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Guest user29
Posted

lol woops

 

not getting an error message anymore but nothing is happening when I do it. Maybe someone else will have more luck.

Posted

Try setting those in the reverse order, I wasn't thinking clearly. Set RotX (or RotY/RotZ) first, then RotChanged.

 

The capitalization of the variable names given to the NX commands is important..

 

NX_SetEVFl "Sexout:RotX" 180

NX_SetEVFl "Sexout:RotChanged" 1.0

 

If you make that "Rotchanged" or "rotChanged" or "rotchanged" it will not work, etc.

Guest user29
Posted

I tried about 10 times and It's just not working/doing anything for me.

Posted

Quick note: I generally prefer setting offsets on A whenever possible' date=' since B is usually the player and I want to avoid moving the player around. So, for horizontal offsets, I've used A instead of B. This should work fine in all 2way scenes; if any of these are/were 3ways (they don't look like it, #s are too low) then they may not work. Let me know if I've messed something up.

[/quote']

 

Hm, I don't see any improvements except 603, 701 & 902 (902 being rather impossible to get totally right). The rest stays just as wonky as it was. I'm sure the offsets I typed in the console at the time did work. (And yes, they're 2way - only tracked those down while messing with bed positioning.)

I was thinking maybe the values need to be the reverse if you change the focus of the offsets, but then they ought to look worse, not the same. Bit of a mystery there.

Posted

Nah the offsets are always relative to the actor; I can't remember which way (pos or neg) corresponds to forward/back or up/down, but it's always relative to whichever way the actor is facing, and since the actors are always facing each other at the start, it doesn't matter which one moves closer to the other by moving forward..

 

longwinded way of saying that, any offset should apply equally well to A or B. 3ways are only special in that if you're moving B to adjust her position relative to A, you're going to need to move C as well -- or instead you can move A and then move C separately without affecting the A/B relationship -- just another reason to avoid moving B. ;)

 

I will look for any buggy if/else things I may have introduced.

Posted

user29, RotZ is the one you want.. x/y don't seem to do anything/work but z will rotate the actor around correctly. x/y probably don't work if tfik is on.

Guest user29
Posted

I feel like i'm being led around :P

Posted

longwinded way of saying that' date=' any offset should apply equally well to A or B.

...

I will look for any buggy if/else things I may have introduced.

[/quote']

 

True, there's no difference A or B.

 

I think the original positioning failed to register due to this:


elseif anim >= 701 && anim <= 800
; 2p other
if anim >= 701
set HOffsetA to 8
set VOffsetB to -3
elseif anim >= 702 && anim <= 703
set HOffsetA to 5
elseif anim == 704
set HOffsetA to 14
etc. [/Code]

 

which means everything in the 700 range will always have the 701 adjustment. At least, that's how it looks like to me. (And like I said, 603, 701 & 902 look fine now.)

 

Could be my original suggestions for 709, 712, 714, 721, 722 & 723 weren't even necessary if you clean that up. So maybe revert those changes & I'll test them to make sure?

Posted

OK I think I have it back to normal, though I left in the fix for 701 and any vertical fixes as well.. I think..

 

       elseif anim >= 701 && anim <= 800
         ; 2p other
         if anim == 701
           set HOffsetA to 8
           set VOffsetB to -3
         elseif anim >= 702 && anim <= 703
           set HOffsetA to 5
         elseif anim == 704
           set HOffsetA to 14
         elseif anim == 705
           set HOffsetA to 7
           set VOffsetA to 2
         elseif anim == 706
           set HOffsetA to 6
           set VOffsetA to 2
         elseif anim == 707
           set HOffsetA to 5
           set VOffsetA to 1
         elseif anim == 708
           set HOffsetA to 7
         elseif (anim == 709 || anim == 710)
           set HOffsetA to 10
           if (anim == 709)
             set VOffsetB to 5
           endif
         elseif anim == 711
           set HOffsetA to 5
         elseif anim == 712
           set VOffsetB to 20
         elseif anim == 714
           set HOffsetA to 5
         endif

 

updating beta in a moment.

Guest user29
Posted

ok, when i put

 

NX_SetEVFl "Sexout:RotZ" 0

 

It will face the correct way. Hope that helps :)

Guest user29
Posted

excellent. Is there a form list or anything you're checking to unequip items at the start of sex? I've got a body I want to remain during sex but sexout will strip it. Thanks.

Posted

excellent. Is there a form list or anything you're checking to unequip items at the start of sex? I've got a body I want to remain during sex but sexout will strip it. Thanks.

 

Yes.

 

If it's a nude body, add it (via script!) to SexoutNGNudeBodies

 

If it's not a nude body, but is safe-for-sex clothing, add it to SexoutNGSafeClothesM (for male clothes) or SexoutNGSafeClothesF for females.

Guest user29
Posted

great. Does that list clean out every time the game closes down like that other one or can I just add it to it once and be done with it?

 

Also shouldn't that work for pregnancy halstrom?

Posted

I would add your stuff to it every time just to be safe. There's no harm in it, a list can't hold more than one copy of a given 'thing' so even if you add it 50 times in a row it'll only be in there once.

Guest user29
Posted

Ah right, I was thinking of something else. That should do it. Thanks.

Posted

Ah right' date=' I was thinking of something else. That should do it. Thanks.

[/quote']

 

Let me know if that bloatfly orientation hack worked.. I.. you know.. didn't actually test.. heh.

Posted

BETA 66b4 in OP

- anim alignments again.. fixed? maybe!

 

Went through the whole 700 range, and it all looks good now except:

709: HOffsetA -5, VOffsetB +5

711: HOffsetA +3, VOffsetB +25 (although I can't get it entirely right - it's a tricky one)

Posted

Thanks man. Will make those two adjustments.. not another beta for that but if more stuff comes up there will be another before release which I'm hoping to put out tomorrow.

Guest
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