nutluck Posted May 8, 2015 Posted May 8, 2015 Hmm I wonder if I am having a similar issue and that is why my papyrus log is getting spammed with MNC creature because it keeps looking for things that is not loaded right.
defcal Posted May 8, 2015 Posted May 8, 2015 D'oh, guess that's what I get for staying up all night trying to diagnose buggy horse genitals. Those meshes do look pretty much like what I was thinking. I only looked at the flaccid one and it just looked humanoid. The erect one does look pretty plant like.
Bad Dog Posted May 9, 2015 Author Posted May 9, 2015 Attention, my children. I have descended into the depths of JSON; I have understood the quirks of JContainers; I have mastered the SLNC load file mechanism; I have fought the mighty Papyrus beast and tamed him under Mod Organizer. Yea, verily have I done all these things. And I drag up into the light the foul creatures lurking there in the depths looking to drag down the unwary, slit them open and spread their entrails to dry in the heat of the sun. Observe and attend! JContainers has this charming quirk of throwing away the objects you're using while you're still using them. You get 10 seconds or so and then they're gone. I shit you not. SLNC uses several JC objects in the course of reading its creature definitions into memory. It correctly locks the outermost of these so it won't get tossed. But there are a few layers--the list of JSON files, the list of names of those files, and the map of definitions within each file. SLNC works fine as long as there are few enough creatures that they can get read into memory within 10 seconds. But when you've got 100's of creatures, as BDIC now has, organized into a dozen files, it takes long enough that stuff is thrown away and the files don't all get loaded. I modified the main loading routine to lock all the lists and maps its using and lo, all my files and all my definitions get loaded, and the SLNC files get loaded too. So I think this is the fix to the bug. I'll send the fix to the Lord of the Beast, but I'll include the patch in BDIC for now. And I'll try to get an update out this weekend. But now that I know how to deal with papyrus, I could get Brutes and Giants registered in sexlab... heh heh heh... I might have to include that in this update too.
nutluck Posted May 9, 2015 Posted May 9, 2015 Sounds cool bad, hopefully this is the fix you are looking for.
Bad Dog Posted May 10, 2015 Author Posted May 10, 2015 Upon mature consideration, I decided to upload the SLNC fix as its own download. Put it in you load order after SLNC and things should be fine. There's no esp so it won't inflate your mod count, and we'll all be able to cleanly remove it when SLNC implements the fix.
Bad Dog Posted May 11, 2015 Author Posted May 11, 2015 Opinions, people. I'm mulling over the problem of the clothed creatures: falmer, draugr, skeletons. It looks like CF fires events when an actor goes from aroused to unaroused or back, and in the event says whether it's for sex or just because the actor changed arousal states. Now, if a draugr goes gets aroused and is wearing lower-body gear, what's the right behavior? Right now, draugr take their clothes off and show a boner. But now there's an option. Maybe they should be like people and show boners only when they get ready for sex. Less fun (?) more real (?). Of course, then draugr might not be consistent because some would strip as soon as they get aroused and others wouldn't. Thoughts? Preferences?
defcal Posted May 11, 2015 Posted May 11, 2015 I guess it's more 'realistic' (as realistic as getting ganbanged by zombies can be) to have them or other humanoid creatures wait until they're ready to do the deed to strip down, but on the other hand, the humanoid creatures tend to be much more simple minded...hence why they're creatures right? So it seems easy enough to me to justify the fact that a horny falmer, giant or draugr would drop trou and start looking for an outlet. Also, the sight of potential aggressors sporting their goods should be a sobering sight for any hapless adventure, at least that's what it would seem to me. On the other hand, nothing in my game seems to go erect unless I poll it with the sexlab aroused 'check arousal' key or an animation starts. Nothing just goes erect on its own. So until I figure out why, it doesn't much matter to me how they act in that regard I suppose.
nutluck Posted May 11, 2015 Posted May 11, 2015 It would be more immersive if they wouldn't remove clothes until they was about to start sex.
Torcha09 Posted May 11, 2015 Posted May 11, 2015 Last was a feral vampire lord. He should have been easy, being a clone of Harkon, who has equipment and animations. But there's the problem of the damn clothes being added to the skeleton: The decorations on that apron look like they were made to stick a dick through, but I'll fix it if I can. Maybe those scripts from Cyndi will help. Keeping his clothes on doesn't slow the guy down at all tho: From his point of view, it's all good. Hey, I haven't gotten through the entire forum yet, but this vampire lord is wicked. I love how the peen is going through that mouth belt thing. And the peen textures are grotesque and awesome. You've done some fine work, and I hope you didn't decide to strip the vampire lord later on in your process, but I assume I will find that out the more I read...
Bad Dog Posted May 11, 2015 Author Posted May 11, 2015 Thanks, but as a reminder, that work isn't mine. I'm not sure which of the modders made that model, but all I'm doing is making it work with the SIC creatures. On undressing the draugr, it occurs to me that with Aroused and Defeat and no SIC I've hardly ever seen a draugr with a boner except when a group of them have gotten me down and the ones standing around waiting their turn start popping boners and you're like, "Oh shit, they're not going to be done in a hurry." So I think I'll strip them. I can make a different decision later if it starts to get annoying. This is all assuming I can figure out how to catch that event. @upthread, I would love to see someone do animations for the steam centurion. It would be a good first project, actually, since it wouldn't matter if the animation is a bit mechanical. But you'd probably have to add a bone to the skeleton so the equipment could thrust in and out independent of the hips.
Guest Posted May 11, 2015 Posted May 11, 2015 Thanks, but as a reminder, that work isn't mine. I'm not sure which of the modders made that model, but all I'm doing is making it work with the SIC creatures. On undressing the draugr, it occurs to me that with Aroused and Defeat and no SIC I've hardly ever seen a draugr with a boner except when a group of them have gotten me down and the ones standing around waiting their turn start popping boners and you're like, "Oh shit, they're not going to be done in a hurry." So I think I'll strip them. I can make a different decision later if it starts to get annoying. This is all assuming I can figure out how to catch that event. @upthread, I would love to see someone do animations for the steam centurion. It would be a good first project, actually, since it wouldn't matter if the animation is a bit mechanical. But you'd probably have to add a bone to the skeleton so the equipment could thrust in and out independent of the hips. not stripping, i can tell that boners getting anoying pretty quick thats why we have stuff like sos and the whole cf thing in the first place. the only time they are required is when it comes to sex. having a bunch of horny draugr running around in a game where i dont even use mods to trigger sex with them would mean i have to uninstal cf and nc and mnc and all mesh and texturepacks. pain in the ass.
Bad Dog Posted May 11, 2015 Author Posted May 11, 2015 Ya, agreed, but are you running Aroused along with MNC?
Guest Posted May 11, 2015 Posted May 11, 2015 Ya, agreed, but are you running Aroused along with MNC? yes, why?
Bad Dog Posted May 11, 2015 Author Posted May 11, 2015 Because by default Aroused + CF will swap all your draugr to have boners if they get aroused. If you're not seeing that (and I don't, with the same setup) it's because your draugr aren't usually aroused. They pretty much only get that way (being dead and all) if they see you running around nude or having sex, which usually only happens in a Defeat scenario. What I'm suggesting here would work the same way.
Guest Posted May 11, 2015 Posted May 11, 2015 Because by default Aroused + CF will swap all your draugr to have boners if they get aroused. If you're not seeing that (and I don't, with the same setup) it's because your draugr aren't usually aroused. They pretty much only get that way (being dead and all) if they see you running around nude or having sex, which usually only happens in a Defeat scenario. What I'm suggesting here would work the same way. but than again, is it worth it? how much consums that feature in terms of script power or lag. i think i disabled that feature after seeing that dog in riverwood running behind the kids with its boner out.
Bad Dog Posted May 12, 2015 Author Posted May 12, 2015 Just set the arousal threshold really high. Everything else will work. I've been working on this and that. I went back and got the the different skins for dramen working. Here's the beast: He's so spiky and dragony I thought he needed the dragon peen. But since it only comes out for play, I gave it the scaleless texture for its whole length. We also have a draman brute in various colors: And a draman skeleton. I'm happy to say that my bone boner works just as well on him. I've also spent a bunch of time swimming around the various mods' scripts. The good news is that SLNC already does almost exactly what I need to do to get the armor off the draugr etc. SLNC is catching an arousal event from CF and taking weapons, if any, out of the creatures' hands. I can copy that code and take the body armor off instead. I figure anything that's a body armor and does not have the CFArmorNormal or CFArmorAroused keywords should be stripped (because those will be the actual body mesh). Everything else can stay. JContainers provides a convenient way to associate a property with the armor so when the creature goes unaroused (or the sex scene stops) I can walk through its inventory and re-equip any body armor with that property. Getting the new creature races into SL may actually be trickier. SL lets you associate an array of races with each animation but doesn't expose an easy way to add to that array later. There's actually a routine that does it... I need to see if it's accessible. If so, maybe I can walk through all the SL creature animations and if it's for a race similar to mine, I can add mine to the list. Or maybe I can extend the SL script and get access to internals that way. One more glitch: I've been annoyed that my black wolves in game have gray equipment and spent a bunch of time figuring out why. Turns out SkyTEST adds a few wolf skins and they pick up the default gray. So now what... yet another animal mod? If I put SkyTEST forms in this mod will it crash? I'm not living without SkyTEST tho, so it's going to be one or the other.
AnubiSs2167 Posted May 12, 2015 Posted May 12, 2015 Hey Baddog , i was wondering if fixing old chaurus resizing bug is something in your power? I mean if the issue lies in the erect chaurus model or is it more of a framework problem. Same question for Dentar if he is reading
dentarr Posted May 12, 2015 Posted May 12, 2015 Your progress is quite inspiring, Bad Dog. When will you release the new models? Curious to take a look at them myself. Mod is still at 0.2 if Im not mistaken.
Bad Dog Posted May 12, 2015 Author Posted May 12, 2015 Fact is, I'm close to being done with everything but the clothes-wearing creatures. Now that I've dealt with the dramen and wolves, the only race left to check is trolls and all the dwemer stuff. Some interesting problems there with the spiders, but all stuff I've done before, so far as I know. Maybe I'll do the trolls and release that. Then next up will be either all the dwemer, or dive down into the scripting issues. Properly I should do the dwemer because I don't anticipate it taking more than half a day... but I'm itching to get into the scripts. @Anubis, say more about the chaurus size problem. Is it just the giant chaurus, or all of them? It's almost certainly in the model. There is wierdness about setting size in the meshes that I don't understand yet. If the chaurus does it in an unusual way, that could mess things up. It's possible that importing to blender and re-exporting (and possibly making a properly sized peen for it) would fix the issue.
AnubiSs2167 Posted May 12, 2015 Posted May 12, 2015 Its a thing in vanilla chaurus (and chaurus reaper), happends only if you have "even actors hight" ticked on in sexlab options. Chaurus becomes huge during te animation then. If the options is off then it scales right. "Even actors hight" is super handy for dealing with humanoid on humanoid, and even helps with monster scaling sometimes, its hard to give it up.
Bad Dog Posted May 12, 2015 Author Posted May 12, 2015 I can imagine some things it might be. I'll poke around next time I'm in there.
Bad Dog Posted May 16, 2015 Author Posted May 16, 2015 Did trolls today, and they're all done. Found one little guy: But he knows how to do. Not sure how he'd ever get you down in the first place, but maybe some Untamed player wants him for a pet. Of course alignment when the creature is such a different size is a problem, but I prefer them to keep their size for sex. Found a grahl, which is kinda ugly and crude but plays nice. He's bigger than an ordinary troll, so there are some alignment issues there. Finally a swamp troll. I'm putting up a picture of his peen because it gave me such trouble. The black troll mesh includes specular and emissive colors which do not look well with a different color texture. It took me ages to get the right combination to make this equipment match. That's it. Tomorrow (I hope) I'll fix up a one or two wolves which need a different color and then I'll put up an update. After that dwemer and the clothed creatures. I'll take a crack at the clothed ones next, I think.
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