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


Jexsam

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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)

 

I'll see if the creature name is making a difference. As for the quest and AI package' date=' those are not part of the companion package. Those are older. The actual Rocket companion quest is 000SexoutRocketCompanion01. All relevant scripts and packages are 000SexoutRocket[something'].

 

The plan for the older Jexout stuff is to use it for Rocket's small intro quest, wherein you talk to Ian Soong and either do or don't take Rocket off his hands.

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)

 

I'll see if the creature name is making a difference. As for the quest and AI package' date=' those are not part of the companion package. Those are older. The actual Rocket companion quest is 000SexoutRocketCompanion01. All relevant scripts and packages are 000SexoutRocket[something'].

 

The plan for the older Jexout stuff is to use it for Rocket's small intro quest, wherein you talk to Ian Soong and either do or don't take Rocket off his hands.

Oh just another warning, placing "0"'s at the beginning of items works great for finding stuff, but there are cases where sometimes things just don't work if beginning with a number, I can't remmeber offhand when, but it's probably not a good habit to start with "aa" is better.

 

Posted

not sure but if you use wreyflash there is a way to auto load geck with powerup or just use the regular method when you use NVSE load up with the editor.

 

NVSE-loader.exe -editor it should load automattic with powerup.

 

besides it is always great getting more people to mod. That means i can finally sit back and let others do the hard work.. :P If only more would learn to animate.. That would be a big help..

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)

 

I'll see if the creature name is making a difference. As for the quest and AI package' date=' those are not part of the companion package. Those are older. The actual Rocket companion quest is 000SexoutRocketCompanion01. All relevant scripts and packages are 000SexoutRocket[something'].

 

The plan for the older Jexout stuff is to use it for Rocket's small intro quest, wherein you talk to Ian Soong and either do or don't take Rocket off his hands.

 

What is happening is you're using 000SexoutRocketQuest01.Status when you mean to use 000JexoutRocketQuest01.Status. It's really goofy to name things with such long names all identical except one letter/number. Just make them descriptive and as short as you can get away with, and keep your prefix the same.

 

The 000 stuff is not needed either. That's what the 'filter' dialog on the left is for. Just go there and type in 'sexoutrocket' and everything will show up without having to worry about it being 'first' -- until the next guy comes along and says '0000sexout' until, finally, we have one called '00000000000000000000000sexout'.

 

 

Posted

Okay. I've renamed the unrelated quest 000JexoutRocketQuest01 to 000SexoutIanQuest01. Because it had nothing to do with Rocket's companion scripts, like I tried to explain. Sorry if I wasn't clear on that.

 

000SexoutRocketCompanion01 is the companion quest. It's where all the relevant stuff is. It's what the tutorial Donkey linked me told me to use.

 

 

On the upshot. In the downtime trying to figure out what I missed, I set up the dialog tree for Ian Soong. Which I'm pretty sure means the only other things left are hooking up a quest to it to open up Rocket's quest, and add fuck functionality to Rocket.

 

EDIT: Halstrom you beautiful genius you. Changing the quest name from 000[name]01 to aa[name] did it! Rocket is now a basically functional companion!

 

For my next trick, I would like to plug in a sex dialog choice. After that I'll worry about the slightly more complex quest with Ian that will eventually unlock Rocket properly.

 

EDIT 2: Rocket has basic fuck capabilities. Unfortunately, but not unexpectedly, it retains the bug from SexoutRex where the dog's animation played fine, but the human character's did not.

 

The code in SexoutRex that I used looks like this:

set SexoutNG.ActorA to GetSelf
set SexoutNG.ActorB to Player
CIOS SexoutBegin

 

Thoughts?

Posted

If the randomizer for creature is working then that is indeed correct. If not you still need this line above it.

 

set SexoutNG.anim to .... put the number for animation in the ....

Posted

Randomizer *should* be working fine.

 

I advise getting rid of all the 000's as already mentioned. Only sexout classic junk has those, NG doesn't (they are all SexoutNG....), tryouts are all like SexoutLegion..., and so on.

 

The 0's are a holdover from oblivion scripters, because the oblivion CK did not have the filter option.

 

Name them with your mods name as a prefix (SexoutRocket...), or create a formlist called SexoutRocketStuff and drag *everything* into it -- then you can just open the formlist in the geck to get a list of all your stuff.

Posted

I'm more and more convinced the randomizer not working is a bug all its own and isn't related to either SexoutRex or SexoutRocket. There must be something else I'm running that's screwing with human animations to make them not function.

 

Is it possible the fact I'm using an older save to test this with is affecting it? I know NV can do weird shit when you introduce new mods into a once stable environment.

 

To be somewhat sure, someone other than me should run it real quick. If the randomizer works for other but not me, it's something on my end for sure and not a technical fault in the scripts.

 

Features in this test .esp: Ian Soong will talk to you if you're a woman. His entire dialog is there otherwise.

 

You do NOT need to talk to Ian to get Rocket. Just tell Rocket to do the deed.

Posted

What exactly is happening that the random picker is not working? If it's having trouble, it should give you a message in the console about what went wrong.

 

Saves and stuff should not affect the animations at all. Other mods that do animation and posing, like umpas dance mod, can break the sexout animations. Two of them are listed in the NG post under incompatible mods, but there could definitely be others.

Posted

Groovatron. Of course. One of few mods I really didn't want to have to turn off. :\

 

Yup, that fixed it. God, now I feel bad having bothered everyone with a problem that I could have solved by reading the fucking manual. XD

 

So yeah, I think this is enough progress for today. Gonna update the OP with status and be done with it for the evening. I have a screening of Ip Man 2 to get to. :D

Posted

Groovatron. Of course. One of few mods I really didn't want to have to turn off. :\

 

I have a fix in the works' date=' maybe out this weekend.

[/quote']

 

You're my hero.

Posted

Groovatron. Of course. One of few mods I really didn't want to have to turn off. :\

 

I have a fix in the works' date=' maybe out this weekend.

[/quote']

 

You're my hero.

 

The fix to umpa's dance mod and the groovatron is a simple one, just get rid of the knockeddownidles override then remove the top most animation's parent so it's NULL and not KnockedDownIdles. I use both alongside Sexout with no issues by doing this.

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