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Simple question on initiate sex script


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Posted

OK, so I am trying to apply a 'How about I suck you off and then you can have my pussy' PG scenario to SexoutSex.

 

So I have been fiddling around with this script:

 

set SexoutNG.actorA to GetSelf

set SexoutNG.actorB to Player

set Sexout.SexType to Oral

set SexoutNG.CBSpellA to SexoutNGDoPlayerVaginal

set SexoutNG.CBDialogA to SexMvFAfterOralB

 

if GetRandomPercent > 75

set Sexout.anim to 201

elseif GetRandomPercent > 50

set Sexout.anim to 202

elseif GetRandomPercent > 25

set Sexout.anim to 203

else

set Sexout.anim to 401

endif

 

Player.CIOS SexoutBegin

 

And trying to get it to work like this one:

 

set SexoutNG.ActorA to GetSelf

set SexoutNG.ActorB to Player

set SexoutNG.IsOral to 1

set SexoutNG.CBDialogA to SexMvFAfterOralB

 

if GetRandomPercent > 75

set Sexout.anim to 201

elseif GetRandomPercent > 50

set Sexout.anim to 202

elseif GetRandomPercent > 25

set Sexout.anim to 203

else

set Sexout.anim to 401

endif

 

Player.CIOS SexoutBegin

 

The only problem is, I am having trouble with the set SexoutNG.CBDialogA to SexMvFAfterOralB line, as I'm not managing to get it to display either after oral, or after vaginal sex.

 

Can anyone help me in how I can get the string to work, with the post-sex dialogue?

 

Thanks in advance.

 

 

 

 

Posted

Try this:

Copy SexMvFAfterOralB as SexMvFAfterOralBVaginal

and add the SexoutNG commands to the copy as:

 

 

set SexoutNG.actorA to GetSelf
set SexoutNG.actorB to Player
set SexoutNG.isVaginal to 1
set SexoutNG.CBDialogA to SexMvFAfterVaginalB
Player.CIOS SexoutBegin

 

Of course, set the CBDialogA of the first info to SexMvFAfterOralBVaginal

 

By the way, I added basic prostitute pickup lines since the last version I posted. They would require some dialog writing.

 

Posted

Thanks' date=' I'll have to give this a try tomorrow. I'll met you know how it goes, and I'll try and get the prostitute dialogue for the next release.

[/quote']

 

Which would be easier if I send it to you!

Debugging/checking the last change and I will upload it.

 

Posted

So, before I modify something else and break it, here is today's version.

 

Note: Pros rate in New Vegas not tested yet.

 

[attachment=9575]

Posted

Newer version:

Extended prostitute support to threesome.

...unfinished, I have to add the NPC taking the player place case.

 

Added some slavery support:

.HumanTrafficking and CortexScrambler are taken into account.

.Starting dialogs are updated (with one, two or three NPC).

...will need specific slave orders and comments

 

None of the changes have been tested. I need my sleep first.

 

[attachment=9703]

Posted

Thanks Jaam' date=' I'll give this a try later.

 

I'm curious, how have you implemented slavery stuff?

[/quote']

 

As said in the PM:

 

I check if the main file for the compatible mods is loaded, and if so fill FormList with their slavery indicator. Wether a worn collar or a token in inventory.

 

There's also a list in which you can add your own slaves without collar or token. (FormID: XX007A1D SexoutSexListPlayerSlaveList)

 

I am waiting on SexoutSlavery to provide NPC slavery so they can get added also.

 

Note: Yesterday version has a bug regarding cortex scrambler. HumanTrafficking should work ok.

Posted

Yes, in my view HumanTrafficking supersedes cortex scrambler in almost every regard. Cortex scrambler has your slaves run off and 'reset' almost immediately after capture, while HumanTrafficking does not.

 

Anyway, testing it now and will get back to you shortly.

Posted

Okay, I'm going to be implementing those scripts in later today, but I have another question.

 

Is it possible to randomise both the player dialogue, AND the NPC response?

 

For example, I am in the GECK, and I have topics. I chose one, and each has a list of possible NPC responses. At the top, there is a "Topic Text" tab which is what the PC says that triggers those replies. I tried altering that for a few, but whatever I write there applies to ALL the topics.

 

I then picked a topic, and instead wrote a PC response in the 'Info Details/Prompt' tab, and it seems to work in game (ie randomised PC dialogue to start sex) but my problem is, each different PC response is always linked to a particular NPC response, so that while the approach topics may be random, they will always receive the same response that was linked to it.

 

So my question is, how can I make the whole thing random? And where can I write new topics for the PC to talk about?

 

Thanks.

Posted

Okay' date=' I'm going to be implementing those scripts in later today, but I have another question.

 

Is it possible to randomise both the player dialogue, AND the NPC response?

 

For example, I am in the GECK, and I have topics. I chose one, and each has a list of possible NPC responses. At the top, there is a "Topic Text" tab which is what the PC says that triggers those replies. I tried altering that for a few, but whatever I write there applies to ALL the topics.

 

I then picked a topic, and instead wrote a PC response in the 'Info Details/Prompt' tab, and it seems to work in game (ie randomised PC dialogue to start sex) but my problem is, each different PC response is always linked to a particular NPC response, so that while the approach topics may be random, they will always receive the same response that was linked to it.

 

So my question is, how can I make the whole thing random? And where can I write new topics for the PC to talk about?

 

Thanks.

[/quote']

 

Topic Text is the default for all info (NPC response) in the topic. Prompt (below the info list) overrides a specific info.

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