t3589 Posted April 15, 2013 Author Posted April 15, 2013 Well it seems I was hasty when it comes to this new one. As I'm testing I've been finding numerous problems. So I'm going to back up a bit, slow down, and add things one at a time. It may be a bit before I turn out this new one. That's the bad news. The good news is that tearing things apart has helped me see better ways to do this. Including new features that could be added that could solve a lot of problems and improve gameplay all in one shot (super special secret features). I don't want to start talking it up until I can pull it off. In the mean time, enjoy the one that's out there. I'm going to work on this new beta version. Be warned, you may have to rename your sound files when this new one comes out. So hold on to them. I know it sucks having to rename files. I hate it too. But the payoff in terms of the choices for customization far outweighs the pain imo. I'm still looking for ways, and hopefully I'll be able to make that process somewhat easier with this new one. Stay tuned.
saladboy21 Posted April 15, 2013 Posted April 15, 2013 thanks much for the update! I understand how it can be working on this, will be pleased for the next but more patient this time. Also, thanks for trying to prevent us having to do too much renaming. If you can't you can't, but I appreciate the effort.
t3589 Posted April 16, 2013 Author Posted April 16, 2013 I could use some reassurance on an issue. I'm trying to share a single var between two actors. So let's say actorA and B has a single int associated with each. I want to take that int and trade it between two actors. Now I can see a few different ways to do that. And granted, I want to use NXvars so the mod is independent. But I guess my question is, How reliable is passing NXvar around on a script that runs a couple times per frame? Something like: actorA OnAdd Set Questvar to (Their Own) NXvar Get ActorB Questvar actorB OnAdd Set Questvar to (Their Own) NXvar Get ActorA Questvar Use actorB's Questvar in actorAs script Use actorA's Questvar in actorBs script Which will be an object script (token). Will this work? Or do the vars in that case stand a chance to get lost along the way due to script timing? Is there a more fluid way? I'm not struggling or anything, but I keep wondering if I should use an effect instead of an object. Just exploring possibilities.
Halstrom Posted April 16, 2013 Posted April 16, 2013 Usually I pass tokens, I haven't got deep into this NX stuff. If you are going to use quest variables like this I suspect you do something like clear the quest variable after you have grabbed it with a -1 or zero so the scripts can then tell when it's ok to write a new number or to wait for a new number.
t3589 Posted April 16, 2013 Author Posted April 16, 2013 I guess I could set the var on the actors directly through Nx, now that I think about it. Just trade them via Nx. I have to ask stupid questions sometimes to help it sink in.
t3589 Posted April 17, 2013 Author Posted April 17, 2013 Quick update. I'm getting there faster than I thought. Now that I've learned a few things, I've re-written this mod from scratch using an entirely different scripting method. I think you'll enjoy the results. This will probably change how people play Sexout to some degree. Won't be long.
saladboy21 Posted April 17, 2013 Posted April 17, 2013 Excellent. Still looking at us having to change those names?
t3589 Posted April 17, 2013 Author Posted April 17, 2013 Excellent. Still looking at us having to change those names? Definitely. There's no way around it. But, this will be the final one. Third times a charm. This will also require SCR from now on. And once again the new one is nothing like the old one. I've got the framework set up, so most of what I have left to do is data entry. The reason I know this is the final one is, because this is exactly the kind of mod I want for my own games. Part of it almost seems too good to be true. Modders will probably like this as much or more than players. This will open up a lot of options for them in terms of story telling. This isn't even an improvement on the one posted now. It's literally a completely new sound mod that works differently with lots of new/better implemented features. I don't want to give too much away. I'm looking forward to adding it to my game myself. Speaking for myself it will change how I play Sexout from now on. You'll see. It isn't even finished yet and it already makes the other one look really really bad. lol
saladboy21 Posted April 17, 2013 Posted April 17, 2013 It's cool. I knew it could happen. New one sounds neat.
t3589 Posted April 19, 2013 Author Posted April 19, 2013 Quick question. How many nested if statement levels would you experts recommend to keep from going beyond as a general rule?
BruceWayne Posted April 19, 2013 Posted April 19, 2013 I'm not 100% sure on this, but I think there is problem with too many elseif blocks as stated here by prideslayer. Nested ifs should be okay, some of the original quest scripts are using them quite excessively as well.
t3589 Posted April 19, 2013 Author Posted April 19, 2013 I'm not 100% sure on this, but I think there is problem with too many elseif blocks as stated here by prideslayer. Nested ifs should be okay, some of the original quest scripts are using them quite excessively as well. Yeah I saw that. That's what got me to wondering about it. Thank you.
t3589 Posted April 20, 2013 Author Posted April 20, 2013 (edited) Uploaded the new version. Needs lots of testing and feedback. I expect to make changes based on player prefs. This is now a Beta. Player sounds are now completely controlled by the player. Works like a power attack. Charge long to get really excited sounds, or simply tap to get low intensity sounds. Makes sex into a sort of mini game. This one should be able to be integrated into NG. It is now in a single script. All NG would have to do is add a few lines to the base effect script and absorb the SOSR script. Over the days ahead I expect to do some tweaking to get this so it's just right. Enjoy. EDIT: The modder hooks are already in. Will add more voice tracks upon request. Also added automatic gag detection and voices. Try it out. Edited April 20, 2013 by t3589
astymma Posted April 20, 2013 Posted April 20, 2013 If this has hard dependencies to SCR, I seriously doubt I can merge this into NG if that's desired. You can't have dependencies to mods that MUST load afterwards which is what would happen if merged. In its current state it could be merged into SCR though. What are the exact dependencies to SCR btw? Sexout might be able to absorb functionality if it's fairly innocuous but if it's a pervasive dependency it might be best to look at SCR as I said.
t3589 Posted April 20, 2013 Author Posted April 20, 2013 (edited) If this has hard dependencies to SCR, I seriously doubt I can merge this into NG if that's desired. You can't have dependencies to mods that MUST load afterwards which is what would happen if merged. In its current state it could be merged into SCR though. What are the exact dependencies to SCR btw? Sexout might be able to absorb functionality if it's fairly innocuous but if it's a pervasive dependency it might be best to look at SCR as I said. The only thing it relies on from SCR is checking against the gag list. If I removed the gag check feature it wouldn't need SCR at all. A single line of code more or less. EDIT: I guess I could simply replace the gag check with an NX var set on the actor and then let modders set it or not using SCR in their own code. Up to you. I made this to have better sounds in my own game. It just made sense to me that the sound system it replaces might want to adopt it at some point. If you want me to change things to that end, just say the word. Edited April 20, 2013 by t3589
zippy57 Posted April 20, 2013 Posted April 20, 2013 You could keep the check in but remove the dependency by using BuildRef.
t3589 Posted April 20, 2013 Author Posted April 20, 2013 You could keep the check in but remove the dependency by using BuildRef. Looking into it now. Thank you.
jaam Posted April 20, 2013 Posted April 20, 2013 I'm not 100% sure on this, but I think there is problem with too many elseif blocks as stated here by prideslayer. Nested ifs should be okay, some of the original quest scripts are using them quite excessively as well. Yeah I saw that. That's what got me to wondering about it. Thank you. One ? I have seen the issue on just the second elseif ! So, if possible, use single if as in: if something... do something return endif if something else... ... But that is far from always being possible.
t3589 Posted April 20, 2013 Author Posted April 20, 2013 I already have a fair idea of how getmodindex and buildref works. But is there any documentation on it? I can't seem to find anything but examples. I'm still clueless as how to get the master number.
jaam Posted April 20, 2013 Posted April 20, 2013 I don't have my modding computer running now, but check SexoutBR and/or SexoutHookups initialisation quest script. They both make use of that to activate and/or deactivate some settings.
BruceWayne Posted April 20, 2013 Posted April 20, 2013 int intIndex ref ignoreList if (GetGameLoaded || GetGameRestarted) if IsModLoaded "SmallerTalk.esp" set intIndex to GetModIndex "SmallerTalk.esp" set ignoreList to BuildRef intIndex 37282 if ignoreList AddFormToFormlist ignoreList IngaREF endif endif endif This is how I add my NPC from Affairs to smallertalk's ignorelist. The odd numbers are the last 6 digits of the formid from the formlist, transformed from hexadecimal to decimal. I've copy/pasted this code snippet from the Smallertalk thread, where this is discussed in greater detail. Edit: Forgot the best parts...
DoctaSax Posted April 20, 2013 Posted April 20, 2013 One ? I have seen the issue on just the second elseif ! So, if possible, use single if as in: if something... do something return endif if something else... ... But that is far from always being possible. Seems a little excessive. Never seen a problem with it, with moderate use.
t3589 Posted April 20, 2013 Author Posted April 20, 2013 OK I think I'm confused already. Will something like this work? if (GetGameLoaded || GetGameRestarted) if IsModLoaded "SexoutCommonResources.esm" set intIndex to GetModIndex "SexoutCommonResources.esm" set gagList to BuildRef intIndex 145140 endif endif Then just check against gagList? It doesn't seem right to me for some reason.
t3589 Posted April 20, 2013 Author Posted April 20, 2013 I know I need to add the form list. But I don't know how to add the entire list. I don't want to add a form to a list, but add an entire form list.
zippy57 Posted April 20, 2013 Posted April 20, 2013 You can use a loop to get every record in one list and add it to another. I know BrutalRapers has an example of that. Tryout should too somewhere. Anything with a scanner has a loop in it somewhere.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now