pop45 Posted January 12, 2024 Posted January 12, 2024 Context: So I have been modifying the OCum script to essentially act as type of FHU Baka Edition, but I wanted more control over cum amounts, literal volumes, max sizes, you name it. I have been successful with my modifications so far and have gotten the script to compile and be playable. I wanted to add a feature where based on the Futa/Male Player character's cum amount it would alter the size of the NPC GenitalsScrotum [GenScrot] node based on the ratio of current amount to cum amount. Issue: NIOverride for the GenScrot node is not actually adjusting the scale of the schlong. I tried inputting values from 0 to 2 and it does nothing to the character model. I have made sure that this function is called and put in multiple spots console outputs to make sure that the function is being called, and certain variables are passing through. function SetBallScale (actor akActor, float scale) console("successfully called SetBallScale: " + scale) NiOverride.SetBodyMorph(akActor, "NPC GenitalsScrotum [GenScrot]", "OCum", scale) ;for some reason the NPC GenitalsScrotum callout is not working and nothing is changing NiOverride.UpdateModelWeight(akActor) EndFunction There is another callout within the same code that actually works! NiOverride.SetBodyMorph(akActor, "PregnancyBelly", "OCum", stepsizetemp) function SetBellyScale(actor akActor, float bellyScale, float oldBellyScale) ;z idea was to space out the inflation so it mimics SL FHU BAKA ; function is only called in 1 place, need to add logic to check if actor is currently inflated and add instead of starting over int squirts = Utility.RandomInt(6,15) float increment = (bellyScale - oldBellyScale)/squirts ;added by z float incrementTemp = increment + oldBellyScale ;added by z float stepsize = increment/20 ;added by z float stepsizetemp = stepsize + oldBellyScale ;added by z actor orgasmer = ostim.GetMostRecentOrgasmedActor() ;added by z while incrementTemp <= bellyScale ;added by z incrementTemp = increment + incrementTemp ostim.PlaySound(orgasmer, cumsound) ;added by z while stepsizetemp <= incrementTemp stepsizetemp = stepsize + stepsizetemp NiOverride.SetBodyMorph(akActor, "PregnancyBelly", "OCum", stepsizetemp) NiOverride.UpdateModelWeight(akActor) ;Utility.Wait(0.02) endwhile Utility.Wait(1) endwhile ;added by z cummedOnActs = PapyrusUtil.PushActor(cummedonacts, akactor) RegisterForSingleUpdateGameTime(1.66) EndFunction This works really well, but I am curious if the issue is that the OCum mod isn't actually extending it's references out to the proper XPMSE addition for the SOS callouts. I have had other mods that modify the schlong nodes work (like SOS - Grower - Extended_2.3_SE) so I don't think it's an issue with the schlong itself. Let me know what you guys think or if this is something that should be posted elsewhere. OCumScript.psc OCumPlayerAliasScript.psc
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