Jump to content

Joburg and sexiness rating


Kodiak

Recommended Posts

Posted

I was wondering if anyone could explain the mechanics behind how Joburg determines the sexiness rating of armor and clothing.

 

I'm stumped by this because there doesnt seem to be a standard behind its reasoning. My toon could be bare assed wering nothing but a nipple ring for the top and a clit ring for the bottoms (seperate pieces) and have a sexiness of 0, but if I put on a full body, one piece outfit, like Lady flirt, it jumps to a 50. Then to add more confusion, the DM Micro Bikini (top and bottom) will rate at a 100.

 

Anyone able to explain it? I'd like otbe able to go into CS and tweak what I'd need too in order for the ratings to make more sense.

Posted

I can't explain it, but I can make these guesses from experience:

 

1) Both the weight and value of clothing seem to make a difference.

 

 

2) Coverage seems to make a difference as well; Joburg can tell if your upper and lower body clothing slots are covered.

 

3) 0 weight, 0 value clothing will convince Joburg you're naked.

 

4) The sexiest outfit will convince it you're fully clothed if that outfit is heavy and expensive. Nipple and clit rings, if they're expensive and have weight, count as clothing.

 

If you want maximum sexiness, you need to go naked, or wear 0 weight 0 value clothing.

Posted

I didnt really checked, but i was thinking that :

 

100% durability armor = 0 sexiness

.

.

0% (or nude) = 100

 

Whatever is your armor. And it makes sense with BU addons.

Posted

I can't explain it' date=' but I can make these guesses from experience:

 

1) Both the weight and value of clothing seem to make a difference.

 

 

2) Coverage seems to make a difference as well; Joburg can tell if your upper and lower body clothing slots are covered.

 

3) 0 weight, 0 value clothing will convince Joburg you're naked.

 

4) The sexiest outfit will convince it you're fully clothed if that outfit is heavy and expensive. Nipple and clit rings, if they're expensive and have weight, count as clothing.

 

If you want maximum sexiness, you need to go naked, or wear 0 weight 0 value clothing.

[/quote']

 

Much thanks Book. I was able to confirm #3 which is what was causing most of my confusion. It seems to have a multiplier of 100. Meaning if an article of clothing weights 1 and is worth 0, it will be a sexiness of 0. If it weighs .5 and worth 0, the sexiness jumps to 50.

 

For armor, I'm still experimenting some. I had a 1 piece light armor worth 0, wt = 10 and defense of 10 and it registered as a 66 sexiness.

 

Still some questions left on its rationalization, but weightless/worthless clothing certainly helped.

Posted

There was a Morrowind clothing mod that rated clothing by coverage and adjusted NPC responses to the PC based on total coverage, but it required a relevant script to be attached to every piece of clothing. That was a lot of work when adding new clothing mods, and required that you modify other clothing scripts to include the coverage value. That's too much work.

 

The Joburg system really doesn't satisfy, either. It argues that cheap clothing is sexier than expensive clothing, and that lighter clothing is sexier than heavy clothing. What that mod does is okay as a placeholder, but a better solution is needed.

 

I was daydreaming a system wherein clothing/armor was rated as average sexiness until the player put it on, and then the mod asked the player to rate that item for sexiness, which value would then be assigned that clothing/armor type permanently, so affecting the NPCs as well. Maybe have a touch spell that allows the PC to rate clothing and armor he/she cannot wear. Maybe have an import/export feature that would allow you to take in others players' conclusions and share your own.

 

I don't think the latter can be done overall, because of load order determining editor ID, but could be done on a mod-by-mod basis.

 

Anyway, it is just a daydream at this point. I cannot find a clothing and armor variable or whatever that could be taken over for this function, like the tail slot did for so many misc items to equip players/NPCs. If someone could come up with that, thought, it would be pretty awesome, and allow the combination of a number of ideas on who should be stalked.

Posted

Actually we could gather some data for a certain piece of clothing (let's say lowerbody clothing) and try to derive an equation using weight and price of the clothing piece as variables ;). My character is currently wearing the black texture1 bra & pants from Tona Mod Store + Ryk's Black Sandals + a Gold Barbel from the Navel Piercings mod. Total sexiness = 55.

 

Posted

Upon further review, it appears that I was wrong to conclude that cheap = sexy. I tried out the prison pants and shirt (total value 2) and had a sexiness rating of 0.

Posted

Upon further review' date=' it appears that I was wrong to conclude that cheap = sexy. I tried out the prison pants and shirt (total value 2) and had a sexiness rating of 0.

[/quote']

 

Its funny that way. 2gp isnt cheap enough as I made refernce too in a previous post. It has to be worth 0 for it to flag as 100% sexy. I went though and tweaked several of my active outfit mods to adjust the weight to 0 and on clothing it does the trick. I think armor is mostly the same with value and weight, but since you cant have armor that weighs 0, max armor sexiness I managed was only 90.

 

The Eri Erotic piercings from my original post I made the upper into light armor with wt =1, value 0 and a defense value of 3 or 4 and its rated at a 90. I did the same for the bottom piercing and again it was 90.

 

The only thing I'm not positive of yet is if light and heavy are factored in. I'll test that after I get home from my interview if there is some interest.

Posted

I found the script that (it appears) calculates the value you guys want. I'm just about out of steam tonight, though, so I can't sit down and parse it into something more human-readable. But someone ought to be able to puzzle algorithmically through it with persistence.

 

 

scn xLoversJoburgCalcSV

short sv
short i
float m
float h
float weight
ref equip
ref me

Begin Function { }
set me to GetSelf
if me == 0 || HasName == 0 || IsCreature ; クリーチャーは常に0
	return
endif
set sv to 0
set equip to GetEquippedObject 20		;全身装備
if equip
	set m to getObjectHealth equip
	set h to getEquippedCurrentHealth 20
else
	set equip to GetEquippedObject 19	;上下+足
	if equip
		set m to getObjectHealth equip
		set h to getEquippedCurrentHealth 19
	else
		set equip to GetEquippedObject 18	;上下一体型
		if equip
			set m to getObjectHealth equip
			set h to getEquippedCurrentHealth 18
		endif
	endif
endif
if equip
	set weight to GetWeight equip
	if Call xLoversCmnIsBodySizeEquip equip
		set sv to sv + 100			;裸or体型変更装備
	elseif m == 0
		if weight < 1
			set sv to sv + 100 - weight * 100
		endif
	else
		set i to GetArmorType equip
		if i == 0 && weight < 10
			set sv to sv + 100 - weight / 10 * 100
		elseif i == 1 && weight < 30
			set sv to sv + 100 - weight / 30 * 100
		endif
		if h > m
			set m to h
		endif
		set sv to sv + 100 - (h / m) * 100
	endif
else
	set equip to GetEquippedObject 2		;上半身装備
	if Call xLoversCmnIsBodySizeEquip equip
		set sv to sv + 50			;裸or体型変更装備
	else
		set weight to GetWeight equip
		set m to getObjectHealth equip
		set h to getEquippedCurrentHealth 2
		if m == 0
			if weight < 1
				set sv to sv + 50 - weight * 50
			endif
		else
			set i to GetArmorType equip
			if i == 0 && weight < 5
				set sv to sv + 50 - weight / 5 * 50
			elseif i == 1 && weight < 15
				set sv to sv + 50 - weight / 15 * 50
			endif
			if h > m
				set m to h
			endif
			set sv to sv + 50 - (h / m) * 50
		endif
	endif
	set equip to GetEquippedObject 3		;下半身装備
	if Call xLoversCmnIsBodySizeEquip equip
		set sv to sv + 50			;裸or体型変更装備
	else
		set weight to GetWeight equip
		set m to getObjectHealth equip
		set h to getEquippedCurrentHealth 3
		if m == 0
			if weight < 1
				set sv to sv + 50 - weight * 50
			endif
		else
			set i to GetArmorType equip
			if i == 0 && weight < 5
				set sv to sv + 50 - weight / 5 * 50
			elseif i == 1 && weight < 15
				set sv to sv + 50 - weight / 15 * 50
			endif
			if h > m
				set m to h
			endif
			set sv to sv + 50 - (h / m) * 50
		endif
	endif
endif
;フェロモン装備チェック
if GetEquipped xLoversJoburgFeromoneRing
	set sv to sv + 50
endif
if GetEquipped xLoversJoburgFeromoneTail
	set sv to sv + 50
endif
SetFunctionValue sv
End

Posted

Seems that the sv variable from this script is our in-game "Sexiness" and it's related to not only the weight of the armor, but it's current durability ("health") and armor type. Also, if the weight of the armor is below 1 the script presents a new equation, which itself is complicated enough xD.

  • 9 months later...
Posted

it would be useful to have this in readable human language.

anyway there are a lot of "if else" functions and this seems to be quiote complicated and maybe even "a box in a box in a box in a box in ..." i hope someone can sort this out and explain it.

 

anyway this script gives me some hope, as i recognize the syntax and if i'd ever want to change scripts, i wont need to learn assambler to write my own scripts :D

Posted

OK, the code is written in silly ways in many places, but...

 

 

Block 1: Initial stuff

If the actor doesn't have a name or is a creature, sexiness is always 0 and nothing further is done.

 

It then checks if you're wearing a full-body piece of equipment, an upper+lower+legs piece of equipment, or an upper+lower piece of equipment. If so, go to Block 2. If not, go to Block 3. Either way, go to Block 4 afterward.

 

Block 2: Wearing one of those kinds of equipment

The value m is set to the maximum durability of that equipment. If that equipment is nakedness or a set-body body, sexiness is set to 100.

 

If m is 0 (i.e. the item is clothing), and that equipment's weight is less than 1, sexiness becomes (100 - weight*100).

 

If m is not 0, and that equipment is classified as light and weighs less than 10, sexiness becomes (100 - weight / 10 * 100). Ditto for heavy, except with 30 instead of 10 in both places. Sexiness then has (100 - ([equipment's current durability] / m) * 100) added to it.

 

Block 3: Not wearing one of those kinds of equipment

 

If the upper body is naked or a set-body body, sexiness has 50 added to it. Otherwise, do the same algorithm on it as in block 2, but with all the numbers divided by half (10 becomes 5, 100 becomes 50, etc.).

 

Do exactly the same thing for the lower body.

 

Block 4: Finishing touches

 

If wearing the pheromone ring, +50 sexiness. If wearing the pheromone tail, +50 sexiness.

Posted

so would it be possible to change the weightcheck for clothes from 1 to 2 and every standard clothing would have at least a little sexiness?

Yes; you would also need to change the multiplier value in the line below it, and the corresponding values for the separate upper/lower checks. You might want to make it 4 for full body clothing, and 2 for separate pieces.

 

Thus, lines 39 and 40 would become:

 

if weight < 4
   set sv to sv + 100 - weight * 25

Lines 63 and 64:

if weight < 2
   set sv to sv + 50 - weight * 25

Lines 87 and 89:

if weight < 2
   set sv to sv + 50 - weight * 25

 

This would give 50 sexiness with a typical outfit consisting of 1.0 weight upper-body and 1.0 weight lower-body garments.

Posted

I found a rather odd bug (feature?) while playing the game using the Semi-Realistic version of Joburg. Essentially, whenever I would complete the quest Knights of the White Stallion, my characters sexiness would drop to zero.

 

After this no amount of clothing (or lack there of), or reinstalling, reactivating, or re-jigging load order would bring it back. As soon as that quest was completed, it would do it.

 

This might be intentional, to avoid sexy knight-errands running amok and doing dishonour to their lord :P. If someone else could test this, simply start a new game, confirm you have some sort of sexiness rating on Joburg, then type into console "setstage MS92 110" into console, then recheck Joburg to see if it plunged to zero. It did for me, just want to make sure it's not just me.

Posted

DaSanvich, this is a feature of that version of Joburg. Characters who are members of certain orders can't be Joburg targets, thier sexiness rating is set to zero.

Posted

well, somehow i dont like if the mod decides those settings for me - so why isnt it done by extra variables in an ini where you can set the chance in percent that those factions will rape?

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...