JimmyTerr Posted January 12, 2014 Posted January 12, 2014 I'm using a few of the Sexout mods, the main one is just SexoutSex, and I was wondering is there a way to do it in a bed, I don't know if I'm just missing a really obvious thing, but if there is a way could someone tell me?
ChancellorKremlin Posted January 12, 2014 Posted January 12, 2014 Not unless the individual mods script it in, no.  What I have included in SexoutSex is a "follow me" option so that you  can take your partner towards a bed and do it there. You both obviously have to be over it for it to work.
prideslayer Posted January 12, 2014 Posted January 12, 2014 CK are you using refSurface? If so, is it not working?
ChancellorKremlin Posted January 12, 2014 Posted January 12, 2014 CK are you using refSurface? If so, is it not working? Â No, I haven't touched scripts and I don't even know what it is.Â
ChancellorKremlin Posted January 12, 2014 Posted January 12, 2014 Well you could  tell me what it is....Â
prideslayer Posted January 12, 2014 Posted January 12, 2014 You set refSurface just like any of the other sexout params before calling sexoutBegin. If it's set (say.. to a nearby bed) sexout will use that as a surface to have sex on for the act. It's only very lightly tested and I don't think any mods are actively using it yet.
DoctaSax Posted January 12, 2014 Posted January 12, 2014 You set refSurface just like any of the other sexout params before calling sexoutBegin. If it's set (say.. to a nearby bed) sexout will use that as a surface to have sex on for the act. It's only very lightly tested and I don't think any mods are actively using it yet. Say what now? (points at SOFO) For sexoutsex though, the issue would be that it's a generic mod, so Ck wouldn't know which type of bed it'd be, and then there's the issue of needing specific surfacex/y/z/angle offsets for certain anims. We had a big talk about that quite a while ago, on how to make this work with a ref walk in any type of situation, and I think the upshot was it's gonna take some leg work to get all the offset data in for all the bed/anim combos.
prideslayer Posted January 12, 2014 Posted January 12, 2014 Yeah I remember that conversation and that's why I thought nobody was using it, not even you. I know some other people were waiting on me to finish that "find closest bed" spell that never got done as well. There are two things we need for each bed for them to work reliably for all mods without them writing a lot of support code -- the height of the surface above the ground, and a rotation angle so they are lengthwise on the bed (and ideally with their heads towards the head) rather than sideways. Â Thinking about it in a fresh mind now, there must be *some* way to autogenerate this data. If nothing else, a brute force approach that saves all the values to NX vars (so I can dig into the CSV manually afterwards) would work. Put a copy of every bed in a cell, and script an NPC to lay down on each one in turn. When they do, save the XYZ and heading of the bed and the npc to NX vars in the bed. Â It's ugly but probably much less tedious than the manual method we discussed.
DoctaSax Posted January 12, 2014 Posted January 12, 2014 Well, I used refsurface fine because it was just one specific bed ref so I could test all existing anims at the time, tweak the offsets, weed out some that just wouldn't work, and limit my selection of anims in the convo leading up to it to those. I never had much of an answer for applying a generic method, even though it's one of those things that keep popping up as a request, and I think we oughta look into it at some point in between our other projects. I also see DMan's experimenting with table anims etc and finding a way of doing that with a ref walk would be a lot better than magically having a table disappear out of thin air. Arrays, maps rather, would be good for storing & sorting all that, of course, and I'll wager considerations like that. Â I like the method you're suggesting to get the raw data; just some points: - storing the relative position npc v bed by gathering it during a sleep package would necessarily place the anim on one side of a double bed, while it'd look nicer and more natural in the middle, I think, so an extra X&Y offset for doubles might be good. - Z offsets may need a little finetuning regardless to avoid floating/sinking, because specific anims are more finnicky about that than others, and what'd work for one type bed there might not work for others. Either way it'd be a good start.
prideslayer Posted January 12, 2014 Posted January 12, 2014 The Z shouldn't actually be too bad. The Z of the bed + the preexisting Z offset for the anim should put it really close to correct.
DoctaSax Posted January 12, 2014 Posted January 12, 2014 Hm, I guess so, Z offsets are probably just anim-dependent. Been a while
prideslayer Posted January 12, 2014 Posted January 12, 2014 They are, and they are locked in just like X and Y during the animation. Without it you'd fall to the ground in donkey's cazador animation.
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