RitualClarity Posted October 5, 2013 Posted October 5, 2013 There is already a sprint key added to Project Nevada. I don't know how different the feel or play style is that user is implementing but if someone wants some sprinting this mod can do it. It also adds a grenade key (throw key) and bullet time as well as fixes the dam settings for bullets that don't want to fly straight. That being said I believe user will be doing something different from a simple sprint key...
RitualClarity Posted October 6, 2013 Posted October 6, 2013 I have used it quite often and I believe I have seen it in load orders here as well. The only problems I have ever had was getting the MCM, Sexout and Project Nevada working. I forget the order now but if done in the correct order it worked just fine.
prideslayer Posted October 7, 2013 Posted October 7, 2013 PN comes with its own MCM plugin DLL for NVSE. You should only use it if PN is the only MCM-using mod you're using. If you're using Sexout etc., use the DLL that comes with the official MCM release. I believe the PN guys got permission to redistribute that version with PN, but I don't think they keep it up to date, so new features other MCM using mods rely on break if the old version from PN is installed. This is at the very top of the PN description page, right under the youtube video. Project Nevada comes with an integrated version of The Mod Configuration Menu (MCM) by Pelinor. To enable MCM support for other mods as well, you have to install the standalone version.
theskid Posted October 24, 2013 Posted October 24, 2013 Started playing with new vegas again lately and have downloaded the latest version, have the timers on orgasm effects been altered in some way?...they seem to last only a few seconds of real time. I didn't even think they were showing up at all, but I did check right after sex once and it was there, then bam gone after a few seconds.
DoctaSax Posted October 24, 2013 Author Posted October 24, 2013 Nope, didn't touch any of 'em. There are 2 though: one is "powerful orgasm" and lasts pretty long, the other's just a regular one & the time there is 60s which may be a little on the short side.
theskid Posted October 24, 2013 Posted October 24, 2013 Okay I do remember there being two...thought the first bit it lasted a bit longer than 60 seconds. Might be something in my load order that I don,t have that changed the time scale before.
DoctaSax Posted October 27, 2013 Author Posted October 27, 2013 Small update 6.64: - got rid of a double label in the main script, my bad - don't think it was much of a problem though - until a better alternative comes along, Lust now respects the "Sexout:iNotNow" nx variable on the player as a safety for scene/moment-based opt-outs from npc approaches & auto-masturbation removed 6.62 saved with SCR 20131001
DoctaSax Posted October 30, 2013 Author Posted October 30, 2013 Added an updated version of "anyHud", courtesy of t3589, which allows IMCNNV support for lust readout.
t3589 Posted October 30, 2013 Posted October 30, 2013 Added an updated version of "anyHud", courtesy of t3589, which allows IMCNNV support for lust readout. For the record I didn't write it, I just made it work again. I'm not sure who wrote it actually. I found it buried in the middle of a long post last year sometime. It was the only HUD method that worked for my particular setup at that time and I've just used it ever since. I think Zippy might have done it as his name is all over it.
zippy57 Posted October 30, 2013 Posted October 30, 2013 I made the original pHUD version and I think everyone else just built off of that for the other versions.
Knabber Posted November 14, 2013 Posted November 14, 2013 I am trying to tweak SexoutLust a bit and have run into a Problem. I am trying to add an automatic sex act with creatures when the player is at high lust (similar to the automatic conversation for humanoids) using: player.NX_SetEVFl "Sexout:Start::CallVer" 1 player.NX_SetEVFo "Sexout:Start::ActorA" nearbyRef player.NX_SetEVFo "Sexout:Start::ActorB" player player.CIOS SexoutBegin So far all of this works, however dogs and the like never seem to knot. Further investigation showed that the Orgasm script is not run on the NPC. However using Brutalrapers or rapekey, which use the exact same code to start, everything works as intended. Am I missing something? What do I need to get the Orgasm script to run on an NPC? (Did try running it on an NPC, but that resulted in an instant orgasm, due to values not getting set) Code Block for those who are interested: if (nearbyRef != 0 && playerRef.IsInCombat == 0 && nearbyRef.isInCombat == 0 && nearbyRef.GetIsCreature == 1) printToConsole "Start creature sex with %n" nearbyRef set waitingForChat to 1 if nearbyRef.NX_IsUsingSkeleton "dog" printToConsole "Longer duration for dogs..." player.NX_SetEVFl "Sexout:Start::duration" 60 nearbyRef.NX_SetEVFl "Sexout:SexoutLust:alwaysKnot" 1 player.NX_SetEVFl "Sexout:SexoutLust:alwaysKnot" 1 ;nearbyRef.NX_SetEVFl "Sexout:SexoutLust:Sex:KnotTimer" 20 endif ; Cant get this to work set waitingForChat to 1 player.NX_SetEVFl "Sexout:Start::CallVer" 1 player.NX_SetEVFo "Sexout:Start::ActorA" nearbyRef player.NX_SetEVFo "Sexout:Start::ActorB" player player.CIOS SexoutBegin nearbyRef.NX_SetEVFl "Sexout:SexoutLust:Arousal" 95 elseif(nearbyRef != 0 && playerRef.IsInCombat == 0 && nearbyRef.isInCombat == 0) set waitingForChat to 1 nearbyRef.addScriptPackage crHornyChatPackage printToConsole "chatting with %n" nearbyRef endif
DoctaSax Posted November 14, 2013 Author Posted November 14, 2013 Could be the duration bit. Lust needs the ability to tamper with default duration, but iirc, if another mod tampers with it too, sexout unsets a flag that lust's orgasm stuff looks up to know if it can run or not. Could also be something else though - this is way-back-when stuff for me
Knabber Posted November 14, 2013 Posted November 14, 2013 Could be the duration bit. Lust needs the ability to tamper with default duration, but iirc, if another mod tampers with it too, sexout unsets a flag that lust's orgasm stuff looks up to know if it can run or not. Could also be something else though - this is way-back-when stuff for me That was it, thanks. Should have checked the most obvious first.
Rabblerouser Posted December 19, 2013 Posted December 19, 2013 So I'm trying to stop a Mantis pregnancy from happening.. again.. and again.. and again. But I noticed something unrelated with an "xx" of your mod: xx00B73B .. what is this? It has no name when I use showinventory.
DoctaSax Posted December 19, 2013 Author Posted December 19, 2013 Hm, it's a token that Chase used for triggering the frigid/nympho or nothing perk message. Should be able to get rid of it in the console with removeitem.
Rabblerouser Posted December 19, 2013 Posted December 19, 2013 Guessing it didn't properly remove itself. Thanks for that.
Lord Ariakas Posted December 30, 2013 Posted December 30, 2013 I am trying to tweak SexoutLust a bit and have run into a Problem. I am trying to add an automatic sex act with creatures when the player is at high lust (similar to the automatic conversation for humanoids) using: player.NX_SetEVFl "Sexout:Start::CallVer" 1 player.NX_SetEVFo "Sexout:Start::ActorA" nearbyRef player.NX_SetEVFo "Sexout:Start::ActorB" player player.CIOS SexoutBegin So far all of this works, however dogs and the like never seem to knot. Further investigation showed that the Orgasm script is not run on the NPC. However using Brutalrapers or rapekey, which use the exact same code to start, everything works as intended. Am I missing something? What do I need to get the Orgasm script to run on an NPC? (Did try running it on an NPC, but that resulted in an instant orgasm, due to values not getting set) Code Block for those who are interested: if (nearbyRef != 0 && playerRef.IsInCombat == 0 && nearbyRef.isInCombat == 0 && nearbyRef.GetIsCreature == 1) printToConsole "Start creature sex with %n" nearbyRef set waitingForChat to 1 if nearbyRef.NX_IsUsingSkeleton "dog" printToConsole "Longer duration for dogs..." player.NX_SetEVFl "Sexout:Start::duration" 60 nearbyRef.NX_SetEVFl "Sexout:SexoutLust:alwaysKnot" 1 player.NX_SetEVFl "Sexout:SexoutLust:alwaysKnot" 1 ;nearbyRef.NX_SetEVFl "Sexout:SexoutLust:Sex:KnotTimer" 20 endif ; Cant get this to work set waitingForChat to 1 player.NX_SetEVFl "Sexout:Start::CallVer" 1 player.NX_SetEVFo "Sexout:Start::ActorA" nearbyRef player.NX_SetEVFo "Sexout:Start::ActorB" player player.CIOS SexoutBegin nearbyRef.NX_SetEVFl "Sexout:SexoutLust:Arousal" 95 elseif(nearbyRef != 0 && playerRef.IsInCombat == 0 && nearbyRef.isInCombat == 0) set waitingForChat to 1 nearbyRef.addScriptPackage crHornyChatPackage printToConsole "chatting with %n" nearbyRef endif Hi, I quite interested in this modification can you send the altered esp to me? When i tried to implement the lines into the esp, the game just crashed. (got black screen) Also I found the section when you can put messages in like: if( knotDialog == 1 ) MessageEX "You feel something swelling as %n's knot traps you) I tried to alter these messages too but again I just got black screen:S Anybody can help what am i doing wrong? Thanks, Meta Edit: Also, how can i increase arousal???? (apart from sex) For a forced horny sex do i need to have high arousal? Or what is needed?
Knabber Posted December 31, 2013 Posted December 31, 2013 The Code I am Currently using looks like this if (nearbyRef != 0 && playerRef.IsInCombat == 0 && nearbyRef.isInCombat == 0 && nearbyRef.GetIsCreature == 1 && nearbyRef.GetDead == 0) printToConsole "Start creature sex with %n" nearbyRef set waitingForChat to 1 player.NX_SetEVFl "Sexout:Start::CallVer" 1 player.NX_SetEVFo "Sexout:Start::ActorA" nearbyRef player.NX_SetEVFo "Sexout:Start::ActorB" player player.CIOS SexoutBegin elseif(nearbyRef != 0 && playerRef.IsInCombat == 0 && nearbyRef.isInCombat == 0) set waitingForChat to 1 nearbyRef.addScriptPackage crHornyChatPackage printToConsole "chatting with %n" nearbyRef endif endif elseif(mastTimer > -1 && mastTimer >= 45) You should find this around line 300 in the Script CrQuestMainScript. I added the if (nearbyRef != 0 && playerRef.IsInCombat == 0 && nearbyRef.isInCombat == 0 && nearbyRef.GetIsCreature == 1 && nearbyRef.GetDead == 0) printToConsole "Start creature sex with %n" nearbyRef set waitingForChat to 1 player.NX_SetEVFl "Sexout:Start::CallVer" 1 player.NX_SetEVFo "Sexout:Start::ActorA" nearbyRef player.NX_SetEVFo "Sexout:Start::ActorB" player player.CIOS SexoutBegin Code Block to the Original. As how to increase arousal, I have no idea. The automatic sex seems to be triggered from High lust. There may also be a cooldown or other requirements (Nymphomania perk?). I haven't paid those parts of the code much attention. A quick glance at the code reveals a nested If block: if(( playerREF.hasPerk crPerkNympho || SexoutSQVARZPlayer.fDrugLustX ) && mastTimer > -1 && mastTimer < 45 && playerRef.IsInCombat == 0 && listGetCount crActorList > 0)
Lord Ariakas Posted January 1, 2014 Posted January 1, 2014 Thanks for the help, Still anybody knows how arousal is working? Is there any relation with the forced sex scenes? How these forced sex dialogs are working? What are the "requirements" for make it happen?(arousal?) Also how messages in lust can be edited?
Knabber Posted January 1, 2014 Posted January 1, 2014 Lust uses Message Objects, you can edit those. edit: Also, my modified version of sexout Lust (Added "Talk" option for Critters. High lust can now also trigger sex with creatures.) SexoutLust.esp
JerseyWalrus Posted January 7, 2014 Posted January 7, 2014 It doesn't say in the description (or i missed it) so I'm going to ask if this requires SCR.
Halstrom Posted January 7, 2014 Posted January 7, 2014 It doesn't say in the description (or i missed it) so I'm going to ask if this requires SCR. If it required SCR, it would say so
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