Ravinoff Posted October 2, 2021 Posted October 2, 2021 Okay, so I know about prideslayer's override, but it's been years since that project was active. And unless somebody figured out how to fix it, it still has the weird actor inversion issue with oral animations that makes it impossible for a male player character to get a blowjob through the override conversion. Which normally I wouldn't care too much about, but for some weird reason I'm oddly enamoured with the Katie follower mod, which relies heavily on wSex. For the past couple days I've been poking at the relevant mod files with no luck getting it to work properly. But one of the things I was trying got me thinking. I know somewhere between jack and squat about actually making mods, tinkering with item spawns in the GECK and fixing some texture sheets is about as complex as I've gotten. Looking at how the wSex stuff with Katie is set up though, it seems pretty simple - all the scenes are triggered via dialogue options with basic scripts attached that I can play with using the conversation editor. Example, going through her dialogue tree and selecting vaginal plays one of four random response lines that has two attached scripts: Result Script (Begin) if katieref.getitemcount katiekleidungrstung == 1 removeitem katiekleidungrstung 1 set katiequest.rstung to 1 endif RemoveAllItems KatieStripContainerREF 1 set katiequest.hadsex to 1 Result Script (End) set wsexQuest.sexType to 2 player.addItem wsexReceiverToken 1 1 katieref.addItem wsexGiverToken 1 1 set wsexQuest.refFinishingDialog to katiesexvaginalafter showmessage katiesex3secmess showmessage katiesexkommengleichmess showmessage katiesexorgasmess With a couple variations on the showmessage bits on the end. Now, other than being half in bloody German, what I'm seeing is a self-contained (Begin) strip script, and the (End) holding a couple messages plus the actually important wSex call functions. So what I'm wondering/thinking about is if I could go through the ESM for the Katie NPC mod, isolate and cut out the wSex call sections and directly replace them with corresponding Sexout function scripts extracted from SexoutSex or wherever (aside from the "set wsexQuest.refFinishingDialog to katiesexvaginalafter" pointer, that would need some editing). Then theoretically I could swap Sexout.ESM in place of wSex.ESM in the masterlist for Katie_NPC.ESM and not mess with the override ESP in the first place - for Katie at least. Does that sound like an option or am I completely talking out my ass here?
Chris2999 Posted October 29, 2021 Posted October 29, 2021 I wish you found an answer for this because I also like Katie.
Neutron_rus Posted October 29, 2021 Posted October 29, 2021 On 10/2/2021 at 2:58 PM, Ravinoff said: Result Script (Begin) if katieref.getitemcount katiekleidungrstung == 1 removeitem katiekleidungrstung 1 set katiequest.rstung to 1 endif RemoveAllItems KatieStripContainerREF 1 set katiequest.hadsex to 1 Result Script (End) set wsexQuest.sexType to 2 player.addItem wsexReceiverToken 1 1 katieref.addItem wsexGiverToken 1 1 set wsexQuest.refFinishingDialog to katiesexvaginalafter showmessage katiesex3secmess showmessage katiesexkommengleichmess showmessage katiesexorgasmess Result Script (End) if katieref.getitemcount katiekleidungrstung == 1 removeitem katiekleidungrstung 1 set katiequest.rstung to 1 endif call fnSexoutActRunFull (Ar_Map "ActorA"::katieref, "ActorB"::playerREF, "Flags"::(ar_list "Vaginal"), "CBDialogA"::katiesexvaginalafter) set katiequest.hadsex to 1 old begin script can be fully removed messages part can be removed at all, but if you want to save it, just insert them in last katiesexvaginalafter dialog as an end script, so the pop up will happen after the dialog showmessage katiesex3secmess showmessage katiesexkommengleichmess showmessage katiesexorgasmess anyway, many parts of code seems like tied to work with wsex, so i'd say that you need to do a whole rework of the code first
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