nyaalich Posted March 13, 2014 Posted March 13, 2014 Is there a particular script that I should be looking at? Depends on what you want to know. The main script is SexoutNGEffectBaseScriptF. It's staged and runs from the bottom up (the first stage to run is the last one in the script). Knowing the script to look at means fewer questions for you/everyone else. ; )
nyaalich Posted March 14, 2014 Posted March 14, 2014 Threesomes: How can a mod tell where ActorA is penetrating versus where ActorC is penetrating? Are the FormList call-backs for both Oral and Anal (etc.,) made?
DoctaSax Posted March 14, 2014 Posted March 14, 2014 Threesomes: How can a mod tell where ActorA is penetrating versus where ActorC is penetrating? Are the FormList call-backs for both Oral and Anal (etc.,) made? You can't, other than knowing the specific anim. Spunk looks that stuff up in its arrays and parks the data to figure out whose cum goes where as NX vars on the actor.
nyaalich Posted March 14, 2014 Posted March 14, 2014 Threesomes: How can a mod tell where ActorA is penetrating versus where ActorC is penetrating? Are the FormList call-backs for both Oral and Anal (etc.,) made? You can't, other than knowing the specific anim. Spunk looks that stuff up in its arrays and parks the data to figure out whose cum goes where as NX vars on the actor. When you say the specific anim, you mean the specific kf file, right? Does Spunk actually know who is fucking what, or is it a matter of directing the projectile and keeping track of where it hits? This is me trying to understand how much detail I'll be able to add to threesomes in Sexout Erotica (NPC's cock is in your mouth vs. there is a cock in your mouth).
prideslayer Posted March 14, 2014 Posted March 14, 2014 Well there actually is sort of a 'formula' to it that can work for this, but it'll somewhat skew the results, so we should settle on a system (or add some more NX vars..) If Vaginal is set but not Anal, it's a double-vaginal. Same for Anal without Vaginal. If both are set, then ActorA 'should' be the one doing Vaginal, and C the one doing Anal. Of course if ActorB is male and doesn't have a hefemale effect, it can only be Anal. If ActorB is a female and has a shemale effect, same thing. We should probably just agree on a better system for this -- and sensible defaults since existing callers aren't going to be setting the new stuff.
nyaalich Posted March 14, 2014 Posted March 14, 2014 All I have to say: Sounds crowded. By the time that has been sorted out, maybe I'll be ready to start work on threesomes. EDIT: Is there a way to know if a hefemale or shemale is involved in an act? I thought that I remembered that a shemale actually equips a strap-on, but that was another thread in another time.
prideslayer Posted March 14, 2014 Posted March 14, 2014 All I have to say: Sounds crowded. By the time that has been sorted out, maybe I'll be ready to start work on threesomes. EDIT: Is there a way to know if a hefemale or shemale is involved in an act? I thought that I remembered that a shemale actually equips a strap-on, but that was another thread in another time. There are sexout effects for both of them. If that effect is present on an involved actor, then such an actor is involved. Strapons add the effect to the wearer, that's how sexouts random anim picker knows to treat them as the 'correct' gender.
nyaalich Posted March 14, 2014 Posted March 14, 2014 I guess my question is: They use the regular anims as opposed to the toy anims though, right? EDIT: FWIW, the sutra doesn't have toys in it, so that's part of the reason why I can't answer my own question out of game.
t3589 Posted March 14, 2014 Posted March 14, 2014 This discussion reminds me. A while back I tried to stage a scene where I was trying to use the strap-on/dildo in combination with the undress. Something like: - set actor to don't undress. - equip strap-on. - start sex. The goal was to use the strap-on as a fake member to simulate a male NPC unzipping and only taking out his batch for a BJ, without undressing. But I couldn't get it to work without one or the other (don't undress/equip fake member) overriding one another. Is this possible? If I just tell them to equip, I can get it to show thru their clothes, but when sex is tossed into the mix it all goes to pot.
prideslayer Posted March 14, 2014 Posted March 14, 2014 I guess my question is: They use the regular anims as opposed to the toy anims though, right? Yes. The toy animations are only chosen by the random picker for female on female where neither is a shemale. This discussion reminds me. A while back I tried to stage a scene where I was trying to use the strap-on/dildo in combination with the undress. Something like: - set actor to don't undress. - equip strap-on. - start sex. The goal was to use the strap-on as a fake member to simulate a male NPC unzipping and only taking out his batch for a BJ, without undressing. But I couldn't get it to work without one or the other (don't undress/equip fake member) overriding one another. Is this possible? If I just tell them to equip, I can get it to show thru their clothes, but when sex is tossed into the mix it all goes to pot. The don't undress flag is broken in release. It should be working in the SexoutNG beta.
nyaalich Posted March 14, 2014 Posted March 14, 2014 Any ideas on how to better manage an NPC's distance? That is: keep them within a certain radius of you, say 512-532. With Confidence 4 and Aggression 0 and "Helps Friends and Allies", she is crouching defensively without fleeing far away, but she does so right at my heels. I've tried making a FleeNotCombat package w/ the minimum distance being 256, and sometimes she stays at a decent distance, but other times, she runs for Goodsprings. Selfish bump. Way for me to be "that guy." In my searches, people are mostly bitching about mod NPCs not running far enough away. In fairness, Halstrom warned me before I started making a healer companion that combat is a bitch to manage.
DoctaSax Posted March 14, 2014 Posted March 14, 2014 When you say the specific anim, you mean the specific kf file, right? Does Spunk actually know who is fucking what, or is it a matter of directing the projectile and keeping track of where it hits? This is me trying to understand how much detail I'll be able to add to threesomes in Sexout Erotica (NPC's cock is in your mouth vs. there is a cock in your mouth). Yeah, most of the time the anal/vag/oral tokens/vars and the A/B standards work just fine but because there are always some trickier anim combos (threesomes, some ZAZ stuff) I went ahead and decided in favor of lists of everything. Spunk keeps track of everything it can/needs to for the purpose of creating & placing cum - identity/species/race/gender as well as role in the act of everyone involved, set as nx vars on everyone involved. For a threesome, it takes both the isvag/isanal/isoral stuff (dual vag, vag-anal DP) and finetunes that with a predefined 'role' string for A and/or C based on the look of the anim, resulting in EVFl vars like "Spunk:Act:AssFucker", "Spunk:Act:Fucked", "Spunk:Act:Sucker" etc. Figuring out whose cock it is should be possible with EVFo "Spunk:Act:ActorA" (or C) & checking that ref with EVFl "Spunk:Act:Sucked". There are other vars like "Spunk:Act:CumTgtActor" that are also handy. I'm sure I list a bunch of 'em in the readme.
Odessa Posted March 14, 2014 Posted March 14, 2014 Well there actually is sort of a 'formula' to it that can work for this, but it'll somewhat skew the results, so we should settle on a system (or add some more NX vars..) If Vaginal is set but not Anal, it's a double-vaginal. Same for Anal without Vaginal. Is that even possible? ...GIYF... I guess so, I better update Wear and Tear. I think it would be easier for me to run a script on sex start then sex end, more NX vars would be very useful for me then for finding the type. At the moment W+T doesn't pick up second partners, it seemed like the form lists were confused by threesomes, or probably it is me that is confused reading them. Also, if a sex call is made with type set to oral but it plays a vaginal/anal animation for whatever reason, it is still counted as oral by sexout. I believe this confuses pregnancy as well a W+T. Perhaps a check could be added to change the type if invalid?
nyaalich Posted March 14, 2014 Posted March 14, 2014 I don't know if two of the (provide that it's not both in the same orifice) notify CB formlists are triggered when a threesome commences. Is this the case? Also, I DOUBT it, but how safe it is to assume that Actor C isn't used unless it's a threesome?
DoctaSax Posted March 14, 2014 Posted March 14, 2014 I'm thinking, this sexout-related stuff should probably in the SO API thread. (ActorC in non-3somes: depends if the calling mod is following the rules about when to use ActorA/B/C, if not they oughta be tarred & feathered and driven out of town.)
nyaalich Posted March 14, 2014 Posted March 14, 2014 Fleeing Distance Update: I got her to stay near but not too near by using an Ambush package on the player (if they're a friend or ally, they won't actually attack), Wait Loc 512, Ambush Loc 0, Ambush Target = Player (player is also the reference for the location for the previous two fields). Now to figure out what I broke in the useweapon package while trying to get this to work.
Nessa Posted March 15, 2014 Posted March 15, 2014 One shouldn't wake up in the middle of the night and try to code either. I need to start a list of when NOT to play with code... AHEM... Has anyone figured out a reliable way to use screen fade-out and fade-in that... works long enough to do something? The idea is to fade to black for the player, get the NPC's (or even PC) out of their animation, and put them in a new animation, then fade back in. I can of course get fade in/out working but nothing that lasts long enough. It's always fading in at an inopportune moment. I'm starting think there's no good way except via codebox. Or that's just me being stupid and trying to solve this when I should be asleep!!
DoctaSax Posted March 15, 2014 Posted March 15, 2014 Fades are just imagespacemodifiers, so you copy or make some that last the length of time you want it to, and imod/rimod in a staged/timed spell script. Here's something from SOFO that works with a fadeouttoblack imod, a "stay black" imod, and fadeinfromblack imod: scn SOFOFTBandMoveScpt float fTimer float fFatigue int iStage Begin ScriptEffectStart set fTimer to 0 set iStage to 1 set SOFOTraumaQst.iBusy to 1 DebugPrint "SOFO: Passing Out: Spell script started" return End Begin ScriptEffectUpdate set fTimer to (fTimer + ScriptEffectElapsedSeconds) set fFatigue to GetAV Fatigue + 10 if iStage == 1 if MenuMode return else disableplayercontrols 1 1 1 0 0 1 1 imod SOFOISPassingOut set SexoutFleshedOutQst.rCurrentISFX to SOFOISPassingOut set iStage to 2 set fTimer to 0 endif elseif iStage == 2 DamageAV Fatigue fFatigue if fTimer > 3 if IsImageSpaceActive FadeToBlack4sISFX != 1 DebugPrint "SOFO: Passing Out: FTB" imod FadeToBlack4sISFX endif if GetAV Fatigue <= 0 && fTimer > 6 set iStage to 3 endif endif elseif iStage == 3 DamageAV Fatigue fFatigue set SexoutFleshedOutQst.rCurrentISFX to SOFOISBlack imod SOFOISBlack rimod FadeToBlack4sISFX rimod SOFOISPassingOut dispel SOFOAutoDrinkActorEffect set SexoutFleshedOutQst.rCurrentISGeneral to 0 rimod SOFOISDrinking player.moveto SOFODocMitchellGuestBedRef DocMitchellRef.moveto GSDocMitchellBesideMarker DocMitchellRef.addscriptpackage SexoutDoNothing if VCG01PlayerStartMarkerREF.GetDistance player < 100 set iStage to 4 set fTimer to 0 endif elseif iStage == 4 DamageAV Fatigue fFatigue if fTimer > 10 imod FadeInFromBlack4sISFX set SexoutFleshedOutQst.rCurrentISFX to 0 rimod SOFOISBlack enableplayercontrols set iStage to 5 endif elseif iStage == 5 if fTimer > 14 && IsImageSpaceActive FadeInFromBlack4sISFX rimod FadeInFromBlack4sISFX endif if GetAV Fatigue > 0 set fTimer to 0 set iStage to 6 endif elseif iStage == 6 if fTimer > 3 DocMitchellRef.startconversation player, SOFOTherapy2Drinking2CB set iStage to 0 dispel SOFOFTBandMoveAE endif endif End
nyaalich Posted March 15, 2014 Posted March 15, 2014 Way to clutter up the thread more, but... I just wanted to apologize for being a (somewhat) whiny bitch yesterday. I wasn't certain if my original post on flee distance had been seen, and whether or not you are all-knowing, it seems that way to me. So if you guys didn't know, then it probably couldn't be done. I was thinking that I'd have to abandon the project since her backstory is tied in to why she wants to remain a pacifist during combat, and that's an absolute ton of planning and work gone.
t3589 Posted March 15, 2014 Posted March 15, 2014 So if you guys didn't know, then it probably couldn't be done. I was thinking that I'd have to abandon the project since her backstory is tied in to why she wants to remain a pacifist during combat, and that's an absolute ton of planning and work gone. I didn't respond because I didn't understand what you were trying to accomplish. I do remember there being a lot of problems with fleeing. When you want them to run away, they just cower in a corner. When you just want them to cower, they run away. That sort of thing. I wasn't trying to get an NPC to stay nearby, but I solved my flee problem by simulating it. ie. using scripts and packages other than flee to simulate what the flee package is supposed to do, but doesn't seem to want to. This thread may or may not be insightful.
nyaalich Posted March 15, 2014 Posted March 15, 2014 @T!: Heh. I actually found that thread, but it generated some more questions for me and the thread is locked and archived. In a lot of threads, it seems like people disappear without saying what actually ended up working. Eh. Fuss fuss fuss.
Guest Posted March 17, 2014 Posted March 17, 2014 Hello. I wanted Some help on adding to a script that already exist in the Base game of Fallout 3. The script is for adding Nuka-Cola to Vending Machine to make it Ice-Cold Nuka-Cola and wanted help on making it so i can add 2 drinks to the machine , say this item was Purifier water... could someone possibly help me with this? Before you post on were i can find it out ,i already know but cant get it to work. so Direct help would be nice. I give Credit to you if i use it in my mod if you would like. and a direct link to the mod will be sent if you would also like.
Guest Posted March 17, 2014 Posted March 17, 2014 Before you post on were i can find it out ,i already know but cant get it to work. Maybe if you want you could post the script here and people could take a look to see what's the problem
nyaalich Posted March 17, 2014 Posted March 17, 2014 If you're looking to get help with something, generally it's best to 1) state what you're trying to do, 2) what it is or is not doing instead of what you're expecting/wanting it to do, and 3) post the script that you're working with underneath a spoiler tag/button.
Guest Posted March 17, 2014 Posted March 17, 2014 I apologize i had little sleep and was a bit tired with not finding a good answer to my solution. so i want to make this script to allow you to add Nuka-Cola and Purified Water to the vending machine and change them into ice cold versions. Note this is the more complex script i tried doing so yeah. when i tried to save the new script it said error on line 44 or 32 or some random line each time so i got it to a point were it was all fixed and couldn't find an error so i have no idea what was wrong with it. so here is the normal script. the modified one wasn't saved because i had accidentally pressed a button and the G.E.C.K. Crashed. so i hope this is fine. scn HD01NukaVendingMachineScript;This script is designed to handle the Nuka-Cola Machine that the Player buys for his house;The Player can add Nuka-Colas to the machine and have them changed to Ice-Cold Nuka-Colas;He can then dispense them as he wants to take some or drink themshort Buttonshort NukasOnMeshort GoNukabegin OnActivateif ( IsActionRef Player == 1 )if ( Player.GetItemCount NukaCola >= 1 )ShowMessage HD00NukaMachineWithset GoNuka to 2elseif ( Player.GetItemCount NukaCola < 1 )ShowMessage HD00NukaMachineWithoutset GoNuka to 1endifendifendbegin gamemodeset Button to GetButtonPressedif ( Button == 0 ) && ( GoNuka >= 1 )Activateset GoNuka to 0elseif ( Button == 1 ) && ( GoNuka == 2 )set NukasOnMe to ( Player.GetItemCount NukaCola )Player.RemoveItem NukaCola NukasOnMeHD01NukaMachineRef.AddItem MS05IceNukaCola NukasOnMeset NukasOnMe to 0set GoNuka to 0elseif ( Button == 1 ) && ( GoNuka == 1 );Do Nothingset GoNuka to 0elseif ( Button == 2 ) && ( GoNuka == 2 );Do Nothingset GoNuka to 0endifend the item id for water is[ IceWater ]
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now