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Posted

I don't discriminate like that.

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o.O I didn't mean to say/ imply that you were discriminating? I thought that maybe aroussal was strictly sexual organ (vaginal and penis) based or something. Sorry if I offended you, that was not my intention at all.

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If it isn't, I am wondering why my pc never orgasms. I have the duration of sexual acts set to 50 seconds and variability set to 10 seconds. The giver is squirting left, right and center, but my pc ends up irritable or vexed, without orgasmic events.

What I meant to be asking is, is there a setting I have missed or need to set?

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- Moo.

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Posted

No offense taken.

About your PC not receiving enough arousal, it's probably to do with the enjoyment system. Receving anal starts out a somewhat lower default enjoyment value than regular sex, and then if there's no orgasm from your first times, that makes your character dislike it even more. You could try the enjoyment controls to even the odds ('run' is being more selfish), set the duration longer, or more drastically turn the enjoyment system off (and on again if you wait 5-10 secs in between).

Posted

I don't know how you lose those arrays. I've never seen that problem until recently.

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I don't know either.Ā  Fresh saves haven't done it...what about deleting the .nvse, fresh copy, clean save?Ā  Does that have a shot?

Posted

Some questions :

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-Is there a way to disable the "Spunk!" message that apperas on game load?

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-How do you get NPCs to clean up? Cleaning up the player does not appear to clean up nearby NPCs or followers.

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-I set female squirting to 100% (all other settings were default) and in a 15 second lesbian sex act, both characters were covered in tons of fluids, even though it would have been impossible to get fluids onto their faces and hair in that position. Is this normal?

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-I cant seem to get NPCs to masturbate on their own, even though the console shows their arousal level is at 100 and the option is turned on...they do approach my character for sex, but it seems to happen very rarely (ive tried waiting 72 hours once and they never approached my character).

Posted

-How do you get NPCs to clean up? Cleaning up the player does not appear to clean up nearby NPCs or followers.

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You can talk to them afterwards and tell them to clean themselves up if I'm not mistaken. If they have a sink or something like that around they'll go use that to clean up. I don't think they'll us any water in their inventory to clean themselves up.

Posted

Also i have Julie Farkas added to spunk via the hotkey, and she will masturbate, but she will NEVER approach my character for sex. Why is this? I do have the relevant options turned on. My follower will approach me for sex though, just not non-follower NPCs.

Posted

Hey Doc,

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after the last update the shaders seem to flicker every few seconds (which seems to be the re-apply effect we talked about earlier). Is this by design or an overzealous script that applies over and over, without ever stopping?Ā 

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I'm still chipping away at new textures, but I can't say when they're done. It proves to be harder than I anticipated. But I will get it done. :)

Posted

Hey Doc,

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after the last update the shaders seem to flicker every few seconds (which seems to be the re-apply effect we talked about earlier). Is this by design or an overzealous script that applies over and over, without ever stopping?Ā 

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I'm still chipping away at new textures, but I can't say when they're done. It proves to be harder than I anticipated. But I will get it done. :)

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The only thing the last update changed about the shaders is switching the drip timeout in the script from a fixed duration to a variable one that can be set in MCM.Ā  I encountered a flaw in the handling of that, which seems to have been around since I switched from monitoring that timeout in spells to doing it in a quest, so that's a few versions at least. In spells you can simply add up the seconds passed since the spell was cast with scripteffectelapsedseconds, but in continuous quests you need to apply a bit more math to convert between time articulated in 'real seconds' and articulated in 'game days passed', which his how I store the time of ejaculation.

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Time passed expressed in GDP between 'now' and ejaculation is:

GameDaysPassed - ar_shader["Left"] (because under "Left" is the moment of ejaculation in GDP)

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1 real day = TimeScale * 1 GDP

or: 1 real day expressed in GDP = TimeScale

so: 1 real second expressed in GDP = TimeScale / (24 * 60 * 60) = TimeScale / 86400

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so how I originally expressed 35 real seconds as 7 * TimeScale / 14400... I can't explain because it should obviously be

35 * TimeScale / 86400

or

7 * TimeScale / 17280

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Fuckin' math. :dodgy:

I probably got confused adapting some formula from semen or sperm tracking, which are really meant to express time in terms of 5-second intervals passed rather than single seconds.

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So converting that flawed fixed duration formula to a variable one was bound to make it equally flawed, except I added some more of that by doing this:

SpunkVARZ.iShaderSecs * TimeScale / 72000

instead of

SpunkVARZ.iShaderSecs * TimeScale / (14400 / 7)

or

7 * SpunkVARZ.iShaderSecs * TimeScale / 14400

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but of course should've done

SpunkVARZ.iShaderSecs * TimeScale / 86400

all along !

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At least, I think so... :blush:

Posted

Forgive my ignorance, but I'm not quite sure why the shader has to be parsed into game-time at all. Since the duration is static because of the preset shader time, wouldn't it be easier to just apply the "dripping" effect for 35 secs and switch to permanent after? At first I thought it was the custom presets I made, because I did in fact change the duration of the dynamic shader, but after turning that off, clean saving and all, it still does it.

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Or am I completely off?Ā 

Posted

I could not find the problem in here (i probably missed it) but for some reason spunk recognizes the NG version as 0. Straight up 0 which doesn't make sense as it says its ready right after spunk message closes. It says nvse and the extender are up to date, so for some reason it can read the core i guess? Whats wrong with it cause all the other modules find it no problem. Sorry if I'm an idiot, i used the links provided. :)

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Scratch that,i am in fact an idiot. sorry for wasting space.

Posted

Forgive my ignorance, but I'm not quite sure why the shader has to be parsed into game-time at all. Since the duration is static because of the preset shader time, wouldn't it be easier to just apply the "dripping" effect for 35 secs and switch to permanent after? At first I thought it was the custom presets I made, because I did in fact change the duration of the dynamic shader, but after turning that off, clean saving and all, it still does it.

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Or am I completely off?Ā 

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Not completely. As you say, the dripping one would/should disappear once the shader's own duration times out, but I need to track time anyway to replace a dripping one with a permanent one. Because I'm already starting the perm one, I stop the dripping one, just to be sure.

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Mind you, this miscalculation I found probably doesn't explain the flashing, and I need to correct myself in saying the only thing changed was the timing var.

I added something at the end of SpunkQuShaderTracking:

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elseif 0 == rActor.HasEffectShader rShader

Ā Ā Ā  DebugPrint "SpunkQuShaderTracking: playing %i on %n, %i" rShader rActor rActor

Ā Ā Ā  rActor.pms rShader

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Like many things around shaders are mystic juju, HasEffectShader sometimes returns true when there's a shader playing as it should, sometimes not. So I stopped relying on it making sure one is playing for one thing, but didn't wonder if checking if one wasn't playing for another would produce similar results. There's a chance that's what causes your flashing: the shader being reapplied when it doesn't need to be. Try commenting that part out, see what gives. I'm neck deep in overhauling other systems now, making it so that new anims being added to NG no longer requires spunk updates.

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Posted

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Not completely. As you say, the dripping one would/should disappear once the shader's own duration times out, but I need to track time anyway to replace a dripping one with a permanent one. Because I'm already starting the perm one, I stop the dripping one, just to be sure.

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Mind you, this miscalculation I found probably doesn't explain the flashing, and I need to correct myself in saying the only thing changed was the timing var.

I added something at the end of SpunkQuShaderTracking:

Ā 

elseif 0 == rActor.HasEffectShader rShader

Ā Ā Ā  DebugPrint "SpunkQuShaderTracking: playing %i on %n, %i" rShader rActor rActor

Ā Ā Ā  rActor.pms rShader

Ā 

Like many things around shaders are mystic juju, HasEffectShader sometimes returns true when there's a shader playing as it should, sometimes not. So I stopped relying on it making sure one is playing for one thing, but didn't wonder if checking if one wasn't playing for another would produce similar results. There's a chance that's what causes your flashing: the shader being reapplied when it doesn't need to be. Try commenting that part out, see what gives. I'm neck deep in overhauling other systems now, making it so that new anims being added to NG no longer requires spunk updates.

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Will do.Ā 

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Don't sweat it though. I'm only "complaining", because I noticed it consistently across three different games (new game, clean saved and not clean saved) on both NPCs and the player and all after updating to the latest version.

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The rest is working remarkably fine for me, like activator based cleaning for NPCs and the PC. The enjoyment tracker throws an exception once in a while, but I only notice because I play with toggled console most of the time and it doesn't seem to be affected by the debug setting. :)

Posted

Some questions :

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-Is there a way to disable the "Spunk!" message that apperas on game load?

Not unless you go inside my SpunkQuMain script. The reason it's there is to hopefully keep people aware that spunk can't function right before it's ready.

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-How do you get NPCs to clean up? Cleaning up the player does not appear to clean up nearby NPCs or followers.

And it was never meant to. As said, you should be able to tell them to do it. If not, and the shaders are showing, then try if it helps by clicking on them in the console and typing:

NX_SetEVFL "Spunk:CanWash" 1

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-I set female squirting to 100% (all other settings were default) and in a 15 second lesbian sex act, both characters were covered in tons of fluids, even though it would have been impossible to get fluids onto their faces and hair in that position. Is this normal?

Yes. I can virtually keep track of where everything is supposed to go, but try telling shaders that. As to if the fluids should even appear, that depends on what settings you choose. In this case 100% chance of squirting and setting average sex duration to 15 seconds seems to have gotten you exactly what you asked for.

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-I cant seem to get NPCs to masturbate on their own, even though the console shows their arousal level is at 100 and the option is turned on...they do approach my character for sex, but it seems to happen very rarely (ive tried waiting 72 hours once and they never approached my character).

Also i have Julie Farkas added to spunk via the hotkey, and she will masturbate, but she will NEVER approach my character for sex. Why is this? I do have the relevant options turned on. My follower will approach me for sex though, just not non-follower NPCs.

Uh, so any ideas regarding the issues i mentioned before?

Apart from those issues sounding a bit contradictory, I'd also need logs with both spunk and lust's debugmode on to even confirm your issue happens, let alone why. For one thing, I do not know whether the NPCs are even supposed to do anything because I don't know their lust value. I believe there's also some randomness to the whole approach thing, and that NPCs don't have their lust value calculated if they're not around the player.

Posted

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And it was never meant to. As said, you should be able to tell them to do it. If not, and the shaders are showing, then try if it helps by clicking on them in the console and typing:

NX_SetEVFL "Spunk:CanWash" 1

I assume I can use the same syntax to set my character's preferences by modifying the variables (I see them getting dumped to console from time to time). She hates anal and that's pretty much the opposite of what I planned for her when I started out. Right now I think the anal like number is at 0.2 or something like that.

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Random suggestion: have a trait like menu that lets you pick a few likes/dislikes when you load spunk for the first time.

Posted

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Mind you, this miscalculation I found probably doesn't explain the flashing, and I need to correct myself in saying the only thing changed was the timing var.

Ā 

Ā 

I added something at the end of SpunkQuShaderTracking:

Ā 

elseif 0 == rActor.HasEffectShader rShader

Ā Ā Ā  DebugPrint "SpunkQuShaderTracking: playing %i on %n, %i" rShader rActor rActor

Ā Ā Ā  rActor.pms rShader

Ā 

Like many things around shaders are mystic juju, HasEffectShader sometimes returns true when there's a shader playing as it should, sometimes not. So I stopped relying on it making sure one is playing for one thing, but didn't wonder if checking if one wasn't playing for another would produce similar results. There's a chance that's what causes your flashing: the shader being reapplied when it doesn't need to be. Try commenting that part out, see what gives. I'm neck deep in overhauling other systems now, making it so that new anims being added to NG no longer requires spunk updates.

Ā 

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That was it. Removing that block, removed the flickering. Upon further investigation, it reapplied every couple of seconds and in the case of the permanent shaders, it cycled through the different stages actually. (if that helps)

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SexoutSpunkShaderFix.esp

Posted

Disclaimer: I'm a novice modder who's been learning mostly by making some half-assed edits to other people's stuff. I tend to break my game in ways I don't expect and don't always catch. To top of off, I'm currently playing with TTW, so things are already a bit buggier than a normal FNV game for me.

Basically what I'm trying to say is: To my knowledge, I haven't mucked with anything that should effect Spunk's semen tracking, but I still wouldn't be surprised if these errors are somehow due to something I did, so I wouldn't worry if no one else is having this issue.

I've been seeing these errors popping up in the console a lot. (It might just be my imagination, but it feels like I take a little performance hit each time they do.)

Error in script 5d00f075
Operator * failed to evaluate to a valid result
File: SexoutSpunk.esp Offset: 0x0347 Command: Let

Error in script 5b000ae9
Invalid array access - the array was not initialized.
File: SexoutSexAssault.esp Offset: 0x080B Command: Let
Error in script 5b000ae9
Operator [ failed to evaluate to a valid result
File: SexoutSexAssault.esp Offset: 0x080B Command: Let
Error in script 5b000ae9
Invalid array access - the array was not initialized.
File: SexoutSexAssault.esp Offset: 0x0993 Command: Let
Error in script 5b000ae9
Operator [ failed to evaluate to a valid result
File: SexoutSexAssault.esp Offset: 0x0993 Command: Let
Error in script 5b000ae9
Invalid array access - the array was not initialized.
File: SexoutSexAssault.esp Offset: 0x0A64 Command: Let
Error in script 5b000ae9
Operator [ failed to evaluate to a valid result
File: SexoutSexAssault.esp Offset: 0x0A64 Command: Let
Error in script 5b000ae9
Invalid array access - the array was not initialized.
File: SexoutSexAssault.esp Offset: 0x0B30 Command: Let
Error in script 5b000ae9
Operator [ failed to evaluate to a valid result
File: SexoutSexAssault.esp Offset: 0x0B30 Command: Let
Error in script 5b000ae9
Invalid array access - the array was not initialized.
File: SexoutSexAssault.esp Offset: 0x0BFC Command: Let
Error in script 5b000ae9
Operator [ failed to evaluate to a valid result
File: SexoutSexAssault.esp Offset: 0x0BFC Command: Let
Error in script 5b000ae9
Invalid array access - the array was not initialized.
File: SexoutSexAssault.esp Offset: 0x080B Command: Let
Error in script 5b000ae9
Operator [ failed to evaluate to a valid result
File: SexoutSexAssault.esp Offset: 0x080B Command: Let
Error in script 5b000ae9
Invalid array access - the array was not initialized.
File: SexoutSexAssault.esp Offset: 0x0993 Command: Let
Error in script 5b000ae9
Operator [ failed to evaluate to a valid result
File: SexoutSexAssault.esp Offset: 0x0993 Command: Let
Error in script 5b000ae9
Invalid array access - the array was not initialized.
File: SexoutSexAssault.esp Offset: 0x0A64 Command: Let
Error in script 5b000ae9
Operator [ failed to evaluate to a valid result
File: SexoutSexAssault.esp Offset: 0x0A64 Command: Let
Error in script 5b000ae9
Invalid array access - the array was not initialized.
File: SexoutSexAssault.esp Offset: 0x0B30 Command: Let
Error in script 5b000ae9
Operator [ failed to evaluate to a valid result
File: SexoutSexAssault.esp Offset: 0x0B30 Command: Let
Error in script 5b000ae9
Invalid array access - the array was not initialized.
File: SexoutSexAssault.esp Offset: 0x0BFC Command: Let
Error in script 5b000ae9
Operator [ failed to evaluate to a valid result
File: SexoutSexAssault.esp Offset: 0x0BFC Command: Let



I'm not sure if it's something I broke, or something you would want to know about. It seems like Spunk works fine, otherwise, though. Here's a log file, though, if you want the details.

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SexoutSpunk-Log--2015-7-18-10-37-20.txt

Posted

I get the option to wash off spunk when I eat nevada agave fruit, maybe because they have a slight h20 bonus.

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---

On another note: I love the new arousal bars in the hud, definitely adds something :).

Posted

I get the option to wash off spunk when I eat nevada agave fruit, maybe because they have a slight h20 bonus.

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---

On another note: I love the new arousal bars in the hud, definitely adds something :).

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I also got the option on Mutfruit.

Posted

I have an issue, when a character has an orgasm, or spurts there is a long pause almost like the game is about to crash. Is this a known issue? Is there a setting I can change to stop this? Have tried moving the esp around in the load order, and changing some shader settings nothing seems to work. I do realize that this may just be my pc, but I thought it wouldn't hurt to ask.

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Great mod by the way, and any help would be appreciated.

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EDIT: Read through the OP again, and fixed the problem by turning off debug

Once again great mod, and thanks for all you contributions.

Posted

I am having issues. I installed NVSE and NX properly (or the same way I have in the past), have NVSE 5.0b2 and the latest stable release of NG 2.10.94b10 I believe, but when I start up I get this error from spunkĀ 20150722_152016_zpsixldixrx.jpg

Posted

have NVSE 5.0b2

Consdering 5.0b2 is an earlier version than 5.0.1, that would be your problem. As for NG reporting version 0, that's a new one since the game should CTD if it's not installed.

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