Jump to content

Sexout - the next level?


Silk

Recommended Posts

Been thinking about what to do about sexout. Whilst I don't have any of the skills required to make these ideas happen, I'm sharing them to see if someone does take the ideas and run with them. Hopefully I can get some of the stuff done myself, but that means learning alot of stuff that I struggle with.

 

First of all, a little introduction of me and why I've brought these ideas up. I've been a fan of the fallout series for a good number of years. Bought Fallout tactics when it was released and worked my way backwards through the series. Then Morrowind came around and I was introduced to a world of immersion that I've never had before. Gone were the previously stuffy RPGs that I had played before and I was introduced to a world that lived and breathed that could be explored in detail that I never had chance to. Roll on a few years and the Fallout franchise got the same treatment. First in line for the midnight release at my local game shop after months (or even years) of build up and anticipation. Whilst I did enjoy the game, I ultimately found it flawed when comparing it to the background of the previous games. Fallout 1 and 2 was filled with drugs, sex and rock n roll, and whilst these were present in Fallout 3, they were most definitely lacking, pushed aside and hidden. Along comes fallout new vegas and the naughty side of the post apocalypse is reintroduced.

 

Things develop, we get to play with alot of mods here and there. All of a sudden sexout gets developed, released, downloaded and played with. Where I thought that Oblivions Lovers has to pressed into the game (especially if you didn't tinker with some of the settings), sexout made perfect sense. The lands of Cyrodil are largely lawful, with guards patrolling the cities, knight riding in the country side and a set standard of law to uphold. In the mojave wasteland there is only you and those that you know to protect you. Theres next to no NCR patrolling the wastes, the Legions scours the countryside for slaves and bandits are a afact of life. Rape, murder, sex, drugs, slavery. All commonplace in such an environment.

 

The reason why I am bringing this up, of course, is to see what can be done iron out problems in sexout and to suggest improvements. Alot of these are purely personal, but hopefully some will agree and I will be presenting my ideas with a problem followed by a solution. Anything I suggest will be to add immersion to the game, to create a living and breathing world. And yes, I am fully aware that the people that have put the many, many man hours into creating this mod are obviously doing it as a hobby and not the game developers themselves, and I accept that alot of what I will be saying has been suggested already. But I cannot help but voice my thoughts for a chance of change.

 

More than happy to be told to shut up and be quiet if things are too hard. After all, I have little to no skill in the modding scene. Feel free to refer me to various mods that do what I am talking about. This is a big site, and things go missing.

 

After that lengthy introduction, heres the reason why I started this thread:

 

Problem 1: Same animation for the same sitation.

Why? Not matter what is happening to the player character it is the same set of animations, whether the sex is coerced or voluntary.

Suggested solution: More animations. Yes, more man hours for free, but I am more than happy to volunteer where I can. But aside from that, divide the animations up into groups and pose them accordingly. Forced, consensual, reluctant, Restrained. Four groups, to help differentiate between the actions beyond changing the voice that is used for the scene.

 

Forced is obviously rape. There should be a constant struggle to get away and an effort to keep hold of the victim. It irks me that a female PC (or NPC for that matter) is on top in these situations enjoying the moment.

 

Consensual is how you would imagine, sex between two adults that agree with what is happening completely. It should be, for want of a better term, an intimate scene between two lovers. Nothing to do with prostitution or anything along those lines, a private moment between the player and the love interest.

 

Reluctant would be someething different to what we have now, a merging between the first and the second catagories. This is where one member of the party has agreed to have sex, but not for their own desires. The animations would be stiff, almost robotic, devoid of any emotion for the one that is reluctant. An air of "Lets get this over with". I imagine that these animations would be used with acts of prostitution, surrendering in combat and paying for goods and services.

 

Restrained is for that little bit of darkness in an already bleak world. The slaves and those recieving punishment. Theres already a system in place for these acts, so I say much more than to suggest a few animations for various group. One example would be a scenario concerning the powder gangers, there idea of restrained sex wouldn't be being locked into a stall, but with hand cuffs tying the person down onto the bed. Essentially adding flavour to the acts.

 

Again, it is yet more time to be invested into the game, but it will add to the immersion of the game as a whole, make the player understand the sitation more. But, and this is an important one for those of us that play this game alot, it would add more variety to the poses, seeing different animations at various times rather than the same set for all. I don't want to offend those that have made such animations, but they can get boring after you have seen them for the Nth time.

 

And, if someone is crazy enough to agree with this strange ranting, then these can further be divided into catagories for the varios fauna (maybe even flora?) such as: Human, Animal, Monster, Machine, and groups there of.

 

 

 

Problem 2: Transitioning between standing still and sex.

Why?: Looks and feels weird. Really weird!

Suggested Solution: The meat of the problem is that transition isn't natural, the characters involved go from Standing upright an fully clothed to shagging and naked. A little bit of something in between would be nice. The Lovers have to strip and have foreplay, the rapist need to get to his goal, the hooker needs to allow access to her goods. I can see this being handled in one of two ways:

 

The easier method would be to have a script that strips layers away as certain animations play. The girl has an animation that takes her top off, and when it's finihed it is removed from her and added to her inventory. This way, the animations can be kept rather generic for the item of clothing in general and can be applied quickly and easily across the whole range of vannilla items.

The hard method, and the one that would be more spectacular, would be to have the items of clothing be removed with the animation. So instead of the top vanishing with the animation it actually moves with the animation as it is taken off. I have no idea if this is possible, but I have seen the various items that you get with poseballs and the like so it might be possible to animate those items at the same time as part of the pose and insert a script that swaps the changing item out for the animated one.

An alternative could be struck up between the two if the harder method is a little too hard. Imagine the top being taken off, again, insert the animation of the girl taking it off. As the arms move up from the bottom of the shirt, the shirt at that particular point fades, to be replaced by a ring of texture matching the overall colour of the top, with added creases and ruffles. This ring matches the speed of the hands, and essentially "eats" the shirt as it goes up the girls body, until it is fully taken off and replaced with the ground object. The effect would be similar to how a home printer does it's thing, making a little line at a time, but in reverse. It's a little hard to explain, but hopefully you got the base of what im drooling about. I'm sure I can rustle something up in MS paint if I have to :P

 

Theres another reason as to why this is important for immersion, rather than just adding to the transition between the stages, and thats sex itself. It isn't naked all the time. A working girl wouldn't get undressed and redressed only to have to get undressed for the next client. (unless is was a brothel, anyways) No, she'd hike up her skirt, pull down her panties, and keep it quick and simple. Similary, a rapist would remove every item of clothing, just those getting in the way that he is interested in.

 

Of course, theres also the tail end of it all and that is what happens after the sex?

 

 

 

Problem 3: Emotionless faces

Why?: It's creepy.

Suggested Solution: Really creepy. Yes, yes and yes. I know that facial animations have been tried before. But hopefully this is a breakthrough for the problem.

 

 

 

Problem 4: Lack of liquids.

What?: Theres no cum effects, not sweat, no tears.

Suggested Solution: Look at any porn film, and there will be a cum shot if a guy is involved. Now, I'm suggesting for a moment that life refelcts porn, but there IS a reason as to whywe have these mods on our machines. And, put simply, the effect of cum is missing in places where it should be. Now, this is something that has been absent for a long time, but I would like to draw your attention to this. So the ball is rolling on this one, so what about more? It's the middle of the mojave desert, it's hot and sticky even in the shade, so why are our lovers all nice and perfect? Surely they would work up a sweat when combining such heat with physical activity. A gradual sweat could occur over the duration of sex, adding a layer similar to the cum texture in the linked post but of gloss instead, slowly increasing it's level whilst the activity is in motion and continuing it afterwards until the characters cool down to their normal levels. One more thing to add: Tears. Added to rape scenes, or even have the player determine their characters concience at the beggining of the game to also include them in reluctant sex to add emotion to a usually lifeless character.

 

 

 

Problem 5: Same experience for every character

What?: no matter that character you play it's always the same

Suggested Solution: This is one that bugs me a bit. No matter what you do with your character the sex is always the same. Same rape chance as usual, same duration. Now, we can tweak these things in MCM but that just breaks immersion to go in and out of thata menu just to change a few stats to effect new changes. I'm not talking about constant changes, maybe a few traits that would effect your character, but they would mainly be off of your special stats.

 

For example:

 

Strength could be used to determine rape chance, as you batter and push them away or break out from under your rape victim.

 

Perception would allow the player to easily tell those clientel that want sex when they are prostuting them selves.

 

Endurance would allow the player to go for longer and to have less time between acts of sex. Also, would reduce the chances of passing out in certain sitauations.

 

Charisma would be the big one. Effecting those around you, being a more successful prostitute and being able to convince people to take your body rather than your life when you surrender.

 

Intelligence would be an odd ball. It might work in reverse, the higher the intelligence of the player, the more they are aware of what is happening to them, so that they would suffer more from slavery.

 

agility would be just what you can do with that body, how it can be flexed, either for a better show as a dancer or to contort your body to allow for more people at once.

 

Luck would still effect a little bit of everything, asit does in vannilla Fallout. But it could be extended to STDs and pregnancy.

 

Theres other modifiers too, such as power armour resisting all but the strongest of creatures from having their way with the character, or other lingerie sending out obvious messages. The over all idea would be to allow for different encounters in similar situations depending on new gear, or brand new playthroughs.

 

 

Those would be my top 5 thoughts on the matter. And if you have read this far, congratulations!! You've earnt yourself a Beer, or a cup of tea. Delete as appropriate. Please add any feedback that you deem necessary, even if it is a little word or two. But if you have the attention span, I have firther ideas... but I'll save that for another time.

 

 

Thanks for reading.

Link to comment

Good ideas. But no one knows how to do anything in the beginning. If you want to see any progress made on most of this stuff you should jump in and start breaking, err, I mean modding things.

 

It sounds like your biggest problem (and I agree with you on just about all of your points) is animations, so I'd recommend you start there.

Link to comment

TBH, if you can concisely explain your ideas that well, you have what it takes to mod. The modders we have all have more ideas than free time. Giving us more ideas, especially ones that are already on our plates most likely, will just make our lives less easy... not more ;) You should pick one of your ideas and just run with it.

Link to comment

1 and 2 are just a matter of finding more animators. 2 is something everyone is trying to work at I think, as the current system is notorious for causing actors to fall through the map.

 

3 is mostly the game engine itself I believe as the current Bnb Bodyextender compatability skeleton supports facial movement.

 

4 is in development now, Sperm textures, etc. It's already implemented into the latest scr, it's just a matter of time before sprites and meshes can be created for it.

 

5 is purely scripting. And that's quite a bit of "scripting magic" to implement. I think the consensus at the moment is to get the current features working and bug/glitch free before adding new ones to compound the present script problems.

 

All great ideas, some of which I've thought about and have been discussed before. I think we'll see many of them get implemented in the future. I'll be patient and try not to press the matter much as I'm still trying to get my head around scripting and wouldn't have the slightest clue how to tackle these problems/ideas. Quite frankly, I'm surprised that those who can haven't been driven to depression or become alcoholics by now... =P

 

But from what I've seen so far, I think all of the above are possible with the knowledge of the current sexout team.

Link to comment

I keep meaning to contribute, I just haven't gotten around to it with my schedule...

 

I used to do modeling and animation for games like Secondlife (and actually made some money from it =P). No promises, but maybe you'll see my name in green for fallout or skyrim one day...lol

Link to comment

Quite frankly' date=' I'm surprised that those who can haven't been driven to depression or become alcoholics by now... =P [/quote']

 

Who says that isn't the case? ;)

Good ideas, of course, although especially the stripping stuff & the further classification of anims would require someone taking charge of NG again, which takes a rare combination of skill (the NX stuff, for instance) and time.

Link to comment

I keep meaning to contribute' date=' I just haven't gotten around to it with my schedule...

 

I used to do modeling and animation for games like Secondlife (and actually made some money from it =P). No promises, but maybe you'll see my name in green for fallout or skyrim one day...lol

[/quote']

 

I've done SL animation myself. Blender is, without a doubt, more complicated than say something like Qavimator but the process is the same. The major difference is that here we can have any skeleton we want AND any base mesh we want. The actual process of translation and rotation of bones is nearly identical. Modeling a sculpty in blender is similar to making something for Fallout. The main difference is that the nif format is, among other things, squirrely and likes to misbehave (or at the very least, the blender/3dsmax nif exporter plugins have a few issues).

 

Now TBH, I'm sure most modders feel similarly to me... we'd much rather HELP people mod than mod FOR people (by a long shot is my guess). We mod for ourselves and sometimes, if we feel brave enough to endure the typical user questions, we also might release something. I would much rather spend 6 hours teaching someone to mod than to spend 1 hour making the mod for them... though I have done that out of pure desperation ;)

Link to comment

Congrats. You just got yourself on the "posters with ideas but no application" list. Somewhere, somehow a bunch of people with colors for names are laughing at you heartily.

 

The only thing that interest me in that is facial animations. Unfortunately the only person to attempt to crack it was labrat but he has no interest in FNV, only F3. Every time I try to tackle the problem something always crops up and I have to stop and start all over again from square 1.

 

There are no issues with blender kf exporting that I know of. Its just sometimes people forget to copy bonemat and end up with dead space characters.

Link to comment

This is why I learned how to mod myself. I got tired of relying on other people to put things I wanted to see in the game because I knew that would never happen. Modders do not mod for other people. Modders always mod for themselves. Those that do mod for others don't stay modders for long. That's just the way it is.

Link to comment

I honestly don't know what to say.

 

I have tried to learn Blender, but I've decided that it is far too complicated to learn for me. Never been too good with stuff like that, I like my modelling projects in the real world.

 

But funnily enough I can use source film maker to make poses and animations. I have no idea what the difference is, but SFM just sorta works for me. IF I could port animation from SFM then I'd be golden, but I just hate blender.

Link to comment

[...]

 

Now TBH' date=' I'm sure most modders feel similarly to me... we'd much rather HELP people mod than mod FOR people (by a long shot is my guess). We mod for ourselves and sometimes, if we feel brave enough to endure the typical user questions, we also might release something. I would much rather spend 6 hours teaching someone to mod than to spend 1 hour making the mod for them... though I have done that out of pure desperation ;)

[/quote']

 

can i pick u up on that? i plan on learning to mod (script) after my exams (2-3 weeks) when i have some time :P

Link to comment

Learning to script and do it properly is kind of like learning a different language. You have to not only know how you want to say something, but you have to know the context in which to write it. The language you will have to learn on your own and here is the best guide to learning that language...

 

http://geck.bethsoft.com/index.php/Category:Functions

 

As for putting that language into the proper context, that is something we can help with.

Link to comment

ive read some tutorials allready (the basic ones)

and i would say i understand the basic of pogramming (its been a while, but i have had Java in school)

 

but ill annoy you with my questions when i have the time to actually learn something atm it would just be stupid for me cause i have to learn enough for my rl ;)

Link to comment

I keep meaning to contribute' date=' I just haven't gotten around to it with my schedule...

 

I used to do modeling and animation for games like Secondlife (and actually made some money from it =P). No promises, but maybe you'll see my name in green for fallout or skyrim one day...lol

[/quote']

 

I've done SL animation myself. Blender is, without a doubt, more complicated than say something like Qavimator but the process is the same. The major difference is that here we can have any skeleton we want AND any base mesh we want. The actual process of translation and rotation of bones is nearly identical. Modeling a sculpty in blender is similar to making something for Fallout. The main difference is that the nif format is, among other things, squirrely and likes to misbehave (or at the very least, the blender/3dsmax nif exporter plugins have a few issues).

 

Now TBH, I'm sure most modders feel similarly to me... we'd much rather HELP people mod than mod FOR people (by a long shot is my guess). We mod for ourselves and sometimes, if we feel brave enough to endure the typical user questions, we also might release something. I would much rather spend 6 hours teaching someone to mod than to spend 1 hour making the mod for them... though I have done that out of pure desperation ;)

 

tbh, I gave up on blender... (had a notorious tendency to lock up/screw up on me and destroy a few hours of work). Putting my focus on 3ds/maya, extremely complex and powerful, but after seeing some of the amazing things people can do with it first hand, im hooked =P

 

3ds seems to be much better and easier at animation smoothing as well. In some programs, it's like 2 robots wrestling each other instead of something more....human. lol

Link to comment

and while we are at a this lets just make one massive mod that incorporates all of those features all the current ones and self updates :P

 

there i said what you were all thinking :D

 

I almost wish someone would do that for Oblivion lovers mods.. lol

 

Gotta give our FNV modders credit there, sexout mods actually work with each other fairly well for the most part...

 

Lovers mods are just a clusterfuck of conflicts... all the mod sorting, wyrebashing, etc. that you spend 2 hours doing to get something to work for 5 minutes until it CTD's, kinda takes the fun out of playing...

 

It's like trying to do brain surgery with a pipe wrench... the end result usually isn't very pleasing =P

 

Albeit there are some great ideas/mods out there made with the best intentions... making a mod, and making a mod that works with other mods are 2 entirely different things...

 

Fortunately, the guys here know the difference =P

Link to comment
ive read some tutorials allready (the basic ones)

and i would say i understand the basic of pogramming (its been a while' date=' but i have had Java in school)

 

but ill annoy you with my questions when i have the time to actually learn something atm it would just be stupid for me cause i have to learn enough for my rl ;)[/quote']

And check out the Scripting thread in my Sig or you'll go insane :)

Link to comment

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use