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What do you want from me?


prideslayer

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I've been hijacking the tryouts thread long enough, so here's my own.

 

I'm working on some stuff at present, but if you have more, and the ideas are not *too* complex, I'll see what I can do as I have time.

 

I am *mostly* interested in helping modify mods of others and in adding functionality to existing stuff. If you have an idea for a mod of your own, go ahead and share, but don't expect too much (unless I really like it) -- I have full-on top-secret mod ideas of my own that I'm working on!

 

Currently in progress (listed in order of priority):

 

Modifications to existing stuff

1. Fixes to Tryouts. I've done a bit over there already, mostly to Legion (go update if you havent! Many fixed bugs! New dialogue!) but if there are problems in the others, I'll see what I can do if Loogie can't / doesn't have time.

 

2. SexoutNG is released!. Official thread here: http://www.loverslab.com/topic/17747-sexoutng-2678-08-jun-2013/

 

 

Ideas I'm fleshing out for my own mods. No work started yet.

 

1. New prostitution/slut mod. Discussed this a little today with jack, simple ideas often lead to more complex ones. I am thinking of this as a full blown, Mojave-wide mod, not just one where you work at some casinos or bars, but where being a prostitute is your profession.

 

Gain experience. Make caps. Get referrals (quests). Get a pimp. Watch out for rapists. Beware of working on another girls turf. etc.

 

2. Bitch in Heat. Tired of waiting for Lovers Bitch for FONV. Have many ideas here, all top secret!

 

3. Public sex. Nothing concrete here, I am just thinking there should be *some* reaction from those around you if you're involved in fucking or rape in a public setting with other people around.

 

4. 2-3 other ideas I'm not yet ready to disclose.

 

5. Suggested by donkey: Add a quest for the captures @ the Cove to break/train them and turn them into slaves, rather than freeing them.

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Yay prideslayer! I don't have anything helpful to add at the moment as I'm about to leave, but... yep.

 

 

edit: okay one thing -

 

Yes. All the anims are actually just 1 person. The characters are positioned' date=' and then each partner has a different anim applied. The anim used for the giver in doggy style is just one animation of a guy banging away at nothing. You can put three people in a scene as easily as you can put two.

[/quote']

 

 

mind = blown

 

 

So we could just paste any 2-3-4-17 animations together that happened to be positioned appropriately? I had no idea. Oh my god. Are you sure? Other people seemed to think it would take all sorts of complex business.

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2. Bitch in Heat. Tired of waiting for Lovers Bitch for FONV. Have many ideas here' date=' all top secret![/quote']

 

*clears throat loudly* ;)

 

Well that's definitely a different idea than the one I had in mind, however, since it's all about making caps and putting on shows, I think I could work most or all of it in.

 

I do like it, and your point is well taken.

 

My idea (and I believe the idea behind the original -- I've never used it or seen it, never played OBV for that matter!) is to have a new "trainable" companion.

 

I've got the main quest for picking up your new companion as well as the training planned out. I don't want to give too much away, there is an actual quest involved with multiple stages that should be discovered/experienced by the player like with any real quest.

 

It won't cater to everyone in the other thread and perhaps not 100% for you either: there is rape involved. The quest start is triggered by a rape, and there could be more rapes throughout, depending on player action or inaction; abuse or neglect of your new companion for instance. All of the canine/pc rape, except the first one, can be avoided by paying attention and making sure your and your companions needs are met.

 

If you're into the rape aspect, well, you can obviously be as abusive and neglectful as you feel you need to be, and you'll get what your new best friend thinks you deserve.

 

Again, no code written yet, and I'm still planning, writing, erasing, rewriting the main parts of the plotline, perks, addictions (oh yes), and other rewards and consequences.

 

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Yay prideslayer! I don't have anything helpful to add at the moment as I'm about to leave' date=' but... yep.

 

 

edit: okay one thing -

 

Yes. All the anims are actually just 1 person. The characters are positioned, and then each partner has a different anim applied. The anim used for the giver in doggy style is just one animation of a guy banging away at nothing. You can put three people in a scene as easily as you can put two.

 

 

mind = blown

 

 

So we could just paste any 2-3-4-17 animations together that happened to be positioned appropriately? I had no idea. Oh my god. Are you sure? Other people seemed to think it would take all sorts of complex business.

 

That's how it looks to me on the surface. Also I'm an expert that knows so much more than everyone else because I've been doing this for all of two weeks or so -- in non-sarcastic speak, I could be 100% wrong.

 

It's something I plan to test and verify as soon as I'm done with this callbacks thing. My changes to sexout.esm are done now, I'm just fixing the demo esp and testing.

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You may want to talk to GalenZ before doing prostitute mod work - sounds like you both plan on treading similar territory.

 

I'll look him up' date=' thanks bud!

 

If/when you need more Tryout help, let me know. When I'm finished with this pressing matter of the callbacks, I can transplant the fixed tryout script from Legion to the others as well if you haven't had the time or inclination to do it yet yourself.

 

Oh trick I found today. Everyone may already know this, but I didn't.

 

After you first create your ESP in the geck, exit, turn on the ESM flag in NVEdit, and rename it to .esm. These steps everyone knows.

 

However, what you may not know is that if you turn the bit back off with NVEdit, you can then edit it directly in the geck as if it were an ESP, [b']and when you save it in the geck, it will turn the ESM flag back on for you.[/b]

 

Now, this does crash the geck when you exit for some reason, so you need to end it with task manager, but it works and has saved me the steps of having to rename the file back and forth and turn that flag on in NVEdit when I'm going back to ESM.

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Just as a note about doing 3+ people. It really is as easy as just playing any three animation files that already exist at the same time. The 'difficulty' is expanding scripts to actually control 3 participants (which will essentially mean 50% more code).

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Just as a note about doing 3+ people. It really is as easy as just playing any three animation files that already exist at the same time. The 'difficulty' is expanding scripts to actually control 3 participants (which will essentially mean 50% more code).

 

That's pretty much what I figured. It's such a shame that there's no way in this crummy scripting language to create your own functions/methods. Life would get so much easier. Also if there were strings.. or arrays.. or form lists didn't suck.. or getself worked on dynamic stuff..

 

I had a pretty clever way of doing this callback thing that was 90% written, then I found I couldn't add the same ref to a formlist twice. How stupid is that?

 

Going to try to attack it anyway, ugly redundant code doesn't stop me at my real job, why should it stop me here? :P

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Also, a question: for stuff like Gangers/Legion/etc, could you do something like run a really short-range scan (<5m or something) [edit: run this when they meet the distance requirement for initiating dialog before deciding what dialog to pick, I guess?] for other nearby NPCs of the same faction, and if found have the nearest one initiate a "group" dialog? At that point I would think you could then just take the nearest NPCs the scan found, assign them each positions and apply the animations, right?

 

Disclaimer: I have no idea what I'm talking about. The last time I did any serious coding was in high school comp sci. And to be perfectly honest I remember almost nothing about it (visual BASIC and C++, iirc). So if my suggestions make no sense... um, sorry. Heh.

 

I have played around with GECKscript a bit when trying to help Bromm and Loogie bugfix, but they can tell you how much help I was (read: none at all).

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But.. but.. gangbangs. :(

 

haha.. laughing here.. :)

 

Loogie is right though. I didn't spend all that time fixing that damn convo-starter thing just to go breaking it again trying to serve up some hot random gangbangs.

 

However, don't fret. There are other ways to do it more efficiently anyway.

 

First off, Loogie already knows what he's doing when it comes to adding NPCs to an area. This type of stuff is a *lot* easier to do with persistent NPCs whos location you can control, with their own dialog. It's nothing (relatively speaking) to add a few pairs of new NPCs that move around together looking for a player to gangbang.

 

That can be done fairly simply compared to getting gangbang scanner logic into the existing random dialogue/tryout script. If they were kept as copies of the vanilla NPCs then it wouldn't bloat the esp very much since there are no new models or textures inside.

 

Then all it takes are:

- three NPC packages

- one for the main NPC leading the patrol (or sandboxing)

- another for the main guy that activates when in range and initiates the gangbang with a simple GetDistance call.

- one for his buddy just to keep him in range of patrol leader.

- new quest (or quest topics in the existing one) to start off the bang when in range.

 

It would also be possible (but somewhat complex) to add gangbang support to a standalone esp like rapers/stalkers. Instead of waiting in line as stalkers do now, they could forcibly reset the current rape in progress and start the gangbang fresh with the other NPC already on the scene. The concept would be 'joining in' but it would be jarring as the player would get 'yanked' from one scene to the next with no transition.

 

It would also likely go all kinds of stupid (and maybe crash) if there's already a raper queue huddling around the player, but that could be addressed.

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Also' date=' a question: for stuff like Gangers/Legion/etc, could you do something like run a really short-range scan (<5m or something) [edit: run this when they meet the distance requirement for initiating dialog before deciding what dialog to pick, I guess?'] for other nearby NPCs of the same faction, and if found have the nearest one initiate a "group" dialog? At that point I would think you could then just take the nearest NPCs the scan found, assign them each positions and apply the animations, right?

 

The only problem with this, other than the one already described re existing tryout scanner complexity and fragility, is that there is no way to scan for the closest other guy. Another classic limitation that annoys everyone.

 

Every scanner out there, when it scans, gets a list of all the references in the area, order apparently dictated by the order the game engine created them. There's no 'getClosestDude' or anything like that.

 

So every scanner out there works the same way. Gets the list, and loops through the entire thing. They all have to first make sure that the reference they have isn't something they don't want or that is invalid, like a creature, a corpse, stuff like that. They filter out all the invalids, and once they have one they like, they apply their own rules/filters to it.

 

In this case, you'd be looking at the distance to the player, saving the ref and distance, and continuing the scan. If you find someone closer than the closest one you've found so far, then you save that ref and distance and.. continue the scan.

 

When you're done, you've found the closest valid guy, and then you'd decide if it's "close enough" to join in.

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Ah, I see. I think.

 

Well I have every faith in your abilities, the both of you. :P

 

edit: I guess what I'm hoping for is relatively seamless integration with existing plugins, particularly the Tryouts as they are my favorite. If that makes sense. Rapers and Hookups, for instance, both work against/"outside" the plugins, and it can be kind of jarring at times.

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There can still be gangbangs' date=' but using a new dialog system for them could lead to breakiness.

[/quote']

 

I think it will be easier using the dialog system to initiate gangbang then it is to fully expand the code like it is now.

 

Remember nvse don't have advanced commands like obse can yet, like calling another script from within a script directly!! but with clever scripting, it will be possible to create 2 spell effects.

 

witch you can use through dialog by using castimidiatonself.

 

that way you will be able to do the same. if it was fully script driven.

 

It will work the same like the friends and lovers plug-in but now for new vegas.

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How about the weathers family after you rescue them from cotten cove ? could add a new story for it there' date='

[/quote']

 

You mean some kind of quest involving them?

 

yes kind of, but it would make more sense it would be added to legion tryout, since they are already there.

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How about the weathers family after you rescue them from cotten cove ? could add a new story for it there' date='

[/quote']

 

You mean some kind of quest involving them?

 

yes kind of, but it would make more sense it would be added to legion tryout, since they are already there.

 

I'm open to ideas, and more involved with Legion Tryout than I ever expected to be, but you'll have to be a bit more specific. You just want to get them involved somehow, if the player hasn't freed them?

 

Break them down and turn them into slaves (rather than 'captures')? Something else?

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How about the weathers family after you rescue them from cotten cove ? could add a new story for it there' date='

[/quote']

 

You mean some kind of quest involving them?

 

yes kind of, but it would make more sense it would be added to legion tryout, since they are already there.

 

I'm open to ideas, and more involved with Legion Tryout than I ever expected to be, but you'll have to be a bit more specific. You just want to get them involved somehow, if the player hasn't freed them?

 

Break them down and turn them into slaves (rather than 'captures')? Something else?

 

Exactly, great for when your playing an evil character, rather then a good one. Right now there isn't anything added to them like when you liberate them they are suppose to go to Freeside old mormon ford but they somehow never arrive there.

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