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Posted

That's what I learned.;) If you don't specify the mod index in the console (just "setdebugmode 1")' date=' it shows [i']nothing[/i]...

 

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.

 

Then a mod like SCR should not be part of the "All". Again, the individual mods would check for the 99 in addition to their normal number, so this wouldn't be forced on the mod. So I would think that a mod like SCR that has that kind of console spamming wouldn't include itself. And again, the mods that "subscribe" to this should only be using the debugprint in the same fashion they should be using PTC on the released mod currently ... sparingly. And in the next version of soRapist, I will follow that rule (unlike this last release :D . Also, 99 could be used for esp only (filtering out the main esm mods) and 98 for all including esms (for the rare times they are needed - probably very rare). And I am not saying these would ever be needed in most cases, but in extreme cases it might be helpful to see console info from all* mods during a given activity.

Posted

And in the next version of soRapist' date=' I will follow that rule (unlike this last release :D .

[/quote']

 

I didn't do better in this regard... A lot of spam to be seen.:D That's going to change with the next release, though. Halstrom's debug works like a charm.

Posted

Wow, I'm stoked such a simple thing has sparked a great deal of interest :)

 

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' date=' or just in the OP of the individual mod? By the way, if no one has claimed it, I want the number 13.[/quote']

 

13 is all yours, added to the OP of SCR near the bottom and also in your own mods OP. I'm not intending to get any fancier than that, using the Mods BuildRef would work, but I think we can self manage it easy enough, there won't be a 99 "all on" version because that would be insane, if all the slots up to 99 get taken, I can always extend it to whatever :)

This does mean we can only have one plugin Debugging at a time of course, but I could always add a second variable & slider later so 2 could be active by setting one of the sliders to each mods number. I suspec all the ESM big mods will stay with their own debug systems anyway as they have MCM already.

 

If you move SCES out of SCR' date=' 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?[/quote']

The lists will stay, I can easily add a list, do you need a list to tell the height difference for animations? Is it purely for appearance or clothing type checks?

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']

Interesting idea, though I wasn't really thinking of automating it that way, I was keeping it simple & basic. If an autor wants 2 of his mods on the same debug then it works fine, if 2 different mods choose the same number they can biff it out, my end is just holding a number up for people to take action on as they want, the number list willbe in the OP of SCR and in each mods OP will list it's Debug Number. I've got no problems if you want to take the idea into SexoutNG and run with it your way :)

 

That's what I learned.;) If you don't specify the mod index in the console (just "setdebugmode 1")' date=' it shows [i']nothing[/i]...

 

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.

 

Then a mod like SCR should not be part of the "All". Again, the individual mods would check for the 99 in addition to their normal number, so this wouldn't be forced on the mod. So I would think that a mod like SCR that has that kind of console spamming wouldn't include itself. And again, the mods that "subscribe" to this should only be using the debugprint in the same fashion they should be using PTC on the released mod currently ... sparingly. And in the next version of soRapist, I will follow that rule (unlike this last release :D . Also, 99 could be used for esp only (filtering out the main esm mods) and 98 for all including esms (for the rare times they are needed - probably very rare). And I am not saying these would ever be needed in most cases, but in extreme cases it might be helpful to see console info from all* mods during a given activity.

Yeah SCR won't always be that spammy, I'll remove those messages eventually, they are still WIP stuff I'm monitoring :)

 

I think if I add 2 more sliders so we could run 3 debugs at once if desired to debug 3 mods at once due to inter activity of mods. It'll be nearly as simple, I have 3 sliders 0-99, numbers are the exactly the same, just put 3 different numbers in, you get 3 different debugs running at once, or just leave 2 sliders at 0. If somone sets 2 or 3 to the same number it makes no difference. All you have to do is have the player set one of the sliders to your mods number to get your denug messages, I'll list the Mods Debug Numbers in SCR OP, but the number for each mod needs to be in it's OP.

 

Remember this is really aimed at the "esp like" Plugin Mods that don't have MCM as an option to set their own debug toggle, most of the ESM's do their own debug thing already.

 

Script would be the following:

    if SexoutSQVAR.iDebug1 == 1 or SexoutSQVAR.iDebug2 == 1 or SexoutSQVAR.iDebug3 == 1 ; *** (Replace "1" with chosen number)
       SetDebugMode 1
   else
       SetDebugMode 0
   endif

This isn't implemented yet so won't work of course :)

Posted
I can easily add a list' date=' do you need a list to tell the height difference for animations? Is it purely for appearance or clothing type checks?[/quote']Just appearance. There's an NPC I want to have berate the player if they enter a dangerous combat situation wearing high heels. And other things as well, but the heels would get special dialogue.
Posted
I can easily add a list' date=' do you need a list to tell the height difference for animations? Is it purely for appearance or clothing type checks?[/quote']Just appearance. There's an NPC I want to have berate the player if they enter a dangerous combat situation wearing high heels. And other things as well, but the heels would get special dialogue.

No problems, can do that :)

Posted

Strange, I installed the Julia chang and Dragon girl plugins are requested by SCR (and deleted the esp's) but when it came to using SexoutStore, I got the invisible body problem.

 

Are there any meshes/textures needed that I am unaware of? I also had this problem with the wilder/brief free tribes outfits, tomb raider and Lady outifts. AFAIK these aren't even required by SCR (officially) but they are by SexoutStore. Oh, and Alma's outfit continues to be "weird":

 

 

 

falloutnv20121012004905.png

 

falloutnv20121012004907.png

 

 

EDIT: Also, where can I find the brief and wilder free tribal outfits? looked all over on Nexus and can't get a link.

 

I also believe these should be "optional" links on the OP for SCR to work properly, as these are also required:

 

Lady Outfit: http://newvegas.nexusmods.com/mods/34989

 

Tomb Raider Outfit: http://newvegas.nexusmods.com/mods/35002

Posted

Look in my compilation OP, I have links to all optional outfits. The Free Tribal/Wilder, Tomb Raider, Lady, Dragon Girl, and several others are all part of the "Bouncing Armor for Type 3 by Revenag" collection.

Posted

New Update 20121012.1:

 

Added 3 debug sliders for mods without MCM to use to activate debugging.

 

All they need to do is add this code into their main script, Pick an unused number from the SCR OP, add it into their OP, let me know the number here and I'll add it to the SCR OP.

 

    if SexoutSQVAR.iDebug1 == 1 or SexoutSQVAR.iDebug2 == 1 or SexoutSQVAR.iDebug3 == 1 ; *** (Replace "1" with chosen number)
       SetDebugMode 1
   else
       SetDebugMode 0
   endif

 

Numbers can be between 0-99, 0 being no debug messages and 1-9 Reserved for SexoutNG/CoreMods/SCR usage. If you are using SexoutSQVAR.iDebug please change over when you can.

3 Sliders means it's possible to have 3 mods debugs on at once, which should be enough I hope. Please note a lot of the larger Plugins will still use their own MCM debug switches independant of this system.

Posted

Look in my compilation OP' date=' I have links to all optional outfits. The Free Tribal/Wilder, Tomb Raider, Lady, Dragon Girl, and several others are all part of the "Bouncing Armor for Type 3 by Revenag" collection.

[/quote']

 

That's weird, I've got all those armours; 1st package, 2nd package, type 3 replacer and BB dragon girl as available through this link:

 

http://newvegas.nexusmods.com/mods/40227

Posted

Hello,

I have to say after playing the game and exploring half of NV, Sexout works awesome and the quests lines are hilarious and enjoyable.

 

This might sound like a stupid question...but where is the MCM Diseases slider? I cant find it...

 

Thanks for the mods!

Posted
Hello' date='

I have to say after playing the game and exploring half of NV, Sexout works awesome and the quests lines are hilarious and enjoyable.

 

This might sound like a stupid question...but where is the MCM Diseases slider? I cant find it...

 

Thanks for the mods![/quote']

 

Under "other" in SCR's MCM Menu

Posted

Umm' date=' thats the same thing :P My link may have a weird name on it, but it goes to the same nexus page.

[/quote']

 

Nevermind, I found out I that by using FOMM to install quite a few of those plugins (especially the ones I just needed the mesh/texture folders) that it was installing a data folder INTO the data folder. Putting the meshes/textures where they belonged fixed that.

 

EDIT: Does anyone know what I need to make Courier Custom Armour visible? SexoutStore sells it, but I've never come across it. I can get Wasteland Courier Armour to show up fine, but not that one. AFAIK I have installed all the requirements.

 

Cheers.

Posted

I just had a thought for Sexout. (Apologies if its already been thought of)

 

Maybe you could add a limit to how many NPC's your character can have sex with (I was playing "Tour of Duty" NCR Tryout. With 90% approach rate in Camp Forlorn, ended up getting over 80 NCR chips in just 4 in-game hours. I think any working girl, even a female version of Arnie Schwarzenegger, would die if they serviced 80 people in one night).

 

My suggestion is not to set a number limit but perhaps you could integrate it with Imps More Complex Needs (IMCN). I remember there was a Sexout-IMCN mod which tracked intake of "fluids" which changed protein and nutrient levels (cant remember exactly).

 

In this case IMCN can also track the player characters sleep and mood.

 

1. Maybe add an optional plugin where each time your character has sex, it increases the sleep need by 1 in-game hour? Each time the player character is raped, it increases sleep need by 2+ hours?

 

2. IMCN standard in-game items such as coffee and other stimulants can keep the player character "going", meaning he/she can service/partake in more sex.

 

3. If i remember correct, certain vanilla drugs (jet, buffout) had added stimulants in IMCN. This could integrate Sexout-Drugs and Addictions with many other Sexout plugins. So rather than simply having sex for drugs to fuel the addiction, drugs could also be used to keep the player "working hard" (no pun intended).

 

Player Character "works" > Gets tired > Takes stimulant drugs > Works harder > Takes more drugs > Gets addicted > Keeps working > Works for drugs and addiction.....on goes the vicious cycle.

 

A suggestion:

SexoutDrugs (i cant find it for some reason) can be integrated with SCR or Tryouts.

Posted
Any way I can report the ID of a new companion to SCR? Maybe you set up a script like the other companions and I fill in the ref?

Just give me a name and I can do the same as Willow & Kirina and/or you could do a esp with them in it and I add them to SCR like Jentai then you add the scripts behaviours etc via your mod esp.

If you just want basic support you can add the new companion to the formlist's SexoutSDataPossibleCompanions and SexoutSDataCurrentCompanionsF or SexoutSDataCurrentCompanionsM

 

I'm meaning to write a script to SCR to scan through the Possible companions list and automaticaly add them depending on a IsTeammate check eventually. Currently I just do each of the vanilla & Willow, Kirina, Jentai on a Teammate check

Posted

That could be tricky as I would be doing similar as I would for Willow etc, I'd just have to creat a formlist and you could drop the ref in there perhaps, or if I just create variable like SexoutSVAR.AeiREF and you set it in your mod?

GTG out for a few hours I can add it tonight and update SCR with it.

Posted (edited)

All Done Chase, I haven't had time to test more than just checking the debug messages are coming up ok, but I can't see why there should be any issues.

I've done the following in my resart/reload block I set SexoutSQVAR.iHasAel to 0, incase your mod isn't installed.
Then after my 9 second sart delay I do the following to add all the refs to the PossibleCompanions (I just realised I was assuming Ael is a potential companion?) PM me if you don't want to give too much away.

if SexoutSQVAR.iHasAel
Set rZAel to SexoutSQVAR.rZAelREF
ListAddForm SexoutSLActorDataPossibleCompanions rZAel
DebugPrint "SCR1Main: Ael Added %6.0f, %n" SexoutSQVAR.iHasAel rZAel
else
Set SexoutSQVAR.rZAelREF to 0
Set rZAel to 0
endif

I don't need to do the normal BuildRef search thing as you will write in the REF in your mod, and you can just change the REF anytime you like in your mod and set SexoutSQVAR.iHasAel to 1 in your mod so I know your mod is active

New Update 20121014.1beta:

Added support for an NPC in Chases next mod, no effect otherwise (I hope) Edited by Halstrom
Posted

Hello. Are those the latest version of the Sexout Common Resources ...

 

SexoutCommonResourcesData20120721.1.7z

 

or i need to find a new version somewhere at the 117 pages?

Posted
Hello. Are those the latest version of the Sexout Common Resources ...

 

SexoutCommonResourcesData20120721.1.7z

 

or i need to find a new version somewhere at the 117 pages?

Yes that is the latest data pack, it doesn't change often, the latest versions other than test versions are always on the first post.

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