KainsChylde Posted June 16, 2013 Posted June 16, 2013 I've been reading up on the changes Doctasax is making to Lust, and it gave me an idea. So let's say you've got a party of 4, counting the pc. For the sake of this example, it's the Courier, Willow, Niner, and Sunny. You're using the new Lust tokens so everyone has their own horny schedule or whatever you want to call it. But let's say you claim Willow. Maybe you're using Pregnancy and want to breed with her, maybe you're sentimental and just want to set boundaries for roleplay or whatever. Since they're all now affected by lust, what's to keep Niner or Sunny from jumping Willow when their meter goes too high? (The answer is nothing currently, btw. Sunny is constantly jumping anything with a heartbeat in my game, and Niner's gone after Willow twice). So, using something similar to what Doc's done to Lust, would it be possible to make some sort of relationship marker? A flag on a token or armor piece like a necklace or ring, that sets a "preferred partner" for NPCs? So say, you could set it up in my example above that Willow always prefers the player, and Niner and Sunny always prefer each other. I know scripting is far more complicated in the GECK than the average user realizes, and in an idea like this I'm not much above an average user. Would a system like this even be possible?
astymma Posted June 16, 2013 Posted June 16, 2013 That's a simple matter of data collection, organization and referencing. However, it's a memory nightmare. Might be easier to write an NX_SetEVFo "Sexout:Lust::ExclusivePartner" Player but then you'd have to enforce it centrally (either in Sexout or SCR/SSR or god forbid a script override). Then block all consensual acts... and who's to say that jumping someone out of lust is even consensual. Basically you have to define your conditions and implement a method of tracking/assigning/coordinating it centrally so every mod isn't required to do if checks on your variable.
DoctaSax Posted June 16, 2013 Posted June 16, 2013 Yep, it's easy enough to create & check nx variables for it, no tokens required. The only dififculty is in figuring out how to implement that particular functionality. Lust uses tokens so that the geck script doing lust calculations knows which npc it's doing that for. Other functionalities can attach nx vars to npc's with notification spells, result scripts or whatever, that just depends on what needs doing. The difference is really where and how such information is stored, on the references themselves as some sort of custom actor variable, opening up per-reference variable tracking that other mods can look up and manipulate without dependencies. Lust's approaches are either aimed at the player or end up in masturbation, btw. I don't see how npc's would suddenly jump each other due to Lust, unless I did something stupid. About partnering: most auto-approach type mods respect the IsReserved list, so that modders can avoid these actions if they don't want them for an npc (I do so with Doc M in Sofo to safeguard immersion). A mod that would introduce partner exclusivity could have a system to add npc's to that list if an nx flag is detected, but still have some dialog or other trigger available for sex with the characters they're allowed to do it with. It's not impossible, just needs thinking through. The central bit that referees between mods is already there in that list, really. That probably could switch to a commonly agreed on nx var too, but the more 'generic' mods that need to respect it would need to follow suit obviously. Whatever form the convention takes, it's up to individual mods to respect it, but not up to a central one to enforce it, is my thinking. (Btw, 'can we do what Doc's doing' sounds like I'm leading the way or some such - but it was Chase who was the early adopter with the arousal/orgasm functionality. I just extended it to lust tracking too, which was the plan all along - Chase just never got around to it. I never managed to start thinking of nx as something you could use for other things than ng calls until very recently.)
jaam Posted June 17, 2013 Posted June 17, 2013 You can also set ownership on the NPC Though I would most likely use it for a slavery mod or pimping relationship.
Strec Posted June 30, 2013 Posted June 30, 2013 Other functionalities can attach nx vars to npc's with notification spells, result scripts or whatever, that just depends on what needs doing. The difference is really where and how such information is stored, on the references themselves as some sort of custom actor variable, opening up per-reference variable tracking that other mods can look up and manipulate without dependencies. I have problem with that in a mod I'm doing, I don't see a method, for now, to store in an actor pointers to other actors (or other references) For example i want to say to actor A that he must follow actor B, how to pass a reference to B to an item in actor A inventory ?
jaam Posted July 1, 2013 Posted July 1, 2013 If ActorB is known in advance or you need a limited number of couples, you can have a world object follow actorB and a preset package to follow the world object added to ActorA (see the ravens in SexoutBrutalRapers). If you want to be more dynamic: - use NVSE 3B2 - create a generic "targeted" package, I use a travel package until we get the option to set the target in Follow package. - create two armor item to be used as a token (armor because it needs to be not playable, have an owner and health) - record actorB into actorA using SetTokenReference. (You could use nx vars for that as far as I know). - create a form list to keep track of all your actors. Add all actorA to the list. - create a controlling quest that handle associating the token and the package. It is done in a quest so it can be repeated : - whenever actorA respawns or gets too far from the player. - whenever the game is loaded or started. - and initially. The quest script iterates through the list, and for every member: - on load or on new game or intially: - creates a TempCloneForm of your package - sets the package target to actorB - record the package into actorA using another SetTokenReference. (You could use nx vars for that as far as I know). - on each run - ensure the current package is the recorded package, otherwise, the quest adds it again. Sorry I don't have any neutral sample plugin I can upload.
NepoznatiNN Posted July 1, 2013 Posted July 1, 2013 I am sympathizing with you but ... ... sorry , first new fancy mod in town and Willow will cheat on you . What is even worse , you will need to get 40 pencils just to see her naked and until you get them she will happily fuck with any bandit or raider that ask her . Maybe you should try with slave collar and not with ring . Cheers
t3589 Posted October 24, 2013 Posted October 24, 2013 pssst. fyi, I began fleshing this out two weeks ago as part of a dynamic relationship layer mod. More to come as soon as I work up a test case.
Halstrom Posted October 24, 2013 Posted October 24, 2013 Yeah, probably need to just set out some Generic NX variables like: rZActor.NX_GetEVFl "SO:rOwnedBy" ActorOwner rZActor.NX_GetEVFl "SO:rPartneredTo" Partner rZActor.NX_GetEVFl "SO:fFaithfulness" Faithfullness Then it's up to mods calling for sex to use them
zippy57 Posted November 25, 2013 Posted November 25, 2013 The central bit that referees between mods On a more on-topic note, NX variables are great for both finally being able to pass variables between mods and it makes debugging easier since the user just has to send you the file and you have all the relevant variables (assuming you made them NX, that is).
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