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Possible help with a script?


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Posted

The work that many of you here at Lover's have given to Fallout and Sexout has prompted me to try to mod with scripts for the first time for Sexout. I'm not doing anything too ambitious, though for the past couple days it has proven to be quite a feet, simply enabling sex through dialogue. It seemed like a simple thing yet has proven to be pretty beard-strokingly difficult.

 

You see, I'm trying to get a mod that enables the player to engage in sex with Sunny Smiles through dialogue. I've gotten the dialogue to show up in-game and the dialogue options work and such but it's making the script to start an action that has stumped me. I've looked at the API for Sexout and have even tried to reverse-engineer other's mods to try to learn how exactly to properly start sex through dialogue but to no avail. If anyone wants to help me out, here's the mod in question for people to look over. I've only added a script to one dialogue choice so far to test how i was doing so far but I hope it isn't too hard to find. 

 

Considering this is my first adventure into creating a sexout mod from scratch, I'm sure I did many things wrong so my logic is that it might not be the script itself that is causing me problems, hence the reason for going for uploading the entire .esp instead. 

SunnySmilesALot.esp

Posted

Dialog scripts can be unreliable, especially using local variables. In theory GetSelf returns the speaker, but it sometimes fails. If you want to do anything complex, it is better to use a proper script, and just trigger it from dialog.

 

Having said that, the best way to start sex directly from dialog is with:

call fnSexoutActRunFull Ar_Map "ActorA"::PlayerREF, "ActorB"::0

Passing 0 for an actor will make sexout use the dialog speaker. The above will make the player screw the speaker (B=reciever) using a random animation- swap the A and B to reverse roles.

 

If that works, and you want something a little more fancy, with the beta you can try:

 

 

call fnSexoutActRunFull Ar_Map "ActorA"::PlayerREF, "ActorB"::0, "Flags"::(Ar_List "doggy", "vaginal")

Replacing the "doggy" and "vaginal" flags with whatever takes your fancy, eg: "oral", "blow", "eat", "cowgirl", "handjob", "acrobatic"...

 

 

Posted

Sweet... that was helpful to me as well...

 

I have a followup question...

 

Using this RunFull method, how would you select a follow-up dialogue?

 

Alternatively how do you set the animation flags normally?

 

Sorry... I'm very new to this, I only know what I've been able to read up on in the API thread

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