WaxenFigure Posted August 1, 2014 Posted August 1, 2014 The voice types are used to give each voice type a different kind of response to nudity so they are using it as a pseudo attitude setting, each voice type has its own response to nudity which is why I suggested it.  You are right that you can test whether a NPC is in a faction or not so you could just create a set of factions for the responses you want and sort all the spectators into one or more of those factions.   Each quest alias will have it's own private variables so anything you'd like to be common should be set/get from another quest (a MCM menu quest makes a great place for storing variables you want to share since it already houses variables you often need to check).
wpg97541 Posted August 7, 2014 Posted August 7, 2014 I am making progress with enabling NPC support in the mod. It is taking somewhat of a rewrite. Â For the sex acts themselves, I'm looking at doing a threaded system based on the one used in SexLab (a quest for every thread, all with scripts inherited from the parent script in object oriented form). This allows me to easily and independently manage individual sex acts. Rather than the old PartyQuest, there would be 15 individual quests to handle all the simultaneous sex acts that SexLab allows, each quest of which would be associated with a single SexLab thread. Â I didn't want to have to copy the dialogue across several scripts, so the first thing I did was to make a "dialogue quest" which would be shared by all the in progress sex act quests. I used factions to replace the existing variable checks as to the type of sex being watched, whether it is aggressive or not, etc. Each NPC is placed in a series of factions which specify what type of sex act they are watching, what gender it is, etc. Those changes are done and appear to work fine, but I don't know what the performance implications of all those factions will be after all is said and done. I still need to write clean-up code in case someone decides to save while a sex act is in progress so that the NPCs are not stuck in those factions afterwards, otherwise they would only give their spectator responses. Â The old Pooler quest (which finds nearby NPCs) is proving to be the biggest hurdle. The way it is currently implemented, it only finds a few nearby NPCs who are not already spectators or sex participants. Also, due to the aliases, I would have to make one pooler quest for every partyquest thread, which is too much. Instead, I am working on a "mega-pooler" which would find the 100 NPCs closest to the player, and allow a subset of those to be fetched through a function, sorted by how close they are to the sex target for that spectator thread. Â For the 15 partyquest threads themselves, I am looking at not having quest aliases for the spectators and using the package overrides as WaxenFigure suggests. If it works, the mod would support a virtually unlimited number of spectators per sex act, although in reality I will need to cap it at something reasonable. Â I may not get this done overnight, mind you - but I am working on it! Â Â
WaxenFigure Posted August 7, 2014 Posted August 7, 2014 Â Thanks for the update on your progress. In order to keep from causing mod conflicts you probably also need to check NPCs for keywords/factions etc that would indicate they are bound in some way (tied up or stuck on a piece of Zaz equipment) and skip those.
wpg97541 Posted August 10, 2014 Posted August 10, 2014 Further status update:   - It is really a major re-design of the mod - I've been spending many hours coding.  - The mod now gets spectators for NPC-NPC sex and not only sex involving the player  - The new mega-pooler works great. It is possible to fetch up to 128 spectators simultaneously for a sex act, it only takes a second or two. They get placed into an array and sorted by their distance to the sex target through a bubble sort, so that closest spectators are added first.  - The package overrides work, so you can now have up to 128 spectators per sex act, because I don't need quest aliases.  - Still only single-threaded (if multiple sex acts going on, the first to start will get spectators and the rest won't) but now the mod is designed in such a way that I can rather easily make it multi-threaded.  - Morality Guard function is still there but only has an effect on sex acts involving the player (NPCs will not be arrested for public sex in Cities, etc)  So, everything is working, but there are still a few other things I need to do before I can post a beta release:   - Code clean-up - a lot of old stuff that is no longer needed is still present, and I want to delete it so that I don't forget later that it is not used anywhere  - Overhaul of NPC reactions - now that I have factions handling the dialogue, it is relatively easy to have NPCs react individually. Rather than simply having everybody cheer if sex is not prohibited and admonish the player if it is prohibited, I have a faction that indicates the player likes the sex act. This way the negative reaction can be individualized. Membership in the faction is based not only on whether the sex is prohibited or not, but the sexual orientation of the spectator and the sexual orientations displayed in the sex act.    Â
judge0 Posted August 11, 2014 Posted August 11, 2014 Further status update:   - It is really a major re-design of the mod - I've been spending many hours coding.  - The mod now gets spectators for NPC-NPC sex and not only sex involving the player  - The new mega-pooler works great. It is possible to fetch up to 128 spectators simultaneously for a sex act, it only takes a second or two. They get placed into an array and sorted by their distance to the sex target through a bubble sort, so that closest spectators are added first.  - The package overrides work, so you can now have up to 128 spectators per sex act, because I don't need quest aliases.  - Still only single-threaded (if multiple sex acts going on, the first to start will get spectators and the rest won't) but now the mod is designed in such a way that I can rather easily make it multi-threaded.  - Morality Guard function is still there but only has an effect on sex acts involving the player (NPCs will not be arrested for public sex in Cities, etc)  So, everything is working, but there are still a few other things I need to do before I can post a beta release:   - Code clean-up - a lot of old stuff that is no longer needed is still present, and I want to delete it so that I don't forget later that it is not used anywhere  - Overhaul of NPC reactions - now that I have factions handling the dialogue, it is relatively easy to have NPCs react individually. Rather than simply having everybody cheer if sex is not prohibited and admonish the player if it is prohibited, I have a faction that indicates the player likes the sex act. This way the negative reaction can be individualized. Membership in the faction is based not only on whether the sex is prohibited or not, but the sexual orientation of the spectator and the sexual orientations displayed in the sex act. Need someone to playtest?
wpg97541 Posted August 11, 2014 Posted August 11, 2014 Yes, very soon. Â There is one major bug I need to fix. At the end of the sex act, the actors suddenly become available (they are no longer in the sexlab animated faction) but sexlab has not yet sent the event that sex is finished. The result is that the actors briefly become spectators of their own sex act after it is finished, because the message has not yet gotten through that it is finished...
wpg97541 Posted August 11, 2014 Posted August 11, 2014 OK, got that fixed, here it is. Â Keep in mind that this is an alpha release, it probably has some bugs. I would not use this on a savegame you care about. If you used a previous version of the mod, make sure you use the save cleaner to remove any *mf_* scripts before trying this. Also at the moment the Aggro-Distance preference is completely ignored (all NPCs are included who are in the overall search radius, even if they do not have line of sight). I will add this back in, but for now want to make sure the core functionality is working. Â SpectatorCrowds.7z
judge0 Posted August 11, 2014 Posted August 11, 2014 Uninstalled patched version of MF Spectator Crowds (from this thread) Loaded game, made a new save, exited. Cleaned save, with options "Fix #->'s" and "Fix ScriptInstances", saved with backup enable new version from wpg97541 loaded game, cleaned save configured for 10 spectators both locations, debug output on, no morality guard, sex not a crime, sex ok in cities  Triggered sex with Animal Mansion, Working girl, Submit, Lovers Victim, Aroused creatures and Slaverun/Enforcer, Deviously Helpless/DD Restrained tag-team (fort west of Whiterun - gang-rape worked as planned)  Areas tested - White/Slaverun, Animal Mansion, Riverwood (Streets and Inn), forest near Falkreath, Winterhold streets & Inn.  System appears to be running a little rough, like when too many "cloak" mods are running. No CTD's  Each act displays text "Spectator Crowds Thread 0 initialized successfully"  End of act, text displays "Blah blah (Actor name) finished watching sex act. Some of the actors referenced weren't actually present, or within range or line of sight. None of the spectators were broken loose from their AI to actually gather around to watch. None made comments. Subtitle settings for Skyrim were enabled, comments from other mods appeared (You can't hide from me)  Text output did not conflict with Apropos.  Enabled moral guards and crime settings, was arrested for being raped in Slaverun, Prison Overhaul kicked in (attempt to pay with paycrime was rejected, not necessarily this mod)  Good start. Thanks.  Â
wpg97541 Posted August 11, 2014 Posted August 11, 2014 They should have gathered around and commented. They do consistently in all my tests with a clean save. Can you post the papyrus log?
judge0 Posted August 11, 2014 Posted August 11, 2014 Animal mansion - old version of Spectators Crowds - they left their seats and commented This version, they sat and were silent. No comments in the fort, but were all gathered around, like they would be for Deviously Helpless No comments or gathering in either Inn I tried or streets.  I put the esp 7th last, only ahead of : Alternate Start Live Another Life Player Woman Only Sexlab Solutions Version 2 A Patch for Solutions for Prison Overhaul/Live Another Life The Bashed Patch & the Dual Sheath Redux Patch  Priority number for Spectator Crowds was set to highest available, nothing over-riding it (Mod Organizer)  Load Order:   Sexlab 1.59 Beta 3 Schlongs of Skrim 2.05.033 SKSE 1.71 PapyrusUtil 2.5 JContainers 0.67.5 all mods up to date, some that appear to be old have patches applied to make them functional again Bashed Patch, FNIS, ReProccers, and TES5Edit run against load order.  Don't think I missed anything, but it is possible.  Whoops, forgot the log: Â
judge0 Posted August 11, 2014 Posted August 11, 2014 Sorry, I unpacked the bsa, and renamed it to *.bsaold, so it is using the scripts cleanly  same results with one extra text message after all the "Actor has finished watching the sex act messages.   "sexStarted is set to false" if that helps
wpg97541 Posted August 11, 2014 Posted August 11, 2014 Ok i will test this on a new save cleaned from my newer mod.. I had been doing all my testing on a save from before spectator crowds was ever installed. There might be something not cleaned by the save cleaner. I expect this should not happen with a game that never had the mod present
judge0 Posted August 11, 2014 Posted August 11, 2014 wpg97541: Â Nothing I have done, has produced a result where NPCs either gather around or comment. I tried a minimal mod load package, same results. I even tried a new game, so no trace of original mod could taint the results. I switched backed to a profile with Sexlab 1.58b and PapyrusUtil 2.2, and a new game. Same results, no gathering, no comments. Like the AI routines they are currently using are not dispelled. They will walk past, and use vanilla comments like "Colorful" From the debug text that is displaying in Hud message area, I'd say the program is going through the scripts in correct order, at the correct times. Â Sorry, will wait for next release, unless you have something in particular to try. I use Mod Organizer, so it's very easy to create another profile to try things out, no hardship there.
wpg97541 Posted August 11, 2014 Posted August 11, 2014 I don't know why it's *not* happening on my end, however, I do see where the script is probably going wrong. I see the problem in the script, but even when I start a new game, I don't have the problem. I can see the error in my code, I just don't understand why I do not see the effects. Regardless I'll have a fix to you shortly.
wpg97541 Posted August 11, 2014 Posted August 11, 2014 Here is the fix - I'm not 100% sure that it will fix things for you, but I'm about 90% sure, because there was a clear logic error in the code that adds the package and factions to the spectators that makes them go to the correct place, and because you did not get the message that the spectator was going to observe. It would be easier to be certain if I was able to reproduce this issue on my end. Please let me know if this helps. SpectatorCrowds.7z
judge0 Posted August 11, 2014 Posted August 11, 2014 OK:  reverted to initial Sexlab 1.59 Beta 3 profile with original Load Order as posted Ran Wrye Bash, FNIS, Dual Sheath Redux Patch Did NOT unpack bsa  Results: Loading text now displays (on game load) "Spectator Crowds thread 0 initialized successfully" (did not display on last version)  Had to run "setstage ski_configmanagerinstance 1" from console to get MCM menu to display (was present but empty)  Settings: Spectators on, Moral Guards off, Debug Mode on, 10M Aggro 60M Spectator max distance Crime settings off number of spectators set to 8 both locations  Triggers used 1 - Animal Mansion - 8 spectators gathered, vanilla comments only (first run only) 2 - Animal Mansion - 8 gathered, comments from Spectator Crowds (subsequent runs) 3 - Lovers Victim - same, but comments worked first run 4 - Aroused Creatures - same, comments from first run 5 - Working Girl - same, comments from first run 5 - Slaverun mysogeny - same, comments from first run  Whatever you did, worked.  Changed settings to 7 spectators both locations, number of spectators changed to seven, two tests Allowed crime settings, Prison Overhaul result.  Still causes havoc under Slaverun Enforcer, as slaves drag their furniture to position to watch, aggroing the guards ( not this mods problem, though), as expected.  Ladies and gentleman, can I draw your attention to the Big Top, where our fearless performer wpg97541, will attempt the impossible - resurrecting the dead!  Cheers, any more testing, let me know.
judge0 Posted August 11, 2014 Posted August 11, 2014 I probably should have mentioned, the drain on the system I mentioned for first version was not present.
wpg97541 Posted August 11, 2014 Posted August 11, 2014 Fantastic! Something I have to look at fixing is perhaps the spectator balance. I tested this in Riverwood and got 2 spectator NPCs plus about 4 spectator chickens, a spectator cow and a spectator horse. I may need to program in a balance for creatures so that it is not only farm animals present. Â Also I will need to add a calm spell to hostiles. I tried it in the wild with max distance turned way up and got a spectator dragon, bear and ice wraith, but because I didn't have a calm effect added to the mod they attacked the sex participants upon arrival.
judge0 Posted August 11, 2014 Posted August 11, 2014 Fantastic! Something I have to look at fixing is perhaps the spectator balance. I tested this in Riverwood and got 2 spectator NPCs plus about 4 spectator chickens, a spectator cow and a spectator horse. I may need to program in a balance for creatures so that it is not only farm animals present. Â Also I will need to add a calm spell to hostiles. I tried it in the wild with max distance turned way up and got a spectator dragon, bear and ice wraith, but because I didn't have a calm effect added to the mod they attacked the sex participants upon arrival. Sexlab Stop Combat maybe? My encounters in the wild were aggro free. Â I do have one request, after I posted, I went back in game, and disabled Debug Mode. Â Can you add the Text "{Actor} has noticed . . .blah" to the toggle? Â Apropos and Spectator Crowds are taking turns displaying text (i.e. one line from each alternatively) Â Otherwise impressive work. Am keeping it in load order (right after I edit the messages with TES5Edit, lol) Â And thanks!
judge0 Posted August 11, 2014 Posted August 11, 2014 New Profile: Sexlab 1.58b & PapyrusUtil 2.2 - new game  Results as above post. The first sex act after installation, only vanilla comments display. Subsequently all sex acts have comments from mod.  Back to other profile, save games load.  Suggestion: Maybe create a new thread in downloads so it will get a little more attention (more testers)
wpg97541 Posted August 11, 2014 Posted August 11, 2014 I'm not sure if there's an easy fix for the comments issue. However if it only happens the first time and fixes itself afterwards, it's probably not too high on the priority list with other things to fix. Â I will make a new toggle for the text {Actor} has noticed; some people may want that but not want the rest of the debug messages, otherwise they may be wondering why someone they were chatting with has suddenly run off. Â In any event, before this goes to a new thread, the current version needs a couple fixes. The aggro-distance has to work for one...
wpg97541 Posted August 11, 2014 Posted August 11, 2014 It should only take me another few hours to implement the remaining features (hopefully), then I will see about a new thread.
wpg97541 Posted August 12, 2014 Posted August 12, 2014 I could use some people's help on this last part, no programming is required, only skill in coming up with sex dialogue. (not dialogue back and forth, just things spectators will say during sex)  The final step of revamping the dialogue system has been finished and seems to work fine.  I have set up a number of "dialogue quests" to replace the one dialogue quest I had temporarily made. These allow very customized reactions of NPCs to things they are watching based upon multiple criteria:  The categories of dialogue that need to be filled are:  Spectator Likes Sex - Gay Sex Scene Spectator Likes Sex - Lesbian Sex Scene Spectator Likes Sex - Heterosexual Sex Scene Spectator Likes Sex - Bisexual (Male) Sex Scene Spectator Likes Sex - Bisexual (Female) Sex Scene Spectator Likes Sex - Male Masturbation Sex Scene Spectator Likes Sex - Female Masturbation Sex Scene Spectator Likes Sex - Aggressive Sex (any aggressive should go here and not into one of the categories above) Spectator Likes Sex - Creature Sex (any creature should go here and not into one of the categories above) Spectator Likes Sex Even Though Forbidden (if their arousal is high enough or purity is low) - Sex in City Spectator Likes Sex Even Though Forbidden (if their arousal is high enough or purity is low) - Sex with Creatures Spectator Dislikes Sex - Forbidden Creature Sex Spectator DIslikes Sex - Forbidden Sex in City areas Spectator DIslikes Sex - For other reasons (incompatible sexual orientation)  Within each of these categories I have conditionals based upon the spectator's sexual orientation (straight, gay, lesbian, bisexual), whether the scene is gay/lesbian/bimale/bifemale/mmast/fmast, whether the sex act depicted is anal/blowjob/cunnilingus/vaginal/threesome, as well as whether the scene is taking place outdoors or indoors.  Where I could use some help is in crafting responses - what would a lesbian say when she observes a gay sex act vs. what a gay guy would say. To have this be really immersive, if there is a scene of a certain type, I need separate dialogue based upon sexual orientation and gender of the speaker. I have the quests with temporary dialogue but need to fill in the permanent dialogue, if anybody wants to contribute any dialogue lines please feel free.
wpg97541 Posted August 15, 2014 Posted August 15, 2014 Beta version now available for download!  New Patch Version - attempted fix for stuck spectators issue reported that happens when a new sex act starts shortly after the previous one. In case this does not fix it, this patch also includes spells to zap the spectators back to normal if they get stuck in spectator mode.  I have finished all my changes to the mod. Along with the previously increased limit of 128 spectators per sex act and NPC support added, here are the new updates.  AggroDistance is working  Spectator notifications are now a toggle (thanks judge0)  NEW! Immersive Reactions (aka Spectator AI) feature:NPCs now react differently depending on their sexual orientation and the one displayed in the sex act. I went through and added a slew of new dialogue and removed some of the old dialogue to make this possible. For instance, gay characters will say different things than lesbian characters watching the same sex act. Even if a sex act is marked prohibited (wrong) like city sex, not everyone will say things like "get a room". There is an override of arousal and/or sexlab purity that allows you to configure above what arousal level prohibited sex acts will be cheered on by the NPCs. NPCs above this override threshold while cheer while the others deride you for what you are doing. It is now a workable beta ready for slightly more widespread testing.  It still only supports one sex act at a time and the morality guards feature is limited to the player only. Multiple sex acts simultaneously is a feature that will be added once this has undergone further testing. SpectatorCrowds.7z
forceet24 Posted August 15, 2014 Posted August 15, 2014 Thanks for the update I've translated it in French, if your are interested by localized mod.
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