nyaalich Posted April 17, 2014 Posted April 17, 2014  What Sexout vars do I need to be looking at/outputting to determine why sex hasn't/isn't starting? I've been told that acts aren't starting in my mod maybe 5-10% of the time. While I'm guessing that maybe the flag hasn't been turned off on the actor from a previous act, I'm uncertain what to look for/at to diagnose the issue. When I've called a specific anim on all actors, should I be seeing stuff like this in the console: "NGSAN: RandomSextype rndA 37"? I'm setting the anims on all actors as well as the anim var itself.   I'm being "that guy," but only because notifications were wiped yesterday. Â
Guest Jezzy Posted April 25, 2014 Posted April 25, 2014 For my own curiosity and because i might need to use callbacks soon, I need help with the syntax of a callback to find out if the player is giving oral. I'm not sure how to do this. Anyone can help me ?
astymma Posted April 25, 2014 Posted April 25, 2014 Check out the SexoutPositioning mod in my sig. Small esp and contains callback usage, nx var usage, and usage of the positioning support built into the anim script of Sexout. Makes a good practical example. Â In particular, it shows how to: Â use the callbacks to cast a spell on sex activation obtain the current spellTarget of the sex act obtain nx var information from the spellTarget ref
Guest Jezzy Posted April 25, 2014 Posted April 25, 2014 <p>Check out the SexoutPositioning mod in my sig. Small esp and contains callback usage, nx var usage, and usage of the positioning support built into the anim script of Sexout. Makes a good practical example.In particular, it shows how to: use the callbacks to cast a spell on sex activation obtain the current spellTarget of the sex act obtain nx var information from the spellTarget ref Thanks astymma for the answer. I Will Check it out. Â I was wondering If we could get the animation id running too
nyaalich Posted April 25, 2014 Posted April 25, 2014 You can get the animation # by getting the anim var. If you want the numbers and categories of available anims, checkout the Sexout Sutra thread. Most recent post (4/25) has links to a spreadsheet and image of it that have the current numbers of available anims in there.
Guest Jezzy Posted April 25, 2014 Posted April 25, 2014 I think my problem is im trying to access those var from a quest script... that or im totally dont know what i am doing lol  Im a quest script, in the begin gamemode i have this set anim to playerRef.NX_GetEVFo "Sexout:Start::anim"  of course anim is declared as a int in the variable declaration  imho it should work but if i run this :  if(anim >= 201 && anim <= 400) printC "BJ!!!!!!!!!!!!!!!!!!!!!!" endif  the script doesnt catch the anim id
DoctaSax Posted April 25, 2014 Posted April 25, 2014 an anim is a number, so you'd use NX_GetEVFL instead of evfo, and call it on the spelltarget ref rather than the playerref
t3589 Posted April 25, 2014 Posted April 25, 2014 (edited) Aren't they still cleared out on sex start? This is exactly why I have some things on hold, granted I don't keep as current as I probably should on every post about it.  EDIT: So I guess it's been solved, I just missed it? Edited April 25, 2014 by t3589
nyaalich Posted April 25, 2014 Posted April 25, 2014 Aren't they still cleared out on sex start?  This should probably be answered and added to the OP. WHEN the SO Start vars are cleared, and if not from there, where we can get those values during or at sex end.
astymma Posted April 25, 2014 Posted April 25, 2014 They ARE cleared from the SexoutNG *quest* variables.  However, they ARE written to the actor involved in the sex act labelled as the "spellTarget". The "spellTarget" NX Var is written to all actors in the sex act.  So... assuming this is a script for a spell added to the callback list for sex act START... ref ActorInvolvedREF ref SpellTargetREF  ref refNXVar1 ref refNXVar2 ref refNXVar3 float fNXVar4 float fNXVar5 float fNXVar6  Begin ScripEffectStart     set ActorInvolvedREF to GetSelf    set SpellTargetREF to ActorInvolvedREF.NX_GetEVFo "Sexout:Start::spellTarget"     ;start obtaining NX_Vars    set refNXVar1 to SpellTargetREF.NX_GetEVFo "Sexout:Start::BlahBlah1"    set refNXVar2 to SpellTargetREF.NX_GetEVFo "Sexout:Start::BlahBlah2"    set refNXVar3 to SpellTargetREF.NX_GetEVFo "Sexout:Start::BlahBlah3"    set fNXVar4 to SpellTargetREF.NX_GetEVFl "Sexout:Start::BlahBlah4"    set fNXVar5 to SpellTargetREF.NX_GetEVFl "Sexout:Start::BlahBlah5"    set fNXVar6 to SpellTargetREF.NX_GetEVFl "Sexout:Start::BlahBlah6"  End ;ScriptEffectStart
Guest Jezzy Posted April 25, 2014 Posted April 25, 2014 an anim is a number, so you'd use NX_GetEVFL instead of evfo, and call it on the spelltarget ref rather than the playerref  Thanks for the precision.  Here what I did with partial result. Sometime it works, sometime it just dont. I have 2 checks for helping me understand how Sexout work. set jezzyRefTarget to playerRef.NX_GetEVFo "Sexout:Start::spellTarget" ;This will work about 30% of the time set jezzyGivingOral to jezzyRefTarget.NX_GetEVFl "sexout:Start::IsOral" ;Trying to get the anim id. This is just not working. All i get is 0 set anim to jezzyRefTarget.NX_GetEVFL "Sexout:Start::anim" Maybe what i'm trying to achieve is not possible
astymma Posted April 26, 2014 Posted April 26, 2014 IIRC there is no "anim", there's "animA", "animB", "animC" and "animX" since each actor can be playing a different anim.
nyaalich Posted April 26, 2014 Posted April 26, 2014 There is an anim var. Pride told me to set it in addition to setting animA, etc., when something I was doing didn't work. They're doing different things, but the animation kf for each pose is combined into an anim number group.  EDIT: The exception to that being Actor X, who is a bystander/next in line and with whom I've never worked with.
Guest Jezzy Posted April 26, 2014 Posted April 26, 2014 OMG i finally got it to work! For some retarded non sens, i have put the get anim number check in a conditionnal that wasnt used anymore LOL must be the hormones...  So set anim to jezzyRefTarget.NX_GetEVFL "Sexout:Start::anim"  now work on every check. Cool!  Thanks guys for the help! I can now add more features to my fx scripts ^.^ Â
nyaalich Posted April 26, 2014 Posted April 26, 2014 Yeah. Unfortunately, they haven't built a Disable_Hormones function into NVSE yet.
nyaalich Posted April 26, 2014 Posted April 26, 2014 @astymma:Â Do you know when the vars are cleared from the spelltargets?
astymma Posted April 26, 2014 Posted April 26, 2014 @astymma: Do you know when the vars are cleared from the spelltargets?  There's a chunk of code that does:  elseif (200 == bInit)    set bInit to 1000    if (nNewActID == nThisActID)      self.NX_ClrEVFl "Sexout:Start::" 2      self.NX_ClrEVFo "Sexout:Start::" 2    endif    ; dispel    Dispel SexoutNGCleanup Right after the Cum Spell is CIOS'd, it CIOS's SexoutNGCleanup which has the above code in stage 200 as one of the last things done.  That's in the script SexoutNGCleanupEffectSCRIPT, which is the script assigned to base effect SexoutNGCleanupBASE which is the effect assigned to the Actor Effect SexoutNGCleanup.
Guest Jezzy Posted April 26, 2014 Posted April 26, 2014 Another quick question : within my script, what should i use for a check if Sexout is done? Duration?
astymma Posted April 26, 2014 Posted April 26, 2014 There is an anim var. Pride told me to set it in addition to setting animA, etc., when something I was doing didn't work. They're doing different things, but the animation kf for each pose is combined into an anim number group.  EDIT: The exception to that being Actor X, who is a bystander/next in line and with whom I've never worked with.  Interesting, I always assumed it was safe to ONLY rely on animA-B-C-X and not anim.
astymma Posted April 26, 2014 Posted April 26, 2014 Another quick question : within my script, what should for a check if Sexout is done? Duration?  My advice is add a simple spell to the Finish callback list and have that spell notify your quest the act has completed and/or do whatever you need done in the spell itself. In the main quest of SexoutPositioning, I add my spells for sex act start and sex act end like this (SexoutPosSpTerminate gets cast on the spellTarget as sex ends): SCN SexoutPosQS Begin GameMode    if (GetGameLoaded || GetGameRestarted)       ListAddForm SexoutNGFLGlobalCBStartS SexoutPosSpMain       ListAddForm SexoutNGFLGlobalCBEndS SexoutPosSpTerminate    endif End; GameMode
astymma Posted April 26, 2014 Posted April 26, 2014 SexoutPosSpTerminate does simple cleanup, like so:  scn SexoutPosBETerminateS Begin ScriptEffectStart    set SexoutPosActive to 0 End Begin ScriptEffectUpdate    Dispel SexoutPosSpTerminate End
nyaalich Posted April 26, 2014 Posted April 26, 2014 @astymma: It's in this thread somewhere. Also, in rereading the OP, it says that Actor X's animation happens *after* the act is completed.  @Jezzy: If you look in the OP, there are also other formlists that you can use for your callback spell. In addition to the Start and End form lists that astymma has in the code above, there are also specifically Oral, Anal, and Vag Start and End form lists. I don't know if it would be easier for what you're doing to create one script/spell/whatever that's used after sex or a script/whatever for after each particular kind of sex.
Halstrom Posted April 28, 2014 Posted April 28, 2014 So what is the NX equivalent to doing this older token check to try avoiding casting animations on an actor already engaged in sex? if rZActor.GetItemCount 00SexoutActor < 1 <Start Sex Animation> endif
astymma Posted April 28, 2014 Posted April 28, 2014 Aren't we still using the Actor Value of Variable04? Or has Pride added a new value? Preferably an NX value...
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