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prideslayer

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Posted

I dont know if it is an anim or not but I have seen people cheering for the hookers. And somtimes people cheer when somthing is accomplished during a quest. Dont know if that helps.

 

 

It does.

 

If there is cheering in there, then it's an idle anim and can be used. I'll try to find it and see what I can do.

Posted

Oh not to derail my own thread' date=' but before anyone asks: Yes I have pre-ordered Skyrim, and yes when this is done (or at the same time) I plan to port sexout over.

 

That is unless the Oblivion Lovers stuff gets ported first and has all the features I crave. :D

[/quote']

 

I vote for sexout in stead. Lovers is mostly translations, this is a true loverlab born child. But thats just me...

Posted

Oh not to derail my own thread' date=' but before anyone asks: Yes I have pre-ordered Skyrim, and yes when this is done (or at the same time) I plan to port sexout over.

 

That is unless the Oblivion Lovers stuff gets ported first and has all the features I crave. :D

[/quote']

 

I vote for sexout in stead. Lovers is mostly translations, this is a true loverlab born child. But thats just me...

 

I agree. A homegrown project would be best. I'll do what I can to have it out quickly as soon as the new TES is released.

Posted

It does.

 

If there is cheering in there' date=' then it's an idle anim and can be used. I'll try to find it and see what I can do.

[/quote']

 

Yes, they are definitely in there. I briefly tried to do this same thing for myself. They're loose anims though, which I assume means that if you want to pull cheering anims randomly from a group you will first have to create a group (formlist I guess? I don't really understand how those things work) yourself.

Posted

It does.

 

If there is cheering in there' date=' then it's an idle anim and can be used. I'll try to find it and see what I can do.

[/quote']

 

Yes, they are definitely in there. I briefly tried to do this same thing for myself. They're loose anims though, which I assume means that if you want to pull cheering anims randomly from a group you will first have to create a group (formlist I guess? I don't really understand how those things work) yourself.

If other NPCs are already using it, you can use it easily.. just ".playidle "

 

If it's not in the global idle animations list (in the geck under "global -> item animations" in the menu, not the object tree), but the .kf is in the directory structure, then it can be added easy enough.

 

Now, making the closest people cheer automatically.. that's a little bit more of a challenge. :)

Posted

Right, but there are several different cheering/clapping/etc-type anims, and I wanted the nearest NPCs to choose from amongst them all, for variety. IIRC, most commonly-used anims are already grouped such that you can.. ah, I don't know what I'm trying to say exactly.. nevermind. >_>

 

Anyway yes, there are several different celebratory animations for you to choose from. :D

Posted

Yeah... again' date=' I'm still kind of waffling on which way to go with it. I don't want a "bunch" of masters either on one hand, but on the other things like drugs and stds and rape are all very separate things that different mods might want to handle different ways.

 

Different mods (or people) may want drugs and drug effects separate from rape (e.g. during prostitution); drugs may also some day affect pregnancy somehow, perhaps causing miscarriages. I'm torn on how to support all the possible options for these ideas and others while still keeping the core sexout mod from getting bloated. I may have no choice to but to just "bloat it."[/quote']

Well I was thinking of just adding the formists & variables to the main Sexout ESM, not any actual coding because then all plugins could access them easily without needing the rapers esp.

I'm thinking all that should be in the main ESM is the sex animation code and variables, maybe everything else should be a plugin.

 

I'd love to see this ported to Skyrim BTW, I can imagine what can be done with Skyrim after seeing what's been done just from LoversLabs mod list (I've never even played Oblivion) with Oblivion could be quite awesome, I'd port my pregnancy code over for sure. But I'm waiting for Skyrim to settle for 6 months or so and the price drops, and finish the code in NV first, unless of course Fallout 4 hits the horizon :)

Posted

Yeah... again' date=' I'm still kind of waffling on which way to go with it. I don't want a "bunch" of masters either on one hand, but on the other things like drugs and stds and rape are all very separate things that different mods might want to handle different ways.

 

Different mods (or people) may want drugs and drug effects separate from rape (e.g. during prostitution); drugs may also some day affect pregnancy somehow, perhaps causing miscarriages. I'm torn on how to support all the possible options for these ideas and others while still keeping the core sexout mod from getting bloated. I may have no choice to but to just "bloat it."[/quote']

Well I was thinking of just adding the formists & variables to the main Sexout ESM, not any actual coding because then all plugins could access them easily without needing the rapers esp.

I'm thinking all that should be in the main ESM is the sex animation code and variables, maybe everything else should be a plugin.

 

I'd love to see this ported to Skyrim BTW, I can imagine what can be done with Skyrim after seeing what's been done just from LoversLabs mod list (I've never even played Oblivion) with Oblivion could be quite awesome, I'd port my pregnancy code over for sure. But I'm waiting for Skyrim to settle for 6 months or so and the price drops, and finish the code in NV first, unless of course Fallout 4 hits the horizon :)

 

Variables I can definitely put in the main ESM. I will finda an easy way to do this; Initially I thought of questvars in separate quests, like SexoutSTDs and SexoutDrugs, but that has the same 'problems' though it does keep the main script from getting bloated.

 

I don't want to "limit" modders on what they can do, or to my choices for drugs or STDs. Right now I'm leaning towards just having the protected/unprotected sex counters in the main ESM, so other ESMs or ESPs could just 'watch' them and if they see either one change value, they can take appropriate action, "roll dice", whatever.

 

From there the drugs could be left as-is to be handled by the various add-ons, while STDs could be handled with more invisible quest items. A formlist in the main ESM could hold the STDs the player currently has, rather than placing them in inventory. This would prevent STD effect scripts on the items from firing more than once during 'removeall' events like the current sexout does on occasion.

 

Effects could be added through spells by independent mods. Does that sound like it would work?

Posted

Not to be annoying but are you planing on adding some brutal rapers features? If it's okay with prkr_jmsn?

 

No more than is required for the brutalrapers mod to work as-is with minimal modifications. I don't know what it needs, I haven't started testing with existing ESPs yet, so right now, that just means the raper flag and counters, and the rape sounds.

Posted

Yeah... again' date=' I'm still kind of waffling on which way to go with it. I don't want a "bunch" of masters either on one hand, but on the other things like drugs and stds and rape are all very separate things that different mods might want to handle different ways.

 

Different mods (or people) may want drugs and drug effects separate from rape (e.g. during prostitution); drugs may also some day affect pregnancy somehow, perhaps causing miscarriages. I'm torn on how to support all the possible options for these ideas and others while still keeping the core sexout mod from getting bloated. I may have no choice to but to just "bloat it."[/quote']

Well I was thinking of just adding the formists & variables to the main Sexout ESM, not any actual coding because then all plugins could access them easily without needing the rapers esp.

I'm thinking all that should be in the main ESM is the sex animation code and variables, maybe everything else should be a plugin.

 

I'd love to see this ported to Skyrim BTW, I can imagine what can be done with Skyrim after seeing what's been done just from LoversLabs mod list (I've never even played Oblivion) with Oblivion could be quite awesome, I'd port my pregnancy code over for sure. But I'm waiting for Skyrim to settle for 6 months or so and the price drops, and finish the code in NV first, unless of course Fallout 4 hits the horizon :)

 

Variables I can definitely put in the main ESM. I will finda an easy way to do this; Initially I thought of questvars in separate quests, like SexoutSTDs and SexoutDrugs, but that has the same 'problems' though it does keep the main script from getting bloated.

 

I don't want to "limit" modders on what they can do, or to my choices for drugs or STDs. Right now I'm leaning towards just having the protected/unprotected sex counters in the main ESM, so other ESMs or ESPs could just 'watch' them and if they see either one change value, they can take appropriate action, "roll dice", whatever.

 

From there the drugs could be left as-is to be handled by the various add-ons, while STDs could be handled with more invisible quest items. A formlist in the main ESM could hold the STDs the player currently has, rather than placing them in inventory. This would prevent STD effect scripts on the items from firing more than once during 'removeall' events like the current sexout does on occasion.

 

Effects could be added through spells by independent mods. Does that sound like it would work?

Ah wow, I didn't even think some of the main mods "RemoveAll" could cause multiple firings, I'll have to check my mod for anything effected by that.

Posted

 

Ah wow' date=' I didn't even think some of the main mods "RemoveAll" could cause multiple firings, I'll have to check my mod for anything effected by that.

[/quote']

 

It's not the removeall that fires the events, it's when the items are added back to the actor; but that usually only happens either when the item is first given to an actor, or when it's given 'back' to the actor. RemoveAll doesn't fire the OnRemove (or is it OnDrop? I forget.) event on item scripts -- they are only fired when the player performs the action through inventory.

 

For example, sexout itself does a removeall on your items when using BBR if I remember correctly, and places all your stuff in a hidden container; basically an invisible footlocker in a cell that has no player accessible entrances.

 

When the sex finishes, the items are all given back to the user, and this will cause all of their OnAdd scripts to fire.

 

Another problem with this approach is that it does not respect the can/cannot equip flags on the items. For example, if the actor has something like a slave collar that is set to not be removable by them, if it's unequipped, the re-equip is not setting that flag correctly. This isn't really sexouts fault, since AFAIK you can't actually query that flag to save and restore it.

 

The only correct answer is to not do the removeall or unequip on items that don't need removed for sex to 'work'. Again, I think it only does this right now with BBR, and that's probably one of many reasons that BBR doesn't work right with sexout.

Posted

ETA on the 3-ways?

 

I'm hoping to have a basic first version available this weekend. This will NOT be a completed version. My intention is to have just one or two anims of each type in place, and to ignore the 'anim' setting if it's out of range of what I have in place.

 

The purpose will be to test it with existing mods and see what settings I may have missed, or what problems (if any) my changes have caused, so modders can make suggestions for changes and get 'prepared', understand what work they will need to do to migrate to the new version.

 

It should be fully functional, just light on some features. My intention for the first release:

 

At least one animation for each of these, if the anims are available (most should be):

- Solo male

- Solo female

- 2p doggy style. This will be first since it works with any combination of male or female actor, vaginal or anal.

- 3p doggy style "spitroast" aka "fingercuffs", for the same reason as above.

- 1x per creature (dog, supermutant, deathclaw, ghoul, etc)

 

Again, the specifics provided by the addon (anim #, rape flag, etc) will be ignored in the first rev, it's simply going to look at the # of actors involved, and if any are creatures, and play the appropriate default animation.

 

Also absent will be other features that are half-baked/half-done right now, like camera adjustments. My goal is to have all the stuff done that other modders need in order to be able to use this new version, and then add the player-oriented stuff in the next version, to be released possibly this weekend as well.

Posted

Just an update. The base system is basically working now. No sounds yet, and just one anim in while I nail down a problem. When I started adding the camera stuff, the undress code stopped working.

 

Must have something to do with either the ufo cam or disabling the player controls, since those are new in the camera code.

 

I should have a VERY basic version up for initial testing later today.

 

 

Posted

Ok, camera issue is fixed... I think.

 

Needed to delay a few frames between when the actors are told to undress and position and when their animations should start. I've made this a tunable that will eventually be available via MCM, since I suspect it's going to be different on different computers.

 

Everything is working now, but no sounds yet.

 

Next up (in roughly this order)

sounds (normal)

sounds (rape)

2p doggy-style anim added

..demo release here, then..

(creature) dog

(creature) sm

(creature) ghoul

(creature) centaur

(creature) deathclaw

..demo release here, then..

3p spitroast

..demo release here, then..

(creature) -- all the stuff donkey has been working so hard on. Cazadores and others for all!

..demo release here, then..

Add in ALL the anims, rather than just having 1 each of the above.

 

I've chosen that order based on the seemingly most popular mods being used around here. The first release should be enough to *maybe* work with tryouts. The second should get be enough for rapers, the pregnancy mod, and sewerslave. From there, it's all over but the crying.

 

By working I mean "not crashing anywhere." Many features will certainly not work in these mods due to the stuff I've removed that I intend to add into another ESM or ESP, like STDs, drugs, etc. Getting them working again will be a collaborative effort between myself and the mod author, with a ton of NVEdit support I'm sure to find the problems.

 

I fully expect the first few releases to be extremely buggy and unreliable, and in fact the first one or two may just crash NV outright, depending on the mods you have loaded, as I'm sure I'll miss some things that these mods need.

 

I intend to try it out myself with most of them, but only at a sort of surface level to make sure they don't crash right away. Too much work to do, hardly any time to play or playtest.

 

So bring-on the alpha and beta testers! :D

Posted

I lied. Didn't even start working on sounds. Started work on 2p animations and decided I needed A Plan for organizing all the idles so it's not a huge mess like the current one.

 

So I have that done now, and just finished the logic to do initial orientation and positioning of all three actors. Took a little while to do this in a way that didn't require a huge, ugly if statement that would be easily 5x longer than the one already in sexout, but it's done.

 

The readme I've been writing is getting pretty detailed, so I want to put it here NOW so you guys, especially you other modders whos hard work I am trying not to break too bad! can start to grok what I'm up to.

 

The sooner someone tells me I'm crazy for what I'm doing, the better.

 

So, here are the two files as a sort of 'teaser'; the overall readme, and the anim organization list!

 

EDIT: New version of file. Realized I duplicated some numbers by accident in the anims.

Posted

Well, done thanks for the info to read, another quick onr I just thought of, could we add numVaginalCass, numAnalVeronica etc, maybe some might want NumOralRex & numVaginalED-E, but just thinking some basic stats stored for the main followers would be handy to be shared at times in different mods even if they ae just globals or Quest Variables in the main ESM.

What are the pro's & cons of using Globals vs QuestVariables in this way anyway?

 

Posted

Well' date=' done thanks for the info to read, another quick onr I just thought of, could we add numVaginalCass, numAnalVeronica etc, maybe some might want NumOralRex & numVaginalED-E, but just thinking some basic stats stored for the main followers would be handy to be shared at times in different mods even if they ae just globals or Quest Variables in the main ESM.

What are the pro's & cons of using Globals vs QuestVariables in this way anyway?

 

[/quote']

 

Sure, I can add those. The main script is basically done and is only 14K so far, so a few more vars won't hurt.

 

The functional difference between quest vars and globals is basically nonexistant. The only thing that really changes is how you script them: The globals don't need to be prefixed with "Sexout." in your scripts. Globals are also accessible by name in the console.

 

The words Anal, Vaginal, and Oral are globals actually -- the ones you use to set the SexType (not used in my new version, but still available to avoid crashes in other ESPs.)

 

I will add them in for all the followers.. if memory serves the complete list is:

-Rex

-EDE

-Boone

-Veronica

-Cass

-whats-her-face-the-nightkin

 

Are there others?

 

Add-ons like sunny and willow will be problematic of course. If there is high demand I can add those as well.

Posted

In order to test my initial animation picker stuff and distance value, I added 5 masturbation anims; 4 female (101-104), 1 male (will fire on any setting from 101-110).

 

I'm going to get the toy anims (pipe, wrench, baton, bottle) and 1 or 2 actual M+F positions in place and then make an initial upload for people to check out.

 

It will be an ESP, not an ESM, so other mods won't work with it. I will provide example code so you can 'get it on' with your companion(s) or anyone nearbuy just to test it out.

 

I think everyone is going to like the new (simplified) camera. No hokey business, so far no issues with being invisible unless the actors overlap too much, which just means I need to adjust positions.

 

By example code I mean 3-4 console commands to start a sex scene of your choosing. Would be basically the same for ESP scripts except you'd use sexout instead of the REFids.. just to try it out and find any obvious early glitches.

Posted

You're forgetting Raoul and Arcade. Don't know if you're going to enforce lore through the master plugin' date=' but Arcade is gay.

[/quote']

 

Not going to enforce it, that's up to the mods that actually use sexout. This thing has no dialog and no restrictions other than the anims available and of course no children.

Posted

Add-ons like sunny and willow will be problematic of course. If there is high demand I can add those as well.

Yeah near impossible I suspect as you would need them to be loaded to reference them ok, or perhaps that particular script would just fail without crashing anything.

 

Posted

I have a question in regards to the 3some anims, how will they be used? Like will the mods that exist which currently use Sexout be able to use them as they are now or will it be required that they be updated? And if they will need to be updated how will players be able to use them until that is done? Will they have to use console commands to initiate them?

Posted

Add-ons like sunny and willow will be problematic of course. If there is high demand I can add those as well.

Yeah near impossible I suspect as you would need them to be loaded to reference them ok' date=' or perhaps that particular script would just fail without crashing anything.

 

[/quote']

 

Right. If the mod isn't loaded, I can't reference those other companions in the geck at all to check for them. If I load the mod, change the scripts, then unload the mod (or don't play with it loaded), it will crash the game just like adding a DLC mod crashes it if you don't have that DLC.

 

This MIGHT work. You wouldn't be able to tell anything from looking at the code, NVSE can print/display the real 'name' of a reference, though that's all it can do.

 

I'm thinking I'd add all the vanilla companions + Sunny, then add maybe 3-4 more generic sets of vars like:

NPC1numVaginal
NPC2numVaginal
NPC1numAnal
....

 

From there, I could also create a new formlist, call it SexoutCompanionFL for now.

 

During sex, I check to see if any of the involved parties are companions (in the PlayerFaction). If so, I add them to the formlist blindly. This will work since it silently discards duplicate entries.

 

THEN, I get the index of the NPC ref from the formlist. Follow that with a big if/ifelse/ifelse/... block that looks something like:

if 1 == idx
 set NPC1numVaginal to NPC1numVagional + 1
 ...
elseif 2 == idx
 set NPC2numVaginal to NPC2numVagional + 1
 ...
elseif...

 

That would do all of the tracking.

 

Now, how could other mods use that information? They really couldn't in a per-companion type of way, but they COULD do more 'generic' things with it. If NPC1numAnal or NPC2numRaped or whatever went over some value, you could get the refID for that companion from the formlist and then do something with it.

 

Do you think that would all end up being useful, or am I just wasting braincells and maybe time thinking about it? :)

Posted

I have a question in regards to the 3some anims' date=' how will they be used? Like will the mods that exist which currently use Sexout be able to use them as they are now or will it be required that they be updated? And if they will need to be updated how will players be able to use them until that is done? Will they have to use console commands to initiate them?

[/quote']

 

Mods will definitely have to be updated to use them.

 

As a player, you could use them via the console. For example, if you're a male PC and have Boone and Cass as companions (or just nearby), and you want to "spitroast" Cass you could do this in the console.

set "..000ae2".actorA to player
(click on cass)
set "..000ae2".actorB to getself
(click on boone)
set "..000ae2".actorC to getself
set "..000ae2".anim to 5101
player.CIOS "..00ae3"

 

You'd replace the ".."s above with the two digits showing as "mod list" in FOMM next to sexout.

 

I could probably add some kind of debug "thing" that would make that easier, but I don't know how much effort it would be for me to do right now.

 

Of course that would require the spitroast anim to be ready. I think that one in particular (doggy style spitroast) may just need the roastee's .kf updated mildly, copied from the normal doggy style one, to bring the head/mouth in line with the naughty bits, for example. I would then just use the normal male anims for doggy style for both front and back guys.

 

Better animations specifically made for 3somes will emerge after release, as people get inspired to make them.

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