Nessa Posted July 31, 2014 Posted July 31, 2014 Thanks for the ideas! Sexout not working!? Uh oh. Didn't consider that. If the sexout anim fails that probably breaks every sexout sequence I have. EDIT: fnSexoutActorInuse indeed did the trick! I've got Amata working perfectly. Now it's time to handle the player.
Nessa Posted July 31, 2014 Posted July 31, 2014 Alright, I took a screenshot this time. Mostly everything is working but occasionally with creatures I get an abort that goes like this: NGSAN (1): Aborting due to 9.1 NGSAN (1): A is Super Mutant (2D00ADA2) NGSAN (1): B is Amata (2D008ECD) NGSAN (1): C is <no name> (00000000) Now, the script that I'm using for sexout in this case is a function, so it works 90% of the time and I'm never telling Sexout anything about actor C. Just for completion sake, the script used is: scn RobarTTWDDLabAmataAffairScript ref rAmata ref rCreature Begin Function { rAmata, rCreature } rAmata.NX_SetEVFl "Sexout:Start::CallVer" 1 rAmata.NX_SetEVFo "Sexout:Start::ActorA" rCreature rAmata.NX_SetEVFo "Sexout:Start::ActorB" rAmata rAmata.NX_SetEVFo "Sexout:Start::raper" rCreature rAmata.CIOS SexoutBegin End Am I doing something crazy that might be causing this odd error? MOST of the time everything works with the same script. EDIT: Oh yeah, Sexout version 2.6.85.
Guest tomm434 Posted July 31, 2014 Posted July 31, 2014 you can try adding your creatures in appropriate formlist and see if that helps. Search for "Sexout" in form lists. I had a nighkin(made by me) who didn't want start sex and then it solved the problem. Use AddToForm in gamemode block(If get game loaded\restarted) or just before sex.
Nessa Posted July 31, 2014 Posted July 31, 2014 That seems to have worked. Any reason why some created creatures don't need to be added to formlists while others do? Out of 7 creatures for this one scenario the only one that failed was the mutant.
Guest tomm434 Posted July 31, 2014 Posted July 31, 2014 I know it happens when you create your own form ID for creatures. By default all vanilla form IDs are in Sexout list. Also that might has something to do whether you created completely new form ID or took another from ID as template or just create new form ID by renaming old form ID. But that's only my theory and I'm not sure about any of that. I hope someone will clarify. In laboratory I add all creatures to list in gamemode block to be sure. I also do that(not in public version yet) for mutants in my mod.
Nessa Posted July 31, 2014 Posted July 31, 2014 Well thanks for the info. The next time I run into that error, I'll know I need to add something to a formlist. Speaking of which... the creatures in FO3 probably are NOT in the formlists then, right? Should there be a TTW-ified Sexout plugin then? (Or hopefully some fancier way to manage it?)
Nessa Posted August 1, 2014 Posted August 1, 2014 I'm full of stupid questions lately. Say I wanted to make the player do some self-love anims? There's no way to use a callback for dialog in that case is there? The scenario is such that the player does some self-love anims, then a dialog needs to show up from the actor. (A plant in this case.) I suppose I could just do it the usual way and use a package. It just seems Sexout's callback is more reliable.
Guest tomm434 Posted August 1, 2014 Posted August 1, 2014 Nessa , that was a miracle for me but there are TTW actors in Sexout formlists! Open supemutant topic and you will see Fawkes andLeo therec . I don't know how Prideslayer does that.
Nessa Posted August 1, 2014 Posted August 1, 2014 Ooooh. Thanks Pride. Worked perfectly. And no messing around with stupid packages! (Well, more than necessary anyway!) There are TTW things in Sexout formlists! Though not any trogs that I can find. I wonder if that's why I kept getting errors while testing in the Pitt? When I get back to Pitt stuff I'll have a closer look. EDIT: Wait, that's not right. The Trog I just made for an alien abduction scenario worked just fine without needing to be added to a formlist. So, as usual, I'm clueless. :angel:
prideslayer Posted August 1, 2014 Author Posted August 1, 2014 Sexout has all the NV baseforms for creatures in it's formlists, so as long as the TTW actors are using the NV baseforms (e.g. base supermutant, dog, etc.), then all those actors from FO3 will work just fine.
Guest tomm434 Posted August 1, 2014 Posted August 1, 2014 That's very interesting that TTW uses baseforms from NW, not from Fallout3. If you load TTW and click "use info" on Fawkes in form list, you'll see that it is the exact Fawkes who is used in singe player company.
prideslayer Posted August 1, 2014 Author Posted August 1, 2014 TTW does a *lot* of stuff during the install. It doesn't peg my 8core xeon for 20 minutes for no reason.
Guest tomm434 Posted August 1, 2014 Posted August 1, 2014 Wait. You mean that it edits Fallout.esm ? I remember devs saying it doesn't!
prideslayer Posted August 1, 2014 Author Posted August 1, 2014 I mean.. it does a lot of CPU intensive stuff. I don't know what all, but I doubt it edits FalloutNV.esm or Fallout3.esm (which one did you mean?) but it DOES add its own TTW esm which could be injecting records into either of those, or overriding existing records.
Guest tomm434 Posted August 1, 2014 Posted August 1, 2014 well I just hope that any NV mods made with TTW installed will work with TTW deleted.
prideslayer Posted August 1, 2014 Author Posted August 1, 2014 Do not activate the TTW ESM in the geck when working on the mod and you'll be fine.
Halstrom Posted August 1, 2014 Posted August 1, 2014 Nessa , that was a miracle for me but there are TTW actors in Sexout formlists! Open supemutant topic and you will see Fawkes andLeo therec . I don't know how Prideslayer does that.Don't know about Leo (I don't even know who he is), but I do have SCR add Fawkes to the SexoutCListSuperMutant list if TTW is installed and the Fallout3/TTW MCM toggle is on. I also add DogMeat to the Dogs list. scn SexoutSCR00SAddFallout3Stuff ; *** Adds Fallout/TTW content to SCR formlists int iModIndex ref rZActorREF ref rItem ref rRace Begin GameMode if SexoutSQVAR.iAddFalloutStuff if (IsModLoaded "Fallout3.esm") Set iModIndex to GetModIndex "Fallout3.esm" ; *** Actors Set rZActorREF to BuildRef iModIndex 230616 ; *** Clover ListAddForm SexoutSLActorDataPossibleCompanions rZActorREF ListAddForm SexoutSLDataPossCompanionsFemale rZActorREF DebugPrint "SCR0AddFallout3: Fallout3: Clover Added %1.0f, %n" iModIndex rZActorREF Set rZActorREF to BuildRef iModIndex 14967 ; *** Sydney ListAddForm SexoutSLActorDataPossibleCompanions rZActorREF ListAddForm SexoutSLDataPossCompanionsFemale rZActorREF DebugPrint "SCR0AddFallout3: Fallout3: Sydney Added %1.0f, %n" iModIndex rZActorREF Set rZActorREF to BuildRef iModIndex 163602 ; *** Bittercup ListAddForm SexoutSLActorDataPossibleCompanions rZActorREF ListAddForm SexoutSLDataPossCompanionsFemale rZActorREF DebugPrint "SCR0AddFallout3: Fallout3: Bittercup Added %1.0f, %n" iModIndex rZActorREF Set rZActorREF to BuildRef iModIndex 403253 ; *** StarPaladin ListAddForm SexoutSLActorDataPossibleCompanions rZActorREF ListAddForm SexoutSLDataPossCompanionsFemale rZActorREF DebugPrint "SCR0AddFallout3: Fallout3: StarPaladin Added %1.0f, %n" iModIndex rZActorREF Set rZActorREF to BuildRef iModIndex 178401 ; *** Charon ListAddForm SexoutSLActorDataPossibleCompanions rZActorREF ListAddForm SexoutSLDataPossCompanionsMale rZActorREF DebugPrint "SCR0AddFallout3: Fallout3: Charon Added %1.0f, %n" iModIndex rZActorREF Set rZActorREF to BuildRef iModIndex 15197 ; *** Jericho ListAddForm SexoutSLActorDataPossibleCompanions rZActorREF ListAddForm SexoutSLDataPossCompanionsMale rZActorREF DebugPrint "SCR0AddFallout3: Fallout3: Jericho Added %1.0f, %n" iModIndex rZActorREF Set rZActorREF to BuildRef iModIndex 186831 ; *** Fawkes ListAddForm SexoutSLActorDataPossibleCompanions rZActorREF ListAddForm SexoutSLDataPossCompanionsCreatureM rZActorREF ListAddForm SexoutCListSuperMutant rZActorREF DebugPrint "SCR0AddFallout3: Fallout3: Fawkes Added %1.0f, %n" iModIndex rZActorREF Set rZActorREF to BuildRef iModIndex 436085 ; *** DogMeat ListAddForm SexoutSLActorDataPossibleCompanions rZActorREF ListAddForm SexoutSLDataPossCompanionsCreatureM rZActorREF ListAddForm SexoutCListDog rZActorREF DebugPrint "SCR0AddFallout3: Fallout3: DogMeat Added %1.0f, %n" iModIndex rZActorREF ; *** Outfits Set rItem to BuildRef iModIndex 121884 ; *** Ghoul mask xx01dc1c ListAddForm SexoutSLClothAppearMasked rItem Set rItem to BuildRef iModIndex 475164 ; *** Ledoux's Hockey Mask xx07401c ListAddForm SexoutSLClothAppearMasked rItem Set rItem to BuildRef iModIndex 213244 ; *** Tranq. Lane Slasher mask xx0340fc ListAddForm SexoutSLClothAppearMasked rItem Set rItem to BuildRef iModIndex 475116 ; *** 3dog's Headwrap xx073fec ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 567005 ; *** Button's Wig xx08a6dd ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 213227 ; *** Red's bandana xx0340eb ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 493126 ; *** Chinese Commando hat xx078646 ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 833028 ; *** Hat Of The People xx0cb604 ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 279643 ; *** Lincoln's Hat xx04445b ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 635274 ; *** Oasis Druid Hood xx09b18a ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 824365 ; *** Oasis Exil's hood xx0c942d ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 370379 ; *** Poplar's Hood xx05a6cb ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 145867 ; *** Rivet City helmet xx0239cb ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 374507 ; *** TenPenny Helmet xx05b6eb ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 721528 ; *** Talon Combat helmet xx0b0278 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 833009 ; *** Talon Combat Helmet xx0cb5f1 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 396402 ; *** Outcast power Helmet xx060c72 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 411117 ; *** Outcast Recon helmet xx0645ed ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 479747 ; *** BrotherHood Power helmet xx075203 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 213279 ; *** Antagonizer's helmet xx03411f ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 213280 ; *** Mechanist's helmet xx034120 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 213276 ; *** Armored Vault 101 Security helmet xx03411c ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 833016 ; *** RoboThor(tesla) P helmet xx0cb5f8 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 213277 ; *** Armored 101 jumpsuit xx03411d ListAddForm SexoutSLOutfitVaultSuit101Armored rItem ListAddForm SexoutSLClothAppearFactionVaultDweller rItem ListAddForm RepairVaultSuitArmored rItem Set rItem to BuildRef iModIndex 400792 ; *** Tunnel Snake Outfit xx061d98 Set rItem to BuildRef iModIndex 508284 ; *** Modified utility Jumpsuit xx07c17c Set rItem to BuildRef iModIndex 145868 ; *** Rivet City Uniform xx0239cc Set rItem to BuildRef iModIndex 213273 ; *** tenPenny uniform xx034119 Set rItem to BuildRef iModIndex 213202 ; *** Chinese jumpsuit xx0340d2 Set rItem to BuildRef iModIndex 213203 ; *** Dirty Ch. jumpsuit xx0340d3 Set rItem to BuildRef iModIndex 833027 ; *** Dirty Ch. Jumpsuit xx0cb603 Set rItem to BuildRef iModIndex 213210 ; *** Dr. Li's outfit xx0340da Set rItem to BuildRef iModIndex 213226 ; *** Red's jumpSuit xx0340ea Set rItem to BuildRef iModIndex 333182 ; *** Colonel Autumn's Uniform xx05157e Set rItem to BuildRef iModIndex 420977 ; *** Clover's Prewar Outfit xx066c71 Set rItem to BuildRef iModIndex 213224 ; *** Oasis Robe 0x0340e8 Set rItem to BuildRef iModIndex 213225 ; *** Oasis Villager Robe xx0340e9 Set rItem to BuildRef iModIndex 370378 ; *** Maple's garb xx05a6ca Set rItem to BuildRef iModIndex 213277 ; *** Antagonizer's Armor xx03411d ListAddForm SexoutSLClothAppearNonPowerArmor rItem ListAddForm SexoutSLClothAppearScienceFiction rItem ListAddForm SexoutSLClothAppearFactionHero rItem Set rItem to BuildRef iModIndex 213278 ; *** Mechanist's Armor xx03411e ListAddForm SexoutSLClothAppearNonPowerArmor rItem ListAddForm SexoutSLClothAppearScienceFiction rItem ListAddForm SexoutSLClothAppearFactionHero rItem Set rItem to BuildRef iModIndex 420978 ; *** Jericho's Leather Armor xx066c72 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 420979 ; *** Star Paladin Cross Power Armor xx066c73 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 420980 ; *** Charon Leather Armor xx066c74 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 460919 ; *** Liden's Outcast power Armor xx070877 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 683894 ; *** Talon Combat Armor xx0a6f76 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 117725 ; *** Armored Vault 101 Security Armor xx01cbdd ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 833010 ; *** Talon Combat Armor xx0cb5f2 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 396400 ; *** Outcast power Armor xx060c70 ListAddForm SexoutSLClothAppearPowerArmor rItem Set rItem to BuildRef iModIndex 399986 ; *** Army Power Armor xx061a72 ListAddForm SexoutSLClothAppearPowerArmor rItem Set rItem to BuildRef iModIndex 399987 ; *** Lyon's Pride PA xx061a73 ListAddForm SexoutSLClothAppearPowerArmor rItem Set rItem to BuildRef iModIndex 411116 ; *** Outcast recon Armor xx0645ec ListAddForm SexoutSLClothAppearPowerArmor rItem Set rItem to BuildRef iModIndex 833017 ; *** RoboThor(tesla) P Armor xx0cb5f9 ListAddForm SexoutSLClothAppearPowerArmor rItem endif if (IsModLoaded "Anchorage.esm") Set iModIndex to GetModIndex "Anchorage.esm" ; *** Actors ; *** Outfits Set rItem to BuildRef iModIndex 49552 ; *** Chinese Steath Helmet xx00c190 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 49608 ; *** Chinese General helmet xx00c1c8 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 49550 ; *** Winterized T51-b Power helmet xx00c18e ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 49548 ; *** Winterized Combat helmet xx00c18c ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 49610 ; *** Chinese general jumpsuit xx00c1ca Set rItem to BuildRef iModIndex 29743 ; *** Outcast Scribe Robe xx00742f Set rItem to BuildRef iModIndex 42688 ; *** Neural interface Suit xx00a6c0(Quest Item) ListAddForm SexoutSLClothAppearScienceFiction rItem Set rItem to BuildRef iModIndex 47912 ; *** Neural interface Suit xx00bb28 ListAddForm SexoutSLClothAppearScienceFiction rItem Set rItem to BuildRef iModIndex 49551 ; *** Chinese Stealth Suit xx00c18f ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 49547 ; *** Winterized Combat Armor xx00c18b ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 49549 ; *** Winterized T51-b Power Armor xx00c18d ListAddForm SexoutSLClothAppearPowerArmor rItem endif if (IsModLoaded "thePitt.esm") Set iModIndex to GetModIndex "thePitt.esm" ; *** Actors Set rRace to BuildRef iModIndex 10493 ; *** PittAfAm Race ListAddForm SexoutSFLDataRaceAfAm rRace Set rRace to BuildRef iModIndex 10494 ; *** PittCauc Race ListAddForm SexoutSFLDataRaceCauc rRace Set rRace to BuildRef iModIndex 10495 ; *** PittAsian Race ListAddForm SexoutSFLDataRaceAsian rRace Set rRace to BuildRef iModIndex 10496 ; *** PittHisp Race ListAddForm SexoutSFLDataRaceHisp rRace ; *** Outfits Set rItem to BuildRef iModIndex 35722 ; *** Welder's mask xx008b8a ListAddForm SexoutSLClothAppearMasked rItem Set rItem to BuildRef iModIndex 32709 ; *** Supervisor helmet xx007fc5 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 46257 ; *** Filtration helmet xx00b4b1 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 2170 ; *** Tattered Slave Outfit xx00087a ListAddForm SexoutSLClothAppearSlave rItem ListAddForm SexoutSLClothAppearRagged rItem Set rItem to BuildRef iModIndex 39617 ; *** Worn Slave Outfit xx009ac1 ListAddForm SexoutSLClothAppearSlave rItem ListAddForm SexoutSLClothAppearRagged rItem Set rItem to BuildRef iModIndex 46258 ; *** Laborer Outfit xx00b4b2 Set rItem to BuildRef iModIndex 13021 ; *** Raider IronClast xx0032dd ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 41880 ; *** Raider paingiver xx00a398 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 41882 ; *** Raider throwdown xx00a39a ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 41883 ; *** Raider Ordinance xx00a39b ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 41885 ; *** Raider commando xx00a39d ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 46350 ; *** Leather Rebel xx00b50e ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 46352 ; *** BombShell Armor xx00b510 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 46353 ; *** Metal master Armor xx00b511 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 37763 ; *** Gamma Shield Armor xx009383 ListAddForm SexoutSLClothAppearPowerArmor rItem Set rItem to BuildRef iModIndex 46351 ; *** Tribal power Armor xx00b50f ListAddForm SexoutSLClothAppearPowerArmor rItem Set rItem to BuildRef iModIndex 26706 ; *** Ashur power Armor xx006852 ListAddForm SexoutSLClothAppearPowerArmor rItem endif if (IsModLoaded "Brokensteel.esm") Set iModIndex to GetModIndex "Brokensteel.esm" ; *** Actors ; *** Outfits Set rItem to BuildRef iModIndex 47456 ; *** LagBolt's Shades xx00b960 ListAddForm SexoutSLClothTypeGlassesGoggles rItem Set rItem to BuildRef iModIndex 15206 ; *** Wig xx003b66 ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 35047 ; *** Surgical mask xx0088e7 ListAddForm SexoutSLClothAppearMasked rItem Set rItem to BuildRef iModIndex 34997 ; *** Composite recon helmet xx0088b5 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 4224 ; *** Enclave Hellfire helmet xx001080 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 47460 ; *** All Nighter Nightwear xx00b964 ListAddForm SexoutSLClothAppearLingerie rItem Set rItem to BuildRef iModIndex 35048 ; *** Lab Coat xx0088e8 ListAddForm SexoutSLClothAppearScience rItem Set rItem to BuildRef iModIndex 47455 ; *** LagBolt's Combat Armor xx00b95f ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 4225 ; *** Enclave hellfire Armor xx001081 ListAddForm SexoutSLClothAppearPowerArmor rItem Set rItem to BuildRef iModIndex 9344 ; *** Tesla Resonance Armor xx002480 ListAddForm SexoutSLClothAppearPowerArmor rItem endif if (IsModLoaded "pointLookout.esm") Set iModIndex to GetModIndex "pointLookout.esm" ; *** Actors Set rRace to BuildRef iModIndex 66304 ; *** TribalAfAm Race ListAddForm SexoutSFLDataRaceAfAm rRace Set rRace to BuildRef iModIndex 66305 ; *** TribalAsian Race ListAddForm SexoutSFLDataRaceAsian rRace Set rRace to BuildRef iModIndex 66306 ; *** TribalCauc Race ListAddForm SexoutSFLDataRaceCauc rRace Set rRace to BuildRef iModIndex 66307 ; *** TribalHisp Race ListAddForm SexoutSFLDataRaceHisp rRace ; *** Outfits Set rItem to BuildRef iModIndex 69844 ; *** Scar (do not remove) xx0110d4 Set rItem to BuildRef iModIndex 33582 ; *** Desmand's glasses xx00832e ListAddForm SexoutSLClothTypeGlassesGoggles rItem Set rItem to BuildRef iModIndex 56850 ; *** Crytomatic Spectacles xx00de12 ListAddForm SexoutSLClothTypeGlassesGoggles rItem Set rItem to BuildRef iModIndex 56833 ; *** Confedeate hat xx00de01 ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 27316 ; *** Pint Size Slasher mask xx006ab4 ListAddForm SexoutSLClothAppearMasked rItem Set rItem to BuildRef iModIndex 54720 ; *** Workman's coveralls xx00d5c0 Set rItem to BuildRef iModIndex 55119 ; *** Tribal garb xx00d74f Set rItem to BuildRef iModIndex 46129 ; *** Grifter's fit clothes xx00b431 endif if (IsModLoaded "zeta.esm") Set iModIndex to GetModIndex "zeta.esm" ; *** Actors ; *** Outfits Set rItem to BuildRef iModIndex 13061 ; *** Paulson's Sherrif Hat xx003305 ListAddForm SexoutSLClothTypeHatsCaps rItem Set rItem to BuildRef iModIndex 26943 ; *** Samurai Helmet xx00693f ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 43426 ; *** Winter medic Helmet xx00a9a2 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 13062 ; *** paulson's outfit xx003306 Set rItem to BuildRef iModIndex 43885 ; *** General Chase's Overcoat xx00ab6d Set rItem to BuildRef iModIndex 51565 ; *** Colonel Autumn's uniform xx00c96d Set rItem to BuildRef iModIndex 22763 ; *** Spacesuit xx0058eb ListAddForm SexoutSLClothTypeWaterProof rItem ListAddForm SexoutSLClothAppearScienceFiction rItem ListAddForm SexoutSLClothAppearHighRadResistance rItem Set rItem to BuildRef iModIndex 26944 ; *** Samurai Armor xx006940 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 43425 ; *** Winter medic Armor xx00a9a1 ListAddForm SexoutSLClothAppearPowerArmor rItem endif if (IsModLoaded "TaleofTwoWastelends.esm") Set iModIndex to GetModIndex "TaleofTwoWastelends.esm" ; *** Actors ; *** Outfits Set rItem to BuildRef iModIndex 69553 ; *** Enclave Adv. Power h xx010fb1 ListAddForm SexoutSLClothTypeHelmets rItem Set rItem to BuildRef iModIndex 52519 ; *** Talon Combat, Reinforced xx00cd27 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 52520 ; *** talon Combat mark 2 xx00cd28 ListAddForm SexoutSLClothAppearNonPowerArmor rItem Set rItem to BuildRef iModIndex 69552 ; *** Enclave Adv. Power A xx010fb0 ListAddForm SexoutSLClothAppearPowerArmor rItem endif DebugPrint "SCRFO3DLCTTW: Fallout3/DLC/TTW FormList content added ok" StopQuest SexoutSQAddFallout3Stuff endif End
Guest tomm434 Posted August 1, 2014 Posted August 1, 2014 Halstrom, but it looks like you don't need to since they are already on form lists. Leo is a friendly supermutant in Fallout3. You can meet him during random encouters. Do not activate the TTW ESM in the geck when working on the mod and you'll be fine. Yeah. Modding with TTW is very inconvenient - GECK loading time raises to 1 minute + too many form id garbage around.
Halstrom Posted August 1, 2014 Posted August 1, 2014 Halstrom, but it looks like you don't need to since they are already on form lists. Leo is a friendly supermutant in Fallout3. You can meet him during random encouters. Hmm, I added them because being a SexoutNG list I assumed nothing else was adding them and I wanted to add Fawkes to the SCR Possible companions lists anyway, I wouldn't think TTW would check for Sexout.esm and I had reports of Dogmeat not being recognised as a dog for the SCR semen system, Spunk checks skeletons so wouldn't have that issue of course.
prideslayer Posted August 1, 2014 Author Posted August 1, 2014 TTW isn't checking for sexout AFAIK, and sexout isn't checking for TTW either. If/when I get around to that and the companion stuff, I'll add them to the lists in sexout and let you know, so you can dump that code in SCR -- but I think for now, you're the only one doing it. I haven't checked to see if the baseform is actually the one from NV or not. If it's not then those actors will obviously stop working if SCR stops adding them -- and won't work without SCR -- at present.
prideslayer Posted August 3, 2014 Author Posted August 3, 2014 I've added a wiki page documenting the issues with the dialog callback (CBDialog) and a "better" way to achieve the same goal. Honestly, nobody should actually be using CBDialog anymore. It's problematic and is likely never going to work right, because of limitations in the engine itself related to startconversation. The page is @ http://git.loverslab.com/prideslayer/sexout/wikis/cbdialog The tl;dr is that, if you need a conversation to occur after an act is finished, you should use a spell and a quest together instead (or a similar mechanism) and do something like the following. This assumes a quest variable called 'stage' but you could use an actual quest stage or anything like that. 1. Initialize the stage to 0. 2. Start the act with a CBSpell. 3. In the CBSpell script, set the stage to 1 and dispel. 4. In the (gamemode) quest script, if the stage is 1, issue startconversation yourself, set a delay, and return. 5. In the conversation topic, set the stage to 2. Your script repeats stage 4, say once a second, until the conversation takes place -- which it 'knows' because the conversation sets the stage to a new value. I am trying to come up with a way for sexout to do this itself, and I think I might have one, but it's going to take some time and will still require mod support. At present, all sexout knows is if a conversation with the specified actor happened. It doesn't know if it was the *right* conversation (topic), and there are still some issues that arise if multiple acts finish around the same time with CBDialogs pointing at the same NPC. Long term, either use this system instead and forget about CBDialog, or wait for the new system. The new system I think will require the calling mod to set a quest/NX variable in the dialog result, and also supply a UDF that sexout can call that will check the value of that variable. This will ensure that the startconversation for your topic occurred and your variable was set, and sexout can keep retrying (as it does now) until the UDF returns 1, or the actor dies or something, while allowing the actor to be unlocked.
Nessa Posted August 9, 2014 Posted August 9, 2014 Erm... OK, question, why should I not be using Sexout calls in Dialog results? I heard about this awhile ago and have been using a function call instead on new scripts. But I'd say half my mod (and all of another mod I've yet to release) uses dialog. And... in the case of dialog after sex, we should be setting up a quest then? Yikes, that's going to take a bit to redo. I'd better hold off on new scenarios until the old ones are updated. It possibly could explain why I was having some issues with multiple callbacks on the same actor. The first time would always work and then it would fail on the second dialog pretty regularly. So much so, I just stopped having more than one sexout act. Just one and that's it. (Testing it now though, I actually prefer that. Maybe a case of less is more?) Isn't that always the case before a release though? You're ready to release then BOOM a bunch of stuff crops up! But it is better to have things rock solid. Otherwise you're hit with the dreaded "This isn't working!! Waaa!" comments.
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