BigOnes69 Posted October 29, 2013 Posted October 29, 2013 Thanks Odessa I will study these, sounds like it is what i am looking for. @DoctaSax that would be awesome I can always change what I have previously done
Odessa Posted December 2, 2013 Posted December 2, 2013 What is the correct way to use ZaZ with NX, it doesn't seem to be clearly documented? Specifically, this line: set SexoutNG.nUseZAZ to 1 I tried using: Player.NX_SetEVFl "Sexout:Start::nUseZAZ" 1 but the game animation just froze and didn't start. In each instance I used all old or all new calls. -- Also, is there a way to mute some/all sounds per sex call?
jaam Posted December 2, 2013 Posted December 2, 2013 SexoutNGSanitizeScriptNX uses NX_GetEVFl "Sexout:Start::nUseZAZ" I'm afraid not. You could silenced the sound (Sexout.useVoice = 0) and restore the setting in a callback spell. Plus, at least one animation contains a sound. Definitivly NOT foolproof.
MisterCandy Posted January 23, 2014 Posted January 23, 2014 Okay, so Im pulling my hair since I was playing around in the GECK trying to get the sex animations to work. While using sexout as a master file, I created a dialogue with a NCP (reference name "janusjRef" below) that was supposed to trigger an animation in the "Result Script (End)" box of a conversation. Ive tried numerous variations of this and used the "SexoutNGMain"-script in the quest data window. What am I doing wrong? janusjRef.NX_SetEVFl "Sexout:Start::CallVer" 1 janusjRef.NX_SetEVFl "Sexout:Start::IsVaginal" 1 janusjRef.NX_SetEVFo "Sexout:Start::ActorA" janusjRef janusjRef.NX_SetEVFo "Sexout:Start::ActorB" PlayerRef janusjRef.CIOS SexoutBegin Any help would be greatly appreciated.
zippy57 Posted January 23, 2014 Posted January 23, 2014 You'll have to tell us what's happening that isn't what you expect.
DoctaSax Posted January 23, 2014 Posted January 23, 2014 Your code looks fine to me, be sure to hit "compile scripts" after you entered it in the end result script, flag the line as 'goodbye' (usually), and you should be all set. This however: and used the "SexoutNGMain"-script in the quest data window. What am I doing wrong? is not something you oughta be doing.
MisterCandy Posted January 23, 2014 Posted January 23, 2014 Thanks, tried it now but it still doesnt work. "Compile scripts" doesnt seem to do anything either now =P
nyaalich Posted January 24, 2014 Posted January 24, 2014 Specifically this version of the power up: http://www.nexusmods.com/newvegas/mods/41642
MisterCandy Posted January 25, 2014 Posted January 25, 2014 No, Im just using the ordinairy GECK. Tried another version of the pu before that didnt work, thanks for the link
Halstrom Posted January 30, 2014 Posted January 30, 2014 Ok I'm about to try this: rZActor.NX_SetEVFl "Sexout:Start::CallVer" 1 rZActor.NX_SetEVFo "Sexout:Start::ActorA" rZActor rZActor.NX_SetEVFl "Sexout:Start::bDontUndressA " 1 rZActor.NX_SetEVFl "Sexout:Start::anim" 301 rZActor.NX_SetEVFl "Sexout:Start::duration " 10 rZActor.CIOS SexoutBegin with the intend to make the actor masturbate until I call a stop to it Now I've looked in here and found no specific reference to stopping sex early so do I just do: rZActor.RemoveSpell SexoutBegin
DoctaSax Posted January 30, 2014 Posted January 30, 2014 nah, that won't work. Cast the SexoutFinishNow spell instead. Or SexoutNGFinishNow, I never remember.
Halstrom Posted January 30, 2014 Posted January 30, 2014 nah, that won't work. Cast the SexoutFinishNow spell instead. Or SexoutNGFinishNow, I never remember. Ah cool, will give that a go, might want PrideSlayer to add that into the API somewhere or maybe I missed it
Odessa Posted February 19, 2014 Posted February 19, 2014 Wear and Tear uses a sex end spell to calculate the value, is there a way of finding the animation number at this point? I know you can check the tokens during sex, but I believe they will have been removed by then
nyaalich Posted February 19, 2014 Posted February 19, 2014 This might be stupid and what you've already thought of and ruled out, but couldn't you do a check for the number of tokens somewhere around when the sex starts, store it as a var, and then get the answer that way? If actor has var 4 or the token, getitemcount?
Odessa Posted February 19, 2014 Posted February 19, 2014 Yes, I could make another spell to cast on sex start and store the anim value as an NX on the actor (to stop confusion when lots of sex is going on), but I was wondering if it was possible to do it during my existing sexend script to avoid making another. Also, I believe the tokens are deprecated. I could do: rActor.NX_GetEVFl "Sexout:Start::Anim" but I am guessing this variable gets cleared at some point, and maybe isn't set when the random picker is used.
prideslayer Posted February 19, 2014 Author Posted February 19, 2014 The Anim #s are in "Sexout:Start::animA" (and B, and C). They're stored by actor because they could potentially be different values. They do get cleared along with all the Start vars, sorry. I can add them to some vars set by the post-sex callback, they should probably be there anyway. I'll make a ticket.
Antico Posted March 9, 2014 Posted March 9, 2014 Ok, this is baffling. Is there a reason why this code (run as the result of a dialogue topic flagged as goodbye): ref myRef set myRef to Getself set SexoutNG.ActorA to player set SexoutNG.ActorB to myRef myRef.additem myToken 1 set Sexout.SexType to Anal CIOS SexoutBegin Should work well with some NPCs (e.g. Sunny, Lacey) but not others (e.g. Trudy and Ghost)? When it does not work, the resulting animation is player masturbation, and showinventory doesn't show the token in the target's inventory. However, other dialogue topics which depend on the token being present then show up anyway... what am I missing?
Odessa Posted March 9, 2014 Posted March 9, 2014 Dialogue scripts are problematic and this is a common consequence- Most likely, GetSelf is not returning quick enough so myRef == 0, hence there is no actorB so sex is masturbation. Sometimes it does.. thats just the wonderful game engine. Take a look in the GECK scripting 101 thread for more info on this, start at the beginning. In Soliciting (take a look in GECK if you like, the code is quite clear from V4.2), I only do additem, startquest, or setting quest variables within dialogue scripts, everything else is in other scripts. I would suggest you move that code to an effect, object or quest script and call that from dialogue instead. Object OnAdd blocks will run during dialogue, GameMode and Effect spells will not, but running before or afterwards is usually fine if you aren't changing current dialogue responses. Also, I'd suggest using the new NX sexout calling method rather than the old one. The variable names are the same.
nyaalich Posted March 9, 2014 Posted March 9, 2014 @Antico: You do need to click the Compile Scripts button that's near the Begin/End Script boxes. Also, I'm surprised that it would work at all as that you need a reference for CIOS. I thought that there was a preference for which actor to call it on (A or B ), but anyway, the CIOS should eventually be something similar to "player.CIOS SexoutBegin." EDIT: Because accidental emoticon. : P
t3589 Posted March 9, 2014 Posted March 9, 2014 @Antico: You do need to click the Compile Scripts button that's near the Begin/End Script boxes. Also, I'm surprised that it would work at all as that you need a reference for CIOS. I thought that there was a preference for which actor to call it on (A or B ), but anyway, the CIOS should eventually be something similar to "player.CIOS SexoutBegin." EDIT: Because accidental emoticon. : P In dialogue you normally don't need the target ref. It will apply to the dialogue 'S' target. So where in scripts you might do a 'ref.CIOS', you can simply do a CIOS without the ref as it will apply to the target that is using the dialogue. You still need to do Player.CIOS though if you want it to apply to the 'T' target.
nyaalich Posted March 9, 2014 Posted March 9, 2014 So just to get myself straightened out once and for all, when YOU are talking to an NPC, are you the speaker or the target?
t3589 Posted March 9, 2014 Posted March 9, 2014 So just to get myself straightened out once and for all, when YOU are talking to an NPC, are you the speaker or the target? Player is almost always the T, never the S. I think there may be exceptions to this as implied, but I don't know what they are or have forgotten.
nyaalich Posted March 9, 2014 Posted March 9, 2014 Dialogue has always felt backwards to me anyway. /bitching EDIT: Not that it's worth explaining, probably, but you set it up the opposite of the way that you see it in game. One player topic = 3 NPC responses as opposed to One NPC topic = 3 Player responses.
Nessa Posted March 9, 2014 Posted March 9, 2014 OK, I've got a dumb question. Where is the mesh for the er... "strap on" business for a few girl/girl anims located? I had assumed it was an animated object but maybe I'm missing it somewhere. It's only used for a few animations but I'm putting together a TypeN for Sexout package and it clips rather badly on the TypeN body.
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