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Sexout MojaveSchoolgirls [Outdated]


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Posted

 

OK, I took FNVEdit and threw anything out of the mod, that touched the vanilla content (except some additional things in the prospector saloon and (obviously) the exterior. It seems, that I had touched two vanilla-greetings, too (by acident).

The mod seems to work ... but I have to re-add the AI-Packages to some vanilla-npcs. As BruceWayne suggested, I wantto  use addPackage. How shall I do it: Add and remove the single AI-Package via Topic-Script? Or keep the schedule/conditions and add them all together via Quest-Stage-Script? Or is there a even smarter way?

 

You can do that with an "one-off" if-block in your quest script (there are of course other ways to do this). Basically you run that block once and let it do everything you want to do, like adding the packages.

 

 

int doonce
 
if doonce == 0
 ref.addscriptpackage yourpackage
 ...
 ...
 set doonce to 1
endif
You may also want to regularly check that your package is still active. They tend to get removed easily when "things" happen.
Posted
You can do that with an "one-off" if-block in your quest script (there are of course other ways to do this). Basically you run that block once and let it do everything you want to do, like adding the packages.
int doonce
 
if doonce == 0
 ref.addscriptpackage yourpackage
 ...
 ...
 set doonce to 1
endif

You can edit the vanilla GREETING topic, as long as you give your topic an identified speaker with "getisid" or something similar. Otherwise everyone would be eligible to say the topic (from Mr. House to every rat in the game) which you most likely don't want. :D

 

 

Yes, but I had to recognize, that I touched two vanilla-GREETINGS, so they showed up as "green"-greetings of my mod (and in german). Somtimes you have to look very carefully, wher you put your mouse cursor. :);)

 

I have read the addScriptPackage description in the Geck-Wiki again. So, as I understand, I can add only one AI-Package at one time. And I don't have to remove it, because it will be removed as it is finished.

I had added five AI-Packages to the NPC to let him walk, talk, walk etc. and directed the scene with a quest-variable. To implement this without touching the npc I have to add as script to the quest-script which could look like this?

 

if iWalk == 0

   return

elseif iWalk == 1

  ref.addScriptPackage WalkPACK01 ; result of package sets iWalk to 2

  set iWalk to 0 ; so the Package isn't added again and again

elseif iWalk == 2

  ref.addScriptPackage TalkPACK01 ; result of package sets iWalk to 3

  set iWalk to 0 ; so the Package isn't added again and again

elseif iWalk == 3

  ref.addScriptPackage WalkPACK02 ; result of package sets iWalk to 4

  set iWalk to 0 ; so the Package isn't added again and again

elseif iWalk == 4

.

. The last package sets iWalk back to ZERO

.

endif

 

 

 

@dragenx there are two separate doors. One is to an area that's not yet fully implemented, looks like a regular wooden door in the back of the school yard.  This is probably the one you can't open.  There is another 'door' its like a sewer entrance grate on the ground close to the other locked door. 

 

Once again I have to apologize that I made a pretty mess by debugging and adding unfinished contend at the same time.

 

Odd issue. When I had Sunny fuck the Geckos first, she kept having my courier fuck her Gecko over and over, just saying "now your turn"

 

Fixing one issue causes two new bugs. As I have to rewrite the whole scene, I will look into this ... Oh! Why have I started this modding-thing, I could sit in the sun and have some fun ... ;) no, no, I will fix it, I will complete it, somehow, sometime ...

 

 


 
You may also want to regularly check that your package is still active. They tend to get removed easily when "things" happen.

 

 

Oh, I had to recognizethat, too. While trying to add a script while/before/after a Sexout-Animation was called. It didn't start.

 

I think, tomorrow I will have a little time to keep on ...

 

Thanks to all of you!

 

Swyke

Posted

Ah don't sweat it, we all had to start somewhere. Look at the first pages of SexoutAffairs and you'll see what I mean.biggrin.png

 

You can look at SOFO or SOA, as both of them have different ways of handling the kind of situation you describe. DoctaSax works mostly with spells, where as I run seperate quests for "cutscenes". I have no doubt (and know for a fact) that DS's methods are way more sophisticated than mine, so you should probably have a look at them.biggrin.png If you look at SOA as well, the relevant scripts for your given situation are in the quests SOASex and SOADate.

Posted

Got a problem with this quest For "Gecko Chicken" the Courier should have some sexual experience, too. walk up the them and talk nothing happen they walk around the yard can't have sex with them try talking to sunny again what do I need to do ?

Posted

Got a problem with this quest For "Gecko Chicken" the Courier should have some sexual experience, too. walk up the them and talk nothing happen they walk around the yard can't have sex with them try talking to sunny again what do I need to do ?

 

The mod checks the general count of sex in sexoutNG. I guess you have started a new game and have a nearly "virgin" courier. So you need to gain your experiences with other mods ... or return to the teacher and practise more. There is a "gap" in the mod due to the yet not included "lessons" by the other villagers (except of trudy, but she has just one job to do).

Posted

Oh, f...k! Am I to stupit to control such a little walk? I am adding a Travel-Package to Sunny using a quest-variable as discribed above. She walks to the destination. Now the Travel-Package should be replaced by a Dialogue-Package (Target: Player (radius 100); Start/Wait Location: Current Location (radius 100); Trigger Location: Player (radius 200). But instead of waiting she walks imediately to the player and intitiates dialogue. Now she should get the next Travel-Package to the next reference-point. But instead of running to that, she first runs back to the prospector-saloon, then runs to the reference point. Now she gets her second Dialogue-Pack, once again, she should wait for the player, but again she walks to her and talks. Now a Sexout-Animation is called, and while this, she gets a "Stay at currentPlace"-Pack to wait. But she walks away, till the animation is over, comes back to the player to initiate the last dialogue, then walks away, despite of the fact, that I never removed the Stay-Pack.

Am I such a idiot, not to realize what I am doing wrong? :(

     

And then I tried to gain a little more control about what I am doing, by including some printc lines. but they never show up in the console. I don't understand the description made in the geck wiki. I just want to see something like printc "Stage 1" ... no variables, nothing else ...

 

... maybe I should go and mow the lawn ...

Posted

The syntax is

 

printc "Your message here, don't forget the quotation marks" 

 

Write me a pm and we can walk that through (in german) if you like.

Posted

Oh, f...k! Am I to stupit to control such a little walk? I am adding a Travel-Package to Sunny using a quest-variable as discribed above. She walks to the destination. Now the Travel-Package should be replaced by a Dialogue-Package (Target: Player (radius 100); Start/Wait Location: Current Location (radius 100); Trigger Location: Player (radius 200). But instead of waiting she walks imediately to the player and intitiates dialogue. Now she should get the next Travel-Package to the next reference-point. But instead of running to that, she first runs back to the prospector-saloon, then runs to the reference point. Now she gets her second Dialogue-Pack, once again, she should wait for the player, but again she walks to her and talks. Now a Sexout-Animation is called, and while this, she gets a "Stay at currentPlace"-Pack to wait. But she walks away, till the animation is over, comes back to the player to initiate the last dialogue, then walks away, despite of the fact, that I never removed the Stay-Pack.

Am I such a idiot, not to realize what I am doing wrong? :(

     

And then I tried to gain a little more control about what I am doing, by including some printc lines. but they never show up in the console. I don't understand the description made in the geck wiki. I just want to see something like printc "Stage 1" ... no variables, nothing else ...

 

... maybe I should go and mow the lawn ...

If you want Player to see it in top left corner

 

MessageEx "Mark 1: %n,  Health %3.2f" ActorRef ActorHealth

 

If you want Player to see it in centre of screen with a "OK" prompt

 

MessageExBox "Mark 1: %n,  Health %3.2f" ActorRef ActorHealth

 

If you want it in the console

 

DebugPrint "Mark 1: %n,  Health %3.2f" ActorRef ActorHealth

 

%3.2 means 3 digits with 2 decimal places

 

For Debug print to work you have to have in your main quest script somewhere

 

SetDebug to 1

 

Have a hunt around SexoutNG or my SCR Scripts and you should find plenty of examples, I've never used PrintC myself.

Posted

Thanks a lot to all of you ...

... I have got back to an older savegame and suddenly the printc aproached ... don't ask me why!

Still I have the strange issue with the Travel-Packs, but as soon as i can go back to my modding pc I will try it again with a clean save without the MSG.

 

Posted

Thanks a lot to all of you ...

... I have got back to an older savegame and suddenly the printc aproached ... don't ask me why!

Still I have the strange issue with the Travel-Packs, but as soon as i can go back to my modding pc I will try it again with a clean save without the MSG.

Oh a guaranteed way to frustrate the crap out of yourself with a CTD every time the line runs is to leave the "f" off the end of the 3.2f :)

Posted

Swyke I just wanted to thank you for the work you are doing on this mod. It's certainly one I am excited about because of how the interactions run, and am happy you are continuing to expand. I know the programming can be frustrating, I've started work on a mod focused on dialogue and sex messages twice and everything seems to blow up soon as I start working, so I have seen that side of it. But your efforts are appreciated and try to not get discouraged.

Posted

JUST AN ANOUNCEMENT:

 

I tryied to clean up the mod, to remove the dirty edits I made with some Vanilla-NPCs. As I had to realize, that it is far beyond my recent limits as a modding-noob to rebuild some content with the Vanilla-NPCs ... Sunny Smiles in particular ... I decided to stop trying it, because it's just annoying, frustrating and at last ... a waste of time.

 

But don't worry, I am not frustrated enoung to stop developing the mod further on.

I just decided to deny you a cleaned version of the existing content. I appologize to all of you! Sorry!

 

I will develope the new main-quest as planed, involve the vanilla-villagers, as far as it's possible, without struggling with their AI-Packages, and so ... at last, I will take away the whole gecko-content from sunny and give it to some Mod-NPC, maybe her "naughty twin".

 

So, if you want to give me some suggestions: I need a name for her ... and I need a place near goodsprings, where I can put her little shag and fence, without touching one of the hundered other Goodsprings-Mods, you maybe have installed.

 

Swyke

  • 4 weeks later...
Posted

Where do i receive the reward from easy pete? i went to the target but there is nothing

easy pete didn't have any related options also

 

 

Sorry, the mod is still unfinished.

Easy Pete tells you, that you can gat a reward later, after playing the schoolgirl for the other villagers. But most of it is not included by now.

If you need more informations you can read the second post of this topic.

 

And ... sorry, again, to the whole comunity ... I still have no time to contiue modding. Please be patient. Or make some nice mod by yourself ;)

Posted

 

 

 

 

Or make some nice mod by yourself ;)

 

 

But modding is haaaaaard

 

 

 

Yes, modding is hard. Modding is frustrating and sometimes you just want to delete anything and throw the pc out of your window ... if you constantly run into some noobish issues like I did. But it's a great pleasure to create and build and see it run someday ...  if I just had more time ... :)

Posted

 

 

 

 

 

Or make some nice mod by yourself ;)

 

 

But modding is haaaaaard

 

 

 

Yes, modding is hard. Modding is frustrating and sometimes you just want to delete anything and throw the pc out of your window ... if you constantly run into some noobish issues like I did. But it's a great pleasure to create and build and see it run someday ...  if I just had more time ... :)

 

 

We've all been there. :lol:

Posted

I wouldn't say its hard, but frustrating certainly; geck crashing randomly and having to load up the game constantly to test stuff sure is frustrating.

Posted

If you want it , i made some simply Schoolgirl Uniform - http://www.loverslab.com/topic/17716-need-help-with-textures-nifskope-game/page-2?do=findComment&comment=413522 . All i do is free resource so you do not need to ask (or even mention me) .

 

I made it as learning process of working with 3D Studio Max , in future (week or two) you can expect more and better Schoolgirl uniforms and maybe Waitress & Nurse too .

 

 

Cheers   :)

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