prkr_jmsn Posted January 18, 2012 Posted January 18, 2012 Pride how to I 'cancel' a sex act? Is there an item like lovers that you can add to cancel it? just found '00SexoutCancel' does that work?
Guest Loogie Posted January 18, 2012 Posted January 18, 2012 I turned override off to test what I'm doing in Jacobstown. In dialog with Jacob, I use: set Sexout.SexType to Vaginal set SexoutNG.ActorA to GetSelf set SexoutNG.ActorB to Player set SexoutNG.CBDialogA to SexoutWGMarcusCB CIOS SexoutNGBegin The console says both actors are set to and nothing happens.
prideslayer Posted January 18, 2012 Author Posted January 18, 2012 override has no effect if you set actorA. It just changes 'male' to actora and 'female' to actorb if you have it on, and used 'male'. Basically it 'converts' pre-NG mods to NG, sort of. Your script looks fine. The console notification you're getting is probably coming from sexoutNotify, which means it will catch the change twice -- once when the vars get set, and again when sexout itself resets them to 0 (which = '') after it's copied them. Disable sexoutnotify and look for other console errors is my suggestion right now. Which part isn't working BTW? The sex, or the dialog?
prideslayer Posted January 18, 2012 Author Posted January 18, 2012 Pride how to I 'cancel' a sex act? Is there an item like lovers that you can add to cancel it? just found '00SexoutCancel' does that work? No method right now. That item might work in classic mode (old mods with override disabled), but it won't work with override on nor with new NG mods no matter the override setting. I'll work on getting something in there.
Guest Loogie Posted January 18, 2012 Posted January 18, 2012 override has no effect if you set actorA. It just changes 'male' to actora and 'female' to actorb if you have it on' date=' and used 'male'. Basically it 'converts' pre-NG mods to NG, sort of. Your script looks fine. The console notification you're getting is probably coming from sexoutNotify, which means it will catch the change twice -- once when the vars get set, and again when sexout itself resets them to 0 (which = '') after it's copied them. Disable sexoutnotify and look for other console errors is my suggestion right now. Which part isn't working BTW? The sex, or the dialog? [/quote'] Override wasn't on - I turned it off specifically to avoid the 9.2 error. SexoutNotify wasn't in use, either.
prideslayer Posted January 18, 2012 Author Posted January 18, 2012 Hmmmm. The 9.2 error comes from setting an anim for a creature that doesn't have an animation (faction check thing failed, isCreature as true). Override shouldn't affect it.
Guest Loogie Posted January 18, 2012 Posted January 18, 2012 I turned override off and debug on, this is what it spat out.
prideslayer Posted January 18, 2012 Author Posted January 18, 2012 Oh geeze, something is F'd up there pretty good, can tell that just from the breezes line. I have a new ver coming soon, in the mean time.. clean save?
prideslayer Posted January 19, 2012 Author Posted January 19, 2012 People are 'thanking' me again but.. where's the thanks button now?? heh.
Guest Loogie Posted January 19, 2012 Posted January 19, 2012 It's only on the first post of a thread. Also, this is occurring with Marcus, which is one of the 9.2 error mutants. While it gets sorted out I'm going to work on the Bright Brotherhood for Working Girl. Also, that thing I PMed you about earlier is ready to go. Do you want me to continue my work until you're free to do that thing we discussed, or do you want to get your hands on it now? By the way, that last paragraph was totally meant to tease everyone else.
prideslayer Posted January 19, 2012 Author Posted January 19, 2012 It's only on the first post of a thread. Also' date=' this is occurring with Marcus, which is one of the 9.2 error mutants. While it gets sorted out I'm going to work on the Bright Brotherhood for Working Girl. [/quote'] Ok. When the next rev is out (will probably be 1.3.43) hopefully I have this all resolved. Also, that thing I PMed you about earlier is ready to go. Do you want me to continue my work until you're free to do that thing we discussed, or do you want to get your hands on it now? Not just yet. I want to finish this up, then do the Tryout MCM thing I mentioned. After that, sure. By the way, that last paragraph was totally meant to tease everyone else. Of course.
prideslayer Posted January 19, 2012 Author Posted January 19, 2012 Notice Next version, out before tooo much longer, is going to remove a LOT of stuff. The potential to break other mods is higher than normal, especially old sexout mods that haven't been updated in a while. Because of this, the plugins download will have the current version in it as well, named "Sexout.esm.bak". Switch back to it if you need to. Among the things being removed: - Everything related to enslavement (leash item, slave quest, etc). - Everything related to condoms, STDs, and the 'sex doctor'. - Body by Race 'support' in classic. - The sexout settings 'book'. - MCM settings for the above. I'm putting this notice up ahead of time to give fair warning. The release is still an hour or three away. Clean save should not be required, but won't hurt either.
prideslayer Posted January 19, 2012 Author Posted January 19, 2012 are you sure creature are identified as only faction based ?? i thought the way sexus works was that they would use GetIsCreatureType see the entire structure of geck is creature divided by numbers So when you want to use Abomination it sub section tells you what they they belong to. so Abomination currently only has 3 in it witch means centaur will be 1 DeathClaw is 2 and failedfevSubject is 3. next tab is Animal only dogs is under this so dog will now be 4. Let's say you create a new custom abomination under failedFevSubject that new one will be 4 while dog will now be turn to 5 etc.. I'm working on this right now. The GetIsCreatureType is working as expected, but I'm not sure how to tell which thing beneath that a given creature 'is'. 'Animal' for example (type 0 -- the #s do not match what is in the GECK according to the geck wiki) has both dogs and geckos in it, and i'm not sure how to tell which is which.
Guest Loogie Posted January 19, 2012 Posted January 19, 2012 I'm getting all kinds of weirdness right now, but I have a feeling it's because I'm using an 89 hour old savegame that's had every version of the mods I've worked on, including WorkgirlTryout under SI, run through it at one point or another. A new game is probably in my future.
prideslayer Posted January 19, 2012 Author Posted January 19, 2012 This creature business is impossible with the vanilla stuff, heading back to new formlists. I have no idea where that list of actor types (creatures, animal, robot, etc) or subtypes (deathclaw, nvgecko, etc) come from, and can't find any way to make new ones -- which would give me some clues on how to find out which subgroup a creature is in. If you look at a creature in FNVEdit, there's no clue which subgroup they belong to; CrCoyote for instance is just 'Animal'. No mention of the 'Dog' subgroup it's in anywhere that I can find. This makes GetIsCreatureType about useless for this task as too many dissimilar creatures are in the same group. Deathclaws and Centaurs in the 'abomination' group, while both animal and mutated animal group have an 'NVGecko' subgroup.
prideslayer Posted January 19, 2012 Author Posted January 19, 2012 Ok, enough for tonight. Release delayed until tomorrow. 2nd post has a list of what's done so far. Tomorrow: Everything else in the 'very soon' list.
astymma Posted January 19, 2012 Posted January 19, 2012 I think currently you're defaulting to all animations being centered on ActorB if ActorB is assigned correct? (assuming so because you have if spunB...else...endif logic assigning position) In HowAbout, when I do an MFF, one of the females will get B (one under crosshair) and the other C (one I talked into a threesome) which results in all MFF anims starting at the position of the crosshair ref target actor... the ONLY one I have no control over where they're standing hehe. See this combo has you bringing ActorC over to have a threesome with ActorB because the mechanics of the threesome it requires the crosshair ref be ActorB so it's unlikely that this can be fixed in HowAbout. Is there any way for threesomes to always center on the player if the player is present in the threesome? Or is this problem due to HowAbout not assigning SexType and letting SexoutNGEffectBaseScriptNA handle it as a randomly chosen SexType? See, the main problem I have is I'd like to control where the animations are centered. In the current state, I'm forced to have animations centered on a target actor who may be idling against a wall, sitting, behind a bar, etc.. I'd much rather center on myself, with my rotation... that way I can actually "fit" a threesome into the current surroundings. TBH, as a person who plays male PC's almost exclusively, I run into this problem a lot as ActorB is invariably the female target (unless I'm going down on her). Anyway, just spitballing... maybe this could be exposed using MCM? I know you're already pushing your MCM implementation's limits on script sizes and such so feel free to tell me nahh, too much work hehe.
prideslayer Posted January 19, 2012 Author Posted January 19, 2012 I think currently you're defaulting to all animations being centered on ActorB if ActorB is assigned correct? (assuming so because you have if spunB...else...endif logic assigning position) That is correct. Since sexout mods are mostly geared towards a female character' date=' and females are mostly solo or actorB, I decided to not turn or move actorB to avoid moving the player around as much as possible. Is there any way for threesomes to always center on the player if the player is present in the threesome? Or is this problem due to HowAbout not assigning SexType and letting SexoutNGEffectBaseScriptNA handle it as a randomly chosen SexType? Sextype doesn't matter, it's all about actorB as you've surmised. I'll see what I can do about always centering on the player regardless of which actor they are. See, the main problem I have is I'd like to control where the animations are centered. You do, sort of. Until I can get a better workaround in the system, you can simply move and turn actorB to wherever you want him/her to be located, before you call sexoutBegin. The other actors will align around actorB as normal. The positioning is one of the most tedious and sort of fragile parts of the whole thing. I'll see what I can do. Anyway, just spitballing... maybe this could be exposed using MCM? I know you're already pushing your MCM implementation's limits on script sizes and such so feel free to tell me nahh, too much work hehe. MCM is just annoying. I'm already a pro at splitting scripts up for it now, so I can add more stuff to it easy enough. What do you want exposed there? Which actor is the hub?
astymma Posted January 19, 2012 Posted January 19, 2012 I think currently you're defaulting to all animations being centered on ActorB if ActorB is assigned correct? (assuming so because you have if spunB...else...endif logic assigning position) That is correct. Since sexout mods are mostly geared towards a female character' date=' and females are mostly solo or actorB, I decided to not turn or move actorB to avoid moving the player around as much as possible. Is there any way for threesomes to always center on the player if the player is present in the threesome? Or is this problem due to HowAbout not assigning SexType and letting SexoutNGEffectBaseScriptNA handle it as a randomly chosen SexType? Sextype doesn't matter, it's all about actorB as you've surmised. I'll see what I can do about always centering on the player regardless of which actor they are. See, the main problem I have is I'd like to control where the animations are centered. You do, sort of. Until I can get a better workaround in the system, you can simply move and turn actorB to wherever you want him/her to be located, before you call sexoutBegin. The other actors will align around actorB as normal. The positioning is one of the most tedious and sort of fragile parts of the whole thing. I'll see what I can do. Anyway, just spitballing... maybe this could be exposed using MCM? I know you're already pushing your MCM implementation's limits on script sizes and such so feel free to tell me nahh, too much work hehe. MCM is just annoying. I'm already a pro at splitting scripts up for it now, so I can add more stuff to it easy enough. What do you want exposed there? Which actor is the hub? Well you could just have a checkbox for "Always center on player", probably the simplest implementation... BTW, this is usually NP with a twosome since I can use SexoutSex to make them follow me to a good spot, it's only an issue with MFF in HowAbout. Hmm, maybe I should just try and see if I can SexoutSex them both into following me and THEN start the threesome, then I'd have control over the centering. Let me try that before I ask you to do a buttload of work...
prideslayer Posted January 19, 2012 Author Posted January 19, 2012 Well you could just have a checkbox for "Always center on player"' date=' probably the simplest implementation... [/quote'] Right. That works for me. Fallback to actorB if the player isn't involved for 2p and 3p. BTW, this is usually NP with a twosome since I can use SexoutSex to make them follow me to a good spot, it's only an issue with MFF in HowAbout. Hmm, maybe I should just try and see if I can SexoutSex them both into following me and THEN start the threesome, then I'd have control over the centering. Let me try that before I ask you to do a buttload of work... Just focusing on the player shouldn't be that much work, I can get that done I think. I thought you were asking me for a way to position them "anywhere you want" in a script sense -- not a "follow me" sense. I'll add it on the list and see if I can fit it in for todays release.
astymma Posted January 19, 2012 Posted January 19, 2012 Well you could just have a checkbox for "Always center on player"' date=' probably the simplest implementation... [/quote'] Right. That works for me. Fallback to actorB if the player isn't involved for 2p and 3p. BTW, this is usually NP with a twosome since I can use SexoutSex to make them follow me to a good spot, it's only an issue with MFF in HowAbout. Hmm, maybe I should just try and see if I can SexoutSex them both into following me and THEN start the threesome, then I'd have control over the centering. Let me try that before I ask you to do a buttload of work... Just focusing on the player shouldn't be that much work, I can get that done I think. I thought you were asking me for a way to position them "anywhere you want" in a script sense -- not a "follow me" sense. I'll add it on the list and see if I can fit it in for todays release. Yeah, I tried SexoutSex just now and it breaks the first follower when you add the second or breaks the second and only the first follows you still. So no go on that, looks like I'll need something like "Always center on player" to handle it Thanks for looking into this.
astymma Posted January 19, 2012 Posted January 19, 2012 Oh wait, I think I have a solution... lol. Use SexoutSex on your sandwich-ee to bring them to the one you use HowAbout to get to follow. Then target the one you SexoutSex'd and brought with you at first. After testing...nope, the two mods compete for SexoutNG's variables, not good lol. hah, also tried SexoutSex for the threesome and not using HowAbout's approach. FF in any threesome of SexoutSex breaks it, it's not set up to support it lol. Yay, go me lol
rawr22 Posted January 19, 2012 Posted January 19, 2012 Having an issue with female PC and all NPCs not undressing with NG where they did before. Tried all combinations of stripping and body options in the settings. PC strips with masturbate key but not during rape. I also can't access the BrutalRapers sub-menus in the mod config menu, only the general settings, but all other mods work with the mod config menu ok. I'm not sure if this is related but I can still access them through the book anyway. Sorry if this has already been answered. I tried searching.
astymma Posted January 19, 2012 Posted January 19, 2012 That is correct. Since sexout mods are mostly geared towards a female character... I know this is the wrong place to have this discussion but why is this the case? Why has this emphasis always been this way? Oddly, sex mods have taken this approach a LOT and I've never understood it... you'd think they'd enable male-centric (both hetero and homo) and female-centric (both hetero and homo) approaches both... after all, you have two options, why only cater to one?
dongding Posted January 19, 2012 Posted January 19, 2012 Can somebody tell me what Sexout LevelUp and Sexout Notifiy do? Couldn't find an answer in the readme.
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