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Advanced help please controlling Sexlab animations


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Posted

I have several complex scenes in a new addition to my Sex Slaves mod.  The problem for me is that after the sexlab animation is completed, the player pops up (probably using debug.SendAnimationEvent(xxx, "IdleForceDefaultState")) before I get control back in a callback.  The typical code for me looks like:

 

    RegisterForModEvent("AnimationEnd_SexFinished", "SexFinished")
    ;SlaveTraineeTemp.forceRefTo(victim)
    int id = SexLab.StartSex(sexActors, anims, allowBed=false, hook="SexFinished")

 

event SexFinished(...)

   ....

   victim.playIdle(MiaKneeling)

endEvent
 

In the above case, the npc starts in a kneel position, does a sexlab animation in a kneeling position, and then I force them back into a kneeling position when the callback happens.

 

The problem is that the npc pops up into a standing position before going back to the kneel and it takes away from the realism.

 

Is there a simple way I can tell Sexlab to not to the IdleForceDefaultState before returning control to me?  What I would like most is for the npc to hold the last animation.

 

I expect I can achieve this by registering for a callback for each phase, but I am hoping to avoid the pain of experimenting with that.

 

If someone could point me to the sexlab code that executes the animations chain, I can propably figure it out for myself.

Posted

Not possible with current versions. The IdleForceDefault is strictly enforced at the end of scenes to ensure actors are reset and not walking around stuck in an infinite loop. 

 

I'll consider adding a "SetActorExitIdle(Actor, Idle)" in future versions however, so exit scenes can be better controlled (and the responsibility of properly resetting those actors passed onto the mod overriding it.)

Posted

Thank you so much.  If it would be simpler, just providing a flag or something to not do the IdleForceDefault, you could then leave it to the mod authors to make sure it happens.

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