Jump to content

Recommended Posts

Posted

Loader code, provisonal, untested. This is how you use the loading mechanism.

 

 

 

Scriptname four_play:CrazyLoader_sc extends four_play:LoaderBase

event OnInit()
	four_play:Main api = four_play:Main.getapi()

	debug.trace("four_play:CrazyLoader = OnInit Called!")
	four_play:LoaderBase:StageData rec = new four_play:LoaderBase:StageData

	mk_anim("Doggy", "Doggy", api.norm_doggy_m, api.norm_doggy_f)
	mk_anim("Doggy Down", "Doggy", api.down_doggy_m, four_play:Main:down_doggy_f)
	mk_anim("Missionary", "Missionary", api.mission_m, four_play:Main:mission_f)
;
;	if there's a better tag for these, I can't think of it offhand.
;
	mk_anim(				\
		"Ground Pounder",		\
		"GroundPounder",		\
		api.ground_pound_m,	\
		api.ground_pound_f	\
	)
	mk_anim(					\
		"Ground Pounder Reverse",		\
		"GroundPounder",			\
		api.ground_pound_rev_m,	\
		api.ground_pound_rev_f	\
	)
;
;	standings
;
	mk_anim(				\
		"Standing",			\
		"Standing",			\
		api.standing_m,	\
		api.standing_f	\
	)
	mk_anim(				\
		"Standing - Shoulders",		\
		"Standing",			\
		api.shoulder_m,	\
		api.shoulder_f	\
	)
	mk_anim(				\
		"Riding",			\
		"Cowgirl",			\
		api.riding_m,	\
		api.riding_f		\
	)
	mk_anim(				\
		"Handy",			\
		"Handjob",			\
		api.handy_m,		\
		api.handy_f		\
	)
	mk_anim("F-Solo", "F-Solo", api.solo_f, None, "F")
	mk_anim("F-Solo-Lay", "F-Solo", api.solo_lay_f, None, "F")
	mk_anim("F-Solo-Finger", "F-Solo", api.solo_finger_f, None, "F")
	mk_anim("M-Solo", "M-Solo", api.solo_m, None, "M")
endevent

function mk_anim(string name, string tag, idle i0, idle i1, string mf="")
	int num
	four_play:LoaderBase:StageData rec = new four_play:LoaderBase:StageData
;
;	bit of a kludge to handle solos 
;
	if i1 
		num = 2
	else
		num = 1
	endif
	if mf == ""
		mf = "MF"
	endif
;
;	crazy's animations have a certain amount in common
;	which means I can hard code some of this
;
	rec.name = name		; should be unique for this modder
	rec.modder = "Crazy"	; modder and name used to look up specific anim
	rec.intensity = 2	; sort of normal
	rec.role_spec = "MF"	; temporary - better solution pending
	rec.tags = tag
	rec.num_actors = num
	rec.i0 = i0
	rec.i1 = i1
;
;	add it to the array
;
	stage_data.add(rec)
endfunction 

 

 

 

 

Shouldn´t the mk_anim function have a parameter for intensity ?

I see why you did it that way for "modder" because ideally every animation the script should load is from the same author but this way all added animations will have the same intensity.

 

Posted

 

Loader code, provisonal, untested. This is how you use the loading mechanism.

 

 

 

Scriptname four_play:CrazyLoader_sc extends four_play:LoaderBase

event OnInit()
	four_play:Main api = four_play:Main.getapi()

	debug.trace("four_play:CrazyLoader = OnInit Called!")
	four_play:LoaderBase:StageData rec = new four_play:LoaderBase:StageData

	mk_anim("Doggy", "Doggy", api.norm_doggy_m, api.norm_doggy_f)
	mk_anim("Doggy Down", "Doggy", api.down_doggy_m, four_play:Main:down_doggy_f)
	mk_anim("Missionary", "Missionary", api.mission_m, four_play:Main:mission_f)
;
;	if there's a better tag for these, I can't think of it offhand.
;
	mk_anim(				\
		"Ground Pounder",		\
		"GroundPounder",		\
		api.ground_pound_m,	\
		api.ground_pound_f	\
	)
	mk_anim(					\
		"Ground Pounder Reverse",		\
		"GroundPounder",			\
		api.ground_pound_rev_m,	\
		api.ground_pound_rev_f	\
	)
;
;	standings
;
	mk_anim(				\
		"Standing",			\
		"Standing",			\
		api.standing_m,	\
		api.standing_f	\
	)
	mk_anim(				\
		"Standing - Shoulders",		\
		"Standing",			\
		api.shoulder_m,	\
		api.shoulder_f	\
	)
	mk_anim(				\
		"Riding",			\
		"Cowgirl",			\
		api.riding_m,	\
		api.riding_f		\
	)
	mk_anim(				\
		"Handy",			\
		"Handjob",			\
		api.handy_m,		\
		api.handy_f		\
	)
	mk_anim("F-Solo", "F-Solo", api.solo_f, None, "F")
	mk_anim("F-Solo-Lay", "F-Solo", api.solo_lay_f, None, "F")
	mk_anim("F-Solo-Finger", "F-Solo", api.solo_finger_f, None, "F")
	mk_anim("M-Solo", "M-Solo", api.solo_m, None, "M")
endevent

function mk_anim(string name, string tag, idle i0, idle i1, string mf="")
	int num
	four_play:LoaderBase:StageData rec = new four_play:LoaderBase:StageData
;
;	bit of a kludge to handle solos 
;
	if i1 
		num = 2
	else
		num = 1
	endif
	if mf == ""
		mf = "MF"
	endif
;
;	crazy's animations have a certain amount in common
;	which means I can hard code some of this
;
	rec.name = name		; should be unique for this modder
	rec.modder = "Crazy"	; modder and name used to look up specific anim
	rec.intensity = 2	; sort of normal
	rec.role_spec = "MF"	; temporary - better solution pending
	rec.tags = tag
	rec.num_actors = num
	rec.i0 = i0
	rec.i1 = i1
;
;	add it to the array
;
	stage_data.add(rec)
endfunction 

 

 

 

 

Shouldn´t the mk_anim function have a parameter for intensity ?

I see why you did it that way for "modder" because ideally every animation the script should load is from the same author but this way all added animations will have the same intensity.

 

 

Nah nah nah. The mk_anim function isn't part of the API - that's just a convenience func I wrote to keep from having to repeat the same block of stuff over and over.

 

All you have to do is populate the array. Any way you want. If I get this right, the base class will take care of the rest

 

So the reason all the intensities are the same is that this is loading Crazy's animations and they are all sort of medium intensity. I'd expect different animations to do it differently.

 

Does that make sense?

 

Posted

 

 

Loader code, provisonal, untested. This is how you use the loading mechanism.

 

 

 

Scriptname four_play:CrazyLoader_sc extends four_play:LoaderBase

event OnInit()
	four_play:Main api = four_play:Main.getapi()

	debug.trace("four_play:CrazyLoader = OnInit Called!")
	four_play:LoaderBase:StageData rec = new four_play:LoaderBase:StageData

	mk_anim("Doggy", "Doggy", api.norm_doggy_m, api.norm_doggy_f)
	mk_anim("Doggy Down", "Doggy", api.down_doggy_m, four_play:Main:down_doggy_f)
	mk_anim("Missionary", "Missionary", api.mission_m, four_play:Main:mission_f)
;
;	if there's a better tag for these, I can't think of it offhand.
;
	mk_anim(				\
		"Ground Pounder",		\
		"GroundPounder",		\
		api.ground_pound_m,	\
		api.ground_pound_f	\
	)
	mk_anim(					\
		"Ground Pounder Reverse",		\
		"GroundPounder",			\
		api.ground_pound_rev_m,	\
		api.ground_pound_rev_f	\
	)
;
;	standings
;
	mk_anim(				\
		"Standing",			\
		"Standing",			\
		api.standing_m,	\
		api.standing_f	\
	)
	mk_anim(				\
		"Standing - Shoulders",		\
		"Standing",			\
		api.shoulder_m,	\
		api.shoulder_f	\
	)
	mk_anim(				\
		"Riding",			\
		"Cowgirl",			\
		api.riding_m,	\
		api.riding_f		\
	)
	mk_anim(				\
		"Handy",			\
		"Handjob",			\
		api.handy_m,		\
		api.handy_f		\
	)
	mk_anim("F-Solo", "F-Solo", api.solo_f, None, "F")
	mk_anim("F-Solo-Lay", "F-Solo", api.solo_lay_f, None, "F")
	mk_anim("F-Solo-Finger", "F-Solo", api.solo_finger_f, None, "F")
	mk_anim("M-Solo", "M-Solo", api.solo_m, None, "M")
endevent

function mk_anim(string name, string tag, idle i0, idle i1, string mf="")
	int num
	four_play:LoaderBase:StageData rec = new four_play:LoaderBase:StageData
;
;	bit of a kludge to handle solos 
;
	if i1 
		num = 2
	else
		num = 1
	endif
	if mf == ""
		mf = "MF"
	endif
;
;	crazy's animations have a certain amount in common
;	which means I can hard code some of this
;
	rec.name = name		; should be unique for this modder
	rec.modder = "Crazy"	; modder and name used to look up specific anim
	rec.intensity = 2	; sort of normal
	rec.role_spec = "MF"	; temporary - better solution pending
	rec.tags = tag
	rec.num_actors = num
	rec.i0 = i0
	rec.i1 = i1
;
;	add it to the array
;
	stage_data.add(rec)
endfunction 

 

 

 

 

Shouldn´t the mk_anim function have a parameter for intensity ?

I see why you did it that way for "modder" because ideally every animation the script should load is from the same author but this way all added animations will have the same intensity.

 

 

Nah nah nah. The mk_anim function isn't part of the API - that's just a convenience func I wrote to keep from having to repeat the same block of stuff over and over.

.

.

.

Does that make sense?

 

 

 

I´m aware of that and it does make sense for that case.

But i thought, or more it will happen, that people are using this code as a template.

And not all people that are going to use it will be aware of that.

 

I was just trying to get some of my animations to load ( with the new Four_Play version of course ) but you´ve set the duration of the scene to -1.

Even though there is a global variable for the duration i wasn´t able to find a way to set it via a terminal or console commands,

so i couldn´t test if its working.

Honestly i was just to lazy to write a holotape script and set it from there...

Posted

I´m aware of that and it does make sense for that case.

But i thought, or more it will happen, that people are using this code as a template.

And not all people that are going to use it will be aware of that.

 

 

Yeah, a similar thought had crossed my mind. I'll make sure the sample code I release is a bit clearer.

 

I was just trying to get some of my animations to load ( with the new Four_Play version of course ) but you´ve set the duration of the scene to -1.

Even though there is a global variable for the duration i wasn´t able to find a way to set it via a terminal or console commands,

so i couldn´t test if its working.

Honestly i was just to lazy to write a holotape script and set it from there...

Should be a submenu somewhere on the exit terminal in the test cell. It's a development snapshot, so I haven't yet had a chance to test half the code.

 

It should still default to 30 seconds though, so there's clearly a bug.

Posted

First let me say that you, Vinfamy & Leito deserve kudos of the highest order!  Creating shit for FO4 with little to no tools is truly amazing to a slob such as myself !  I'm still a little past lukewarm on the game and your (collectively) work adds so much to it.  So I have a few problems that perhaps you can help with:

 

- I've got the notification that Fore Play is, well, 'loaded", made a quicksave and loaded it (per Vinfamy's Violate instructions) and went out to test things.

- I'm currently using F4SE 03 - with the correct Actor.pex file, Four Play 5c, Violate and Leito's latest (FOMOD) animations. The animations work fine, however, the actors aren't stripping.

- So I coc'd into the test area (have the same non-stripping issue there as well), all actors animate except in the rooms with Des and Scribe Haylet.

 

So I'm not sure what to do at this point ??? or if I've f*cked something up.    BTW, is a free cam doable or is it too early in the development for that stuff?  The cam is right on top of most animations, so I guess "tfc" is it for now (rhetorical)?

 

Thanks again for some really great work!

 

Posted

I'm currently using F4SE 03 - with the correct Actor.pex file, Four Play 5c, Violate and Leito's latest (FOMOD) animations. The animations work fine, however, the actors aren't stripping.

 

This has been a tricky one. I think that I need to add a couple of waits into the script so the rest of the engine has a chance to catch up. THat's probably the next big thing I should look at.

 

As a workaround, most people report that enabling papyrus logging fixes the problem. Probably because the call that writes to the log file has a similar effect to a short wait.

 

BTW, is a free cam doable or is it too early in the development for that stuff?  The cam is right on top of most animations, so I guess "tfc" is it for now (rhetorical)?

Free cam is tricky. I believe the SexLab/Sexout ones used script extender functions - certainly I can't find the method anywhere for Fo4, although I'm still not as familiar with this version of Papyrus as I am with Skyrim's.

 

There are a couple of things I could try. There is a trick where you switch the player's viewpoint to an invisible, flying actor. That gives you free movement, but it's a bit script heavy and therefore glitch prone. There are also some calls to mount cameras on nodes which seem to be used by the new dialogue system, so we might be able to do something with them that at least offers you a choice of viewpoint.

 

But yeah, use "tfc" for now :)

 

Thanks again for some really great work!

My pleasure :)

Posted

Any chance in a future update you can add some effects that other mods can read like "ActorRecievingSex", "ActorGivingSex", "ActorMasturbating", "ActorStripped" and "ActorJustHadSex"(1 minute timer).

We have a lot of mods now initiating sex, but we can't do any sex reading mods like Lust, CumTech or Pregnancy yet.

You can do all the magic by script, but some of those who can't script are always going to need simple easy condition flags for dialogue mods.

 

And maybe a FormList for clothing not to remove.

FormLists for clothing that blocks sex Anal/Vaginal/Penile/Boobs/Oral.

A formlist for penetration objects to randomly use.

Also a Formlist for Banned actors like children, narrator etc.

You'll also need a formlist for the few female creatures/robots.

And maybe just initially do a "fade to black" thing for creature/robot sex or the actors just standing there and it may motivate some animators.

 

And hopefully it will become an esm at some point?

Posted

Any chance in a future update you can add some effects that other mods can read like "ActorRecievingSex", "ActorGivingSex", "ActorMasturbating", "ActorStripped" and "ActorJustHadSex"(1 minute timer).

Sure, no problem.

 

We have a lot of mods now initiating sex, but we can't do any sex reading mods like Lust, CumTech or Pregnancy yet.

Yeah, I haven't thought much about that side of things beyond an end of sex event. But that sounds like something we could do with around now.

 

You can do all the magic by script, but some of those who can't script are always going to need simple easy condition flags for dialogue mods.

Keywords are good. Or linkrefs. In fact, I wonder about dropping a marker for an active scene. We could have keyworded links to the participants and you'd only need to scan for markers rather than all the actors in an area. Possibly bake some other clever stuff into it as well. Like a script with the current animation info. Except that I don't think markers can take scripts. Maybe I can make a collisionless, invisible static and get around the problem that way. I don't have a CK handy, but something like that should work.

 

And maybe a FormList for clothing not to remove.

FormLists for clothing that blocks sex Anal/Vaginal/Penile/Boobs/Oral.

Was talking about this with Kimy, and we were both tending towards keywords here. Define a "DoNotStrip" keyword or a "BlocksOral" one and you can add the keyword to any item that needs it.

 

Hmm... it might make sense to use keywords in place of tags in that case.

 

A formlist for penetration objects to randomly use.

That's probably best as a formlist :)

 

Also a Formlist for Banned actors like children, narrator etc.

Checking for IsChild() and barring them from scenes is something else on my todo list. Probably best if I do that sooner rather than later. A formlist might work best for other unique actors. Robots we can probably exclude by race

 

You'll also need a formlist for the few female creatures/robots.

And maybe just initially do a "fade to black" thing for creature/robot sex or the actors just standing there and it may motivate some animators.

Maybe as an option. I can see me getting some stick if the screen starts blacking out every 30 seconds :) Good point though - we will need to be able to handle creatures.

 

And hopefully it will become an esm at some point?

I mentioned that a while back and no-one seemed particularly fussed. Fallout 4 does have some very good support for intermod communication so it's not as desparately urgent as it must have been in NV. I was thinking about having an ESM for keywords.

Posted

 

I'm currently using F4SE 03 - with the correct Actor.pex file, Four Play 5c, Violate and Leito's latest (FOMOD) animations. The animations work fine, however, the actors aren't stripping.

 

This has been a tricky one. I think that I need to add a couple of waits into the script so the rest of the engine has a chance to catch up. THat's probably the next big thing I should look at.

 

As a workaround, most people report that enabling papyrus logging fixes the problem. Probably because the call that writes to the log file has a similar effect to a short wait.

 

BTW, is a free cam doable or is it too early in the development for that stuff?  The cam is right on top of most animations, so I guess "tfc" is it for now (rhetorical)?

Free cam is tricky. I believe the SexLab/Sexout ones used script extender functions - certainly I can't find the method anywhere for Fo4, although I'm still not as familiar with this version of Papyrus as I am with Skyrim's.

 

There are a couple of things I could try. There is a trick where you switch the player's viewpoint to an invisible, flying actor. That gives you free movement, but it's a bit script heavy and therefore glitch prone. There are also some calls to mount cameras on nodes which seem to be used by the new dialogue system, so we might be able to do something with them that at least offers you a choice of viewpoint.

 

But yeah, use "tfc" for now :)

 

Thanks again for some really great work!

My pleasure :)

 

The Best work around for the camera view is to "Zoom" back into 3rd person move to camera down, looking upwards at your PC's shoulders, sheath your weapon, switch weapons. How far "Back" you go in 3rd person determines the viewing radius,around the scene, how far "Down" you put the camera determines the "Angle" you view the scene.

Posted

 

And maybe just initially do a "fade to black" thing for creature/robot sex or the actors just standing there and it may motivate some animators.

Maybe as an option. I can see me getting some stick if the screen starts blacking out every 30 seconds :) Good point though - we will need to be able to handle creatures.

 

Yeah fade to black a bad idea due to NPCs getting it on, maybe make the actors just use their jumping/crouch animations for comedy sake :)
Posted

I know I sound like a broken record.  But I just wanted say once again, great job and thank you to DocClox, Vinfamy, and Leito.  I've been away from Fallout for two years and recently came back, and oh boy did I pick the right time to return.:D

Posted

So basically i need to know how to code and be a modder in order to use the Four-Play? I was so excited at first. Oh well. My talents lay in Mechanics not computer coding, I just use the mods and tip the modder if it is a good one, welp back to the normal game.

 

BTW the animations are not working, the gun works but not the Four-Play no striping I guess, but I have no idea how to find the file in F4SE to even move it around.

Posted

So basically i need to know how to code and be a modder in order to use the Four-Play? I was so excited at first. Oh well. My talents lay in Mechanics not computer coding, I just use the mods and tip the modder if it is a good one, welp back to the normal game.

 

BTW the animations are not working, the gun works but not the Four-Play no striping I guess, but I have no idea how to find the file in F4SE to even move it around.

Here go to this page it explains how to properly install FourPlay and it's plugins: http://www.loverslab.com/topic/76277-four-play-beginner-friendly-installation-guide-comprehensive-tutorial-to-sexualise-your-fo4/

 

Posted

So basically i need to know how to code and be a modder in order to use the Four-Play? I was so excited at first. Oh well. My talents lay in Mechanics not computer coding, I just use the mods and tip the modder if it is a good one, welp back to the normal game.

 

BTW the animations are not working, the gun works but not the Four-Play no striping I guess, but I have no idea how to find the file in F4SE to even move it around.

 

Not at all. You don't need any knowledge of coding or modding to use Four-Play. Just follow the installation guide (link in my signature) and you should be good to go.

 

No stripping is due to F4SE/ Papyrus logging-related issue. Make sure you follow the steps in the installation guide related to these. 

Posted

I won't be installing this just yet, but I'll be watching closely. Now that someone has started up a framework for the ever-elusive FO4 animations, I have expectations that the content will finally begin to flow.

 

I wish I could help, but even though I'm a programmer, I don't know papyrus worth shit.

Posted

 

So basically i need to know how to code and be a modder in order to use the Four-Play? I was so excited at first. Oh well. My talents lay in Mechanics not computer coding, I just use the mods and tip the modder if it is a good one, welp back to the normal game.

 

BTW the animations are not working, the gun works but not the Four-Play no striping I guess, but I have no idea how to find the file in F4SE to even move it around.

Here go to this page it explains how to properly install FourPlay and it's plugins: http://www.loverslab.com/topic/76277-four-play-beginner-friendly-installation-guide-comprehensive-tutorial-to-sexualise-your-fo4/

 

 

Ahh, that helped!  Everyone's stripping now !  Instructions are great, aren't they?  Thanks Kain82 (and Vinfamy)!  

 

Now some FYI's on my encounter(s):

 

- the guys have their default underpants on (forgot about a nude male body), but Leito's EVB is no longer available on Nexus or here on LL. So does anyone have a body recommendation? I didn't see any guy junk on top of the underwear, so I'll reinstall Leito's ani's just for grins.

 

- a guy did a missionary on my character (a little out of alignment), the second guy got a BJ (more out of alignment) and the third - well, the game CTD'ed.

 

- after sex, my character's body (who uses the Unique Player mod) disappeared. It came back after a bit, but it's kinda humorous seeing a disembodied head and (I think) hands moving around. Hehehe.  It's cool...this stuff is early in development and it's still fun!

 

Posted

 

- the guys have their default underpants on (forgot about a nude male body), but Leito's EVB is no longer available on Nexus or here on LL. 

 

It's back on Nexus. Leito disappeared for a few months but he's been back.

 

http://www.nexusmods.com/fallout4/mods/22110/?

 

Strange that you get CTDs, are you sure it's not caused by some other mod running in the background? In all my tests, I haven't crashed even once and I ran a few stress tests like a 100-person orgy. Four-Play's strongest point for me is its incredible stability.

Posted

 

 

- the guys have their default underpants on (forgot about a nude male body), but Leito's EVB is no longer available on Nexus or here on LL. 

 

It's back on Nexus. Leito disappeared for a few months but he's been back.

 

http://www.nexusmods.com/fallout4/mods/22110/?

 

Strange that you get CTDs, are you sure it's not caused by some other mod running in the background? In all my tests, I haven't crashed even once and I ran a few stress tests like a 100-person orgy. Four-Play's strongest point for me is its incredible stability.

 

 

Ah, thanks Vinfamy. I musta clicked on an old link.

 

No, I can't be positive, so I'm gonna start a new game with no mods enabled (non-M) - as you suggest in your instructions. Wait, is that possible? I can't use a vanilla female body! It looks like a 10 yr old boy and it freaks me out!  OK, maybe it's not THAT bad. But I'll try with CBBE and Cherry physics at least!

 

Something is amiss cuz on my last test, when the ani's start, the guys stop and simply stand there.  If you did a 100+ orgy :D and had no issues, well...   My mod list is pretty damn short though, but I'll enable them one by one to see if I can determine what's going on.

 

Posted

 

 

 

- the guys have their default underpants on (forgot about a nude male body), but Leito's EVB is no longer available on Nexus or here on LL. 

 

It's back on Nexus. Leito disappeared for a few months but he's been back.

 

http://www.nexusmods.com/fallout4/mods/22110/?

 

Strange that you get CTDs, are you sure it's not caused by some other mod running in the background? In all my tests, I haven't crashed even once and I ran a few stress tests like a 100-person orgy. Four-Play's strongest point for me is its incredible stability.

 

 

Ah, thanks Vinfamy. I musta clicked on an old link.

 

No, I can't be positive, so I'm gonna start a new game with no mods enabled (non-M) - as you suggest in your instructions. Wait, is that possible? I can't use a vanilla female body! It looks like a 10 yr old boy and it freaks me out!  OK, maybe it's not THAT bad. But I'll try with CBBE and Cherry physics at least!

 

Something is amiss cuz on my last test, when the ani's start, the guys stop and simply stand there.  If you did a 100+ orgy :D and had no issues, well...   My mod list is pretty damn short though, but I'll enable them one by one to see if I can determine what's going on.

 

 

I didn't have to restart my game to get the mods working.  I just loaded the sex mods on an existing modded save.  Though the playtime was only 14 minutes, so I don't know what would happen on a save with more hours on it.  I use an alternate start mod and started my game nearby vault 111.  Despite a game freezing issue I had and resolved, there have been no problems thus far.

 

 

Posted

LOL!  Well, I started a basically vanilla game, but with CBBE, physics, hair, some clothes, etc., and man, is it TERRIBLE !!!  LOL!  Thank God for all the modders! I'd forgotten how badly the base game really sucks. Ugh... ! Anyway, the animations run fine and characters are stripping, but do have (some) alignment issues - and I'm talking on flattish areas. Even the standing ani with the guy holding the character's butt is off...and that one has nothing to do with terrain. Also, I am still seeing guys stopping in the middle of the action and then stand around while my character's going at it... hehehe!

 

So more on this later, but in the meantime, it's still really frickin' nice to have these things working initially!

 

Kain - I'll have to check out your alt start mod. I had one a while back and it seemed plagued with issues. Maybe this is a new one or the one I had has it's issues resolved. Going through that beginning over and over is draining to be sure.

 

EDIT:  Not sure which mod is doing this, but sometimes after sex, I can no longer access my weapons. Doesn't happen all the time though.

Posted

 

I was just trying to get some of my animations to load ( with the new Four_Play version of course ) but you´ve set the duration of the scene to -1.

Even though there is a global variable for the duration i wasn´t able to find a way to set it via a terminal or console commands,

so i couldn´t test if its working.

Honestly i was just to lazy to write a holotape script and set it from there...

 

It should still default to 30 seconds though, so there's clearly a bug.

 

Scriptname four_play:Main extends Quest conditional
.
.
.
globalvariable property default_duration auto const 

I think thats where the bug is.

 

 

 

Posted

Just an fyi for those curious and im not upset i run 233 mods right now after install was getting CTD's on any load or new game narrowed it down to a mod i was using with custom companion for a couple of my companions in game customazable playable children so yeah make sure to uninstall that and all good this is mod valuable anyway orphans and raiders plus extended still work reinstalling mods now will update with any other ctds or incompatabilitys. 

Posted

 

Scriptname four_play:Main extends Quest conditional
.
.
.
globalvariable property default_duration auto const 
 

I think thats where the bug is.

 

 

Hmmm... i checked that last night. The GlobalVariable which that property is supposed to point at is initialised to 30.0 in the CK. So it should still work.

 

The property is pointing at an actual variable I take it? I can't remember what I called it, but it's probably the only GV starting with "dox_" :)

Posted

 

 

Scriptname four_play:Main extends Quest conditional
.
.
.
globalvariable property default_duration auto const 
 

I think thats where the bug is.

 

 

Hmmm... i checked that last night. The GlobalVariable which that property is supposed to point at is initialised to 30.0 in the CK. So it should still work.

 

The property is pointing at an actual variable I take it? I can't remember what I called it, but it's probably the only GV starting with "dox_" :)

 

yeah but doesn't the const mean read only?

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...