mod Link to comment
Guest Posted November 12, 2019 Share Posted November 12, 2019 18 minutes ago, SAC said: <snip> the only FO4 hanging mod around </snip> (not for long) ? ? ? Of course, I certainly had some pointers in getting the animations to work Link to comment
SAC Posted November 12, 2019 Author Share Posted November 12, 2019 1 hour ago, Flashy (JoeR) said: (not for long) ? ? ? Of course, I certainly had some pointers in getting the animations to work Actually very much looking forward to your mod and also let you know I'll open up a separate thread on animations - I've just figured out that there is such a thing as "animation flavors" which basically mean you can trigger sequences of animations, linear or random. Think about playing a sequence of the 5 or so "hanging free" flavors. I definitely want to implement that but no idea how to even begin. Of course this is wildly off-topic, just saying I'll open up the convo maybe we can figure this out Link to comment
GoldenRain Posted November 12, 2019 Share Posted November 12, 2019 How removable is this? If I add this in then remove it to go do a combat/exploration is everything going to be normal again? OR could there be a holotape/McM so that the mod can be toggled on or off as desired? Link to comment
SAC Posted November 12, 2019 Author Share Posted November 12, 2019 What's New in Version 1.0.2 Released Just now I am getting errors when trying to upload anything to LL, so use this link for the new version in the meantime: https://drive.google.com/open?id=1m9YcqJ4M6O9L6hLM4yZzX429sbxI3KTK Changelog: 1. hopefully fixed issues around the female's role in the threesome by making the female "actor [0]" when calling AAF - to be confirmed 2. the actors are added to the Captive faction in order to attempt pacifying them, and those around them - to be confirmed => if fighting still ensues, for the time being this mod should be used only with [console] tdetect 0 (!!) 3. added global variables pending any sort of configuration interface (which is in no way promised, I'll see what kind of effort MCM entails) => [console] set _SAC_JF2_ENABLED 1 / 0 to toggle the mod on / off => [console] set _SAC_JF2_SEXDURATION <integer> to specify the sex duration (it will still randomize -30sec .. +30sec around that duration) => [console] set _SAC_JF2_TIMER <integer> to specify the interval between sex acts (it will still randomize -30sec .. +30sec around that duration) Link to comment
SAC Posted November 12, 2019 Author Share Posted November 12, 2019 37 minutes ago, GoldenRain said: How removable is this? If I add this in then remove it to go do a combat/exploration is everything going to be normal again? OR could there be a holotape/McM so that the mod can be toggled on or off as desired? I believe it to be completely removable by inactivating the esp. I've just added a toggle but it requires you to set a variable in the console, pending any kind of configuration interface which may or may not be added, depending how much effort it entails to be developed Link to comment
Olmech Posted November 12, 2019 Share Posted November 12, 2019 Is there a way to just call in one actor for animations? Dont really care for the threesomes to be honest. Link to comment
SAC Posted November 12, 2019 Author Share Posted November 12, 2019 1 minute ago, Olmech said: Is there a way to just call in one actor for animations? Dont really care for the threesomes to be honest. There's a dice roll between two- and threesomes, equal chances. Actually I'd like to evolve to gangbangs eventually, but I'm still testing the outcomes. Perhaps I'll add in a "max number of participants" global variable, TBD. I don't know what AAF does when it's passed incompatible actors - maybe it selects a bare minimum compatible actors, maybe it just skips the scene, idk For now, I'm keeping it as is until I get further testing Link to comment
Olmech Posted November 12, 2019 Share Posted November 12, 2019 7 minutes ago, SAC said: For now, I'm keeping it as is until I get further testing Aight. Good luck to you then. 1 Link to comment
justforcensor Posted November 12, 2019 Share Posted November 12, 2019 4 hours ago, SAC said: I am the guy who’s spent 1 year learning modding literally from scratch in order to make the only FO4 hanging mod around. Go figure I am the guy with not bad blender modeling skills who spend who knows how much time to learn how to implement my models in the actual fo4 game but failed... 1 Link to comment
maddadicusrex Posted November 12, 2019 Share Posted November 12, 2019 Uploaded the new version. Had one random act, then nothing. I have RSE set to .5 hours. What conditions sets this mod off? How many actions can be going on at one time? Is this supposed to be random sex mostly for npcs or our character? Link to comment
SAC Posted November 13, 2019 Author Share Posted November 13, 2019 6 hours ago, maddadicusrex said: Uploaded the new version. I am assuming you mean 1.0.2, from the google drive? Quote Had one random act, then nothing. You mean: - you get messageboxes, but no sex? or - no messageboxes, no sex If you get messageboxes but no sex, it can be either: - AAF is not able to find a valid animations for the selected actors (I'm gonna have to find out how to handle this), or - There is a scene involving the random female and it's too far from you If you get messageboxes just once, then never, then there's a problem with the mod, can't tell yet LE: nevermind, found an error, hopefully fixed in v1.0.3 Quote I have RSE set to .5 hours. I am assuming you mean the RSE Shenanigans interval? My mod uses its own timer and intervals, it does not tie into Shenanigans My timer's interval is _SAC_JF2_TIMER (default at 100 sec, you can change it by console set _SAC_JF2_TIMER xxx whatever value you want) +/- randomint 30sec Quote What conditions sets this mod off? As long as _SAC_JF2_ENABLED is 1 (by default, it is, unless you set it 0), then it should fire at the specified intervals Quote How many actions can be going on at one time? At the moment, one scene at the time. I'll see if I can make it have parallel scenes in the future Quote Is this supposed to be random sex mostly for npcs or our character? It's a toss between the random female and the player, equal chances, but I'll add another variable to allow the user to skew the probability LE: added a global controlling this probability in v1.0.3 Link to comment
SAC Posted November 13, 2019 Author Share Posted November 13, 2019 What's New in Version 1.0.3 Released Just now I am getting errors when trying to upload anything to LL, so use this link for the new version in the meantime: https://drive.google.com/open?id=1cS9X_8iY_BuJa-fcVviUc6V3nfc7H4Os Changelog: 1. hopefully fixed an error introduced in 1.0.2 making timers never reset properly 2. added two more global variables: _SAC_JF2_THREESOME_P (default 50) = threesome probability, 0 = never threesome, 100 = always threesome _SAC_JF2_PLAYERFUCK_P (default 50) = player being the scene protagonist, 0 = never the player, 100 = always the player Reminder about variables: => [console] set _SAC_JF2_ENABLED 1 / 0 to toggle the mod on / off (default 1) => [console] set _SAC_JF2_SEXDURATION <integer> to specify the sex duration (it will still randomize -30sec .. +30sec around that duration) (default 100sec) => [console] set _SAC_JF2_TIMER <integer> to specify the interval between sex acts (it will still randomize -30sec .. +30sec around that duration) (default 100sec) Link to comment
SAC Posted November 13, 2019 Author Share Posted November 13, 2019 12 hours ago, Olmech said: Aight. Good luck to you then. Added a global allowing you to set threesome probability in v1.0.3 Link to comment
sammythesquirrel Posted November 13, 2019 Share Posted November 13, 2019 I am terrible with the console but as SOON as this mod gets an mcm or holotape that will let me set this stuff its going in my load order and never coming out Link to comment
SAC Posted November 13, 2019 Author Share Posted November 13, 2019 2 minutes ago, sammythesquirrel said: I am terrible with the console but as SOON as this mod gets an mcm or holotape that will let me set this stuff its going in my load order and never coming out I agree it needs an mcm but I don’t know zip about mcm. It’s on my learning list. In the meantime if anyone volunteers to sketch a draft mcm for this I’l integrate it asap Link to comment
Guest Posted November 13, 2019 Share Posted November 13, 2019 A few things about MCMs that you need to know. 1. Switchers - these are enable/disable type controls that run off of a global variable. To use these, you need a name for the control and a description of what it does. It also needs the mod name and the formid. Toggle state is 0 = control OFF, 1 = control ON. Looks like this, as an example. { "text": "Override Legendary Spawn Chances", "type": "switcher", "help": "When <b>ON</b>, the spawn chances setting will overrule the game setting, regardless of player level. Default = OFF.", "valueOptions": { "sourceType": "GlobalValue", "sourceForm": "AdvancedNeeds2.esp|0100ED78" } } 2. Sliders - these are the controls that drive a value for a given situation, using a global variable. To use these, you need a name, a description, a min value, a max value and an increment value (how the slider changes as you move left or right), as well as the mod name and the formid of the global variable. And example. { "text": "Legendary Spawn Chances", "type": "slider", "help": "When you enable spawn chance override setting, this value becomes the base chance for a legendary spawn. Default = 10%", "valueOptions": { "min": 1.0, "max": 100.0, "step": 1.0, "sourceType": "GlobalValue", "sourceForm": "AdvancedNeeds2.esp|0100ED77" } } Putting an MCM together is not too challenging mate, to be honest. Its really straight forward. But if you want... give me a list of the following and I'll make one for you. Control Name Control Description FormID of each global variable the control handles A Mix, Max and Step (interval) for the sliders The filename of the mod What you want the header text to say Speaking of header text... { "text": "<p align='center'><font size='30'><b>Advanced Needs 2 <font size='12'>(v2.6)</b></font><br><font size='16'>By Flashy(Joer)</font></p>", "html": true, "type": "text" } You know... the text across the top of the MCM. Anyways... looking at the examples, you know what I'd need. Link to comment
SAC Posted November 13, 2019 Author Share Posted November 13, 2019 Thank you @Flashy (JoeR) all: please note I’ve identified a mod limitation causing it not to restart the timer after an unsuccessful AAF call (unsuccessful = animation does not fire, most likely due to no animations available in a particular installation on some actor combinations) its probably best to not install the mod until I can fix it if someone’s curious, details here: Link to comment
Guest Posted November 13, 2019 Share Posted November 13, 2019 RegisterForCustomEvent(AAF_API, "OnSceneInit") <--- put this in your AAF load section, where you register for OnSceneEnd. Event AAF:AAF_API.OnSceneInit(AAF:AAF_API akSender, Var[] akArgs) Int Status = akArgs[0] as int If Status != 0 {your code here to reset everything and restart your timers, as anything that's greater than 0 is an error and OnSceneEnd will not be sent out} Endif EndEvent This will fix your issue. Link to comment
maddadicusrex Posted November 13, 2019 Share Posted November 13, 2019 5 hours ago, SAC said: What's New in Version 1.0.3 Released Just now I am getting errors when trying to upload anything to LL, so use this link for the new version in the meantime: https://drive.google.com/open?id=1cS9X_8iY_BuJa-fcVviUc6V3nfc7H4Os Changelog: 1. hopefully fixed an error introduced in 1.0.2 making timers never reset properly 2. added two more global variables: _SAC_JF2_THREESOME_P (default 50) = threesome probability, 0 = never threesome, 100 = always threesome _SAC_JF2_PLAYERFUCK_P (default 50) = player being the scene protagonist, 0 = never the player, 100 = always the player Reminder about variables: => [console] set _SAC_JF2_ENABLED 1 / 0 to toggle the mod on / off (default 1) => [console] set _SAC_JF2_SEXDURATION <integer> to specify the sex duration (it will still randomize -30sec .. +30sec around that duration) (default 100sec) => [console] set _SAC_JF2_TIMER <integer> to specify the interval between sex acts (it will still randomize -30sec .. +30sec around that duration) (default 100sec) If I choose not to set anything by console, this mod is still playable or does it need to be triggered by a console command? Also I was setting the timer through RSE Resources. If it serves no function, why is it needed? Link to comment
SAC Posted November 13, 2019 Author Share Posted November 13, 2019 @Flashy (JoeR) thank you, I’ll implement at first opportunity. I’ll also start drafting up the mcm @maddadicusrex for readability it would help if you avoided quoting large posts, it is unnecessary and spams the thread. To your questions: - the mod is perfectly playable as is, without touching the console; the console is currently needed to tweak the default options or to stop the mod if you want to - RSE has a cooldown timer, this mod has another cooldown timer, they are separate and independent 1 Link to comment
SAC Posted November 13, 2019 Author Share Posted November 13, 2019 What's New in Version 1.0.4 Released Just now I am getting errors when trying to upload anything to LL, so use this link for the new version in the meantime: https://drive.google.com/open?id=1_cXPBVSNuxXah2aZcC8RL_4boMYY-dRt Changelog: 1. hopefully fixed resetting the actors and timer if the animation fails to start (mostly due to random actors not compatible with the user's set of installed animation packs) I consider this version to be stable unless reported otherwise, I will not add new features for now but start working on adding a MCM Reminder about variables: => [console] set _SAC_JF2_ENABLED 1 / 0 to toggle the mod on / off (default 1) => [console] set _SAC_JF2_SEXDURATION <integer> to specify the sex duration (it will still randomize -30sec .. +30sec around that duration) (default 100sec) => [console] set _SAC_JF2_TIMER <integer> to specify the interval between sex acts (it will still randomize -30sec .. +30sec around that duration) (default 100sec) => [console] set _SAC_JF2_THREESOME_P (default 50) = threesome probability, 0 = never threesome, 100 = always threesome => [console] set _SAC_JF2_PLAYERFUCK_P (default 50) = player being the scene protagonist, 0 = never the player, 100 = always the player Link to comment
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