Jump to content

SexTec (SexLab, SexOut, etc.) - Container thread


Guest

Recommended Posts

Posted

fallout 4 is basically heavily modded skyrim. as result script engine lags about/more as on heavily modded skyrim already. i see this as potential problem for any heavy script depending program. is this an serious issue or can be workaround easily?

Posted

fallout 4 is basically heavily modded skyrim. as result script engine lags about/more as on heavily modded skyrim already. i see this as potential problem for any heavy script depending program. is this an serious issue or can be workaround easily?

 

That is not true.

 

First, the number of scripts in FO4 is about the same the number of scripts in Skyrim.

And all of them are event based, so minimal charge on the system.

 

Second: the VM runs at 64 bits, by some checks done by me and FishBurger, it runs slightly faster than Skyrim one (about 10% faster.)

Posted

 

how long till sexTec is released just wondering

 

Math.abs(1.23*sin(log(n - arctan(3.1415926 ^ 373 - 1))) / cos(t*(t-1)/2)) + RandomFloat(-0.5, 0.5) years.

 

Approximately.

 

The real formula is way more complex.

 

 

u wrongly assume deterministic system i presume. unless "random float" is user/external input and not program generated.  :)

Posted

 

fallout 4 is basically heavily modded skyrim. as result script engine lags about/more as on heavily modded skyrim already. i see this as potential problem for any heavy script depending program. is this an serious issue or can be workaround easily?

 

That is not true.

 

First, the number of scripts in FO4 is about the same the number of scripts in Skyrim.

And all of them are event based, so minimal charge on the system.

 

Second: the VM runs at 64 bits, by some checks done by me and FishBurger, it runs slightly faster than Skyrim one (about 10% faster.)

 

 

thats good i guess. but from my experience (and plenty of others i saw from youtube) the script engine even of unmodded fallout is so laggy that it registers (some of) events minutes after they occured, which causes broken quests etc.  im experiencing 10-20 sec lags of script engine on regular bases when i build or do some other script intensive tasks. it could be they are set to low priority etc, but i almsot never experience such lags in heavily modded skyrim.

 

is the scripts volume (not quanta) not much larger than skyrim one?

Posted

 

thats good i guess. but from my experience (and plenty of others i saw from youtube) the script engine even of unmodded fallout is so laggy that it registers (some of) events minutes after they occured, which causes broken quests etc.  im experiencing 10-20 sec lags of script engine on regular bases when i build or do some other script intensive tasks. it could be they are set to low priority etc, but i almsot never experience such lags in heavily modded skyrim.

 

is the scripts volume (not quanta) not much larger than skyrim one?

 

 

For latency in receiving an event, I did very few tests a while ago to test the new event registering method. (that is not available in Skyrim Papyrus.)

And when I was "sending" and event I was receiving it in a matter of milliseconds.

 

Don't trust too much Youtube guys.

 

About script volume I can only say that the amount of .pex is the same order of magnitude as Skyrim with all DLCs.

Posted

 

 

thats good i guess. but from my experience (and plenty of others i saw from youtube) the script engine even of unmodded fallout is so laggy that it registers (some of) events minutes after they occured, which causes broken quests etc.  im experiencing 10-20 sec lags of script engine on regular bases when i build or do some other script intensive tasks. it could be they are set to low priority etc, but i almsot never experience such lags in heavily modded skyrim.

 

is the scripts volume (not quanta) not much larger than skyrim one?

 

 

For latency in receiving an event, I did very few tests a while ago to test the new event registering method. (that is not available in Skyrim Papyrus.)

And when I was "sending" and event I was receiving it in a matter of milliseconds.

 

Don't trust too much Youtube guys.

 

About script volume I can only say that the amount of .pex is the same order of magnitude as Skyrim with all DLCs.

 

 

 

for example when in skyrim i'd bash training dummy to beef some skill in continous manner, the skill gain would start to lag more and more behind event. i could end up with messages apperaing well after 30 seconds since i left. it feels very much like that in f4 with many things; light box switches, entering/leaving crafting mode, pacify or even follow/go to commands. it all seems laggy quite often to me, usually not much, but sometimes those lags are piling up and prevent exectution of commands etc.

 

there was that guy who finished game without any registered kills and he had some problems with game lagging/ not registering when enemy pacify effect should have ended etc, the way he played resulted in many visible game engine glitches/limitations.

Posted

 

Not true unless of course you have 50+ npc's running around in the current loaded area/cell all having sex! :D

 

 

you know someone is going to do just that in various settlements lol.

a decent test  I can think of  for animations on a large scale would be  use a mod like craftable working showers and have all settlers use it at the same time and add showers/ settlers till it breaks or at lest starts going bonkers to know your limits be it your rig or the games.

just a thought suggestion from a non modder.

Posted

 

 

 

you know someone is going to do just that in various settlements lol.

a decent test  I can think of  for animations on a large scale would be  use a mod like craftable working showers and have all settlers use it at the same time and add showers/ settlers till it breaks or at lest starts going bonkers to know your limits be it your rig or the games.

just a thought suggestion from a non modder.

 

Yes not to mix up an animation playing with a script running or being executed. If a script only gets executed when required then it isn't a problem at all. There are a lot more script intensive mods around for Skyrim other then Sexlab ones like HeadTracking for instance so I doubt if SexTek will be a problem!

Posted

OK, time to clean this thread up.

 

Done. All posts in the last 3 pages, not relevant to SexTec are removed.

Some posts have been cleaned up (removed old quotes, for example.)

 

Posted

I really can't wait for this to be released. :D This adds so much fun and immersion to the game than hardly any other mod ever could. In advance (and for every previous work of course) thank you all so much for the effort you guys have put into this. :) :)

I truly feel sorry that I have no knowledge whatsoever that could provide any help.

 

Posted

A little advice:

 

Illusion's new game, "honey select" uses a new sex scene system that you control the speed of animation to find a "point" of the girl

 

I think it'll be an easy system for those who want to free their hands while sex scene

Posted

Are the animations going to be like the ones in Sexlab with three or four scenes for every position?

 

Well, I kind of dream that the guys working on OSEX for Skyrim will bless us with their attention. 

Posted

All for this, pretty much the only component I'm waiting on before I go near fallout again, game felt like a hollow shell compared to skyrim and fallout 3/NV, with 4's gameplay I never really felt like I was having "fun" with it, mostly due to all the hype about the weapons system that fell flat on it's face with many many small limitations and samey designs.

Posted

So how long did it exactly take Skyrim to get adult modding going outside the usual nudie mod?

The earliest thread in the SexLab section is http://www.loverslab.com/topic/17321-new-home/ ,  from may 2013.

 

I'm guessing SL was released about a year and a half (more or less) after Skyrim , which means that SexTec would be released on may 2017 with the same inbetween time.

 

However, the Skyrim Creation Kit came out like 2 weeks after Skyrim's release (so November '11) while we had to wait till June '16 (so about 7 months after FO4's release) before having the FO4 Creation Kit. Because dev about SexTec itself couldn't have started before, we're looking more at December 2017 assuming - once again - we have the same dev time.

 

In addition, a lot of stuff that did go well with SexLab didn't go so well with SexTec, so the release dates might not even be comparable. You may be looking at an alpha next week or next decade.

 

Now, keep in mind that technically there is A.P. out there on the Nexus, so adult modding is already kind of out for FO4, just not in an useful/playable state.

Posted

So how long did it exactly take Skyrim to get adult modding going outside the usual nudie mod?

 

Just use the this time to play the game vanilla style first. After a while the good mods will come out and you will never go vanilla again. right now there is not even an offcial editor out yet so mods are in full alpha state rather then playable state.

Posted

 

Can anyone give information about the progress?
Is it possible that SexTec is released this year or do we have to wait much longer?

 

 

Is the mod released yet?

 

Come back in a year, and there will probably be something. Whether it's finished or not, who knows?

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...