Guest Donkey Posted November 30, 2011 Posted November 30, 2011 There is easier way but it will only work for 2 not 3 animations call, make bat files. and all you need to do copy the file animations.txt to the root of new vegas where the exe file is located, and change the 2 digit for your own load order. Then load your game: hit tilde key ~ Click on the Cazador and type bat Animations And it should do it auto.. I named it animations but it can be anything.
Guest Donkey Posted November 30, 2011 Posted November 30, 2011 Sorry that would be my mistake. It should now auto add the item if none are found even older save game. So if you ever lose it a new one will be added shortly.
spike4379 Posted November 30, 2011 Posted November 30, 2011 Sorry that would be my mistake. It should now auto add the item if none are found even older save game. So if you ever lose it a new one will be added shortly. oh thankgod i thought there was something wrong with my installation
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Update letting everyone know, had to rewrite major portions of this thing in light of what I found regarding the camera. Getting there, just delayed longer than I'd like. Taking a break to look at chekist's fixed anims and put up another anim pack, even though it's without a new ESM.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Ok, updated anims file in the original post. Should fix the standup issues, but I haven't looked at it in detail. Back to fixing .23!
spike4379 Posted December 1, 2011 Posted December 1, 2011 now when you say standup issue you mean when it doesnt go into TFC and when you mode the mouse your char stands up? for me when that happens i just dont move and it resumes, i dont think its that much of a bug or is there a worse version i have yet to hear about?
Guest Donkey Posted December 1, 2011 Posted December 1, 2011 PrideSlayer i do have one little request. Any chance you could make the std be off at first play then if you want to use you can turn it on ??? I always make that option off every time i start a new update. But sometimes you don't even get a chance to turn it off before you are raped for a first time. then you will be filled with std's. Also STd isn't even working as intended. Sometimes even when you turn it of you will keep getting a message you can't rest because your character is getting damage that is the std's doing it, and because of this you cannot fast travel either. even though it is turned off.
spike4379 Posted December 1, 2011 Posted December 1, 2011 PrideSlayer i do have one little request. Any chance you could make the std be off at first play then if you want to use you can turn it on ??? I always make that option off every time i start a new update. But sometimes you don't even get a chance to turn it off before you are raped for a first time. then you will be filled with std's. Also STd isn't even working as intended. Sometimes even when you turn it of you will keep getting a message you can't rest because your character is getting damage that is the std's doing it' date=' and because of this you cannot fast travel either. even though it is turned off. [/quote'] if your stuck out nowhere you could use the force fast travel command until this gets sorted
Guest Donkey Posted December 1, 2011 Posted December 1, 2011 I wonder why the original super mutant was never used instead of the one we have here. set HOffsetA to HOffsetA + 85; set VOffsetA to VOffsetA + 45; This should be the offset for 1402 file named SNGMutant1402a is the one for the creature The other 2 SNG1402a and SNG1402b are for npc to determine the hight.
Unskilled Posted December 1, 2011 Posted December 1, 2011 Ok' date=' updated anims file in the original post. Should fix the standup issues, but I haven't looked at it in detail. Back to fixing .23! No fix. Npc go stand up. If i dont check auto tfc, my char stand up too. I have tried 3 times with clean saves. Sorry.
Chekist Posted December 1, 2011 Posted December 1, 2011 Ok' date=' updated anims file in the original post. Should fix the standup issues, but I haven't looked at it in detail. Back to fixing .23! No fix. Npc go stand up. If i dont check auto tfc, my char stand up too. I have tried 3 times with clean saves. Sorry. Are you sure about that? In what animations this stand up issue happens (open the console during the animation, there should be number of animation in "Actor1" and "Actor2" started, #, where # is the number of animation. Have done some testing and all the original Sexout animations (which are currently used by almost all mods) I've seen so far have been looping fine.
Guest Donkey Posted December 1, 2011 Posted December 1, 2011 Figured out the correct angle for the following creatures. Cazador, SuperMutants and Dog For Cazador changed entry for esm. elseif anim >= 1501 && anim <= 2000 ; other creatures if anim == 1601 set HOffsetA to HOffsetA - 10 set VOffsetA to VOffsetA - 5 elseif anim != 1601 set HOffsetA to HOffsetA + 80 endif For SuperMutants changed entry in esm elseif anim >= 1401 && anim <= 1500 ; supermutant if anim == 1402 set HOffsetA to HOffsetA + 85 set VOffsetA to VOffsetA + 45 elseif anim == 1401 set HOffsetB to HOffsetA + 85 set VOffsetB to VOffsetA - 5 endif And for dog animation 1002 elseif anim >= 1001 && anim <= 1100 ; dog if anim == 1001 set HOffsetA to HOffsetA + 6 set VOffsetA to VOffsetA - 1 elseif anim == 1002 set HOffsetA to HOffsetA + 104 ;110 set VOffsetA to VOffsetA + 8 endif
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Thanks donkey, the numbers are enough (script structure has changed a lot anyway). If anyone says they have bugs after the next version is out and then say they're running your files, you get to do tech support! I'll get them checked out and adjusted in the next release, which is hopefully today. Been having all kinds of problems with the rewrite of the main NG stuff, but it's finally looking close to done. Always some little odd behavior in scripts and how they affect the player vs. NPCs, especially when it comes to tfc being active or not. For example, I already explained how anims won't play on the player unless TFC is on.. however the player won't undress unless you do it while TFC is off! NPCs seem to redress randomly if too much time passes between undressing them and then giving them an animation. So there are a lot of changes in my development version for making sure everything happens at the right speed, in the right order, if the player is involved or not. It's a huge hassle but hopefully it ends up addressing most of the glitches related to an invisible player and stuff like that.
Guest user29 Posted December 1, 2011 Posted December 1, 2011 dunno if this has been reported, but i don't remember it in the old sexout. if your character is doing an injured (arm or leg) animation while the enemy starts to combat rape you don't get into position. You just stand there. Hope that helps.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 dunno if this has been reported' date=' but i don't remember it in the old sexout. if your character is doing an injured (arm or leg) animation while the enemy starts to combat rape you don't get into position. You just stand there. Hope that helps. [/quote'] That will still happen for now, as I'm not yet touching/replacing the legacy code. The new code doesn't yet support limb damage, I think I'm just going to leave that up to the individual mods to deal with as they see fit. Not every rapist is going to be breaking your arms and legs, and some mods may want to specifically damage certain limbs.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Good progress today. Left on the todo list: 1. Char invisible when starting from 1st person. Can fix I'm pretty sure, but it's not a showstopper, as most of us already run around in 3rd person due to this exact problem anyway. 2. NPCs not redressing properly at times. I redid all the NG settings for bodyswapping and messed up the flags a bit, fixing them now to match the values I'm using in MCM. Otherwise everything is working great, including knockdown and cumming for NPCs and players. Some of the anims look a lot better thanks to the tireless work of Donkey and Chekist; there are anims everyone has seen, but not really SEEN, since they were being restarted too often due to the .kf problems. 905 is an example -- its a cowgirl where the female changes her rhythm a bit a second or two in. I'd personally never seen that before, and don't know which other anims are effected. Release of new version definitely on track for today!
Chekist Posted December 1, 2011 Posted December 1, 2011 Good progress today. Left on the todo list: 1. Char invisible when starting from 1st person. Can fix I'm pretty sure' date=' but it's not a showstopper, as most of us already run around in 3rd person due to this exact problem anyway. 2. NPCs not redressing properly at times. I redid all the NG settings for bodyswapping and messed up the flags a bit, fixing them now to match the values I'm using in MCM. Otherwise everything is working great, including knockdown and cumming for NPCs and players. Some of the anims look a lot better thanks to the tireless work of Donkey and Chekist; there are anims everyone has seen, but not really SEEN, since they were being restarted too often due to the .kf problems. 905 is an example -- its a cowgirl where the female changes her rhythm a bit a second or two in. I'd personally never seen that before, and don't know which other anims are effected. Release of new version definitely on track for today! [/quote'] Nice! Have you looked into that set .actor issue? Where actor gets teleported if there is only one actor set. Or its a knockback issue?
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Good progress today. Left on the todo list: 1. Char invisible when starting from 1st person. Can fix I'm pretty sure' date=' but it's not a showstopper, as most of us already run around in 3rd person due to this exact problem anyway. 2. NPCs not redressing properly at times. I redid all the NG settings for bodyswapping and messed up the flags a bit, fixing them now to match the values I'm using in MCM. Otherwise everything is working great, including knockdown and cumming for NPCs and players. Some of the anims look a lot better thanks to the tireless work of Donkey and Chekist; there are anims everyone has seen, but not really SEEN, since they were being restarted too often due to the .kf problems. 905 is an example -- its a cowgirl where the female changes her rhythm a bit a second or two in. I'd personally never seen that before, and don't know which other anims are effected. Release of new version definitely on track for today! [/quote'] Nice! Have you looked into that set .actor issue? Where actor gets teleported if there is only one actor set. Or its a knockback issue? Totally forgot.. *ashamed face*. I'll check it out next!
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Chekist out of curiosity, when it happened, did you not have a 'full deck' of actors? You have to(*) set a if you're going to use b, and you have to set b if you're going to use a. I'll look into it anyway, just curious. (*)I plan to address this soon, not sure if it'll be in this release, but the current release requires you to do this to avoid problems.
Chekist Posted December 1, 2011 Posted December 1, 2011 Chekist out of curiosity' date=' when it happened, did you not have a 'full deck' of actors? You have to(*) set a if you're going to use b, and you have to set b if you're going to use a. I'll look into it anyway, just curious. (*)I plan to address this soon, not sure if it'll be in this release, but the current release requires you to do this to avoid problems. [/quote'] Nah, just was trying to set actora to self or npcs for masturbation (In this case there shouldnt be actorb or actorc set, right?).
XEman Posted December 1, 2011 Posted December 1, 2011 I've never done this level of modding before - mostly a spreadsheet ninja and dialog editor with a smattering of level building (I get enough scripting to do elsewhere) - but what camera mode is dialog in? It's like a zoomed 1st person, but I was thinking that if you were to enter that mode (probably has its own can of worms, but you'd actually be face to face with the rapist right before anything happened, instead of having no transition to the anim), then enter 3rd person to show the actors, then TFC, would it help? Hurt? Main reason I think of this is that causing a dialog initialization (as opposed to VATS style) would allow the player to see the initiating rapist and, assuming passing IDs from the dialog to the script can be done, solidify any chain of scripting and animation as the world pauses when dialog is initiated. I also think it would add flare to being stalked. Someone pounces you, you look at them, then whatever happens, happens. Chewing on how to help without re-learning the updated language that is used now as opposed to Morrowind's days, - The guy who thinks rusty nails are an art statement.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Chekist out of curiosity' date=' when it happened, did you not have a 'full deck' of actors? You have to(*) set a if you're going to use b, and you have to set b if you're going to use a. I'll look into it anyway, just curious. (*)I plan to address this soon, not sure if it'll be in this release, but the current release requires you to do this to avoid problems. [/quote'] Nah, just was trying to set actora to self or npcs for masturbation (In this case there shouldnt be actorb or actorc set, right?). Right, and yeah, just saw it myself. Oversight from when I changed how it gets initial positions, will be fixed in the release today. Got the redress and 1st person stuff fixed, body swapping all fixed up as well. Still need to do emulate the "do not redress on rape" but I'm thinking I might make that a flag as well; no reason to force it on the player, it's just annoying when you have rapers or something on to keep going into your inventory and equipping armor.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 I've never done this level of modding before - mostly a spreadsheet ninja and dialog editor with a smattering of level building (I get enough scripting to do elsewhere) - but what camera mode is dialog in? It's like a zoomed 1st person' date=' but I was thinking that if you were to enter that mode (probably has its own can of worms, but you'd actually be face to face with the rapist right before anything happened, instead of having no transition to the anim), then enter 3rd person to show the actors, then TFC, would it help? Hurt? [/quote'] Dialog camera is the normal 1st person camera, with a really narrow FOV, and your head automatically turned towards whoever is talking. The camera "rules" are so out to lunch when it comes to the player that I don't want to mess with them at all since it's working now (finally). When I do finally get around to beating my head into a wall again... err trying to make a better camera... I'm going to try the VATS cameras. Which would look GREAT as an intro to rape as well. Main reason I think of this is that causing a dialog initialization (as opposed to VATS style) would allow the player to see the initiating rapist and, assuming passing IDs from the dialog to the script can be done, solidify any chain of scripting and animation as the world pauses when dialog is initiated. I also think it would add flare to being stalked. Someone pounces you, you look at them, then whatever happens, happens. There's nothing special about the dialog 'camera', and you have no control over it. When the dialog is over, the view is automatically switched back to whatever view you were in before, and you have to do all the normal camera BS. Chewing on how to help without re-learning the updated language that is used now as opposed to Morrowind's days, - The guy who thinks rusty nails are an art statement. The problem just comes down to the fact that issuing a bunch of commands in a row in a script doesn't actually work. You need to insert delays to allow them to take effect. The second problem is that the rules for the player are 'special' in that: - idle animations will not play on the player unless in TFC. - if you switch to TFC from 1st person, the player is invisible. - built-in idles seem to NOT work in TFC -- for example I have to come back out of TFC to issue the 'knockdown' to the player, or nothing happens. The final problem: You have absolutely no actual control over the camera. You can toggle 1st/3rd person and the tfc, and fake keypresses, but that is it. You can tell if the player is in 1st or 3rd, but not if they're in the TFC. This scripting language is crap, and the scripting engine is crap.
Guest user29 Posted December 1, 2011 Posted December 1, 2011 dunno if this has been reported' date=' but i don't remember it in the old sexout. if your character is doing an injured (arm or leg) animation while the enemy starts to combat rape you don't get into position. You just stand there. Hope that helps. [/quote'] That will still happen for now, as I'm not yet touching/replacing the legacy code. The new code doesn't yet support limb damage, I think I'm just going to leave that up to the individual mods to deal with as they see fit. Not every rapist is going to be breaking your arms and legs, and some mods may want to specifically damage certain limbs. You might have misunderstood me. It's from when the enemy injures you in normal combat, and your character will play an animation where they hold their arm or something or whatever got injured. If that animation is still playing when the actual combat rape begins the bug occurs.
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