Awkward Nymph Posted January 13, 2016 Posted January 13, 2016 I finally managed to somehow get him to interact with my female character...but not in the way I expected/hoped. He positions himself as standing over her...but she begins using the animations for human x human interactions. I thought I'd managed to swap him into a faction that would make him react as I wanted, but it only worked for a moment, and then it would do this to me. I honestly really would love to be able to get him and my character together as well as I can the other named dragons. I understand he is a unique character in script...but is there any way? + he would make human man moan noises which was bizarre 0_0 that was probably my bad.
Feliks Posted January 14, 2016 Posted January 14, 2016 My guess would be, and this is without actually looking into the issue, it's got something to do with races. I know for a fact Alduin has got his own race set up in the CK (which I assume is for the dozen or so Alduins you actually see throughout the game thanks to behind the scenes magic, but again, haven't looked into it yet) so Sexlab, MNC, and other mods probably don't recognize him properly as a dragon. The quick and dirty fix would be to set him as a dragon in the CK but this would almost certainly cause a multitude of other problems. The best solution would be to add the Alduin race to whatever scripts or effects check actors to guarantee it reacts the same way it would a dragon. I honestly haven't looked too much at Alduin in the CK but will probably have to in the near future. Edit: You say you added him to a faction to make this work, what exactly do you mean there?
Awkward Nymph Posted January 14, 2016 Author Posted January 14, 2016 My guess would be, and this is without actually looking into the issue, it's got something to do with races. I know for a fact Alduin has got his own race set up in the CK (which I assume is for the dozen or so Alduins you actually see throughout the game thanks to behind the scenes magic, but again, haven't looked into it yet) so Sexlab, MNC, and other mods probably don't recognize him properly as a dragon. The quick and dirty fix would be to set him as a dragon in the CK but this would almost certainly cause a multitude of other problems. The best solution would be to add the Alduin race to whatever scripts or effects check actors to guarantee it reacts the same way it would a dragon. I honestly haven't looked too much at Alduin in the CK but will probably have to in the near future. Edit: You say you added him to a faction to make this work, what exactly do you mean there? I wish I knew how to do that. XD I'm surprised no one has thought to add him in, is it really so difficult? I wouldn't know, I'm not really that great at technical stuff, I depend far too much on other people. ^-^; I used console commands to change his factions and I also switched his race around too, I changed him to dragon real fast, initiated sex, then back to his race and it worked for a moment. T-T but only a moment.
Feliks Posted January 14, 2016 Posted January 14, 2016 snip I wish I knew how to do that. XD I'm surprised no one has thought to add him in, is it really so difficult? I wouldn't know, I'm not really that great at technical stuff, I depend far too much on other people. ^-^; I used console commands to change his factions and I also switched his race around too, I changed him to dragon real fast, initiated sex, then back to his race and it worked for a moment. T-T but only a moment. I would guess it wouldn't be too hard. I honestly don't know though because I haven't looked much into the SexLab/MNC scripts beyond their API (well, I have but not at this part). I would guess, and that's all this is: an educated guess, that you'd just need to find the part of the startsex(....) function and the part where it checks compatible races. At some point in that function or a function it calls it has to detect races and add a tag or something to call appropriate animations or we'd have this kind of problem all over the place. Once you locate the part checking for whatever race dragons are you'd just need to add Alduinrace or however they call it in the CK to that option. Alternatively you could half-ass it. I assume you're using a console command to spawn an Alduin for fucking? You could pop into the CK real quick, grab almost any of the Alduins sitting around in there and duplicate it, change its race to just generic dragon, (maybe fiddle with a few other things so he's not following any weird scripts or spawning somewhere you don't want him too, a quest in which two alduins show up would be cool but confusing and probably game-breaking) and then write down the reference ID (ignoring the first two characters) and save the new esp. congratulations you've made a mod. load the new plugin, keeping track of its load order position (the characters become he first two of the ref ID) and spawn your new Alduin. I won't guarantee this would work. Again, this is just an educated guess based on what I know, but Alduin is treated strangely by just about everything in the game and this may just be kind of an oversight in the framework. Alternatively, it may be deliberate considering there really isn't a good chance to get up to bumpin' uglies with the world-eater without just spawning one.
Awkward Nymph Posted January 14, 2016 Author Posted January 14, 2016 snip I wish I knew how to do that. XD I'm surprised no one has thought to add him in, is it really so difficult? I wouldn't know, I'm not really that great at technical stuff, I depend far too much on other people. ^-^; I used console commands to change his factions and I also switched his race around too, I changed him to dragon real fast, initiated sex, then back to his race and it worked for a moment. T-T but only a moment. I would guess it wouldn't be too hard. I honestly don't know though because I haven't looked much into the SexLab/MNC scripts beyond their API (well, I have but not at this part). I would guess, and that's all this is: an educated guess, that you'd just need to find the part of the startsex(....) function and the part where it checks compatible races. At some point in that function or a function it calls it has to detect races and add a tag or something to call appropriate animations or we'd have this kind of problem all over the place. Once you locate the part checking for whatever race dragons are you'd just need to add Alduinrace or however they call it in the CK to that option. Alternatively you could half-ass it. I assume you're using a console command to spawn an Alduin for fucking? You could pop into the CK real quick, grab almost any of the Alduins sitting around in there and duplicate it, change its race to just generic dragon, (maybe fiddle with a few other things so he's not following any weird scripts or spawning somewhere you don't want him too, a quest in which two alduins show up would be cool but confusing and probably game-breaking) and then write down the reference ID (ignoring the first two characters) and save the new esp. congratulations you've made a mod. load the new plugin, keeping track of its load order position (the characters become he first two of the ref ID) and spawn your new Alduin. I won't guarantee this would work. Again, this is just an educated guess based on what I know, but Alduin is treated strangely by just about everything in the game and this may just be kind of an oversight in the framework. Alternatively, it may be deliberate considering there really isn't a good chance to get up to bumpin' uglies with the world-eater without just spawning one. Wow, creation kit. Hadn't even downloaded that yet. Thanks for the advice, I really appreciate it. I hope to have both brothers soon ;3 tee hee. (parthy totally works) :3
Feliks Posted January 15, 2016 Posted January 15, 2016 Paarthurnax works without modification? but Alduin doesn't? Hm. Interesting.
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