Halstrom Posted April 12, 2012 Author Posted April 12, 2012 New Update 20120412.2beta: Fixed a mixup between Veronica & Sunny in the Scanner Menu
Halstrom Posted April 12, 2012 Author Posted April 12, 2012 NewUpdate 20120412.3beta Fixed Factions for Feral Ghouls, Dogs & Coyotes not reseting to Enemy after Smell wears off, On the weekend, I will look into checking Facion Status before the Smell is applied so I can return it to it's previous state.
Mickster Posted April 12, 2012 Posted April 12, 2012 The plugin name is: SexoutCommonResources20120412.3beta.esm Is this intentional? Should we change the name?
Halstrom Posted April 12, 2012 Author Posted April 12, 2012 The plugin name is: SexoutCommonResources20120412.3beta.esm Is this intentional? Should we change the name? Oops' date=' yep change the name sorry. New Update 20120413.1beta: Removed date from file name
ThunderBucket Posted April 15, 2012 Posted April 15, 2012 Very interested in the "Inbuilt Clothing Effects" feature. I love realism stuff. Just wondering if you could provide some details. What constitutes "hot, tight clothing"? Do we need the Ambient Temperature mod? What kind of damage and stat effect are we talking about? Thanks for the work and I hope this turns out to be a worthwhile feature
Halstrom Posted April 16, 2012 Author Posted April 16, 2012 Very interested in the "Inbuilt Clothing Effects" feature. I love realism stuff. Just wondering if you could provide some details. What constitutes "hot' date=' tight clothing"? Do we need the Ambient Temperature mod? What kind of damage and stat effect are we talking about? Thanks for the work and I hope this turns out to be a worthwhile feature [/quote'] Well I basically base temperature on the time of day, whether it's cloudy or raining or snowing, and weather you are outdoors or not. If you are wearing a power armor, mantis or recon suit then it's tight and hot, most other clothing is just warm, I hadn't considered that being naked is also bad yet. I might do cold for Jacobs town later too.
ThunderBucket Posted April 16, 2012 Posted April 16, 2012 Well I basically base temperature on the time of day, whether it's cloudy or raining or snowing, and weather you are outdoors or not. If you are wearing a power armor, mantis or recon suit then it's tight and hot, most other clothing is just warm, I hadn't considered that being naked is also bad yet. I might do cold for Jacobs town later too. Thanks for the reply. Wondering if this would be a big pain in the butt to tie into Sexout clothing evaluation mod so you could designate outfits yourself? Would also be cool to have an ability to adjust the severity of the effects. Wish I could provide something more than suggestions and encouragement, but I have all the modding ability of a low-average chimpanzee
DoctaSax Posted April 16, 2012 Posted April 16, 2012 Thanks for the reply. Wondering if this would be a big pain in the butt to tie into Sexout clothing evaluation mod so you could designate outfits yourself? Would also be cool to have an ability to adjust the severity of the effects. Wish I could provide something more than suggestions and encouragement' date=' but I have all the modding ability of a low-average chimpanzee [/quote'] I think you could be on to something here - SCES has some space left in the menu system for a few extra categories. Also there are already a few lists in there that could be useful to figure out if something's too hot or cold for specific weather (AppearTightFit, AppearLingerie, AppearSwimwear, AppearSkimpyArmor etc). Seeing as lists can be added to other lists, adding them to such lists could automatically/silently add them to lists covering the weather aspects. Hal, do you know if this functionality is compatible with weather mods such as Nevada Skies? (Been rebuilding my install for a new playthrough as well as working on a dialogue-heavy quest, so I haven't had a chance to check any of your new stuff yet.)
Zerky Posted April 16, 2012 Posted April 16, 2012 New Update 20120410.1beta: Fixes to MCM Fixes to Scanner to show Companions Sex Smells should now last all through Pregnancy Is there anything I can type into the console to remove the SexSmell effect from ghouls? In my game they never turn hostile, unless I shoot first. I guess I could make a clean save, but that would reset all the Sexout plugins that require SCR right? IWS feral ghoul frenzy just isnt the same when nobody chases you.
Halstrom Posted April 16, 2012 Author Posted April 16, 2012 New Update 20120410.1beta: Fixes to MCM Fixes to Scanner to show Companions Sex Smells should now last all through Pregnancy Is there anything I can type into the console to remove the SexSmell effect from ghouls? In my game they never turn hostile' date=' unless I shoot first. I guess I could make a clean save, but that would reset all the Sexout plugins that require SCR right? IWS feral ghoul frenzy just isnt the same when nobody chases you. [/quote'] What I'll look a doing is making the sex smell effects remove if you turn off the the sex smell feature in MCM, or making the stay on bit optional.
Halstrom Posted April 18, 2012 Author Posted April 18, 2012 New Update 20120418.1beta: Added code to reset SexSmells if they are turned off in MCM, so if you want to get rid of them during Pregnancy, just turn them off then on again. Remember if you are using Pregnancy only use this with the Pregnancy beta.
sen4mi Posted April 18, 2012 Posted April 18, 2012 You can' date=' SexoutNG does it right now, and it does it the hard way (not the formlist way). If you add a formlist and I add something to it, any other mod that is using this one can use any items I put in the list, no problems, no issues.[/quote'] Woe, didn't realise that was possible, so if ModA adds "PinkNCRCombatArmor" does that show up in Geck Armor list of ModB when SCR is a master? But ModA doesn't have to be a master of course? You can refer to content in another plugin, but you cannot refer to it by name. The problem is that if you refer to plugin content (instead of master content) the game will not guarantee that the plugin is installed. It will let people play without that plugin. So you need an "if" statement to check if the mod is loaded. And, you need to refer to the item by number, instead of by name. You use GetModIndex to find the plugin (http://geck.bethsoft.com/index.php/GetModIndex) and then you use nvse's mostly undocumented BuildRef to get a reference to the item. Anyways, the code you write winds up looking something like this: int hasWhatever ref rThingy begin GameMode if getGameRestarted || getGameLoaded set hasWhatever to -1 set rThingy to DefaultThingy if IsModLoaded "SexoutWhatever.esp" set hasWhatever to GetModIndex "SexoutWhatever.esp" set rThingy to BuildRef hasWhatever 1234 ; 1234 is decimal for 0004d2 endif endif end (Or, if you wanted to make that work without nvse, you can try pointer arithmetic.) And then you use your quest variable (rThingy, here) to refer to whatever it is that you wanted to use. If you build it like my example, if people do not have the plugin installed they get an inferior substitute. If you want something different, you would have to define first how you wanted things to work.
Halstrom Posted April 18, 2012 Author Posted April 18, 2012 (Or' date=' if you wanted to make that work without nvse, you can try pointer arithmetic.) Umm, cool, yeah, I think I got that back in December or has the post been a bit slow arriving
Halstrom Posted April 18, 2012 Author Posted April 18, 2012 New Update 20120418.2beta: Fixed time of day not affecting clothing heat effects, I'm not sure there was any effect from this system without this, so expect some fatigue, starvation & dehydration etc if you are using this wearing a leather catsuit out in the sun
Halstrom Posted April 18, 2012 Author Posted April 18, 2012 I assume the heat system is on a toggle? Yep in MCM called clothing effects
Guest Loogie Posted April 23, 2012 Posted April 23, 2012 Halstrom, whenever you get a chance, could you change the name of SexoutSKhanSlaveP0B3 and it's ilk to "Great Khan Initiation Outfit"? Changed my direction with it. I'm changing it in SexoutKhans.esp as a temp fix until whenever you do a release. No rush.
theblindbat Posted April 23, 2012 Posted April 23, 2012 Is there anything I can type into the console to remove the SexSmell effect from ghouls? In my game they never turn hostile' date=' unless I shoot first. I guess I could make a clean save, but that would reset all the Sexout plugins that require SCR right? IWS feral ghoul frenzy just isnt the same when nobody chases you. [/quote'] I'm not sure what to do about this but even using the smell on/off, the 'effect' leaves the effects window but the ghouls around the world are still non-hostile and I'm still showing a -3 temporary effect on Intelligence that I can't get rid of (I believe that effect incurred a penalty). I don't exactly recall, but in SS my toon did the ghoul doc like three times to experiment with the ghouls in the central sewers but I don't think that capability was ever added. Anyway, the effect is off the main effects window but the toon still have the penalty on Intelligence and I don't know how to make it go away. It's preventing Very Hard lock/science type checks.
Guest Loogie Posted April 23, 2012 Posted April 23, 2012 Until this is fixed, open console, click on your character and type "modav intelligence 3". If/when it's fixed, do "modav intelligence -3" to go back to how things were.
muertos69 Posted April 24, 2012 Posted April 24, 2012 Until this is fixed' date=' open console, click on your character and type "modav intelligence X" where X is the number your intelligence should be without the penalty. [/quote'] Umm...isn't modav used to just add the amount x to the existing value?
Guest Loogie Posted April 24, 2012 Posted April 24, 2012 Yeah, I'm a dumbass. Changing my initial post to avoid inevitable confusion.
Zerky Posted April 25, 2012 Posted April 25, 2012 Is there anything I can type into the console to remove the SexSmell effect from ghouls? In my game they never turn hostile' date=' unless I shoot first. I guess I could make a clean save, but that would reset all the Sexout plugins that require SCR right? IWS feral ghoul frenzy just isnt the same when nobody chases you. [/quote'] I'm not sure what to do about this but even using the smell on/off, the 'effect' leaves the effects window but the ghouls around the world are still non-hostile and I'm still showing a -3 temporary effect on Intelligence that I can't get rid of (I believe that effect incurred a penalty). I don't exactly recall, but in SS my toon did the ghoul doc like three times to experiment with the ghouls in the central sewers but I don't think that capability was ever added. Anyway, the effect is off the main effects window but the toon still have the penalty on Intelligence and I don't know how to make it go away. It's preventing Very Hard lock/science type checks. I had this problem aswell with the doc in the sewers. He says it should last a couple of hours, but after fast-forwarding about 4 days it went away. I still have the effect, but its just +3 charisma now. Hoping it will dissapear after a few more days since I kind of feel like im cheating there.
Halstrom Posted April 25, 2012 Author Posted April 25, 2012 I'm pretty sure I have sorted this out for Pregnancy stuff in the last released versions, but the smell in the Sewers I think is a Sewer Slave smell effect called Ghoul pheromones. If not, I'll look back into it more when I get the Alpha of PregnancyNG2 released.
iron_jack Posted April 27, 2012 Posted April 27, 2012 the smell in the Sewers I think is a Sewer Slave smell effect called Ghoul pheromones Correct. I suppose it's possible to have both, as sometimes the ghoul doc demands sex as well, so one could have both SCR-smell and SS-smell (SS pheromones come from a blowjob). At any rate, the pheromones for SS are supposed to only last a few hours IIRC. But SS is such a bastardized/communal project, so who knows. Might've gotten screwed up somewhere.
Halstrom Posted April 27, 2012 Author Posted April 27, 2012 the smell in the Sewers I think is a Sewer Slave smell effect called Ghoul pheromones Correct. I suppose it's possible to have both' date=' as sometimes the ghoul doc demands sex as well, so one could have both SCR-smell and SS-smell (SS pheromones come from a blowjob). At any rate, the pheromones for SS are supposed to only last a few hours IIRC. But SS is such a bastardized/communal project, so who knows. Might've gotten screwed up somewhere.[/quote'] It's quite possible the Ghoul Pheromones could be deleted and replaced later whith identical scripting o the Feral Ghoul Sex Smell
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