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. 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. Ahhh I see, and yes I misunderstood. That should be fixed in NG, but won't affect combat rape since it's not using NG calls. However, the new version has a toggle on the MISC page in MCM for overriding all sexout calls and forcing them to sexout NG. It's meant as a beta testing tool for modders (and players) to see which mods are working fine with NG and which need updated. So it'll be interesting to see if the issue goes away with that option enabled.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 V0.1.23 in the OP. - Full functionality for NG random picker, including oral, 3ways, and creatures. - MCM toggle to replace sexout with sexoutng internally (for compat testing with mods). - New (again) NG sex manager script. - NG Knockdowns & cumming now working properly for player as well as NPCs. - Removed NG camera settings except delay. - NG Body swapper fixes - NG single-actor teleport fixed.
XEman Posted December 1, 2011 Posted December 1, 2011 This scripting language is crap' date=' and the scripting engine is crap. [/quote'] See, there's the root of all your problems. You do, however, make wonderful things out of said crap. I can appreciate the intellectual work that's going into this as much as the effects on the game. It was worth an ignorant comment if there was a chance of inspiration. Happy in delusion, - XE
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 This scripting language is crap' date=' and the scripting engine is crap. [/quote'] See, there's the root of all your problems. You do, however, make wonderful things out of said crap. I can appreciate the intellectual work that's going into this as much as the effects on the game. It was worth an ignorant comment if there was a chance of inspiration. Happy in delusion, - XE I welcome all ignorant suggestions, as long as they're fresh ideas. Sometimes the crappiness of it all blinds me to obvious solutions. The rock and the hard place is that you need a million if statements and delays to make everything work right, yet the maximum size of any compiled script is 16KB You can't write your own functions, closest you can come is other scripts that are assigned to new spells, but you can't pass parameters to them or anything -- so you end up making all these misc item tokens and using them as params. Add them to the character and then call the spell on the character. That's how they know which animation to play for example, and which position. Four items. SexoutAnimPositionA SexoutAnimPositionB SexoutAnimPositionC SexoutAnimCounter Give them one of the first three to tell them the position, and then X of the last one to indicate the animation number; so if they're playing animation 52, they get 52 of the last one. There are more of course, tons more (Between legacy and NG there are 28 different misc items used for this purpose.
XEman Posted December 1, 2011 Posted December 1, 2011 Ew. Shit. Reminds me of Neverwinter Nights scripting. Except I think NWN may have been slightly better. Maybe not. After peeking behind the scenes in Morrowind I decided to not touch the scripting bit unless I had to, but NWN was a real time-sink. But then there was a script to be made for twenty different actions each on three objects, some just splitting hairs as to the difference between them but necessary evils. Thankfully I'm too busy trying to get stuff to work in game to get any real ideas for mods, otherwise I might want to start looking at code and it'll go from a game to a job! Though I thought NVSE beefed up the scripting potential?
Guest Donkey Posted December 1, 2011 Posted December 1, 2011 Part 1. was messing with the dialog, and came up with quick wip.. Looks like this new system is pretty easy to get stuff going even treesome if needed.
Guest Donkey Posted December 1, 2011 Posted December 1, 2011 Part 2 with the dialog setup correctly. even the last one is an option,
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Ew. Shit. Reminds me of Neverwinter Nights scripting. Except I think NWN may have been slightly better. Maybe not. After peeking behind the scenes in Morrowind I decided to not touch the scripting bit unless I had to' date=' but NWN was a real time-sink. But then there was a script to be made for twenty different actions each on three objects, some just splitting hairs as to the difference between them but necessary evils. Thankfully I'm too busy trying to get stuff to work in game to get any real ideas for mods, otherwise I might want to start looking at code and it'll go from a game to a job! Though I thought NVSE beefed up the scripting potential? [/quote'] NVSE does a lot of great things, but it can't do magic. What it does do: - All previously 'console only' commands are available as con_ in scripts. Without this, TFC would be impossible, as 'tfc' is a console only command. NVSE gave us con_tfc. - All the keypress stuff like getcontrol, holdkey, releasekey, tapcontrol. Without this, we could not go into 3rd person (needed for TFC to not make player invisible). - GetGameRestarted. Only returns true the first time it's called in a script, per game start (including loading a save). - Three I just found and think I'll make heavy use of: GetScript, RemoveScript, SetScript. These are gonna let me do some magic! - All the good formlist manipulation functions, the built in ones are junk. - Reenabled script error messages in the GECK. Beth broke them a long time ago; without NVSE you can't tell if your script actually saved without trying to close it! Good grief. - more Unfortunately the only camera related thing it has is an FOV adjustment. If you could set the target of the floating camera or otherwise adjust the camera orientation, shit would get pretty awesome.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Nice Donkey! I tried to make it as easy as possible. Once I get all this script garbage sorted out (again), it should be easy to expand to 4somes and beyond.
Halstrom Posted December 1, 2011 Posted December 1, 2011 This scripting language is crap' date=' and the scripting engine is crap. [/quote'] See, there's the root of all your problems. You do, however, make wonderful things out of said crap. A Wise man once said: "You can't Polish a Turd, but you can roll it in Glitter" Or maybe that was a used car salesman.......... Anyways PrideSlayers doing a fantastic job with the Glitter
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 There's a disabled bit of code in the current release that will automatically 'zoom out' after turning on TFC. Wanted to add some settings to control if it should do that, and how long it should run (no control over how 'far'), so hopefully that makes it into the next version. The settings for knockdown should work now too, but I stupidly didn't actually test them, and I know without question that disabling it will cause problems with some mods.. so I might leave the time settings in, but remove the option to outright disable this.
Chekist Posted December 1, 2011 Posted December 1, 2011 Part 1. was messing with the dialog' date=' and came up with quick wip.. Looks like this new system is pretty easy to get stuff going even treesome if needed. [/quote'] Hehe, Im working on something similar, but through GetCrosshairRef and GetType. Got the targeting part working, but its a pain in the ass to set all the conditions, as now there are only MMF threesome animations.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Part 1. was messing with the dialog' date=' and came up with quick wip.. Looks like this new system is pretty easy to get stuff going even treesome if needed. [/quote'] Hehe, Im working on something similar, but through GetCrosshairRef and GetType. Got the targeting part working, but its a pain in the ass to set all the conditions, as now there are only MMF threesome animations. Two notes. 1. LegionTryout has a strapon you can use. Give it to the female of your choice to turn any MMF into an MFF. 2. Basic MFF additions are very easy and I hope to have some soon. The dude-laying-down pose is identical (same file) between one of the reverse cowgirls and one of the face-sitting eat-outs, so it's just a copy/paste to do both at once. That said, an MFF that's face sit + cowgirl with the two girls fondling/kissing would be great!
monolith Posted December 1, 2011 Posted December 1, 2011 The settings for knockdown should work now too' date=' but I stupidly didn't actually test them, and I know without question that disabling it will cause problems with some mods.. so I might leave the time settings in, but remove the option to outright disable this. [/quote'] Works great. Turned it up to 20, toned it down to 3, does everything as advertised. Putting rapers on a longer timer than the rapee opens interesting revenge possibilities too:)
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 The settings for knockdown should work now too' date=' but I stupidly didn't actually test them, and I know without question that disabling it will cause problems with some mods.. so I might leave the time settings in, but remove the option to outright disable this. [/quote'] Works great. Turned it up to 20, toned it down to 3, does everything as advertised. Putting rapers on a longer timer than the rapee opens interesting revenge possibilities too:) Sweet! That's an interesting idea too.. I like it. I will have to add an override for the durations that the scripts can use, like already exists for the knockdown itself and the body switching. This way mods could do some kind of pre-flight check and set the values relative to each other based on actor strength, fatigue, etc. It does open up a bunch of possibilities as you said.
monolith Posted December 1, 2011 Posted December 1, 2011 Like shagging someone unconscious and then rob him. Good addition to a prostitute mod, reserved perhaps for the pros with a perk or something.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Whack-off cam is in for the next release. This is an MCM setting (telephoto) mentioned above. You can enable or disable the option, and set the duration. If enabled, the camera will automatically 'zoom out' of your head after entering TFC, prior to starting sex. Default is disabled, default time is 2 seconds. Note that sex will not begin until this timer expires and the zoom out is complete. I will fix that at a later date.
XEman Posted December 1, 2011 Posted December 1, 2011 Uh... Okay, so people have been saying something about a 'stand up' bug, yes? Well, for whatever reason, I turned off MxF rape but turned on MxM rape, suppose for shits and giggles. Have rePopulated Wasteland on. Easy Pete apparently thought one Settler was cute, and went into #3 anim. Unfortunately the Settler stood up almost immediately, then it ended and both became dressed again - but Easy Pete is stuck as 'unconscious' while continuing #3 with a chair. Many things bugged out. Not sure how or why. Thought it was amusing and hopefully informative in some way. Doing a search for the stand-up bug now...
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 SexoutBannedActorsWithPlayer and SexoutBannedActorsWithCompanions formlists are in for the next release. Requested for the pregnancy mod, these lists are intended to hold actors who aren't banned from all sex, just sex with the player or with companions. He wants to use them to prevent the kids from raping the parents.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Uh... Okay' date=' so people have been saying something about a 'stand up' bug, yes? Well, for whatever reason, I turned off MxF rape but turned on MxM rape, suppose for shits and giggles. Have rePopulated Wasteland on. Easy Pete apparently thought one Settler was cute, and went into #3 anim. Unfortunately the Settler stood up almost immediately, then it ended and both became dressed again - but Easy Pete is stuck as 'unconscious' while continuing #3 with a chair. Many things bugged out. Not sure how or why. Thought it was amusing and hopefully informative in some way. Doing a search for the stand-up bug now... [/quote'] Two different bugs. Standup bug you saw -- one actor stood up because animation didn't repeat. When this happens, I need to know which animation was running. Anim doesn't stop bug -- Known issue, happens sometimes. That's why you have the sexout reset gun. Unless this happened with the latest version with override turned on, I'm not likely to even attempt to fix.
Guest Donkey Posted December 1, 2011 Posted December 1, 2011 Not to sure about M to M but i know there where no F to F animations in the old sexout.esm Prideslayer is there MxM and FxF in SexoutNG ?? The old sexout had a fail safe if either are detected to abort the operation.
XEman Posted December 1, 2011 Posted December 1, 2011 Two different bugs. Standup bug you saw -- one actor stood up because animation didn't repeat. When this happens' date=' I need to know which animation was running. Anim doesn't stop bug -- Known issue, happens sometimes. That's why you have the sexout reset gun. Unless this happened with the latest version with override turned on, I'm not likely to even attempt to fix. [/quote'] Latest version, will check, though doubt, the override was on. Was about to test that anyway.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 Not to sure about M to M but i know there where no F to F animations in the old sexout.esm Prideslayer is there MxM and FxF in SexoutNG ?? The old sexout had a fail safe if either are detected to abort the operation. There were FxF and MxM in the old one, sort of. Many of the eat-out or 'lick' animations and all the toy (pipe, baton, etc) were classified as FxF, and one of the doggy style anal anims was classified MxM. SexoutNG does not care about actor gender except in masturbation animations. Animations are grouped by being unisex, or gender specific, but that grouping is not enforced. You can play any animation on any actor(s) you want.
prideslayer Posted December 1, 2011 Author Posted December 1, 2011 The reason I grouped the animations that way, by the way, was because some are obviously only intended for a male (jerking off), while some only look right on a female ('female' actor is rubbing her tits or something). I don't stop you from using them on any gender you want though, except masturbation, which is just a technicality -- the masturbation anim values overlap in the 101-200 range, and since only actorA is set, I needed another way to determine which animation to play, so I use gender.
prideslayer Posted December 1, 2011 Author 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 ??? Sorry didn't notice this before' date=' yes I can do this, but I want to put it off just a little while longer. If all goes well testing with the override flags the next few days, then that will become the default, and STDs will no longer be involved at all. I will readd them later, making sure they default to off and so 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. You can get around this problem by only loading sexout during the initial clean save load, disabling STDs, saving, then quitting and enabling rapers and the other mods. It sucks, I know, but I do it as well to avoid the same issue. 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. Unchecking the box just prevents new infections, it doesn't remove infections you already have. If you are infected and turn it off, you still need to get a cure. That's something else I intend to fix once I get around to adding STDs to NG, which will not be done until AFTER NG has replaced legacy as the default operating mode.
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