traison Posted Saturday at 04:11 PM Posted Saturday at 04:11 PM (edited) This is a lazy request since I haven't had time to look into it myself yet. Hoping to save some time by having someone else look it up for me you could say. Is there a mod that makes moans audible to NPCs? No more banging around the corner in a bandit cave without everyone getting curious. Edited Saturday at 06:20 PM by traison
Mister X Posted Saturday at 04:29 PM Posted Saturday at 04:29 PM I don't know of any, but using some script events and CreateDetectionEvent it should be quite easy to implement 🤔
traison Posted Saturday at 04:39 PM Author Posted Saturday at 04:39 PM 7 minutes ago, Mister X said: I don't know of any, but using some script events and CreateDetectionEvent it should be quite easy to implement 🤔 The issue with that one as I read it is that it creates a detection event at the current ObjectReference for a specific actor. If I want to wake up the entire cave, I need a cloak spell to iterate all the nearby actors I think. I realize there's a function for getting nearby actors in one of po3's mods (iirc) but I also recall one of those was prone to CTDs. This could be a "plan B" perhaps. Any other ideas?
Mister X Posted Saturday at 04:46 PM Posted Saturday at 04:46 PM (edited) As I understand it, the "owning" actor is the source of the event, the event itself then alerts anybody within the "soundlevel" range. As one example, those rattling bone traps from vanilla game use this event to alert nearby enemies. The triggering person (mostly the player) is set as owning actor and the sound level is just hard set for those traps to 100, IIRC. So, for your case: send the DetectionEvent with one participating actor on begin of a sex scene and with a certain sound level, and anybody nearby will be alerted whenever a scene starts. Or maybe use OnOrgasm instead, to roleplay that your patricipants can stay quiet until they're cumming. Or you change the soundlevel, depending on some metrics, so they start quiet and get lounder with raising arousal level or something. Or you use the partner instead of the player as owning actor, so bandits don't get alerted if you get raped by one of them. Edited Saturday at 04:56 PM by Mister X link to explanation of detection event 1
traison Posted Saturday at 04:56 PM Author Posted Saturday at 04:56 PM 9 minutes ago, Mister X said: ...those rattling bone traps from vanilla game use this event to alert nearby enemies. The triggering person (mostly the player) is set as owning actor... Ah right, didn't consider that. 1
traison Posted Saturday at 06:08 PM Author Posted Saturday at 06:08 PM I implemented this straight into sslBaseVoice for a couple of reasons: My SL files are already modified to accomodate my own mods. My own mods access the moan function(s) directly. Preliminary testing shows the aiSoundLevel value should be 100 + Strength * 2, maybe more. Obviously this is going to depend on the kind of sounds you have in SL - breathy or muffled sounds probably do not echo down the hallway. I'm only implementing this for myself so I'm skipping all the fancy code.
Mister X Posted 18 hours ago Posted 18 hours ago Heyho, would you be willing to try this out as well? I took the idea and built an event based mod out of it. SexlabAudibleMoaning-1.0.0.zip
traison Posted 17 hours ago Author Posted 17 hours ago (edited) 3 hours ago, Mister X said: Heyho, would you be willing to try this out as well? I took the idea and built an event based mod out of it. I read through the code and spotted this: Consider instead sending out detection events on SL stage start rather than anim start. As it is right now, detection will only happen on scene start and end i.e. someone can walk past you banging in the bushes and not notice anything. With stage start that becomes *slightly* less likely. I send my detection events every time an actual sound is played, so there's no missing the action. You're not checking if the actor is silent: sslActorAlias.IsSilent. You're not checking if the scene stage is silent: sslBaseAnimation.IsSilent. Edit: You're not considering DD. I'm assuming its ballgags (and similar things) affect SL voices. Micro-optimizations: Consider inverting your while loops to avoid Papyrus measuring array lengts on every iteration (it may or may not do this, I do not know the internals): int i = thread.Positions.Length While (i > 0) i -= 1 Actor akPartner = thread.Positions[i] ... Edited 14 hours ago by traison 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now