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Posted

Here's my goal, tell me if I'm going wrong with it.

 

I want to initiate sex via a token placed on an NPC and pause that act as soon as it occurs. Then in a dialogue later I plan on casting FinishNow. So the script I want to use is:

 

scn SexoutCookCookVictimTokenScript

short init

begin gamemode

  if init == 0
     set init to 1
  endif

  if init == 1
     set SexoutNG.nUseZAZ to 1
     set SexoutNG.ActorB to SexoutCookCookVictim
     set SexoutNG.ActorX to QueenieREF
     set Sexout.Raper to QueenieREF
     set sexout.anim to 1105
     SexoutCookCookVictimREF.CIOS SexoutNGBegin
     SexoutCookCookVictimREF.CIOS SexoutNGPause
  endif

end

 

Then in a piece of dialog with Cook-Cook later do SexoutCookCookVictimREF.CIOS SexoutNGFinishNow.

Posted

That should work just fine Loogie. Make sure when you call resume or finishnow later on that you do it with that same ref.

 

Also (please) start using SexoutBegin and not SexoutNGBegin. ;)

Posted

I've been using NGBegin since NG came out! I'm in too deep!

Posted

I've been using NGBegin since NG came out! I'm in too deep!

 

Hahha I know... :) That was a mistake on my part early on that took me about a month or so to fix. All three functions (SexoutBeing, SexoutNGBegin, SexoutNGBeginRandom) are identical now, so I'd like to standardize on SexoutBegin so I can eventually remove the other two... another six months down the road or however long it takes.

Posted

(SexoutBeing

 

This typo only strikes me as funny because I just made it about 30 seconds ago when attempting to type in "begin gamemode" on a script.

 

Posted

To try to clarify once more' date=' whenever you do "cios some-spell-here", there is an implicit reference prepended to that command. If you did that command in some dialog belonging to veronica, then even though you didn't type it, what was actually run was "veronicaREF.cios some-spell-here".

 

If it's in a generic conversation dialog, then instead of "veronicaref" it's the reference of the NPC that the player was talking to.

 

 

In such cases (dialog scripts) it's probably easier to always do "player.cios SexoutBegin", so later you can do "player.cios SexoutNGPause" or whatever -- since dialogs can only reasonably happen between some NPC and the player, you know the player is always involved.

 

If it's in a scanner script or something like that, you'll need to make a quest var to hold the ref (say 'myRef' for example), and set that var to GetSelf before calling SexoutBegin -- and then later do "myRef.cios SexoutNGPause" or whichever of those spells you want to use.

[/quote']

 

What if you're creating a plugin that adds its spell to the global sexout hooks and runs when some other mod initiates SexoutBegin? Is the original target of SexoutBegin recorded somehow?

Posted

To try to clarify once more' date=' whenever you do "cios some-spell-here", there is an implicit reference prepended to that command. If you did that command in some dialog belonging to veronica, then even though you didn't type it, what was actually run was "veronicaREF.cios some-spell-here".

 

If it's in a generic conversation dialog, then instead of "veronicaref" it's the reference of the NPC that the player was talking to.

 

 

In such cases (dialog scripts) it's probably easier to always do "player.cios SexoutBegin", so later you can do "player.cios SexoutNGPause" or whatever -- since dialogs can only reasonably happen between some NPC and the player, you know the player is always involved.

 

If it's in a scanner script or something like that, you'll need to make a quest var to hold the ref (say 'myRef' for example), and set that var to GetSelf before calling SexoutBegin -- and then later do "myRef.cios SexoutNGPause" or whichever of those spells you want to use.

[/quote']

 

What if you're creating a plugin that adds its spell to the global sexout hooks and runs when some other mod initiates SexoutBegin? Is the original target of SexoutBegin recorded somehow?

 

You'll have to store it yourself. The hook spells that get called, ultimately, are "yours" as well -- so you can call GetSelf inside them if you need to, such as from the result of the scanner.

 

You'll have to be careful to not overwrite your value though if you already have another one paused.

Posted

To try to clarify once more' date=' whenever you do "cios some-spell-here", there is an implicit reference prepended to that command. If you did that command in some dialog belonging to veronica, then even though you didn't type it, what was actually run was "veronicaREF.cios some-spell-here".

 

If it's in a generic conversation dialog, then instead of "veronicaref" it's the reference of the NPC that the player was talking to.

 

 

In such cases (dialog scripts) it's probably easier to always do "player.cios SexoutBegin", so later you can do "player.cios SexoutNGPause" or whatever -- since dialogs can only reasonably happen between some NPC and the player, you know the player is always involved.

 

If it's in a scanner script or something like that, you'll need to make a quest var to hold the ref (say 'myRef' for example), and set that var to GetSelf before calling SexoutBegin -- and then later do "myRef.cios SexoutNGPause" or whichever of those spells you want to use.

[/quote']

 

What if you're creating a plugin that adds its spell to the global sexout hooks and runs when some other mod initiates SexoutBegin? Is the original target of SexoutBegin recorded somehow?

 

You'll have to store it yourself. The hook spells that get called, ultimately, are "yours" as well -- so you can call GetSelf inside them if you need to, such as from the result of the scanner.

 

You'll have to be careful to not overwrite your value though if you already have another one paused.

 

Aren't the hook spells cast on all actors or just the initial target of SexoutBegin?

Posted

Aren't the hook spells cast on all actors or just the initial target of SexoutBegin?

 

All of them are cast only on the player.

 

Which may not be the recipient of SexoutBegin...oh joy hehe.

Posted

Aren't the hook spells cast on all actors or just the initial target of SexoutBegin?

 

All of them are cast only on the player.

 

Which may not be the recipient of SexoutBegin...oh joy hehe.

 

There are only two global hooks right now -- the sex started notification hook' date=' and the scanner hook. Both of them fill your mods formlists with the actors they 'found', even though they are cast on the player.

 

You just need to use the refs from the formlists to determine who to cast the sex spells on, rather than using getself.

 

OTOH the per-call hooks (CBSpellA/B/C/X) can be used as well. [s']As long as you set them to the same actor your CIOSing on, you'll be fine.[/s] That made no sense.

 

 

Posted

Aren't the hook spells cast on all actors or just the initial target of SexoutBegin?

 

All of them are cast only on the player.

 

Which may not be the recipient of SexoutBegin...oh joy hehe.

 

There are only two global hooks right now -- the sex started notification hook' date=' and the scanner hook. Both of them fill your mods formlists with the actors they 'found', even though they are cast on the player.

 

You just need to use the refs from the formlists to determine who to cast the sex spells on, rather than using getself.

 

OTOH the per-call hooks (CBSpellA/B/C/X) can be used as well. As long as you set them to the same actor your CIOSing on, you'll be fine.

[/quote']

Right, but I'm not sure you're following me or I'm not following you... let's use my planned positioning mod as an example. It has no idea who was the original target of SexoutBegin so it has no initial record of that. It adds a hook to global sex started hook so the positioning spell gets cast. The hook is cast on the player who might not be the target of SexoutBegin. Your callback, assuming I added my own formlist to it, tells me all the actors involved in the sex act. But still... in order to do positioning I need to Pause and Resume the timer... and I still don't know WHO to cast the Pause and Resume spells on.

 

If I'm not following you correctly, please tell me how to, for example, uniquely identify the original recipent of SexoutBegin in a threesome assuming I didn't call SexoutBegin in the first place.

Posted

Well I have two solutions to that.. ;)

 

1. Forget the global hook for that application, or rather, use it but only cast the spell if the player is involved, and only on the player. There's no point in turning on those adjustment keys for acts not involving the player really -- or you'll have to do some backflips and stuff to make sure you don't cast it on more than one person at a time. If Adam is fucking Alice, and Bob is fucking Betty, and Paul is fucking Player... where do the adjustment keys 'go'?

 

2. Wait for my magic to come along with the new bitflags and stuff. One of them will indicate who the spell was cast on, though you'll have to walk the linked list to find them.

Posted

Well I have two solutions to that.. ;)

 

1. Forget the global hook for that application' date=' or rather, use it but only cast the spell if the player is involved, and only on the player. There's no point in turning on those adjustment keys for acts not involving the player really -- or you'll have to do some backflips and stuff to make sure you don't cast it on more than one person at a time. If Adam is fucking Alice, and Bob is fucking Betty, and Paul is fucking Player... where do the adjustment keys 'go'?

 

2. Wait for my magic to come along with the new bitflags and stuff. One of them will indicate who the spell was cast on, though you'll have to walk the linked list to find them.

[/quote']

 

The positioning mod IS already intended to only affect acts the player is directly involved in. As you pointed out, that would be silly, dangerous, absurdly difficult, republican...and other screwed up things. I have no problem walking a linked list to find the right recipient.

Posted

Well I have two solutions to that.. ;)

 

1. Forget the global hook for that application' date=' or rather, use it but only cast the spell if the player is involved, and only on the player. There's no point in turning on those adjustment keys for acts not involving the player really -- or you'll have to do some backflips and stuff to make sure you don't cast it on more than one person at a time. If Adam is fucking Alice, and Bob is fucking Betty, and Paul is fucking Player... where do the adjustment keys 'go'?

 

2. Wait for my magic to come along with the new bitflags and stuff. One of them will indicate who the spell was cast on, though you'll have to walk the linked list to find them.

[/quote']

 

The positioning mod IS already intended to only affect acts the player is directly involved in. As you pointed out, that would be silly, dangerous, absurdly difficult, republican...and other screwed up things. I have no problem walking a linked list to find the right recipient.

 

Oh GAH I got it now.. you're not starting the sex act, so you don't know.. because you're a different mod. Duh.

 

Give me a minute or two to think about it. I know one way you can use that I'll IM you because I'd rather nobody did it, but it'll work for now until I have a better solution.

Posted

Well I have two solutions to that.. ;)

 

1. Forget the global hook for that application' date=' or rather, use it but only cast the spell if the player is involved, and only on the player. There's no point in turning on those adjustment keys for acts not involving the player really -- or you'll have to do some backflips and stuff to make sure you don't cast it on more than one person at a time. If Adam is fucking Alice, and Bob is fucking Betty, and Paul is fucking Player... where do the adjustment keys 'go'?

 

2. Wait for my magic to come along with the new bitflags and stuff. One of them will indicate who the spell was cast on, though you'll have to walk the linked list to find them.

[/quote']

 

The positioning mod IS already intended to only affect acts the player is directly involved in. As you pointed out, that would be silly, dangerous, absurdly difficult, republican...and other screwed up things. I have no problem walking a linked list to find the right recipient.

 

Oh GAH I got it now.. you're not starting the sex act, so you don't know.. because you're a different mod. Duh.

 

Give me a minute or two to think about it. I know one way you can use that I'll IM you because I'd rather nobody did it, but it'll work for now until I have a better solution.

Why not use the simple approach, hand the recipient of SexoutBegin a token named 00SexoutBeginTarget? ;)

 

Posted

Why not use the simple approach' date=' hand the recipient of SexoutBegin a token named 00SexoutBeginTarget? ;)

 

[/quote']

 

Derp! I can do that. Though I'll send you the quick "ugly" IM anyway which will work until I can get that token added.

Posted

Why not use the simple approach' date=' hand the recipient of SexoutBegin a token named 00SexoutBeginTarget? ;)

 

[/quote']

 

Derp! I can do that. Though I'll send you the quick "ugly" IM anyway which will work until I can get that token added.

 

Okie Doke.

Posted

I noticed an error for VES05NightkinTweedrancher Creature in FNVedit

 

Sexout ESM:

 

under packages:

PKID: [0017BA27]

(*gotobarnpackage seemed to be intact)

 

 

 

Posted

I noticed an error for VES05NightkinTweedrancher Creature in FNVedit

 

Sexout ESM:

 

under packages:

PKID: [0017BA27]

(*gotobarnpackage seemed to be intact)

 

 

 

 

That package resolves just fine for me: TumbleweedRancherDialoguePackage [PACK:0017BA27]

 

It's a vanilla package so it could be another mod has borked it for you or you aren't patched to the most current Fallout NV version.

Posted

Some more 9.2 errors with their codes.

 

9.2 is 0017B051 and 0017B052, coyotes near canyon wreckage.

Also moto-runners dogs give 9.2 eroors

9.2 is 000EFB28 for Bonegnash.

 

Errors occurred after clean saves.

Posted

Some more 9.2 errors with their codes.

 

9.2 is 0017B051 and 0017B052' date=' coyotes near canyon wreckage.

Also moto-runners dogs give 9.2 eroors

9.2 is 000EFB28 for Bonegnash.

 

Errors occurred after clean saves.

[/quote']

 

This is not enough information to troubleshoot with. Please let us know what exact dialogue choices you are following, whether SmallerTalk creature support is enabled or not, anything we can go on. The more information you can give us, the better chance we have of fixing the problem...

Posted

Some more 9.2 errors with their codes.

 

9.2 is 0017B051 and 0017B052' date=' coyotes near canyon wreckage.

Also moto-runners dogs give 9.2 eroors

9.2 is 000EFB28 for Bonegnash.

 

Errors occurred after clean saves.

[/quote']

 

This is not enough information to troubleshoot with. Please let us know what exact dialogue choices you are following, whether SmallerTalk creature support is enabled or not, anything we can go on. The more information you can give us, the better chance we have of fixing the problem...

 

FWIW I can get combat rape with humans, but not the coyotes in Goodsprings cave or Gekoes of Goodsprings Source.

 

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