dkatryl Posted May 27, 2013 Posted May 27, 2013 Even though I don't personally use it, I follow the SexLab Simple Rape mod thread, since the theme of the mod more or less parallels my own, and I have seen people telling him that their characters are getting raped by certain things, like Dwarven Centurions and such. Rather, their character is going through the motions and the mob in question just stands there.  Taking a peek at the author's script, I see he makes a ValidateActor() call, which is just a SexLab Framework custom function. So looking at it in the SexLab Framework script, I see it as:  int function ValidateActor(actor a) if a.IsInFaction(AnimatingFaction)  _DebugTrace("StartSex.ValidateActor","actor="+a,"Failed to start animation; actor appears to already be in an animation")  return -10 endIf if a.IsDead()  _DebugTrace("StartSex","actor="+a,"Failed to start animation; actor is dead")  return -11 endIf if a.IsDisabled()  _DebugTrace("StartSex","actor="+a,"Failed to start animation; actor is disabled")  return -12 endIf if a.IsChild() || a.GetLeveledActorBase().GetRace().IsRaceFlagSet(0x00000004)  _DebugTrace("StartSex","actor="+a,"Failed to start animation; actor is child")  return -13 endIf if a.HasKeyWordString("ActorTypeCreature")  _DebugTrace("StartSex","actor="+a,"Failed to start animation; actor is a creature that is currently not supported")  return -14 endIf return 1endFunction  Now, the part that catches my eye is the bolded red section. ActorTypeCreature will catch most all unsupported races, wolves, bears, etc, but in the particular reported case, Dwarven Centurions are ActorTypeDwarven, so they are missed in the check. Might I suggest something more like:  If !a.HasKeyWordString("ActorTypeNPC") or If a.!HasKeyWordString("ActorTypeNPC")  Not sure how the ! syntax works with that 'a.' in there like that, but you get the idea. Basically instead of disallowing if it is ActorTypeCreature, make it disallow if it is NOT ActorTypeNPC. Â
Ashal Posted May 28, 2013 Posted May 28, 2013 Already been made aware of the issue, it'll be fixed in a future release.
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