Guest Loogie Posted January 16, 2012 Posted January 16, 2012 Right now, I have banging a certain amount of Legionaries (100 I think) granting a perk of +1 endurance. I've just fixed up a simple leveling thing for SexoutWorkingGirl, we'll see how that goes. My plan is to use this bit of code: if SexoutWorkingGirl.tricks > 24 set ProstitutionLevel to 1 elseif SexoutWorkingGirl.tricks <= 25 set ProstitutionLevel to 2 elseif SexoutWorkingGirl.tricks <= 50 set ProstitutionLevel to 3 elseif SexoutWorkingGirl.tricks <= 75 set ProstitutionLevel to 4 elseif SexoutWorkingGirl.tricks <= 100 set ProstitutionLevel to 5 For the leveling, and each one of those milestones adds a perk that doesn't do anything other than remind the player what their prostitution level is. I guess I could add it and the tricks counter variable to Legion.esm instead of Working Girl and every mod that wants to tie into could use it. Right now the casino payment scripting is thus: set wage to (goal.getAV Charisma * SexoutWorkingGirl.ProstitutionLevel + goal.getAV Barter / 10) player.additem Caps001 wage I can tweak that math per prostitution scenario (I plan on letting the player visit a bunch of places, like Jacobstown, and offer her services), and add in special things to govern it - for example, perhaps factoring in endurance for the mutants in Jacobstown. But enough hijacking of your thread.
Guest user29 Posted January 16, 2012 Posted January 16, 2012 I tried to do everything exactly like i did it before and it just wouldn't mess up this time. Really weird since it was happening consistently before. Also I tried a whole bunch of different body combinations when it was happening and nothing fixed it. If it happens again I'll let you know.
jaam Posted January 16, 2012 Posted January 16, 2012 Right now' date=' I have banging a certain amount of Legionaries (100 I think) granting a perk of +1 endurance. I've just fixed up a simple leveling thing for SexoutWorkingGirl, we'll see how that goes. My plan is to use this bit of code: if SexoutWorkingGirl.tricks > 24 set ProstitutionLevel to 1 elseif SexoutWorkingGirl.tricks <= 25 set ProstitutionLevel to 2 elseif SexoutWorkingGirl.tricks <= 50 set ProstitutionLevel to 3 elseif SexoutWorkingGirl.tricks <= 75 set ProstitutionLevel to 4 elseif SexoutWorkingGirl.tricks <= 100 set ProstitutionLevel to 5 For the leveling, and each one of those milestones adds a perk that doesn't do anything other than remind the player what their prostitution level is. I guess I could add it and the tricks counter variable to Legion.esm instead of Working Girl and every mod that wants to tie into could use it. Right now the casino payment scripting is thus: set wage to (goal.getAV Charisma * SexoutWorkingGirl.ProstitutionLevel + goal.getAV Barter / 10) player.additem Caps001 wage I can tweak that math per prostitution scenario (I plan on letting the player visit a bunch of places, like Jacobstown, and offer her services), and add in special things to govern it - for example, perhaps factoring in endurance for the mutants in Jacobstown. But enough hijacking of your thread. [/quote'] Don't forget the vanilla perk (Lady Killer, Black Widow, Cherchez La Femme and Confirmed Bachelor). They should provide bonus against the appropriate sex. I think we don't use them enough in Sexout at the moment.
LegionHH Posted January 17, 2012 Posted January 17, 2012 Had a funny experience while using basic rapers that I thought I would share.... I was in vault 34, had just killed the overseer ghoul when suddenly I was naked, laying on the floor and being raped by one of the gun turrets that's mounted under the desk. Was laughing my head off watching the gun bounce around the screen.
Cezul Posted January 17, 2012 Posted January 17, 2012 I think adding on to existing perks would be best ( if you guys want to go into the perks direction ) Example being... Lots of the beastiality/Loversbitch type things could easily fall under the Animal Friend perk. Like, just add more levels/ranks to the perk, where using the perk a number of times levels it up and expands your abilities. At rank one animals just dont attack you, rank 2 gives you the ability to bend over/submit/invite an animal to sex, rank 3 sex with animals heals you, etc you get the idea. On another note, as far as bugs go with SexoutNG.. Supermutants: can't rape/sex. It's the abort 9.2 thing others are talking about. Probably has something to do with animations not hooked up or something. Centaurs: haven't had a chance to try them yet... Ghouls: Their animation is off, the ghoul is humping the air way ahead of my PC. Position adjuster doesn't work, I've tried resetting the commands to different keys to no avail ( Is it working for anyone else?) Dogs: Working fine. People ( males and females ): Seem to be working fine, MxF and FxF animations seem on ( I haven't tried the MxM animations for uhm, well obvious reasons. ) Cazadores: Working fine, although the recipients position is a bit strange, especially how their rear end is furled up in itself. May need revisioning. My suggestion: Unfurl the rear, make the receiver's arms legs relax ( so hanging down ) and in a bending over position. Cazador has its legs wrapped around recipient's mid section to support in the air, have stinger pistoning in rear as it should. Bonus Points: Make receiver jolt/jerk, flail arms occasionally at each thrust. Geckos: I've only seen this one once and for a short time ( 15 seconds ) gonna Czech it again, as it seemed misaligned although i was on a hill when it happened.
Cezul Posted January 17, 2012 Posted January 17, 2012 Cazadores: Working fine' date=' although the recipients position is a bit strange, especially how their rear end is furled up in itself. May need revisioning. My suggestion: Unfurl the rear, make the receiver's arms legs relax ( so hanging down ) and in a bending over position. Cazador has its legs wrapped around recipient's mid section to support in the air, have stinger pistoning in rear as it should. Bonus Points: Make receiver jolt/jerk, flail arms occasionally at each thrust. [/quote'] Picture related. Over 9000 hours in MS Paint ( i even gave the cazadore a kewt ' :3 ' face )
Halstrom Posted January 17, 2012 Posted January 17, 2012 Picture related. Over 9000 hours in MS Paint ( i even gave the cazadore a kewt ' :3 ' face ) That's awesome, ever consider a career in 2D modelling?
Guest Donkey Posted January 17, 2012 Posted January 17, 2012 that is easier said then done, right now i am the onely one who released any animation for creatures here. And my time is limited too, on and off playing skyrim. If more would dive in to blender release some that would be awsome. i was a bit dissapointed when someone was going to relase more dp's then started with new thread and then just dissapeared because it seem to dificult.. http://www.loverslab.com/showthread.php?tid=3314
Guest SemiPr0 Posted January 17, 2012 Posted January 17, 2012 @prideslayer Couple things. Backpacks are a pretty common addon people use mod wise. So in SexoutMain I've added the following: In your variables I've added fBAddon1 ref fBody ref fHat ref fWeap ref fBAddon1 ref mBody ref mHat ref mWeap In the stripping code I've added Body Slot 1, which almost all backpack mods use, to the stripping list for females. set fHat to female.GetEquippedObject 0 if fHat female.UnequipItem fHat 0 1 endif set fBody to female.GetEquippedObject 2 if fBody female.UnequipItem fBody 0 1 endif set fWeap to female.GetEquippedObject 5 if fWeap female.UnequipItem fWeap 0 1 endif set fBAddon1 to female.GetEquippedObject 17 if fBAddon1 female.UnequipItem fBAddon1 0 1 endif Just a little tweak here which gets the backpack off a female character in a scene, because otherwise it stays on which can make animations look a little odd. Been testing it out, it seems to work without any issues. I have not added it to the consensual re-equip list though as yet, going to see if this causes any major issues.
prideslayer Posted January 17, 2012 Author Posted January 17, 2012 I'm ok with removing backpacks, been meaning to, just never got around to it. I don't use any backpack mods so wasn't sure on the slot. Will take care of it!
Guest SemiPr0 Posted January 17, 2012 Posted January 17, 2012 Cool just thought it was a fair idea to remove them. Any other body slot addition can be used for overall role play effect, someone takes off the body slot but you're still wearing boots or whatever. But the backpack just gets in the way of some animations, causing a lot of clipping.
prideslayer Posted January 17, 2012 Author Posted January 17, 2012 Gotcha. We do use (or intend to) some ourselves for items in SCR like the gags and cuntlocker. I'm not certain what slots those use either, will have to take a look.
Halstrom Posted January 17, 2012 Posted January 17, 2012 Gotcha. We do use (or intend to) some ourselves for items in SCR like the gags and cuntlocker. I'm not certain what slots those use either' date=' will have to take a look.[/quote']Can't remmeber offhand, but we can easily change tem too.
Guest Donkey Posted January 17, 2012 Posted January 17, 2012 how hard would it be to create the phases for animation playing ?? Let's say you have one animation you have several of the same type and it will switch phase by pressing a button kind of like oblivion ?? So if kind of looks like there are sevral variation going.
prideslayer Posted January 17, 2012 Author Posted January 17, 2012 Not too hard. Does it need to be a button press, or are you thinking of stages again? I've been putting some thought into stages and think I might have something soon in that department.
Guest Donkey Posted January 17, 2012 Posted January 17, 2012 stages sounds good to me. If i create one animation it is pretty easy now creating more from the same template. This will rack up the new animations in no time. i was contantly doing new once from new templates but it eassier reclying my older templates, and save me on drive space too.
prideslayer Posted January 17, 2012 Author Posted January 17, 2012 stages sounds good to me. If i create one animation it is pretty easy now creating more from the same template. This will rack up the new animations in no time. i was contantly doing new once from new templates but it eassier reclying my older templates' date=' and save me on drive space too. [/quote'] Ok, cool. It's going to be tricky for me to ensure all the stages play in the time alotted, especially if mods are adjusting the duration themselves, so try to keep the individual stages short; no more than 1-2 seconds each. We also need to make sure that the transition from the last stage to the first is 'clean', or if not, what it should do with the final stage. It will be different for each setup but generally I need to know if the last stage should be looped forever, or if it should play for some amount of time and then go back to some other stage, or what. Hope that makes sense. If not I will explain in more detail.
mirwayneth Posted January 17, 2012 Posted January 17, 2012 Not sure if this is the right place to ask this, but I didn't want to clutter the TechSupport board with a question that I know has already been asked hundreds of times. I just can't find a solution to it. It't the problem with BNB causing your tits to extend or fan out in weird ways. I had that problem with the outfits from Tryouts, so I re-read the instructions and realized I didn't have BNB. Got it, installed it, now I have it with ALL outfits. Uninstalled previous body replacers, re-activated BNB, toggled Archive Invalidation - to no avail. Sorry if this has been answered already, I couldn't seem to find it.
prideslayer Posted January 17, 2012 Author Posted January 17, 2012 Not sure if this is the right place to ask this' date=' but I didn't want to clutter the TechSupport board with a question that I know has already been asked hundreds of times. I just can't find a solution to it. It't the problem with BNB causing your tits to extend or fan out in weird ways. I had that problem with the outfits from Tryouts, so I re-read the instructions and realized I didn't have BNB. Got it, installed it, now I have it with ALL outfits. Uninstalled previous body replacers, re-activated BNB, toggled Archive Invalidation - to no avail. Sorry if this has been answered already, I couldn't seem to find it. [/quote'] There is a link in the first post of this thread titled "Tits. How do they work?" that will solve your problems. The issue is caused when the mesh you're using (body or armor) is using bones that don't exist in the skeleton, meaning you have the wrong skeleton, meaning in turn that the BNB skeletons are not installed, or not installed correctly.
mirwayneth Posted January 17, 2012 Posted January 17, 2012 I thought I had done that, installing the whole package with FOMM and all. Re-downloaded, installed only the \meshes folder manually, everything works fine now. Thanks a lot, I really appreciate the swift reply.
prideslayer Posted January 17, 2012 Author Posted January 17, 2012 I thought I had done that' date=' installing the whole package with FOMM and all. Re-downloaded, installed only the \meshes folder manually, everything works fine now. Thanks a lot, I really appreciate the swift reply. [/quote'] It's a dirty job but.. you know. Glad to help.
dogface Posted January 17, 2012 Posted January 17, 2012 Sorry to bother you with more questions, but... Is there a variable to set whether a companion has been 'seduced' or 'turned out'? I'm sure I saw something like that in an MCM menu, but now I can't find it. Also, I noticed that the Sexout companion counters include Willow. Do they actually work without a CP? How does Sexout verify that an actor is Willow or not?
prideslayer Posted January 17, 2012 Author Posted January 17, 2012 Sorry to bother you with more questions' date=' but... Is there a variable to set whether a companion has been 'seduced' or 'turned out'? I'm sure I saw something like that in an MCM menu, but now I can't find it. [/quote'] Errr no, nothing like that, not in Sexout at least. Maybe in working girl? Also, I noticed that the Sexout companion counters include Willow. Do they actually work without a CP? How does Sexout verify that an actor is Willow or not? What's a 'CP'? None of the companion counters are used right now, I intended to put that in at some point, in which case I'd detect willow (and sunny smiles) the same way breezes and mcm work; checking that the ESP/ESM is loaded, and if it is, building a ref to the NPC that I can compare against later.
dogface Posted January 17, 2012 Posted January 17, 2012 CP/Compatibility Patch. I'm putting something in SexoutDrugs where you can offer your companions instead of yourself, but whether the dealers go for it or not depends on their counters. Should I assume counters will eventually make it into Sexout and set it up but keep it disabled until counters work?
prideslayer Posted January 17, 2012 Author Posted January 17, 2012 CP/Compatibility Patch. I'm putting something in SexoutDrugs where you can offer your companions instead of yourself' date=' but whether the dealers go for it or not depends on their counters. Should I assume counters will eventually make it into Sexout and set it up but keep it disabled until counters work? [/quote'] Sure. That will motivate me to get that companion stuff done sooner anyway.
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