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How is the Sexual Purity stat determined?


arlekin

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I did a search for a few keywords and didn't come up with anything helpful, so I figured I'd start a new thread. Basically, my question is this; how is the Sexual Purity stat determined? I'm playing a hedonistic character who's had around 80 sexual partners, but she has the 'Virtuous' title for some reason. I've also been playing the game; doing quests, leveling up, and so forth. Is there a partner-to-level or partner-to-quests ratio here? Or is it partners within a certain timeframe? Or does it have to do with the animations being called? I usually use the SexLab Romance mod to initiate sex, so the 'aggressor' and 'victim' stats are pretty low. Does having tons of consensual sex make her virtuous rather than horny? Any insight would be appreciated.

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Thank you! This is exactly what I was looking for! It looks like I was right; slutting it up with consensual sex seems to weigh the character more towards the pure side than perverted side. I'll go through and disable the 'loving' animations, and start playing with some of the rape mods. Maybe then I can have a true nympho. ;)

 

Edit: Here's a list of all the animation tags. http://git.loverslab.com/sexlab/framework/wikis/animation-tags

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In general its all foreplay and "hugging" animations that are tagged with loving. Likewise all cowgirl, oral, masturbation, and a few animations I deemed more "porn-esque" looking are tagged as dirty.

Truth be told even doing it all consensual sex I find it hard to believe somebody has managed to get a virtuous character; considering how many more of the core animations are tagged as dirty. There is an element of randomness to it as well however, consensual animations are randomly weighted as either pure/impure to a varying amount.

 

If really curious, here is the code that determines purity given at the end of an animation:

	if isVictim
		purity = -1.2
	elseif isAggressor || Animation.HasTag("Dirty")
		purity = -2.5
	elseif !isVictim && Animation.HasTag("Loving")
		purity = 2.5
	else
		purity = Utility.RandomFloat(-0.8, 0.8)
	endIf
	purity *= ((males + females) - 1) + (creatures * -0.8)

being the victim in an animation gives minor-ish penalty to purity, a consensual dirty animation or being the aggressor in a non-consensual give a major penalty, and being the non-victim of a consensual loving animation gives the main boost to purity, anything consensual not falling under dirty or loving is given a random penalty or boost upwards of of 0.8. Then the amount is multiplied for each actor additional actor present in the animation, so 2 actors gives the base amount.

 

I'm aware there's a couple bugs with that setup, which I need to fix in 1.4, solo animations will always end up doing purity *= 0, meaning no purity is given/taken, and having a creature present unintentionally flips an already impure bonus over to pure. Oddly making creature sex actually the easiest way to make a "pure" character, purely by accident on my part.

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...

Truth be told even doing it all consensual sex I find it hard to believe somebody has managed to get a virtuous character; considering how many more of the core animations are tagged as dirty. There is an element of randomness to it as well however, consensual animations are randomly weighted as either pure/impure to a varying amount.

...

 

I had a little laugh at this, at nobody's expense mind you. It just always gives me a laugh when something at high number values, as in this example, has a drastically different outcome than what is expected.

 

Needless to say, with a random generator thrown in, the Law of Infinite Probability provides that this is certainly possible. Arlekin must have won the purity lotto or something. ^_^

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In general its all foreplay and "hugging" animations that are tagged with loving. Likewise all cowgirl, oral, masturbation, and a few animations I deemed more "porn-esque" looking are tagged as dirty.

 

Truth be told even doing it all consensual sex I find it hard to believe somebody has managed to get a virtuous character; considering how many more of the core animations are tagged as dirty. There is an element of randomness to it as well however, consensual animations are randomly weighted as either pure/impure to a varying amount.

 

If really curious, here is the code that determines purity given at the end of an animation:

	if isVictim
		purity = -1.2
	elseif isAggressor || Animation.HasTag("Dirty")
		purity = -2.5
	elseif !isVictim && Animation.HasTag("Loving")
		purity = 2.5
	else
		purity = Utility.RandomFloat(-0.8, 0.8)
	endIf
	purity *= ((males + females) - 1) + (creatures * -0.8)

being the victim in an animation gives minor-ish penalty to purity, a consensual dirty animation or being the aggressor in a non-consensual give a major penalty, and being the non-victim of a consensual loving animation gives the main boost to purity, anything consensual not falling under dirty or loving is given a random penalty or boost upwards of of 0.8. Then the amount is multiplied for each actor additional actor present in the animation, so 2 actors gives the base amount.

 

I'm aware there's a couple bugs with that setup, which I need to fix in 1.4, solo animations will always end up doing purity *= 0, meaning no purity is given/taken, and having a creature present unintentionally flips an already impure bonus over to pure. Oddly making creature sex actually the easiest way to make a "pure" character, purely by accident on my part.

 

Does sexlab do something the same or similar for NPC's? or is it just the PC that it works out purity for?

 

 

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