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emo877

[OUTDATED]kinda ScrapYard -- slightly edited old versions of Sexout mods

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BruceWayne edit, 25 July 2013: These plugins are outdated and incompatible with current versions of Sexout. Thread locked by author's request. 

 

Preface. I am lazy, don't like changes. I upgraded my FalloutNewVegas version to 1.6 only after discovering Sexout and ,because of that, can't afford NVSE newer than 2.05 (nvse-extender v05 reqs afaik 2.12 or newest). Other bad facts: have no i-net @home and my english is bad. Please point me if it'll nuisance. However, i gather my sexout set ,which is mostly satisfying me.

Set includes:


Sexout.esm(v2356r),
SexoutCommonResources.esm(C322-3),

SexoutBrutalRapers.esp(*base was Grolic313, i learn 518'changes by Jaam and applied some of them, also there's some changes by me. Features list changes in later posts.)
SexoutHookupsAlt.esp based on C505, some features (i'd say "level of 525") added.
SexoutPregnancyNG.esp (*based on C318-2, plus my changes)

SexoutClothingEval.esp(about C401)
SmallerTalk.esp(C423)
The Mod Configuration Menu.esp (C520)


Since i start dealing with sexout plugins i had (time to time) noob-coder-itching to "correct" some fragments here and there. (remember "I do not like changes"? well, except done by myself..)

So now i have pretty "scrapyard" where i (som mrs.Gibson without dogs, don't like dogs) sit looking into things and play with them and make changes in them.

Answering before question, i avoid any of slavery-bsdm stuff for some reasons. Any other questions are welcome and i will try to do as much as i can.
Needless to say I don't want to place none of [modifyed or not] sexout modules on any other site.

Wish it can be useful for someone (fex, willing to get 'all-from-one-place' for play-not-betatesting). Also i will post fragments of scripts with my changes in hope what someone will want to discuss or use them.

SexoutBrutalRapers based on Grolic313 with abt additional 8 features:


0) All Strip worldspace and many(not all) of "main" areas of Strip'Casinos added to SexoutListRestrictedCell. For checking all Strip{suffix} cells i made a dummy cell with that name.

1) when victim is player, short(~1s) blackout isfx applied to hide tfc-starting "face inside". Not ideal, but better than nothing.

2) (in stalkers-victims script) i moved player-related calculations out from victim-tender-cycle and tried to include some "anti-stalking" features, mainly based on player's combat achievements. Pity it couldn't help much in situations where's no other candidates though. Still hope to adjust that.

Another possibly anti-stalking parameter added there is "follower's proximity". I think it's roleplaying enough when pc is trying to stick near hers partner in dangerous areas. And this effect reverts to "stalker-attractive" when follower is engaged in any kind of sex.

3) added stalker's aborting for situations when selected victim (or stalker) engages in combat with anybody.

4) sleeping npc can't become stalkers

5) swimming victims _reserved_ for lakelurks (EDIT: really implemented only in june06 version).

6) "creatures can't undress" (uncompleted Combat-module). Now it's only penalty in victim-tender, but i plan to cancel creature-rape on anybody except nude\shortskirt\similar wear. "SuperMutants can petition" ;)

7) corrected fraction-money stealing: thief gets the same, not caps.

After Jaam's BR v518 i ran through all module, replaced all "isInList" to "ListGetFormIndex" (isInList appears not reliable).



in SexoutPregnancyNG (base C318-2, myC603,1190207b) my changes are:

1) pinned bug "SporeCarrier counts 2 times" in total pregnancies count, this line commented:

 

;	Set gNumPregTotalZPlayer to gNumPregTotalZPlayer + (SexoutFVARZPlayer.iNumPregSporeCarrier) + (SexoutFVARZPlayer.iNumPregSpores)

 


2) "endless" pregnancy messages (about faraway followers) frequency reduced by added condition

 

if (rZ{actor}.getInSameCell player) || (2 > GetRandomPercent)
        StartQuest SexoutFQ1EffectsZ{actor}
endif

 


Now they pop with interval about 3-9 sec in upper corner, not waiting OK..

3) vanilla female followers got feature to consume [useful] sexdrugs (*pills and *shots) from their inventory when {them} has 0=={suchEffect}.



in script SexoutSP1TimedEffectsZ{actor} corresponding fragments now looks like:

if gSFDrugFertXZ{actor} > 999
		Set gSFDrugFertXZ{actor} to 999
	endif
	if gSFDrugFertXZ{actor} > 0
		Set gSFDrugFertXZ{actor} to gSFDrugFertXZ{actor} - gSTimestep
	endif
	if gSFDrugFertXZ{actor} <= 0
		Set gSFDrugFertXZ{actor} to 0
		rZActor.Dispel SexoutSDrugFertXNeedle
		rZActor.Dispel SexoutSDrugFertXPill
		if (0 < rZActor.getItemCount SexoutSDrugFertXNeedle)
			rZActor.EquipItem SexoutSDrugFertXNeedle
		elseif (0 < rZActor.getItemCount SexoutSDrugFertXPill)
			rZActor.EquipItem SexoutSDrugFertXPill
		endif
	endif

 



4) recipe name "Contraceptive" corrected to "Fertility". Some recipes changed, just for my purposes: pills now require Flour (as base), and more rare RadscorpionEggs reqd instead of RadscorpionPoisonGland. Later i found this change "too harsh" and now there're both variants. June versions brings more significant features, have some ideas to do.

=====

%me

ps. I will be happy if any of mentioned here features appeared in "mainstream" versions.
pps. last changes at the moment (not mentioned yet, all my BR newer c527 have MCM-toggle for "day-safe"):
(jun11) BR and PgNG my tweaks
(jun17) sexoutHookupsAlt(baseC505myver617)
(jun20) Pack with two last my modifications of SexoutPregnancyNG. Main change: {bunX, bAway, fert} * {shots, pills} effects CAN STACK from now. More easy recipes. Read post#17 or included aboutPG.txt.
(jun26) pregNG_pregArmr (post#20) changed follower's ability to consume bunX, bunAway, fertX}drug from their inventory, now they do that when corresponding drug-level falls below constant 11.
(jul10) dogs&SM_dicks meshes&textures from my game'dir, names prefixed with (somethat)name.ext are optional. Also, consists correct eye-meshes (vanilla's produce "popping out of scull" bug), by Nivea©.
(jul24)all_modules_current (both .esm and all .esp what i use) i think i should put them here, and may be, this set will be final. Can't say i like all in them, but judging how slow i make next changes (and how small they are), t'seems be better to stop posting for a while.

PPPS. (hadn't said that earlier?) --- if you have any troubles with anything downloaded here, ASK about it HERE, not anywhere else! Do not bother authors of original modules. I'll answer for my crap, if i can.

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Ok, i'll try to upload some of mentioned.

(mediafire) filename: sY_C604.rar (edit: my earliest tweaks, look at post#1 for newest)

 

Contains both unchanged "old but worked for me" sexout-versions and 2+1 edited by me.

Dates\times reflect loadorder, not true modification time. Plugins.txt can be used as additional info.

Included readme is almost 98% copy of OP, but some changes are mentioned there.

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I will admit I do have some difficulty understanding your meaning at times, but reading through your posts here and the documents included in the download it seems like you've done some pretty interesting stuff.

 

I will try your plugins out when I get some time to see them in action and offer feedback if I come up with anything useful.

 

 

edit: also, thank you for your work!

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Now i understand i was lying about "no swimming sex" feature :blush:.

But here's version _with_ that (SexoutBrutalRapers.espSwA1). Tested on a dogs.

 

Realization (br-stalkers script):

 

====================

if (raper.isSwimming) && (raper.getInFaction VCrLakeLurkFaction)

printC "605: Lakelurks demand swimming animation!"

player.messageEx zBRLLdSwA ; in-game message with same phrase (plus version with sound - for fun only)

dispel SexoutRapersStalker

set victim to 0

return

elseif (raper.isSwimming)

printC "605: Anybody would like to try swimming animation!"

dispel SexoutRapersStalker

set victim to 0

return

elseif (victim == player)

imod FadeToBlackAndBackQuickISFX

player.DamageActorValue EnduranceCondition SexoutRapers.fatigueDamage

endif

raper.PushActorAway victim -2

victim.PlaySound3D SexoutRapersThud ; FXMeleeSledgeFlesh

===================

 

 

also its 1st time when i use pushActor with <0 value ("pull").

 

Couldn't reproduce scene with lakelurk itself though, but i will think about it later.

Also, please count "SexoutBrutalRapers.espSwA2(sound)" as mindless joke ("self-humor").

==================

 

605-rjSwimming.rar

 

Iron_Jack - thank you for your attention!

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Because of title "ScrapYard", i think it's not hurt to add something really NOT-working.

 

Here's my (month ago) attempt to make non-hostile weapon intended to be "medical"(drug) injector.

Weapons and ammo are added to pc inventory by once-running script.

Also there' drug-ammo recipes for _workbench_.

 

In latest versions there are two weapon types, both have two modifications.

Mk0 and Mk1 derived from Kodak9000 quest-camera (but now have model som .22 silenced pistol).

Mk2 and Mk3 - from vanilla .22 silenced pistol but parameters ,naturally, changed.

Mods Mk0 and Mk2 set to 0 damage, Mk1 and Mk3 have dmg=1.

 

Shots from any of them make collision-marks on static objects,

but it seems to me what only "dmg>0" versions starts intended effects on target,

what makes it non-"non-hostile".

 

Ammo consists of 3(+1+1) types:

type4 intended as "healing" by means of script adding and applying stimpack to target;

type5 as "terrifying" (needed no really ,but 4testing) - have "se" version with some script variation;

type6 as non-hostile version "bean-bag" (fatigue damage);

type7 ("paralysing") was added _as_recipe_ ,without of reason (and never tested then).

 

Set includes "police battons" (renamed for self-humor) with two versions

of "pacifying" script-effect. Both are not working as intended too.

 

If looking into my scripts make somebody to lol :shy: i will be grateful

for pointing at most funny strings.

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Non-hostile weapons are unreliable and a huge pain in the ass.

 

A better solution is to not make the item a weapon if you want to control hostility. Just make it a normal equppable thing (armor) that has a model, texture, and animations that look like a weapon. Then script it to capture the mouse click, grab the target under the crosshairs (if any), and cast a spell on them or do something like that.

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.. grab the target under the crosshairs ..

 

One of purposes for this 'weapon' was anti-raper defence ("pepper gas").

But distance on what "crosshair" reacts to target (GetCrosshairRef?),raper already is unstoppable..

Also i looked at "Euclid" scripts (large distances!) but use nothing from.

 

Another version was to place "substitute" creature before pc, which does harm using area spell, takes all crime on self and disappears next second.

 

Now i think i'd better change something in BR than to 'invent special weapons'.

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Pepper gas would be easy to make as something other than a weapon. You just need to play some 'gas cloud' special effect, and then disable anyone within range of the player by making them play a coughing animation and then falling unconscious or something.

 

The more difficult ones are the beanbag and other actual 'weapons' that need to be aimed and pointed at the character.

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Pepper gas would be easy to make as something other than a weapon. You just need to play some 'gas cloud' special effect' date=' and then disable anyone within range of the player by making them play a coughing animation and then falling unconscious or something.

 

The more difficult ones are the beanbag and other actual 'weapons' that need to be aimed and pointed at the character.

[/quote']

 

Agreed. By the way, when i kill raper (shitblow his brain :@) who already doing fuck Veronica, animation plays to end as if nothing happens - and Veronica gets knock. But maybe its possible to check such situations - not to stop action but only to correct final results (cum i mean)? i know, i know a histories about cumming when hanged and so on, but, talking technically - ? :blush:

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There is no way to stop the cumming part right now unfortunately, other than forcibly ending the sex scene by removing all the sexout spell effects and tokens on the actor, and then playing the reset idle on them. I really don't recommend this as it's going to break as soon as I start retiring the tokens.

 

Stopping sex/rape before it happens is easy; give yourself a sexout token. Just don't forget to remove it or else you won't be able to have sex at all ever again. that just leaves you with finding a nice way to stop or disable the rapist so he doesn't follow you everywhere forever.

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my bad. I tried to talk about "numbers" in which sexoutNG reflects parameters of happened act (oral\vaginal etc).

PregNG got value (vaginal, cum had place) and uses it. For described situation (participant killed, but i don't mind if animations plays to their ends) sexout returns something other (because after act it finds what one participant is dead), fex.. something like it was masturbation end. Ah, drop it. Since my girls learn to eat pills tisn't hot problem.

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Strange thing. I want to tell sexoutNG do not undress victim (because of raper's nature), but undress occurs.

if raper.GetIsCreature
       set SexoutNG.bDontUndressB to 1
; (next strings are animation)

it seems i must learn more :-/

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[Wed Jun 13 07:56:59] few changes in BR and PgNG

(gonna post this attachment to op)

 

SexoutPregnancyNG.esp(pMsgBS) changes:

messages about followers' (Sunny,Cass,Veronica) pregnancy are displayed 3-5 sec, not waiting "ok". Messages pops with interval abt.10sec while pc isn't in same cell with problem follower.

Also corrected condition check for ghoul's smell - was "== 1", now " < 1", same as for other species.

Changed calculation for iCurrBellySize just for aesthetics.

Changed recipe for BunAway - requires radscorpion egg instead radscorpion poison gland. I think it is bad change, because radscorpion eggs are TOO rare :s

 

SexoutBrutalRapers.esp(SlpImprv) changes:

Corrected var name to SexoutSEFFCumVagFeralGhoul in stalker's script where _smells_ are counted.

As result, SexoutSEFFCumVagGhoul itself doesn't counts now. Think i'd better remove all "true humans" and return it. Too few people irl can feel _such_ smells. You can say, "ghouls must be drown in their own rotten smell" - but ghouls are local magic.. ;)

 

Stalking cancels if victim or stalker engages in combat

 

 /* (0 < victim.IsInCombat) || (0 < raper.IsInCombat) */

 

Also it cancels if victim or stalker are swimming (but pc can't detected) at the moment when stalker approaches closely.

Ensured myself in early declared feature "creatures can't undress". Fixed line what checks victim's bodyarmor type. Can't say i like what i got though, something should be done with its realization.

 

Sleep-rape in previous versions was not-working. Changed some checks with using ListGetFormIndex, tested, got events :blush:.

 

Combat rape stays intact. I feel discomfort thinking about it, now i trade myself to have it as kind of fatality-strike. Set maxHP to 15% and try to evade as death.

 

my load order again (please notice that non-sexout plugins are mentioned just for information)

 

;----------------------------

FalloutNV.esm

Caliber.esm

CFWNV.esm

rePopulated Wasteland.esm

Sexout.esm

SexoutCommonResources.esm

BulletTimeNV.esp

armor_patch.esp

z_common.esp

14mCompilArm.esp

RikaiHairPack.esp

Improved Throwing1.esp

bottlDes.esp

bookSkin19.esp

testBlackLightElRey132.esp

noautoaim.esp

GothDolls.esp

Readius_NV.esp

MAD - Open World.esp

SexoutBrutalRapers.esp

SexoutHookupsAlt.esp

SexoutPregnancyNG.esp

SexoutClothingEval.esp

SmallerTalk.esp

The Mod Configuration Menu.esp

;----------------------------

 

 

Added Readius two days ago - so good look for sexout! :angel:

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I've got to say that I support this thread. While others are making the mods better and better the constant updates are a big pain.

 

I've been forced to quit playing fallout due to V3 being incomplete. Which isn't that bad alone but the updated SCR requires V3 and the updated brutalrapers requires the updated SCR... So while I have nothing but +rep and valentines day pink floaty hearts to all those guys one big mod down takes most of the game with it.

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While others are making the mods better and better the constant updates are a big pain.

 

Thanks. By the way' date=' Kainschilde209 "gathers forces" for more serious plan, than mine (Compilation File). Wish it success, wish you find it usefull too, because.. because i know me, my laziness, rl-distractions (beer, anime etc) can stop this thread's progress.:s

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[Mon Jun 17, 2012] based on SexoutHookupsAlt.esp ver.2012-05-05 by Jaam

 

changes (most of them marked "617" in comments)

 

(in short)

added:

1) sitting PC attracts more attention, running - less. Also, sitting target sets approach time to 60sec (default is 30).

2) teammates can be hooked ONLY if them _waiting_; also teammates DO NOT hookUps at all. IMO.

3) goal's weaponOut or sneaking cancels approach. PC can cancel approach to anybody at anytime using weaponOut too.

4) no more fun when any of sides is in combat (it is not equal to weaponOut: fex, mb aggression from 3rd side)

 

added, but i don't like result:

5) even with some improvements (ext check for ) there's chances for one of participants keep following target and "wanting something".

 

As i found when testing, something bad may occur if you take savegame made with prev version of SexoutHookupsAlt (frezes or ctd). But "clean-save" was played ok.. not ideal though. Main problem is glitch mentioned in p.5 ,think i should look in dialogues, had no experience in them :(

Sometimes I dream about "reset key" same as Checkist made in "HowAbout". May be not key though, just "pc go bed"?

 

 

(long descriptions)

 

1) sitting PC attracts more attention, running - less.

Prob. calculations slightly changed. I understand what hookUps include pc-followers, but i assume pc'behavior determines situation (here and in later regulations).

;--------------------- on that moment targetRef==playerRef
short Limit
if (0 < targetRef.getSitting)
       set Limit to 70
elseif  (0 < targetRef.IsRunning)
       set Limit to 30
else
       set Limit to 50
endif
; boosts        + charisma * approach
set Limit to (Limit + (targetRef.GetAV Charisma * approach))
;---------------------

 

2) teammates can be hooked ONLY if them _waiting_.

;---------------------

if (REF.GetInSameCell player) && (Ref.Waiting)
;---------------------

also, teammates DO NOT hookUps at all. IMO.

;---------------------

if scan.GetPlayerTeammate || (-1 < scan.GetFactionRank FollowerFaction)
;---------------------

 

3) goal's weaponOut or sneaking cancels approach. PC can cancel approach to anybody at anytime using weaponOut.

;--------------------- 617 pc can cancel approach to anybody at anytime
if chasing
       if (0 < chasetimer) && (0 == playerREF.IsWeaponOut) && (0 == goal.IsWeaponOut) && (0 == goal.IsSneaking)
;---------------------

 

4) no more fun when any of sides is in combat

if (self.GetItemCount 00SexoutActor) || (self.isInCombat) || (goal.isInCombat)

5) even with this improvement there's chances for one of participants keep following target and "wanting something".

if (self.GetItemCount 00SexoutActor) || (goal.GetItemCount 00SexoutActor)       ; 617 some slowps need that
;---------------------

 

 

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Pack with two last my modifications of SexoutPregnancyNG.

 

SexoutPregnancyNG.espFQ1times19(length1190052b time 12-06-20 04:31) changes are small:

1. returned radscorpionPoisonGland to recipes for bunX and bunAway (my earlier change for radscorpionEgg was too hard for "normal" game);

2. quests calculating timed effects for female followers got increased delays: from 5sc to 9sc (12 for Sunny).

I am not 100% satisfyed my workaround for "far-away followers preg-status messages", should think more.

 

SexoutPregnancyNG.espTestPills(length1200122b, time 12-06-20 05:04)

3. big change: {bunX, bAway, fert} * {shots, pills} effects CAN STACK from now. Technical explanation:

 

{bunX, bAway, fert} * {shots, pills} effects "lasts" 1-5 minutes (instead of "original" hours or days),

Ingame it means ,however, what its useful effect starts with end of named "effect" ("pill absorbed"). In that moment PregnancyNG "calculating engine" notes it and adds it's feature to appropriate stacked value. PregScanner shows it. This change makes pill's original penalties (-poisonRes etc) totally negligible, but i don't care of them.

Modification caused by fact i couldn't get mentioned "stacking effect" in original pregnancyNG. Technicaly it seems not-occurs because engine does not "stack" base_effects with same name (while N-1 script_effect lasts, no same other scripteffect can do its OnEffectStart section).

 

 

Please reply any negative (or other) facts. Tested on clean saves because of script changing.

 

Edit: found what last change ("stack pills") conflicts with my earlier "followers can eat pills they have": they eat all they have because pills doesn't start effect immediately. More than that, my method is principally flawed: if next pill consumed while previous "not absorbed", effect will not stack. Will fix.. hope..

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[Mon Jun 25 13:40] instead of planned.. i made the patch for Names and Weight of pregnant-versions of "common" types of cloth and armor (no any slavery or bsdm of course).

 

Suffixes (Px) removed from names for most immersion. Weights (vice versa) got "suffixes" like as NN.mm, where "NN" is previous weight value and "mm" - pregStage|breastSize.

So "badlands raider armor"+pregStage2+titSize3 weights 6.23 - enough for debug, eh?

 

And, yes, it's my vision of badlands raider armor - 6 pounds, not 15. Look at it and say i am not right.

Few same things lighten by this "my vision" too, feel not any guilty. :P

 

ps. "Followers and Pills" problem partialy solved, now actor waits while consumed pill "dissolves" before eating next (if next is needed, of course). But i don't like current "effect-end" check ("to zero"). BunX isn't effective on ~5-8 - will be corrected soon.

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[Mon Jun 25 13:40] instead of planned.. i made the patch for Names and Weight of pregnant-versions of "common" types of cloth and armor (no any slavery or bsdm of course).

 

Suffixes (Px) removed from names for most immersion. Weights (vice versa) got "suffixes" like as NN.mm' date=' where "NN" is previous weight value and "mm" - pregStage|breastSize.

So "badlands raider armor"+pregStage2+titSize3 weights 6.23 - enough for debug, eh?

 

And, yes, [u']it's my vision[/u] of badlands raider armor - 6 pounds, not 15. Look at it and say i am not right.

Few same things lighten by this "my vision" too, feel not any guilty. :P

 

ps. "Followers and Pills" problem partialy solved, now actor waits while consumed pill "dissolves" before eating next (if next is needed, of course). But i don't like current "effect-end" check ("to zero"). BunX isn't effective on ~5-8 - will be corrected soon.

 

For debug purposes, SCES MCM support will give you the form id of the armor you are wearing.

 

Unfortunately, I suppose a problem is that the people that most need debugging help are the people that are most likely to have problems installing and using yet another mod.

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For debug purposes' date=' SCES MCM support will give you the form id of the armor you are wearing.

 

Unfortunately, I suppose a problem is that the people that most need debugging help are the people that are most likely to have problems installing and using yet another mod.

 

Agreed, but here i'll leave them be as described. Seems easy to tell phase, think its not hurt "immersion" more than (Px). You see, once i replied to Halstrom about that suffixes (there were lols about male npc clothed in ~P3), and after some time i found my idea too good to leave it not-implemented ;).

 

[Tue Jun 26 07:37:01 +0300 2012] small but good changes

 

armr4soPg.esp_san-cass cass "pregnant" cloth removed (in tesSnip) because of missing models. I discover "sanitize" option.

 

SexoutPregnancyNG.esp_625nextPill@11 changed follower's ability to consume {bunX, bunAway, fertX}drug from their inventory, now they do that when corresponding drug-level falls below constant 11 (no adjustment yet). When pill\needle consumed, it takes some time (1-5minutes) to "metabolize" it, after that it adds to drug-level.

Player character shouldn't consume next same drug before "metabolize" ends (look at your "Effects" state), else it will run to waste (sorry, i feel this phrase is very bad english).

 

ps. i found "Sexout Leash Gun" (resetgun indeed) very promising as base for "non-hostile" weapon (anti-raper and, vice versa, civilian-rape instrument).

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