iron_jack Posted January 31, 2012 Posted January 31, 2012 What (roughly) was it doing that it doesn't do now? I never actually had a working version of it until you NGified it. edit: if you're talking feature/concept-wise, anyway. I don't really care what it was doing internally since it isn't doing whatever it was anymore.
prideslayer Posted January 31, 2012 Author Posted January 31, 2012 I think you misunderstand me. The stuff I sliced n' diced was code to do the multiple-sex-scene that predated the callback system by a long time. It was probably 100 or more lines of code in the main quest script, along with a dozen quest stages it would jump around between. I did some hackery on the kidnapping code as well, since that wasn't working properly before. I'm planning on taking some of what I saw there into sexout to help out with callbacks that fail due to unconscious or busy player or NPCs, just haven't figured out all the details yet. I don't think there is anything broken in it right now that was working previously.
zcomp Posted January 31, 2012 Posted January 31, 2012 The only manual way that I'm aware of is to open it up in the GECK' date=' find the part in the main quest script where it's adding those locations to the restricted list, and comment them out. You'll have to clean save all your sexout mods to get those cells out of the formlists. If you're going to go that far, myself and others would appreciate the ability to control the restricted cells from within MCM or something I bet.. [/quote'] Have no exp modding and only basic programming knowledge, but I found the code that restricts sewers fairly quickly after downloading geck. if(northSewersFound==0) PrintToConsole "SexoutSS: North Sewers added to the restriced list" ListAddForm SexoutListRestrictedCell OVNorthSewers01 endif if(thornFound==0) PrintToConsole "SexoutSS: Thorn added to the restriced list" ListAddForm SexoutListRestrictedCell OVWestSewers03 endif But I have no idea what you mean by I'll have to clean save the rest of my sexout mods. Do I have to start from a fresh FO file or I have to do some more tweaking with the code?
prideslayer Posted January 31, 2012 Author Posted January 31, 2012 The list contents are stored in your savegame file. Disabling them in sewerslave does not remove them from the form list in your savegame, since the list are in sexout.esm -- not the sewerslave esp. you need to make a clean save (a savegame with no sexout mods active), then enable the sexout mods and then load that game. If you do that, they will be removed from the list. If you later load an earlier save, they will reappear in the list.
zcomp Posted January 31, 2012 Posted January 31, 2012 The list contents are stored in your savegame file. Disabling them in sewerslave does not remove them from the form list in your savegame' date=' since the list are in sexout.esm -- not the sewerslave esp. you need to make a clean save (a savegame with no sexout mods active), then enable the sexout mods and then load that game. If you do that, they will be removed from the list. If you later load an earlier save, they will reappear in the list. [/quote'] Thanks yo!
ChancellorKremlin Posted January 31, 2012 Posted January 31, 2012 Btw, I just got told to 'push jet' while enslaved in the Sewers, and given 10 jet cannisters to sell. I was wondering, is this SS or Drugs or what?
iron_jack Posted February 1, 2012 Posted February 1, 2012 That's SS. It's just a little sidequest. I will be (slightly) expanding some of the SS drug stuff with my edit of the mod, hopefully to be released tonight or tomorrow, depending on how little one sleeps.
iron_jack Posted February 1, 2012 Posted February 1, 2012 Here we go. This edit is based on the 1-29-12 version of SexoutSS. Changelog: - Ghoul doctor will now heal you and fix your crippled limbs... sewer-style. - Addicted players can solicit johns for their drug of choice (e.g. if you are addicted to jet you can offer yourself for jet, if you are addicted to morphine you can offer yourself for morphine). This only applies to drugs commonly available in the sewers - if you were addicted to ant nectar or something else weird before you went in, you're SOL. You must currently be going into withdrawals for the dialog option to appear. - Pseudo-major upgrades (hopefully) to the way much of the dialog condition logic works. - Minor grammatical fixes here and there. Next on the to-do list: crafting a rudimentary scanner/checker that will make the ferals in the sewers actually rape the player, rather than standing around all friendly-like. edit: esp removed, see thread OP
Trinar Posted February 1, 2012 Posted February 1, 2012 One question on the restricted sewer bit though - was there originally (going to be) a "mini-rapers" type thing for the ferals? Dialog indicates they should be going to town on the PC' date=' but there's nothing currently in to make that happen. I started to work on cobbling something like that together last night, but then, 4AM. [/quote'] If I remember correctly, original plans were connected to the pheromones from the ghul doctor. Those were supposed to make the ghuls friendly, so the PC could explore the lower sewer levels. But - we are speaking of pheromones - the ghuls are a bit more "friendly" then expected...
iron_jack Posted February 1, 2012 Posted February 1, 2012 Let me know if I asploded anything. edit: and/or if you like the new stuff!
Kodiak Posted February 1, 2012 Posted February 1, 2012 So far the doc seems to be working fine. Great fix! Off question: Is it intended that everytime the sewer slave has sex, her primary survivial needs (Water, Food, Sleep) jump by 30 some-odd points?
prideslayer Posted February 1, 2012 Author Posted February 1, 2012 So far the doc seems to be working fine. Great fix! Off question: Is it intended that everytime the sewer slave has sex' date=' her primary survivial needs (Water, Food, Sleep) jump by 30 some-odd points? [/quote'] They are supposed to jump in hardcore mode, I don't know by how much though. A big jump sounds kind of... par for the course. Hell, rapers will break your arms and legs if you have sex more than two or three times in a row. Wastelanders must be pretty wimpy.
iron_jack Posted February 1, 2012 Posted February 1, 2012 Is it intended that everytime the sewer slave has sex' date=' her primary survivial needs (Water, Food, Sleep) jump by 30 some-odd points? [/quote'] I noticed sleep dep seemed to be jumping up quite a bit, but not so much hunger and thirst. At any rate, I don't know what was intended, necessarily. I'll see if I can take a look at the numbers next time I get a chance.
Kodiak Posted February 1, 2012 Posted February 1, 2012 I noticed sleep dep seemed to be jumping up quite a bit' date=' but not so much hunger and thirst. At any rate, I don't know what was intended, necessarily. I'll see if I can take a look at the numbers next time I get a chance. [/quote'] Good deal. I just finished a play-through with Sewer Slave and there was an odd development I figrued I'd pass on to you guys. I started a new toon just to be a sewer slave, so at level 2, after Sunny's gecko tutorial she was dragged down and enslaved. 1. There seems to be 2 children in the sewers. Not a major issue since Sexout with lock out any activity with children, but I couldn't interact with them normally either. I couldnt talk to them in order to try and sell jet or ask for help. Almost everytime I went to talk to either the boy or girl, my POV would zoom in like a normal right click would do out in the field and then I'd experiance animation bugs. A reload would fix the bugs, but still cant talk to the kids. I suggest replacing the child boy and girl wth adult NPCs since Sexout doesnt work with them anyway. 2. Food shortage. Understandably Dermont is a viable source of food for the slave, but if you can service a ghoul for medical treatments, why not service the local Cook for some table scraps in the same fashion? I suggest adding a Cook NPC or some sort of guard that watches the bosses food stores to the sewer complex. The Slave can service the cook/guard once a day for a can of beans or Cram. 3. Dermont money collection. Its great that he will track you down to collect the money you've earned selling your ass. Unfortunatly, he's a retard about it. In my case, I was exploring some of the other tunnels after getting some fresh Phermones off the Doc. Dermont decided to follow me into the other sewer to collect payment. Sadely for him... the group of ferals that just finished taking thier turn with my Slave didnt take kindly to his presence and killed him. This caused two issues. a) I was able to easily earn my freedom by letting the ghouls do the dirty work when Dermont came to collect. He would be the first to say that no slave was worth braving Feral infested sewers for. once he dies, it auto fails his normal missions that you'd get from topside. In this case I suggest that either a clone of Dermont is used to act as the Master so other missions won't be affected or a whole new NPC is created and used instead of Dermont. At the very least, he shold not be allowed to wonder outside of the main sewer area just to collect caps which will most likely result in him being eaten by ghouls. I did enjoy the play through though. I liked the dialoge and how asking for help can backfire. I dare say that should be expanded upon where there is a chance for a greater consequnce for asking for help. The same can be said for carrying weapons. I'm not sure if it woudl make sense for Dermont to allow his slaves to carry a weapon without anything being said. My slave was equiped with a kitchen knife from very early on with no risk of it being taken from me. Not sure if I was just lucky or if there is no functionality for anything like that. I'm glad you guys picked this back up and started working on it again. I like where its going.
sukram0815 Posted February 1, 2012 Posted February 1, 2012 2. Food shortage. Understandably Dermont is a viable source of food for the slave' date=' but if you can service a ghoul for medical treatments, why not service the local Cook for some table scraps in the same fashion? I suggest adding a Cook NPC or some sort of guard that watches the bosses food stores to the sewer complex. The Slave can service the cook/guard once a day for a can of beans or Cram. [/quote'] You can fuck for food if your hunger is high enough. So far the doc seems to be working fine. Great fix! Off question: Is it intended that everytime the sewer slave has sex' date=' her primary survivial needs (Water, Food, Sleep) jump by 30 some-odd points? [/quote'] They are supposed to jump in hardcore mode, I don't know by how much though. A big jump sounds kind of... par for the course. Hell, rapers will break your arms and legs if you have sex more than two or three times in a row. Wastelanders must be pretty wimpy. I put something like this into SexoutSS but i removed it again. Or not? I'll look at the changes i did and tell you where they were added if they are still there. But I think SexoutSS is the wrong place to put something like this in. The problem is, if you load 10 mods with hunger damage, you can possibly die by one fuck... I think it's better to have a mod which does it globaly for all mods.
ChancellorKremlin Posted February 2, 2012 Posted February 2, 2012 Project Nevada also adds to hardcore mode by upping the jumps in sleep, thirst and hunger. So if you have that installed, as I do, be prepared for some serious malnourishment, sleep deprivation and chronic dehydration! I noticed I can still 'proposition' kids in the Sewers. That convo tree needs to be removed, the other options aren't much of a problem. It still aborts due to 5.1, but that convo tree should not be there. Also, where does the 'pushing jet' thing go? I keep selling it, returning to get more, but nothing really happens, it's just on repeat. Excellent stuff though, I really like how SS is being expanded! EDIT: Also, I read it was not possible to work 'topside', how do I achieve this? I've given Dermot quite a few caps, items, chems and etc, but I never get 'promoted' - or is this still a WIP?
iron_jack Posted February 2, 2012 Posted February 2, 2012 Project Nevada also adds to hardcore mode by upping the jumps in sleep' date=' thirst and hunger. So if you have that installed, as I do, be prepared for some serious malnourishment, sleep deprivation and chronic dehydration! [/quote'] Indeed. I will probably remove all the hardcore stat penalties completely. I noticed I can still 'proposition' kids in the Sewers. That convo tree needs to be removed' date=' the other options aren't much of a problem. It still aborts due to 5.1, but that convo tree should not be there. [/quote'] I noticed that too, should be a simple fix. Also' date=' where does the 'pushing jet' thing go? I keep selling it, returning to get more, but nothing really happens, it's just on repeat. [/quote'] Nowhere. At the moment it's just another way to make caps. If you've sold the jet and returned with the money, you've literally done everything that particular sidequest has to offer at the moment. It'll just repeat endlessly. I would like to expand on it but I make no promises. EDIT: Also' date=' I read it was not possible to work 'topside', how do I achieve this? I've given Dermot quite a few caps, items, chems and etc, but I never get 'promoted' - or is this still a WIP? [/quote'] I don't know the answer to this. Ironically, since I'm sorta the one working on this right now, I've never a) entered the sewers of my own accord (only been kidnapped), and never seriously tried to work topside or escape or anything else really. At the moment I'm working on in-the-sewer stuff, don't know if I'll go much beyond that. Of course this particular mod is pretty much built by our whole little village at this point, so anyone else can feel free to take care of stuff I don't get to.
ChancellorKremlin Posted February 2, 2012 Posted February 2, 2012 Ah, that's interesting to know. How do I get promoted? I thought it was bugged at first, I think I've given Dermot in excess of 2500 caps, loads of scrap metal/junk, acohol and booze and still nothing.
prideslayer Posted February 2, 2012 Author Posted February 2, 2012 I think it's 2000 caps, but there's also some 'reputation' involved and if you mouth off to him and stuff like that, the reputation drops. As for all the hardcore mode discussion -- it really belongs either in sexout itself (I don't have time right now), or in a standalone SexoutHardcore ESP that uses the global sex hook. I agree it doesn't belong in SS or any of the other mods -- except for helping you get food, water, and medical care.
Chase Roxand Posted February 2, 2012 Posted February 2, 2012 You need 2000 or more "sewer rep", which shouldn't take 2k caps to reach. That stat use to be visible in MCM, but now you have to guess or look it up in the console (sqv xx000ade). So basically, select "You know, I could make more caps if you'd let me out of this shit hole" every time it shows up. As long as you're working and not talking back, you'll be promoted. However, once you're working on the surface, Dermot will be expecting more caps.
ChancellorKremlin Posted February 2, 2012 Posted February 2, 2012 Indeed. I will probably remove all the hardcore stat penalties completely. Yes' date=' I think its for the best. As it is, anything that even slightly alters hardcore mode makes the game almost impossible to get through properly. Also, thanks for explaining to me the Jet Pusher thing. I thought maybe it could be one of those 'on the side' things the player could do without Dermot's knowledge/consent, the same with gambling at the Thorn, which is something technically the player should be barred from, or there should be consequences, as it's too easy to make a fortune down there. Just keep working, you'll get there eventually. You are a sadistic little man Loogie lol You need 2000 or more "sewer rep"' date=' which shouldn't take 2k caps to reach. That stat use to be visible in MCM, but now you have to guess or look it up in the console (sqv xx000ade). So basically, select "You know, I could make more caps if you'd let me out of this shit hole" every time it shows up. As long as you're working and not talking back, you'll be promoted. However, once you're working on the surface, Dermot will be expecting more caps. [/quote'] Ah okay, I thought there might be something else to do with it. Well, back to whoring it is then!
toxic44 Posted February 5, 2012 Posted February 5, 2012 I'm not into having sex with multiple npc men and be a victim. Isn't it possible to play the other side ? Play a male pc, be the pimp and have one or more sewerslaves.
prideslayer Posted February 5, 2012 Author Posted February 5, 2012 I'm not into having sex with multiple npc men and be a victim. Isn't it possible to play the other side ? Play a male pc' date=' be the pimp and have one or more sewerslaves. [/quote'] No, not yet. Would/should really be a different mod (or entirely different quest in this mod).. we need a volunteer to write SexoutSewerPimp!
ChancellorKremlin Posted February 5, 2012 Posted February 5, 2012 Has anyone ever wondered why the majority of us (myself included) play as female NPC's and get off on all this sadistic stuff? Or is that dangerous thinking there? lol
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