sbseed Posted March 4, 2012 Posted March 4, 2012 SResource.esm WIP release and update thread: http://www.loverslab.com/showthread.php?tid=9843&page=10 i will be using this thread as a repository for some meshes and stuff, for people who want to try and animate them etc. for skyrim sexrimresources.esm mod file(all files will be added to the update/release thread shown above, anything deemed final and ready to go will be posted there). what i finished in the past(due to computer problem lost, will work on redoing previous versions): - meshes: pic - Creature_Dovah_Male pic - Creature_Dovah_Female (anatomically correct , no nipple/boob on body) pic - Creature_Dovah_Female... Mammalized pic - Creature_Dovah_Female... Humanized - textures: - animations: Extra Information: beta version of slavers guild has been released, so go check it out: http://www.loverslab.com/showthread.php?tid=4078 dont forget the latest script extender for skyrim: http://skse.silverlock.org/
DocClox Posted March 17, 2012 Posted March 17, 2012 well' date=' i cant put em in ESM form lacking knowledge on that bit... but i can certainly try to organize as much of the content as i possibly can, which im already trying to do as best as i can on my thread. [/quote'] OK. Stop me if I'm teaching Granny how to suck eggs here. Basically the ESM is a normal ESP with a record changed in the header. We can do that with TESVSnip, I believe. For the ESP that makes the ESM, what's needed is to start the CK with no mods loaded and add the assets to the CK and then save. The first time you'll get prompted for an active file name. So SexrimResources.esp or whatever you choose. The aim will be to create an ESP that has the creature/race/item/spell/whatever records available, but not actually used anywhere. The idea is that this is something that can be used to make mods rather than being a mod in itself. So we should resist the temptation to add things into leveled lists and the like. We want modders to be able to load this without having to undo someone else's edits to the encounter lists, for instance. Which isn't to say there can't be an accompanying ESP that does add them in, of course. Just not part of the resource file. For animations, we need to either decide to use Fore's system (in which case we need to get some numbers from him) or else I'll need to get my behavior generating script into a little more usable form. The other thing the ESM should have is some way of searching for items by category. Halstrom gave us a working starting point in an earlier post. I know the sexout version used leveled lists to organise references. I'd probably favour a more scripted interface, but I don't understand leveled lists very well yet, so I may be massively missing the point. I do think we can probably make good use of keywords here. It's just a shame we can't set values on them in the CK. The other thing that springs to mind, is again based on how sexout did things. The leveled lists were held in the ESM file, but the interface was set up so that mods could add resources to those lists and have them available to other mods. So if someone creates some assets and wants them available as a resource, they don't need to ask us to add them to the base file. OK: That's a quick and probably incoherent brain dump on the subject. I'm happy to help with the scripting side of things. Conversion also, although I've got a lot of SSG infrastructure to get working before I can focus on porting assets
TheSmithsDog Posted March 17, 2012 Posted March 17, 2012 One way to convert esp->esm is to copy/rename the esp to esm, eg test.esp to test.esm, open it in the CK as the active file and save it. It's now a real esm. Don't believe me? Restart the CK and try and set the saved test.esm active, it won't as it's now a real esm.
sbseed Posted March 18, 2012 Author Posted March 18, 2012 excellent, this will make things easier all around... i cant do anything for now because my second hard drive that holds all of the information that i need for alot of this stuff decided to have the header go bad. so know i have to figure out how im going to come up with the money to recover and repair the hard drive. on a brighter note excellent information... i also dont want to force any of the resources or lists that we create to be used by others, what i would like tho is to put as much stuff in there as we can without making other mods completely un-feasible. having behavioral and AI scripting in the sexrim.esm (or sexrimrecourses.esp or whatever) is a good idea, we should also have the anims/dialogs/stuff from oblivion in there as well. we could probably put the monster meshes and textures in there from skyrim as well... we could also have the pregnancy resources in there as well, something similar to what was done with sexoutpregnancy... except this time we can create a body/armor slot for the pregnancy meshes, the hard part with that is going to be the texturing transitioning from the preg meshes onto the normal body meshes. might have to create some kind of mod manager installer for the esm/esp... might need to get some permissions on nude mod usage, but it would save headaches later on because the nudity stuff will already be included, plus it will allow us to do whatever we want in regards to pregnancy/rape/sex/bestiality/etc. @thesmithsdog: thanks for the tidbit, unfortunetly i cant currently use the CK. however if we can get all of the resources for an initial release of sexrim (and you want to help out) you can put everything together into a nice little esm/esp thanks doc... scripting is definetly something im no good at with the GameBryo engines (at least).
sbseed Posted March 18, 2012 Author Posted March 18, 2012 leveled lists might be for armor/weapons/etc. that are supposed to become stronger with the characters level?!... i have no idea about that one. find out soon enough tho.
Stormsone Posted March 18, 2012 Posted March 18, 2012 One way to convert esp->esm is to copy/rename the esp to esm' date=' eg test.esp to test.esm, open it in the CK as the active file and save it. It's now a real esm. Don't believe me? Restart the CK and try and set the saved test.esm active, it won't as it's now a real esm. [/quote'] Hmm interesting but I think the best way is just with wyrebash.Copy to esm and then can set it as an esp's master with wyrebash too.You can add/remove masters for esp and quickly turn an esp into esm and back with wyrebash. Snip is pretty usefull for merging esps because you can just drag one thing you want into a second esp and then save it.
sbseed Posted March 18, 2012 Author Posted March 18, 2012 excellent information stormsone... i knew some of the previous mod managers could create mods specific to the mod manager, but this will make things much easier when time comes to get everything together in a file etc.
TheSmithsDog Posted March 18, 2012 Posted March 18, 2012 One way to convert esp->esm is to copy/rename the esp to esm' date=' eg test.esp to test.esm, open it in the CK as the active file and save it. It's now a real esm. Don't believe me? Restart the CK and try and set the saved test.esm active, it won't as it's now a real esm. [/quote'] Hmm interesting but I think the best way is just with wyrebash.Copy to esm and then can set it as an esp's master with wyrebash too.You can add/remove masters for esp and quickly turn an esp into esm and back with wyrebash. Snip is pretty usefull for merging esps because you can just drag one thing you want into a second esp and then save it. Sounds good, I really liked FNVEdit. Unfortunately for me there's a lot of tools you Windows users get to use that just won't work in Wine. Anything that requires dotnet>2 and skyedit come to mind. I can use the CK but can't compile scripts so compile them on my son's pc. I gotta make do and everyone has the CK;) I'll go take a look at wryebash.
sbseed Posted March 19, 2012 Author Posted March 19, 2012 i cant even try using wryebash because my d drive were i keep all the important stuff has crapped out... now i have to find a way to fix the damn headers on the thing and still keep the information on it -.-
sbseed Posted March 20, 2012 Author Posted March 20, 2012 from sexrim poster dumit: Models Attractive women - check nude males - check creature sex organs - wip [i think] semen - check female fluids - none I have seen Animations sex animations with man and woman - checkish [animated prostitution] sex animation with man and man - not that I have seen sex animation with woman on woman - checkish fisting only [animated prostitution] kissing - I think check fondling - I think check masturbation - check framework [core] Animation synchronization between 2 or more - needed Animation manipulation - needed sex tracking system - needed sex encounter system - needed sex in combat handling - needed sexual manipulation during sex - needed [optional] facial expressions - optional reaction to sex - optional animal sex system - optional subdue system for rape - optional escape from rape - optional meter and on screen controls - optional sexual desire [like pk extender] - optional sexual Interactivity [lovers rituals] - optional but should be a priority mods estrus - optional helpful things SKSE - beta SKSE documentation - I'm sure it is somewhere creation kit - released SKSE enhanced creation kit - not sure Blender plugins - seem to be out there Blender - released something akin to this will be used in the resources file/mod. deviousmarsupial: Anyway, after going back through the major plugins for Lovers and Sexout, I have a few thoughts. I've been too busy with my full time job and freelance work to look into Skyrim coding much, so I'm not sure how viable all of this is. When I get some time to learn Papyrus, I'd be happy to help out with this project. Reputation. Some of my favorite mods from the aforementioned systems were the quests where the PC was intentionally humiliated (as in Dark Lessons and Blackmail), but they had no effect on the character outside of those quests. I think it would be interesting if we could simulate a new slider, the way Fallout had morality, except with purity instead. Being seen in skimpy clothes could make you slightly more corrupt (slutty), with a more pronounced shift for nudity, whereas wearing normal clothes would cause a slight shift toward pure (prudish), with a more pronounced shift for heavier clothes. I think a feature like this could add a lot of immersion, but we'd have to engineer it carefully. I'm thinking that the slider would shift for every humanoid that sees you (each counted only once per day), but it should scale in a way that you can't get to the top of the scale just by wearing regular armor, and you can't get to the very bottom just by wearing skimpy clothes. I'd also like to see the most pronounced shifts reserved for mods, so if you're displayed naked, in stocks, in the middle of town, your purity is going to seriously drop, and if you risk your life to rescue kidnapped maidens, it jumps. More realistic rape. The mods for Oblivion and New Vegas depended mostly on global variables. The result was that, I'd be walking around and get raped by a deer or some perfectly respectable citizen, despite being a famed hero. If we were able to develop the reputation system I mentioned, that could create a more realistic environment, where certain factions might have preferences for different regions of the purity slider. If you're infamous for being a slut, even a perfectly ordinary citizen might assume that you're just asking for it, whereas a bandit probably would not care (or could even prefer the prudish type). I also think we should give more thought tho which animals would rape a humanoid; realistically, wolves are the most likely, not counting the falmer, who I'm considering humanoids for this purpose. More immersive dialog. Since the stock dialog for NPCs gets pretty repetitive anyway, it'd be nice if we gave them more options, depending on quests and the PC's reputation. I liked that the Blackmail mod for Oblivion had the guards comment on the hero being paraded around; more quests should have lasting effects like that. This is another feature that could benefit a lot from a reputation system; if you're commonly considered a slut, NPCs would be more likely to make lude comments or mention your past humiliations, whereas they'd be willing to overlook these things for a hero with a more pure reputation. Alternate death scenes. This has been mentioned, and it was executed in LoversLand, but if it were incorporated into the framework, I think we could make it a little more dynamic. We could start with one scene, for example: a prison in a bandit-controlled fort, where the PC would be held as a slave. It might be possible to escape by forging a shiv and killing a bandit who drops in to rape you, but if you die in the prison cell, you're dead. Eventually we could have alternative scenes based on falmer, dwemer, etc. and use them depending on where you're killed. If these evolved to become quests in their own right, even better. again, we will try to make everything as dynamic as possible... we might use something similar to what we will be using for pregnancy for creating penis dynamics instead of doing anims depending on what we think is the best approach to the problems... reputation will be used as much as possible, and if we can it will be from town to town and area to area; hopefully we can make it so that not everyone will think the same way about you depending on the area/ travel routes/ town(s)/ forest_glade_etc. if and when possible. if i missed something dont hesitate to tell me so i can rectify the omission etc. thanks.
sbseed Posted March 26, 2012 Author Posted March 26, 2012 people posting on the SG forum have some really good ideas, everyone wants to be involved with whatever they can contribute because they want to see it succeed pretty intensely. update on initial idea for upgrading AI and Path-Finding on just the followers... make a general game-wide upgrade to the AI behaviors overall and path-finding. specialized AI behaviors and path-finding for both slavers guild (first), theives guild, mage college, and any other guilds that may need it. extra idea to change questlines after gaining 'control' of the different guilds etc.... -possibly upgrading the guild(s) student/member capacity. -upgrading skills/abilities maybe some individuals to higher specializations -offering higher/better training etc. -as leader quests are much more appropriate to position(s) (get rid of the petty/redundant quests) slavers guild AI/Path: members move about and track on specific slaves they are attending to 'train' as well as the curator(s) 'disappearing' and 'appearing' to pick-up potential slaves from merc groups etc.... trainers/etc. move slaves from one area to another if pass on training regimen or to the seller/market stocks/cages. if become leader of the guild then make sure that quests (if any) are appropriate to the position as well as taking a percentage of total gross on sales etc. plus harem or something lol. thieves guild AI/Path: when the members that should be out on jobs, ever once in a while, get back from jobs items and are taken to the treasury (if the PC happens to see them 'return')... if the NPC has been gone/back when PC is there then items appear in treasury over time or something. similar/same for mage college.
DocClox Posted March 26, 2012 Posted March 26, 2012 update on initial idea for upgrading AI and Path-Finding on just the followers... make a general game-wide upgrade to the AI behaviors overall and path-finding. All sounds very cool I'm hoping I can get a chance to look at the behavior XML and maybe work out how to hack some new idle markers into it. I mean if there's a good place somewhere for a standing doggie shag' date=' it would be nice to have an idle marker with dummy figures so you could see it on the level design. The challenge is probably going to be paired idles, where it needs two people before it can happen. Radiant quests and scenes are probably our friends there. slavers guild AI/Path: members move about and track on specific slaves they are attending to 'train' as well as the curator(s) 'disappearing' and 'appearing' to pick-up potential slaves from merc groups etc.... trainers/etc. move slaves from one area to another if pass on training regimen or to the seller/market stocks/cages. All good stuff. I want to have a way to tag guild slaves according to the training they can receive and the trust they should be accorded. So some of them are restricted to the cell block, others are being denied sex, etc etc... Incidentally, I seem to have arrived at work without my laptop, so I don't know if I'll get that spec knocked out tonight as I'd hoped. I should be back tomorrow night so maybe I'll get to it then.
sbseed Posted March 26, 2012 Author Posted March 26, 2012 reminds me i need to look at what idles anims to use within the resources file as well... want the heavier breathing ones for sure, you planning on having any sex idles planned? like if you stand for a certain number of minutes in-game time then the female's start playing with themselves or random sex with companions or something?. should be easy enough to tag the SG slaves according to training... hmm, i wonder how hard it would be to build a NPC 'trust' system... if we had a separate system called trust if the slave has finished its training it has free range of the SG inside the building anyways, using trust we could restrict or add to traveling outside the SG on SG business etc. gonna have to give that some thought, something for working on later on though after initial releases. lol, ok... ill bug you tomorrow night about the scripting.
sbseed Posted March 26, 2012 Author Posted March 26, 2012 some ideas here are goood: http://skyrimslavers.wikia.com/wiki/Idea:_Embarrassing_Situations_for_chaste_and_pure_heroes need to add some controls make it so that players can choose more than certain things just being on/off forever depend on install. so i think ill plan on creating some kind of in-game menu system like MCM or something... should make things simpler for more dynamic settings and setting up mods to your own personal play-styles.
sbseed Posted March 27, 2012 Author Posted March 27, 2012 good god, now i know why there arent very many quest mods after watching the convoluted setup for just one short quest... makes my eyes cross just thinking about it. doc you are a greater man than i lol. edit: there has to be an easier way of writing up scripts without having to deal with several screens using the CK... think would rather do hard coding at this point lol. need someone to dig around in the CK and find all the AI behaviors... then i or we or whatever can start working on upgrading both AI and Pathing/Path-Finding for all NPC's. *got a damned headache now* still working on a temp setup for editing meshes and textures... pain in the ass.
DocClox Posted March 27, 2012 Posted March 27, 2012 need to add some controls make it so that players can choose more than certain things just being on/off forever depend on install. so i think ill plan on creating some kind of in-game menu system like MCM or something... should make things simpler for more dynamic settings and setting up mods to your own personal play-styles. An MCM port would be awesomely useful. I've been putting off digging into scaleform (and I think that's what it will take) but if we could do that it would be fantastic. edit: there has to be an easier way of writing up scripts without having to deal with several screens using the CK... think would rather do hard coding at this point lol. Now you know why I'm making so many of those quest stage diagrams - it's the only way to code a quest and stay sane
sbseed Posted March 27, 2012 Author Posted March 27, 2012 lmao, god... i think im going to need more help with some of the scripting since you cant do any strait up scripting within the CK environment. i wonder if i could use my 05 visual.net suite to make a addon for the CK to make scripts and run them in the mods without having to make copies/go back and forth/etc. within the CK. currently i cant even attempt it at all because of limited space were is a winning lotto ticket when you need one lol.
WizzyD Posted March 27, 2012 Posted March 27, 2012 this seemed interesting for a idea. i want to replace the fight animations for trolls with sex animations and be able to interact hint hint. mostly cuz of this mod http://skyrim.nexusmods.com/downloads/file.php?id=8279 think troll gang bang. and for a added bonus they die after 2 rounds lol
sbseed Posted March 29, 2012 Author Posted March 29, 2012 if you read up on the SG thread then you would know that it is planned at least for resources... doc might be planning a separate mod for some of this stuff. i dont think trolls will be dieing after sex... at least in current planned versions of 'sexrim' mods lol. but i am hoping to stuff as much extra stuff into the resources file/mod as possible... any ideas, scripts you want to share, anims or anything else you want to contribute would be helpfull or better yet if you wanted to help with sexualization of skyrim creatures, or helping update all the oblivion creatures... that would be sweet.
sbseed Posted March 30, 2012 Author Posted March 30, 2012 im not sure on all the parameters that the CK uses, so my crappy script (idea on how to write up the script basically) may end up being gibberish (or jibberish if you spell like me) as far as the CK is concerned... probably end up looking like raw coding for C/C++. [ (opening and preparing for scripts and keeping track of calls) set Armor_Preg ini set Armor_Ring_Right ini set Armor_Ring_Left ini set etc. <<<<<<<<< separator >>>>>>>>> (controls, keeping variables, stuff) IF Body_Preg_Slot has Armor_Preg_15, slot is 1 IF Body_Preg_Slot has Armor_Preg_30, slot is 1 IF Body_Preg_Slot has , slot is 0 <<<<<<<<< separator >>>>>>>>> (keeping the script neat, helps later on) create ArmorSlot Body_Preg_Slot create ArmorSlot Body_Hand_Ring_Left create ArmorSlot Body_Hand_Ring_Right create etc. <<<<<<<<< separator >>>>>>>>> (pregnancy scripts) Add Armor_Preg_15 IF Preg count is =>15, Place in Body_Preg_Slot ; Add Armor_Preg_20 IF Preg count is =>20, Place in Body_Preg_Slot ; etc. <<<<<<<<< separator >>>>>>>>> (birth scripts) Body_Gen_Random - IF preg count =>100, change NameID to 's child (do not make it member of child race, vanilla game most likely will treat as un-mod vanilla child race ) <<<<<<<<< separator >>>>>>>>> (birth slot clean script) check Body_Preg_Slot IF return 1, remove all from slot (closing scripts etc.) ] scripting syntax statements plus function etc. (from Papyrus section on the CK wiki thing/site): These are going to be more specific to what im working on, if you find them usefull... well, bonus i guess lol. - turning AI behavior on/off(per actor i believe): Function EnableAI(bool abEnable = true) native Examples: ; Turn off evil AI EvilActor.EnableAI(false) ; Turn on good guy's AI GoodActor.EnableAI() - force equip on actor (both NPC/PC far as i can tell) could potentially be usefull for de-equip/re-equip for certain events: Function EquipItem(Form akItem, bool abPreventRemoval = false, bool abSilent = false) native Examples: ; Force the player to equip the tutu - but they can remove it Game.GetPlayer().EquipItem(TutuProperty) ; Force Sally to equip the dress - but they can't remove it Sally.EquipItem(DressProperty, true) - Fade out (good for all sorts of stuff): Function FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration) native global Examples: ; Spend 2 seconds on a black screen before fading in to the game over 1 second. Game.FadeOutGame(false, true, 2.0, 1.0) - Find Closest Reference of any TypeInList -game(reference IDs etc. callouts): ObjectReference Function FindClosestReferenceOfAnyTypeInList(FormList arBaseObjectsA, float afX, float afY, float afZ, \ float afRadius) native global Examples: ; Find the closest gem reference to 0,0,0, limiting the search to 5 units ObjectReference closestGem = Game.FindClosestReferenceOfAnyTypeInList(GemList, 0.0, 0.0, 0.0, 5.0) - Find Closest Reference of any TypeInList from ref -game (callouts to reference list 'i think'): ObjectReference Function FindClosestReferenceOfAnyTypeInListFromRef(FormList arBaseObjectsA, ObjectReference arCenter, \ float afRadius) global Example: ; Find the closest gem reference to the player, limiting the search to 5 units ObjectReference closestGem = Game.FindClosestReferenceOfAnyTypeInListFromRef(GemList, Game.GetPlayer(), 5.0) - Find Closest Reference of Type -game(more callouts) ObjectReference Function FindClosestReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius) native global Examples: ; Find the closest diamond reference to 0,0,0, limiting the search to 5 units ObjectReference closestDiamond = Game.FindClosestReferenceOfType(Diamond, 0.0, 0.0, 0.0, 5.0) - Find Closest Reference of TypeRef -game(same type of thing) ObjectReference Function FindClosestReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, float afRadius) global Example: ; Find the closest diamond reference to the player, limiting the search to 5 units ObjectReference closestDiamond = Game.FindClosestReferenceOfTypeFromRef(Diamond, Game.GetPlayer(), 5.0) scriptName OpenShackDoorScript extends ActiveMagicEffect {Script for a Self Spell that opens the nearest Whiterun shack door} import game Door property WRShackDoor01 auto ; Switching to Door because Form properties are not auto-filled? ;======================================================================================; ; VARIABLES / ;=============/ objectReference CastFromHereRef ObjectReference closestDoor float RadiusToFindDoor = 1000.0 ;======================================================================================; ; EVENTS / ;=============/ Event OnEffectStart(Actor Target, Actor Caster) CastFromHereRef = Caster closestDoor = Game.FindClosestReferenceOfTypeFromRef(WRShackDoor01, CastFromHereRef, RadiusToFindDoor ) if ( closestDoor == None) Debug.Notification("There is no shack door near!") else if( closestDoor.isLocked() ) Debug.Notification("Opening door!") closestDoor.Lock(false) else Debug.Notification("The door is not locked!") endif endif EndEvent - Find Weather(if you want to get specific weather types for events/items etc. possible sheogorath ring): Weather Function FindWeather(int auiType) native global Examples: ;Finds a cloudy weather Weather cloudy = Weather.FindWeather(1) - Force Active Weather(similar to above for uses): Function ForceActive(bool abOverride = false) native Examples: ; Force the good weather to be active GoodWeather.ForceActive() ; Force the windy weather to be active until released WindyWeather.ForceActive(true) - Force Actor Value (keeping specific IDs 'maybe' for PC/NPCs, should be good for custom characters): Function ForceActorValue(string asValueName, float afNewValue) native Function ForceAV(string asValueName, float afNewValue) Examples: ; Force the player's health to 50 Game.GetPlayer().ForceActorValue("health", 50) ; Force Jake's health to 10 Jake.ForceAV("Health", 10) - Force Location To Location Alias(good for custom maps, new world areas, etc.... same value should make it easier to keep track of custom locations for say call procedures that are searching by this name value): Function ForceLocationTo(Location akNewLocation) native Examples: ; Force the alias to use the specified location Alias_HomeLocation.ForceLocationTo(KingsCastleLocation) - Force Reference to Reference Alias(thought it might be usefull) Function ForceRefTo(ObjectReference akNewRef) native Examples: ; Force the alias to use us as the reference (if script extends ObjectReference) Alias_JohnDoe.ForceRefTo(self) - Force Start Scene(might be usefull): Function ForceStart() native Examples: MyScene.ForceStart() - Form Script(this one should be obvious lol, not 'script' perse but has commands for settings etc.) ScriptName Form Member Functions: int Function GetFormID() Returns this form's form ID. int Function GetGoldValue() Returns this form's value in gold. bool Function HasKeyword(Keyword akKeyword) Returns if this form has the specified Keyword attached. Function PlayerKnows() Is the "Known" flag set on the form? Function RegisterForAnimationEvent(ObjectReference akSender, string asEventName) Registers this form to receive the specified animation event from the specified object. Function RegisterForLOS(Actor akViewer, ObjectReference akTarget) Registers this form to receive gain and lost LOS events between the viewer and the target. Function RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget) Registers this form to receive a single LOS gain event when the viewer sees the target. Function RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget) Registers this form to receive a single LOS lost event when the viewer loses sight of the target. Function RegisterForSingleUpdate(float afInterval) Registers this form to receive a single update event in the specified time. Function RegisterForSingleUpdateGameTime(float afInterval) Registers this form to receive a single update event in the specified number of game hours. Function RegisterForSleep() Registers this form to receive sleep events for when the player goes to sleep or wakes up. Function RegisterForTrackedStatsEvent() Registers this form to receive tracked stats events for when tracked stats are updated. Function RegisterForUpdate(float afInterval) Registers this form to receive update events with the specified interval, or changes the update interval. Function RegisterForUpdateGameTime(float afInterval) Registers this form to receive update events with the specified interval in game time hours, or changes the update interval. Function StartObjectProfiling() Starts profiling all scripts attached to this form. Function StopObjectProfiling() Stops profiling all scripts attached to this form. Function UnregisterForAnimationEvent(ObjectReference akSender, string asEventName) Unregisters this from from receiving the specified animation event from the specified object. Function UnregisterForLOS(Actor akViewer, ObjectReference akTarget) Unregisters this form from any LOS events between the viewer and target. Function UnregisterForSleep() Unregisters this form from sleep events. Function UnregisterForTrackedStatsEvent() Unregisters this form from tracked stats events. Function UnregisterForUpdate() Unregisters this form from update events. Function UnregisterForUpdateGameTime() Unregisters this form from game time update events. Events: Event OnAnimationEvent(ObjectReference akSource, string asEventName) Received when one of animation events we are listening for is recieved. Event OnAnimationEventUnregistered(ObjectReference akSource, string asEventName) Received when one of the animation events we are listening for has been automatically unregistered by the game due to the target animation graph unloading. Event OnGainLOS(Actor akViewer, ObjectReference akTarget) Received when the viewer goes from not seeing the target to seeing the target - if this form is registered. Event OnLostLOS(Actor akViewer, ObjectReference akTarget) Received when the viewer goes from seeing the target to not seeing the target - if this form is registered. Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime) Received when the player goes to sleep. Event OnSleepStop(bool abInterrupted) Received when the player wakes up or is interrupted in sleep. Event OnTrackedStatsEvent(string asStat, in aiStatValue) Received when tracked stats are updated. Event OnUpdate() Received at periodic intervals, if the form is registered. Event OnUpdateGameTime() Received at periodic intervals of game time, if the form is registered. - Form List Script(goes along with above) ScriptName FormList extends Form Members: Function AddForm(Form apForm) Adds the given form to the form list. Form Function GetAt(int aiIndex) Returns the form in the list at index aiIndex. int Function GetSize() Returns the number of forms in the form list. bool Function HasForm(Form akForm) Returns whether the passed-in form is in this form list. Function RemoveAddedForm(Form apForm) Removes the given added form from the form list. Function Revert() Removes all script added forms from the form list. Examples: http://www.creationkit.com/Complete_Example_Scripts#Cycle_Through_an_Array_of_Objects_and_Perform_an_Action_on_Each_Object.28FormLists.29 - Function Reference(): Function Definition: ::= [ 'endFunction'] Header: ::= [] 'Function' '(' [] ')' ('global' | 'native')* * Parameters: ::= (',' )* ::= ['=' ] Block: ::= * Examples: ; A simple function that adds the two values together and returns the result ; Global, because it doesn't need a self variable int Function AddTwo(int a, int global return a + b endFunction ; A function that increments a value on this script by the specified amount. ; The amount has a default value of 1 (so the caller doesn't have to pass it) Function IncrementValue(int howMuch = 1) myValue += howMuch endFunction Variables: ; Pass our self off to another function SomeObject.OtherFunction(self) ; Call the parent's version of DoStuff, ignoring our local definition Parent.DoStuff() Calling Functions: Global Function: [ '.'] '(' [] ')' Non-Global Function: [ '.'] '(' [] ')' Parameters: ::= (',' )* ::= [ '='] Examples: ; Call the function: MyFunction(int a, int and get the result and put it in x x = MyFunction(1, 2) ; Call the function DefaultFunction(float a, float b, float c = 0.0, float d = 1.0) on MyObject, ; but only pass in the first three parameters MyObject.DefaultFunction(4.0, 2.0, 1.0) ; Call the function DefaultFunction(float a, float b, float c = 0.0, float d = 1.0), but specify ; argument d out of order because we want c to keep the default it has DefaultFunction(5.0, 2.4, d = 2.0) ; Call the global function MyGlobal() in the Utility script Utility.MyGlobal() - Furniture Script(): ScriptName Furniture extends Activator - Worn Has Keyword Actor(check actor for item, should make some calls or clearing slots easier): bool Function WornHasKeyword(Keyword akKeyword) native Examples: ; Is the player wearing a fur coat? if Game.GetPlayer().WornHasKeyword(FurCoatKeyword) Debug.Trace("Player is toasty warm!") endIf - Visual Effect Script(might be usefull): Definition: ScriptName VisualEffect extends Form Member Function: Function Play(ObjectReference akObject, float afTime, ObjectReference akFacingObject) Starts playing this visual effect on the specified object. Function Stop(ObjectReference akObject) Stops playing this visual effect on the specified object. - Variable Reference(might be usefull): Defining Variables: In script: ::= ['=' ] ()* In function: ::= ['=' ] Examples: ; Defines a variable named "foo" that is an integer int foo ; Defines a variable named "bar" that starts with a value of 10.5 times x (must be in a function) float bar = 10.5 * x ; Defines to variables, both named foo, that are distinct if x int foo = 10 else float foo = 10.5 endIf ; Can't access foo out here! foo = 10 ; fails to compile! Variables: x = 5 y = x ; Copies the value of x and puts it into y y = 6 ; Changes the value of y to 6, but doesn't touch x, which is still 5 Object Variables: x = MyObject x.SetCoolValue(5) ; Sets the cool value of the object pointed to by x to 5 y = x ; Y now also points at MyObject y.SetCoolValue(10) ; Sets the cool value of the object pointed to by both x and y to 10 a = x.GetCoolValue() ; Returns 10! b = y.GetCoolValue() ; Also returns 10! - Variables and Properties(might be usefull): Declaring Variables: float myFloat float myOtherFloat = 13.5 Declaring Properties: int myInt_Var = 0 ; Where the property's value is stored int property myInt int function get() return myInt_Var endFunction function set(int value) myInt_Var = value endFunction endProperty bool property Locked bool function get() return IsLocked() endFunction function set(bool value) Lock(value) endFunction endProperty [/spioler] int myVar = 5 int property ReadOnly int function get() return myVar endFunction endProperty int myVar = 5 int property WriteOnly function set(int value) if value >= 0 myVar = value else myVar = 0 endIf endFunction endProperty Auto Properties: int property myInt = 5 auto Auto Read-Only: int property myReadOnlyInt = 20 autoReadOnly Conditional: int property myVar auto conditional Getting Properties of a Quest Script: Full Property: Examples: int myInt_Var = 0 ; Where the property's value is stored int property myInt int function get() return myInt_Var endFunction function set(int value) myInt_Var = value endFunction endProperty bool property Locked bool function get() return IsLocked() endFunction function set(bool value) Lock(value) endFunction endProperty int myVar = 5 int property ReadOnly int function get() return myVar endFunction endProperty int myVar = 5 int property WriteOnly function set(int value) if value >= 0 myVar = value else myVar = 0 endIf endFunction endProperty Auto Properties: int property myInt = 5 auto Auto Read-Only: int property myReadOnlyInt = 20 autoReadOnly Conditions: int property myVar auto conditional Getting Properties of a Quest Script: From Results Script Owned by the Same Quest: ;I have a quest script with this in it: scriptName MQ01Script extends Quest int property deadCount auto ;I have a result script (OWNED by MQ01) with this in it: MQ01Script myQuest ;declares a variable "myQuest" which is a TYPE of MQ01Script myQuest = GetOwningQuest() as MQ01Script ;sets the myQuest variable to it's owning quest as the type MQ01Script float myDeadCount ;declaring the variable "myDeadCount" myDeadCount = myQuest.deadCount ;setting local variable to be the quest's property value ;you can also set the quest property thusly: myQuest.deadCount = 10 kmyQuest: float myDeadCount myDeadCount = kmyQuest.deadCount ;getting property kmyQuest.deadCount = 10 ;setting property From within a Magic Effect: Scriptname myQuestNameScript extends Quest Int Property PublicInt Auto ; This value is defined as a property and can be accessed from outside this script Int PrivateInt = 30 ; This value is private to the script and cannot be accessed from outside this script Function DamageTargBasedOnPublic(Actor akTarget) ;This code will damage the akTarget for PublicInt damage akTarget.DamageAV("Health", PublicInt) EndFunction Function DamageTargBasedOnPrivate(Actor akTarget) ;This code will damage the akTarget for PrivateInt damage akTarget.DamageAV("Health", PrivateInt) EndFunction Scriptname mySpellEffectScript extends activemagiceffect myQuestNameScript Property myQuestRef auto Event OnEffectStart(Actor akTarget, Actor akCaster) myQuestRef.PublicInt = 20 ; This will change the damage for the DamageTargBasedonPublic Function myQuestRef.DamageTargBasedOnPublic(akTarget) ; You can manipulate this damage by changing PublicDamage Prior to calling it myQuestRef.DamageTargBasedOnPrivate(akTarget) ; This will always do 30 damage unless the quest changes the private variable EndEvent or something like that i hope... still gives me a headache thinking about using the CK to input any script at all (le sigh).
sbseed Posted March 31, 2012 Author Posted March 31, 2012 HAHAHAHA... ms notepad can be used to edit the .psc files. fuck me, could have started on this shit along time ago. now its just getting the syntax down... and inserting the .psc files into skyrim via an .esm or .esp. knew there was an easier way to write up script or just scripting in general than trying to do it through the triple f-ed CK...
Guest Posted March 31, 2012 Posted March 31, 2012 Do you have any plans to do a rape mod in the future? Something like LoverLandE or LoversRapers? In that case I have an idea for it. When monsters or npcs hit you, there is a chance that a part of your armor falls off, or all of it if it's a once piece, and then there is chance for a sex animation to play. If your upperbody is bare, they grab your breasts etc. I'm guessing it would be hard to make and I sure don't know how it's done but it should be possible.
sbseed Posted March 31, 2012 Author Posted March 31, 2012 something like loversrapers/loverscreatures as much as can be done anyways... major issues with anims and the CK, wont stop me from adding as many of the creatures from oblivion as possible. trying to work on tons of that stuff... docclox plans on having some anims added for his mod Slavers Guild. so i will be adding as much information on it into the resources files, along with pregnancy and a fuck ton of just about everything else... need some serious help currently because im stuck for RL reasons on doing as much work on this mod as i would like to. if you know anyone who has any ability whatsoever and the computer/programs to help with creating this, dont hesitate to send em my way. mostly its just trying to figure out all the syntax for scripting and finding ways around the CKs stupidity lol.
Firedoom Posted March 31, 2012 Posted March 31, 2012 i cant even try using wryebash because my d drive were i keep all the important stuff has crapped out... now i have to find a way to fix the damn headers on the thing and still keep the information on it -.- Hey Sbseed' date=' did you ever get access to that HDD? I've had marginal success with recovering info off of hard drives with bad headers using them as slave drives and such. Also there is this... [img']http://jakartanotebook.com/images/products/25/63/205/1//2.5-or-3.5-sata-hdd-dock-with-card-reader-and-hub-function-1.jpg[/img] ...which, for me (an exclusive desktop jockey), has been useful on occasion, though it seems to have problems matching up the with the sockets of "newer" IDE drives. But there might be others like it that are better. Or are you using a laptop? Are any of those sockets useful for laptops?
sbseed Posted April 1, 2012 Author Posted April 1, 2012 i am getting some help with the HDD issues... i believe its the controlers(table and software) after discussing it with someone, i dont have a hard drive dock myself or i would have tried that myself would be easier if it was a IDE hard drive, with SATA2 there is no real distinction (at least on my system) between master and slave... if the guy who is helping me out should be able to fix it since it was making noise which is a good sign that its not a hardware issue. thanks for the info. and suggestions tho, appreciated.
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