Guest ffabris Posted September 2, 2016 Posted September 2, 2016 1.2 is up ... Fix: new relationship rank was often reported incorrectly. Fix: a couple of dialog lines had the associated scripts missing. Fix: Removed a line a debug code which was being called way too often.
Schrymp Posted September 6, 2016 Posted September 6, 2016 Sorry for being lazy and not figuring this out myself (I did try looking through the thread though), but I was wondering what the criterion tags for 4- and 5ways are? The automatic animation finder seems to have trouble finding anims for more than 3 people, and I know they're there, so I assume SexTalk is looking for the "fourway" tag and/or similar (which seems to be missing for a lot of them)?
ButchDiavolo Posted September 6, 2016 Posted September 6, 2016 Sorry for being lazy and not figuring this out myself (I did try looking through the thread though), but I was wondering what the criterion tags for 4- and 5ways are? The automatic animation finder seems to have trouble finding anims for more than 3 people, and I know they're there, so I assume SexTalk is looking for the "fourway" tag and/or similar (which seems to be missing for a lot of them)? the M2M Gay Animations mod has 3- and 4 way animations. SexLab itself has a gay 4-way animation as well. As far as I know that is it. As of yet there is no 5-way animation, so that tag is probably put there for when a 5-way animation is made, but won't find an animation now.
Guest ffabris Posted September 6, 2016 Posted September 6, 2016 What Vachnic said. If you're sure you have valid 4way anims installed, but SexTalk isn't showing that, maybe try using SLATE to add tags. SexTalk asks SexLab for: anims = SexLab.GetAnimationsByTags(4, "Anal, Vaginal, Oral", "Aggressive, Bondage, Bound, zaz, Furniture, Beds, BedsOnly", RequireAll = false) In short, how many anims exist that are tagged one of: anal, oral, vaginal, but excluding all of: Aggressive, Bondage, Bound, zaz, Furniture, Beds, BedsOnly. If the result is zero, then it concludes that no anims are available.
Schrymp Posted September 7, 2016 Posted September 7, 2016 Okay, so the multiple anims *can't* be aggressive. That's probably the answer then. There's one or two 5-way animations (I'm pretty sure) in FunnyBuziness's SLAL pack, but considering the originator they're rather likely to be tagged as aggressive, if not one of the other suppressed tags. In any case, it's been a lot of fun getting to know the various dialogue options. Coming down from spending the night at High Hrothgar with the clothed-but-naked Greybeards (and killing a dragon with accompanying arousal boost from SLEN along the way), a gangbang with every man in Ivarsted really did seem like the only sensible course of action. Speaking of which, it's great to not have the actors in such scenes hanging around "afterwards", getting in the way. And in general the "thank you man" after the wham and the bam makes a nice change.
ryanmayfair Posted September 7, 2016 Posted September 7, 2016 With only the M2M animations enabled, when I select the option to suck the NPC's cock no animation occurs and the console shows SexTalk reporting "oralaggressive no animation found". I expected the M2M Standing Blowjob animation to have played - are only animations tagged aggressive allowed?
Guest ffabris Posted September 7, 2016 Posted September 7, 2016 As noted on the d/l page: If your relationship with an NPC is low, sex will be aggressive (they're little more than strangers, so no "sweet" stuff). Once you have progressed in relationship, then sex acts will be non-aggressive.
ryanmayfair Posted September 7, 2016 Posted September 7, 2016 As noted on the d/l page: If your relationship with an NPC is low, sex will be aggressive (they're little more than strangers, so no "sweet" stuff). Once you have progressed in relationship, then sex acts will be non-aggressive. Now that you've reminded me, I do recall reading that when I first downloaded the mod when it was brand, spanking new. I guess this was the first time I tried it with someone who wasn't already at a higher relationship rank with me, and it had slipped my aging memory in the meantime. (blush) Thanks for responding!
Guest ffabris Posted September 7, 2016 Posted September 7, 2016 My pleasure! It just seemed really odd to me to have total strangers having romantic sex. Not impossible, of course, but given the setting (Skyrim, where most NPCs don't even bother asking you how are), sex between near strangers seems more plausible if it is "nasty".
Mylor41 Posted September 8, 2016 Posted September 8, 2016 I just used SLATE to add the aggressive tag to the M2M Standing Blowjob. It works for all situations like that.
sonic260 Posted September 15, 2016 Posted September 15, 2016 I'm enjoying this mod, but is there an option to say "no" when approached? When exiting the dialog, they just come back to start a conversation again...It's a bit annoying in populated locations.
Guest ffabris Posted September 15, 2016 Posted September 15, 2016 I'm enjoying this mod, but is there an option to say "no" when approached? When exiting the dialog, they just come back to start a conversation again...It's a bit annoying in populated locations. Turn it off in MCM? Added: It is as simple as hitting Esc when approached. If you hit it too soon, the game may repeat the forcegreet, but that does not happen often. Basically, interrupting the dialog at any point will end it. And it won't repeat until you change location (in most cases, that includes going into any building, as most are new locations, from the game point of view). Also, you can reduce the chance of being greeted. Or, yes, just turn it off.
Guest ffabris Posted September 16, 2016 Posted September 16, 2016 1.3 is up. Just very minor changes. Fix: minor; code was sometimes checking rel.rank on "none" actors. Only effect was papyrus spam. Change: if you have ally/lover forcegreet enabled, they will stop following if you change location.
Mylor41 Posted September 20, 2016 Posted September 20, 2016 Well, what I'm finding amusing now with Tweens' new muscle worship animation and SexTalk is that when the animation finishes, the dialog doesn't match the action since the top/bottom roles are reversed. Is there a way for either you or Tweens to change it up so the end dialog matches the action? I'm wondering if it is a matter of changing assigned roles in the initiation dialog. You guys are the experts and I'm just asking.
Tweens Posted September 20, 2016 Posted September 20, 2016 Well, what I'm finding amusing now with Tweens' new muscle worship animation and SexTalk is that when the animation finishes, the dialog doesn't match the action since the top/bottom roles are reversed. Is there a way for either you or Tweens to change it up so the end dialog matches the action? I'm wondering if it is a matter of changing assigned roles in the initiation dialog. You guys are the experts and I'm just asking. That one is in Fab's court. I learned with Power Driver that SexLab/Skyrim is a bit touchy with how I export the animations and the actor positions; so there isn't anything that I can do. I *can* reverse the animations so that the positions are reversed; but there are anomalies during playback, the biggest being sinking into the floor. It would be nice if SexLab had a permanent/toggle way to change positions, so that the PC would always be the top, since that is what I would personally prefer; but that isn't an option and I doubt that Ashal would be willing to add it.
Guest ffabris Posted September 20, 2016 Posted September 20, 2016 Well, what I'm finding amusing now with Tweens' new muscle worship animation and SexTalk is that when the animation finishes, the dialog doesn't match the action since the top/bottom roles are reversed. Is there a way for either you or Tweens to change it up so the end dialog matches the action? I'm wondering if it is a matter of changing assigned roles in the initiation dialog. You guys are the experts and I'm just asking. That one is in Fab's court. I learned with Power Driver that SexLab/Skyrim is a bit touchy with how I export the animations and the actor positions; so there isn't anything that I can do. I *can* reverse the animations so that the positions are reversed; but there are anomalies during playback, the biggest being sinking into the floor. It would be nice if SexLab had a permanent/toggle way to change positions, so that the PC would always be the top, since that is what I would personally prefer; but that isn't an option and I doubt that Ashal would be willing to add it. I was going to mention this before, but it slipped my mind. Yeah, the positions are swapped. SexTalk is a sex dialog mod. The player talks to an NPC and, via dialog, sets up a sex act. This ends with a call to SexLab based on the choices made. Ultimately this resolves to the following (pseudocode): SexAct(bottom, top, SelectedSexActTags, ExcludeTags) In this specific case, SelectedSexActTags will be "Anal". Which actor is bottom/passive is given by the order of the actors in the function call: the first actor is always the passive one (or the "F" role). SexLab then internally filters the available animations and picks one that matches the list, minus excluded tags. "Muscle Worship" is potentially one of them. The dialog lines are fine for all anims except "Muscle Worship", where they are reversed, as Mylor said. Basically, the top and bottom roles are reversed. And I can't realistically code an exception for one animation. As an aside, the fact that passive is determined by the order of the actors in the function, means it isn't possible for Ashal to add a setting to make the player always active (or passive), since that is determined by the mod calling the SexLab function. So, solution to this issue? If the roles can't be swapped in the animation, then there is no solution, realistically.
Tweens Posted September 20, 2016 Posted September 20, 2016 Mylor. Unfortunately, there isn't any way that I can change the positions in the animation without risking problems with playback, other than starting over and re-animating all of it. It's quite tricky getting animations out of Blender and into Skyrim; which is probably why I'm the only one doing it. You could always disable it in the SexLab MCM for that situation if it is too out of place. My apologies, Mylor. I did my best. As an aside, the fact that passive is determined by the order of the actors in the function, means it isn't possible for Ashal to add a setting to make the player always active (or passive), since that is determined by the mod calling the SexLab function. This doesn't make sense to me. Using the default SexLab keybinds, I can hit the =+ key at the beginning of an animation and it will swap the actor's positions. There must be something in SexLab that is determining actor=position for that to be possible. The PC defaults to Actor1. Would it not be possible to assign the PC as Actor 2, 3, 4? As I understand it (and I seem to be misunderstanding alot these days ), the mod simply calls for sex based on tags (or not) and SexLab takes over from there. Is that not how it works?
Guest ffabris Posted September 21, 2016 Posted September 21, 2016 As an aside, the fact that passive is determined by the order of the actors in the function, means it isn't possible for Ashal to add a setting to make the player always active (or passive), since that is determined by the mod calling the SexLab function. This doesn't make sense to me. Using the default SexLab keybinds, I can hit the =+ key at the beginning of an animation and it will swap the actor's positions. There must be something in SexLab that is determining actor=position for that to be possible. The PC defaults to Actor1. Would it not be possible to assign the PC as Actor 2, 3, 4? As I understand it (and I seem to be misunderstanding alot these days ), the mod simply calls for sex based on tags (or not) and SexLab takes over from there. Is that not how it works? No, Actor1 is the passive actor (in a 2 actor animation, for simplicity) - which may or may not be the player. Using my earlier pseudocode example, this has the player as bottom in oral consensual sex: SexAct(PlayerRef, SomeOtherActor, "Oral", "Aggressive") while this has the player as top: SexAct(SomeOtherActor, PlayerRef, "Oral", "Aggressive") Swapping actors while sex is in progress is different from determining which is active or passive when setting up the animation. The mod decides who is passive (or active), the user can then override that. So if I set up a SexLab function call, I expect that the first actor in the function call will be passive. And frankly, this expectation is vital to mod writing, since in many cases you want the player to be passive (or active, depending on the mod or situation) for a specific part of the mod. If a story dialog concerns the player getting raped by a guard, the player should be in the passive role. And the first example above is how you achieve that. That's how things work from the scripting side. I have no clue how they work from the animation side. Apparently, it isn't a simple matter of reassigning IDs or something, huh?
Mylor41 Posted September 21, 2016 Posted September 21, 2016 Ooh! I wasn't going for hullaballoo! I figured it was pretty much the way ffabris explains it, which is why I brought it up in this thread as opposed to the M2M Anims thread. I really didn't think there is much that could be done because, it seemed to me, that role reversal was part of the design of the anim. I guess since the anim that will play when the dialog choice is "anal" is randomly determined, then it is just going to lead to the backwards closing dialog when the muscle worship anim is called. Ffabris, could you put in a check after the anim plays to determine if this anim was played and then reverse the dialog to match? It would seem to me to be easier to change the dialog than the anim. On the other hand, I simply find it amusing, albeit confusing the first time it happened, and won't let the fluke ruin my appreciation for either mod.
Guest ffabris Posted September 21, 2016 Posted September 21, 2016 Ooh! I wasn't going for hullaballoo! I figured it was pretty much the way ffabris explains it, which is why I brought it up in this thread as opposed to the M2M Anims thread. I really didn't think there is much that could be done because, it seemed to me, that role reversal was part of the design of the anim. I guess since the anim that will play when the dialog choice is "anal" is randomly determined, then it is just going to lead to the backwards closing dialog when the muscle worship anim is called. Ffabris, could you put in a check after the anim plays to determine if this anim was played and then reverse the dialog to match? It would seem to me to be easier to change the dialog than the anim. On the other hand, I simply find it amusing, albeit confusing the first time it happened, and won't let the fluke ruin my appreciation for either mod. Hum, coding a check for a single anim? I'd have to add code to figure out what anim was called after the anim starts (I have no way of finding out which it is before, since SexLab picks one based on what users have installed - and if there are several, it is more or less random). Possible, but hairy. And to be honest, not worth the effort ... especially because that then further complicates the flip-fuck scene. So... I guess we leave this as is.
Guest ffabris Posted September 21, 2016 Posted September 21, 2016 Remember ffabris... KISS Yeah, pretty much.
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