Franco Cozzo Posted April 4 Posted April 4 11 minutes ago, Mimirue17 said: is there a chance some notifications are happening in Russian with this Mod? I installed the latest version and now getting a set of notifications in Russian though I have no idea what its saying. The other mods that were installed at the same time were Sexual Harassment+ and Hot Pockets (a few times) A few posts up my dude.
Mimirue17 Posted April 4 Posted April 4 19 minutes ago, Franco Cozzo said: A few posts up my dude. missed that, thanks for pointing it out! 1
Samhsay Posted April 5 Author Posted April 5 What's New in Version 0.6.3 Released Just now - Added an option in MCM to disable cover animations when PC is sneaking for animations like this - Removed some messages used for debugging I'm trying to make something good-looking with IDLE, but it's not working out very well yet. I found a few suitable animations, but the transitions to them look bad. Maybe it really should be a constant scanner for people nearby and remove the cover animation when the PC is alone. Or maybe she has some kind of nudist perk. And add a set of animations with aroused idle animations. 1
riveth Posted April 6 Posted April 6 9 hours ago, Samhsay said: What's New in Version 0.6.3 Released Just now - Added an option in MCM to disable cover animations when PC is sneaking for animations like this - Removed some messages used for debugging I'm trying to make something good-looking with IDLE, but it's not working out very well yet. I found a few suitable animations, but the transitions to them look bad. Maybe it really should be a constant scanner for people nearby and remove the cover animation when the PC is alone. Or maybe she has some kind of nudist perk. And add a set of animations with aroused idle animations. covering animations doesnt seem to work in new version
Samhsay Posted April 6 Author Posted April 6 8 hours ago, riveth said: covering animations doesnt seem to work in new version That's weird. I just checked the work and found no issues. The only change was one condition for the magic effects. I also removed two lines of debug.notification.
riveth Posted April 6 Posted April 6 35 minutes ago, Samhsay said: That's weird. I just checked the work and found no issues. The only change was one condition for the magic effects. I also removed two lines of debug.notification. Tried new game for this and it doesn work, but I also added some new mods to the mix so it may be a conflict with one of those. Will retest and let You know as soon as I can.
Franco Cozzo Posted April 6 Posted April 6 1 hour ago, riveth said: Tried new game for this and it doesn work, but I also added some new mods to the mix so it may be a conflict with one of those. Will retest and let You know as soon as I can. Seems to be working for me. I'm a little bit different, I started a new game and then this mod got an update like an hour later so I updated. Also that crawling animation that @Samhsay linked earlier is really good too haha, I might need to get some underwear for my character though now........
riveth Posted April 6 Posted April 6 8 hours ago, Samhsay said: That's weird. I just checked the work and found no issues. The only change was one condition for the magic effects. I also removed two lines of debug.notification. Ok that was because of load order. Covering animation.esp need to be before coveringQuest.esp I also found that when covering animation break to only covering lower body, I need to returnt to previos save, the they continue to work ok.
Cookiemonsta234 Posted April 7 Posted April 7 (edited) On 4/5/2026 at 10:18 AM, Samhsay said: I'm trying to make something good-looking with IDLE, but it's not working out very well yet. I found a few suitable animations, but the transitions to them look bad. Maybe it really should be a constant scanner for people nearby and remove the cover animation when the PC is alone. Or maybe she has some kind of nudist perk. And add a set of animations with aroused idle animations. If you do you may want to limit the scanner for performance. Something like this. You can use a number say 2000? ; Add a max actor check to prevent excessive scanning int Function SpectatorsCount() float radius = gl_scannerRadius.getValue() if radius > 2000.0 ; Cap the radius radius = 2000.0 endif ; Rest of function... EndFunction Edited April 7 by Cookiemonsta234
Cookiemonsta234 Posted April 7 Posted April 7 Also, I was looking through the CoverArosual script and noticed a small issue with the integer division in the OnTimerGameTime event. float intoxMult = intoxicationLevel()/10 * slutMult float spectatorMult = spectators/10 * slutMult Since intoxicationLevel() and spectators are integers, dividing by 10 removes the decimal. This means that drunkenness from 1-9 gives 0 contribution only the 10/10 works. 1-9 spectators also give 0 contribution only 10+ works So if you change it to this it would fix it. float intoxMult = (intoxicationLevel() / 10.0) * slutMult float spectatorMult = (spectators / 10.0) * slutMult Adding .0 forces floating-point division so partial values 0.1, 0.2, etc... to work correctly. Just wanted to share this in case you ever update the mod. Thanks again for your work! 2
Samhsay Posted April 7 Author Posted April 7 12 minutes ago, Cookiemonsta234 said: Also, I was looking through the CoverArosual script and noticed a small issue with the integer division in the OnTimerGameTime event. float intoxMult = intoxicationLevel()/10 * slutMult float spectatorMult = spectators/10 * slutMult Since intoxicationLevel() and spectators are integers, dividing by 10 removes the decimal. This means that drunkenness from 1-9 gives 0 contribution only the 10/10 works. 1-9 spectators also give 0 contribution only 10+ works So if you change it to this it would fix it. float intoxMult = (intoxicationLevel() / 10.0) * slutMult float spectatorMult = (spectators / 10.0) * slutMult Adding .0 forces floating-point division so partial values 0.1, 0.2, etc... to work correctly. Just wanted to share this in case you ever update the mod. Thanks again for your work! This is my standard mistake. Thanx, I'll fix it in next update
Cookiemonsta234 Posted April 7 Posted April 7 I only noticed because I thought that the arousal gain was too slow. I checked it with SA attributes stats in game, I have it tied to a hotkey. Maybe having a message appear in game similar to Franco's arousal mod could help. Like how it calculates arousal and indicates what event is causing an increase or decrease in arousal
Franco Cozzo Posted April 7 Posted April 7 (edited) 8 minutes ago, Cookiemonsta234 said: I only noticed because I thought that the arousal gain was too slow. I checked it with SA attributes stats in game, I have it tied to a hotkey. Maybe having a message appear in game similar to Franco's arousal mod could help. Like how it calculates arousal and indicates what event is causing an increase or decrease in arousal That big laggy notify was done via a Message (Under Miscellaneous) in the CK instead of just in the script alone using plain notifications. It still needs Var[]'s (i think?) in the script to refer to and theres a limit of 8 or 9 or something it can check at one time. At least that's how I remember it. I think most of the notifications that show To > From in that mod were done that way. Edited April 7 by Franco Cozzo 1
Cookiemonsta234 Posted April 7 Posted April 7 (edited) 30 minutes ago, Samhsay said: This is my standard mistake. Thanx, I'll fix it in next update Same issue in the CoverReputationScript as well In the CoverReputation script, you'll want to add .0 to the numbers in this line to fix integer division. Change this float minus = 5/((101-skimpyRating)*(101-skimpyRating)*5)*SpectatorsCount() to this float minus = 5.0 / (((101 - skimpyRating) * (101 - skimpyRating)) * 5.0) * SpectatorsCount() Without the .0, the penalty only applies when skimpyRating = 100 Edited April 7 by Cookiemonsta234 1
Samhsay Posted April 7 Author Posted April 7 6 hours ago, Cookiemonsta234 said: Same issue in the CoverReputationScript as well So, I fixed both. CoverArosual.pex CoverReputation.pex 2
Samhsay Posted April 7 Author Posted April 7 I think I've solved the problem with getting stuck in idle. It's the same mechanics as the cover animation, but with a different behavior graph. I also have some ideas on how to implement the Tesaing->Masturbation sequence 1
SimpleDude Posted April 8 Posted April 8 (edited) Hey, for the Perk adding to work, do I need a new game? In an already running playthrough, adding perks by Perverted M. does not seem to work. I assume Perks do not get added, cus I can't see any in the Pipboy or see effects of perks (like psychosexual). Everything else looks good tho. I tried reseting Provocative Perks and then adding Perverted M. to see if that is the issue, it does not seem to be. Edited April 8 by SimpleDude
Samhsay Posted April 8 Author Posted April 8 36 minutes ago, SimpleDude said: Hey, for the Perk adding to work, do I need a new game? In an already running playthrough, adding perks by Perverted M. does not seem to work. I assume Perks do not get added, cus I can't see any in the Pipboy or see effects of perks (like psychosexual). Everything else looks good tho. I tried reseting Provocative Perks and then adding Perverted M. to see if that is the issue, it does not seem to be. I should add to the description that some perks are not added or may have problems adding. Life of the Party and Tentacle Bite should work well.
Samhsay Posted April 10 Author Posted April 10 (edited) I've encountered a vexing problem. I'm currently trying to create a sequence of three animations, from simple hip swaying to fingering. I'm doing it using the same method as covering animations. The problem is that I had to base the animation on the animation of holding a child, not the injured arm animation. And with each subsequent animation change, the camera jerks wildly and eventually ends up underground. And I can't find the cause. Now I can make a working sequence out of two animations, but the transition between them doesn't look very good. Edited April 10 by Samhsay
Franco Cozzo Posted April 10 Posted April 10 (edited) 1 hour ago, Samhsay said: I've encountered a vexing problem. I'm currently trying to create a sequence of three animations, from simple hip swaying to fingering. I'm doing it using the same method as covering animations. The problem is that I had to base the animation on the animation of holding a child, not the injured arm animation. And with each subsequent animation change, the camera jerks wildly and eventually ends up underground. And I can't find the cause. Now I can make a working sequence out of two animations, but the transition between them doesn't look very good. I believe some animations themselves may have different distances to show the player from, that could be there the issue is? Like the camera wants to be at X, Y for one animation, but then the next animation it wants to be at X, A, then it wants to swap back to X, Y or a third position and gets lost? Edited April 10 by Franco Cozzo
Cookiemonsta234 Posted April 10 Posted April 10 4 hours ago, Samhsay said: The problem is that I had to base the animation on the animation of holding a child, not the injured arm animation. And with each subsequent animation change, the camera jerks wildly and eventually ends up underground. And I can't find the cause. For this you can maybe try to temporarily set the player to Motion_Keyframed before the sequence starts to lock camera position. ; Force camera to stay anchored before animation sequence Game.GetPlayer().SetMotionType(Motion_Keyframed, false) Utility.Wait(0.1) ; Start your first animation ; ... then after sequence ends: Game.GetPlayer().SetMotionType(Motion_Dynamic, false) This would lock the player's position during the transition, preventing the underground drift. I haven't seen your script yet though
Samhsay Posted April 10 Author Posted April 10 It took me a few hours, but I think I've achieved an acceptable result. At least the camera jerks between animations aren't too strong now, and the fingering animation doesn't break the camera. I think I'll stop here for now and work on the conditions. 1
Samhsay Posted April 14 Author Posted April 14 A quick report. I've managed to get the animation sequence to play correctly depending on the conditions. So, a girl with a low sex addiction level won't start masturbating in public places. But I'm still finding some issues. I'm currently fine-tuning the mechanics, but the basics are in place. 1
ChuileL Posted April 15 Posted April 15 does the covering animations when naked conflict with idle animation mods?
Samhsay Posted April 15 Author Posted April 15 (edited) 52 minutes ago, ChuileL said: does the covering animations when naked conflict with idle animation mods? Yes. And I don't know how to fix it yet Edited April 15 by Samhsay
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