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Some things


rylasasin

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Posted

First, anyone working on any sort of mod that involves the holograms?

I know I tried way back when. I had the basics set up: A terminal in victor's shack (for testing). I had the holograms themselves all set up. I Think I had the scripts for them set up. But I couldn't figure out how to make the hologram disappear after sex. Or how to make it go away on command. Plus I had ideas on how to actually implement it beyond the alpha stage but I never got around to it because of the former.

 

 

Second, I'm also working on a new version of Sexoutrex, but I've ran into problems. Loogie managed to cut out the requirement for individual topics per woman by making the topic a top level. I want to take it a step further by cutting out the requirement for individual topics per animal by making the ref reference a quest object chosen either by slipping a collar into the inventory or by a dialogue option "You are my favorite pet!!" (This pet now is the one that gets referenced when you say "Dominate her, my pet!" to an NPC). That way it could be compatible with ANY non-NPC non-Robot follower and not just Rex.

 

But I'm having problems. It wont reference correctly.

SexoutPetSex.esp

Posted

Since I'm not entirely sure what precisely won't reference, here's what I noticed after a brief glance through FNVEdit:

  • The topic SexoutRexAsking is running a GetItemCount check on nothing
  • The main quest script references a sexoutpetcollar but that item does not exist
  • The topic SexoutRexSelect uses GetSelf in a dialogue script which is very unreliable
I assume the first should be checking for the missing collar. For the third, you should probably script it to add the collar instead since the collar can deal with the ref variable without bugging out.
Posted

I'm slowly trying to make a hologram race myself, I'm having trouble getting the right textures for the body since I'm not a texture artist so I put it on hold.  Couldn't you just disable or move it to a random cell somewhere to make it disappear after sex with a visual effect to hide it?

Posted

Since I'm not entirely sure what precisely won't reference, here's what I noticed after a brief glance through FNVEdit:

  • The topic SexoutRexAsking is running a GetItemCount check on nothing
  • The main quest script references a sexoutpetcollar but that item does not exist
  • The topic SexoutRexSelect uses GetSelf in a dialogue script which is very unreliable

 

 

 

Ah yes, I was originally going to use a collar object that you give to your pet but I decided to nix it in favor of a top level dailogue option to select (Pet)

 

It seems the topic is not registering the pet (The collar didn't either btw) as SexoutRex.ThePet

 

New version.

SexoutPetSex.esp

Posted

First, you should probably switch your Sexout calls to the newer standard. Second, where exactly are you encountering the issue? Are you sure it isn't setting it? Have you checked using the sqv console command?

Posted

Sorry, I just reread your old hologram post.  If you control the sexact call you can use:

fnSexoutActSetRef "CBSpell<A, B, C, X>" <Spell Reference>

to set a spell that will call a script to move or disable the selected actor, something like:

if GetSelf equals <Hologram Reference> then run MoveToMarkerWithFade <Marker Reference> and remove this spell; If not remove this spell;

If you don't control the act you can add the same spell to the formlist SexoutNGFLGlobalCBEndS, I think you'd need to add three formlists to SexoutNGFLGlobalEndFLA, SexoutNGFLGlobalEndFLO and SexoutNGFLGlobalEndFLV as well;  I'm not totally sure if there are better ways to do it though and I've never used MoveToMarkerWithFade so I don't know how well it would work. 

 

Just place the <Marker Reference> as a X Marker hidden somewhere either in the same cell if you know the location or a new empty cell.

Posted

First, you should probably switch your Sexout calls to the newer standard. Second, where exactly are you encountering the issue? Are you sure it isn't setting it? Have you checked using the sqv console command?

 

When I talk to the girl, nothing happens. And... newer standard? 

 

 

 

Then again, I'll admit, 99% of this OBSE/NVSE/FOSE/SKRE stuff goes way over my head.

 

Sad thing is, I was hoping to go back to fallout modding, but now I'm even more lost and confused than before, and I feel even more useless than when I left.

Posted

When I talk to the girl, nothing happens. And... newer standard? 

 

You're using the older spell calls;  Sexout moved over to using User Defined Function (UDF) calls a bit ago.  Like via: 

if eval((0 == call fnSexoutActorInuse refA) && (0 == call fnSexoutActorInuse refB))
call fnSexoutActPrep
call fnSexoutActSetRef "actora" refA
call fnSexoutActSetRef "actorb" refB
call fnSexoutActRun
endif

or using fnSexoutActRunFull and an array holding the same string keys and values.

Posted

It's official: I have no fucking clue what the hell I'm doing anymore.

 

I'm afraid I'm going to have to call it quits again. Sorry for wasting everyone's time.

 

 

 

Looks like my old deadmoney thing doesn't even want to load anymore anyway, so fat chance of starting that up ever again.

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