Guest user29 Posted June 29, 2012 Posted June 29, 2012 It sounds like you don't have sexout installed right.
Guest user29 Posted June 29, 2012 Posted June 29, 2012 Not a whole lot of new features in V1.2. Just a lot more dialogue and the old dialogue is fleshed out more. Its getting complicated and I'm running out of ideas on how to break it. So I need you guys to try and break it for me. I know you can currently get out of your chores by "waiting" past a certain time of day, but that's intended. I'm just going to assume you did your chores while waiting the hours away. The farmer now has a home and your impregnation will be guaranteed as you play through the episode.
jaam Posted June 29, 2012 Posted June 29, 2012 The real problem is the skeleton for all bighorners and meshes are the same. Witch will make it difficult for me to know how they scaled the Bighorners in-game. It was not done through skeleton or meshes. and since i don't know the offset how they scaled it i am unable to make real animation for it in-game. What i need to know is what scale is if it 1.0 then the animation is already correctly' date=' but if they scaled it 1.5 or 2 etc i need to know it so i can change it in blender to scale to hight they used for Bighorners in-game. [/quote'] I think calf are scaled to 0.8 and standard are scaled to 1.5 (field base scale in GECK stats). Also med are 1.0 and large are 1.7
Guest user29 Posted June 29, 2012 Posted June 29, 2012 need opinions. One of these outfits the farmer is going to have the player wear while enslaved, and the other is going to be what his daughter wears.
DaBigMunny Posted June 29, 2012 Posted June 29, 2012 i feel the apron would work for the enslaveee, and the overalls for the farmers daughter
Guest user29 Posted June 29, 2012 Posted June 29, 2012 Those aren't the only options either, if you think you've got something that would work better for the enslaved player, tell me. I think either work well for the farmer's daughter but I'm not really satisfied with either of them for the player.
Halstrom Posted June 29, 2012 Posted June 29, 2012 I think calf are scaled to 0.8 and standard are scaled to 1.5 (field base scale in GECK stats).Also med are 1.0 and large are 1.7 What I've discovered the GetScale & SetScale functions are a fraction of the creatures Model Scale so if a Calf creature has a Scale of .5 in GECK then SetScale .5 will make it a 1/4 sized calf or SetScale 2 will make it full sized, perhaps there is a size script for Bighorners, I don't remember there being one, there is a Script for Brahmin that allows Cattle Tipping by the looks. Overalls for the Farmer, Apron for the Slave
ChancellorKremlin Posted June 29, 2012 Posted June 29, 2012 I prefer the overalls for the farmer's daugther, and apron for the player I think. I don't like the Bikini's I'm afraid... Ran into a bug on v1.2, got fucked by the bull, got the "you should go and see the farmer" message, talked to him, and then got enslaved, got told to report to him when I got pregnant, did so, and got no new messages just the default "sexout sex" message and "goodbye". Also, Malcolm Holmes keeps appearing and everyone gets hostile. So with the scaling of the bighorner dick, does that mean we can use a calf or not? Sorry, I haven't quite followed.
Guest user29 Posted June 29, 2012 Posted June 29, 2012 when you get pregnant there should be a message that pops up talking about sore tits. Did you get that one?
Guest user29 Posted June 29, 2012 Posted June 29, 2012 I think I'm going to combine the bikini and the other one.
ChancellorKremlin Posted June 29, 2012 Posted June 29, 2012 Aye I did. I think I broke it by either A) not talking to him immediately after I got that message (I wandered round, took the stud for a spin, and fed the brahmin some more) or when Malcolm Holmes appeared and everyone went hostile and killed him. They were fine afterwards, but no dialogue. I take it that Debbie is the farmer's daughter then? I had the offspring by the way, but got no new dialogue with him. He also keeps mentioning the kitchen, but there is none lol. Oh, and with the stud, the line should be "He looks at you expectantly." and not "He looks at you you expectantly." Cheers.
Guest Donkey Posted June 29, 2012 Posted June 29, 2012 The real problem is the skeleton for all bighorners and meshes are the same. Witch will make it difficult for me to know how they scaled the Bighorners in-game. It was not done through skeleton or meshes. and since i don't know the offset how they scaled it i am unable to make real animation for it in-game. What i need to know is what scale is if it 1.0 then the animation is already correctly' date=' but if they scaled it 1.5 or 2 etc i need to know it so i can change it in blender to scale to hight they used for Bighorners in-game. [/quote'] I think calf are scaled to 0.8 and standard are scaled to 1.5 (field base scale in GECK stats). Also med are 1.0 and large are 1.7 Well this could pose a problem.. Real problem is how are they doing this through scripts ?? because when i view bighorners in geck there is no way to tell how, they have no script attached to it and they all use the same skeleton and mesh.. So unless a quest changes it in-game there is no way for them to even do this right. I sure hope they did not use this tactic on more creatures..
r1co7 Posted June 30, 2012 Posted June 30, 2012 ver 1.2 got enslaved and then big horner stud knocked me up and told me to do the chores or else . ps awesome work this is coming along very nicely again ty for all the hard work
shane4244 Posted June 30, 2012 Posted June 30, 2012 I did a couple playthroughs I think everything works as intended. The only thing I noticed was with the collar when I went in the house to see if there was a kitchen yet I got a warning that I shouldn't stray to far from the barn or something like that, so I went outside to try to see how far I could go I headed east and I blew up without warning.I don't know that you need to be warned or not, everyone should know what the collar does just thought I would mention it.(The distance was fine I dont know how to explain the distance but its not going to go off unless your way out from the farm.Had fun playing thanks looking forward to more.
nightdweller7 Posted June 30, 2012 Posted June 30, 2012 I think the animation looks a lot better when you set the Base Scale of the Bull and Stud to 1.0, at 1.5 it was a mile off in my game, although they look more like a calf at that scale at least they line up better! I know there mutated sheep but the Brahmin are also mutated so why would they grow bigger than a cow? Never made sense to me!
wildtangent Posted June 30, 2012 Posted June 30, 2012 Found a little bug that I narrowed down to this mod. Jean's Sky Diving (little shack you find a the t intersection on the road from Goodsprings) the door is acting like an interior door that you can open, and close. Also when you target it with your cross hairs it just says E) OPEN, or E) CLOSE not the name of the place (Jean's Sky Diving). When you press "E" nothing happens you can't go inside. Switched off some mods that I just updated, and this was the only one that made the door not work.
Guest user29 Posted June 30, 2012 Posted June 30, 2012 lol damn it. I copied Jean's sky diving cell as a base interior space for the interior of my farm house and I started modifying the base cell and not the copied cell on accident. I hit the "undo" but until I thought I fixed it but apparently I didn't go back far enough. Nooby modder mistake. I'll get it fixed up for the next release. There's got to be a way to fix it or at the very least delete my edits to it. Aye I did. I think I broke it by either A) not talking to him immediately after I got that message (I wandered round' date=' took the stud for a spin, and fed the brahmin some more) or when Malcolm Holmes appeared and everyone went hostile and killed him. They were fine afterwards, but no dialogue. I take it that Debbie is the farmer's daughter then? I had the offspring by the way, but got no new dialogue with him. He also keeps mentioning the kitchen, but there is none lol. Oh, and with the stud, the line should be "He looks at you expectantly." and not "He looks at you you expectantly." Cheers. [/quote'] When Malcolm showed up I'm sure that's what caused everything to go screwy. I'll see about making them friendly towards each other. Also yes, there's nothing after the chores so far. And thanks for mentioning the typo. (or terrible grammar ) I did a couple playthroughs I think everything works as intended. The only thing I noticed was with the collar when I went in the house to see if there was a kitchen yet I got a warning that I shouldn't stray to far from the barn or something like that' date=' so I went outside to try to see how far I could go I headed east and I blew up without warning.I don't know that you need to be warned or not, everyone should know what the collar does just thought I would mention it.(The distance was fine I dont know how to explain the distance but its not going to go off unless your way out from the farm.Had fun playing thanks looking forward to more. [/quote'] You should get one message. But now that I think about it, I suppose I can have that message repeat itself as long as you're in that danger zone. i'll tweak that for the next update thanks.
Guest user29 Posted June 30, 2012 Posted June 30, 2012 It would appear I've completely deleted the interior of Jean's skydiving. woops
Guest Loogie Posted June 30, 2012 Posted June 30, 2012 Best way to fix it is remove everything related to Jean Skydiving using FNVEdit.
Guest user29 Posted June 30, 2012 Posted June 30, 2012 I've found it under "cell" in FNVedit but removing that reference from breeder doesn't bring everything back. Shouldn't there be more if I deleted all 40 something objects in the cell?
Guest user29 Posted June 30, 2012 Posted June 30, 2012 Mmmm I fucked up this one bad. If someone wants to take a crack at removing my dirty edits, go for it.
KainsChylde Posted June 30, 2012 Posted June 30, 2012 I have an idea, but I'm not sure it will work. In GECK, create a new esp file. Change one small thing in Jeans Sky Diving. Add a 10mm to one of the lockers or something. Save the new mod and exit. In FNVEdit master the new mod to breeder and merge it into it. If my guess is correct this *should* "replace" your current Jeans Sky Diving in Breeder with the "new" stuff from the new mod. Not 100% sure this will work, but its worth a shot.
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