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Posted

 Installed, and so far  capitol wastland and mojave both working the same again. :)

 

 on the debug, - my bad,  :blush:   near as I can tell there was a load order conflict between the characters.  But with the exception of the warning messages, all is great, and even those,...  well  let say it heightens the surprize factor, and I'd be better looking over my shoulder a bit more often...

Posted

To get a warning message, you have to succeed a perception roll. Which is 2 * perception percent, so if you have perception 5, thats only a 10% chance.

 

It used to be easier once, but I felt having to spot them yourself was better gameplay wise, rather than relying on getting a warning message based on a random roll. It's kind of tricky to decide when to check the player's character's perception, or the actual player's perception, RPG wise. If you want, I could add an MCM variable for message chance.

Posted

so far works great only thing is since there no actualy female animals can u also add them to a check for homosexual sex.

Posted

There actually a few female animals in NV, some coyote's, Cheyanne, DeathClaw Mother and Lily unless you consider her as a Frankenfurter Transvestite, probably some in TTW too :)

Posted

Hey, Odessa!

 

New version is working out wonderfully so far. Thank you for your hard work on this mod, it's really showing your talent!

 

Ooh, one suggestion: the victim who gets vaporized when you first enter the Silver Rush, if it's possible to block specific actors from becoming stalkers, he'd be a good one to add to that list. If he starts stalking during that scene, he disappears when he should be killed. And since he doesn't actually die, the rest of the actors there just sorta wait around forever since he wasn't killed.

 

Keep up your fantastic work!

Posted

Odessa, before nothing i want thank you had done from this mod and for you other mods ( i use them all ).

 

Playing today  TTW with  project nevada on hardcore setting and small frame i get cripped very easy then i noitce  seen had cripped limbs dont count negative on the defence of rape combat and stalkers. Well could be great add if cripped limbs count negative  to total of defense score. I think is more inmersive if you had higher probability of be raped if you had one cripped limb ( or more ),. Thank you.

Posted

So, not sure if this is a problem with this one or something else, or even an intended feature. But here goes.

 

For the past several times that my character has been raped in combat, she's been around several people. During the rape, they all stop shooting. But the moment it finishes, they all start back up again and instantly slaughter my character.

 

Question is: is this intended? Or am I possibly conflicting with something else?

Posted

I did a clean save after I updated to the new assault.  Now it is saying i am using an old SexoutNG but i am using the new beta.  So it wont work.

Posted

If you understand how to use the command prompts in the game. (Button above the tab key on standard English keyboards.

Player.showinventory

Player.removeitem ######## #. ( The number after the  ball gag on the output from the above command. Might need to use the page up key to find it if you have lots of items.) then the amount of ballgags that need to be removed. (the second # after the 8# )

 

 

The above can be used for removing any items you have in the inventory that can't be removed otherwise.

Posted

@edespino: (crippled limbs) sure, I'll add something to the next version

 

@darkfeather: (getting shot up immediately after assault) its been discussed many times in detail- it is awkward to change that game behaviour, I suggest disabling victim KOs and enabling ones for partner, then running away. Or look into Spunk and/or Another Kick in the Head.

 

@Meos77: I'm using the beta too and it works fine. If that message only appears after a clean save/upgrade for sexout, it is possible the sexout version number was just slow updating. If it is not a clean save for sexout, then you must have confused versions. Requires Sexout 2.6.84 or later.

 

@Nefertiti: I checked the script and can't see why the gag should be unequippable, but I'll keep an eye on it. ritualclarity's tip should work to get it off.

 

@Truintel0427: (3 marks are non-zero) It means you are using an old version and should upgrade.

Posted

Odessa just want to say thank you, the mod is working very well. Too well, reduced the cooldown for fun and people don't leave my pants alone ! :D

Posted

Every time I see this mod, it makes me sad.

 

It's so frustrating that my months of effort trying to learn how to adjust this mod to restore player aggression never came to any meaningful fruition. I'm definitely not cut out to be a coder, that's for sure...

 

... one day I'll overcome my codelexia and finish my project.

 

Probably ought to get the newest version of the mod, though, so it's not a complete waste of time.

Posted

You want player rape?

 

(19 is key 'R', look at directX scan codes in link (bottom left) here: http://www.gribbleshnibit.com/projects/NVSEDocs/#IsKeyPressed for the magic numbers for different keys)

 

Make a quest with a 0.1 second delay, give it this script:

 

ref rTarget

Begin GameMode

 

    if IsKeyPressed 19 ; thats key 'r'

        let rTarget := PlayerREF.GetCombatTarget ; should return something if actor is in crosshair

        if eval rTarget != 0 && !(rTarget.GetDetected PlayerREF) ; * if rTarget is something and they have not detected player

            call SexoutEZ (Ar_List PlayerREF, rTarget), "rape" ; or whatever depravities you had in mind.

        endif

    endif

End

 

Done. You'd need to buildref SexoutEZ, but the code for that is on its page. Hey, why doesn't someone make that their first mod?

Posted

Oh lord... How I am seriously this TERRIBLE at writing a script?

 

What did that take you... like... five minutes? Five seconds?

 

There's definitely something wrong with my brain. I haven't even had the will to load up the game since I started trying to screw around with writing scripts and lost the better part of a year staring at my desktop because I'd broken something and couldn't figure out what it was.

 

I've recently came back to New Vegas after completely obliterating my hard disk and reinstalling everything, so maybe I'll give making this work another go... but I'm definitely not holding my breath that I'll get anywhere.

 

Also, just want to point out that I didn't come here to complain about your choice to remove the function in the first place or anything... just in case it came off that way. I got over that a long time ago, and I've been pretty much amazed by all the extra cool bits and bobs you've added since you first began tweaking this beast. I'm only sad because I really did intend to get something made and functional to restore the player's ability to participate in the depravity... only to be thwarted by a soul-shattering case of idiot-brain.

Posted

Every time I see this mod, it makes me sad.

 

It's so frustrating that my months of effort trying to learn how to adjust this mod to restore player aggression never came to any meaningful fruition. I'm definitely not cut out to be a coder, that's for sure...

 

... one day I'll overcome my codelexia and finish my project.

 

Probably ought to get the newest version of the mod, though, so it's not a complete waste of time.

Well you'd be a lot sadder if this mod didn't exist at all. It's up to the modder to add features they want.
Posted

Hey Odessa I am getting these errors in startup in the console, I'm wondering if you are trying to grab a ref too early in the game start sequence. Got I happening 3 or 4 times so far but not everytime.

post-12141-0-58874200-1404025507_thumb.jpgpost-12141-0-67926300-1404025530_thumb.jpg

Posted

Thanks. I rewrote the CR companion code and I think I fixed..

 

I deleted some quest variables from main quest, and deleted the old companion quest. Will that cause problems without a clean save?

 

 

New beta

 

- Companion handler for combat rewritten. Script wise it should be more efficient/reliable now. It also now allows any number of companions, but formerly it allowed up to 7... so I doubt anyone will notice this.

 

Edit: July 18 - Promoted this beta to stable and moved to OP.

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