Stormsone Posted January 10, 2012 Posted January 10, 2012 The mod works for me with no crashes that I can tell that are caused by it.
catapsis Posted January 10, 2012 Posted January 10, 2012 Any more info you can provide me on these crashes would be a huge benefit. I wish NVSE provided some logging on what was causing crashes... In my case, everything was working up until I approached or talked to an NPC (in this case, both the Doctor and the Shopkeep in Goodsprings would trigger it - not sure about others). The game would just freeze up at this point; the music was playing, but nothing else. Removing BR fixed the problem, as did removing PN. I tried different load orders and tried reinstalling/reinitializing the mods, but couldn't get the game stable. At this point I just decided to drop back to Rapers, since it did most of what I wanted anyway.
revanag Posted January 10, 2012 Posted January 10, 2012 Sometimes when I load my save, in console there is a message "Starting initializer" and after that "Initializer did not end properly". Should I be worried about this?
Stormsone Posted January 11, 2012 Posted January 11, 2012 What semipro said got me to thinking and maybe what you want to do is add something like this First off there would be for example a x/1000 chance of stalker initiating where x is a mix of several factors. First factor would be the settings player can change. Then -1 for every 10% of health. Then factions depend on faction Then -10 for each crippled limbs Then if armed -10 or 0 if not. So it would be something like this for a chance of legionary stalker attacking female character that has full health and has a gun. 10(for chance of stalkers)+5(for male on female)+10(for legionary they should have a higher value then ncr or townsfolk I think)-10(for being armed) +0 for crippled limbs -10(for full health so 10+5+10-10+0-10=5 They would have a 5/1000 chance of attacking character and if player set lower levels of chances of stalking it could be 0. If say the player character had 3 limbs damaged and half health it would be 10+5+10-5(for being half health)+30(for 3 limbs injured) So thats a 50/1000 chance of being stalked. Not huge but when you add multiple legionaries then its higher odds. Also I think most factions should not care if your being raped by their buddies only ncs and townsfolk and people on the strip should really care.So if you get raped and attack the rapist they should attack you but if a ncr raped you I think their faction would attack them maybe thats why if you add low rates of ncr being stalker the formula above would help keep ncr from attacking to begin with.It also would keep players with full health and armed from being attack unless player raises the rates of stalkers. If you could do that would make it realistic. Well that and maybe some more animations and sounds you would expect from a brutal rape(slapping and maybe talking down from the raper and crying begging /cursing angry yelling (depends on type right?)from victim then it would be awesome.
prkr_jmsn Posted January 11, 2012 Author Posted January 11, 2012 As we're looking at this to replace the original Rapers I think theres a couple things that should be taken into context in the overall process. I really wasn't trying to make a replacement for Rapers' date=' just a mod of it. It has grown so much further than I ever intended. This is why I designed every feature to be tunable though. Right now my priority is fixing bugs, not building features though. Too many people reporting crashes, I have to figure out the source of that. 1.) Stalkers on a successful rape attempt should be automatically assigned at the end of the rape by setEnemy&add.faction RaiderFaction. The reasoning for this is that stalkers literally can bump you over, rape you, steal your stuff in the middle of the 188 Trading Post for example, but if you retaliate to try to get your stolen items back you immediately become the hostile target of everything assigned to the 188GeneralFaction as the stalker is part of that group. So the stalking script needs to efficiently remove a stalker from whatever general area faction they're part of, such as removing them from the 188TradingFaction, then after the act is complete and they're running off with your prized pistol or armor, they should then be considered a criminal. I agree with the principle here, but essential NPCs would have to be removed as possible rapists, or they would be a nightmare from hell to deal with. Now if you were to immediately assign RaiderFaction to the successful stalker' date=' this also presents a problem because it would then cause the entire 188GeneralFaction to turn hostile towards that NPC, so it could potentially be of better implementation to removeallfaction from the individual on rape completion, making them a nonhostile target to everyone else, and setEnemy to player. This allows the player to retaliate as needed, most especially if the individual is running off with a hard to replace weapon or piece of armor. As of right now using Stalkers at all with BR is completely illogical. The inability to retaliate and attempt to get back stolen items if you're hit by a "friendly" NPC thats linked to a "friendly" NPC faction just makes the whole process farcical. The simple logic is if you just raped me and stole my armor, if I still have a gun I am going to try to shoot you down once I recover. [/quote'] I agree with this, I will see what i can do And since theres no faction removal from rapists' date=' you literally just have to "bend over and take it" even if they run off with something extremely valuable to you. I mean rape by itself...is a violent crime, so the seeming indifference you tend to see from other NPC's while its occuring doesn't make a lot of sense. But I can deal with the indifference as long as I can fight back or retaliate without having to wipe out a completely non-hostile settlement just because I killed the person that raped me and stole my stuff. Exchanging the 188 Trading Post for a piece of armor I really like is a very weighty decision...yanno? [/quote'] I can see it going that way in a situation like goodsprings, but in any organization short of NCR I imagine they would band together, can't really seem them ostracizing one of their members for taking advantage of someone. I've been looking at the scripting in Rapers and Brutal Rapers and have done TES/FO/FONV scripting work before so I'm going to try to get my head around some of this and see if I can come up with viable work arounds which I'll be happy to share if I can work them out. I would absolutely love some assistance on this' date=' so anything you can contribute would be appreciated. 2.) I think some consideration should be used in regards to the stalking initialization process. Its not taking Armor Rating into account, or anything else. And the fact that some random NPC can just ragdoll me and rape me is well...amusing the first few times but, not very realistic after that. So essentially you may have to consider when a Stalker is chosen, removing them from all factions right at that time, when a stalker "bumps" the target, the target should have the option to draw a weapon, a drawn weapon should be a deterrent, causing the stalker to flee and drop the stalker script after a certain amount of time. Armor rating is going to be a factor in the rape struggle. Basically it will go like this. NPC knocks over the player, begins stripping them down, and over powering them. Player can right click to resist, and each click resists based on their strength. Armor rating is factored in as the time it takes them to strip you, so the lighter the armor the less time you have to resist. Successful stalking should be more realistically understandable from NPC's that have a situational advantage on you' date=' they "bump" you, causing you to drop your weapon, then you're somewhat defenseless and easier to take down. [/quote'] I like this idea. I already implemented in my current testing version checks for weapons. If someone has a weapon out they are less likely to be raped. So the idea of 'accidentally' disarming someone is really fun. =) So onchance weapon draw/weapon dropped' date=' if you drop your weapon then you're an easy target, if you don't, you should be able to use it to deter the stalker. This isn't "fighting back during rape" which I think some level of struggle is definitely needed in the rape scenarios in Rapers and BR but this at least gives an option of deterrent that seems more realistic when using Stalkers. [/quote'] I will have to think about this one. I don't currently use stalkers at all any more' date=' I just don't find them realistic at all. My immersion bubble pretty much got popped when I watched Boone get knocked over by some dude at the 188, who then proceeded to rape him in an embarrassingly homosexual situation...something a big tough, military trained dude like Boone definitely wouldn't take lightly at all, or even allow to happen, but...nope, its just...bump, fall down, get raped in the ass, get up, act like nothing even happened. [/quote'] I haven't really been trying to make it believable, just functional. But as I said anything you want to throw in for the cause is more than welcome! =) So for now I'm sticking with combat rape because that at least makes sense' date=' if something got close enough to me to knock me over and take me by force, then thats a situation of more reality to me. And its at least an enemy, so if it steals my stuff I can attempt to kill it with what I have left to try to get the stuff back. [/quote'] I agree combat rape is far more realistic Non-hostile NPC stalkers just don't behave in a rational manner and the situational rationality after being stalked/raped by them is immersion breaking and makes very little sense. Again' date=' haven't been working on a plausible rape scenario yet, just getting all of the features working up to expectation. I would love to create some better scenarios, and even have some fun ideas. Time is the issue though, I barely have time to work on this as it is. Wife and job demand most of my time. As I said I'm not just offering criticism here, I will look at the script packages here and see what I can do to offer up some suggestions on how to implement more realistic behavioral routines and situational changes. But thought I'd express my overall assessment of the current behavior. Please feel free to suggest/implement anything you like. After I fix the bugs and finish rape struggle I will work on some of the ideas.
zippy57 Posted January 11, 2012 Posted January 11, 2012 I agree with the principle here' date=' but essential NPCs would have to be removed as possible rapists, or they would be a nightmare from hell to deal with.[/quote']Isn't checking whether or not an NPC is essential relatively simple?
prkr_jmsn Posted January 11, 2012 Author Posted January 11, 2012 I agree with the principle here' date=' but essential NPCs would have to be removed as possible rapists, or they would be a nightmare from hell to deal with.[/quote']Isn't checking whether or not an NPC is essential relatively simple? Incredibly simple. I'm just saying they could not be allowed to rape anymore, or it would be an abuse of their god like powers =)
prideslayer Posted January 11, 2012 Posted January 11, 2012 I agree with the principle here' date=' but essential NPCs would have to be removed as possible rapists, or they would be a nightmare from hell to deal with.[/quote']Isn't checking whether or not an NPC is essential relatively simple? Incredibly simple. I'm just saying they could not be allowed to rape anymore, or it would be an abuse of their god like powers =) Keep in mind not all quest-giving NPCs are essential. As complicated as it would be, I think the best option to 'solve' this problem is to add all the quest-giving NPCs to a list of banned rapists, and then possibly (more complicated) remove them if/when the script notices the player has completed or failed the quests those NPCs give out. That, or do the essential check *and* set these non-essential quest NPCs to essential. Until one of those, I think the simple and easy solution is to put in checkboxes (if they don't exist already) to disable theft and damage separately from one another, so those concerned don't have to worry about losing important stuff. A condition 'threshold' similar to the health thing could be implemented as well, where stuff below a certain condition isn't damaged, but other stuff might be.
prkr_jmsn Posted January 11, 2012 Author Posted January 11, 2012 The only essential NPCs in the game are Victor and hired companions in non-hardcore. Obsidian doesn't do the pussy Bethesda bullshit of essential NPCs - if you're in a real Fallout game' date=' you're killable. [/quote'] I was wondering about that, I couldn't think of anyone off the top of my head i remembered being essential. What about quest NPCs though? should we made a list of those that are at least essential to the game play?
zippy57 Posted January 11, 2012 Posted January 11, 2012 The only essential NPCs in the game are Victor and hired companions in non-hardcore. Obsidian doesn't do the pussy Bethesda bullshit of essential NPCs - if you're in a real Fallout game' date=' you're killable. [/quote'] I was wondering about that, I couldn't think of anyone off the top of my head i remembered being essential. What about quest NPCs though? should we made a list of those that are at least essential to the game play? Yes Man is also marked as essential.
prideslayer Posted January 11, 2012 Posted January 11, 2012 The only essential NPCs in the game are Victor and hired companions in non-hardcore. Obsidian doesn't do the pussy Bethesda bullshit of essential NPCs - if you're in a real Fallout game' date=' you're killable. [/quote'] I was wondering about that, I couldn't think of anyone off the top of my head i remembered being essential. What about quest NPCs though? should we made a list of those that are at least essential to the game play? Technically the two that are (Victor and Yes Man) are the only two that... are. You can kill everyone else and still complete the game so long as those two are alive.
zippy57 Posted January 11, 2012 Posted January 11, 2012 I've never seen an essential Yes Man. You kill him and he takes over a new securitron body. It's even possible to kill him until the strip has no securitron's left on it' date=' but he keeps respawning for obvious reasons. [/quote']Well, the wiki claims he's essential.
prkr_jmsn Posted January 11, 2012 Author Posted January 11, 2012 The only essential NPCs in the game are Victor and hired companions in non-hardcore. Obsidian doesn't do the pussy Bethesda bullshit of essential NPCs - if you're in a real Fallout game' date=' you're killable. [/quote'] I was wondering about that, I couldn't think of anyone off the top of my head i remembered being essential. What about quest NPCs though? should we made a list of those that are at least essential to the game play? Technically the two that are (Victor and Yes Man) are the only two that... are. You can kill everyone else and still complete the game so long as those two are alive. Wow cool i didn't know that =) i will see about shifting factions a bit then, i'm gonna at least get struggles done first though. That has been on the table for way too long.
prideslayer Posted January 11, 2012 Posted January 11, 2012 Wow cool i didn't know that =) i will see about shifting factions a bit then' date=' i'm gonna at least get struggles done first though. That has been on the table for way too long. [/quote'] If there are any features I can add to Sexout to help you out, let me know!
prkr_jmsn Posted January 11, 2012 Author Posted January 11, 2012 Right now I just have a few bugs I need to figure out. Maybe you can help answer some questions. One, can I pass variables like this? victim.RemoveAllTypedItems SexoutRapersStorageREF 1 1 type SexoutRapersTempLIST 'type' in this case is a short of the weapon type code. I tried doing it but it seems like it is crashing the script. Could be a million other things though. same question for this set tempItem to victim.GetEquippedObject slot I give up for the night, here's the full rape struggle script I'm working on. Very early work, but it keeps crashing me, so maybe you can spot some problems, tell me what I missed? scn 00SexoutRapersStruggle ref raper ref raper2 ref victim short noAnim short noStrip short noSteal short noDrug short noDamage short noDrop float timer float last short stage float score float targ short expire Begin ScriptEffectStart printC "begin" Player.PushActorAway Player 0 Player.SetAV Fatigue -100 Player.SetUnconscious 1 set victim to GetSelf set raper to SexoutRapers.raper set raper2 to SexoutRapers.raper2 set noAnim to SexoutRapers.noAnim set noStrip to SexoutRapers.noStrip set noSteal to SexoutRapers.noSteal set noDrug to SexoutRapers.noDrug set noDamage to SexoutRapers.noDamage set noDrop to SexoutRapers.noDrop set SexoutRapers.victim to 0 set SexoutRapers.raper to 0 set SexoutRapers.raper2 to 0 set SexoutRapers.noAnim to 0 set SexoutRapers.noStrip to 0 set SexoutRapers.noSteal to 0 set SexoutRapers.noDrug to 0 set SexoutRapers.noDamage to 0 set SexoutRapers.noDrop to 0 if (0 == raper) || (0 == victim) return endif if (0 == raper.GetInSameCell victim) raper.MoveTo victim 10 10 0 return endif if (0 != raper2) && (0 == raper2.GetInSameCell victim) raper2.MoveTo victim 10 10 0 return endif set targ to 0 set targ to targ + (raper.GetAV Strength * 2) set targ to targ + (raper.GetAV Endurance * 1.5) set targ to targ + (raper.GetAV Luck) set targ to targ + (10 - victim.GetAV Luck) set expire to (victim.GetArmorRating + 4) if (0 != raper.GetIsCreature) set noSteal to 1 set noDrug to 1 endif if (0 != SexoutRapers.useDropEquipment) set noDrop to 1 endif if (0 != SexoutRapers.useDamageEquipment) set noDamage to 1 endif if (0 != SexoutRapers.useStealEquipment) set noSteal to 1 endif if (GetRandomPercent > SexoutRapers.stealEquipmentChance) set noSteal to 1 endif if (GetRandomPercent > SexoutRapers.drugChance) set noDrug to 1 endif ;set noDrug to 1 ;set noSteal to 1 End Begin ScriptEffectUpdate set timer to (timer + GetSecondsPassed) if (expire < timer) && (0 == 1) ; Disabled set SexoutRapers.victim to victim set SexoutRapers.raper to raper set SexoutRapers.raper2 to raper2 set SexoutRapers.noAnim to noAnim set SexoutRapers.noStrip to noStrip set SexoutRapers.noSteal to noSteal set SexoutRapers.noDrug to noDrug set SexoutRapers.noDamage to noDamage set SexoutRapers.noDrop to noDrop victim.CIOS SexoutRapersHandler endif if ((last + 1) < timer) set last to timer if (0 != IsKeyPressed 257) set score to score + (victim.GetAV Strength / 3.5) endif short slot short type set slot to -1 set type to -1 if (0 == stage) ; Drug if (0 == noDrug) set targ to targ + 25 short drug set drug to GetRandomPercent if (raper == VFSHighTimesDealer) if (50 > drug) victim.AddItem JetDixon 1 1 victim.EquipItem JetDixon else victim.AddItem JetDixon 1 1 ; SexoutRoofiesDixon victim.EquipItem JetDixon endif elseif (15 > drug) victim.AddItem Jet 1 1 victim.EquipItem Jet elseif (33 > drug) victim.AddItem Beer 1 1 victim.EquipItem Beer else victim.AddItem Jet 1 1 ; SexoutRoofiesDixon victim.EquipItem Jet endif endif elseif (1 == stage) ; Weapon if (0 != victim.GetEquippedObject 5) set slot to 5 if (0 == noSteal) && ((100 >= GetRandomPercent) || (6 <= raper.GetAV Intelligence)) set type to 40 MessageEx "%n stole your weapon!" raper endif endif elseif (2 == stage) ; Armor if (0 != victim.GetEquippedObject 2) set slot to 2 if (0 == noSteal) && (100 >= GetRandomPercent) set type to 24 MessageEx "%n stole your clothes!" raper endif endif elseif (3 == stage) ; Hat if (0 != victim.GetEquippedObject 10) set slot to 10 if (0 == noSteal) && (5 >= GetRandomPercent) set type to 24 MessageEx "%n stole your hat!" raper endif endif elseif (4 == stage) ; Mask if (0 != victim.GetEquippedObject 14) set slot to 14 if (0 == noSteal) && (5 >= GetRandomPercent) set type to 24 MessageEx "%n stole your mask!" raper endif endif elseif (5 == stage) ; Glasses if (0 != victim.GetEquippedObject 11) set slot to 11 if (0 == noSteal) && (5 >= GetRandomPercent) set type to 24 MessageEx "%n stole your mask!" raper endif endif endif if (0 <= slot) ref tempItem ref ammo short rnd short tempEquipmentHp set tempItem to victim.GetEquippedObject slot if (0 != tempItem) if (0 == noDamage) set rnd to GetRandomPercent if (rnd > (SexoutRapers.equipmentDamageCap)) set rnd to (SexoutRapers.equipmentDamageCap) endif set rnd to (rnd * (raper.GetAV Strength /10)) if (0 != raper.GetIsCreature) set rnd to (rnd * 1.75) endif if (100 < rnd) set rnd to 100 endif set tempEquipmentHp to victim.GetEquippedCurrentHealth slot if (0 < tempEquipmentHp) set tempEquipmentHp to (tempEquipmentHp / rnd) set tempEquipmentHp to ((victim.GetEquippedCurrentHealth slot) - tempEquipmentHp) endif if (0 != tempItem) && (0 < tempEquipmentHp) && (0 < victim.GetWeight tempItem) && (0 == IsQuestItem tempItem) victim.SetEquippedCurrentHealth tempEquipmentHp slot endif endif if (0 >= type) ListAddForm SexoutRapersTempLIST tempItem victim.RemoveAllTypedItems SexoutRapersStorageREF 1 1 type SexoutRapersTempLIST victim.RemoveAllTypedItems raper 1 1 type SexoutRapersStorageREF.RemoveAllTypedItems victim 1 1 type ListRemoveForm SexoutRapersTempLIST tempItem if (40 == type) if (0 == ammo) set ammo to GetPlayerCurrentAmmo endif if (0 != ammo) victim.RemoveAllTypedItems SexoutRapersStorageREF 1 1 41 ammo victim.RemoveAllTypedItems raper 1 1 41 SexoutRapersStorageREF.RemoveAllTypedItems victim 1 1 41 endif endif endif if (0 == noDrop) if (65 <= GetRandomPercent) && (0 < victim.GetWeight tempItem) && (0 == tempItem.IsPA) victim.UnequipItem tempItem 0 1 if (0 == victim.GetEquippedObject slot) && (0 == IsQuestItem tempItem) victim.Drop tempItem 1 endif endif endif endif endif set stage to (stage + 1) endif if (targ < score) dispel SexoutRapeStruggle MessageEx "You escaped!" endif End Begin ScriptEffectFinish printC "end" Player.SetAV Fatigue 100 Player.SetUnconscious 0 End
prideslayer Posted January 11, 2012 Posted January 11, 2012 Right now I just have a few bugs I need to figure out. Maybe you can help answer some questions. One' date=' can I pass variables like this? victim.RemoveAllTypedItems SexoutRapersStorageREF 1 1 type SexoutRapersTempLIST 'type' in this case is a short of the weapon type code. I tried doing it but it seems like it is crashing the script. Could be a million other things though. same question for this set tempItem to victim.GetEquippedObject slot [/quote'] First one should work fine, but it's expecting an int (not a short). Everyone just needs to stop using short's, period.. There are three var types everyone should be using, and no others: Ref, Int, Float. Check to make sure all the vars and refs you're using are actually valid/assigned. If they were set once and then loaded from a savegame, they might be invalid. The second one looks ok too, but perhaps slot is a short again? I do believe all the integer types are internally the same, but I could be wrong there, and this looks like possible proof that I am. What I find helpful when debugging is to do this in the console right away: SCOF "console.txt" This will write everything that appears in the console to 'console.txt' in the FONV dir -- either creating the file, or appending to it. Even stuff you type goes there. Then, I sprinkle "PrintToConsole" statements VERY liberally within the script I'm having trouble with along these lines.. assuming you already have some code in these if statements. Just showing how I add the print statements *everywhere*. It's then easy to follow in the log when it says "1, 2, 4" or whatever. If it gets somewhere and dies, like printing "1,2" and no 3 or 4, you know that something after the '2' but before the 'if b' is crashing it, and you can narrow it down. printtoconsole "mark 1" if a printtoconsole "mark 2" ... if b printtoconsole "mark 3" ... else printtoconsole "mark 4" ... endif printtoconsole "mark 5" else printtoconsole "mark 6" if c printtoconsole "mark 7" else printtoconsole "mark 8" endif printtoconsole "mark 9" endif printtoconsole "mark 10" Old school debugging technique from the old days.. The SCOF is there in case something blows sky high and takes out the entire game, you still have a log to look at. Edit: Just saw your update. I'm almost done for tonight too; done enough that i can't wrap my head effectively around geckscript right now. I'll take a look tomorrow unless someone beats me to it.
Kashked Posted January 11, 2012 Posted January 11, 2012 I was going to try out this mod, but I get a bug in the MCM. I can't get to the "Stalkers" and "Combat" options, only "General". Whenever I click them it "jumps out" of the menu (can't describe it better), basically, I can't change the setting there (or even look at them).
prideslayer Posted January 11, 2012 Posted January 11, 2012 I have not looked but again, it sounds to me like there is a bug in the MCM scripting for the quest. It's really easy to screw up, and there are errors that GeckPU and the CIPCIS parser will not pick up like "if..elseif..else..else" or "if..endif..else..endif" that will blow the whole thing sky high. One missed else (or endif? I forget) in one of the SexoutNG releases broke every MCM menu in the game, and would often crash to desktop or completely freeze the game when MCM was opened. Another one worked fine for sexout, but broke all the other MCMs.. I will try to take a look tomorrow.
Kashked Posted January 11, 2012 Posted January 11, 2012 Well, now it seems the issue isn't with BrutalRapers after all. Normal Rapers acts the same way. Worked just an hour ago when I set the stats for my new game... Luckily I had already set those stats as I wanted them so it doesn't matter now, still, annoying.
Kashked Posted January 11, 2012 Posted January 11, 2012 Seems the problem was that I had to many MCM menus, so the bottom one, in this case BrutalRapers got the issue I described. I disabled a few, and it worked, I could input my preffered settings, and then I just re-enabled the ones I had disabled. Now awaiting with dread the rapists...
prideslayer Posted January 11, 2012 Posted January 11, 2012 Seems the problem was that I had to many MCM menus' date=' so the bottom one, in this case BrutalRapers got the issue I described. I disabled a few, and it worked, I could input my preffered settings, and then I just re-enabled the ones I had disabled. Now awaiting with dread the rapists... [/quote'] Ahhh this is a known problem with MCM. If you need to scroll the list, MCM starts going tits up. Glad it's solved for you.
Qwertybob Posted January 11, 2012 Posted January 11, 2012 First thing first; Love your mod, keep up the great work! Ahhh this is a known problem with MCM. If you need to scroll the list, MCM starts going tits up. Glad it's solved for you. Also was having the same problem. Glad to have access to those setting. default stalking rate seemed kinda high and was resulting in massive pile-ons in any populated location. Oh by the way. Hi! as you can see i'm new to the forums. wandered on in when I discovered the old workgirl mods weren't supported anymore and was pleasantly surprised to discover this treasure trove. One thing that occurred to me while I was using your mod was that the delay from the "looking at you lewdly" message to getting jumped was really short and there is currently little point to the message as a warning unless you are standing right next to a door and can jump cells. This results in there being no "tension" to being stalked. The eventual implementation of a "struggle" mechanic will address this from one direction but I had an idea that might be easier to implement (I say might because I really have no idea). My idea was to add a delay between the "looking at you lewdly" message and the stalker actually starting to follow you. During a short grace period (10 seconds?) the stalker would either not move towards you or only move at walking speed. If during this period there was a way you could "break lock" with the stalker by vacating the premises or getting a certain distance away that would supply some tension to the encounters and would sustain immersion. Again, I've got no idea if this is actually feasible to implement but if it it I think it would make a cool addition to your awesome mod. EDIT: also running into problems with rape frequency. even with all the settings down at 1 i'm running into some infinite rape loops. in the NCR correctional facility as soon as one powder ganger strips me my sexiness rating pops up to 100 and everyone within range comes running. After that they just keep looping around. I've been looking at the console output and it looks like rape checks are taking place at a rate of something like 5 a second. Dunno what it's supposed to be but at that rate even a 1/100 chance of stalking crops up way to often.
prkr_jmsn Posted January 11, 2012 Author Posted January 11, 2012 First thing first; Love your mod' date=' keep up the great work! Ahhh this is a known problem with MCM. If you need to scroll the list, MCM starts going tits up. Glad it's solved for you. Also was having the same problem. Glad to have access to those setting. default stalking rate seemed kinda high and was resulting in massive pile-ons in any populated location. Oh by the way. Hi! as you can see i'm new to the forums. wandered on in when I discovered the old workgirl mods weren't supported anymore and was pleasantly surprised to discover this treasure trove. One thing that occurred to me while I was using your mod was that the delay from the "looking at you lewdly" message to getting jumped was really short and there is currently little point to the message as a warning unless you are standing right next to a door and can jump cells. This results in there being no "tension" to being stalked. The eventual implementation of a "struggle" mechanic will address this from one direction but I had an idea that might be easier to implement (I say might because I really have no idea). My idea was to add a delay between the "looking at you lewdly" message and the stalker actually starting to follow you. During a short grace period (10 seconds?) the stalker would either not move towards you or only move at walking speed. If during this period there was a way you could "break lock" with the stalker by vacating the premises or getting a certain distance away that would supply some tension to the encounters and would sustain immersion. Again, I've got no idea if this is actually feasible to implement but if it it I think it would make a cool addition to your awesome mod. EDIT: also running into problems with rape frequency. even with all the settings down at 1 i'm running into some infinite rape loops. in the NCR correctional facility as soon as one powder ganger strips me my sexiness rating pops up to 100 and everyone within range comes running. After that they just keep looping around. I've been looking at the console output and it looks like rape checks are taking place at a rate of something like 5 a second. Dunno what it's supposed to be but at that rate even a 1/100 chance of stalking crops up way to often. I hate that MCM bug, I wish there was something I could do to fix it. To help with it for now, I added the book back to the next release. It is astonishingly outdated, but stalk rates will at least be adjustable. Good suggestion about the delay, I will work on that. The stalking mechanics are all being reworked right now anyways and will hopefully fix these problems for everyone =)
prideslayer Posted January 11, 2012 Posted January 11, 2012 We can come together as a community (LL community!) to address the MCM issue somewhat. I will try to find time this weekend to look at moving all the tryouts MCM things into submenus. It shouldn't be too big of a problem, since they all require Legion. That will make them all collapse into a single item. Hopefully I can remove all the classic mode MCM junk very soon from sexout as well, eliminating an item. There may be more we can do with sharing MCM junk between mods.
prkr_jmsn Posted January 11, 2012 Author Posted January 11, 2012 I have determined that the crash is coming from this code, but I cannot see how or why. int drug set drug to GetRandomPercent if (raper == VFSHighTimesDealer) if (50 > drug) victim.AddItem JetDixon 1 1 victim.EquipItem JetDixon else victim.AddItem JetDixon 1 1 victim.EquipItem JetDixon endif elseif (15 > drug) victim.AddItem Jet 1 1 victim.EquipItem Jet elseif (33 > drug) victim.AddItem Beer 1 1 victim.EquipItem Beer else victim.AddItem Jet 1 1 victim.EquipItem Jet endif endif Ideas? Please ignore the redundant drugs, I was replacing refs to see if the custom drugs were the cause.
Recommended Posts