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alignment issues and postion changes


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Posted

is it possible to fix some alignment issues when sex has started and is it possible to change postions during sex? if not then will it possible be included in a future update? just wondering is all :)

 

Posted

Currently, you cannot change positions during sex.

 

For better alignment, look for the Sexout Positioning mod in the Downloads section.  If someone is having penis through head or penis through spine syndrome (both are very serious medical conditions), use Sexout Character Resize, which is linked in my signature.

Posted

Well lets say you can't "easily" change positions during sex.

 

There's a spell in sexout, SexoutSwitchPos (ID: ..062aaa), that does it. You use it the same way you start sex in the console or a mod.

 

set "..000dc0".anim to ....    ; set Sexout.Anim to ......
set "..019333".ActorA to ..... ; set SexoutNG.ActorA to ......
set "..019333".ActorB to ..... ; set SexoutNG.ActorB to ......
set "..019333".ActorC to ..... ; set SexoutNG.ActorC to ......
ActorA.CIOS "..062aaa"
This has been there for a long time. I was hoping someone would make a quick/cheap little plugin to bind it to keypresses to go back/forth, since I don't want any more keypresses in sexout since they may conflict with mods using those keys, but nobody ever did it. If someone is volunteering, I can make some smarter spells that wrap that one, a 'next' and a 'previous'.

 

hint hint.

Posted

 

I was hoping someone would make a quick/cheap little plugin to bind it to keypresses to go back/forth, since I don't want any more keypresses in sexout since they may conflict with mods using those keys, but nobody ever did it.

 

I...what...how...with the....huh?

Posted

In a gamemode script you can use some functions like isKeyPressed to 'listen' when the player presses a key. That's how that sexout masturbation key ('Y' if you've never tried it) works. It's also how the sexkey mod works, and some others.

 

So what you can do is when you see the key you want is pressed, check if the target (player.. npc under cursor.. whatever) already has that spell effect on them, and if they don't, cast it on them. Make it remove itself right after it's done and, viola, spells cast on a keypress. ;)

Posted

I misunderstood what you were saying ("I don't want to add another hotkey to Sexout NG" as opposed to "I want for there to be a hotkey, except that I don't want there to be any more hotkeys").  Hence:  quoi?

 

Is there extra credit for this assignment?

 

 

Posted

OH.

 

I mean I don't want the keypresses in the sexout.esm because they might conflict with keys used by other mods. If someone can't use "rotate animations" mod because it interferes with "make a guys head explode" mod, that's one thing. If they can't use sexout or any sexout mods with that other mod, that's something else entirely.

 

The right thing is to let the user pick their own keys. This isn't impossible but it's a little tricky, or maybe not, I can't remember.

 

I'm going to interpret the extra credit question a completely different way from how you intended and say that you definitely get extra credit if the mod works on anyone under the crosshairs (not just player), and also makes use of sexout pause/resume spells, so users can 'flip through' at their leisure.

 

There's no extra credit for just doing it.. that's the assignment itself!

Posted

You forget:  You are talking to the creatrix of the Bangatron!.  You can set it up in MCM (or in some user-equippable tool) for the user to pick their key.  Assign that direct scan code to a variable so that you end up with "IsKeyPressed Variable" instead of "IsKeyPressed 36".

 

Crosshairs still register even when you're in tfc mode?

 

Are you saying for it to completely randomize both the type of sex and the position (Missionary A > Oral 9 > Doggie G > etc.) as opposed to cycling through the available animations in a category (missionary positions, for example)?

 

 

Posted

Oh yes, yes indeed.

 

No crosshairs don't work in TFC; you can check to see if the player is involved in an act and use them if so, otherwise try crosshairs I suppose.

 

Cycling is I think what people want (s'why I offered a next/prev up/down) and would help with debugging and positioning. :)

Posted

I guess that the up/down arrow keys could be used to cycle which category and then left/right could be used to get a random anim for that group.

 

Better, you think, to record the number to an array to prevent the anim to keep from being repeated, or let the Randomizer just do its thing?

 

I am pre-somethingly (the right word isn't coming to mind atm) asking for help with Pause/Resume.  They're probably pretty straight forward to use, but since I haven't used them before, I wish to avoid future "bang head on desk" impulses.

Posted

Categories will be a little tough, they are categorized that way in the geck anim groups but I don't think that's easily accessible. The randomizer won't work in this case, you need to set the anim # in the call (or just use a next/prev).

 

Next beta cycle will have better internal organization of the anims, so if you don't want a bunch of extra work, you can wait until then. The current one can't pick a new random one, and also can't tell you if the next one (anim + 1 say) is even valid or not.

 

Pause and resume are straight forward.

 

actor.CIOS SexoutNGPause / SexoutNGResume

 

It doesn't pause (freeze) the action, it stops the timer from expiring, so you can watch longer.

Posted

SexLab uses random to pick the first animation, then hotkeys cycle starting from that point. Still, everything is filtered by tags which identify the kind of animation. I personally see that solution as very smart.

If a table with values and how IsControlPressed/IsKeyPressed must interact with them isn't registered and everytime you change animations you must manually enter / modify how that counter interacts when you press the key, which number comes from the previous one, I think that could even be studied an easy alternative solution based by the way animations fallback on the next one when the condition isn't satisfied. So for example you press the key, it increases only the counter by one, that previous animation has that counter value as condition, condition isn't satisfied anymore so it automatically fallback in the next one until it finds the one which satisfies it. This works fine with automatic pickidle (the solution with tokens, which could be a variable-counter and a variable-type of animation), but since I still didn't check SO code on how animations are invokes, this could be a big pile of non-sense... I promised to myself one day I'll take a look at the script, but not today... I'm going to crawl

Posted

:D thanks AJ

 

Release 85 of sexout should have all the animations much better organized and knowing which should be next will be a lot easier.

 

The sexout conditions aren't quite that smart. Initially they were supposed to be but it didn't work out quite the way I want, so now if the anim # is invalid, the actors just stand there. If they're already playing an anim then they'll keep playing it until something explicitly pickidle's them, but it will still take a lot of presses of 'next' to go from something like 301 to 604.. also need to worry about accidentally switching from a 2p to a 3p (or the other way).

Posted

Well, the numeric range would set the category (601-700, etc.).

 

Assigning valid anims to an array would allow checking.

 

I mean, I know that you were gone for a few weeks, pride, but even I got a little badass in that time.  ;)

 

EDIT:  Thanks.  Thanks a lot, pride.  Now I'm just going to make the damned mod to prove my point. 

Posted

Hah yes yes I know.

 

The arrays are coming. I'm still deciding on how to structure them to make sure that random picking works well, enabling/disabling via the MCM menu isn't too irritating, and getting information on the currently playing one is simple.

 

There will be a few of them, not just one, but I'm having.. ideas.

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