nyaalich Posted April 1, 2014 Posted April 1, 2014 asd;laksjd;lfkasjd;lfksdhl? if (2 == iDoOnce) Set fTimer to fTimer + ScriptEffectElapsedSeconds if (5 <= fTimer) if ((0 == iResetNPC1) && (IsReference rXMarkerStartCell)) rActor.MoveTo rXMarkerStartCell set iResetNPC1 to 1 elseif (1 == iResetNPC1) rXMarkerStartCell.disable rXMarkerStartCell.MarkForDelete Set iResetNPC1 to 2 elseif (2 == iResetNPC1) Set SexoutBangMain.rPartner to 0 Set SexoutBangMain.iHad3some to 0 Set SexoutBangMain.rXMarker to 0 Dispel SexoutBangResetMainQuestVarsSPELL Set iDoOnce to 3 endif endif endif
Odessa Posted April 1, 2014 Posted April 1, 2014 What happens if you shove a bunch of debugprints into it, to find out where and how often its running? 'if 5 <= fTimer' instead of 'if fTimer >= 5' and a variable named 'iDoOnce' with 4 possible values seems a little obscure to understand to me.. but its your code
nyaalich Posted April 1, 2014 Posted April 1, 2014 iDoOnce x 50 = Being afraid that all things won't get executed in one run. The top one is definitely needed to avoid unnecessary processing in the event of 2 partner sex and non-existent things to delete. # <= Var is me trying to stay in the habit of value == variable to avoid variable = number in conditions. The timer check needs to happen because otherwise, hilarious results after sex (naked flailing in the sky guy).
prideslayer Posted April 1, 2014 Posted April 1, 2014 What happens if you shove a bunch of debugprints into it, to find out where and how often its running? 'if 5 <= fTimer' instead of 'if fTimer >= 5' and a variable named 'iDoOnce' with 4 possible values seems a little obscure to understand to me.. but its your code This is good practice for other languages, and GECK too now that there are the expressions. if foo == 5 leads to typos like if foo = 5 which is always true and not what you want. An "if 5 = foo" typo will blow up instead.
Nessa Posted April 6, 2014 Posted April 6, 2014 Two quick (hopefully) simple questions. First, is there a way to keep an NPC wearing a helmet during a Sexout anim? The "bDontUndress" option stops everything. I could try making the helmet not playable but I'd prefer the helmet to be removable. (Yeah, probably making things just too complex here!!) Secondly... are there any plans on incorporating Amra72's new animations into standard Sexout? I'm asking this because Amra's got some interesting kissing animations that I'd love to make use of. (I'm thinking in plot terms. Other animations would make less sense.)
Odessa Posted April 6, 2014 Posted April 6, 2014 @Nessa: bDontUndress via NX is broken in sexout '82, it will work with the old method (you have to use all old or all new calls). It is fixed in '83, the current beta. You can check the sexout version quest var if you want compatibility with both. '83 seems stable to me and also has D_Manx's new anims in it too, which are nice and have a unique style. I would ask Prideslayer when its going to become stable, but I know he's very busy, so I won't . It doesn't have Amra72's, which I'm really hoping get added too, I don't know if there's plans.
jaam Posted April 6, 2014 Posted April 6, 2014 You should add your hat to the SexoutNGSafeClothesF (or M) list. It won't be removed after that.
Guest Posted April 6, 2014 Posted April 6, 2014 I found an interesting thing about references disappearing in GECK for more than a person (here http://forums.bethsoft.com/topic/1160217-forgetful-geck-npc-placing-issue/ and also on Nexus). What I understood is that happens when they duplicate certain NV objects to create new ones, the ID automatically assigned is wrong. After reloading the esp, PU would notify the object can't be found, so after another save these items will go lost. It's the same thing that happens because of misplaced IDs among different language versions, when I give my esp which contains IDs only in my language version to someone with a different language version: when he opens it he will be notified my IDs are different so if he saves he erases them. Now these people were duplicating NV new objects like casino chips and weapon mods. I duplicated a ton of items but I admit I never duplicated those. These posts are from 2011, not sure if it can still happen, anyway I just wanted to notify that.
Nessa Posted April 7, 2014 Posted April 7, 2014 Odessa:@Nessa: bDontUndress via NX is broken in sexout '82, it will work with the old method (you have to use all old or all new calls). It is fixed in '83, the current beta. You can check the sexout version quest var if you want compatibility with both. '83 seems stable to me and also has D_Manx's new anims in it too, which are nice and have a unique style. I would ask Prideslayer when its going to become stable, but I know he's very busy, so I won't . It doesn't have Amra72's, which I'm really hoping get added too, I don't know if there's plans. THAT is why I can't get portions of the new syntax to work!!! I was trying desperately to update all my sexout scripts to use the new syntax and couldn't figure out why 1/3 of the time they fail. I ended up just sticking with the original syntax for some of the scripts. Thanks for the info about the anims as well! I'll update to the latest beta to see what's included! I'd like very much to have Amra's kissing anims for another mod (unrelated to my current mess). As always I have to be careful with feature creep. Otherwise I'm forever adding new things before it ever gets released! jamm:You should add your hat to the SexoutNGSafeClothesF (or M) list. It won't be removed after that. Oh right, those formlist things. Didn't think of that. Though at the moment I'm too tired to even consider how that's possible. (Well maybe not, inject the helmet into the formlist in a script most likely.) Likely I'll just give up and let him take his helmet off! Not worth the hassle. Incidentally, does anyone else have the GECK occasionally not load vanilla cells? For instance, if I try to load up certain Vault22 cells, sometimes only half the objects in the cell seem to show up in the window. I never have trouble with non-vanilla cells or worldspaces. I'm wondering if it's some setting in the ini I've missed.
Guest Posted April 7, 2014 Posted April 7, 2014 Incidentally, does anyone else have the GECK occasionally not load vanilla cells? For instance, if I try to load up certain Vault22 cells, sometimes only half the objects in the cell seem to show up in the window. I never have trouble with non-vanilla cells or worldspaces. I'm wondering if it's some setting in the ini I've missed. It is because multibound should hide it on vanilla cells. There's a modify on the geckcustom.ini, if i remember well busemultibounds must be setted to 0
Nessa Posted April 7, 2014 Posted April 7, 2014 It is because multibound should hide it on vanilla cells. There's a modify on the geckcustom.ini, if i remember well busemultibounds must be setted to 0 What the heck is a multibound? However, just tried as you suggested annnnd... Vault22 cells are all loading perfectly. GRAZIE!
Guest Posted April 7, 2014 Posted April 7, 2014 the bounds are... like boxes. They usually are used to separate what you will render in game and what you won't, they are used to optimize an interior cell and very useful when the cell is big and heavy cluttered, so that the game doesn't render a room if you are for example on the opposite of the cell and you couldn't see it.
nyaalich Posted April 7, 2014 Posted April 7, 2014 1) I'm trying to wrap my mind around scanners. GetFirstRef and GetNextRef don't put the refs into an accessible formlist, right? If I want to process them at my leisure/keep them on hand while the NPC is in the cell, I need to copy them to my own form list, yes? I've looked at A.J.'s scanner for Nina and T!'s example non-SO scanner script in this thread. I'm confused where the count comes in unless all references are piled into a formlist. The point is to get her to look for 3 different plants. If she sees one, she picks it (or at least performs the animation to look like she's picking it depending on her setting). 43 is the NVSE code for flora, and I'm assuming that broc flower, cave fungus, and xander root all fall within that category. 2) Any advice in creating an MCM menu for a beginner? I've got the tut doc, and I can obviously look at how other mods have their MCM configured.
t3589 Posted April 7, 2014 Posted April 7, 2014 I don't have anything helpful atm, but I have to say that's a really neat idea. Picking flowers, very fancy.
nyaalich Posted April 7, 2014 Posted April 7, 2014 More practical than neat character thing, I guess. It's for making stimpaks/hydra, although there are maybe 4 bits of cage fungus in the game and they don't have activators on them. WTF?
prideslayer Posted April 7, 2014 Posted April 7, 2014 @Nessa: bDontUndress via NX is broken in sexout '82, it will work with the old method (you have to use all old or all new calls). It is fixed in '83, the current beta. You can check the sexout version quest var if you want compatibility with both. '83 seems stable to me and also has D_Manx's new anims in it too, which are nice and have a unique style. I would ask Prideslayer when its going to become stable, but I know he's very busy, so I won't . It doesn't have Amra72's, which I'm really hoping get added too, I don't know if there's plans. The beta is basically good to go. The only reason it hasn't been promoted to release yet is because, I think, some of DMan's animations that are included are broken. When LL lost some of the download files, that included some he had put up for me, and apparently he does not have copies of them either. I think I was waiting to see if he could recreate them or not, or if he also lost the .blend files, or what. Right now I have no intention of including Amra72's animations in sexout. Initially I did but unfortunately there are a few things preventing that from happening right now. - Some of the replacements are different positions, e.g. a missionary replaced with a doggystyle. I don't remember which animation(s) or position(s) that were changed. These need renumbered to replace other animations that are the same position, or just added as new ones. - The penis issues are unresolved. The penis is in a different position in Amra's bodysuits vs. the official breezes/roberts models. The penis also does not properly 'reset' after one of those animations plays, which puts it in the wrong place when an animation that does not use the penis bone (all of them in sexout) runs after it. - The bodysuits. One of these is needed, to add penis animation to breeze's. I think there are two because of that penis-moving issues above, but I don't know. Unfortunately fixing those last two means that, for me to include amra's animations, one of two things has to happen: Either Amra has to recreate every other animation in sexout so the penis issue is gone (this includes DMan's), or he has to recreate all of his own animations with the official meshes. I don't expect either of these to happen, ever. :/
t3589 Posted April 7, 2014 Posted April 7, 2014 More practical than neat character thing, I guess. It's for making stimpaks/hydra, although there are maybe 4 bits of cage fungus in the game and they don't have activators on them. WTF? Well it's a great idea for something to do on walks. lol
nyaalich Posted April 7, 2014 Posted April 7, 2014 Great until you get sick of waiting on her, I'd imagine. ; )
DoctaSax Posted April 7, 2014 Posted April 7, 2014 The beta is basically good to go. The only reason it hasn't been promoted to release yet is because, I think, some of DMan's animations that are included are broken. When LL lost some of the download files, that included some he had put up for me, and apparently he does not have copies of them either. I think I was waiting to see if he could recreate them or not, or if he also lost the .blend files, or what. Right now I have no intention of including Amra72's animations in sexout. Initially I did but unfortunately there are a few things preventing that from happening right now. - Some of the replacements are different positions, e.g. a missionary replaced with a doggystyle. I don't remember which animation(s) or position(s) that were changed. These need renumbered to replace other animations that are the same position, or just added as new ones. - The penis issues are unresolved. The penis is in a different position in Amra's bodysuits vs. the official breezes/roberts models. The penis also does not properly 'reset' after one of those animations plays, which puts it in the wrong place when an animation that does not use the penis bone (all of them in sexout) runs after it. - The bodysuits. One of these is needed, to add penis animation to breeze's. I think there are two because of that penis-moving issues above, but I don't know. Unfortunately fixing those last two means that, for me to include amra's animations, one of two things has to happen: Either Amra has to recreate every other animation in sexout so the penis issue is gone (this includes DMan's), or he has to recreate all of his own animations with the official meshes. I don't expect either of these to happen, ever. :/ I'd like to think that by the time I actually get round to playing again I can see some different anims by default than the ones I've seen a thousand times over. Seems to me that rather than expecting either all current or all new anims to be remade according to different bodies/penises, you can switch out the bodies/penises when a relevant anim is detected to be in an array or some such?
Guest Posted April 7, 2014 Posted April 7, 2014 1) I'm trying to wrap my mind around scanners. GetFirstRef and GetNextRef don't put the refs into an accessible formlist, right? If I want to process them at my leisure/keep them on hand while the NPC is in the cell, I need to copy them to my own form list, yes? I've looked at A.J.'s scanner for Nina and T!'s example non-SO scanner script in this thread. I'm confused where the count comes in unless all references are piled into a formlist. Sorry if I misunderstood your 1) point. Nina's scanner for pee is quite simple, since it checks every x minutes I don't really need to pile them on my own list, all I do is checking if the target is actually good to pee, comparing the result with my own list of trees. Since in NV they're mainly Statics and not SpeedTrees, I check for Statics in the scanner. For the same reason, I don't think you should use flora, I more think you should check for activators.
nyaalich Posted April 7, 2014 Posted April 7, 2014 Actually, I don't think that I can copy them to a formlist since the functions you can perform on form lists returns a base id instead of a ref id. So I'd have to rerun it after she's completed her "get plant" package. Unless I'm missing something?
Guest Posted April 7, 2014 Posted April 7, 2014 IsInList: Checks if the calling reference's base object is contained in the specified FormList. Nina's checking tree to pee: if aaPDogScannerTree.IsInList aaPTreeForm ------ You can always gbo if you'll need somewhere
prideslayer Posted April 7, 2014 Posted April 7, 2014 I'd like to think that by the time I actually get round to playing again I can see some different anims by default than the ones I've seen a thousand times over. Seems to me that rather than expecting either all current or all new anims to be remade according to different bodies/penises, you can switch out the bodies/penises when a relevant anim is detected to be in an array or some such? The first problem is that because Amra changed the penis size/position in the meshes, if I don't use his meshes, none of the animations will be properly aligned. That's something we're accustomed to fixing obviously, but I'd rather not, given the choice. :/ If I do use his meshes, then every other sexout animation becomes misaligned. The bigger problem is that the animation does not reset the penis bone to it's default orientation and scale after the animation is done. What this means is that after one of amra's animations plays, if the penis was scaled or moved, it remains in its final state when the next animation starts. If *that* animation does not use the penis bone (and none of them in vanilla sexout do, because only roberts has it -- breeze's doesn't), then it is going to be in some random state for every subsequent animation until another Amra animation runs again. We've played with adding the penis to the reset animation but I am not sure if it's working. If the penis reset can be fixed, then all we should need to do is come up with alignment offsets for all the animations, using the standard roberts body as a starting point. Then, the breeze's mesh needs the penis weight painted to the skeleton so it will animate as well. It might be possible to do some checking to see if the animation playing is one of Amra's or not and if so equip a bodysuit using his meshes if so, but I'm so against that in principal that someone else will have to do the work. I'll include it if it tests out ok, but I really don't like it, and only foresee it causing more problems down the road with undressing, bodysuits, etc.
Nessa Posted April 7, 2014 Posted April 7, 2014 The beta is basically good to go. The only reason it hasn't been promoted to release yet is because, I think, some of DMan's animations that are included are broken. When LL lost some of the download files, that included some he had put up for me, and apparently he does not have copies of them either. I think I was waiting to see if he could recreate them or not, or if he also lost the .blend files, or what. Right now I have no intention of including Amra72's animations in sexout. Initially I did but unfortunately there are a few things preventing that from happening right now. - Some of the replacements are different positions, e.g. a missionary replaced with a doggystyle. I don't remember which animation(s) or position(s) that were changed. These need renumbered to replace other animations that are the same position, or just added as new ones. - The penis issues are unresolved. The penis is in a different position in Amra's bodysuits vs. the official breezes/roberts models. The penis also does not properly 'reset' after one of those animations plays, which puts it in the wrong place when an animation that does not use the penis bone (all of them in sexout) runs after it. - The bodysuits. One of these is needed, to add penis animation to breeze's. I think there are two because of that penis-moving issues above, but I don't know. Unfortunately fixing those last two means that, for me to include amra's animations, one of two things has to happen: Either Amra has to recreate every other animation in sexout so the penis issue is gone (this includes DMan's), or he has to recreate all of his own animations with the official meshes. I don't expect either of these to happen, ever. :/ Sorry to hear about the logistical issues. Since that is the case I'm in agreeance with you. That's just way too much work. I was mainly interested in the kissing animations which would be very useful from a story telling perspective. It's also rather hilarious. I mean... we have all these animations and NO KISSING!? It makes things a tad comical. You just skip kissing and go right for the bonk!? And what about kissing DURING the act? Oh well... If I go ahead with my second mod it looks like I'll just have to add in whatever kissing animation I need myself. (Which at this point realistically... probably means I won't. )
prideslayer Posted April 7, 2014 Posted April 7, 2014 I can probably pull *some* of them in, I just need to find the time to go through them and find the ones that work ok without all the erection/bodysuit/whatever stuff. The kissing ones should fit squarely in that category, but note I say *should*. Things rarely go how they should..
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