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Guest Donkey
Posted

Prideslayer i updated to latest version 2.3.60 but the position key is not working for me. I tried changing key to different key sets but nothing works for position keys.

 

I have not seen report about this yet, so it could also be on my end.

Posted

Prideslayer i updated to latest version 2.3.60 but the position key is not working for me. I tried changing key to different key sets but nothing works for position keys.

 

I have not seen report about this yet' date=' so it could also be on my end.

[/quote']

 

The change addes *support* for positioning keys, that (I believe?) Astymma is going to make use of in an ESP he is working on to do positioning. Sorry for the confusion!

Posted

@prideslayer: Are you aware zaz animations can be picked up by your randomizer?

Twice I ended up with the NPC getting grilled and the player stuck with no animations and no controls.

Had to reload the game.

Guest Loogie
Posted

That's a bug from SexoutFiends, I'll fix it tonight.

Posted

Yes, my intention (and it's half completed) is to release a positioning plugin for Sexout very soon. I will first release a very basic positioning plugin that just allows movement of actors. Then later add rotation of actors. Eventually I will add storage of positions so they can be re-applied to specific animation numbers, undo functionality if you mess positioning up, reset functionality to restore a position to default and other features. Unfortunately for me, my RL has been super hectic lately, so I haven't been able to mod much or you would have had this plugin ages ago.

 

The changes that Prideslayer added to positioning were simply changes I required in order to provide this plugin's functionality. These changes did nothing to Sexout except to alter *how* positioning was currently handled, not the results. You should see exactly the same behavior as before and if you do not, you should report it as a bug since the intention was to get the same exact results as before the change.

Posted

That's a bug from SexoutFiends' date=' I'll fix it tonight.

[/quote']

 

If you are answering to me, the first time it was from sexoutSlavery_Adventures and the second time in SexoutConsequences

Guest Loogie
Posted

If you have SexoutFiends installed and get the pillory with the fire under the crotch, its because of a token misbehaving which I will fix tonight, or try to. The token is overriding calls in a certain geographic area.

Posted

@prideslayer: Are you aware zaz animations can be picked up by your randomizer?

Twice I ended up with the NPC getting grilled and the player stuck with no animations and no controls.

Had to reload the game.

 

It can't, something else is going on.

 

If the caller set SexoutNG.bUseZAZ, then my randomizer is never called. If that variable is not set, the the randomizer may be called (if Sexout.anim is not set), but a ZAZ animation cannot be run.

 

The only way that can be circumvented is if, somehow, the actor has a ZAZ token (misc item: SexoutNGZAZToken) in their inventory that they shouldn't have.

 

Animations are run via the built in 'pickidle' command which simply goes through the animation list and runs the first one it finds where the conditions are all met. There is a top level condition on the sexout animations that says they can only be run if that token isn't present, and the ZAZ animation group has the opposite condition.

 

So either the caller is mistakenly setting SexoutNG.bUseZAZ to 1 before their call to sexout(*), the actor in question is getting this token from somewhere other than sexout, or there's a bug causing the zaz token to not be removed after a zaz animation is played -- leaving it in place for the next animation.

 

(*)"Beginning" modders make this mistake because they don't realize that cios is not actually a function call, right after they do cios, they start setting sexout vars again, which actually just ends up overwriting their previous vars. It also happens (or used to) in some of the mods that have NPCs follow you around. At one point some of these were setting actora right away, then not setting actorb or calling the cios until much later. Another mod (or their own) calling sexout stuff between those two events ends up 'getting' everything that was set in the first 'stage'.

 

 

Guest Loogie
Posted

What is occuring is the token on Cook-Cook's slave doesn't fire until the player is right on top of her, but it still puts the call into the system. Result is next time anything is called on ActorB, they get the effect of the token.

Posted

What is occuring is the token on Cook-Cook's slave doesn't fire until the player is right on top of her' date=' but it still puts the call into the system. Result is next time anything is called on ActorB, they get the effect of the token.

[/quote']

 

I haven't looked at any of this in game or anything in a loooong time, but what token is that? You 'manually' have given her a zaz token?

Posted

What is occuring is the token on Cook-Cook's slave doesn't fire until the player is right on top of her' date=' but it still puts the call into the system. Result is next time anything is called on ActorB, they get the effect of the token.

[/quote']

 

Ok, I understand.

 

Guest Loogie
Posted

She has a token in her inventory from the very beginning of the game. It isn't added; its the sole item in her baseform's inventory. It carries instructions to put her in a ZAZ pillory for over 200 hours to make sure its "infinite." I will fix this tonight.

Posted

She has a token in her inventory from the very beginning of the game. It isn't added; its the sole item in her baseform's inventory. It carries instructions to put her in a ZAZ pillory for over 200 hours to make sure its "infinite." I will fix this tonight.

 

ahh :) ok.

Guest Loogie
Posted

I plan on making a patrol waypoint with the instructions on it, then give her an AI package to patrol to it. Patrol instructions on X markers are amazing.

Posted

I plan on making a patrol waypoint with the instructions on it' date=' then give her an AI package to patrol to it. Patrol instructions on X markers are amazing.

[/quote']

 

There are a few other ways you can do this, if the objective is to just stick her in the pillory and keep her there forever..

 

- Script on her that just keeps checking her for a sexout token, and if she doesn't have one, it moves her to the right place and does the sexout calls.

 

- Start the scene on her once, pause it, and leave it paused for forever.

 

some others that are sort of half formed in my mind but aren't fully expressing themselves yet.

Guest Loogie
Posted

- Start the scene on her once' date=' pause it, and leave it paused for forever.

[/quote']

 

Unless you fixed that without mentioning it, what the pause command does is just play the scene over and over instead of pausing it - we discovered that when I was originally working on this. Thus the 200 hour work-around.

 

 

Guest Loogie
Posted

Doing it this way just leads to other problems like 5.2 errors and tokens not removed from the chick. She's important to the encounter though, so I guess I'll give her dialog and have her stand around naked.

Guest Loogie
Posted

The issue Jaam reported is solved. I'll add in the old functionality once different concurrent sex acts are supported in that way Prideslayer talked about awhile ago.

Guest Loogie
Posted

I fixed Rape Punch:

 

- It now uses SexoutNG actors

- Cannot temp resurrect corpses for creepy sex

- If a woman hits a woman, it results in oral sex

- Man hits a man, it's anal rape

- The rape victim and all their friends aren't hostile after the act. This was caused not by the act of rape itself but due to the fact you were hitting them with a weapon.

 

Use the attached ESP until the changes get rolled into Sexout. I didn't experience any problems with it.

 

Once I figure out the most graceful way to handle it, I'll add callbacks to the rape punch sex so you can verbally humiliate your victim after, or talk them down from not attacking you.

Posted

Awesome Loogie! I've been thinking of doing a male playthrough for a while and I think this is the incentive I needed. :D

 

One of these days if I have time, I'd like to try adding a significant amount of male content to Sexout, both gay and straight. Just in the pondering stage at this point as we're about to move house and shit gets busy.

Guest Loogie
Posted

My plan is to put a position picker in the script I just posted which can serve as vanilla rape punch. Then I'll make a standalone mod called Super Rape Punch! that has dialog callbacks so you can further molester you victim.

Posted

is it possible to post a compilation of or maybe just choose the stable mods to sexout for malePC and sexout for femalePC:)..

 

Anyways great mods!Kudos to the modders:)>- peace!

 

 

(Whooah rape PUNCH!!!KUDOS!)

Posted

Loogie: Just a heads up, the rape punch does still start combat around 40-50% of the time.

 

edit: Would it be easier/make more sense to just make a "rape key"? As in, press X to rape? I was just thinking that might sidestep the unintentional-aggression thing and the somewhat unusual weapon-but-not-really-a-weapon thing.

 

edit2: Upon further testing, I'd say the rape punch in its current state is just a little weird. I raped a townie in Goodsprings, and she went red.. then turned back to yellow, and no one freaked out. Then I went inside the saloon and everyone went apeshit and started attacking me.

 

Successfully raped Sunny once out by the campfire, then tried again just a few seconds after (as she's walking back to the saloon), and she and Cheyenne both went hostile.

Posted

I hope I don't sound like an idiot, but I had a little idea that might help some of the problems I've been seeing/reading about. Take Stalkers for instance. Mods interrupting a callback and whatnot.

 

Why not allow mods to make a call to Sexout to lock or reserve activity for a given amount of time (can't just lock indefinitely or that's asking for serious problems). It's not Sexout itself preventing such interruptions; the mods that might do the interrupting can make a call to see if the toon in question is 'available' for play.

 

Obviously, this feature would have no effect until modders of both sides add such checking/reserving to their code. But I think it might help prevent a ton of fubars... At least it would ensure the integrity of the callbacks.

 

If I don't appear like a total imbecile by now I was thinking that when the reservation is called, perhaps a string could be passed with it to indicate which mod is making the reservation (and maybe more modder supplied info) so if something goes wrong, when the reservation timer (failsafe) runs out Sexout could send a debug message to the console or whatever to help debug the mod in question while resetting the lock.

 

Any of this sound reasonable or should I just go back in my corner? ;)

Guest
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