Jump to content

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


Guest

Recommended Posts

Posted

At this point, I'd gladly take a simple sex mod instead of a framework. We already have Crazy's sex animations, shouldn't be too difficult to start them through dialogue.

Posted

Shouldn't it be possible to trigger simple paired animations through dialog at the moment? SSE is doing this even without access to a script extender. Forgive my ignorance if there's an obvious reason this can't be done in FO4.

From my understanding it is possible, but you would need to replace one of the vanilla animations in order to add it. Without the script extender, new animations cannot be added and called upon.

Posted

 

... Without the script extender, new animations cannot be added and called upon.

 

 

You can add and call animations quite simple, there are multiple ways doing that.

But every way has its pros and cons, there is no ultimate way to do it.

Currently there is no viable way to get the very specific stuff SexTech wants to do.

Posted

Shouldn't it be possible to trigger simple paired animations through dialog at the moment? SSE is doing this even without access to a script extender. Forgive my ignorance if there's an obvious reason this can't be done in FO4.

 

It might be possible already. Haven't dug into it myself yet.

 

If there is an obstacle, I suspect that it's in lining the actors up and controlling various mechanics so they can be "locked in" during the animations. But, I'm just deducing that from the existence of the mod that uses rugs to line actors up. Why bother with rugs if not necessary, right?

 

In Skyrim, characters were locked in place by having them both "mount" an invisible object. Without doing that, the game engine would nudge them out of position. Not sure if that is possible or not in FO4.

 

 

From my understanding it is possible, but you would need to replace one of the vanilla animations in order to add it. Without the script extender, new animations cannot be added and called upon.

 

 

New animations can be added and called upon without replacing vanilla animations.

Posted

 

 

If there is an obstacle, I suspect that it's in lining the actors up and controlling various mechanics so they can be "locked in" during the animations. But, I'm just deducing that from the existence of the mod that uses rugs to line actors up. Why bother with rugs if not necessary, right?

 

In Skyrim, characters were locked in place by having them both "mount" an invisible object. Without doing that, the game engine would nudge them out of position. Not sure if that is possible or not in FO4.

 

 

 

 

Ah, I always wondered how the actors were locked together. That makes sense. Since there are no mounts in FO4, would it be possible to script the creation of temporary idle markers? And if so, is it possible to sew the nifs for those markers together in Nifskope so that the actors are positioned properly? I've done a small amount of modding myself, but nowhere near enough to test the specifics of these things.

Posted

Idle markers are easy, but to really lock an actor on it, the marker was used (still used in SexLab) as an "horse", so the actor moves when the marker moves.

Posted

 

Ah, I always wondered how the actors were locked together. That makes sense. Since there are no mounts in FO4, would it be possible to script the creation of temporary idle markers? And if so, is it possible to sew the nifs for those markers together in Nifskope so that the actors are positioned properly? I've done a small amount of modding myself, but nowhere near enough to test the specifics of these things.

 

The function is called "setVehicle".

 

As it turns out, it looks like it is already available in FO4: http://www.creationkit.com/fallout4/index.php?title=SetVehicle_-_Actor

 

So actually, it does look like the basics are there to allow starting paired animations and line them up.

 

(If someone wants to volunteer animation skills and make a paired animation, I will make it into a test mod that can trigger the animation from dialogue, share source code, etc.)

Posted

 

 

Ah, I always wondered how the actors were locked together. That makes sense. Since there are no mounts in FO4, would it be possible to script the creation of temporary idle markers? And if so, is it possible to sew the nifs for those markers together in Nifskope so that the actors are positioned properly? I've done a small amount of modding myself, but nowhere near enough to test the specifics of these things.

 

The function is called "setVehicle".

 

As it turns out, it looks like it is already available in FO4: http://www.creationkit.com/fallout4/index.php?title=SetVehicle_-_Actor

 

So actually, it does look like the basics are there to allow starting paired animations and line them up.

 

(If someone wants to volunteer animation skills and make a paired animation, I will make it into a test mod that can trigger the animation from dialogue, share source code, etc.)

 

 

It is already done, and I confirm setVeichle is working.

Posted

It might be possible to create temporary instances for markers. For example, Build Your Own Pool by Akarnan

has markers that are otherwise invisible unless in workshop mode. I suggest picking it apart to see what you can do with the method. Using the console to get coordinates, we might use it to execute commands similar to "player.placeatme" and "setidle" with a separate command to create an offset of however many units the temporary mat is. Or maybe use "player.equipitem" to do so, and the equipped item is what activates the animation, similar to the rings you see that trigger dancing. Once the idle's done it could use "player.unequipitem" for ring or "markfordelete" for the mat. For the rings they'll just be dumped into the MISC category and take up space, and for the mats there'd be a delay while the console commands are executed. This is all very messy, but until things are properly reverse engineered and added into F4SE we don't have much of a choice.

EDIT: Nevermind, refreshed the page and CPU already stated they've got setVehicle up and running. Disregard this.

Posted

If you would just take a look at Crazy's Ray Gun Version of his sex mod, it works perfectly. Aim, shoot, and fuck. It's that simple, I don't think that this framework needs to be as complicated as people are making it. Everybody is holding their breath for Fallout Mod Menu when  honestly that shit isn't going to happen any time soon. Neither is F4SE going to be fixed. So work with what you have. My Question is, WHEN has a script extender or a mod menu ever stopped LL in the past?

 

Tl;DR Work with what you have, and stop waiting for the perfect conditions

Posted

...

 

Why you don't do it yourself?

Many people will appreciate.

Posted

Why you don't do it yourself?

Many people will appreciate.

Because it's easier to bitch about work not being done than it is to do it oneself.

Posted

Let's say one of us were to try to make a simple framework... what would be the primary features it would need to include?

 

In this case it seems like the framework would be little more than a foundation of agreed upon keywords/factions/whatever else, so that the separate mods could draw from the same pool of resources. Bear in mind I have very limited knowledge on these things, I'm just trying to kickstart the engine.

Posted

Let's say one of us were to try to make a simple framework... what would be the primary features it would need to include?

 

In this case it seems like the framework would be little more than a foundation of agreed upon keywords/factions/whatever else, so that the separate mods could draw from the same pool of resources. Bear in mind I have very limited knowledge on these things, I'm just trying to kickstart the engine.

 

Bare minimum? Let's see...

 

1) Have a structure and a registry to register and configure the sexual animations

2) Have a way to understand if the actors are valid or not for a given animation

3) Have a reliable way to run synchronized animations with multiple actors

4) Have a well defined 3D Anim settings to have all animators to create their anims

5) A tag system, maybe

6) A voice system, maybe

7) A MCM or similar to control all variables and parameters

8) A dynamic way to add animations without requiring a custom ESP for each group of anims

9) Implement all possible fallbacks to still play something in case the modder forgot to specify some parameters

10) Write tons of documentation to enable modders and animators to use the framework

Posted

Thanks for the list, CPU. I don't think many people understand what all Sexlab and Sexout handled for their respective games, which is why they're complaining about Sextec not being released yet.

Posted

 

Work with what you have, and stop waiting for the perfect conditions

 

 

...

Why you don't do it yourself?

Many people will appreciate.

 

It may be a matter of communication. A lot of people are counting on the Sextec team to come through. On the surface, it appears that a Sextec Light of some form could be made now. At least enough to get animators working/testing. I think most people would accept any explanation for why that hasn't happened. I'm just not sure if an explanation has been given?

 

Personally, I just don't like working with Papyrus. So, my plans involve using Actionscript for mod logic (like 0Sex). So, I'm dead in the water without the extender.

 

Let's say one of us were to try to make a simple framework... what would be the primary features it would need to include?

 

In this case it seems like the framework would be little more than a foundation of agreed upon keywords/factions/whatever else, so that the separate mods could draw from the same pool of resources. Bear in mind I have very limited knowledge on these things, I'm just trying to kickstart the engine.

 

As far as I know, there isn't a native way to store data or read new animations. So, you couldn't have the Sextec plugin populating itself with the list of animations to use. You would have to hard code them into the plugin.

 

IMO, that would render it "just a sex mod" rather than a "framework".

 

That said, it seems like you could make the "just a sex mod" version and re-use that code later on the framework version. Then animators could at least start making content now and people could start using the basics in game.

 

 

7) A MCM or similar to control all variables and parameters

 

 

There are probably too many MCM fans to leave this feature out. But, I'd like to see mods use simple ini files instead. Less over-head in-game. And it automatically saves your settings so that you don't have to change the defaults when testing new games. Besides, most modders are familiar with ini files for settings.

Posted

 

There are probably too many MCM fans to leave this feature out. But, I'd like to see mods use simple ini files instead. Less over-head in-game. And it automatically saves your settings so that you don't have to change the defaults when testing new games. Besides, most modders are familiar with ini files for settings.

 

 

Good Idea!

 

But, please, tell me: how you can read custom ini files, in-game, without the extender?

Posted

 

There are probably too many MCM fans to leave this feature out. But, I'd like to see mods use simple ini files instead. Less over-head in-game. And it automatically saves your settings so that you don't have to change the defaults when testing new games. Besides, most modders are familiar with ini files for settings.

 

 

I, personally, would really like to have the settings available in game. Maybe have a holotape that is directly tied to the inis (assuming that's ever a possibility). I'm a freak for tweaking, so needing to close the game or even alt/tab to mess with settings would be a bummer. That said, I'd be grateful for whatever framework/mod(s) I could get my hands on. 

Posted

So any form of alternate suggestion will basically lead back to why don't you do it yourself?

 

LOL

 

 

It's nothing but advice ether take it or don't no need for animosity.

Posted

So any form of alternate suggestion will basically lead back to why don't you do it yourself?

 

LOL

 

 

It's nothing but advice ether take it or don't no need for animosity.

 

We are not aggressive.

And I, personally, as moderator, remove right away insults.

 

Getting advises is a wonderful thing. And actually (but from probably 50 pages ago) somebody gave an advice that made some actual progress.

 

Not always an advice is giving some benefits, but we never attack people (often if not skilled) about bad advises.

 

And then there are people telling: fuck, shit, asshole, why is not here, you are useless, etc. etc.

These people get the standard answer: do it yourself.

Posted

I'm not suggesting that anyone do it, really. I'm just discussing what's currently possible. Fact is that it's a ton of tedious work that nobody wants to do. But the way I see it, narrowing it down to a set of plausible goals via this thread might make it feel less daunting to anyone here who has the skill. Like, maybe it's easier to check items off a list than it is to figure out what goes on the list.

Posted

I'm not suggesting that anyone do it, really. I'm just discussing what's currently possible. Fact is that it's a ton of tedious work that nobody wants to do. But the way I see it, narrowing it down to a set of plausible goals via this thread might make it feel less daunting to anyone here who has the skill. Like, maybe it's easier to check items off a list than it is to figure out what goes on the list.

 

The list I posted before is actually what the team is trying to do.

Some items look like impossible right now, some just cumbersome to be done.

 

And, no, creating animations is NOT a problem, we already have a few of them.

Posted

 

So any form of alternate suggestion will basically lead back to why don't you do it yourself?

 

LOL

 

 

It's nothing but advice ether take it or don't no need for animosity.

 

We are not aggressive.

And I, personally, as moderator, remove right away insults.

 

Getting advises is a wonderful thing. And actually (but from probably 50 pages ago) somebody gave an advice that made some actual progress.

 

Not always an advice is giving some benefits, but we never attack people (often if not skilled) about bad advises.

 

And then there are people telling: fuck, shit, asshole, why is not here, you are useless, etc. etc.

These people get the standard answer: do it yourself.

 

 

This seems like a fair and balanced response.

 

Just the guy you said that to just seemed to give nothing more  than practical advice based on the current situation regarding the fallout 4 community where it seems like it's been put on hold in favor of sky64se.

 

But if you know something we don't by all means disregard this.

 

Posted

 

This seems like a fair and balanced response.

 

Just the guy you said that to just seemed to give nothing more  than practical advice based on the current situation regarding the fallout 4 community where it seems like it's been put on hold in favor of sky64se.

 

But if you know something we don't by all means disregard this.

 

 

If you mean my response to @pipdude, please be aware that he is one of the most active guys.

And he has my full respect.

I was probably too much sarcastic in my answer, I just hope to have not produced an offense. If offense has been taken, then I will apologize for my behavior.

 

 

 

If was another answer, then please point me to it and I will check.

Posted

At this point, I wouldn't blame the team for walking out.

A lot of you are asking the same questions over and over again. If you read back in the responses most of this has been answered many times before. In short, they are stalled, and for good reasons which they have answered time and time again to some very accusing and very rude comments. 
So if their answers seem a bit more direct at this point... can you frigging blame them? Seriously, they are working hard to give us something free. It's not like we are kickstarter backers or paying fans waiting on a DLC... we are lurkers waiting to get our rocks off to a sex mod. Good grief, give these guys a break! Right now,  a "Why don't you do it yourself" response is a valid one IMO.

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...