prideslayer Posted May 20, 2014 Author Posted May 20, 2014 AJ, I've fixed the TFC thing in MCM in my dev version so it's ready for next beta release, however, two notes. 1. Nobody should use this. With TFC off, the player will stand there naked unable to move the camera any direction except up and down (no side to side, no spin/rotate) and will not play the animation. 2. This has nothing to do with first person vs. third person. Sexout always switches you to 3rd person for the act, if you're in first person. This is (was) because, if it didn't, TFC will turn you invisible. So I think... you're also asking for a toggle to enable/disable switching to 3rd person?
nyaalich Posted May 23, 2014 Posted May 23, 2014 In looking into creating a switch positions mod, there's already a SexoutSwitchPos spell. scn SexoutSwitchPosScript int bInit int anim int nTemp ref actorA ref actorB ref actorC Begin ScriptEffectStart set bInit to 1 set anim to Sexout.anim set actorA to SexoutNG.actorA set actorB to SexoutNG.actorB set actorC to SexoutNG.actorC set Sexout.anim to 0 set SexoutNG.actorA to 0 set SexoutNG.actorB to 0 set SexoutNG.actorC to 0 if actorA if actorA.IsActor set nTemp to actorA.GetItemCount SexoutNGAnimCounter actorA.removeItem SexoutNGAnimCounter nTemp 1 actorA.addItem SexoutNGAnimCounter anim 1 actorA.pickidle endif endif if actorB if actorB.IsActor set nTemp to actorB.GetItemCount SexoutNGAnimCounter actorB.removeItem SexoutNGAnimCounter nTemp 1 actorB.addItem SexoutNGAnimCounter anim 1 actorB.pickidle endif endif if actorC if actorC.IsActor set nTemp to actorC.GetItemCount SexoutNGAnimCounter actorC.removeItem SexoutNGAnimCounter nTemp 1 actorC.addItem SexoutNGAnimCounter anim 1 actorC.pickidle endif endif End Begin ScriptEffectUpdate if bInit == 1 set bInit to 0 Dispel SexoutSwitchPos endif End Even though it exists, I don't think that this spell is in use. Should it be a part of this? I feel like my way of writing the mod will be better. However, I'm not sure of two things: Does actor.pickidle just rely on the randomizer to pick another position? Will I too need to get rid of all anim tokens prior to setting the new position?
prideslayer Posted May 23, 2014 Author Posted May 23, 2014 Three steps to channging the currently playing animation. - Pick a new animation # - Updates actor tokens - Calls pickidle The built in spell that runs the script you quoted does the last two for you. It doesn't do the first one. If you didn't originate the scene (and in this case you didn't) you will want one more step there too -- you need to look at the NX spellTarget var on the target, and use that ref to get the correct actor vars. The sexout spell needs to be cast on all of them. I suppose I could change it to do that itself but there are some cases where it's an A+B animation, but you might only want to change the position of one of them.
prideslayer Posted May 23, 2014 Author Posted May 23, 2014 Honestly you might want to wait to start on this until the next beta. Right now it will be very difficult for you to pick a random animation on your own, or to even know which ones you should pick from. The beta I'm going to put out this weekend (I hope) will have all that solved. Right now, for random, you'll have to duplicate (basically) the entire randomize script in sexout, which changes every time animations are enabled/disabled/added/removed. For next/prev you'll have to duplicate most of it as well because there are large gaps. If it's currently playing 505 and you raise it to 506, it may be invalid -- and there may not be another valid one until 5005.
Halstrom Posted May 24, 2014 Posted May 24, 2014 Quick Question about Sexout.useVoice && Sexout.realVoice Currently I have Pregnancy birthing sounds enabled by a SCR MCM variable SexoutSQVAR.iSexoutSounds I'm thinking I can depreciate that to use a check against the 2 above instead?
prideslayer Posted May 24, 2014 Author Posted May 24, 2014 You can, but when the current beta is done, there will be a new sound interface that'll be easier to deal with, and there are sound changes coming that I promised a long time ago to enable/disable different sound stuff on a per-act basis as well. There will be NX flags for those on the spelltarget actors. If you want to go ahead and use the quest ones anyway... Sexout.useVoice enables/disables sexout 'voice' sounds as a whole. It must be true for sexout to play any of the voice sounds. Sexout.realVoice only has an effect if useVoice is true & the act is rape, in which case: - Male or Female rape vicitms play a random 'hit' voice sound. ('ow', 'oof', 'ugh' etc). - Male rapists play an 'attack' voice sound. ('you like that?' etc). Otherwise it picks randomly from the sexout sounds. There's a longstanding oversight in this script that you may have noticed: Female rapists always play sexout sounds, never 'attack' sounds, even if useVoice is true. UDLR was a sexist! Females can be rapists!
Guest Posted May 28, 2014 Posted May 28, 2014 So I think... you're also asking for a toggle to enable/disable switching to 3rd person? I think I could force that (I think...) scripting disableplayercontrols, so no I don't think it's necessary. anyway I want to try that. Thank you.
prideslayer Posted May 28, 2014 Author Posted May 28, 2014 So I think... you're also asking for a toggle to enable/disable switching to 3rd person?I think I could force that (I think...) scripting disableplayercontrols, so no I don't think it's necessary. anyway I want to try that. Thank you. I fixed the TFC toggle as requested, but if anyone unchecks it now, sex does not work -- pickidle on the player doesn't work unless you're in the ufo cam. It won't work until I've switched sexout over to using playidle instead of pickidle. For first person concerns I need to add a toggle in there for 3rd person anyway, and then restrict the TFC toggle to only being available if the 3rd person setting is enabled.
nyaalich Posted May 31, 2014 Posted May 31, 2014 int fnSexoutActorInuse(ref) -- Given a reference, will return: 0 - Actor not in use by sexout 1 - Actor in use by sexout 2 - Reference invalid 3 - Reference not an actor What's the difference between 2 and 3? 2 = you passed it an int, float, other non-ref var, and 3 = it's an oven?
prideslayer Posted May 31, 2014 Author Posted May 31, 2014 int fnSexoutActorInuse(ref) -- Given a reference, will return: 0 - Actor not in use by sexout 1 - Actor in use by sexout 2 - Reference invalid 3 - Reference not an actor What's the difference between 2 and 3? 2 = you passed it an int, float, other non-ref var, and 3 = it's an oven? 3: IsReference ref failed. 2: #3 succeeded, ref.IsActor failed.
prideslayer Posted May 31, 2014 Author Posted May 31, 2014 Oh you can't pass it a float or the wrong thing, geck will catch that. It's there to catch you passing it a ref var that's empty (0), or refers to a ref that doesn't exist any more -- like it was temporary/placeatme'd, or the game was saved and a mod removed, then loaded.
Guest tomm434 Posted June 1, 2014 Posted June 1, 2014 Pridelsayer, do you know any mods that use variable04 beside Sexout? I only found that on Nexus http://www.nexusmods.com/newvegas/mods/41320/? Is there anymore else?
nyaalich Posted June 1, 2014 Posted June 1, 2014 @tomm: Not exactly what you're looking for, but here are the vars and which mods (as of whenever the hell the GECK's wiki was last updated) use the other variables. I presume that you're asking out of concern. My understanding is that the var4 will be moved away from, but I don't recall if that's for our checking it (UDF replacing a direct check) or if he's going to do something else to track it. User Defined Actor ValuesThere are ten user defined actor values. They have no defined game functions, but can be used by quests to establish permanent data on the actor. Keep in mind that setting one of the variables on an actor implicitly defines that variable for all actors. Using these values to store extra information has the potential to cause conflicts with other mods. If you need to store information on an actor, use a token (an unplayable, therefore invisible, piece of armour) instead. If for very, very specific reasons you must use an AV, record it here. Variable01Used by doctors to conditionalize the medical services packages/dialogue Used by generic protectrons ("ticket checking" robots) Variety of FFE stuff uses this value for specific things Used in Chargen in a couple of places to conditionalize packages ... actually used all over the place. SUMMARY: Don't use this for anything non-specific. Variable02Evergreen Mills slave script CG04 guard packages Super Mutant captives Variable03Used by vendors to initiate following the player if he goes into back rooms, etc. Variable04 Variable05TenpennyResidentSCRIPT The above script is actually never used by the game.Variable06 Variable07LenfantMutantMoveScript The game only uses this actor variable on one placed creature (the Mutant referenced above).Variable08 Variable09MS13CollarScript This script can easily be changed to not use an AV by using a token item instead. Variable10Water beggars Player addiction Setting it to 2 on the beggars will kill them immediately. Mod UsageVariable01 Variable02 Variable03 Variable04 Variable05 Variable06Mart's Mutant Mod uses Var06 for tracking Increased Spawns, on NPCs only. Variable07Impervious Power Armour uses Var07 for tracking Damage Reduction on PCs and NPCs. Variable08Impervious Power Armour uses Var08 for tracking Damage Reduction on PCs and NPCs. Variable09 Variable10
Guest tomm434 Posted June 1, 2014 Posted June 1, 2014 @tomm: Not exactly what you're looking for, but here are the vars and which mods (as of whenever the hell the GECK's wiki was last updated) use the other variables. I presume that you're asking out of concern. My understanding is that the var4 will be moved away from, but I don't recall if that's for our checking it (UDF replacing a direct check) or if he's going to do something else to track it. User Defined Actor ValuesThere are ten user defined actor values. They have no defined game functions, but can be used by quests to establish permanent data on the actor. Keep in mind that setting one of the variables on an actor implicitly defines that variable for all actors. Using these values to store extra information has the potential to cause conflicts with other mods. If you need to store information on an actor, use a token (an unplayable, therefore invisible, piece of armour) instead. If for very, very specific reasons you must use an AV, record it here. Variable01Used by doctors to conditionalize the medical services packages/dialogue Used by generic protectrons ("ticket checking" robots) Variety of FFE stuff uses this value for specific things Used in Chargen in a couple of places to conditionalize packages ... actually used all over the place. SUMMARY: Don't use this for anything non-specific. Variable02Evergreen Mills slave script CG04 guard packages Super Mutant captives Variable03Used by vendors to initiate following the player if he goes into back rooms, etc. Variable04 Variable05TenpennyResidentSCRIPT The above script is actually never used by the game.Variable06 Variable07LenfantMutantMoveScript The game only uses this actor variable on one placed creature (the Mutant referenced above).Variable08 Variable09MS13CollarScript This script can easily be changed to not use an AV by using a token item instead. Variable10Water beggars Player addiction Setting it to 2 on the beggars will kill them immediately. Mod UsageVariable01 Variable02 Variable03 Variable04 Variable05 Variable06Mart's Mutant Mod uses Var06 for tracking Increased Spawns, on NPCs only. Variable07Impervious Power Armour uses Var07 for tracking Damage Reduction on PCs and NPCs. Variable08Impervious Power Armour uses Var08 for tracking Damage Reduction on PCs and NPCs. Variable09 Variable10 I'm asking because I came in with an interesting idea. I'm doing companion mod on my part time and I want her to make her react if player is having sex(like "You might have asked me to get out of the room") without making dependency. So, I'm asking if there are any other mods which use variable04 beside Sexout so there will be no conflicts.
prideslayer Posted June 1, 2014 Author Posted June 1, 2014 I picked that one because it looked like it had the least chance of conflict. However, I'm retiring variable04 usage. I suggest you IsModLoaded + BuildRef instead. You probably can't call the UDF that way, but you can check for the 00SexoutActor token.
nyaalich Posted June 1, 2014 Posted June 1, 2014 <.< >.> I thought that tokens were going away as well. Also, are you talking about buildref for the token, cause that doesn't make sense to me if Sexout is the master.
jaam Posted June 1, 2014 Posted June 1, 2014 I picked that one because it looked like it had the least chance of conflict. However, I'm retiring variable04 usage. I suggest you IsModLoaded + BuildRef instead. You probably can't call the UDF that way, but you can check for the 00SexoutActor token. why not ? I think DoctaSax already tried.
prideslayer Posted June 1, 2014 Author Posted June 1, 2014 He's talking about sexout not being a master. So IsModLoaded + Buildref will get a ref to the token that you can use with GetItemCount. The token is probably going to go away, this is the first time though I've had a reason to maybe keep it around.
prideslayer Posted June 1, 2014 Author Posted June 1, 2014 If he tried buildrefing a UDF and the call worked, then by all means, do that instead.
nyaalich Posted June 1, 2014 Posted June 1, 2014 Oh fuck. That kind of morning ( ). Sorry. I forgot that he was talking about a companion mod.
Guest tomm434 Posted June 1, 2014 Posted June 1, 2014 He's talking about sexout not being a master. So IsModLoaded + Buildref will get a ref to the token that you can use with GetItemCount. The token is probably going to go away, this is the first time though I've had a reason to maybe keep it around. ookay,thanks.Token is risky but I'll keep that in mind.
prideslayer Posted June 1, 2014 Author Posted June 1, 2014 UDF is less 'risky' than token. Token is less 'risky' than using variable04.
DoctaSax Posted June 1, 2014 Posted June 1, 2014 If he tried buildrefing a UDF and the call worked, then by all means, do that instead. Yeah, I can't underline this enough: you can buildref UDFs & call them just like that.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now