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Posted

We have liftoff, thanks again jaam!

 

I'm going to have to poke around in here and see what this can get me, if anything, if the player starts the conversation. Don't need it right now, but I can see it being useful in general.

Posted

BETA ESM 2.4.67b6 released in OP

 

THIS REQUIRES V7 OF THE NVSE EXTENDER

 

The fix is back in place for tenaciously attempting to make dialog callbacks. Once again, should repeat attempts until it actually works (no matter how long it takes -- we'll see if that ever becomes an issue).

 

Also in case I forgot to mention it:

THIS REQUIRES V7 OF THE NVSE EXTENDER

 

Also..

 

Thanks a ton, Jaam!

Posted

I just have to say that this tiny update is really a load off me. I've been irritated by that callback problem for so long that I can barely remember now, and have considered dozens of different workarounds and then tossed them. When a great feature like that is hamstrung by unreliability it's just depressing.

 

So thanks again to jaam, and early-adopters, please test heavily.

 

New datapack coming in a moment, forgot to do that yesterday. No change in it except that the bighorner default mesh thing I already mentioned.

Posted

Sexout - DATA fomod v1.0.4 released in OP.

 

AS mentioned, no real changes here, just a renaming of the bighorner NIF from "bighorner+penis.nif" to "nvbighorner.nif", which makes all the bighorners run around with raging hardons.

 

This will remain until someone feels like pulling that NIF apart and making it into a penis 'prop' like the dog penis.

Posted

If the new datapack is giving anyone problems with SexoutBreeder, it's due to my renaming of the bighorn mesh -- I completely forgot that mod was using it, as the intention is/was for it only to be used by sexout itself. Sorry for screwing that up.

 

user29 needs to remove the custom mesh from SexoutBreeder, but in the meantime, you can navigate to data/meshes/creatures/nvbighorner/ and copy nvbighorner.nif to BigHorner+Penis.nif and that should fix the issue for now.

Posted

2.4.67b7 (BETA ESM) in OP

- Increases scanner radius from 1 cell to 2 cells.

 

NOTE: Since adding creatures to the scanner, when in debug mode, I'm seeing messages of 'no name' creatures being detected by the scanner and adding to the list. It's possible that something is wrong/odd about getfirstref/getnextref when used on those other actor types.

 

Please let me know if you see any odd behaviors in mods that use the scanner, this would likely be most evident in brutalrapers.

Posted

Well the 'no name's are real at least, they aren't null/zero refIDs, but I'm still not sure what they are. They may be leveled lists or something. Looking for a way to exclude them from the list.

Guest Loogie
Posted

woohoo! Loogie will be pleased I'm sure. :D

 

Yes' date=' yes.

 

2.4.67b7 (BETA ESM) in OP

- Increases scanner radius from 1 cell to 2 cells.

 

NOTE: Since adding creatures to the scanner, when in debug mode, I'm seeing messages of 'no name' creatures being detected by the scanner and adding to the list. It's possible that something is wrong/odd about getfirstref/getnextref when used on those other actor types.

 

Please let me know if you see any odd behaviors in mods that use the scanner, this would likely be most evident in brutalrapers.

 

So creatures get picked up by the scanner now?

 

I've been wanting to fix it up so when you're under the influence of ghoul pheromones in the lower sewers in Sewer Slave the friendly ghouls come up and bang you, this is great.

Posted

Yes, creatures are in the scanner now, and the scan range is 2 cells (which really means 9 total cells are scanned like a tic-tac-toe board). I think I may put the range in MCM or something, as that does have potential to disrupt things a little, esepcially in tryouts where the walk.

 

Anyone using the scanner going forward would probably benefit from using getdistance as well before deciding to act on an npc or not.

Posted

I am getting better with the scripting. In fact I did my own "scanner" script to fill a form list with current non-waiting companions (human and creature - well, dog) that runs after a dialog or the companion wheel closes. Simple tests (really, only Sunny and Cheyenne) drop into the list. Need to play some more to get more companions and slaves (slave is still the big '?') Anyway, I am looking at using the Variable04 FlagInUse, but I can't seem to get any value out of it. I know it's something stupid I'm missing. In the API from the OP, you show "set iAV to ActorA.GetAV Variable04" iAV is an Int variable, but what is ActorA specifically? Looking in GECK, the getAV call requires an Actor ID - is that the same as an ActorREF? The reason I ask is that the GECK docs sometimes show Actor ID, and sometimes ActorRef. Are they they same, and if not, how do I get the ActorID if I have the ActorRef. I am passing the ActorRef (same one I assigned to SexoutNG.ActorA. My code looks like this:

 

set soRapistFlagInUse to soRVictimREF.GetAV Variable04

 

Any guidance would be appreciated. Oh I am using the current Core and Data packs (2.4.66), but haven't tried the beta yet.

Posted

Thanks for the clarification on ActorID/ActorRef. I was sure they were the same, but reading through GECK can get confusing when they both are used instead of 1 or the other.

 

I am doing the masking after the "set" call to check just as you described in the API:

 

if (1 == (LogicalAnd soRapistFlagInUse SexoutNG.FlagInUse))

 

In my case I was looking for the flag set to 1 (sex started), then later looking for the flag set to 0 (sex done). Basically I was experimenting with handling the gangbang/train scenario for my mod within a single script rather than using callbacks. I will do some more debugging tonight/this weekend. It's probable that I was getting the right info, just handling it wrong.

Posted

ok.

 

Make sure you read the instructions closely, it's a little tricky checking those vars. I'll actually be ditching the variable04 stuff as soon as I have working save/load in the extender. For now, that one flag at a minimum has to be somewhere that persists with savegames or things will get really messed up if a game is saved during sex and then loaded later.

Posted

I'm having problems with bDontRedressB. When sex is finished (with bDontRedressB set to 1), actorB stays naked, but has one SexoutNGTokenUndress in inventory. If next sex is default (undress and redress to 0) funny things happen!

After examining scripts, I realised that SexoutNGTokenUndress should not remain in inventory after sex, and this is probably a bug, or me doing something very wrong?!

Posted

Hey Pride , Just wanted to know

Is there a Problem with big Horner Nif File ? . The only Reason a separate mesh was created was because of the Udders , If I remember .

If you Want me to Create a animated Object for the Penis Mesh I can Do that Too. Its No Biggie

 

Cheers

Posted

My hero!

 

When I got that file, I assumed it *was* just the penis thing, so I hooked it up as such and created an anim object for it, which caused all kinds of problems. When it was pointed out to me that it was an entire replacement mesh, I moved it to nvbighorner.nif in order to have it apply to all bighorners (so they'd all have penises).

 

If you can what would be perfect is:

1. A new bighorner mesh, minus udders and penis. This will be the new default mesh.

2. A penis-only prop I can use like the other props.

 

This would let the bighorners look fairly normal and penis free, but gain a penis during sex, like the other creatures do.

 

If you're feeling up to it, I think feral ghouls need the same treatment. Correct me if I'm wrong but I think they all run around with raging hardons right now too as that file is also a full body replacement.

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