BeoWulf91 Posted December 14, 2015 Posted December 14, 2015 Hello, all. I'm a long time lurker here, and a few weeks ago I decided to try to make my own mod. I started small, of course, which after some frustration at the start finally worked out. But there is one thing I want that I can't figure out how to do, and that is for the NPC to speak during a SexLab animation. I remember how much I felt this feature added to the Dark Investigations mod (which didn't use SexLab, though), and I really want to be able to do this. I tried looking at that mod in CK, but none of the scripts can be seen. I figure it can be done with a scene playing during the SexLab animation, but, as a beginner, I don't have the knowledge to script it. What I want is to have the NPC speak one or two lines during each stage of an animation. I tried trepleen's tutorial, and all I get are compile errors, plus I don't think it gives all the necessary info. I'm sorry that my first post is just asking for help, but it's pretty frustrating that I can't get this to work. Any advice on how to make this work would be greatly appreciated.
Guest Posted December 14, 2015 Posted December 14, 2015 You can try this (I never tried so be aware that is only a suggestion to be tested, not a real proven solution.): * Create a VoiceType (really important) * Create a dialogue with a branch a Topic and a Response (the response is the most important), for each line has to be pronounced. Be sure that you condition the voice types to the one you just created (Important!) * Create a quest and create two aliases (if you have more actors in the animation you need more aliases) * Create a Package for each line you wish the actors to say -> Owner quest: the quest you created -> Type of the package: Say -> target: the other reference alias -> Topic: the topic you created * Add a second procedure to the package: Wait 300 seconds, Don't Move = yes. Now, in a script you can catch the SexLab events for starting the animation, and changing the stages. Be aware that I don't know how you want to do it. For each possible animation? For an animation you are starting? In the starting anim event, assign the participants to the aliases you defined. At the same time, save the previous voice type, and replace it with the voice type you created. The scene, if any, does not need to start. In the stage changing event: 1) If you already added a "Say package" remove it. 2) assign the "say package" that you created. probably you need to do it through the AddPackageOverride, because SexLab does it already. When the animation end event is generated remove the actors from the aliases and remove the last package override. Not sure if it will work well, but you can try.
BeoWulf91 Posted December 15, 2015 Author Posted December 15, 2015 You can try this (I never tried so be aware that is only a suggestion to be tested, not a real proven solution.): * Create a VoiceType (really important) * Create a dialogue with a branch a Topic and a Response (the response is the most important), for each line has to be pronounced. Be sure that you condition the voice types to the one you just created (Important!) * Create a quest and create two aliases (if you have more actors in the animation you need more aliases) * Create a Package for each line you wish the actors to say -> Owner quest: the quest you created -> Type of the package: Say -> target: the other reference alias -> Topic: the topic you created * Add a second procedure to the package: Wait 300 seconds, Don't Move = yes. Now, in a script you can catch the SexLab events for starting the animation, and changing the stages. Be aware that I don't know how you want to do it. For each possible animation? For an animation you are starting? In the starting anim event, assign the participants to the aliases you defined. At the same time, save the previous voice type, and replace it with the voice type you created. The scene, if any, does not need to start. In the stage changing event: 1) If you already added a "Say package" remove it. 2) assign the "say package" that you created. probably you need to do it through the AddPackageOverride, because SexLab does it already. When the animation end event is generated remove the actors from the aliases and remove the last package override. Not sure if it will work well, but you can try. Thanks for the quick reply! I'm still building my scripting knowledge, how do I script it to detect the animation starting and changing stages? What I want is to engage a specific animation through dialogue with a specific NPC, and he talks to the PC during the sex animation. I'm also not sure why the voice type is important. Doesn't Fus-Ro-D'oh remove the need for that? Is there something specific I need it for? Again, I appreciate any help and advice you give.
Guest Posted December 15, 2015 Posted December 15, 2015 Download my Papyrus guide (from my signature.) You will find inside a full reference for the language and also a section for SexLab, that should give you the answers about the SexLab events hooking.
BeoWulf91 Posted December 15, 2015 Author Posted December 15, 2015 Wow! I had no idea anyone had done something like that. Thank you! Looks like a lot of studying lies ahead, though... I'll let you know if I can get it to work. Thanks again, you've been very helpful.
Guest Posted December 21, 2015 Posted December 21, 2015 Hello, all. I'm a long time lurker here, and a few weeks ago I decided to try to make my own mod. I started small, of course, which after some frustration at the start finally worked out. But there is one thing I want that I can't figure out how to do, and that is for the NPC to speak during a SexLab animation. I remember how much I felt this feature added to the Dark Investigations mod (which didn't use SexLab, though), and I really want to be able to do this. I tried looking at that mod in CK, but none of the scripts can be seen. I figure it can be done with a scene playing during the SexLab animation, but, as a beginner, I don't have the knowledge to script it. What I want is to have the NPC speak one or two lines during each stage of an animation. I tried trepleen's tutorial, and all I get are compile errors, plus I don't think it gives all the necessary info. I'm sorry that my first post is just asking for help, but it's pretty frustrating that I can't get this to work. Any advice on how to make this work would be greatly appreciated. sounds very fucking interesting set moods maybe like angry vanilla dialogue and other vanilla dialgue heh id love it if it was like mnslayer's gamerpoop
BeoWulf91 Posted December 23, 2015 Author Posted December 23, 2015 Well, I ran into a huge problem. I had to reinstall all my mods, and now whenever I try to do anything with SL in the Creation Kit, I get the error "SexLabFramework.psc(1498,19): UnregisterVoice is not a function or does not exist". I reread the papyrus guide and googled, but I can't find anything. Can someone please tell me that it is a problem with a simple solution, because this is seriously frustrating. I would be thankful for any help.
Guest Posted December 23, 2015 Posted December 23, 2015 You have to reinstall the SKSE sources. Download the 7zip file for SKSE, unzip, and put all the .psx and .psc files in the script and script/source folders.
BeoWulf91 Posted December 23, 2015 Author Posted December 23, 2015 That seems to be a default answer to almost every problem, and it probably works most of the time, but alas, no such luck. Same error. What else could it be? It's an error with the SexLabFramework.psc, so I would think reinstalling SexLab would fix it, but no dice there, either. It sucks that such a minor error would prevent the script from working.
Guest Posted December 23, 2015 Posted December 23, 2015 "UnregisterVoice" is defined by sslVoiceSlots.psc So, probably when you compile the script you don't have all the right files in the correct place. Now, how are you compiling? Inside CK? From Notepad++? From the command line? And how you run the "compiler" (CK, Notepad++, CMD)? From MO or directly from the Skyrim folder?
BeoWulf91 Posted December 24, 2015 Author Posted December 24, 2015 I do everything inside CK. Figured it was better to keep it all in the same program.
Guest Posted December 24, 2015 Posted December 24, 2015 OK, that is good. Can you compile the script or do you have still errors? if you have erros, and you compile in CK, just copy all the error result and paste here in a spoiler. I will try to figure out what the problem is and give good directions. (Right now I am just guessing.)
BeoWulf91 Posted December 24, 2015 Author Posted December 24, 2015 So whenever I add the "sexlabframework property sexlab auto" at the end of the compiler, I get this: Starting 1 compile threads for 1 files...Compiling "TIF__04000D66"...C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\SexLabFramework.psc(1498,19): UnregisterVoice is not a function or does not existNo output generated for TIF__04000D66, compilation failed.Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__04000D66
Guest Posted December 24, 2015 Posted December 24, 2015 OK, that only thing I can argue is that Sexlab has not all its need to compile. When you reference a PSC (SexlabFramework in your case) then all PSC that are referred are checked by the compiler. For some reasons the compile don't find a valid sslVoiceSlots.psc Check if you have the file, in both PSC and PSX formats. If you have it, maybe you are missing other items required to compile SexLab (but actually I never had this problem, and I compiled a godzillion of scripts with exactly the same property as you.) Last chance: try to re-donload SexLab, and re-intall it (no need to reinstall it in the game, just be sure that the source files go in the right place.) Keep me informed, I will try to help.
BeoWulf91 Posted December 24, 2015 Author Posted December 24, 2015 SUCCESS! It finally worked after I manually put all the SexLab scripts in the folder. I had actually already re-downloaded and re-installed it, which didn't work, but overwriting the installed files did the trick. No idea why, but it worked. Thank you so much for all your help, CPU. I think after taking a break from CK for a little, I'll get back to playing with it.
BeoWulf91 Posted December 29, 2015 Author Posted December 29, 2015 Okay, I only have one error left to solve, then it might work. When I try to do the AddPackageOverride, it says "variable Say01 is undefined". Say01 is the package, and everything looks correct, but I can't compile. Here's the line of script: ActorUtil.AddPackageOverride(UlfricRef, Say01, Priority = 30, Flags = 0) I'm using Ulfric as a test, and he has this package assigned to his alias, too. So if I can fall back on your knowledge base one more time, CPU, please let me know how to fix this.
Guest Posted December 29, 2015 Posted December 29, 2015 Okay, I only have one error left to solve, then it might work. When I try to do the AddPackageOverride, it says "variable Say01 is undefined". Say01 is the package, and everything looks correct, but I can't compile. Here's the line of script: ActorUtil.AddPackageOverride(UlfricRef, Say01, Priority = 30, Flags = 0) I'm using Ulfric as a test, and he has this package assigned to his alias, too. So if I can fall back on your knowledge base one more time, CPU, please let me know how to fix this. I suppose this one is not the ONLY line of code in your script. Just add the property for the package (somewhere in your script, if I cannot see it I cannot tell you where to place it, but placing it to the very end usually works for all cases.) Package Property Sav01 Auto And don't forget to fill the property with the correct value for the package (if you name the package exactly as you name the property then you can auto-fill it.) Just a side, small, recommendation: whatever you create (packages, actors, voice types, code, whatever), decide a small code for your mod (3 or 4 letters) and put this code before EVERYTHING you create. Or people will have hard time to install it, and in future you will have hard time to update it. For example for my mods: Cum Shot Brothel, the code is csb and everything starts with "csb" (or contains, for papyrus fragments) Oral Only, the is oro and everything starts with "oro" (or contains, for papyrus fragments) Scent of Sex: ssx, so may config script is called ssxConfig.psc, my main quest is called ssxs, my "silent voice types" are called ssxSilentVoiceM and ssxSilentVoiceF.
BeoWulf91 Posted December 30, 2015 Author Posted December 30, 2015 Ok, I'm seriously considering giving up on trying to make a mod. First there were all those problems just getting the Creation Kit to work, and now I'm having an old and familiar problem that I never could seem to fix - the dialogue will not show up in the game. I tried the SEQ thing, I tried top level, normal, and blocking for the branch, all to no avail. I tried everything the people on various forums have said, but nothing works. When I had this problem before, it would just start working randomly, and then stop again, so I never figured out what the hell was causing it. Has anyone else had this problem? Sorry to be such a pest, but this is the third mod I've tried to make, and the third time this has happened, which is really aggravating.
Veladarius Posted December 30, 2015 Posted December 30, 2015 Make sure the dialogue has the box for 'Force Subtitle' checked, sometimes dialogue does not want to show otherwise. Something else to do to help debug it is to have a notification shown in the corner telling you that it is displaying dialogue, the issue may not be with the dialogue itself.
Guest Posted December 30, 2015 Posted December 30, 2015 And triple check also the conditions you put on the first Topic (the part spoken by the NPC) of the first branch. If the condition fails, then the dialogue will never appear.
BeoWulf91 Posted December 30, 2015 Author Posted December 30, 2015 I have force subtitle on, but the problem is the dialogue prompt is not showing up among the dialogue options. I even removed all conditions, then re-generated the SEQ, and still no dialogue option. Is my CK just busted? I have another mod I made(totally forgot till now, since it was just a quick test) that never had any conditions attached to anything, and it works just fine, so it seems like conditions break things, even after they are removed. Does that help pinpoint a problem? I really appreciate the patience you guys are showing, since it seems like I'm just breaking everything.
Guest Posted December 30, 2015 Posted December 30, 2015 A couple of screenshots (of CK windows) or also the esp can give us some more clues about why it is not working. Me and Veladarious we provided the "standard answers".
Dark_Fenix Posted February 4, 2016 Posted February 4, 2016 Beoful91, are you still investigating putting dialogues during sex?, I would like you made it and shared your knowledge. I would like to use of it. regards
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