Loogie Posted January 30, 2016 Posted January 30, 2016 This is a script to bring up a list of names of female companions you have with you and then get them banged I'm using in the current version of Tryout. It could be used for a variety of different things - like in a breeder mod where you have to choose who has sex with what, or choosing what offspring to sell, etc. I attach it to a token that's silently added to the player's inventory, so I can have the script run on multiple people at the same time if the need arises. This is a heavily modified version of an Oblivion script (I'm guessing the origin author was one of the famous "unknown Japanese modders") that Odessa helped me with. Feel free to modify it, or keep it how it is for mods that will use Tryout as a master. scn SOTOCompanionOfferScript ref rf01 ;; first companion ref rf02 ;; second companion ref rf03 ;; third companion ref rf04 ;; fourth companion ref rf05 ;; fifth companion ref rf06 ;; sixth companion ref rf07 ;; seventh companion ref rf08 ;; player ref rf09 ;; placeholder ref Partner ;; the one banging the girl short button Begin GameMode ;; At the top here, assign who want as your ref variables set rf01 to TryoutGirlGetterQuest.Companion1 set rf02 to TryoutGirlGetterQuest.Companion2 set rf03 to TryoutGirlGetterQuest.Companion3 set rf04 to TryoutGirlGetterQuest.Companion4 set rf05 to TryoutGirlGetterQuest.Companion5 set rf06 to TryoutGirlGetterQuest.Companion6 set rf07 to TryoutGirlGetterQuest.Companion7 set rf08 to PlayerRef set Partner to SexoutLegion.rPartner ;; using the quest ref variable lets me pull a partner from dialog or the Tryout scanner ;; Standard NVSE MessageBoxEx syntax - the part in quotation marks tells the box what to display (the numbers are for the buttons) and the list of refs after it tells it in what order to populate the %n symbols. MessageBoxEx"Which follower will %n use?|1: %n|2: %n|3: %n|4: %n|5: %n|6: %n|7: %n|8: %n|9: Just Watch" Partner rf01 rf02 rf03 rf04 rf05 rf06 rf07 rf08 End Begin MenuMode 1001 set button to GetButtonPressed if button == -1 return endif ;; Always start with button 0. You can make the result script for the button do whatever you want, but for obvious reasons you'll probably want it do something to the person named in the button. if button == 0 ;; call fnSexoutActRunFull ar_map "actorA"::Partner "actorB"::rf01 elseif button == 1 call fnSexoutActRunFull ar_map "actorA"::Partner "actorB"::rf02 elseif button == 2 call fnSexoutActRunFull ar_map "actorA"::Partner "actorB"::rf03 elseif button == 3 call fnSexoutActRunFull ar_map "actorA"::Partner "actorB"::rf04 elseif button == 4 call fnSexoutActRunFull ar_map "actorA"::Partner "actorB"::rf05 elseif button == 5 call fnSexoutActRunFull ar_map "actorA"::Partner "actorB"::rf06 elseif button == 6 call fnSexoutActRunFull ar_map "actorA"::Partner "actorB"::rf07 elseif button == 7 call fnSexoutActRunFull ar_map "actorA"::Partner "actorB"::rf08 elseif button == 8 call fnSexoutActRunFull ar_map "actorA"::Partner endif removeme End
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