darthnoldor Posted January 29, 2016 Posted January 29, 2016 Great mod! you can suggest the mod to enter the visual effects of drugs that work well in sexout? type Visual drugs http://www.nexusmods.com/newvegas/mods/39119/? and other mod that expands the range and the effects of drugs that do not conflict? Thank you in advance
Halstrom Posted January 29, 2016 Posted January 29, 2016 Great mod! you can suggest the mod to enter the visual effects of drugs that work well in sexout? type Visual drugs http://www.nexusmods.com/newvegas/mods/39119/? and other mod that expands the range and the effects of drugs that do not conflict? Thank you in advance I'm not really doing any work on FONV anymore other than bugfixing as I don't have it installed anymore on my computer, but anyone is welcome to write a patch or take the mod over to continue development.
darthnoldor Posted January 29, 2016 Posted January 29, 2016 Great mod! you can suggest the mod to enter the visual effects of drugs that work well in sexout? type Visual drugs http://www.nexusmods.com/newvegas/mods/39119/? and other mod that expands the range and the effects of drugs that do not conflict? Thank you in advance I'm not really doing any work on FONV anymore other than bugfixing as I don't have it installed anymore on my computer, but anyone is welcome to write a patch or take the mod over to continue development. ah okay!! I can use the nexus mode for have effects at visual and new drugs with sexout and THIS mod without have problem? What nexus mod you can advice to me? ps: thank a lot for your jobs!! all
Krasovskiy Posted February 19, 2016 Posted February 19, 2016 I'm confused as to what FertEZ and LustOh do (or should be doing to NPCs). For LustOh though, if I give it to an NPC (usually shooting it in them silently) they stand still. Should they be...."interacting" with each other or what?
Halstrom Posted February 21, 2016 Posted February 21, 2016 I'm confused as to what FertEZ and LustOh do (or should be doing to NPCs). For LustOh though, if I give it to an NPC (usually shooting it in them silently) they stand still. Should they be...."interacting" with each other or what?FertEz increases the fertility and number of Ova. LustOh increases their Lust in Sexout Spunk/Lust
Dojo_dude Posted June 18, 2016 Posted June 18, 2016 Hmm, if my PC takes LustOh it doesn't look like my Lust meter/bar/percentage goes up at all? Possibly a delay? Also... great mod, though when I'm doing worksafe playthroughs and all of a sudden "condoms" shows up at the vendor I just *sigh* lol, going to have to record that one again...I just don't visit certain vendors.
Halstrom Posted June 18, 2016 Posted June 18, 2016 Hmm, if my PC takes LustOh it doesn't look like my Lust meter/bar/percentage goes up at all? Possibly a delay? Also... great mod, though when I'm doing worksafe playthroughs and all of a sudden "condoms" shows up at the vendor I just *sigh* lol, going to have to record that one again... I just don't visit certain vendors. Well no ones reported that issue previously or provided any debug.txt info on it so I can't do anything to diagnose it. Well if you want a Worksafe playthrought you shpuld probably uninstall all Sexout Modules
Dojo_dude Posted June 19, 2016 Posted June 19, 2016 Ok I'll look into creating a debug text file, thanks.*Just enough SO makes the game so much more tense!
Dojo_dude Posted June 19, 2016 Posted June 19, 2016 Well no ones reported that issue previously or provided any debug.txt info on it so I can't do anything to diagnose it. Well if you want a Worksafe playthrought you shpuld probably uninstall all Sexout Modules It turns my lust not going up was due the the 14 rapes +other my PC received trying to "gain Eddies" trust. I had a lot of negative lust for LustOh to overcome, I tested the drug out on another character and it works %100. I recorded what I did to the Poweder Gangers after freeing myself and companions, one of which lore-wise starts in the NCRCF, captured by those filthy Powder Gangers. Don't where to upload that kinda stuff. lol
jazzyj314 Posted December 29, 2016 Posted December 29, 2016 *Recruits Arcade Gannon**Unloads a bunch of meds on him and designates him "group medic"**Then talks to Julie Farkas, ends conversation to see a message saying "Arcade has taken some chems"**A few seconds later, Arcade passes out on the ground*10/10 would have Arcade roofie himself again.I was actually hoping if you were willing to add the possibility of drugging a drink, then offering it to someone as a way to get an NPC to be drugged, with a percentage chance of success based on things like disposition / orientation / speech / drink preference, etc. Possibly even have the option of requesting a bartender to put something in a drink and then ask the NPC if you can buy them a drink while in the casinos. At the very least, I'd love the option of being able to offer a drugged drink to an NPC as a subtle method of achieving my goals... Imagine drugging some whiskey and offering it to Cass... which makes me think, would you be willing to make it so drinking alcohol has a small chance of adding unwanted negative effects if some sort of drug is added to your system within a certain time frame (both before and after)? This in particular would work really well with the Another Kick in the Head mod.PS. How long is it supposed to take for the alcohol status effect to go away? I've either encountered a bug or having "High Dose Alcohol" lasts WAAAAAAAAAY too long. It's been numerous in-game days for my character being incredibly inebriated without drinking a single drop. I had 4 bottles of whiskey in my inventory, drank 1, got addicted, then my character decided to drink all the others on her own. I've had to restart my game multiple times over due to unconsciousness (That never ends, it's basically death), and even had to start modifying actor values (player.modav fatigue 9999) just to stay mobile and play the game. Even the value resets after awhile and I have to keep modifying it, hoping this stupid alcohol effect will wear off, or at least lessen it's effects at some point. Apparently 4 shots of whiskey (3 of which I had no choice in) = permadrunk. I can fix this via console command if I knew the reference ID for the "High Dose Alcohol" spell. Sadly, I've been having issues with steam and have been forced into offline mode for awhile, and can't download GECK to find it.
Cybersky Posted February 22, 2017 Posted February 22, 2017 Hello partners!I think I discovered something helpfull, let's break it down:1) I drank beer to increase charisma and the effects did not update on the status screen, okay;2) So I drank until the alcohol level reached above 100 units in the advanced medial scan;3) Finally the status screen updated to "alcohol" with the increase in charisma;4) Then a few seconds later it updates to "high dose of alcohol";5) Status "Sleep deprivation" shows up at 200 and rising;6) Sleep deprivation goes up to 400 and the player faints, okay.Solution: Use a NoDoze shot or equivalent in pills (between 200 to 300 Sleep deprivation) to counteract the side effect probed by alcohol (the trick is an approximate amount of NoDose and alcohol in your system system).I am considering it very interesting and more as a feature to prevent alcohol abuse as an inexpensive way to increase charisma, unless you have your hangover medicine (NoDoze) on hand!Does it have anything related to perk "day tripper" duplicating the normal and collateral effect?Sorry if those effects have already been mapped or modified, perhaps putting that extra quality in the description of the NoDoze serves as an alert to unwary drinkers.Happy trails.
kidzwithproblemz Posted May 19, 2017 Posted May 19, 2017 What exactly does the bullets do? Do the npc become unconscious?
kidzwithproblemz Posted May 19, 2017 Posted May 19, 2017 Actors dont fall asleep when gassed or shot with the sleep drug thing
Halstrom Posted March 29, 2020 Posted March 29, 2020 On 5/20/2017 at 5:05 AM, kidzwithproblemz said: Actors dont fall asleep when gassed or shot with the sleep drug thing Depending on the size of the bullet they might need to be shot a few times or it took a little longer to kick in. I haven't had NewVegas installed for over 5 years now. So if anyone want to take this over let me know.
dongding Posted March 29, 2020 Posted March 29, 2020 8 minutes ago, Halstrom said: Depending on the size of the bullet they might need to be shot a few times or it took a little longer to kick in. I haven't had NewVegas installed for over 5 years now. So if anyone want to take this over let me know. You can always come back, you know? It's not like that Fallout 4 is a good game to begin with.
Halstrom Posted March 29, 2020 Posted March 29, 2020 13 minutes ago, dongding said: You can always come back, you know? It's not like that Fallout 4 is a good game to begin with. Actually I'm pretty happy with FO4 Just getting back into my SynthPlayer mod at the moment and AAF is really rocking now
dongding Posted March 29, 2020 Posted March 29, 2020 2 hours ago, Halstrom said: Actually I'm pretty happy with FO4 Just getting back into my SynthPlayer mod at the moment and AAF is really rocking now I got a question about your mod btw. What does a 500 Duration of LustOh! actually mean? And of how fast of a Lust grow are we talking here if I take a LustOh! Needle, while I am at Day 2 of "Day Max to Lust 14.5"?
Halstrom Posted March 29, 2020 Posted March 29, 2020 5 hours ago, dongding said: I got a question about your mod btw. What does a 500 Duration of LustOh! actually mean? And of how fast of a Lust grow are we talking here if I take a LustOh! Needle, while I am at Day 2 of "Day Max to Lust 14.5"? I think it was 500 seconds worth at 100% and the 100% started dropping off when it got under 100 seconds. I can't even see the code anymore as I don't have any NewVegas software installed. No idea how much or how fast it affected Lust .
dongding Posted April 5, 2020 Posted April 5, 2020 On 3/30/2020 at 12:10 AM, Halstrom said: I think it was 500 seconds worth at 100% and the 100% started dropping off when it got under 100 seconds. I can't even see the code anymore as I don't have any NewVegas software installed. No idea how much or how fast it affected Lust . And do you by chance know how often SexoutDrugging is supposed to check the value of a certain drug for updating the actor effect? Because I have the feeling it only checks it once when you take something for the first time, and again, if you save/load a state. I for example can drink four or five beer and reach a alcohol level of approx. 100, but the actor effect,Low Dose of Alcohol, stays the same, until I save & load a game, and then I suddenly have the status effect: High Dose of Alcohol. Source: scn SexoutDrugS7TokenAlcohol ;***** Drug Timer Script ref rZActor float fCurrDay float fLastUpdateDay float fCurrHour float fLastUpdateHour int iDaysPassed float fHoursPassed float fHourStep float fDrugFade float fTempA int iDebug int iCount int iRemoving int iDeadTimer int iOkToRun ref rDrugToken float fCurrDrugCount float fPrevDrugCount float fOppositeDrugCount float fFatigueMax int iFatigueMod int iSleepMod float fFatigue float fSleepDep Begin GameMode Set rDrugToken to SexoutDrugTokenAlcohol Set rZActor to GetContainer Set iCount to iCount + 1 if rZActor && iCount > 99 && gDruggingStartCounter > 5 && iRemoving < 1 Set iCount to 0 ; *** Add to list for variable clearing, add this to plugins when NX variables are used if NX_IsInList SexoutSFLDataActorsUsingNX rZActor == 0 ListAddForm SexoutSFLDataActorsUsingNX rZActor endif Set fCurrDay to GameDaysPassed Set fCurrHour to GetCurrentTime Set fCurrDrugCount to rZActor.NX_GetEVFl "SOD:fAlcohol" Set fOppositeDrugCount to rZActor.NX_GetEVFl "SOD:fNoDoze" Set fSleepDep to rZActor.GetActorValue SleepDeprevation Set fFatigue to rZActor.GetActorValue Fatigue Set fFatigueMax to rZActor.GetBaseActorValue Fatigue if fFatigue > fFatigueMax rZActor.ForceActorValue Fatigue fFatigueMax endif if fFatigue < -300 rZActor.ForceActorValue Fatigue -300 endif if fSleepDep < 0 rZActor.ForceActorValue SleepDeprevation 0 endif if fSleepDep > 800 ; *** && SexoutSQVAR.iStopSleepDeath rZActor.ForceActorValue SleepDeprevation 800 endif if rZActor.GetItemCount rDrugToken > 1 && GetRandomPercent > 50 RemoveItem rDrugToken 1 1 DebugPrint "SODrugging %n: %n ExtraControlTokenRemoved" rZActor rDrugToken endif ; *** Check OK to run Set iOkToRun to 1 if rZActor.GetDead || SexoutSQVAR.iDrugDuration < 1 || (NX_IsInList SexoutDrugImmuneToDrugs rZActor > 0) Set iOkToRun to 0 Set iDeadTimer to iDeadTimer + 1 if iDeadTimer > 19 Set iOkToRun to -1 endif else Set iDeadTimer to 0 if (rZActor.NX_GetEVFo "Sexout:Started::spellTarget" != 0) Set iOkToRun to 0 endif endif if iOkToRun > 0 ; *** Alter Script run Hours to catch up after Fast Travel / Wait / Sleep if fLastUpdateHour <= 0 || fLastUpdateHour > 24 Set fLastUpdateHour to fCurrHour Set fLastUpdateDay to fCurrDay DebugPrint "SODrugging %n: %n Initialise LastD %2.3f, LastH %2.3f" rZActor rDrugToken fLastUpdateDay fLastUpdateHour endif Set iDaysPassed to fCurrDay - fLastUpdateDay if iDaysPassed > 0 DebugPrint "SODrugging %n: %n iDaysPassed %4.0f, fHoursPassed %4.5f" rZActor rDrugToken iDaysPassed fHoursPassed endif if iDaysPassed < 0 DebugPrint "SODrugging %n: DrugToken Time Travel Occurance %5.4f" rZActor iDaysPassed Set fLastUpdateDay to fCurrDay Set fLastUpdateHour to fCurrHour endif if iDaysPassed > 14 DebugPrint "SODrugging %n: DrugToken Time Travel Occurance %5.4f" rZActor iDaysPassed Set fLastUpdateDay to fCurrDay + 14 Set fLastUpdateHour to fCurrHour endif Set iDaysPassed to fCurrDay - fLastUpdateDay if fCurrHour > fLastUpdateHour Set fHoursPassed to fCurrHour - fLastUpdateHour elseif fCurrHour < fLastUpdateHour Set fHoursPassed to (fCurrHour + 23.999999) - fLastUpdateHour DebugPrint "SODrugging %n: %n Midnight Passed, Days %2.0f, Curr %2.5f, Last %2.4f" rZActor rDrugToken iDaysPassed fCurrHour fLastUpdateHour endif Set fHoursPassed to fHoursPassed + (iDaysPassed * 24) Label 1 Set fCurrDrugCount to rZActor.NX_GetEVFl "SOD:fAlcohol" if fCurrDrugCount < 0 Set fCurrDrugCount to 0 elseif fCurrDrugCount > 500 Set fCurrDrugCount to 500 endif Set fOppositeDrugCount to rZActor.NX_GetEVFl "SOD:fNoDoze" Set fHourStep to .2 Set fTempA to 501 - SexoutSQVAR.iDrugDuration Set fDrugFade to fHourStep * (fTempA / 100) If fHoursPassed > fHourStep || fCurrDrugCount > fPrevDrugCount ; DebugPrint "SODrugging %n: %n, Curr %3.2f, Prev %3.2f" rZActor rDrugToken fCurrDrugCount fPrevDrugCount ; *** All Time is up, remove Drug stuff if fCurrDrugCount <= 0 Set fCurrDrugCount to 0 DebugPrint "SODrugging %n: Tok %n, Ending Cnt %3.0f, Curr %4.6f, Last %4.6f" rZActor rDrugToken fCurrDrugCount fCurrDay fLastUpdateDay Set iRemoving to 1 rZActor.Dispel SexoutDrugEFFAlcoholLow rZActor.Dispel SexoutDrugEFFAlcoholHigh rZActor.NX_ClrEVFl "SOD:fAlcohol" 2 rZActor.RemoveItem rDrugToken 1 1 RemoveMe ; *** Running & waiting to end else if rZActor.IsSpellTarget WithdrawalAlcohol rZActor.Dispel WithdrawalAlcohol endif if fCurrDrugCount > fPrevDrugCount Set iFatigueMod to (fCurrDrugCount - fPrevDrugCount) * -2 Set iSleepMod to (fCurrDrugCount - fPrevDrugCount) * 2 rZActor.DamageActorValue Fatigue iFatigueMod rZActor.DamageActorValue SleepDeprevation iSleepMod endif if fCurrDrugCount < 10 rZActor.Dispel SexoutDrugEFFAlcoholLow rZActor.Dispel SexoutDrugEFFAlcoholMed rZActor.Dispel SexoutDrugEFFAlcoholHigh endif if fCurrDrugCount >= 10 &&fCurrDrugCount < 40 if rZActor.IsSpellTarget SexoutDrugEFFAlcoholLow < 1 && rZActor.GetInSameCell PlayerREF rZActor.CIOS SexoutDrugEFFAlcoholLow endif rZActor.Dispel SexoutDrugEFFAlcoholMed rZActor.Dispel SexoutDrugEFFAlcoholHigh endif if fCurrDrugCount >= 40 &&fCurrDrugCount < 90 rZActor.Dispel SexoutDrugEFFAlcoholLow if rZActor.IsSpellTarget SexoutDrugEFFAlcoholMed < 1 && rZActor.GetInSameCell PlayerREF rZActor.CIOS SexoutDrugEFFAlcoholMed endif rZActor.Dispel SexoutDrugEFFAlcoholHigh endif if fCurrDrugCount >= 90 rZActor.Dispel SexoutDrugEFFAlcoholLow rZActor.Dispel SexoutDrugEFFAlcoholMed if rZActor.IsSpellTarget SexoutDrugEFFAlcoholHigh < 1 && rZActor.GetInSameCell PlayerREF rZActor.CIOS SexoutDrugEFFAlcoholHigh endif endif if fCurrDrugCount > 0 Set fCurrDrugCount to fCurrDrugCount - fDrugFade if fOppositeDrugCount > 0 Set fOppositeDrugCount to fOppositeDrugCount - fDrugFade Set fCurrDrugCount to fCurrDrugCount - fDrugFade endif endif rZActor.NX_SetEVFl "SOD:fAlcohol" fCurrDrugCount rZActor.NX_SetEVFl "SOD:fNoDoze" fOppositeDrugCount endif Set fFatigue to rZActor.GetActorValue Fatigue Set fSleepDep to rZActor.GetActorValue SleepDeprevation if fFatigue < 1 && rZActor.GetUnconscious == 0 rZActor.SetUnconscious 1 endif if fFatigue > 0 && rZActor.GetUnconscious != 0 rZActor.SetUnconscious 0 endif DebugPrint "SODrugging %n: Tok %n, Curr %3.2f, Fat %4.1f/%4.1f, SlpDep %4.1f, HrsPass %3.3f" rZActor rDrugToken fCurrDrugCount fFatigue fFatigueMax fSleepDep fHoursPassed Set fLastUpdateHour to fCurrHour Set fLastUpdateDay to fCurrDay Set fHoursPassed to fHoursPassed - fHourStep Set fPrevDrugCount to fCurrDrugCount goto 1 endif ; *** Catchup Time stuff ; *** Actor not OK, Remove Me elseif iOkToRun < 0 Set iRemoving to 1 DebugPrint "SODrugging %n: %n Invalid Actor" rZActor rDrugToken rZActor.Dispel SexoutDrugEFFAlcoholLow rZActor.Dispel SexoutDrugEFFAlcoholMed rZActor.Dispel SexoutDrugEFFAlcoholHigh rZActor.NX_ClrEVFl "SOD:fAlcohol" 2 rZActor.RemoveItem rDrugToken 1 1 RemoveMe endif ; *** End Actor Dead or Alive endif : *** iSCRMainStarted End
Halstrom Posted April 5, 2020 Posted April 5, 2020 6 hours ago, dongding said: And do you by chance know how often SexoutDrugging is supposed to check the value of a certain drug for updating the actor effect? Because I have the feeling it only checks it once when you take something for the first time, and again, if you save/load a state. I for example can drink four or five beer and reach a alcohol level of approx. 100, but the actor effect,Low Dose of Alcohol, stays the same, until I save & load a game, and then I suddenly have the status effect: High Dose of Alcohol. Source: scn SexoutDrugS7TokenAlcohol ;***** Drug Timer Script ref rZActor float fCurrDay float fLastUpdateDay float fCurrHour float fLastUpdateHour int iDaysPassed float fHoursPassed float fHourStep float fDrugFade float fTempA int iDebug int iCount int iRemoving int iDeadTimer int iOkToRun ref rDrugToken float fCurrDrugCount float fPrevDrugCount float fOppositeDrugCount float fFatigueMax int iFatigueMod int iSleepMod float fFatigue float fSleepDep Begin GameMode Set rDrugToken to SexoutDrugTokenAlcohol Set rZActor to GetContainer Set iCount to iCount + 1 if rZActor && iCount > 99 && gDruggingStartCounter > 5 && iRemoving < 1 Set iCount to 0 ; *** Add to list for variable clearing, add this to plugins when NX variables are used if NX_IsInList SexoutSFLDataActorsUsingNX rZActor == 0 ListAddForm SexoutSFLDataActorsUsingNX rZActor endif Set fCurrDay to GameDaysPassed Set fCurrHour to GetCurrentTime Set fCurrDrugCount to rZActor.NX_GetEVFl "SOD:fAlcohol" Set fOppositeDrugCount to rZActor.NX_GetEVFl "SOD:fNoDoze" Set fSleepDep to rZActor.GetActorValue SleepDeprevation Set fFatigue to rZActor.GetActorValue Fatigue Set fFatigueMax to rZActor.GetBaseActorValue Fatigue if fFatigue > fFatigueMax rZActor.ForceActorValue Fatigue fFatigueMax endif if fFatigue < -300 rZActor.ForceActorValue Fatigue -300 endif if fSleepDep < 0 rZActor.ForceActorValue SleepDeprevation 0 endif if fSleepDep > 800 ; *** && SexoutSQVAR.iStopSleepDeath rZActor.ForceActorValue SleepDeprevation 800 endif if rZActor.GetItemCount rDrugToken > 1 && GetRandomPercent > 50 RemoveItem rDrugToken 1 1 DebugPrint "SODrugging %n: %n ExtraControlTokenRemoved" rZActor rDrugToken endif ; *** Check OK to run Set iOkToRun to 1 if rZActor.GetDead || SexoutSQVAR.iDrugDuration < 1 || (NX_IsInList SexoutDrugImmuneToDrugs rZActor > 0) Set iOkToRun to 0 Set iDeadTimer to iDeadTimer + 1 if iDeadTimer > 19 Set iOkToRun to -1 endif else Set iDeadTimer to 0 if (rZActor.NX_GetEVFo "Sexout:Started::spellTarget" != 0) Set iOkToRun to 0 endif endif if iOkToRun > 0 ; *** Alter Script run Hours to catch up after Fast Travel / Wait / Sleep if fLastUpdateHour <= 0 || fLastUpdateHour > 24 Set fLastUpdateHour to fCurrHour Set fLastUpdateDay to fCurrDay DebugPrint "SODrugging %n: %n Initialise LastD %2.3f, LastH %2.3f" rZActor rDrugToken fLastUpdateDay fLastUpdateHour endif Set iDaysPassed to fCurrDay - fLastUpdateDay if iDaysPassed > 0 DebugPrint "SODrugging %n: %n iDaysPassed %4.0f, fHoursPassed %4.5f" rZActor rDrugToken iDaysPassed fHoursPassed endif if iDaysPassed < 0 DebugPrint "SODrugging %n: DrugToken Time Travel Occurance %5.4f" rZActor iDaysPassed Set fLastUpdateDay to fCurrDay Set fLastUpdateHour to fCurrHour endif if iDaysPassed > 14 DebugPrint "SODrugging %n: DrugToken Time Travel Occurance %5.4f" rZActor iDaysPassed Set fLastUpdateDay to fCurrDay + 14 Set fLastUpdateHour to fCurrHour endif Set iDaysPassed to fCurrDay - fLastUpdateDay if fCurrHour > fLastUpdateHour Set fHoursPassed to fCurrHour - fLastUpdateHour elseif fCurrHour < fLastUpdateHour Set fHoursPassed to (fCurrHour + 23.999999) - fLastUpdateHour DebugPrint "SODrugging %n: %n Midnight Passed, Days %2.0f, Curr %2.5f, Last %2.4f" rZActor rDrugToken iDaysPassed fCurrHour fLastUpdateHour endif Set fHoursPassed to fHoursPassed + (iDaysPassed * 24) Label 1 Set fCurrDrugCount to rZActor.NX_GetEVFl "SOD:fAlcohol" if fCurrDrugCount < 0 Set fCurrDrugCount to 0 elseif fCurrDrugCount > 500 Set fCurrDrugCount to 500 endif Set fOppositeDrugCount to rZActor.NX_GetEVFl "SOD:fNoDoze" Set fHourStep to .2 Set fTempA to 501 - SexoutSQVAR.iDrugDuration Set fDrugFade to fHourStep * (fTempA / 100) If fHoursPassed > fHourStep || fCurrDrugCount > fPrevDrugCount ; DebugPrint "SODrugging %n: %n, Curr %3.2f, Prev %3.2f" rZActor rDrugToken fCurrDrugCount fPrevDrugCount ; *** All Time is up, remove Drug stuff if fCurrDrugCount <= 0 Set fCurrDrugCount to 0 DebugPrint "SODrugging %n: Tok %n, Ending Cnt %3.0f, Curr %4.6f, Last %4.6f" rZActor rDrugToken fCurrDrugCount fCurrDay fLastUpdateDay Set iRemoving to 1 rZActor.Dispel SexoutDrugEFFAlcoholLow rZActor.Dispel SexoutDrugEFFAlcoholHigh rZActor.NX_ClrEVFl "SOD:fAlcohol" 2 rZActor.RemoveItem rDrugToken 1 1 RemoveMe ; *** Running & waiting to end else if rZActor.IsSpellTarget WithdrawalAlcohol rZActor.Dispel WithdrawalAlcohol endif if fCurrDrugCount > fPrevDrugCount Set iFatigueMod to (fCurrDrugCount - fPrevDrugCount) * -2 Set iSleepMod to (fCurrDrugCount - fPrevDrugCount) * 2 rZActor.DamageActorValue Fatigue iFatigueMod rZActor.DamageActorValue SleepDeprevation iSleepMod endif if fCurrDrugCount < 10 rZActor.Dispel SexoutDrugEFFAlcoholLow rZActor.Dispel SexoutDrugEFFAlcoholMed rZActor.Dispel SexoutDrugEFFAlcoholHigh endif if fCurrDrugCount >= 10 &&fCurrDrugCount < 40 if rZActor.IsSpellTarget SexoutDrugEFFAlcoholLow < 1 && rZActor.GetInSameCell PlayerREF rZActor.CIOS SexoutDrugEFFAlcoholLow endif rZActor.Dispel SexoutDrugEFFAlcoholMed rZActor.Dispel SexoutDrugEFFAlcoholHigh endif if fCurrDrugCount >= 40 &&fCurrDrugCount < 90 rZActor.Dispel SexoutDrugEFFAlcoholLow if rZActor.IsSpellTarget SexoutDrugEFFAlcoholMed < 1 && rZActor.GetInSameCell PlayerREF rZActor.CIOS SexoutDrugEFFAlcoholMed endif rZActor.Dispel SexoutDrugEFFAlcoholHigh endif if fCurrDrugCount >= 90 rZActor.Dispel SexoutDrugEFFAlcoholLow rZActor.Dispel SexoutDrugEFFAlcoholMed if rZActor.IsSpellTarget SexoutDrugEFFAlcoholHigh < 1 && rZActor.GetInSameCell PlayerREF rZActor.CIOS SexoutDrugEFFAlcoholHigh endif endif if fCurrDrugCount > 0 Set fCurrDrugCount to fCurrDrugCount - fDrugFade if fOppositeDrugCount > 0 Set fOppositeDrugCount to fOppositeDrugCount - fDrugFade Set fCurrDrugCount to fCurrDrugCount - fDrugFade endif endif rZActor.NX_SetEVFl "SOD:fAlcohol" fCurrDrugCount rZActor.NX_SetEVFl "SOD:fNoDoze" fOppositeDrugCount endif Set fFatigue to rZActor.GetActorValue Fatigue Set fSleepDep to rZActor.GetActorValue SleepDeprevation if fFatigue < 1 && rZActor.GetUnconscious == 0 rZActor.SetUnconscious 1 endif if fFatigue > 0 && rZActor.GetUnconscious != 0 rZActor.SetUnconscious 0 endif DebugPrint "SODrugging %n: Tok %n, Curr %3.2f, Fat %4.1f/%4.1f, SlpDep %4.1f, HrsPass %3.3f" rZActor rDrugToken fCurrDrugCount fFatigue fFatigueMax fSleepDep fHoursPassed Set fLastUpdateHour to fCurrHour Set fLastUpdateDay to fCurrDay Set fHoursPassed to fHoursPassed - fHourStep Set fPrevDrugCount to fCurrDrugCount goto 1 endif ; *** Catchup Time stuff ; *** Actor not OK, Remove Me elseif iOkToRun < 0 Set iRemoving to 1 DebugPrint "SODrugging %n: %n Invalid Actor" rZActor rDrugToken rZActor.Dispel SexoutDrugEFFAlcoholLow rZActor.Dispel SexoutDrugEFFAlcoholMed rZActor.Dispel SexoutDrugEFFAlcoholHigh rZActor.NX_ClrEVFl "SOD:fAlcohol" 2 rZActor.RemoveItem rDrugToken 1 1 RemoveMe endif ; *** End Actor Dead or Alive endif : *** iSCRMainStarted End Hmm it looks like its supposed to be evey 99 counts, no idea how many seconds that is, probably 5 or 10 at a guess. Otherwise yeah I don't remember how some of that stuff works \
dongding Posted April 5, 2020 Posted April 5, 2020 Would a lower Time Scale value (game hours / 1 min) interfere with the "count"?
dongding Posted April 6, 2020 Posted April 6, 2020 Ok, the script isn't a problem, but the actual initialization process of the mod / my game is. For some reason, my game sometimes doesn't start the "Sexout Drugging Startup/Run" quest (I don't get to see "MessageEx "SODrugging: First PassOk, Version %8.1f, SCRDebug 1" fCurrVer"), which results in not updating the values. Do you think that increasing the Priority (55) and decreasing the Quest delay (5.0) would help the initialization of the mod? I am also using SexoutSpunk (Priority 70, Delay 0.5) and SexoutOffspring (Priority 50, Delay 1) The mod seems to look for those things as well in the startup, doesn't it?. SexoutDrugS1Main Spoiler scn SexoutDrugS1Main ; *** Controls Script Speed int iCnt ref rItem ref rList int iDoOnce int iAddStoreDrugs float fCurrVer float fPrevVer float fReqSCRVer float fCurrSCRVer int iGameRestartReload int iCurrDebug int iPrevDebug Begin GameMode ; *** Update Block Set fReqSCRVer to 20150920.0 Set fCurrVer to 20151011.1 Set gSexoutDruggingVersion to fCurrVer Set fCurrSCRVer to gSexoutSCRVersion Set gSODNPCAlchStartHour to 17 Set gSODNPCAlchUsageChance to 25 ; *** Debug Control, sets debug toggled on and makes tokens visible or non-visible Set iCurrDebug to 0 if gSCRDebug1 == 1 || gSCRDebug2 == 1 || gSCRDebug3 == 1 Set iCurrDebug to 9 endif if iCurrDebug > 0 SetDebugMode 1 if iCurrDebug != iPrevDebug Set rList to SexoutDruggingTokens Set iCnt to ListGetCount rList Label 1 if iCnt > 0 Set iCnt to iCnt - 1 Set rItem to ListGetNthForm rList iCnt SetIsPlayable 1, rItem goto 1 endif endif else SetDebugMode 0 if iCurrDebug != iPrevDebug Set rList to SexoutDruggingTokens Set iCnt to ListGetCount rList Label 2 if iCnt > 0 Set iCnt to iCnt - 1 Set rItem to ListGetNthForm rList iCnt SetIsPlayable 0, rItem goto 2 endif endif endif Set iPrevDebug to iCurrDebug if (GetGameRestarted || GetGameLoaded) Set iGameRestartReload to 1 Set gDruggingStartCounter to 0 if iCurrDebug > 0 SetDebugMode 1 Set rList to SexoutDruggingTokens Set iCnt to ListGetCount rList Label 3 if iCnt > 0 Set iCnt to iCnt - 1 Set rItem to ListGetNthForm rList iCnt SetIsPlayable 1, rItem goto 3 endif endif if iDoOnce < 1 Set iDoOnce to 1 Set SexoutSQVAR.iDrugDuration to 100 if PlayerREF.HasPerk SexoutDrugLootUnconsciousNPC < 1 PlayerREF.AddPerk SexoutDrugLootUnconsciousNPC endif endif endif ; *** End ReStart / Reload Stuff ; *** Only restarts Drugging counter after it knows SCR has restarted if gDruggingStartCounter == 0 if gSCRStartCounter == 8 || gSCRStartCounter == 9 || gSCRStartCounter == 10 Set gDruggingStartCounter to 1 endif else if gDruggingStartCounter < 30 Set gDruggingStartCounter to gDruggingStartCounter + 1 if gDruggingStartCounter < 4 DebugPrint "OffSpring1Main: Starts at 3, Countdown %2.0f" gDruggingStartCounter endif endif endif if gDruggingStartCounter == 1 StartQuest SexoutDrugQ0AddToLists endif if gDruggingStartCounter > 3 if SexoutSQVAR.iDrugDuration < 5 Set SexoutSQVAR.iDrugDuration to 5 endif if iGameRestartReload if ((IsModLoaded "SexoutLust.esp") || (IsModLoaded "SexoutSpunk.esp")) if gSexoutLustVersion <= 0 Set gSexoutLustVersion to 1 endif endif if fCurrSCRVer < fReqSCRVer MessageBoxEx "SexoutDrugging %8.1f requires SCR version %8.1f or later, you seem to have SCR %8.1f" fCurrVer fReqSCRVer fCurrSCRVer endif if IsModLoaded "SexoutDrugging.esp" MessageBoxEx "SexoutDrugging.esp is outdated%rby SexoutDrugging.ESM%rPlease remove the esp" endif Set fPrevVer to fCurrVer DebugPrint "SODrugging: First PassOk, Version %8.1f, SCRDebug 1" fCurrVer MessageEx "SODrugging: First PassOk, Version %8.1f, SCRDebug 1" fCurrVer Set iGameRestartReload to 0 endif endif ; *** Ready to run End edit: It seems like that reducing the quest delay to 1.5 has fixed the problem.
timmy95 Posted May 14, 2020 Posted May 14, 2020 What are the effects of alcohol? Like "Drink: Absinthe" lists +3 per, +3 cha, -3 int but "Drink: Whiskey", "Drink: Vodka", "Drink: Scotch" shows no effects listed. And "Beer", "Wine" are named just that without the "Drink: " prefix and also show no effects. One time I drank several whiskeys (5) to free up inventory and fast traveled and my character was knocked unconscious for so long (10 to 15 minutes real time) that I had to reload. Also how does this interact with "Whiskey Rose" perk? After recruiting Cass I drank one whiskey, got addicted, automatically drank all other alcohol I had over time but it shows no positive or negative effects. I also didn't suffer from alcohol withdrawal.
timmy95 Posted May 14, 2020 Posted May 14, 2020 Do regular drugs like psycho, jet etc. affect lust, fertility, pregnancy and miscarriage etc.?
dongding Posted May 14, 2020 Posted May 14, 2020 Jet and Psycho don't affect anything. They only act as a resource to craft the new drugs. You should get new actor effects under Status Effect when drinking alcohol: Low Dose Alcohol -1 INT, -1CHR, +1DT Med Dose Alcohol -2AGL, -2END, +2CHR, -2 INT, +2DT High Dose Alcohol -3END, -3AGL, +2CHR, -3INT, +3DT The Whiskey Rose perk doesn't function with thid mod, because the mod completely overwrites the Whiskey entry. You will have to manually edit that yourself with FNVEdit (if you want to get ANOTHER +2DT when drinking Whiskey). 1
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