Chase Roxand Posted July 8, 2012 Author Posted July 8, 2012 I believe that the Tryout mods use the Pause token for most scripted scenes, so it should be fine. However, v6.0 doesn't play nice when the the sex scene is given a specific length via Sexout variables. I don't think prideslayer and I got that figured out, but I'll go back and read over it again to make sure there's no easy way to fix that.
Tonoma Posted July 9, 2012 Posted July 9, 2012 Yeah' date=' this has been an ongoing problem. :\ [/quote'] Â Regarding SexoutLust 5.8 (I know you are moving-on/busy with its successor - disregard if this is now irrelevant.) Â (1) You don't suppose part of the problem of lust-stuck-high on companions (Cass) is due to overwriting current local lust value with previous value from SexoutSQLVAR: Â Â Â ; line 90: crNPCLustTrackerSCRIPT - - - Import SCR Variables if(thisNPC == "00135f19") ; Cass set lust to SexoutSQLVAR.fLustZCass ; overwrites previous local lust value elseif(thisNPC == "000e32a9") ; Veronica set lust to SexoutSQLVAR.fLustZVeronica ; overwrites previous local lust value ... Â Â If this is the problem, an obvious simple fix is to write to SexoutSQLVAR.fLustZCass each time lust is recomputed. Â (2) If I understand how this mod works, I see the following related problem to lowering companion lust. Currently if/when the player has no method of starting sex with a companion other than that from SexoutLust (i.e., no installed plugin that permits companion sex) then the player has a general problem reducing the companions's lust below a certain moderately high value. For fixed-lust reduction, it would be almost impossible to get much below lust 70; for timed-sex, then maybe lust 50 or so for 1-minute sex, and worse (much less reduction) if the player has decided to use default display time of 15 seconds. In the fixed case, supposing the player picked days-to-max-lust of 5 days, Cass would accumulate 20 lust per day and take roughly 5 days before hitting on the Courier. But after that first hit, dropping to lust 70, Cass would hit on the Courier every 1.5 days (worse/sooner if Cass starts drinking or days-to-max-lust is set much shorter.) A simple but non-elegant solution is to drop the companion lust to zero or near zero (or a random low value) upon having Courier sex - then the player would get the expected lust-sex roughly every 5 days. (Or, leaving things as is, the player could just set days-to-max-lust to 17 days to accrue 6 Cass lust points a day to get back to a hit every 5 days.) Â (3) Curious. Absolutely cannot figure out purpose of "timeSinceLastSex" unless it is a left-over from previous code. Seems it (and its IF statement) could be removed if it serves no purpose. (You have "short waitingForChat" declared twice in both crQuestMainScript and crNPCLustTrackerSCRIPT - apparently the compiler is ok with that.)
Chase Roxand Posted July 10, 2012 Author Posted July 10, 2012 Regarding SexoutLust 5.8 (I know you are moving-on/busy with its successor - disregard if this is now irrelevant.) Â (1) You don't suppose part of the problem of lust-stuck-high on companions (Cass) is due to overwriting current local lust value with previous value from SexoutSQLVAR: Â Â Â ; line 90: crNPCLustTrackerSCRIPT - - - Import SCR Variables if(thisNPC == "00135f19") ; Cass set lust to SexoutSQLVAR.fLustZCass ; overwrites previous local lust value elseif(thisNPC == "000e32a9") ; Veronica set lust to SexoutSQLVAR.fLustZVeronica ; overwrites previous local lust value ... Â Â If this is the problem' date=' an obvious simple fix is to write to SexoutSQLVAR.fLustZCass each time lust is recomputed.[/quote'] The SCR variables are correctly read/written to in the script, so the only issue could be that something is stopping the script early. Â (2) If I understand how this mod works' date=' I see the following related problem to lowering companion lust. Currently if/when the player has no method of starting sex with a companion other than that from SexoutLust (i.e., no installed plugin that permits companion sex) then the player has a general problem reducing the companions's lust below a certain moderately high value. For fixed-lust reduction, it would be almost impossible to get much below lust 70; for timed-sex, then maybe lust 50 or so for 1-minute sex, and worse (much less reduction) if the player has decided to use default display time of 15 seconds. In the fixed case, supposing the player picked days-to-max-lust of 5 days, Cass would accumulate 20 lust per day and take roughly 5 days before hitting on the Courier. But after that first hit, dropping to lust 70, Cass would hit on the Courier every 1.5 days (worse/sooner if Cass starts drinking or days-to-max-lust is set much shorter.) A simple but non-elegant solution is to drop the companion lust to zero or near zero (or a random low value) upon having Courier sex - then the player would get the expected lust-sex roughly every 5 days. (Or, leaving things as is, the player could just set days-to-max-lust to 17 days to accrue 6 Cass lust points a day to get back to a hit every 5 days.)[/quote'] Good idea. I'll take a look at rebalancing that. Not like it needs to be all that accurate in the first place. (3) Curious. Absolutely cannot figure out purpose of "timeSinceLastSex" unless it is a left-over from previous code. Seems it (and its IF statement) could be removed if it serves no purpose. (You have "short waitingForChat" declared twice in both crQuestMainScript and crNPCLustTrackerSCRIPT - apparently the compiler is ok with that.) Yeah, old code meant to fix some odd bug that I ran into. I'll clean that up. Thanks. Â Â On another note, I guess I'll have to talk to prideslayer again about timed sex.
Random of Amber Posted July 10, 2012 Posted July 10, 2012 Regarding SexoutLust 5.8 (I know you are moving-on/busy with its successor - disregard if this is now irrelevant.) Â (1) You don't suppose part of the problem of lust-stuck-high on companions (Cass) is due to overwriting current local lust value with previous value from SexoutSQLVAR: Â Â Â ; line 90: crNPCLustTrackerSCRIPT - - - Import SCR Variables if(thisNPC == "00135f19") ; Cass set lust to SexoutSQLVAR.fLustZCass ; overwrites previous local lust value elseif(thisNPC == "000e32a9") ; Veronica set lust to SexoutSQLVAR.fLustZVeronica ; overwrites previous local lust value ... Â Â If this is the problem' date=' an obvious simple fix is to write to SexoutSQLVAR.fLustZCass each time lust is recomputed.[/quote'] The SCR variables are correctly read/written to in the script, so the only issue could be that something is stopping the script early. Â If I'm reading the script correctly, the problem is the return statement on line 146. The script sets the local lust variable from SexoutSQVARZ*.fLust, but then the script terminates before it ever updates SexoutSQVARZ*.fLust. Â Also, the endif on line 279 matches the if on line 231, so the horny effects only get applied randomly, rather than immediately like they do for the player. Don't know if that's intentional.
Chase Roxand Posted July 10, 2012 Author Posted July 10, 2012 If I'm reading the script correctly' date=' the problem is the return statement on line 146. The script sets the local lust variable from SexoutSQVARZ*.fLust, but then the script terminates before it ever updates SexoutSQVARZ*.fLust. Â Also, the endif on line 279 matches the if on line 231, so the horny effects only get applied randomly, rather than immediately like they do for the player. Don't know if that's intentional. [/quote'] Oh, you're right. I'll fix those. Â Stupid if/endifs...
Tonoma Posted July 10, 2012 Posted July 10, 2012 If I'm reading the script correctly' date=' the problem is the return statement on line 146. [/quote'] Â I agree that the crNPCLustTrackerSCRIPT RETURN statement is the cause of the problem. The Return statement causes an early exit of the script and thus bypasses the "SCR Update Variables" (meaning SexoutSQLVAR.fLustZCass is not updated, but retains the previous SCR value). (Fixed reduction does not have this problem since that code branch does not encounter the RETURN statement.) Â Chase: Â Sorry to be so persistent, but trying to help solve this problem of lust-stuck-high (except I use your fixed-lust-reduction option, so this bug does not affect me.) Â In short, it seems that you "Import SCR Variables" more often than you "Update SCR Variables". Â So to quickly check, I duplicated your lust print statement and placed it at three other locations: (1) just prior to "; Import SCR Variables", (2) just prior to "; Check Gender", (3) normal/current position, and (4) just after the "set SexoutSQLVAR.fLustZCass to lust" statement. I also slapped out a little ditty to monitor SexoutSQLVAR.fLustZCass every 5 seconds (SOSCRPeek). Here is a small piece of what I got on the tail end of one Courier-Cass sex event: Â Â Â statements used at locations mentioned above: printToConsole " (1) %n - timePassed: %.5f / Lust: %.4f / LMult: %.2f / MLust: %.2f" thisNPC timePassed lust lustMultiplier maxLust printToConsole " (2) %n - timePassed: %.5f / Lust: %.4f / LMult: %.2f / MLust: %.2f" thisNPC timePassed lust lustMultiplier maxLust printToConsole " (3) %n - timePassed: %.5f / Lust: %.4f / LMult: %.2f / MLust: %.2f" thisNPC timePassed lust lustMultiplier maxLust printToConsole " (4) %n - timePassed: %.5f / Lust: %.4f / LMult: %.2f / MLust: %.2f" thisNPC timePassed lust lustMultiplier maxLust SOSCRPeek: Courier:-0.8184 Cass:100 (1) Cass - timePassed: 0.00105 / Lust: 96.8000 / LMult: 1.00 / MLust: 100.00 (2) Cass - timePassed: 0.00105 / Lust: 100.0000 / LMult: 1.00 / MLust: 100.00 SOSCRPeek: Courier:-0.792 Cass:100 (1) Cass - timePassed: 0.00105 / Lust: 96.8000 / LMult: 1.00 / MLust: 100.00 (2) Cass - timePassed: 0.00105 / Lust: 100.0000 / LMult: 1.00 / MLust: 100.00 (1) Cass - timePassed: 0.00105 / Lust: 96.8000 / LMult: 1.00 / MLust: 100.00 (2) Cass - timePassed: 0.00105 / Lust: 100.0000 / LMult: 1.00 / MLust: 100.00 SOSCRPeek: Courier:-0.8184 Cass:100 (1) Cass - timePassed: 0.00105 / Lust: 96.8000 / LMult: 1.00 / MLust: 100.00 (2) Cass - timePassed: 0.00105 / Lust: 100.0000 / LMult: 1.00 / MLust: 100.00 (1) Cass - timePassed: 0.00105 / Lust: 96.8000 / LMult: 1.00 / MLust: 100.00 (2) Cass - timePassed: 0.00105 / Lust: 100.0000 / LMult: 1.00 / MLust: 100.00 SOSCRPeek: Courier:-0.792 Cass:100 (1) Cass - timePassed: 0.00105 / Lust: 96.8000 / LMult: 1.00 / MLust: 100.00 (2) Cass - timePassed: 0.00105 / Lust: 100.0000 / LMult: 1.00 / MLust: 100.00 SOSCRPeek: Courier:-0.8024 Cass:100 (1) Cass - timePassed: 0.00106 / Lust: 96.8000 / LMult: 1.00 / MLust: 100.00 (2) Cass - timePassed: 0.00106 / Lust: 100.0000 / LMult: 1.00 / MLust: 100.00 SexoutNGBES: v04 in use flag unset on A! 0x00000000 SexoutNGBES: v04 in use flag unset on B! 0x00000000 (1) Cass - timePassed: 0.00106 / Lust: 96.8000 / LMult: 1.00 / MLust: 100.00 (2) Cass - timePassed: 0.00106 / Lust: 100.0000 / LMult: 1.00 / MLust: 100.00 (3) Cass - timePassed: 0.00106 / Lust: 100.0000 / LMult: 1.00 / MLust: 100.00 (4) Cass - timePassed: 0.00106 / Lust: 100.0000 / LMult: 1.00 / MLust: 100.00 SOSCRPeek: Courier:0.00444843 Cass:100 Â Â Â By my interpretation, it shows that lust drops to 96.8, then is overwritten by SCR value to 100. Next loop, lust drops to 96.8, but again overwritten, and so forth for each lust reduction computation. SOSCRPeek shows that SexoutSQLVAR.fLustZCass is pegged at 100 and not showing any decrease at 5 second intervals which is consistent with the lust printc values. Â Well, right or wrong, at least I am learning how to patch the mod and perhaps adapt it to my own preferences (maybe a MCM slider for lust reduction factor)...
Chase Roxand Posted July 10, 2012 Author Posted July 10, 2012 Yeah, that was the source of the problem. I haven't tested it, but that that's obviously the source. I've already changed everything based on what you guys have said. Anything else before v6.0c beta? I'm running out of things to do before v6.0 releases.
Fredfish Posted July 10, 2012 Posted July 10, 2012 How about adding an arousal readout to Primary Needs HUD?
zippy57 Posted July 10, 2012 Posted July 10, 2012 I can look into adding an arousal display to pHUD once version 6 is out of beta. I also may look into having companion lust values be on the HUD and toggled via MCM.
Tonoma Posted July 10, 2012 Posted July 10, 2012 (Since you asked for additional input ... )  Looks like SexoutNG now correctly supports masturbation and the Y-key. Probably can remove your patch for male masturbation? (crQuestMainScript, lines 73-79). Wonder if you still need to specify the sex and animation for the other masturbations (lines 260-266)? Dropping that would give more animation variety.  With female Courier, in my handful of tests, Cass always GIVES oral sex, yet is asking for sex. Perhaps should be random on who is giving/receiving (or a 69-type animation...)? Apparently determined within the several crNPCLustyAsk/crNPCLustAskYes and a few other dialogs?    Could change associated dialog scripts to something like: if (playerRef.SameSex getSelf) if (50 > GetRandomPercent) set SexoutNG.actorA to playerRef set SexoutNG.actorB to getSelf else set SexoutNG.actorA to getSelf set SexoutNG.actorB to playerRef endif elseif (playerRef.GetIsSex Male) set SexoutNG.actorA to playerRef set SexoutNG.actorB to getSelf else set SexoutNG.actorA to getSelf set SexoutNG.actorB to playerRef endif CIOS SexoutBegin   Consider providing a user-settable lust reduction factor (perhaps x 0.2 to 3, default=1.0). Doing so would give more meaning (range) to the Days-to-Max-Lust (DtML) setting, since now only a few settings (say days 3 to 7) make lust useful gamewise. Or, consider connecting the reduction rate to DtML.  Any chance you can keep a bug-fixed v5.8 available since 6.x is in beta? There probably are a fair number of current SexoutLust v5.8 users who use and enjoy the mod - not bad for a non-animation, non-senario Sexout plugin. It seems SexoutLust 6.x retains most of the v5.8 scripts pretty much intact. Maybe provide a user option for the v6.x series to enable just the v5.8 features (i.e., no orgasm, no arousal). Somehow I suspect you want to move forward and would rather not do so, but I submit that v5.8 (if bug-fixed) is really good as a pure Sexout Lust mod and should be kept around in one form or another (i.e., not abandoned).  For me, I will stay with v5.8 (my archived copy with a few personal changes/tuning) since I am not yet sold on the arousal complexities versus the v5.8 simple and understandable lust (I've come to this conclusion after wasting too much time trying Arwen's and Imp's reality mods - I find the micro details eventually become too tedious gamewise.)  (Anyhow, I need to stop waiting for all these many different mod enhancements (not just yours) and do an actual full playthru with Sexout as a side component (with a FONV highly crippled economy making Sexout more important.) All along this has been my (continually postponed) goal. Once I do that, I can quit FONV and these mods and get my life back ... maybe?)
Chase Roxand Posted July 11, 2012 Author Posted July 11, 2012 Thanks for the extra feedback! I'll include an "off" switch for the arousal system, since I don't feel like managing two versions. However, I'd like to find a way to make the arousal system more appealing without it being more complex. I don't expect people to understand its inner workings. I just want people to get that only one person is going to orgasm most of the time.
wildtangent Posted July 11, 2012 Posted July 11, 2012 Don't know if this has been mentioned before, but I have been having problems with female NPC not unequiping thier equipment (clothing, weapon). Through process of elimination I came to this mod. I am using the latest beta version. I have tried it multiple times, and every time I activate Sexout Lust the clothing stays on. On that note seeing as lust could be a contolling factor in how a NPC acts should this mod be lower or higher than the sex mods?
Kissinger Posted July 13, 2012 Posted July 13, 2012 It looks like today is kind of a Sexout-armchair day for me. Here's a thought I had about SexoutLust, hopefully welcome. Let me know if I'm rehashing old ground here (it's been a while since I read through the thread)! Â Sexout can seem random and roguelikey. So why not make SexoutLust reflect that (assuming you agree)? Â Each PC could be assigned a random set of turn-ons or kinks that made lust rise faster, or turn offs that made lust drop faster. So maybe a PC is really aroused by, say, bloatflies, but Legionaires are icky. Or maybe a PC is particularly attracted to a specific NPC, or particularly repulsed by one. Maybe a PC can only orgasm by giving blow-jobs, or when being fucked by two NPCs at once. Maybe there would be a way of re-rolling (and opting out, of course)? Obviously a lot of work. But it might add a missing game-y element to Sexout, especially if done through the perk system. I know a lot of the more recent additions to Lust are somewhat in this direction, but I guess I'm suggesting taking more variables into account? Okay, I'm out.
DoctaSax Posted July 13, 2012 Posted July 13, 2012 Hi there Chase, I was wondering if you could add Doc Mitchell to your NPC lust tracking script? He's become pretty much the central figure in my mod, and I'd like some stuff to depend on lust. Halstrom added a SexoutSQVARZDocMitchell quest to SCR with the usual values, and the doc's ref's formid is 00104C0F. Â -- Â As to making arousal more appealing, I think showing it in HUD already might make a world of difference. Aside from that, I was thinking maybe there ought to be a way of affecting arousal increase while sex takes place - let's say holding down a button that signifies some added friction, a little extra grind or something, that speeds up arousal. And maybe a button that means holding back for a bit. With the rate at which these affect arousal depending on skill, maybe. Combined with arousal showing up in HUD it could make for a fun little mini-game chasing that orgasm before time's up . Just thinking out loud of course.
Kodiak Posted July 13, 2012 Posted July 13, 2012 A visual representation of the build up of lust would be wonderful. Even if its just in numerical format like hunger and thirst in MCM. Just something to let you know who anxious yoru character is becoming without it just hitting you at the worst possible moment.
prideslayer Posted July 13, 2012 Posted July 13, 2012 At one time, lust had an XML file to describe its value in pnHUD (etc). Not sure if it's still there/working or not, but it's not hard to add and doesn't require any work on Chases part.
DoctaSax Posted July 13, 2012 Posted July 13, 2012 A visual representation of the build up of lust would be wonderful. Even if its just in numerical format like hunger and thirst in MCM. Just something to let you know who anxious yoru character is becoming without it just hitting you at the worst possible moment. Â At one time' date=' lust had an XML file to describe its value in pnHUD (etc). Not sure if it's still there/working or not, but it's not hard to add and doesn't require any work on Chases part. [/quote'] Â As Pride mentioned, there already is a hud element for player lust to show up with the primary needs mod. Lust shouldn't be confused with arousal though, which is what I was talking about (and I think zippy said he'd do it).
998 Posted July 13, 2012 Posted July 13, 2012 Is there any reason why no matterhow long my character goes without sex, she doesn't lose control masturbate? Is my character bugged somehow?
wildtangent Posted July 14, 2012 Posted July 14, 2012 Are you using 5.8 or beta 6.0b. In the beta version your character wont lose control, unless you have taken the Nymphomaniac perk.
zippy57 Posted July 14, 2012 Posted July 14, 2012 A visual representation of the build up of lust would be wonderful. Even if its just in numerical format like hunger and thirst in MCM. Just something to let you know who anxious yoru character is becoming without it just hitting you at the worst possible moment. As Pride mentioned' date=' there already is a hud element for player lust to show up with the primary needs mod. Lust shouldn't be confused with arousal though, which is what I was talking about (and I think zippy said he'd do it).[/quote']Yep. For those who missed it:I can look into adding an arousal display to pHUD once version 6 is out of beta. I also may look into having companion lust values be on the HUD and toggled via MCM.
998 Posted July 14, 2012 Posted July 14, 2012 Are you using 5.8 or beta 6.0b. In the beta version your character wont lose control' date=' unless you have taken the Nymphomaniac perk. [/quote']My file size is smaller than the 5.8 version I think...so I might using an even earlier version? Not sure since it has been a little while. Â So like, if I do try the 6.0b, if I keep the vibrator on, I'll slowly gain arousal until an orgasm is forced onto me? Also, is there any way, to get the Nymphomaniac perk via cheats?
wildtangent Posted July 14, 2012 Posted July 14, 2012 I'm not going to suggest you download the beta. Unless you are fine with all that the word beta implies. Â As for your questions. Not really sure about the vibrator, and arousle. There are 2 perks offered to you the first time you load the beta version, and Nymphomaniac is one of them.
zippy57 Posted July 14, 2012 Posted July 14, 2012 But you should download 5.8, if you think you have an earlier version.
Halstrom Posted July 14, 2012 Posted July 14, 2012 Hey Chase, in your next update can you please swap reading Fertility over from the Old globals gSFPregPercZPlayer to SexoutSVARZPlayer.PregStagePerc, Same for Cass, Veronica etc Also repeat for gSFFertPercZPlayer to SexoutSVARZPlayer.fFertLevelPerc. I'll leave the globals there for a while but will delete them after you have got V6 out of beta.
Recommended Posts