DocClox Posted August 14, 2015 Author Posted August 14, 2015 "Victim mod", huh? That's a new one on me. It's possible though. I seem to recall setting up the animations so that the PC would be the victim. It seemed more likely she'd be at least reluctant than a willing participant. I could change that back easy enough if it's going to cause issues. (Still haven't had time to look at the cart CTD. Two weeks ago I managed to spend the whole weekend chasing one bug. Last weekend I was away at a family gathering, Maybe this time...)
Content Consumer Posted August 14, 2015 Posted August 14, 2015 It's possible though. I seem to recall setting up the animations so that the PC would be the victim. It seemed more likely she'd be at least reluctant than a willing participant. I could change that back easy enough if it's going to cause issues. Here's how I did it: if variable == 1startsex( victim=sexlab.playerref ) else if variable == 2 startsex() endif That will require either a global that the player can set, or an MCM option, to change the "variable" variable. Example: Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE int rngcA = Utility.RandomInt(1,2) ;for random giver/receiver (actor passed) int rngcB = Utility.RandomInt(1,2) ;for random giver/receiver (totally random) ;NB remove rngcB as unnecessary sslBaseAnimation[] anims ActorBase playerBase = Game.GetPlayer().GetActorBase() ActorBase speakerBase = akSpeaker.GetActorBase() actor[] sexActors = new actor[2] ;basic setup if rw_flag_npcs.getvalue() == 0 ;DEFAULT if (PlayerBase.GetSex()==0 && speakerBase.GetSex()==0) ;if player is male and speaker is male if (rngcA == 1) sexActors[0] = SexLab.PlayerRef ;THIS IS VANILLA sexActors[1] = akSpeaker elseif (rngcA == 2) sexActors[0] = akSpeaker ;Should be player-on-top sexActors[1] = SexLab.PlayerRef endif elseif (PlayerBase.GetSex()==0 && speakerBase.GetSex()==1) ;if player is male and speaker is female sexActors[0] = akSpeaker ;Should be player-on-top sexActors[1] = SexLab.PlayerRef elseif (PlayerBase.GetSex()==1 && speakerBase.GetSex()==0) ;if player is female and speaker is male sexActors[0] = SexLab.PlayerRef ;THIS IS VANILLA sexActors[1] = akSpeaker elseif (PlayerBase.GetSex()==1 && speakerBase.GetSex()==1) ;if player is female and speaker is female if (rngcA == 1) sexActors[0] = SexLab.PlayerRef ;THIS IS VANILLA sexActors[1] = akSpeaker elseif (rngcA == 2) sexActors[0] = akSpeaker ;Should be player-on-top sexActors[1] = SexLab.PlayerRef endif endif elseif rw_flag_npcs.getvalue() == 1 ;NPC dominant sexActors[0] = SexLab.PlayerRef sexActors[1] = akSpeaker elseif rw_flag_npcs.getvalue() == 2 ;Player dominant sexActors[0] = akSpeaker sexActors[1] = SexLab.PlayerRef elseif rw_flag_npcs.getvalue() == 3 ;Gender-based if (PlayerBase.GetSex()==0 && speakerBase.GetSex()==0) ;if player is male and speaker is male if (rngcB == 1) sexActors[0] = SexLab.PlayerRef ;THIS IS VANILLA sexActors[1] = akSpeaker elseif (rngcB == 2) sexActors[0] = akSpeaker ;Should be player-on-top sexActors[1] = SexLab.PlayerRef endif elseif (PlayerBase.GetSex()==0 && speakerBase.GetSex()==1) ;if player is male and speaker is female sexActors[0] = akSpeaker ;Should be player-on-top sexActors[1] = SexLab.PlayerRef elseif (PlayerBase.GetSex()==1 && speakerBase.GetSex()==0) ;if player is female and speaker is male sexActors[0] = SexLab.PlayerRef ;THIS IS VANILLA sexActors[1] = akSpeaker elseif (PlayerBase.GetSex()==1 && speakerBase.GetSex()==1) ;if player is female and speaker is female if (rngcB == 1) sexActors[0] = SexLab.PlayerRef ;THIS IS VANILLA sexActors[1] = akSpeaker elseif (rngcB == 2) sexActors[0] = akSpeaker ;Should be player-on-top sexActors[1] = SexLab.PlayerRef endif endif elseif rw_flag_npcs.getvalue() == 4 ;Random (currently same as default) if (rngcA == 1) sexActors[0] = SexLab.PlayerRef sexActors[1] = akSpeaker elseif (rngcA == 2) sexActors[0] = akSpeaker sexActors[1] = SexLab.PlayerRef endif endif if rw_flag_notags.getvalue() == 0 ;using tags anims = SexLab.getAnimationsByTags(2, "Sex") ;using "sex" tag equivalent to no tags????? wtf? endif ;why oh WHY does SKSE not have a switch? ;NB - if/elif/elif/elif is stupid. If == 0 do thing 1, else do thing 2! WTF? if rw_flag_npcs.getvalue() == 1 SexLab.StartSex(sexActors, anims) elseif rw_flag_npcs.getvalue() == 2 SexLab.StartSex(sexActors, anims) elseif rw_flag_npcs.getvalue() == 3 SexLab.StartSex(sexActors, anims) elseif rw_flag_npcs.getvalue() == 4 SexLab.StartSex(sexActors, anims) elseif rw_flag_npcs.getvalue() == 0 SexLab.StartSex(sexActors, anims) ;SexLab.StartSex(sexActors, anims, victim=akSpeaker) ;SexLab.StartSex(sexActors, anims, victim=SexLab.PlayerRef) endif ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment SexLabFramework Property SexLab Auto GlobalVariable Property rw_flag_npcs Auto ;for victim settings GlobalVariable Property rw_flag_notags Auto ;for turning off tags EDIT: Uh, I'm probably not actually telling you anything you don't already know. Derp. What can I say? I just like code...
DocClox Posted August 14, 2015 Author Posted August 14, 2015 Here's how I did it: if variable == 1 startsex( victim=sexlab.playerref ) else if variable == 2 startsex() endif That will require either a global that the player can set, or an MCM option, to change the "variable" variable. I thought I'd just flag it as consensual as it's just the one scene. Most of the rest is either going to be fairly unambiguous or mediated by other mods What can I say? I just like code... I know the feeling if that helps any...
badbat111 Posted August 14, 2015 Posted August 14, 2015 "Victim mod", huh? That's a new one on me. It's possible though. I seem to recall setting up the animations so that the PC would be the victim. It seemed more likely she'd be at least reluctant than a willing participant. I could change that back easy enough if it's going to cause issues. (Still haven't had time to look at the cart CTD. Two weeks ago I managed to spend the whole weekend chasing one bug. Last weekend I was away at a family gathering, Maybe this time...) http://www.loverslab.com/topic/23465-wip-lovers-victim-2014-01-06/ its a skyrim mod
DocClox Posted August 14, 2015 Author Posted August 14, 2015 Oh, that one. I remember that. I wouldn't have expected that to inspire the spectators to attack Bjorlam though.
Nikki08 Posted August 14, 2015 Posted August 14, 2015 I don't have the victim mod though, so that wasn't it, but I did figure it out. It was Defeat. Defeat now has a toggle for whether or not witnesses to rapes interfere, and since you have the PC tagged as a victim the NPCs were following along with Defeat's rules. Or at least I'm assuming that's what was happening. I disable defeat (and death alternative as a precaution) and everything continued as planned. Had issues getting on the cart but it all worked until content end. Edit: also the belt clips through my character's stomach. I'm not sure if it's just because I use UNP or because my character was technically pregnant at that moment. EITHER WAY, had a load of fun and I think I'm gonna run through it one more time before I uninstall it in order to continue with my "normal" skyrim adventure.
darkevilhum Posted August 15, 2015 Posted August 15, 2015 I don't have the victim mod though, so that wasn't it, but I did figure it out. It was Defeat. Defeat now has a toggle for whether or not witnesses to rapes interfere, and since you have the PC tagged as a victim the NPCs were following along with Defeat's rules. Or at least I'm assuming that's what was happening. I disable defeat (and death alternative as a precaution) and everything continued as planned. Had issues getting on the cart but it all worked until content end. Edit: also the belt clips through my character's stomach. I'm not sure if it's just because I use UNP or because my character was technically pregnant at that moment. EITHER WAY, had a load of fun and I think I'm gonna run through it one more time before I uninstall it in order to continue with my "normal" skyrim adventure. Unp clips. I had to covert the belt meshes to fit my character, was really frustrating as the belt is a hot addition to the 'outfit'.
DocClox Posted August 15, 2015 Author Posted August 15, 2015 I had to covert the belt meshes to fit my character, was really frustrating as the belt is a hot addition to the 'outfit'. Yeah, that "doggie belt" is sorely underused IMHO You don't fancy posting that conversion, do you? I'd be happy to include it in the mod. (I've been meaning to make one myself, but I don't use UNP so it never gets very high on the "to do" list)
sapho888 Posted August 15, 2015 Posted August 15, 2015 I've been using this conversion which seems to work well for UNP... http://www.loverslab.com/topic/36154-zaz-doggie-belt-unp-7b-hdt/
DocClox Posted August 15, 2015 Author Posted August 15, 2015 Thank you for that. Added to the first post [edit] ... and also to the download page so the first post gets updated correctly.
mainlymarcus Posted August 16, 2015 Posted August 16, 2015 Whenever i try and get the first quest by asking about the letter, both the master and my character stand in place and cross their arms, waiting, after the dialogue is done. Nothing happens afterwards. Is this a bug?
DocClox Posted August 16, 2015 Author Posted August 16, 2015 That sounds odd. In another post, you said you were in the Captured Dreams shop?
Leoneri Posted August 17, 2015 Posted August 17, 2015 I played through the mod before, was going to again for the most recent update but this time nothing is happening once I've gotten out of the cage. I can't get the Bjorlam part to trigger. Am I supposed to get another courier?
DocClox Posted August 17, 2015 Author Posted August 17, 2015 I played through the mod before, was going to again for the most recent update but this time nothing is happening once I've gotten out of the cage. I can't get the Bjorlam part to trigger. Am I supposed to get another courier? Yeah. A day or so needs to pass in game time and you need to change location. Fast travel to Whiterun and the courier should be there pretty quickly. Quick question, how do you get tats? You need slavetats and racemenu installed. If you've got them, the tats should show up once you've had your initial chat with Cursus
mainlymarcus Posted August 17, 2015 Posted August 17, 2015 ok so after talking the the transport guy, he is suppose to give me different packages. after the first or second one, he just stands there. He is suppose to take me to curcus but i get stuck before he can take me.
gooberboy9999 Posted August 20, 2015 Posted August 20, 2015 Dang, thought you had added more to the end of the last quest. ;_; sneaky update.
DocClox Posted August 20, 2015 Author Posted August 20, 2015 Yeah, I was just adding the UNP doggie belt to the suggested mod list. There doesn't seem to be a way to do things like that without making the mod look like I updated it.
nightsyde Posted August 20, 2015 Posted August 20, 2015 I can make it through the race fine, and I get the invitation, talk to Bjorlam, put my stuff in the chest, give him the key, and start the inspection process. I manage to get through all of that (eventually- it seems to take quite a while, and I get a lot of debug text in the console). However, getting dressed for the party seems to be a serious sticking point. In face, my character was told by Bjorlam to report a bug- he was supposed to check to see if I was wearing something, but he doesn't remember what it was. He thinks it might be "one of those bugs I hear tell about." Nice touch, btw... sooooo.... is this something known? is there a cause or a fix someone's heard about? do I uninstall it and wait for the next release?
DocClox Posted August 20, 2015 Author Posted August 20, 2015 Basically, that happens if you decide to dress yourself. Let him do the honours and you should be able to proceed. And I swear I am going to find that bug one of these days...
windu190 Posted August 20, 2015 Posted August 20, 2015 And I swear I am going to find that bug one of these days... Some day, in the future, on a day far far away
Wandering_Mania Posted August 20, 2015 Posted August 20, 2015 And I swear I am going to find that bug one of these days... Some day, in the future, on a day far far away In a galaxy far far away. There was a race. But not just any race, this race was of bound people. If you can read this you don't need glasses. Sorry, i couldn't help but to finish that. Jokes aside, still can't wait to see the rest of the races.
DocClox Posted August 31, 2015 Author Posted August 31, 2015 If you can read this you don't need glasses. Suppose I can only read it when I'm wearing glasses? Bit of news. Did some QAYL hacking the last couple of days. I think I have a fix for the Cart CTD. Additionally, I've improved the "ramp" up to the cart to mininimise the amount of standing around needed and I found why the transition to aleator estate isn't working. I've also moved the cart marker down a ways so there shouldn't be any more cases of getting your head stuck in the cart when chained down. Still a couple of things I'd like to fix before a release. Particularly, the cage area has lost the changes I made last time - I think I edited the wrong copy of the mod - so that needs to be restored. I can probably cut and paste it across with TES5Edit. And the armbinder isn't applying the offset animation for some reason. I'd like to get the self-equip bug fixed too, but one thing at a time, maybe. Anyway. Fixes in the pipeline, if I've got any juice left over I might even look again at the next scene.
windu190 Posted August 31, 2015 Posted August 31, 2015 If you can read this you don't need glasses. Anyway. Fixes in the pipeline, if I've got any juice left over I might even look again at the next scene. Maybe instead of another complex and lengty scene, maybe try to get to the race part as fast as possible. Not that I don't like your scenes, they are amazing, but iirc they take a lot of time and effort to make, and considering you don't have much 'juice' left as it is, you may wanna cut down on the complexity of the mod. Otherwise we may never get to the actual racing part of the mod, which is what the whole mod is leading up to (I think). as for the racing part itself, maybe it's better to not do anything too elaborate there either. While I'd love an extensive racing system with all the bells and whistles, You'll probably burn yourself out before you get to finish it. I'd rather get to play something simpel yet fun, than forever wait in vain on something amazing. Just my 2 cents
Guest Posted September 1, 2015 Posted September 1, 2015 If you can read this you don't need glasses. Anyway. Fixes in the pipeline, if I've got any juice left over I might even look again at the next scene. Maybe instead of another complex and lengty scene, maybe try to get to the race part as fast as possible. Not that I don't like your scenes, they are amazing, but iirc they take a lot of time and effort to make, and considering you don't have much 'juice' left as it is, you may wanna cut down on the complexity of the mod. Otherwise we may never get to the actual racing part of the mod, which is what the whole mod is leading up to (I think). as for the racing part itself, maybe it's better to not do anything too elaborate there either. While I'd love an extensive racing system with all the bells and whistles, You'll probably burn yourself out before you get to finish it. I'd rather get to play something simpel yet fun, than forever wait in vain on something amazing. Just my 2 cents Agreed,
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