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Collision based sex sounds


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Posted (edited)

Just thought of an idea. CBPC has collision events for papyrus scripts. You can get the nodes colliding with. So you could use these events to create realistic sex sounds based on which nodes are being collided with.

 

Here is an example from a plugin using their event system

 

Event OnCollisionWithFemale(string eventName, string nodeName, float collisionDuration, Form actorForm)

	if !busy
		bool groping = (femaleNodes.Find(nodeName) >= 0)
		bool social = (socialNodes.Find(nodeName) >= 0)
		
		if (groping || social || (uniNodes.Find(nodeName) >= 0)) && actorForm != None
			Actor ActorX = actorForm as Actor
			if(ActorX != None) && (ActorX != PlayerREF)
				DoReaction(ActorX, groping, social)
				;Debug.Notification(ActorX.GetLeveledActorBase().GetName() + " - " + nodeName + " touched for " + collisionDuration + " secs")
			endif
		endif
	endif

EndEvent

Event OnCollisionWithMale(string eventName, string nodeName, float collisionDuration, Form actorForm)

	if !busy
		bool social = (socialNodes.Find(nodeName) >= 0)
		if (social || (uniNodes.Find(nodeName) >= 0)) && actorForm != None
			Actor ActorX = actorForm as Actor
			if(ActorX != None) && (ActorX != PlayerREF)
				DoReaction(ActorX, false, social)
				;Debug.Notification(ActorX.GetLeveledActorBase().GetName() + " - " + nodeName + " touched for " + collisionDuration + " secs")
			endif
		endif
	endif

EndEvent

 

I could see someone like @OsmelMC doing something cool with this system

Edited by asdt123123
Posted (edited)
1 hour ago, asdt123123 said:

Just thought of an idea. CBPC has collision events for papyrus scripts. You can get the nodes colliding with. So you could use these events to create realistic sex sounds based on which nodes are being collided with.

 

Here is an example from a plugin using their event system

 

Event OnCollisionWithFemale(string eventName, string nodeName, float collisionDuration, Form actorForm)

	if !busy
		bool groping = (femaleNodes.Find(nodeName) >= 0)
		bool social = (socialNodes.Find(nodeName) >= 0)
		
		if (groping || social || (uniNodes.Find(nodeName) >= 0)) && actorForm != None
			Actor ActorX = actorForm as Actor
			if(ActorX != None) && (ActorX != PlayerREF)
				DoReaction(ActorX, groping, social)
				;Debug.Notification(ActorX.GetLeveledActorBase().GetName() + " - " + nodeName + " touched for " + collisionDuration + " secs")
			endif
		endif
	endif

EndEvent

Event OnCollisionWithMale(string eventName, string nodeName, float collisionDuration, Form actorForm)

	if !busy
		bool social = (socialNodes.Find(nodeName) >= 0)
		if (social || (uniNodes.Find(nodeName) >= 0)) && actorForm != None
			Actor ActorX = actorForm as Actor
			if(ActorX != None) && (ActorX != PlayerREF)
				DoReaction(ActorX, false, social)
				;Debug.Notification(ActorX.GetLeveledActorBase().GetName() + " - " + nodeName + " touched for " + collisionDuration + " secs")
			endif
		endif
	endif

EndEvent

 

I could see someone like @OsmelMC doing something cool with this system

 

Is a good idea. Maybe some Mod to check the collision between the player hands and the NPC's Breasts that makes the NPC release some Moans or comment something like "I will cut that hand if you don't release my breast right now". Of course based on the relationship, arousal or scene type.

 

But something like that will require the help of someone with the "xVASynth" to make the voices.

A Mod like that without voices won't be interesting enough, at least not for me to develop.

 

 

 

Edited by OsmelMC
Posted
46 minutes ago, OsmelMC said:

xVASynth

I'm pretty interested in this for a mod I was thinking of doing. I'll keep this in mind while I poke around with it.

  • 3 weeks later...
Posted (edited)

Install Creation Kit Fixes and ssedit. Ssedit is better for normally editing esp files, Creation kit may be needed for certain tasks.

 

Also word of caution if u mess with dialog or other ck conditions.

 

Condition logic order of operations is reversed from the usual (or i guess it's in POS form but nothing informs you of that while working). You imagine all ands are processed before ors but in fact ors happen before ands, This makes certain basic condition setups convoluted, check the CK wiki for how the logic works. Look stuff up in tutorials or the CK wiki instead of banging ur head against the wall.

Edited by Ikwydls

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