Guest Posted June 7, 2012 Posted June 7, 2012 Hi, is there something like SexoutLV.NoCompanionWeapon for the player's Pip-Boy? I am removing the Pip-Boy from the player and disable the interface incl. keys for it, but after every sex act the controls are enabled again.. Pip-Boy and Pip-Boy glove are still gone.. it's just the controls that are enabled.. is there already anything within Sexout to control that behavior.. like a quest variable or something? Kind regards, So
prideslayer Posted June 7, 2012 Posted June 7, 2012 http://geck.bethsoft.com/index.php/DisablePlayerControls You will need to disable the pipboy flag as well.
Guest Posted June 8, 2012 Posted June 8, 2012 http://geck.bethsoft.com/index.php/DisablePlayerControls You will need to disable the pipboy flag as well. Hi and thank you for the replay.. I actually do this here ; Remove Pip-Boy Player.RemoveItem Pipboy 1 1 Player.RemoveItem PipboyGlove 1 1 ; Disable Pip-Boy interface DisablePlayerControls 0 1 0 0 0 0 0 The 2nd parameter of the DisablePlayerControls is the Pid-Boy flag and disables the interface.. the thing is' date=' after an act of sex through the Sexout mod the interface gets activated again.. now, I have seen that setting SexoutLV.NoCompanionWeapon to 1 removes the companion weapons and I have been thinking that there may be a similar option/variable for the Pip-Boy that does a check whether the Pip-Boy is removed and prevents the controls from getting enabled again after sex. If there is no such implementation, then maybe someone can tell me what indicates [i']when[/i] sex is over, so I can call DisablePlayerControls again whenever that happens. Also, I suggest to put some implementation for that scenario (removing Pip-Boy) into Sexout.. a check and a variable should do.. Thank you again.. and sorry, if the above sounds weird, I'm stoned So
prideslayer Posted June 8, 2012 Posted June 8, 2012 Sexout does call Enable/Disable player controls itself; it has to in order to prevent the player from moving if they aren't in 3rd person/tfc view when the sex animations are taking place. This is a bug in sexout though, you're just the first person to find it (sorry, all out of prizes.. ) that I can fix. I should be checking the state of the controls before I disable them, so I can set them back properly after sex is over, rather than just enabling them all. I'll take care of that and put it in the next release, which will be out sometime tomorrow.
prideslayer Posted June 8, 2012 Posted June 8, 2012 FYI this is going into the base effect script, should have been there all along.. int pcfA int pcfB int pcfC int pcfD int pcfE int pcfF int pcfG ... set pcfA to GetPlayerControlsDisabled 1 0 0 0 0 0 0 set pcfB to GetPlayerControlsDisabled 0 1 0 0 0 0 0 set pcfC to GetPlayerControlsDisabled 0 0 1 0 0 0 0 set pcfD to GetPlayerControlsDisabled 0 0 0 1 0 0 0 set pcfE to GetPlayerControlsDisabled 0 0 0 0 1 0 0 set pcfF to GetPlayerControlsDisabled 0 0 0 0 0 1 0 set pcfG to GetPlayerControlsDisabled 0 0 0 0 0 0 1 DisablePlayerControls ... EnablePlayerControls pcfA pcfB pcfC pcfD pcfE pcfF pcfG Wheeeeee.. another mark in my private todo list for the extender.. store/save this state so I don't need such hackery.
prideslayer Posted June 8, 2012 Posted June 8, 2012 I forgot the bitflipping in there, but it's done now, and in the (unreleased) beta. It's ready to go in the next release, along with whatever else I manage to finish in time. Right now I'm doing this as the engine lacks XOR.. set pcfA to ((pcfA + 1) % 2) set pcfB to ((pcfB + 1) % 2) set pcfC to ((pcfC + 1) % 2) ... But I think this should be faster.. set pcfA to (pcfA || 1) - (pcfA && 1) set pcfB to (pcfB || 1) - (pcfB && 1) set pcfC to (pcfC || 1) - (pcfC && 1)
Guest Posted June 8, 2012 Posted June 8, 2012 Hey, thank you for taking care of this Momentary I have added.. set SexoutNG.ActorX to Player set SexoutNG.CBSpellX to HPTCarterGivesFood ..it calls DisablePlayerControls at the end of the script in the base effect. Best wishes, So
prideslayer Posted June 8, 2012 Posted June 8, 2012 Gotcha. You can just remove that if you want, and just 'assume' it will be correct. I'll have a new release (possibly beta) today with the fix in place. It's done, I just want to finish up a few other things before making another release.
prideslayer Posted June 9, 2012 Posted June 9, 2012 2.3.62b2 is released in the main NG download thread, first post. Beta release, so it's the plain ESM download, not the zip file. Give it a shot, was working fine for me, debug output indicated all was well with the flags.
Guest Posted June 9, 2012 Posted June 9, 2012 Hi, I have removed the call to DisablePlayerControls in the spell/effect and tried it with the new ESM.. works as intended.. Thank you, So
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