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Posted

New Update 20121010.1:

 

Added Belts' date=' Strapons and Chastity Belts to SexoutNG's "OkToWearDuringSex" lists

 

[/quote']

 

Um, aren't chastity belts specifically designed NOT to be OK for sex?

Posted

New Update 20121010.1:

 

Added Belts' date=' Strapons and Chastity Belts to SexoutNG's "OkToWearDuringSex" lists

 

[/quote']

Um, aren't chastity belts specifically designed NOT to be OK for sex?

Prideslayer has the blocker at his end allow oral sex still :)

Posted

Hey Hal,

as I said in that tech support thread, there's really no need for the current obsolete version of SCES to remain in SCR atm. So if you wanna delete stuff, delete stuff :)

Anybody asking 'what'll I do now', you can refer to http://www.loverslab.com/showthread.php?tid=6307

 

Only exception for the time being would be the SexoutSClothingEvalDataRetrvQst & the attached SexoutSClothingEvalDataRetrvScript, because CheckMeOut still references some of the variables in that script & might throw a hissy fit. CheckMeOut has a lot of complex conditions & I'd really rather not recalculate all that ;) Will clean that out in due time.

Posted

If you move SCES out of SCR, keep the lists themselves in it so I don't have to use buildrefs. :P

 

And while we're on that topic, am I just missing it or is there no list for outfits with heels?

Posted

Hal, if you expand your list of allowed debug levels from 99 to erm.. well 265 since you've reserved 1-10, then you can eliminate the value sharing/collision issue by having people just use their mod index + 10.

 

int myModIndex
set myModIndex to GetModIndex "myMod.esp"
set myModIndex to myModIndex + 10
if SexoutSQVAR.iDebug == myModIndex
 SetDebugMode 1
else
 SetDebugMode 0
endif

 

The UI still has no way to present a list of what value is for what mod, but that's not a huge deal I don't think.

Posted

If you move SCES out of SCR' date=' keep the lists themselves in it so I don't have to use buildrefs. :P

[/quote']

 

The lists were always SCR, and should remain so :)

Posted

Halstrom: Thanks for the central debug idea. This will be very useful. Is there going to be a central location that people can see what numbers are taken? Do you want us to note it here, or just in the OP of the individual mod? By the way, if no one has claimed it, I want the number 13.

Posted

I have never used the SCES package so I'm kind of curious about using it. I tried to add the see through protective bodysuit with the neckseam cover that comes in the SCRS metal box in Doc Mitchell's house. I start the SCES system in the Aid section, and I assign hotkey to F12. Then I go back in the inventory and F12 the suit in the inventory and I assign it, sex item, and choose leave on during sex. I exit menu and hit F12 and it evaluates. I do the sex routine via sexoutresolutions with Doc, but it takes off the suit and then puts it back on when done. Anyone know what step I am missing? Here's my LO:

 

 

 

00 FalloutNV.esm

01 DeadMoney.esm

02 HonestHearts.esm

03 OldWorldBlues.esm

04 LonesomeRoad.esm

05 GunRunnersArsenal.esm

06 ClassicPack.esm

07 MercenaryPack.esm

08 TribalPack.esm

09 CaravanPack.esm

0A MoMod.esm

0B Sexout.esm

0C SexoutCommonResources.esm

0D SexoutPregnancyV3.esm

0E SexoutSlavery.esm

0F SexoutLegion.esm

10 SexoutStore.esm

11 oHUD.esm

12 MikotoBeauty.esm

13 GIP_Kirina.esm

14 T6M NPC NV.esm

15 DarNifiedUINV.esp

16 More Fiends.esp

17 Centered 3rd Person Camera - Unraised.esp

18 The Mod Configuration Menu.esp [Version 1.5]

19 A Better Cass.esp

1A A Better Veronica.esp

1B Monster Mod Wasteland Edition.esp

1C pipboy2500_edisleado.esp

1D FlashlightNVSE.esp

1E LNC StealthSuit NV.esp

1F Neckchains.esp

20 Tailor Maid Black Retex - NV.esp

21 VegasOutfits.esp

22 SunnyCompanion.esp

23 101Billboards.esp

24 101Posters.esp

25 Mojave Nights.esp

26 Fellout.esp

27 Fellout-OWB.esp

28 ELECTRO-CITY - Imaginator.esp

29 MikotoBeauty.esp

2A T6M NPC OWB Loot.esp

2B HZBagOfHolding.esp

2C TacticalSMG.esp

2D DLC Weapon Integration.esp

2E I5K-TVReplacerLPtopless.esp

2F Kaw'sBodyJewelryExpanded.esp

30 ARESarmor.esp

31 Skull Goddess Armor.esp

32 BabyDoll.esp

33 K2_BerryBoobsFetish01.esp

34 VelvetRose.esp

35 Skull Goddess Armor Expanded.esp

36 K2_NaughtyKitty.esp

37 Scorpion_Queen_Type3.esp

38 BlackMountainThugArmorComplete.esp

39 Cobra NV.esp

3A SmallerTalk.esp

3B Bashed Patch, 0.esp

3C st.esp

3D SexoutZAZ.esp

3E SexoutLust.esp

3F SexoutLust - oHUD.esp

40 SexoutRocket.esp

41 SexoutConsequences EX.esp

42 SexoutConsequences EX - Patch.esp

43 SexoutConsequences.esp

44 SexoutRex.esp

45 SexoutBrutalRapers.esp

46 SexoutDiscounts.esp

47 SexoutRapist.esp

48 SexoutPowderGangers.esp

49 SexoutNCR.esp

4A SexoutKings.esp

4B SexoutKhans.esp

4C SexoutFiends.esp

4D SexoutWorkingGirl.esp

4E SexoutCompanions.esp

4F SexoutResolutions.esp

50 SexoutAffairs.esp

51 SexoutAffairsMikoto.esp

52 EmmaHispanicFacePreset.esp

 

 

 

 

I have the latest file of all mods up through 10/10/2012, but I'm not using the Beta NG with this setup.

 

edit: sorry for the non-spoiled LO

 

and thanks for the tip/link Docta

Posted

Halstrom: Just added the debug check to my mod and it worked nicely. Set the debug to 13 and went back to the game and the debugs were showing up in the console for soRapist. Reset it to 0, and the debugs went away. Very nice. 1 thing I added was that I only check when the pause menu is closed. Works very nicely. Thanks for this.

Posted

Hal' date=' if you expand your list of allowed debug levels from 99 to erm.. well 265 since you've reserved 1-10, then you can eliminate the value sharing/collision issue by having people just use their mod index + 10.

 

int myModIndex
set myModIndex to GetModIndex "myMod.esp"
set myModIndex to myModIndex + 10
if SexoutSQVAR.iDebug == myModIndex
 SetDebugMode 1
else
 SetDebugMode 0
endif

 

The UI still has no way to present a list of what value is for what mod, but that's not a huge deal I don't think.

[/quote']

 

Halstrom: Just added the debug check to my mod and it worked nicely. Set the debug to 13 and went back to the game and the debugs were showing up in the console for soRapist. Reset it to 0' date=' and the debugs went away. Very nice. 1 thing I added was that I only check when the pause menu is closed. Works very nicely. Thanks for this.

[/quote']

 

I haven't had a chance to take a look at it yet, but is it my understanding that the new slider allows for the display of one mod's debug output at a time? So as srayesmanll added it for soRapist. Then when setting the slider to 13, we would theoretically only see soRapist's debug output?

Posted

I haven't had a chance to take a look at it yet' date=' but is it my understanding that the new slider allows for the display of one mod's debug output at a time? So as srayesmanll added it for soRapist. Then when setting the slider to 13, we would theoretically [i']only[/i] see soRapist's debug output?

 

Theoretically, yes. When the setdebugmode command is called within a script, it is only supposed to affect debugprint commands within that esp that the script belongs to. So if you set it to 13, then you'll see the debug statements from soRapist, if you then set it to 2, soRapist debug statements will stop and SCR debugs will appears (depending on what Halstrom is doing with 2-9). When you reset to zero, it should disable for all mods. The caveat is of course that the mod devs have to add Halstroms code snippet into a script somewhere into the mod, and you can't use PrintToConsole within scripts (this command always prints to console regardless of debug mode). So far my testing shows it works for my mod - it activates and deactivates correctly. Need more mods to add this to really test it.

 

Halstrom: Maybe reserve a number (99) as an "all on". We'd have to modify our scripts to check for both the "all on" and our own, but it might be useful.

Posted

I haven't had a chance to take a look at it yet' date=' but is it my understanding that the new slider allows for the display of one mod's debug output at a time? So as srayesmanll added it for soRapist. Then when setting the slider to 13, we would theoretically [i']only[/i] see soRapist's debug output?

 

Theoretically, yes. When the setdebugmode command is called within a script, it is only supposed to affect debugprint commands within that esp that the script belongs to. So if you set it to 13, then you'll see the debug statements from soRapist, if you then set it to 2, soRapist debug statements will stop and SCR debugs will appears (depending on what Halstrom is doing with 2-9). When you reset to zero, it should disable for all mods. The caveat is of course that the mod devs have to add Halstroms code snippet into a script somewhere into the mod, and you can't use PrintToConsole within scripts (this command always prints to console regardless of debug mode). So far my testing shows it works for my mod - it activates and deactivates correctly. Need more mods to add this to really test it.

 

Halstrom: Maybe reserve a number (99) as an "all on". We'd have to modify our scripts to check for both the "all on" and our own, but it might be useful.

 

My initial thought was that the value would be all inclusive for those up to that number. Why? I don't know. It's a foolish idea now that I actually think about it.

Posted

If you want to have additional debug, you can activate it via console, as I learned yesterday. (setdebugmode 1 int ModIndex)

 

I don't know how helpful an "all on" would be, to be honest, as there is a lot going on with just one or two debugs enabled.

Posted

Random idea, if its unfeasable disregard.

 

So the new debug slider goes from 0-99. Hal has reserved 0-9. Theres nowhere near 100 different plugins for sexout (yet :P). Make 99 "Show all"?

Posted

If you want to have additional debug' date=' you can activate it via console, as I learned yesterday. (setdebugmode 1 [i']int ModIndex[/i])

 

I don't know how helpful an "all on" would be, to be honest, as there is a lot going on with just one or two debugs enabled.

 

Considering that you just said that you learned about setdebugmode yesterday, do you think a general user will know? Would you rather have to explain to someone numerous times how to set the setdebugmode 1 and tell them they have to get the mod index to turn on only the additional mod debug? Note: f you leave off the modindex when using it from the console, it turns on all debugs for ALL mods, sexout and otherwise. Or is it easier to tell them to set to 99 to see multiple (and would only effect the sexout mods with this code)?

 

As far as there being a lot going on if "displaying all", actually there shouldn't. You shouldn't see any more console lines with the "all on" setting than you do today without any of this. Unless the mod devs start adding debugs to every other line of code, the released mod should only have the debugprint lines in strategic places, just like the printtoconsole command should be used now.

Posted

Random idea' date=' if its unfeasable disregard.

 

So the new debug slider goes from 0-99. Hal has reserved 0-9. Theres nowhere near 100 different plugins for sexout (yet :P). Make 99 "Show all"?

[/quote']

 

Somebody didn't read my previous post from the previous page :P ...

Posted

Random idea' date=' if its unfeasable disregard.

 

So the new debug slider goes from 0-99. Hal has reserved 0-9. Theres nowhere near 100 different plugins for sexout (yet :P). Make 99 "Show all"?

[/quote']

 

I like this. Now, another unfeasable idea and not entirely SCR related so slightly on-off topic. I know we can use scof to output console data to a text file. But is it possible to invoke scof from a script? It'd be great if we could devise a way to generate timestamped log files without the need to do it manually.

Posted

Random idea' date=' if its unfeasable disregard.

 

So the new debug slider goes from 0-99. Hal has reserved 0-9. Theres nowhere near 100 different plugins for sexout (yet :P). Make 99 "Show all"?

[/quote']

 

Somebody didn't read my previous post from the previous page :P ...

 

Guilty as charged. I feel dumb now. Off to hang the shame curtains...

Posted

Random idea' date=' if its unfeasable disregard.

 

So the new debug slider goes from 0-99. Hal has reserved 0-9. Theres nowhere near 100 different plugins for sexout (yet :P). Make 99 "Show all"?

[/quote']

 

I like this. Now, another unfeasable idea and not entirely SCR related so slightly on-off topic. I know we can use scof to output console data to a text file. But is it possible to invoke scof from a script? It'd be great if we could devise a way to generate timestamped log files without the need to do it manually.

 

I don't see why not? The description in the Geck says nothing about it being a console command only. However, it doesn't specify how to turn it off, although I would assume passing an empty string would do that. Only thing to do is test it. One issue is that it doesn't overwrite, it always appends, so unless you vary the name with a counter or date, it will always append the console data to the file name you passed. Which also means that unless someone goes in and manually cleans it out or deletes it, it will continue to grow.

Posted

If you want to have additional debug' date=' you can activate it via console, as I learned yesterday. (setdebugmode 1 [i']int ModIndex[/i])

 

I don't know how helpful an "all on" would be, to be honest, as there is a lot going on with just one or two debugs enabled.

 

Considering that you just said that you learned about setdebugmode yesterday, do you think a general user will know? Would you rather have to explain to someone numerous times how to set the setdebugmode 1 and tell them they have to get the mod index to turn on only the additional mod debug? Note: f you leave off the modindex when using it from the console, it turns on all debugs for ALL mods, sexout and otherwise. Or is it easier to tell them to set to 99 to see multiple (and would only effect the sexout mods with this code)?

 

As far as there being a lot going on if "displaying all", actually there shouldn't. You shouldn't see any more console lines with the "all on" setting than you do today without any of this. Unless the mod devs start adding debugs to every other line of code, the released mod should only have the debugprint lines in strategic places, just like the printtoconsole command should be used now.

 

That's what I learned.;) If you don't specify the mod index in the console (just "setdebugmode 1"), it shows nothing...

 

Just turn on the the debug for SCR and you know what I mean. If just one mod throws debug every frame, you will most likely not have added benefit from such a function.

Posted

I don't see why not? The description in the Geck says nothing about it being a console command only. However' date=' it doesn't specify how to turn it off, although I would assume passing an empty string would do that. Only thing to do is test it. One issue is that it doesn't overwrite, it always appends, so unless you vary the name with a counter or date, it will always append the console data to the file name you passed. Which also means that unless someone goes in and manually cleans it out or deletes it, it will continue to grow.

[/quote']

 

If we could script the scof call then we could generate the log file on startup. eg: NewVegas-%date%-%time%.log

 

Which would go a long way since one unexpected, yet frequent, crash wipes it all out. So you wouldn't have to worry about appending. Each new game launch would be a new log file.

Posted

You can't call SCOF from scripts right now; like many console commands, there is no corresponding con_* command that is needed for scripts to call such functions. I'll see what I can do about adding that to NX.

 

Or better, perhaps just a whole new function to use instead of the debug print, that sends the text to a file named after the mod issuing the call; e.g. SCR calling NX_DebugPrint.. would have the output go to "sexoutcommonresources.esm.log" or something like that. I'll put it on the "see what I can do" list.

Posted

You can't call SCOF from scripts right now; like many console commands' date=' there is no corresponding con_* command that is needed for scripts to call such functions. I'll see what I can do about adding that to NX.

 

Or better, perhaps just a whole new function to use instead of the debug print, that sends the text to a file named after the mod issuing the call; e.g. SCR calling NX_DebugPrint.. would have the output go to "sexoutcommonresources.esm.log" or something like that. I'll put it on the "see what I can do" list.

[/quote']

 

I wasn't thinking of calling the actual SCOF command directly, but re-implementing it, to an extent. That way the user still gets a cursory glance at the console, but also a hard log that they can maintain. The date/time timestamp allows for it to self-rotate without intervention. And instead of a log for each plugin, just a default log as we would with SCOF. Prefix our output and it wouldn't be an issue.

 

And I do so love me some log files. Granted, I spend a fair bit of everyday reading log files. :cool:

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