Jump to content

Recommended Posts

View File

Sexout CheckMeOut is a little immersion mod that has NPCs commenting on how you or others are dressed. That’s why it’s called how it’s called.

 

It does this by checking whether you or they are wearing anything that is in SCR formlists related to opinions about clothing. You add outfits to those formlists by using a functioning version of clothing evaluation, which at the moment is sen4mi's Clothing Eval MCM Supplement .

 

CheckMeOut focuses on the following descriptions in clothing eval:
- “exposed crotch”, “exposed nipples”: Comments run the gamut of shock, outrage, disbelief, worry, concern for your mental health, and a few cat calls. Males tend to get a few more shocked and apprehensive comments than females if their crotch is exposed. Exposed nipples are only a factor for females.
- “slutty”, “sexy”, “pretty or handsome”: Generally positive comments and flirtation. Some overlap between the three, because as in real life, people don’t always bother to tell the difference. Also as in real life, "slutty" doesn't apply to males.
-“classy”: mostly respectful comments. Or the occasional jealous one. There’s also a chance the White Glove Society will be making negative comments if you’re not wearing anything marked as classy.
- “homely”: mostly bored and uninterested comments, some of them a bit rude.
- “ragged”: people mostly tell you to get out of their sight. You’re the poorest of the poor, so you stink and you’re probably trying to steal
shit, after all. Yes, I know that's discrimination. But it's true in your case :)
- Some tidbits.

 

The comments are redirected vanilla bits of dialogue, mostly because for this sort of thing to work you need audio – wouldn’t be very immersive with just subtitles. That also means that the availability of comments is largely determined by which voicetypes had audio for specific lines, in addition to the conditions I set. This means you’re not swamped by them.

 

In general, I’d advise just turning it on and making sure you’re wearing something that you added to one of the above categories.
Especially later in the game, you still run a higher chance of people bitching about Benny getting whacked or the NCR bringing in rangers, so there’s little point standing around a bunch of npc’s waiting for somebody to say something about your outfit. Let it surprise you as you
go about your business.

 

Note: as of the 20150609 release, you can't just plunk checkmeout into your install, but need to run a conversion first. See the readme and screenshots under the "conversion" folder to see how.

 

I’m sure some things may show up too much & others too little. Because it’s the sort of thing that you install to run in the background,
showing up now and then, it’s not easy testing it thoroughly. I’ll make some adjustments depending on what people say.

 

Needs:
SCR, NG

 

Permissions: GPL3
.


  • Submitter
  • Submitted
    02/02/2013
  • Category
  • Requires
    SexoutNG, SexoutCommonResources

 

Link to comment

I was thinking of making some kind of similar mod (though I was not thinking of doing anything so elaborate -- I was mostly thinking of managing the unequip list for Sexout and giving people diagnostic information).

 

So it's great to see that you have already done most of the hard work already!

 

But.. here is how I would be thinking of designing it, and you can tell me if any of this sounds plausible for you to do, or if you would like me to try making a version for you, or anything like that. (And these are exploratory ideas, and are not anything that I have actually implemented, so some ideas might need to be fixed if I knew better). Also, bear with me if I make suggestions which you already have implementation for (an earlier draft of this message had some of those, I think I have removed them all, but I have not read all of your code yet):

 

First, I think that the popup ui should be implemented using MCM rather than taking up a key and an inventory item. [And that is a LOT of work, I imagine, changing to use MCM.]

 

Second, I think that there should be a "pick the item" screen. I was thinking that this would have one entry for each "equip slot" and once you pick the item that screen would display some information about the item (like: its name. But I think you can get the mod index from the formid an thus also the name of the mod that supplies it from the mod index -- I need to study the geck and fose to find out if we can get other information out of it -- like maybe textures or something). Once you have a reference to the piece of gear, the other screens (corresponding to the stuff you already have working) should work from that.

 

Third, I would like to have the UI items be checkboxes or something which will tell us if the item is in the underlying form list already. [if finding out this information "takes too long" (and makes the game behave badly) it could be information collected over a sequence of frames?]

 

Finally, and this really has nothing to do with your mod, I am not really sure about that "skimpy armor" category. It seems to me that armor (like the modified leather that I have installed because its a part of a recommended set of armors) which exposes maybe 10% of your body's skin is qualitatively different from armor (like some of the raider armors) which expose 50% of your body's skin. And, both are different from some concepts I have seen (like the radiation suit which was implemented using mostly clear plastic with opaque gear in places). So, anyways, I have trouble deciding about that one...

 

Link to comment

CheckMeOut is just sound files and an esp that tells npcs to say stuff. Anything related to the menu system should really go into the SCES thread, which is here: http://www.loverslab.com/showthread.php?tid=4796

 

First' date=' I think that the popup ui should be implemented using MCM rather than taking up a key and an inventory item. [And that is a LOT of work, I imagine, changing to use MCM.']

 

It could be. I had a look at how to do things with MCM in the early stages of SCES but decided against it. At the time, all I needed was some way to trigger the scripts and that is easily done in-game with a hotkey, and quite economically too; 2 functions, 1 key. In any case, I wanted to get things underway quickly, and getting my head around mcm coding would have slowed me down. On the whole, I suppose that what little I know of modding comes from tweaking Oblivion mods to my liking, and that sort of determines how you set about structuring a mod from the ground up.

Toggling the system on by clicking on the inventory item was a last-minute thing before it got incorporated in SCR, just to make sure people didn't have to use it if they didn't want to.

In hindsight, selecting the hotkey & turning the system on/off can just as well be done with MCM, of course.

 

Second' date=' I think that there should be a "pick the item" screen. I was thinking that this would have one entry for each "equip slot" and once you pick the item that screen would display some information about the item (like: its name.

[/quote']

 

Well, I would definitely have had to do that in Oblivion, where you mix and match outfits from different slots. Because in the fallout games clothing is either a full "upper-body" outfit or something else, that's how things ended up getting structured that way in SCES too, with full outfits being the focus of evaluation and extras being toggled. I decided against automatically identifying other-slot equipment because the scripting would have been too long and cumbersome, but admit I hadn't thought of letting people manually select which equipped gear they want to evaluate. That said, I'm not sure what you can say about for instance sunglasses other than that you're wearing them. Sexy sunglasses, classy sunglasses, ... seems a bit much.

(Note: I intended to show the name of the item under review in the message that you get as the menu opens up, but for some reason that didn't seem to work. As a workaround, you can check your console when the menu opens up - the name will be there.)

 

Third' date=' I would like to have the UI items be checkboxes or something which will tell us if the item is in the underlying form list already. [/quote']

 

That needs a lot of IsInList checks and assorted variables to be added to the script, which I've tried to keep lean. The console readouts that you get when you press the hotkey in gamemode can give you some idea about what you've already chosen for an outfit.

 

Finally' date=' and this really has nothing to do with your mod, I am not really sure about that "skimpy armor" category.

[/quote']

 

Heh, me neither now that you mention it. ;) Maybe I was aiming for having people say "call THAT armor, seriously?" or something.

 

Well, reading up, some of what I wrote here might look a bit defensive - I assure you I was only trying to explain past choices, that's all. I also have to admit I see SCES as a simple tool to add stuff to formlists & toggle some other stuff so that other mods can use that for gameplay & quests & what not. I'd rather work on that side of things with the time I have available than on expanding SCES itself, to be honest. But if someone wants to add to/perfect SCES functionality, then go right ahead.

 

Link to comment
Guest Jezzy

interesting mod but im not sure I understand how it works. I use the lastest scr, this script and the SCES module as well but no npc is commenting whatsoever :s

Link to comment

interesting mod but im not sure I understand how it works. I use the lastest scr' date=' this script and the SCES module as well but no npc is commenting whatsoever :s

[/quote']

 

If you want to be sure that they are commenting, you need to give them time. You might also need to wear some different clothes. Depending on your gear, its subtle enough that you might not even notice their new comments.

 

If you open up the .esp and read through the comments (and DoctaSax added pages of them), you should be able to recognize them when they happen.

Link to comment

interesting mod but im not sure I understand how it works. I use the lastest scr' date=' this script and the SCES module as well but no npc is commenting whatsoever :s

[/quote']

 

Well, as sen4mi says, there's no guarantee people say stuff when you want them to. And because I'm limited by existing voice files, the stuff they say is stuff they might say otherwise too, just under different conditions.

At the risk of pointing out the obvious, you are wearing something that you added to the system's categories that are listed in the OP, right? The module only toggles it on, you still have to use it...

Link to comment

I really like the idea. Still there seems to be a problem' date=' am I alone with this?

Mod appears to be working ,but only subtitles shows for me ,no voice.

 

[/quote']

 

Sounds like the sound files aren't in the proper place. What's in the 7z file should be extracted to Data, so you end up with

...Data\Sound\Voice\Sexout CheckMeOut.esp\

 

Unless that's already the case?

 

Link to comment

Sounds like the sound files aren't in the proper place. What's in the 7z file should be extracted to Data' date=' so you end up with

...Data\Sound\Voice\Sexout CheckMeOut.esp\

 

Unless that's already the case?

 

[/quote']

 

Yeah, that was the first thing I checked. But it's ok , proof:

clipboard02zi.jpg

 

Any ideas?

Link to comment

 

Yeah' date=' that was the first thing I checked. But it's ok , proof:

[img']http://img4.imageshack.us/img4/8766/clipboard02zi.jpg[/img]

 

Any ideas?

 

There is a chance a few lines were allowed for voicetypes that didn't have a corresponding voice file - copying & renaming the sound files was a big organizational nightmare, and there's always a chance a condition was set wrong - but I doubt that would happen all the time.

A voicefile mismatch can also happen with the vanilla comments. I ran across a few of those while making this mod, and noticed some of them in-game too. I also suspect that when there are several people talking, some stuff might be drowned out.

 

In any case, those should really be exceptions. If it happens all the time, I don't have an explanation.

 

If people can keep an eye out for specific lines that come without sound, I might figure out what goes wrong. When I tested CheckMeOut around the casinos, it all seemed to work fine, but due to the nature of the mod I couldn't force every line to be said by every eligible npc.

 

Sorry I can't offer an easy solution.

Link to comment

I'll try to remember what they're talking to me' date=' so far I remember "" didn't work (for me only?).

 

Is it possible that people added by rePOPULATED WASTELAND can't talk? :D

[/quote']

 

Depends on whether they have a voicetype associated with them (looks set to a default) and whether "hellos to the player" are allowed in their AI packages in the flags tab. I don't use it myself but had a quick look in the geck & most of the new packages in that mod seem to allow it, but not all, I think. There may be some untidiness with some npc's not being flagged to use their packages too.

 

So, maybe you can get more out of repopulated wasteland by tweaking it a bit.

Link to comment
  • 3 weeks later...

The ESP name is "SexoutCheckMeOut.esp" but the folder name is "Sexout CheckMeOut.esp" (with a space). Doesn't this cause the no-sound issue?

 

This man speaks the truth' date=' suddenly people are saying stuff!

[/quote']

 

Shucks, I don't know what to say. Probably an oversight during the packaging. I'll reupload with a correct version. Thanks for pointing that out, Mickster!

Link to comment

The ESP name is "SexoutCheckMeOut.esp" but the folder name is "Sexout CheckMeOut.esp" (with a space). Doesn't this cause the no-sound issue?

 

This man speaks the truth' date=' suddenly people are saying stuff!

[/quote']

 

Shucks, I don't know what to say. Probably an oversight during the packaging. I'll reupload with a correct version. Thanks for pointing that out, Mickster!

 

Woooohoooo ,yeeaaa that was the problem.

Thanks Mickster!

 

@DoctaSax

Shit happens :D

Link to comment
  • 6 months later...
Small update to compensate for SCES being cut from SCR. See the paragraph with the red warning for details.

This is an esp update only. The original resources should still be used.

Ah I forgot that Check Me Out used SCES variables, I would have left it in there in an inactive mode otherwise, sorry about that. I didn't realise you had code to calculate the character being naked, I'll check it out and possibly add it in SCR as a calculated Actor Variable flag.

Link to comment

No worries, Hal. For the moment, it's all functioning again - wasn't much work, and it was bound to happen at some point. You mean you'll add it to an SQVARZ quest? Will switch over then when you get 'round to it.

 

There wasn't much code to it either - it only checked the upperbody slot, so it won't function, again, with other-slot clothing. I just transferred the one quest with the one variable to avoid my conditions being messed up.

Link to comment

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use