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Posted

While trying to figure out why Cheyenne wasn't stalking (reason is Sunny Companion Mod overwrites the factions the dog has assigned) I notice quite a few identical to master records in the Sexout.esm creatures with FNVEdit.

 

CrFeralGhoul2B

CrFeralGhoul1B

FFEU04DeathClaw

...and many others

 

Are these just dirty edits or creatures that weren't added yet to the sexout factions? Or creatures that aren't used in game?

Posted

While trying to figure out why Cheyenne wasn't stalking (reason is Sunny Companion Mod overwrites the factions the dog has assigned) I notice quite a few identical to master records in the Sexout.esm creatures with FNVEdit.

 

CrFeralGhoul2B

CrFeralGhoul1B

FFEU04DeathClaw

...and many others

 

Are these just dirty edits or creatures that weren't added yet to the sexout factions? Or creatures that aren't used in game?

 

Sexout used custom creature factions for a short time.. before I found that adding a new faction and then adding creatures to it modified the damn creature records. I have left the edit in thus far to ensure that everyone has moved back to the formlists from the factions. They will be removed before too long.

Posted

It will use that skeleton command from the NVSE extender in the future?

 

Maybe. The new formlist commands from the extender are working well right now though.

Posted

sounds like he might mean, adding the sexout creatures to a particular faction(in-game?)... or at least thats all i can get from it.

Posted

sounds like he might mean' date=' adding the sexout creatures to a particular faction(in-game?)... or at least thats all i can get from it.

[/quote']

 

I'm not really sure... I'll just explain in detail what the situation is.

 

1. Background

There is no way to get the creature TYPE via any in game function, or even via the GECK. You can determine if an NPC is a creature or not, but not what kind of creature they are. We need to know what kind of creature it is to play the right animation or to abort with the 9.2.

 

2. The early years.. (months)..

Sexout used the vanilla creature factions to determine if a creature was supported or not. This was problematic as there are a lot of creatures of the same 'kind' that are not in the same faction. Some are not in any faction.

 

3. SexoutNG fix attempt #1.

I added a bunch of formlists (one per creature type) and then added all the creatures to the appropriate formlists. I started checking if a creature was in the list rather than checking their faction. Because of bugs in both the built-in formlist functions and the NVSE provided functions, this did not solve the problem.

 

4. SexoutNG fix attempt #2.

Since the faction system was 'working' and just having problems due to the creatures not being in the correct factions, I decided to create new sexout specific factions (with no behaviors / alliances / enemies) and add the creatures to those instead, and go back to faction checking.

 

This release only lasted 2-3 days. After I did this, I found that adding a creature to a faction modifies the creature record, not the faction record/list. This was unacceptable as loading anything after sexout that modifies the creature would remove it from the custom factions.

 

I left the custom factions in because in the short time this release was out, Halstrom managed to start using them for pregnancy checks.. ;) Now, I am "stuck" -- I cannot delete them, or it will break all the mods using sexout as a master. So instead I will simply empty them, reverting the creature modifications. Enough time has passed that nobody should be using the factions any more.

 

5. SexoutNG fix attempt #3.

This is where we are today. I created the NVSE Extender with a new and much smarter formlist checking function (NX_IsInList) that can handle all the cases possible. It can, in a single call, tell you if:

  • The reference is in the formlist exactly.
  • The base object is in the formlist exactly.
  • The base object of the reference is in the formlist.
  • Any reference in the formlist is an extension of the given base.

 

Using this function, I went back to using formlists again, and it appears to be working pretty well.

Posted

Thank you very much for the explanation :)

 

That's why posted that question in my last post, I wasn't sure how you guys would handle the "is this thing fuckable or not?" question. If I understood correctly it will use formlists (you add the creatures to a sexout formlist) instead of factions which doesn't modify the entries for the creatures.

Posted

Thank you very much for the explanation :)

 

That's why posted that question in my last post' date=' I wasn't sure how you guys would handle the "is this thing fuckable or not?" question. If I understood correctly it will use formlists (you add the creatures to a sexout formlist) instead of factions which doesn't modify the entries for the creatures.

[/quote']

 

Yep, exactly right.

Posted

Beats refwalking through a formlist (GOTO joy)' date=' that's for sure.

[/quote']

 

It does, and this technique wouldn't work for sexout in this case anyway, because there's no real comparison operator and the getbaseobject (or whatever function) is also somewhat unreliable, and the script size limit really starts to become a problem when you have a bunch of GOTO loops. Nicer (and faster) to just write it all in C/C++ and put it in the extender.

 

 

Posted

 

4. SexoutNG fix attempt #2.

Since the faction system was 'working' and just having problems due to the creatures not being in the correct factions' date=' I decided to create new sexout specific factions (with no behaviors / alliances / enemies) and add the creatures to those instead, and go back to faction checking.

 

This release only lasted 2-3 days. After I did this, I found that adding a creature to a faction modifies the [i']creature[/i] record, not the faction record/list. This was unacceptable as loading anything after sexout that modifies the creature would remove it from the custom factions.

 

I left the custom factions in because in the short time this release was out, Halstrom managed to start using them for pregnancy checks.. ;) Now, I am "stuck" -- I cannot delete them, or it will break all the mods using sexout as a master. So instead I will simply empty them, reverting the creature modifications. Enough time has passed that nobody should be using the factions any more.

 

5. SexoutNG fix attempt #3.

This is where we are today. I created the NVSE Extender with a new and much smarter formlist checking function (NX_IsInList) that can handle all the cases possible. It can, in a single call, tell you if:

  • The reference is in the formlist exactly.
  • The base object is in the formlist exactly.
  • The base object of the reference is in the formlist.
  • Any reference in the formlist is an extension of the given base.

 

Using this function, I went back to using formlists again, and it appears to be working pretty well.

Yep, you can drop the custom factions, my latest releases have been still using the Sexout custom formlists for a while now, I think I may have got a bit confused, I'll have to check into this again tonight, should I be using the new NVSE extender functions to check the vanilla lists or have you got them sorted into the custom formlists?

 

Posted

Both. You need to use the new formlists *and* use the extender function to check the formlists.

 

I can't drop the factions (or we'll be in error hell again), but I can (and will) empty them out. Asytmma is working on some stuff right now so I'll wait until he's done.

Guest Loogie
Posted

With my reliance on dialog and scripts to launch sex with specific actors, I'm not using the formlists whatsoever.

 

On a sidenote, learned a new trick to finally make this NCR quest thing possible.

Posted

speaking of factions... i suppose you could have written your own factions into one of the mods (god awful lot of work that) and then force IDs for specials within a faction and/or nested factions?!

 

creature/type/special

 

animal/deathclaw/alpha_male or something... cant imagine the hasle of doing that and trying to have it overwrite the entire game faction setup as it is tho, er scripting it i mean...

Posted
Both. You need to use the new formlists *and* use the extender function to check the formlists.

 

I can't drop the factions (or we'll be in error hell again)' date=' but I can (and will) empty them out. Asytmma is working on some stuff right now so I'll wait until he's done.[/quote']

Cool, wil look into it on the weekend and hopefully rlease an update using it, have you done an updated version of Notify I can mongrelise by chance? :)

 

Hmm Deathclaws having the only creatures with a noted Male & Female version for only 2 instances, not sure if it's worth splitting them, sorta like the Cheyanne thing, of course we could just have random checks for creatures assuming 70% are male, then change the animations to suit :)

Posted
If splitting Deathclaws is a lot of work it would not hurt my immersion if you did not bother with it. If you want to of course have at.

Nope got too much to do as it is, I also realised we have at least one female SuperMutant too, either that or Lily is pulling off a great job as a Drag Queen :)

 

Guest Loogie
Posted

Rhonda and Lily are the only confirmed female supermutants I know of.

Guest
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