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Posted

I had a good laugh seeing Yismir (horse) hitting on chicken and their conversation in RIverwood.

 

yeah but that gets old fast when its selecting birds, chickens and goats all the time. what we need is the check he implmented removed and add a way game to say select the npc and add them to a list of ones to not even check for. i know there a option for trait to have them not have sex but they still get selected in the check.

 

if we had a way while ingame to form a database of creactures and npc to not even process. then we can see the list ingame on the mcm and remove them if added wrongly.

Posted

 

I had a good laugh seeing Yismir (horse) hitting on chicken and their conversation in RIverwood.

 

yeah but that gets old fast when its selecting birds, chickens and goats all the time. what we need is the check he implmented removed and add a way game to say select the npc and add them to a list of ones to not even check for. i know there a option for trait to have them not have sex but they still get selected in the check.

 

if we had a way while ingame to form a database of creactures and npc to not even process. then we can see the list ingame on the mcm and remove them if added wrongly.

 

 

You've right. I had animal check (cows, horses, chicken) more often then NPCs. :) Even then, when NPCs are selected, never seen any sex since every time certain conditions aren't met.  My father asked twice if someone would explain to him how to tweak (preferences) and got not response at all. That's to bad since I really love this mod and will give it a chance few more hours. Will try all possible combinations, but if it wouldn't work, (as it doesn't) I will remove it. Sorry.

Posted

 

 

I had a good laugh seeing Yismir (horse) hitting on chicken and their conversation in RIverwood.

 

yeah but that gets old fast when its selecting birds, chickens and goats all the time. what we need is the check he implmented removed and add a way game to say select the npc and add them to a list of ones to not even check for. i know there a option for trait to have them not have sex but they still get selected in the check.

 

if we had a way while ingame to form a database of creactures and npc to not even process. then we can see the list ingame on the mcm and remove them if added wrongly.

 

 

You've right. I had animal check (cows, horses, chicken) more often then NPCs. :) Even then, when NPCs are selected, never seen any sex since every time certain conditions aren't met.  My father asked twice if someone would explain to him how to tweak (preferences) and got not response at all. That's to bad since I really love this mod and will give it a chance few more hours. Will try all possible combinations, but if it wouldn't work, (as it doesn't) I will remove it. Sorry.

 

 

if u go into there traits u can see a exclude from sex but it will still check them.

 

germanicus the mod works fine he just needs to implement a better system to have it skip certain actors.

 

to help u understand how it checks this is hwo it works so far.

1. checks for the 2 actors.

2. checks if they both have traits set.

    2a if they have no traits it selects random traits and skips sex

    2b if they both have traits has them approach each other.

3. once both checked and have traits and approach each other then is the convo with what tehre traits are.

4. if they apporach each other for sex but there no vaild animation scene times out and gets ready for check on next pair.

 

so the major problem right nwo if u have any mod that says adds creatures(skybirds is a good example) those will get checked also.

right now i know of 2 mods that does checks for sexlab. sexlab itself does a vailid actor check, more nasty creatures combined with creature frame work does a check on creatures. he needs to some way parse it off both those for a valid actor. if actor is invalid it fires a new check and adds that creature to the list to block for not checking but have a list to see what types are blocked so we can unblock a check if it adds a wrong one.

 

 

Posted

Thanks for explanation sidfu. I could see from other posters that the mod works fine for them, but it's not working in my game. I tried all possible combinations, and even when conditions are met, suddenly got the message that time is expired or something. I even seen messages that NPCs wanted to have a sex with my Player, but there was always something missing and sex was never realized. As, I said, I like the mod, but I want to see some actions.

Posted

try this take your pc alongg with 2 followers into a empty buildingg with no one and set it on 20sec check. go into aroused and lock their arousal high enough for them to approach. also check the traits of the companions to make sure they not faithful(mod adds faithfun to some without lovers preventing sex)  also alot of married npc get faithful automaticaly.  also ive found a few npc get on the exclude from sex for no real reason. if they have the exclude from sex u will also get the time out.

 

also make sure all the fetishes are checked. it wont update fetishes on first check all the time ive had it go 3-4 checks before fetishes work.

make sure to do not have the intiate sexuality on in the mcm as it will override the sexlab oreintation.

now u just wait and see what happens.

 

if they even approach each other then the mod should be working fine and could be another mod someway interfeering with it.

 

between sexlab,aroused and sexlife if 1 has a setting on it can override others and even cause script lag as they fight some.

 

as im tweaking my mods to make a better running game i can keep helpin gu right nwo for a while lol.

Posted

sexlab actor select key should select them for sexlife also

 

 

also if u hit the     ,    key on 2 targets it force does the sexlife check also if i remember the key right

 

Posted

 

Thanks for the well thought of mod. But so far Ver. 1.2 seems to be the only one i could get to work on my game.

followed installation steps thoroughly but no joy with later versions. I used PDTWrapper to remove any unattached scripts every time i removed the older versions to be sure but all I get so far is the following on my papyrus log;

 

Loading game...

[07/23/2015 - 08:45:19PM] Cannot open store for class "adcMCM", missing file?

[07/23/2015 - 08:45:19PM] warning: Unable to get type adcMCM referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:19PM] Cannot open store for class "adcSpeakerMove", missing file?

[07/23/2015 - 08:45:19PM] warning: Unable to get type adcSpeakerMove referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:19PM] Cannot open store for class "adcsexlifeapi", missing file?

[07/23/2015 - 08:45:19PM] warning: Unable to get type adcsexlifeapi referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:20PM] Cannot open store for class "adcsexlifemain", missing file?

[07/23/2015 - 08:45:20PM] warning: Unable to get type adcsexlifemain referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:20PM] warning: Could not find type adcMCM in the type table in save

[07/23/2015 - 08:45:20PM] warning: Could not find type adcSpeakerMove in the type table in save

[07/23/2015 - 08:45:20PM] warning: Could not find type adcsexlifeapi in the type table in save

[07/23/2015 - 08:45:20PM] warning: Could not find type adcsexlifemain in the type table in save

[07/23/2015 - 08:45:20PM] warning: Function dragonactorscript.alive.OnDeath in stack frame 0 in stack 34525130 differs from the in-game resource files - using version from save

 

Seems the mod is fine in there but refusing to load it in MCM. Any help is greatly appreciated.

Cant wait to see the full scope of this mod.

 

 

No idea? oh well :/

 

 

 

Doesn't look mod related. Something with install or system perhaps.

 

Posted

 

To stop creatures (like draugr, chickens, etc) from speaking, SKSE has an isPlayable() function that you can call on the actor's race.

I haven't used it, so I can't speak to whether it works properly or not, but I assume it does.

 

I figure, something like that might fix the issue with non-speaking races talking.

Erm... assuming that all speaking races are also playable... are there any creatures or other races that have speaking roles that are not?

Dragons, yes, and Barbas, I suppose... anything else?

 

EDIT:

Actually, allowPCDialogue() function is probably a better choice. If the race is allowed to speak, then Sexlife can reasonably be said to use that race. ;)

At the CK level Draugr have voices, so do horses, chickens, foxes etc. The AllowPCDialogue() function though may work.

 

 

That was interesting idea but alas, the function is setter function, not getter. Meaning:

 

SetAllowPCDialogue(false/true) and not IsablePCDialogue()

 

I just wanted to say I love this mod so far except for when the npcs say "and that's the true-true" I don't know why it bothers me lol Great work though!

 

Thanks! Sorry about the annoying line. When more content gets added you should see that less often.

Dooge did you finish the cheater option yet?

 

Lol I'm not sure.

 

 

I just wanted to say I love this mod so far except for when the npcs say "and that's the true-true" I don't know why it bothers me lol Great work though!

 

I just laugh ever time I see "Hey you... yeah you"

I always think of MXR.

 

 

Yeah it's awesome :D

 

Posted

 

Sengaku you send me pack of those? Maybe they sell them on napajapan.com Lol yeah I buy stuff from there :D

I afraid that this 'cake' (actually it's a strawberry pastry with whipped cream) have not produced any more.

It was probably sold only in a certain store two years ago (temporarily, as a spring sale campaign),

and I didn't remember it actually sold at the shelf in the store.

 

btw, I confirm that the bug of 'YOU' misunderstood as vampire by NPCs can be also with ver 1.3.2,

although I have failed to identify the exact condition when this bug happened.

 

It seems to happen only certain save, and the bug often occurs when PC use some non-hostile spells.  

[edit2]: So far, I have not succeeded in reproducing the bug,

but I assume it was 'You' who lost his (yes, for my case, 'You' was male) temper first with some unknown reasons.

Anyway, I have now saves with possible problem at my hand, and am willing to do some test on this issue.

 

[edit]: here comes papyrus.log that you got crazy and quarreled with Riften guards

attachicon.gifPapyrus.0.log

You gender: male

aggressors: Riften guards

 

 

Maybe the problem went away with 1.3.3?

1.3.3
Removed PlayerTypeNPC keyword from custom invisible race. Tested that YOU still 
talks. This should greatly improve compatibility (or the desired lack of it) with 
other mods.

I will also add code that removes YOU from the situation if he/she attacks someone. Now YOU is removed is he/she gets attacked. (I don't know if YOU can get hit since YOU is a ghost)

 

YOU maybe attacked someone since YOU is part of some factions. I tried to pick ones that are only neutral but there were few ones that hakes YOU an ally to some factions this may result in fighting some cases I think.

 

It maybe just enough that I removed the PCLikeActor keyword from the race as Skyrimll suggested and maybe it is safe to remove all the factions.

 

Nothing about the quarrel on the log but I see another minor bug that I will fix. 1.3.4 Coming out soon.

 

Off topic: Japan has all the cools stuff... hotel where dinosaur robot checks you in to a hotel and pussy-pastries and capsule hotels... 

Posted

 

I had a good laugh seeing Yismir (horse) hitting on chicken and their conversation in RIverwood.

 

yeah but that gets old fast when its selecting birds, chickens and goats all the time. what we need is the check he implmented removed and add a way game to say select the npc and add them to a list of ones to not even check for. i know there a option for trait to have them not have sex but they still get selected in the check.

 

if we had a way while ingame to form a database of creactures and npc to not even process. then we can see the list ingame on the mcm and remove them if added wrongly.

 

 

Tried to make the selection better now.

 

Posted

First of all, sorry for this late reaction, I've been busy lately. I have followed the whole thread, however, and I'd like to address some of the posts.

 

Wow, sidfu, that's all I need to hear. :) Thank you very much my friend. One question, how do I do check my followers traits.

 

In fact @sidfu already answered to your questions, @germanicus. I'll repeat myself - it is good to have presets done for best experience with SLSL. I realize that to make them is quite tiresome, so my offer remains valid: I have some NPC/follower mods covered in .json files and I'm willing to share them. I can provide you with Excel files as well to let you view my (subjective) settings in case you'd wanted to change them.

 

 

 

Thanks for the well thought of mod. But so far Ver. 1.2 seems to be the only one i could get to work on my game.

followed installation steps thoroughly but no joy with later versions. I used PDTWrapper to remove any unattached scripts every time i removed the older versions to be sure but all I get so far is the following on my papyrus log;

 

Loading game...
[07/23/2015 - 08:45:19PM] Cannot open store for class "adcMCM", missing file?
[07/23/2015 - 08:45:19PM] warning: Unable to get type adcMCM referenced by the save game. Objects of this type will not be loaded.
[07/23/2015 - 08:45:19PM] Cannot open store for class "adcSpeakerMove", missing file?
[07/23/2015 - 08:45:19PM] warning: Unable to get type adcSpeakerMove referenced by the save game. Objects of this type will not be loaded.
[07/23/2015 - 08:45:19PM] Cannot open store for class "adcsexlifeapi", missing file?
[07/23/2015 - 08:45:19PM] warning: Unable to get type adcsexlifeapi referenced by the save game. Objects of this type will not be loaded.
[07/23/2015 - 08:45:20PM] Cannot open store for class "adcsexlifemain", missing file?
[07/23/2015 - 08:45:20PM] warning: Unable to get type adcsexlifemain referenced by the save game. Objects of this type will not be loaded.
[07/23/2015 - 08:45:20PM] warning: Could not find type adcMCM in the type table in save
[07/23/2015 - 08:45:20PM] warning: Could not find type adcSpeakerMove in the type table in save
[07/23/2015 - 08:45:20PM] warning: Could not find type adcsexlifeapi in the type table in save
[07/23/2015 - 08:45:20PM] warning: Could not find type adcsexlifemain in the type table in save
[07/23/2015 - 08:45:20PM] warning: Function dragonactorscript.alive.OnDeath in stack frame 0 in stack 34525130 differs from the in-game resource files - using version from save

 

Seems the mod is fine in there but refusing to load it in MCM. Any help is greatly appreciated.

Cant wait to see the full scope of this mod.
 

 

No idea? oh well :/
 

 

 

Doesn't look mod related. Something with install or system perhaps.
 

 

 

 This is definitely some error due to wrong installation, the files simply aren't where they are supposed to be, or they've been removed completely from the system. Also it may be some Windows issue (which one do you use, BTW, [member='Ikeman78'?).

 


 

I just wanted to say I love this mod so far except for when the npcs say "and that's the true-true" I don't know why it bothers me lol Great work though!

 

I just laugh ever time I see "Hey you... yeah you"

I always think of MXR.

 

 

Yeah it's awesome :D
 

 

Although I sometimes get lost in his "wordflow", I watch every "Mods weekly" episode and in fact I've been using a number of mods because of his presentations.

Posted

sexlab actor select key should select them for sexlife also

 

 

also if u hit the     ,    key on 2 targets it force does the sexlife check also if i remember the key right

 

Actor must be in crosshair when you enter the menu.

Posted

 

sexlab actor select key should select them for sexlife also

 

 

also if u hit the     ,    key on 2 targets it force does the sexlife check also if i remember the key right

 

Actor must be in crosshair when you enter the menu.

 

 

OK, I didn't know that same key works for both mods, SexLab and Sex life. Thanks.

Posted

First of all, sorry for this late reaction, I've been busy lately. I have followed the whole thread, however, and I'd like to address some of the posts.

 

Wow, sidfu, that's all I need to hear. :) Thank you very much my friend. One question, how do I do check my followers traits.

 

In fact @sidfu already answered to your questions, @germanicus. I'll repeat myself - it is good to have presets done for best experience with SLSL. I realize that to make them is quite tiresome, so my offer remains valid: I have some NPC/follower mods covered in .json files and I'm willing to share them. I can provide you with Excel files as well to let you view my (subjective) settings in case you'd wanted to change them.

 

 

 

Thanks for the well thought of mod. But so far Ver. 1.2 seems to be the only one i could get to work on my game.

followed installation steps thoroughly but no joy with later versions. I used PDTWrapper to remove any unattached scripts every time i removed the older versions to be sure but all I get so far is the following on my papyrus log;

 

Loading game...

[07/23/2015 - 08:45:19PM] Cannot open store for class "adcMCM", missing file?

[07/23/2015 - 08:45:19PM] warning: Unable to get type adcMCM referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:19PM] Cannot open store for class "adcSpeakerMove", missing file?

[07/23/2015 - 08:45:19PM] warning: Unable to get type adcSpeakerMove referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:19PM] Cannot open store for class "adcsexlifeapi", missing file?

[07/23/2015 - 08:45:19PM] warning: Unable to get type adcsexlifeapi referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:20PM] Cannot open store for class "adcsexlifemain", missing file?

[07/23/2015 - 08:45:20PM] warning: Unable to get type adcsexlifemain referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:20PM] warning: Could not find type adcMCM in the type table in save

[07/23/2015 - 08:45:20PM] warning: Could not find type adcSpeakerMove in the type table in save

[07/23/2015 - 08:45:20PM] warning: Could not find type adcsexlifeapi in the type table in save

[07/23/2015 - 08:45:20PM] warning: Could not find type adcsexlifemain in the type table in save

[07/23/2015 - 08:45:20PM] warning: Function dragonactorscript.alive.OnDeath in stack frame 0 in stack 34525130 differs from the in-game resource files - using version from save

 

Seems the mod is fine in there but refusing to load it in MCM. Any help is greatly appreciated.

Cant wait to see the full scope of this mod.

 

 

No idea? oh well :/

 

 

 

Doesn't look mod related. Something with install or system perhaps.

 

 

 

 This is definitely some error due to wrong installation, the files simply aren't where they are supposed to be, or they've been removed completely from the system. Also it may be some Windows issue (which one do you use, BTW, [member='Ikeman78'?).

 

 

I just wanted to say I love this mod so far except for when the npcs say "and that's the true-true" I don't know why it bothers me lol Great work though!

 

I just laugh ever time I see "Hey you... yeah you"

I always think of MXR.

 

 

Yeah it's awesome :D

 

 

Although I sometimes get lost in his "wordflow", I watch every "Mods weekly" episode and in fact I've been using a number of mods because of his presentations.

 

Using windows 7.

Funnily enough it was SL Warmbodies (which never worked for me either so it was always on my uninstall list) was preventing it somehow. Soon as I removed it,  SLSL worked! :)

Posted

 

First of all, sorry for this late reaction, I've been busy lately. I have followed the whole thread, however, and I'd like to address some of the posts.

 

Wow, sidfu, that's all I need to hear. :) Thank you very much my friend. One question, how do I do check my followers traits.

 

In fact @sidfu already answered to your questions, @germanicus. I'll repeat myself - it is good to have presets done for best experience with SLSL. I realize that to make them is quite tiresome, so my offer remains valid: I have some NPC/follower mods covered in .json files and I'm willing to share them. I can provide you with Excel files as well to let you view my (subjective) settings in case you'd wanted to change them.

 

 

 

Thanks for the well thought of mod. But so far Ver. 1.2 seems to be the only one i could get to work on my game.

followed installation steps thoroughly but no joy with later versions. I used PDTWrapper to remove any unattached scripts every time i removed the older versions to be sure but all I get so far is the following on my papyrus log;

 

Loading game...

[07/23/2015 - 08:45:19PM] Cannot open store for class "adcMCM", missing file?

[07/23/2015 - 08:45:19PM] warning: Unable to get type adcMCM referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:19PM] Cannot open store for class "adcSpeakerMove", missing file?

[07/23/2015 - 08:45:19PM] warning: Unable to get type adcSpeakerMove referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:19PM] Cannot open store for class "adcsexlifeapi", missing file?

[07/23/2015 - 08:45:19PM] warning: Unable to get type adcsexlifeapi referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:20PM] Cannot open store for class "adcsexlifemain", missing file?

[07/23/2015 - 08:45:20PM] warning: Unable to get type adcsexlifemain referenced by the save game. Objects of this type will not be loaded.

[07/23/2015 - 08:45:20PM] warning: Could not find type adcMCM in the type table in save

[07/23/2015 - 08:45:20PM] warning: Could not find type adcSpeakerMove in the type table in save

[07/23/2015 - 08:45:20PM] warning: Could not find type adcsexlifeapi in the type table in save

[07/23/2015 - 08:45:20PM] warning: Could not find type adcsexlifemain in the type table in save

[07/23/2015 - 08:45:20PM] warning: Function dragonactorscript.alive.OnDeath in stack frame 0 in stack 34525130 differs from the in-game resource files - using version from save

 

Seems the mod is fine in there but refusing to load it in MCM. Any help is greatly appreciated.

Cant wait to see the full scope of this mod.

 

 

No idea? oh well :/

 

 

 

Doesn't look mod related. Something with install or system perhaps.

 

 

 

 This is definitely some error due to wrong installation, the files simply aren't where they are supposed to be, or they've been removed completely from the system. Also it may be some Windows issue (which one do you use, BTW, [member='Ikeman78'?).

 

 

I just wanted to say I love this mod so far except for when the npcs say "and that's the true-true" I don't know why it bothers me lol Great work though!

 

I just laugh ever time I see "Hey you... yeah you"

I always think of MXR.

 

 

Yeah it's awesome :D

 

 

Although I sometimes get lost in his "wordflow", I watch every "Mods weekly" episode and in fact I've been using a number of mods because of his presentations.

 

Using windows 7.

Funnily enough it was SL Warmbodies (which never worked for me either so it was always on my uninstall list) was preventing it somehow. Soon as I removed it,  SLSL worked! :)

 

 

warm bodies always been kinda wonky. oen game i get it to work and next it mess up my game so i dont us anymore

 

Posted

Maybe the problem went away with 1.3.3?

YOU maybe attacked someone since YOU is part of some factions. I tried to pick ones that are only neutral but there were few ones that hakes YOU an ally to some factions this may result in fighting some cases I think.

 

Nothing about the quarrel on the log but I see another minor bug that I will fix. 1.3.4 Coming out soon.

 

Off topic: Japan has all the cools stuff... hotel where dinosaur robot checks you in to a hotel and pussy-pastries and capsule hotels... 

 

Thanks for your quick reply and hard work for the update. I'll grab the latest v. 1.3.4 and try.

I suspect that 'YOU' (as for my case) sometimes felt too much affection with chicken (once when I use some non-hostile spells

like detect life in Riverwood) or the hunted thief in Riften.

 

off topic: capsule hotels: While it is ok for many people (including myself), especially as a one-night accommodation,

there are certainly some people those who cannot feel comfortable in such bee-hive like 'rooms'.

Anyway it was not so bad way to spend night with not so much spending...

Posted

Do the changes in 1.3.4 mean that you will no longer get fox approaching fox with lude comments? (Because if so, that just racist).

 

My main focus is 'realism' and any animal stuff is secondary to that. I can make the next version so that if bestiality is on, A1 can be an animal.

Posted

 

 

To stop creatures (like draugr, chickens, etc) from speaking, SKSE has an isPlayable() function that you can call on the actor's race.

I haven't used it, so I can't speak to whether it works properly or not, but I assume it does.

 

I figure, something like that might fix the issue with non-speaking races talking.

Erm... assuming that all speaking races are also playable... are there any creatures or other races that have speaking roles that are not?

Dragons, yes, and Barbas, I suppose... anything else?

 

EDIT:

Actually, allowPCDialogue() function is probably a better choice. If the race is allowed to speak, then Sexlife can reasonably be said to use that race. ;)

At the CK level Draugr have voices, so do horses, chickens, foxes etc. The AllowPCDialogue() function though may work.

 

 

That was interesting idea but alas, the function is setter function, not getter. Meaning:

 

SetAllowPCDialogue(false/true) and not IsablePCDialogue()

 

 

 

 

Heh... the wiki gives to different functions, one in the Actor script and one in the Race script. Race script is empty, but this page seems to indicate it's a getter... that's where I was looking. :)

 

There are two different functions:

SetAllowPCDialogue(bool)    == setter

AllowPCDialogue(bool)       == getter

 

Does that help any? I haven't actually tried using those functions, so I can't be sure...

Posted

 

Maybe the problem went away with 1.3.3?

YOU maybe attacked someone since YOU is part of some factions. I tried to pick ones that are only neutral but there were few ones that hakes YOU an ally to some factions this may result in fighting some cases I think.

 

Nothing about the quarrel on the log but I see another minor bug that I will fix. 1.3.4 Coming out soon.

 

Off topic: Japan has all the cools stuff... hotel where dinosaur robot checks you in to a hotel and pussy-pastries and capsule hotels... 

 

Thanks for your quick reply and hard work for the update. I'll grab the latest v. 1.3.4 and try.

I suspect that 'YOU' (as for my case) sometimes felt too much affinities with chicken (once when I use some non-hostile spells

like detect life in Riverwood) or the hunted thief in Riften.

 

off topic: capsule hotels: While it is ok for many people (including myself), especially as a one-night accommodation,

there are certainly some people those who cannot feel comfortable in such bee-hive like 'rooms'.

Anyway it was not so bad way to spend night with not so much spending...

 

 

Would 191 cm person fit in one?

 

 

 

 

To stop creatures (like draugr, chickens, etc) from speaking, SKSE has an isPlayable() function that you can call on the actor's race.

I haven't used it, so I can't speak to whether it works properly or not, but I assume it does.

 

I figure, something like that might fix the issue with non-speaking races talking.

Erm... assuming that all speaking races are also playable... are there any creatures or other races that have speaking roles that are not?

Dragons, yes, and Barbas, I suppose... anything else?

 

EDIT:

Actually, allowPCDialogue() function is probably a better choice. If the race is allowed to speak, then Sexlife can reasonably be said to use that race. ;)

At the CK level Draugr have voices, so do horses, chickens, foxes etc. The AllowPCDialogue() function though may work.

 

 

That was interesting idea but alas, the function is setter function, not getter. Meaning:

 

SetAllowPCDialogue(false/true) and not IsablePCDialogue()

 

 

 

 

Heh... the wiki gives to different functions, one in the Actor script and one in the Race script. Race script is empty, but this page seems to indicate it's a getter... that's where I was looking. :)

 

There are two different functions:

SetAllowPCDialogue(bool)    == setter

AllowPCDialogue(bool)       == getter

 

Does that help any? I haven't actually tried using those functions, so I can't be sure...

 

 

Good spot. Perhaps there is some use for this.

 

Posted

 

Would 191 cm person fit in one?

off topic: I afraid not (although some capsule hotels claim they can support til about 200 cm), especially with one's luggage. 

Posted

 

Do the changes in 1.3.4 mean that you will no longer get fox approaching fox with lude comments? (Because if so, that just racist).

 

My main focus is 'realism' and any animal stuff is secondary to that. I can make the next version so that if bestiality is on, A1 can be an animal.

 

 

Not really the 'bestiality' I was concerned about, just the potential lack of comically provided interactions which are a welcome relief sometimes.

 

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