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Great mod!  :D

 

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  :shy:  :heart:

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.
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Great mod!  :D

 

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  :shy:  :heart:

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!!  :cool:

 

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?

:angel:  

 

ps: thank a lot for your jobs!! all  :heart:  :heart:  :heart:

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  • 3 weeks later...

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

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  • 3 months later...

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. :blush:

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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. :blush:

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 :)

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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

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  • 6 months later...

*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.

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  • 1 month later...

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,  :dodgy:  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.

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  • 2 months later...
  • 2 years later...
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.

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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. ;)

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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 :)

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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"?

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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 .

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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

 

Link to comment
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

\

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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.

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  • 1 month later...

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.

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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).

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