Jump to content

Recommended Posts

Posted

 

When an animation plays, if there is a prop assigned, it's created right then and used. It's possible to play animations with static objects (you can open gates and such) but that's now how Sexout works -- yet. The prop system has been there since the very begining with the pipe, wrench, etc. We just kept using it for everything else.

 

In the future, I'll be changing it to work with static objects where appropriate instead, it's just a little ways out.

Cool, so do you want to for now just copy all the Static Assets over into Sexout to save too many more people using them from SCR? As far as I know they are all in ZAZ datapack anyway other than the GynoChair which you can take too if you like, it might end up being used by Wear & Tear too, I have no idea what the animations with it do.

 

Sure. The ZAZ datapack stuff is already being migrated into the NG datapack. I will probably be putting out one or two more betas of 86 before release. I have a little more bug chasing to do. The first 87 beta will have the static records and so on.

Posted

Look at you all.. :D

 

What you're doing is basically what I need to get done in sexout itself, using refSurface to point to the stockade or whatever. To make things look more natural, we'll probably need some single-person idles for how actors look when restrained by the furniture between sex acts.. then set them and the partner(s) playing the existing anims when so instructed.

 

I want to see those statics put to use as more than window dressing.. ;)

 

 

we'll probably need some single-person idles for how actors look when restrained by the furniture between sex acts

 

Data\Meshes\characters\_male\idleanims\BondageAnimations\ZAZ\Sex Anims\Pillory Stage I

01 Pillory Idle A.kf

You can use this one it was designed for that very purpose  :)

 

Cheers

Posted

Supp,

I while I don't have FONV installed 

IIRC think there are about 7 Furniture in the Current SexoutZaZ.esp ( or atleast in the Meshes Directory or both , I had made them for sure) 4 Kinda like the restraint posts in Skyrim and 3 legion Crosses

The furniture has not been used yet , I don't think mod authors are aware of its existence , I'm not sure how it will work on NPC's but it worked with the player, there would be some Nav Mesh issues with NPC's Running into the inbuilt collisions. But I did not have skill to try it out on NPCs at the time ( still dont :P)

 

@prideslayer 

If you are going to use the static models for pillory animations there maybe be collision issues with actors concerned . What you can also do is use the pillory prop as a Static Model( it just wont have collision in game ) . All the Pillory animations are linked in the to the pilloryprop in .esp 

So what can be done is

1. Unlink the pillory prop from the pillory animations in GECK 

2.Position the Sub Actor accordingly near the static pillory ( that position will remain the same for all pillory animations )

3. And Call sexout NG Animations as you usually do 

 

This is all theoretical cause I'm just assuming the core system hasn't changed much  

 

Cheers

 

I wonder how hard it would be.to try something like this:

 

Keep the npc in pillory then get interaction from like different animation on the other character like groping, fucking from behind all while the npc remain in the pillory.

This would open possibilities to have multiple animation on the other character in a row.

 

since the npc in the pillory not much needed to animate, so you only have to do 1 side.

Posted

 

Supp,

I while I don't have FONV installed 

IIRC think there are about 7 Furniture in the Current SexoutZaZ.esp ( or atleast in the Meshes Directory or both , I had made them for sure) 4 Kinda like the restraint posts in Skyrim and 3 legion Crosses

The furniture has not been used yet , I don't think mod authors are aware of its existence , I'm not sure how it will work on NPC's but it worked with the player, there would be some Nav Mesh issues with NPC's Running into the inbuilt collisions. But I did not have skill to try it out on NPCs at the time ( still dont :P)

 

@prideslayer 

If you are going to use the static models for pillory animations there maybe be collision issues with actors concerned . What you can also do is use the pillory prop as a Static Model( it just wont have collision in game ) . All the Pillory animations are linked in the to the pilloryprop in .esp 

So what can be done is

1. Unlink the pillory prop from the pillory animations in GECK 

2.Position the Sub Actor accordingly near the static pillory ( that position will remain the same for all pillory animations )

3. And Call sexout NG Animations as you usually do 

 

This is all theoretical cause I'm just assuming the core system hasn't changed much  

 

Cheers

 

I wonder how hard it would be.to try something like this:

 

Keep the npc in pillory then get interaction from like different animation on the other character like groping, fucking from behind all while the npc remain in the pillory.

This would open possibilities to have multiple animation on the other character in a row.

 

since the npc in the pillory not much needed to animate, so you only have to do 1 side.

 

 

Other than the Groping , there are quite a few 2p and 3p animations already and have been used in the tryouts and vault mods , maybe in the sexout slavers mods as well 

 

http://www.loverslab.com/index.php?app=core&module=attach&section=attach&attach_id=8515

 

You are welcome to add more in there or even better the current animations :)

I'm not sure I will Install FONV soon , But I can assist with a few things like , Furniture and Props 

 

 

Cheers

Posted

Some success! :angel: The player can now use the restraining furniture in 3rd or 1st person view, and get up after "sitting". NPCs can also use it. NPC's can be talked to while being restrained as well.

 

Here's the setup:

post-99-0-10816200-1410810040_thumb.jpg

post-99-0-40504000-1410810050_thumb.jpg

post-99-0-57838100-1410810061_thumb.jpg

 

It seems setting Zaz's idle to "SpecialIdle" is what lets the player get up. If I switch that to simply "Idle" the player can get in but can't get out. Now of course the next question is, can we put the player in restraint furniture and prevent them from walking away? To answer that I'm going to have another look at the PointLookout "punga plant" furniture.

 

Now for screenies:

 

NPC properly restrained: post-99-0-60456700-1410810252_thumb.jpg

Player 1st person view: post-99-0-64213900-1410810283_thumb.jpg

Player 3rd person view: post-99-0-37376900-1410810302_thumb.jpg

 

 

Even with this setup there are some hiccups. The animation for entering the restrained is the standard "sit" anim. Similarly for getting out. So far my attempt to replace the enter/exit anims with duplicates of the idle stop things from working but perhaps I just need to try more options.

 

I'm also attempting to setup Zaz's crucifix idles the same way as vanilla crucifixes are setup. Not much luck there so far but small settings change things in a big way. Having Zaz crosses the same as vanilla crosses would be a HUGE scripting savings. My current LegionVictims setup makes use of playidle, which is rock solid but you have to enable a static object when you stop the animation for saving an NPC. Otherwise the cross disappears which is wacky. :lol:

 

EDIT: restraining (setrestrained 1) NPC's stops the hiccup in animations. Disabling player controls -appears- to stop the hiccuping animations for players as well. :lol:

Posted

Started trying out some of the other furniture now. The player's 1st person view inexplicably screws up for the "hogtie" furniture. No idea why at the moment. It is set up exactly the same as the "stand" and "spread" furniture.

 

post-99-0-25994600-1410820350_thumb.jpg post-99-0-31607600-1410820364_thumb.jpg

 

I know there's a way to restrict the player's view to 1st person, anyone know of a way to restrict the view to 3rd? (Aside from a check in a gamemode that is.)

Posted

This is a rather dirty hack...

int POVKey
let POVKey := GetControl 13 ; * find the original POV Key

SetControl 13, 70 ; * rebind the POV key to some other key, so they can't toggle it (thats scroll lock key)

if IsPC1stPerson
    TapControl 13
endif

; * wait until you're done with the idle
SetControl 13, POVKey
Posted

Oh my that is dirty. Thanks! :angel:  It would work perfectly provided the script didn't skip any lines. I can make loop check or something to be sure. (I REALLY hate it when it starts skipping stuff!) I've been digging around in NVSE for something but it doens't appear there's a thing to help.

 

For the time being it might be the best way to go for some of these. I did find out (unsurprisingly) that you have to wait till the NPC (or player) is playing the idle anim before issuing setrestrained (or disableplayercontrols for the player). As usual, timers are needed for everything... :blush:

Posted

I can't seem to get any of the bondage scenes to play. I have been freelancing (manually asking) people for work in the Gomorrah for hours and can only get standard sex scenes. How do I trigger the bondage scenes and threesome scenes? If this has been answered can you direct me to the post (I can't seem to find one)?

Posted

Nessa is there an option , changing the Idles to dynamicIdles in that drop down bar ?

just have a go using dynamicidles

 

Cheers

Posted

I can't seem to get any of the bondage scenes to play. I have been freelancing (manually asking) people for work in the Gomorrah for hours and can only get standard sex scenes. How do I trigger the bondage scenes and threesome scenes? If this has been answered can you direct me to the post (I can't seem to find one)?

 

There are very Few Mods that use the Sex Scenes From SexoutZaZ ,

 

If you want to use test the animations

http://www.loverslab.com/topic/9542-how-to-testtrycall-zaz-animations/

 

Cheers

Posted

Very happy to report I have vanilla-style ZaZ crucifixes operating, sort of. It works like the vanilla furniture mostly. You need to have the furniture object having the exact same coordinates as the static cross EXCEPT you also have to rotate it 180 degrees. So it will look backwards in the GECK but it works in game. I haven't tested whether or not the NPC will drop down fancy like a vanilla cross.

 

Here's the current setup: (it's a tad cumbersome, there's probably a better way)

  • First take the existing vanilla crucifix furniture, and duplicate it with your own name. Then add your new furniture to the "NVCrucifixMarkerObjects" formlist.
  • Next setup the anims as follows:
    post-99-0-74431200-1410832637_thumb.jpg
    Point the animgroup to the new furniture you just made.
    post-99-0-30693700-1410832643_thumb.jpg
    Here I just have the struggle animation currently. Adding the other 3 should be possible. Just have some random chance for each.

The end result is working (so far): post-99-0-78209300-1410832630_thumb.jpg

 

Just remember to rotate the furniture in the GECK: post-99-0-07440300-1410832907_thumb.jpg

 

Nessa is there an option , changing the Idles to dynamicIdles in that drop down bar ?

just have a go using dynamicidles

 

Cheers

 

Oh OK, I'll give that a try next. Thanks! :cool:
 

Posted

Aha I also see the Enter/Exit Animation it that Idle Chain , Try to make Duplicates directing to our custom Cross furniture and use their Enter/Exit  , It can work  100 %

If Not  Try Using the Custom Furniture Idles themselves ( this is not Recommended However I think I can Mess with Nifskope and Just  enough alter the Animations just enough to Make them into enter/exit animations this will have to be tested though

 

Cheers

Posted

No "Dynamic Idle" option I'm afraid. (That I can find that is.)

 

I tried duplicating the crucifix Enter/Exit entries and put them under my new custom anim group. It DOES work.... but...   the vanilla enter/exit are 180 degrees opposite. So as soon as the NPC exits the cross, it looks like she's floating in air. If we could turn the vanilla anims 180 (or rotate your existing anims) I think it might work perfectly. :angel:

 

While I'm thinking about it, it may be more useful for the restrained furniture to NOT be sitting either. At least for NPCs. Once an NPC leaves the restrained furniture (setup as a chair) it of course reverts to the standard "get up from the chair" anim. Though this could be solved by a very short fade to black also.

Posted

kay ,

I have no Idea if  this will work . This is one rotated 180 deg cross , You can replace the current cross mesh with this one to see if it works fine.

I don't have FONV to test , but since you are testing the furniture in general :P

 

02CruxTriangleFurnitureRotated180.nif

 

This was all done in nifskope so i'm skeptical about it in general

 

Cheers

Posted

I did some more tests, this time using the existing furniture object "03CruxImpaleFurniture.nif" and my newly created furniture object duplicated from the original "NVCrucifixFurniture".

 

post-99-0-26957500-1410841053_thumb.jpg

 

The cross on the left is "03CruxImpaleFurniture.nif". As you can see it's not aligned. The cross on the right consists of a static cross (the nasty one with a motor) and a new "NVCrucifixFurniture" object that my new animgroups point to. That one is aligned (but rotated 180 degrees from normal in the GECK).

 

Now things get fun when the NPC exits!

 

For the left cross, it's like the vanilla animations are almost aligned properly (but not quite):

post-99-0-10405000-1410841182_thumb.jpg

 

For the right cross, which is aligned with ZaZ anims (I think due to being rotated), we immediately have a floating NPC when she exits the cross:

post-99-0-57981400-1410841227_thumb.jpg

 

Is it possible to easily rotate the animation files "ZAZ01CruxFurnitureRestrain", "ZAZ01CruxFurnitureGiveUp", and "ZAZ01CruxFurnitureStruggle" 180 degrees?

 

I'll try your new furniture object in my next test. :angel:

 

 

Posted

 

 

There are very Few Mods that use the Sex Scenes From SexoutZaZ ,

 

If you want to use test the animations

http://www.loverslab.com/topic/9542-how-to-testtrycall-zaz-animations/

 

Cheers

 

 

That's sad. Why don't they? The work is done for them. Makes me wish I still made mods.

 

Do you recommend any mods that use it?

 

Thank you for the link. :)

 

 

lol you are asking the wrong person

Its been over 2 years since I have played FalloutNV

 

the ones that I know of use zaz

 

http://www.loverslab.com/topic/18103-sexout-tryout-16-mar-2014/

http://www.loverslab.com/topic/13802-msex-veronica-ds/?hl=sexout

http://www.loverslab.com/topic/25654-sexoutslavers-2-final-demo-version/?hl=sexout+slavers&do=findComment&comment=648890

 

there maybe more I just may not be aware , vault69 was there somewhere

 

Cheers

Posted

OK some more interesting news! One, the rotated cross doesn't seem to have any effect. Sorry Zaz! :blush: The Zaz animation is still misaligned. Like this:

 

post-99-0-84727600-1410898322_thumb.jpg

 

Now for the interesting news, that shot is of the player. Crosses that are setup as proper furniture (meaning the sit 14 marker) can be used by the player! If the ZAZ animation lined up it would work perfect too. 1st person is just fine along with 3rd.

 

Regardless of all this, I believe the vanilla cross can be made to be used by the player also. If that's the case we no longer need to have complicated playidle setups for some of this. Provided the alignment can be handled.

 

Regarding the alignment of the anims like "ZAZ02CruxFurnitureStruggle.kf", is there any way to rotate those 180 degrees in nifskope? That wouldn't fix the furniture with the cross included (sit marker 14) but it might fix the setup that uses the vanilla crucifix furniture (Sit marker 10).

 

 

Oh, and LegionVictims (which isn't released yet) will make extensive use of Zaz stuff as well. :angel:

Posted

Sure I can , but it would have to wait a bit, I'm out for week , will revert once I get back ?

 

Does the same thing happen with the restraint posts?

 

Cheers

Posted

No rush, as always! :angel: Actually it's a good thing you're out for a week or so, I've a load of work to do myself! :lol: :lol:

 

No, just the crucifix stuff. The restraints work just fine now. :cool: 

 

I just realized one could probably make furniture out of the large restraining posts and the pillory but one thing at a time! :angel: :angel:

  • 1 month later...
Posted

Hey purpleperson. This thread can be unstuck and locked. SexoutNG integration was completed two versions ago, no need for anyone to download these packs anymore (and start asking questions about overwriting files).

 

Thanks a million ZaZ! Sorry it took so long for me to get around to it, but since we actually had a plan, it was painless. :D

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...