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Posted

That thread is what made me change it to better represent my mood, but not at anyone here -- strictly at bethesda.

 

The creature fix is not coming today, I don't know when it will. I'll note that this really only affects things like rapers and brutalrapers and only in some cases. The nitty gritty is simply this:

 

Sex with creatures is working fine in general. Sex with creatures added dynamically via leveled lists is not. I cannot find a way to get the "real" baseID of creatures created that way, and I depend on the baseIDs to tell me if the creature is supported or not.

Posted

Sex with creatures is working fine in general. Sex with creatures added dynamically via leveled lists is not. I cannot find a way to get the "real" baseID of creatures created that way' date=' and I depend on the baseIDs to tell me if the creature is supported or not.

[/quote']

 

If I understand properly, you are trying to classify NPCs, so you can give them appropriate behaviors?

 

If so... perhaps you could use a "ref walk" approach? http://forums.nexusmods.com/index.php?/topic/282246-adding-items-on-death-to-all-human-npcs/page__view__findpost__p__2554961

 

For example, after the game has started, you could perhaps do a ref walk for all supported templates, and add to each template's inventory an item that lets you give spawns from that template whichever behavior you want to support? (Or have I misunderstood and is it impossible to add items to template inventory and have it matter for spawns?)

 

Edit... er... or maybe just start the game with a list of templates that you want to update inventory on?

 

 

Posted

What that guy calls "ref walking" is what we all a "scanner" around here, and the problem isn't that I can't find the NPCs -- they are being found. The problem is that when I find them, I cannot tell what kind of creature they are.

 

If I were to do that walking the leveledcreature type (rather than 'actor' as I do now, or 'npc' as that example does) it would give me a list of every leveled creature 'template' in the current cell.

 

Looking at that template though, I have no method at runtime of determining what kind of creature it is. Actually it's even worse for leveledcreature lists since:

 

1. They can be lists of other leveled lists.

2. They can return different types of creatures, conditionally.

 

For example, one of them I found can return a supermutant *or* a centaur, depending on the level of the player. There is no token I could add to that leveled creature 'marker' that can help in this case.

 

I have two thoughts right now on how to solve this issue..

 

The first one, which I'm working on now, is creating an NVSE plugin that will get me the filename of the skeleton that any actor is using. This is all that *matters* to being able to play animations. The animation must match the skeleton, everything else is unimportant from a purely animating aspect. If I can get this working, then I can release an NVSE plugin with this feature and a whole bunch of others that mods including sexout can use.

 

The second one is a horribly stupid brute force approach that I only think would work, but I'm not 100% sure. It involves spawning creatures from every leveled list in the game in a hidden cell, getting and saving their base IDs, and then destroying the creature.

 

 

Posted

What annoys me most about this is its taking up valuable time you could be using to make SexoutConsequences.

Posted

I am in full agreement. I would love to be focusing on some content modding at this point, but unfortunately, there's a dirty job that someone needs to do.

 

I *am* looking forward to this NVSE business though, not just for the creature fixes it might be able to do, but for other NVSE things that it can certainly do that are just missing from NVSE but present in OBSE etc.

 

Once I have it nailed down I'm going to make a new thread for NVSE command requests, to be followed by a download thread for the plugin. I'll need to get off my ass and ask the NVSE guys for a opcode range as well. The NVSE plugin will get renamed before any of this, since it's not *really* sexout specific. Thinking of just calling it "NVSE extender" or something like that, since I can see it doing a lot of unrelated things.

Posted

Once I have it nailed down I'm going to make a new thread for NVSE command requests' date=' to be followed by a download thread for the plugin. I'll need to get off my ass and ask the NVSE guys for a opcode range as well. The NVSE plugin will get renamed before any of this, since it's not *really* sexout specific. Thinking of just calling it "NVSE extender" or something like that, since I can see it doing a lot of unrelated things.

[/quote']

 

Getting resource file names (or lists of file names) of various types sounds very useful.

 

Being able to set them would also be useful, Especially if you can clone an individual's race and stuff. (For example, to eliminate the need for body suits.)

 

Posted

I agree sen4mi. I had a dream long about about extending NVSE to do things like switch out models, textures, and so on; even to eventually have it do complicated things like combine several textures into one and apply them to a model, assuming they are all built for the model (same UV).

 

Would allow for a "real" tattoo shop, things like that.

 

I don't know if I can do this for certain or not, though it looks like I can. I'm also not sure if it will 'work' even if it 'works' meaning the game engine might cache things like that and need some kind of 'kick' to reload if the filename (or file itself) changes.

 

Might be a simple as triggering a loading screen via a wait/fadetoblack, or it might require something like automatically saving and then loading an actual game. Time will tell.

 

For now.. I've found the path to the model file name, and for creatures, I think that's the same as the skeleton. In the GECK the column is called 'model' anyway. Just working on getting it handed back to the caller now, which is a little "tricky" since the language doesn't support strings directly.

 

Current plan is to 'cheat'. You can pass constant strings as arguments (e.g. 'IsModLoaded "some mod.esp"'), so the end result of this might be something like '.IsSkeleton "human"' or "ghoul" or whatever. For the sake of sanity the names passed in will have to match the creature type component of the filesystem path to the skeleton -- for a gecko you'd use "NVGecko" as the filesystem path (or BSA path, no difference at this level) to the skeleton is "creatures\NVGecko\skeleton.nif"

 

Not a problem except for some weirdly named ones, like supermutants which are called "SMSpineBreaker".

Posted

Hi I'm New Here i downloaded Latest SexoutNG but it isn't working well no craches and other errors the game is starting and then the Picture Of Fallout NV of main menu is showing on and nothing else no continue button no new game nothing.

 

Can Somebody Help me with this problem ???

 

Thx.

Posted

I am in full agreement. I would love to be focusing on some content modding at this point' date=' but unfortunately, there's a dirty job that someone needs to do.

 

I *am* looking forward to this NVSE business though, not just for the creature fixes it might be able to do, but for other NVSE things that it can certainly do that are just missing from NVSE but present in OBSE etc.

 

Once I have it nailed down I'm going to make a new thread for NVSE command requests, to be followed by a download thread for the plugin. I'll need to get off my ass and ask the NVSE guys for a opcode range as well. The NVSE plugin will get renamed before any of this, since it's not *really* sexout specific. Thinking of just calling it "NVSE extender" or something like that, since I can see it doing a lot of unrelated things.

[/quote']

 

Generally, OBSE progressed by first exposing "Get" commands so you could read data that was previously unavailable then second exposed "Set" commands so you could modify it. Bug testing Get is far easier than Set. There are certain utility functions that would be extremely useful like RunBatchScript. Then string support for dynamic strings and eventually fileIO support (RunBatchScript being a precursor to full fileIO).

 

Those are good starting points.

Posted

Well, mark one getter "done", or "almost done".

 

It's working (obviously) but it's only printing to the console and log, not actually returning the string. Need to change my command definition for that, but it should not be too bad now that I'm getting NVSE figured out.

 

 

Posted

Well' date=' mark one getter "done", or "almost done".

 

It's working (obviously) but it's only printing to the console and log, not actually returning the string. Need to change my command definition for that, but it should not be too bad now that I'm getting NVSE figured out.

 

 

[/quote']

 

As the French would say "le fucking awesome". ;)

Posted

want to change your image now pride?

 

i wouldn't advise it too quick right now he temporarily changed back to bruce banner, the hulk is sure to come out again

 

 

Posted

Hahahah nice.. maybe tomorrow.

 

I have a rule (that I just invented) that I cannot leave HULK SMASH MODE for at least 48 hours after entering HULK SMASH MODE. Besides, I'm sure to find more things to HULK SMASH soon.

 

For a more "on topic" update, the "real" function is complete now -- IsUsingSkeleton, which takes a string argument and returns 1 (true) or 0 (false) if the actor you're asking about is using the given skeleton. The skeleton name you give it is actually the name of the last directory where the file is found, so "_Male" (or "_male", the function is case insensitive) for the human skeleton, "NVGecko" for the gecko skeleton, etc.

 

Unfortunately when I switch, this is going to bring back the problem of pregnancy giving you the wrong sperm at times. For example, coyotes and dogs are both considered "Dogs" for example, and use the "Dog" directory for their skeleton.

 

However.. there is always the model or texture in the bodypartdata, if I can find it, which is different for them.

Posted

Hahahah nice.. maybe tomorrow.

 

I have a rule (that I just invented) that I cannot leave HULK SMASH MODE for at least 48 hours after entering HULK SMASH MODE. Besides' date=' I'm sure to find more things to HULK SMASH soon.

 

For a more "on topic" update, the "real" function is complete now -- IsUsingSkeleton, which takes a string argument and returns 1 (true) or 0 (false) if the actor you're asking about is using the given skeleton. The skeleton name you give it is actually the name of the last directory where the file is found, so "_Male" (or "_male", the function is case insensitive) for the human skeleton, "NVGecko" for the gecko skeleton, etc.

 

Unfortunately when I switch, this is going to bring back the problem of pregnancy giving you the wrong sperm at times. For example, coyotes and dogs are both considered "Dogs" for example, and use the "Dog" directory for their skeleton.

 

However.. there is always the model or texture in the bodypartdata, if I can find it, which is different for them.[/quote']

Cool stufff mate, don't burn your self out with too much.

 

Posted

Got a problem. The animations wont start and I don't have any of the mods listed that cause this. Any way to fix this?

 

-Did you download the latest animations?

 

-If yet lets see your load list.

 

 

Posted

[X] SexoutCommonResources.esm

[ ] Fallout3.esm

[X] Anchorage.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] ThePitt.esm

[X] HonestHearts.esm

[X] OldWorldBlues.esm

[X] LonesomeRoad.esm

[X] Companion Core.esm

[X] NosCo Companion System.esm

[ ] NCCS Nos' Premade Companions.esm

[X] RobCo Certified.esm

[X] Zeta.esm

[X] FOOK - New Vegas.esm

[X] FOOK - New Vegas DLCs.esm

[X] DFB - Random Encounters.esm

[X] ELECTRO-CITY - CompletedWorkorders.esm

[X] ELECTRO-CITY - Highways and Byways.esm

[X] EOPM.esm

[X] NSkies URWLified.esm

[X] MoMod.esm

[X] ClassicPack.esm

[X] DeadMoney.esm

[X] CaravanPack.esm

[X] MercenaryPack.esm

[X] FalloutNV.esm

[X] TribalPack.esm

[X] GunRunnersArsenal.esm

[X] Project Nevada - Core.esm

[X] Project Nevada - Equipment.esm

[X] MU_NVEC Performance Of The Gods - DLC.esp

[X] Sexout.esm

[X] SexoutCreatureLove.esp

[X] SexoutCrowds.esp

[X] SexoutCommonResourcesModdersESP.esm

[X] Sexout LevelUp.esp

[X] SexoutNotify.esp

[X] SexoutRapers.esp

[X] SexoutSS.esp

[X] SexoutDrugs.esp

[X] dD - Enhanced Blood Main NV.esp

[X] dD-More Gore.esp

[X] Wasteland Defense.esp

[X] hz_SVD.esp

[X] Tailor Maid - NV.esp

[X] Follower Home Marker.esp

[X] NVBabyDeathclawCommander.esp

[X] RobCo Certified Friendly Hit Fixer.esp

[X] UnlimitedCompanions.esp

[ ] Captainballarms.esp

[X] RFCW_fix112crash.esp

[X] RFCW_MegatonFix.esp

[X] RFCW_Main.esp

[X] RFCW_Main_FO3Edit.esp

[X] RFCW_Anchorage_Main.esp

[X] RFCW_BrokenSteel_Main.esp

[X] RFCW - Point Lookout Patch.esp

[X] RFCW_MagicSewerTravelPoint.esp

[X] ESM Fixer.esp

[X] ravenous (full).esp

[X] ravenous (normal).esp

[X] NVScavengersHome.esp

[X] Project Nevada - ACA Patch.esp

[X] MaxFollowers12.esp

[X] MobsterShotgun.esp

[X] Classic Quad Barrel Riot Shotgun.esp

[X] HZSmoothLight.esp

[ ] Fred and Marge.esp

[ ] dD-Less Screen Blood Time.esp

[X] NewVegasBountiesII.esp

[X] FOOK - New Vegas.esp

[X] FOOK - New Vegas DLCs.esp

[X] ELECTRO-CITY - Imaginator.esp

[X] R.A.C.E. Station.esp

[ ] Receding Hairstyle.esp

[ ] bald.esp

[ ] Point Lookout Scar Hair for Vanilla Races.esp

[ ] Point Lookout Tribal Races Playable v2.esp

[X] BetterGamePerformanceV3.esp

[X] WeaponModsExpanded.esp

[X] WMX-DeadMoney.esp

[X] WMX-EVE.esp

[X] WMX-GunRunnersArsenal.esp

[X] WMX-HonestHearts.esp

[X] WMX-LonesomeRoad.esp

[X] WMX-OldWorldBlues.esp

[X] WMX-PreOrderPackCaravan.esp

[X] WMX-PreOrderPackClassic.esp

[X] WMX-PreOrderPackMercenary.esp

[X] WMX-PreOrderPackTribal.esp

[X] EOPMMain.esp

[X] God_Weapon_Pack.esp

[X] GRA Shipment.esp

[X] HellsingUpdated.esp

[X] Ambreaker.esp

[X] Killable Children.esp

[X] littlebaby.esp

[X] pipboy2500_edisleado.esp

[X] The Mod Configuration Menu.esp

[X] The Weapon Mod Menu.esp

[X] Various Fixes 1.02.esp

[X] QDMFollowers.esp

[X] NSkies URWLifiedDM.esp

[X] NSkies URWLifiedHH.esp

[X] NSkies URWLifiedOWB.esp

[X] Better Burned Man.esp

[X] QHHFollowers.esp

[X] Joshua Graham Playable Armor+HH Weapons At Dead Horse Camp.esp

[X] MoMod-Terminators.esp

[X] MoMod-Aliens.esp

[X] Leather backpack - rus.esp

[X] LeatherBackpack - eng.esp

[X] Jetpack.esp

[X] 1stReconArmor_Light.esp

[X] 1stReconArmor_LightNonFaction.esp

[X] 1stReconArmor_Med.esp

[X] 1stReconArmor_MedNonFaction.esp

[X] shogo_50_cal_smg.esp

[X] FalloutNVCheatTerminal.esp

[X] ACA.esp

[X] AlChestBreach.esp

[X] ammofix2.esp

[X] LFox Archimedes The Nuke.esp

[X] FlashlightNVSE.esp

[X] Project Nevada - Cyberware.esp

[X] Project Nevada - Rebalance.esp

[X] Jupiter over Vegas.esp

[X] CONELRAD 640-1240.esp

[X] EVE FNV.esp

[ ] The Path to Canaan.esp

[X] Mail Order Catalogs.esp

[X] Mail Order Catalogs DLC01.esp

[X] Mail Order Catalogs DLC02.esp

[ ] Mail Order Catalogs Hardcore.esp

[X] Mail Order Catalogs DLC01 WMX.esp

[X] Mail Order Catalogs DLC02 WMX.esp

[ ] Mail Order Catalogs WMX Modern Weapons.esp

[X] Mail Order Catalogs WMX.esp

 

Any ideas?

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