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SexoutRocket VERY W.I.P.: A Guilt Thread


Jexsam

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Posted

I make no commitments.

 

 

With that out of the way, here's all the official stuff.

 

SEXOUT ROCKET

 

What is/will be SexoutRocket?

SexoutRocket is a result of me finally getting fed up with hoping others will make the mods I want. Many have claimed to be working on a LoversBitch type mod, but only one WIP topic has even cropped up, and though I eagerly watch it and rather like what it promises, it does not fulfill what I desired to see in a Bitch-style mod. Most people mod for themselves, not others, so it was up to me to create that mod-of-my-dreams. And so I started SexoutRocket, full of ambition and not knowing what the fuck I was getting myself into. And now here I am, with an actual WIP topic.

 

I'm not posting this topic with it, but I will supply the .esp for those who wish to see proof it exists.

 

Should it ever be in a releaseable state, SexoutRocket will be a simple mod. The story, if you can call it that, is pretty basic, but it supplies flavor to what would otherwise be a random sex mod. It's not intended to be a work of art, simply a mod that satisfies a very simple, but very specific, desire I've had that has yet to be implemented as a stand-alone Sexout mod.

 

Full story:

 

Near Sloan, and at the end of his wits, Ian Soong, a member of the Followers of the Apocalypse, drags along a happy-looking mutt named Rocket. For days now he's been looking for a good home for the poor dog, but no one was interested.

 

It's here that the player happens along Ian, looking dejected just off the road south of Sloan. He asks if the player will give this nice dog a home. But it all seems too easy. Ian's almost too eager to give the dog away. And the player, presumably a woman, notices the dog seems a bit too eager to go with her...

 

Inquiring further, the reasons are made clear. It turned out, one of the buildings the NCR cleared when they moved into Freeside played host to a ring of sexual deviants. Most of them were mangy, underfed, or otherwise in too bad a shape to be spared. But this one, whom they ironically named Rocket, was apparently a new addition to the shows. He was young, energetic, and surprisingly healthy. But word of the bust had gotten around. No one in Freeside would take him. No town between the 188 and Sloan needed or wanted a prospective guard dog. And while the dog was never aggressive towards anyone, the women in the various towns were unnerved by the looks he gave them.

 

So here, now, finally growing tired of dealing with the dog, he offers him to you for free. Ian doesn't even ask you give him a good life. He just wants the dog gone without the guilt of abandoning the poor thing.

 

The player decides whether or not she wants the dog. Maybe she just wants a companion for the road, someone to bite her foes in the ass and carry her junk back to town. And maybe, just maybe, if she's feeling dangerous enough, perhaps seeing what this mutt can do...?

 

 

 

Sounds great. What have you got so far?

Well, not much. I have the NPC's made and placed, for starters. This is important as without these, there is no physical part of the mod.

 

Beyond that... well, I'm following a basic quest tutorial trying to get my very first quest made, which so far even that refuses to work. Probably because I haven't done the part about scripting quest stage transitions.

 

 

That's... encouraging. What will you be doing next?

Once I can be bothered to script quest stages, then maybe I can successfully talk to Ian. Only after that simple quest is complete will I move on to having completing that quest reward you with a recruitable dog. And finally, after that and some dialog passes, dog sex.

 

Enabling sex will be the last phase, for sure. No point in it if the companion doesn't work, right?

 

 

So tell us what you expect to happen here, and what you hope to happen assuming you don't wuss out?

Realistic expectations:

 

Basic companion recruit quest, resultant in an essential dog that you can fuck at-will.

 

Blue-skies hopes:

 

  • At-will fuckable dog companion
  • Small "personal quest" unlocking a perk for having Rocket in your party. This would likely lead to the discovery of the next bullet point, but won't force the player to actually perform.
  • An optional, repeatable "dog show" mini-quest for those with more exhibitionist characters who want to make a small bit of caps.

 

 

 

So I've either read all that or skipped right down here. What is the purpose of this thread?

Primarily? To guilt myself into being more likely to work on it.

 

Tips on good companion scripts, how to do companion scripts, and how to do sex scripts are the secondary reason. I know jack shit about computer language and coding and have no aptitude for it, so tapping the vast knowledge base here seemed like a good idea.

 

There's also an off chance someone may take a liking to the mod's concept and want to finish it for me once, or even maybe before, I get the basic mod out. Which would be great. All I ask in this case is a few wishes be honored. Those interested in being more reliable than me should PM me so I can send along a short list of requirements for taking it up. It's not as bad as it sounds, trust me.

 

 

Sheesh, no wonder you said you made no commitments.

Ya don't say.

 

 

Last one, I promise. Is there a beta?

No. Currently all it is in NPC's with half-assed or no AI packages near Sloan and a broken quest. You don't want that anyway.

 

 

~~~*~~~*~~~CHECKLIST~~~*~~~*~~~

 

  1. Makes Rocket a functional companion.
  2. Make Rocket a fuckable companion
  3. Create dialog for Ian Soong.
  4. Create a quest which locks Rocket from being hireable until the player has said yes to Ian.
  5. OPTIONAL: Either move Ian and Rocket both into Sloan proper since Rocket keeps wandering over there, or find a way to keep Rocket near Ian until unlocked for hire.

 

Green = done

Orange = not done, not started

Yellow = might not even do, not started

Posted

Yup, I'll echo that... good luck. Always remember to think of the people here making mods as a support group, we're always willing to toss around advice on getting mods going or how to approach a problem.

Posted

Best of luck, and hope you will stick with this! Just judging from your post, it would seem that you enjoy writing and you seem pretty good at it, so I would encourage you to use that as much as you can in the mod as well. :)

 

Good luck!

 

Posted

Give it a go mate!

A teaspoon of passion for something can go a long way when learning new stuff, it's how many modders went from players to modders.

Read the GECK & TES contents from the help tab in GECk they are pretty handy and also the Silverlock NVSE page, pull apart some other peoples mods to see how they work and just cut, paste & modify, then when you need help just ask here :)

 

Oh one absolutely essential bit of advice that will save you days of lost modding time, hopefully I'm not too late.

MAKE a STEAM BACKUP of NV with all your mods now while it's still working, because learning to mod, you're gunna break it bad at some point. And keep the last few versions of your file.

GECK crashes occasionally particularly when certain linked items like scripts linked to effects are deleted or is it effects linked to scripts maybe. So turn on the Autosave feature in Preferences and make a normal save before you start hacking junk out of a mod just in case so you don't lose evrything.

Posted

Well, I guess that depends on what you'd call the breed in vanilla New Vegas. I never cared much for the "realistic" aspects of the kink (can't stand watching the real flesh-and-blood deal). More in it for the fantastical aspect, kinda like how I figure more than a few folks here would be utterly disgusted by real rape but kinda like it in their fantasy video game setting.

 

So, no specific breed, and in case anyone asks, no I'm not going to bother with "knotting" either.

Posted

HEY GUESS WHAT.

 

I'm making headway. Rather than muddle in the questmaking portion of the mod, I jumped right onto the companion tutorial Donkey provided. So far everything has gone swimmingly, but I've run into one small stumbling block...

 

The companion script it had me make refuses to show as selectable in the Script menu on the quest I created. It *will* show up if I chance it from an Object script to a Quest script, but the tutorial doesn't tell me to make it a Quest script, so I assume it wants it to still be an Object.

 

If I can't select it, I can't move on to actually applying the companion script to Rocket.

 

On the bright side. If I can get past the companion hurdle, then the only hard parts left are making a quest to acquire Rocket and plugging up a sex act to the dog. Suddenly this doesn't feel nearly as beyond my meager skills as it did only yesterday.

Posted

if you want a script to be visible within your quest tab it needs to be saved a quest script Not object script

 

There should be 2 part there 1 script will be added to NPC the ather will be added to your Quest, that is the main call for the script when your game starts up etc.. That should be a Quest Script

 

The one that is gonna be attached to your NPC will be Object script.

 

You can quickly recogonize it since it will have something like MyCompanionQuestScript The quest part gives it away. This is saved as a quest script.

Posted

That's about what I figured from toying with it, but I'm a noob and the tutorial made no distinction, so I decided it was better to ask than plow ahead and maybe mess something up fundamentally.

Posted

Error in the result script (bottom right window).

 

Paste the script here in a code block.

 

Can do.

set 000SexoutRocketCompanionQuestScript.Status to 3
000SexoutRocketCompanionRef.evp

 

It does this for all three very basic companion command scripts, but not for the Inventory one. The only difference between the code above and the other two that give me this error is the "to X" variable is different.

Posted

Yup, that was it. Somehow I misspelled something. It isn't throwing that error at me anymore.

 

Now I just have to figure out why, despite the script and all being attached, he won't actually follow my orders. He just kinda wanders towards Sloan and doesn't follow me like he should. Nothing seems off, everything the tutorial told me to do is in place, he just... doesn't cooperate.

 

Inventory opens up in-game like it should, though.

 

I have enough now to upload the .esp, I think, if anyone would like to take a look at it and help me figure out where I missed something. Dialog all shows and inventory works, it's only a matter of making him actually follow, so...

 

THERE IS NO SEX IN THIS .esp (yet). Anyone downloading it for that will be disappointed.

 

EDIT: It might help if I mentioned exactly where Rocket is. Go from Sloan south as if you were taking the road to Goodsprings. Ian Soong, a dork in a Followers labcoat, should be standing there stupidly. Rocket should be somewhere between him and Sloan.

Posted

good luck' date=' and dont get discouraged when things get rough. [i refuse to use a ruff pun']

 

Oh come on, throw him a bone.

Or am I barking up the wrong tree?

 

*puppy eyes* I hope you make good progress with this mod!

But it looks like you've got a leg up on it already!

I think the whole pack is exited for its release.

I think you should include an npc named "Lovers" who has a Labrador.

 

Don't forget, if you don't finish this, you'll be in the dog house!

 

(Don't worry, I already hit myself)

Posted

Yup' date=' that was it. Somehow I misspelled something. It isn't throwing that error at me anymore.

 

Now I just have to figure out why, despite the script and all being attached, he won't actually follow my orders. He just kinda wanders towards Sloan and doesn't follow me like he should. Nothing seems off, everything the tutorial told me to do is in place, he just... doesn't cooperate.

 

Inventory opens up in-game like it should, though.

 

I have enough now to upload the .esp, I think, if anyone would like to take a look at it and help me figure out where I missed something. Dialog all shows and inventory works, it's only a matter of making him actually follow, so...

 

THERE IS NO SEX IN THIS .esp (yet). Anyone downloading it for that will be disappointed.

 

EDIT: It might help if I mentioned exactly where Rocket is. Go from Sloan south as if you were taking the road to Goodsprings. Ian Soong, a dork in a Followers labcoat, should be standing there stupidly. Rocket should be somewhere between him and Sloan.

[/quote']

 

You should take a look at existing Follow packages but at the very least.

 

Your GREETING response should use GetIsID so everyone doesn't bark quizzically :)

 

Instead of

set 000SexoutRocketCompanionQuestScript.Status to 1

you should use

set 000SexoutRocketCompanion01.Status to 1

 

Also, you can just use "evp" instead of prefacing it with Rocket's refid.

 

All that popped out immediately on first glance...

Posted

Also consider making a Variable script so you can use it to share variables beween scripts.

You create a quest script called something like SexoutRVAR

 

In it you just define shared variables.

The script would look something like this.

 

scn SexoutFVARSCRIPT

; *** Declare Variables

short iRexHitPoints
short iRexDistanceFromPlayer

BEGIN GameMode
; *** any other Setup Stuff

END

 

This means you can access those variables by doing like the folowing in any other script:

 

if SexoutRVAR.iRexHitPoints < 0
   Set SexoutRVAR.iRexHitPoints to 0
   ShowMessage SexoutRRexIsDead (You would need to create this message of course).
endif

You could also use globals but I prefer to keep globals for stuff you want to access directly from Actor effects etc. This seems a lot neater and easier to manage.

 

 

 

Posted
You should take a look at existing Follow packages but at the very least.

 

Your GREETING response should use GetIsID so everyone doesn't bark quizzically :)

 

Instead of

set 000SexoutRocketCompanionQuestScript.Status to 1

you should use

set 000SexoutRocketCompanion01.Status to 1

 

Also' date=' you can just use "evp" instead of prefacing it with Rocket's refid.

 

All that popped out immediately on first glance...

[/quote']

As hilarious as the idea of everyone barking quizzically on approach is, I have fixed this.

 

As for using the quest ID in the script. I read back over the tutorial, and yeah, you're right. I don't know how I messed that up. Problem is, though, it's still spitting out that error I posted earlier despite the fact I can supply photographic evidence it's all spelled right. Not sure what else to do about that. I won't know if it stops Rocket from wandering to Sloan until I do, either.

 

Also consider making a Variable script so you can use it to share variables beween scripts.

You create a quest script called something like SexoutRVAR

 

In it you just define shared variables.

The script would look something like this.

 

scn SexoutFVARSCRIPT

; *** Declare Variables

short iRexHitPoints
short iRexDistanceFromPlayer

BEGIN GameMode
; *** any other Setup Stuff

END

 

This means you can access those variables by doing like the folowing in any other script:

 

if SexoutRVAR.iRexHitPoints < 0
   Set SexoutRVAR.iRexHitPoints to 0
   ShowMessage SexoutRRexIsDead (You would need to create this message of course).
endif

You could also use globals but I prefer to keep globals for stuff you want to access directly from Actor effects etc. This seems a lot neater and easier to manage.

That seems a step above what I'm aiming for right now. If I decide to expand upon the quest or companion functions later, I'll look more into this, but until I can manage not to screw up even the most basic functions of quest making and companion making, things like that are just a step beyond me.

Posted

This is ridiculous.

 

I downloaded the GECK Powerup as suggested and ran it. Then I went in to mess with the scripts again. And the error message it gave me was exactly the same as before I used Powerup.

 

I've looked over this time and time again and can't figure out why the scripts won't compile. It's gotta be something stupid, I just know it, but it's not jumping out at me and it's driving me crazy.

 

I'm attaching the very latest .esp, even though it's hardly any different from the previous one. If someone wiser than me would take a look at it and figure out where I messed up, I'd be infinitely grateful. I'll keep poking at it myself, but I'm really out of ideas...

Posted

This is ridiculous.

 

I downloaded the GECK Powerup as suggested and ran it. Then I went in to mess with the scripts again. And the error message it gave me was exactly the same as before I used Powerup.

 

I've looked over this time and time again and can't figure out why the scripts won't compile. It's gotta be something stupid' date=' I just know it, but it's not jumping out at me and it's driving me crazy.

 

I'm attaching the very latest .esp, even though it's hardly any different from the previous one. If someone wiser than me would take a look at it and figure out where I messed up, I'd be infinitely grateful. I'll keep poking at it myself, but I'm really out of ideas...[/quote']

Make sure you start GECK with nvse-loader.exe -editor instead of the GECK .exe otherwise Powerup doesn't work.

Do a Control A & Control C of the script you can't save or copy it into a notecard file and Paste it here in "Formated code" (#) and we can have a better look at it for you :)

 

Posted

Looking forward to seeing your 'photographic evidence' when your NPC is named '000JexoutRocket'.

 

;)

 

Edit: same with ian soong and other things:

000JexoutIanSoong (npc)

000JexoutRocket (creature)

000JexoutRocketQuest01 (quest)

000JexoutRocketSoong (ai package)

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