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Posted

yeah but doesn't the const mean read only?

I thought const means you can't vary the property. If the prop is set in the CK you can't change what it points at, but what it points at isn't necessarily unchanging. I think.

 

But even if that's wrong, it should still be fixed at 30 seconds rather than 0 or -1, which is what Vader666 was reporting. Now if the prop isn't set, then GetValue will fail and I'm not sure what will happen, but it probably means no animations.

 

BTW: added the "No Kids" check last night. Will be in the next release.

Posted

Maybe using this mod (and probably other ones too) would be easier if we would have a mod like MCM and/or SkyUI is for Skyrim to fiddle with the settings of mods like Four-Play (and the ones that use Four-Play) if something is not right or if an MCM and SkyUI kinda stuff is not possible for Fallout4 then a "settings holotape" would also be good. Things would be also easier if we would have a mod like Schlongs of Skyrim for Fallout4 in case the male character's dick "fails to stay erect" (or to be erect at all) during the animations (this is what i encountered after making the mod to finally work in my game).

Other than this i have the problem of clients approaching too much in too short time and i dunno how could i make the time interval longer.

I like this mod anyway and i know its still fresh and in WIP phase so keep up the good work.

Posted

Other than this i have the problem of clients approaching too much in too short time and i dunno how could i make the time interval longer.

I like this mod anyway and i know its still fresh and in WIP phase so keep up the good work.

 

Is that the latest version of Prostitution? The timeout is 120 seconds, is it really still too short?

 

You can hot key the prostitution ring and unequip it to stop approaches and equip it back again to be approached/ be able to solicit

Posted

Maybe using this mod (and probably other ones too) would be easier if we would have a mod like MCM and/or SkyUI

There is an Admin Terminal in the test cell. I'm adding functions to it at a fair old rate. When I get a minute, I'm goign to put almost of all that into a settings holotape as well.

 

Things would be also easier if we would have a mod like Schlongs of Skyrim for Fallout4 in case the male character's dick "fails to stay erect" (or to be erect at all) during the animations (this is what i encountered after making the mod to finally work in my game).

I messed up Crazy's nude suit when I adapted his code, sadly. It's fairly high on the list of things to do. (Speaking of which - going to put the ToDo list up as a blog post later so I don't forget stuff)

 

I like this mod anyway and i know its still fresh and in WIP phase so keep up the good work.

Thanks!

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/

 

Thank you I will try that.

Posted

 

yeah but doesn't the const mean read only?

I thought const means you can't vary the property. If the prop is set in the CK you can't change what it points at, but what it points at isn't necessarily unchanging. I think.

 

 

As far as i know const means that the value can only be changed with the CK.

So you can´t set/change the value by script.

Wich means your reset_duration() wouldn´t do anything.

Another thing im currently thinking about in regards of reset_duration is :

function reset_duration() global
	globalvariable glob = GetAPI().default_duration
	float f = glob.getvalue()
	glob.mod(-1.0 * f + 30.0)
endfunction

When the property gets set to 30 by default then the last line would set it to 0 ?

-1 * 30 = -30 adding 30 to that is 0...

Im not sure but i think you just want to set the value back to 30 ?

 

 

And the last thing is, that the duration isn´t working correctly when using the terminal to get preston and deb to action,

but when using the "multiple scences terminal" the duration is 30 seconds... 

Posted

As far as i know const means that the value can only be changed with the CK.

Yeah. But what is the "value" of a property? Is it the reference stored by the property, or the internal state of the object pointed at by that reference. Honest question, I was expecting to find out when I tested this code.

 

If you can't change the internal state of forms referred to by const properties, that would prevent the GlobalVariable from changing. But then if you had a const Actor property the actor would then be unable to move because moving would change the actor's co-ords. Which doesn't sound right.

 

(I'd check, but my CK isn't where I am at the moment)

 

Another thing im currently thinking about in regards of reset_duration is :

function reset_duration() global
	globalvariable glob = GetAPI().default_duration
	float f = glob.getvalue()
	glob.mod(-1.0 * f + 30.0)
endfunction
When the property gets set to 30 by default then the last line would set it to 0 ?

-1 * 30 = -30 adding 30 to that is 0...

Im not sure but i think you just want to set the value back to 30 ?

 

You missed a the "f" term out of the expression you quoted:

 

 -1 [b]* f[/b] +30 

Where "f" is the current value of the variable, as determined by the line above. So I'm saying "take the value of the variable, subtract that value from the variable, and then add 30". I could have set the thing to thirty explicitly, but I seem to recall something on the wiki description suggesting this might be more thread-safe. So I did it this way.

 

Of course, you may be right about the const keyword - this is still untested code, at least at my end. I'll find out tonight.

 

And the last thing is, that the duration isn´t working correctly when using the terminal to get preston and deb to action,

but when using the "multiple scences terminal" the duration is 30 seconds...

Interesting.

Posted

Yeah. But what is the "value" of a property? Is it the reference stored by the property, or the internal state of the object pointed at by that reference. Honest question, I was expecting to find out when I tested this code.

 

If it helps clear things up, for my Four-Play compatibility patch for Leito's animations, I had to remove all the const at the end of all your idle definitions, otherwise the CK wouldn't even allow me to compile lines like:

 

Event OnInit()

doggyidleM = Game.GetFormFromFile(0x0000000, "Leito.esp")

 

So yeah, const seems to mean the value of the property stays what you define initially and cannot be changed by script anytime later.

Posted

 

Yeah. But what is the "value" of a property? Is it the reference stored by the property, or the internal state of the object pointed at by that reference. Honest question, I was expecting to find out when I tested this code.

 

If it helps clear things up, for my Four-Play compatibility patch for Leito's animations, I had to remove all the const at the end of all your idle definitions, otherwise the CK wouldn't even allow me to compile lines like:

 

Event OnInit()

doggyidleM = Game.GetFormFromFile(0x0000000, "Leito.esp")

 

So yeah, const seems to mean the value of the property stays what you define initially and cannot be changed by script anytime later.

 

 

Yeah, that's what I'd expect. And the compiler is enforcing the stricture with a compile time error rather than silently failing at run-time, which makes sense too...

Posted

 

As far as i know const means that the value can only be changed with the CK.

Yeah. But what is the "value" of a property? Is it the reference stored by the property, or the internal state of the object pointed at by that reference. Honest question, I was expecting to find out when I tested this code.

 

 

For the definition in the wiki, what they call the value of the property is in effect the formID that the property points to. So in your case it means that the script cannot change the globavariable to anything other than what the CK defines as default_duration. It doesn't say anything of what you can do with the "content"of the globalvariable.

 

Also your formula for mod should work.

 

So the way to troubleshoot whatever is happening to Vader666 is to add tracing to the log on every step of the reset_duration function.

Posted

OK: best argument is working code, or so they say. File attached has a single very annoying messagebox that will popup every 10 second. Each time it does it will print a global variable value and then increment the value. Script looks like this:

Scriptname four_play:dox_test_bumper extends Quest

event oninit()
	StartTimer(10, 99)
endevent

Event OnTimer(int tid)
	debug.trace(gv)
	debug.messagebox("gv = " + gv.getvalue())
	gv.mod(1.0)
	StartTimer(10, 99)
endevent

GlobalVariable Property gv Auto const

gv is const, value still increments.
 
That said, this was one of those frustrating CK scripts that took forever to get working. First it didn't want to mod because the property was null. So I double checked the property setting and removed the const. Then it incremented. So I added the const back on, recompiled, saved and tried again - still seeing increments.
 
I'm curious to see what others find.
 

For the definition in the wiki, what they call the value of the property is in effect the formID that the property points to. So in your case it means that the script cannot change the globavariable to anything other than what the CK defines as default_duration. It doesn't say anything of what you can do with the "content"of the globalvariable.

Also your formula for mod should work.


That's what I thought! smile.png

I'm not bothered by the bug - the code is an untested development snapshot and I'd have been surprised if it had worked out of the box. Nice to have the confirmation, though.

dox_test.7z

Posted

 

Other than this i have the problem of clients approaching too much in too short time and i dunno how could i make the time interval longer.

I like this mod anyway and i know its still fresh and in WIP phase so keep up the good work.

 

Is that the latest version of Prostitution? The timeout is 120 seconds, is it really still too short?

 

You can hot key the prostitution ring and unequip it to stop approaches and equip it back again to be approached/ be able to solicit

 

 

I knew that npcs wont approach when i dont have the ring equipped but strangely sometimes npcs approached even when i unequipped it. i didnt know theres already a 120sec timeout set but i figured that is too short i mean like for players who dont want to have sex with every npc they meet. Maybe DocClox will add a timer/timeout settings option when he will make the settings holotape for the mod.

Posted

Has anyone else had the auto-equip for the strap-ons stop working? I've tried reinstalling the mod, changing the load order, reloading saves, and other stuff. I think it broke after the stripping had quit too, and I fixed it by reinstalling. But the strap-ons still don't want to equip.

Posted

Has anyone else had the auto-equip for the strap-ons stop working? I've tried reinstalling the mod, changing the load order, reloading saves, and other stuff. I think it broke after the stripping had quit too, and I fixed it by reinstalling. But the strap-ons still don't want to equip.

 

Haven't had any female on female to test it, but I've never saw it when the roles reversed either, so........

 

:(

Posted

OK: best argument is working code, or so they say. File attached has a single very annoying messagebox that will popup every 10 second. Each time it does it will print a global variable value and then increment the value. Script looks like this:

Scriptname four_play:dox_test_bumper extends Quest

event oninit()
	StartTimer(10, 99)
endevent

Event OnTimer(int tid)
	debug.trace(gv)
	debug.messagebox("gv = " + gv.getvalue())
	gv.mod(1.0)
	StartTimer(10, 99)
endevent

GlobalVariable Property gv Auto const

gv is const, value still increments.

 

That said, this was one of those frustrating CK scripts that took forever to get working. First it didn't want to mod because the property was null. So I double checked the property setting and removed the const. Then it incremented. So I added the const back on, recompiled, saved and tried again - still seeing increments.

 

I'm curious to see what others find.

 

For the definition in the wiki, what they call the value of the property is in effect the formID that the property points to. So in your case it means that the script cannot change the globavariable to anything other than what the CK defines as default_duration. It doesn't say anything of what you can do with the "content"of the globalvariable.

 

Also your formula for mod should work.

That's what I thought! smile.png

 

I'm not bothered by the bug - the code is an untested development snapshot and I'd have been surprised if it had worked out of the box. Nice to have the confirmation, though.

 

I just started ripping const out of my scripts because I'm sick of finding it silently just preventing stuff from working. This native/const bullcrap is just too confusing and annoying, I keep finding a script won't allow a function unless its native, then wont allow something else because its native. the frigging rules on using papyrus crap is ridiculous. For example magic effect scripts only have a start effect and stop effect, you can't put code in there for a timer or any update scripting all the magic effect update functions in the wiki are SKSE functions........
Posted

 

I just started ripping const out of my scripts because I'm sick of finding it silently just preventing stuff from working. This native/const bullcrap is just too confusing and annoying, I keep finding a script won't allow a function unless its native, then wont allow something else because its native. the frigging rules on using papyrus crap is ridiculous. For example magic effect scripts only have a start effect and stop effect, you can't put code in there for a timer or any update scripting all the magic effect update functions in the wiki are SKSE functions........

 

 

You can still add a timer to magic effect, it works just like RegisterForSingleUpdate() back in Skyrim

 

int myCoolTimerID = 69

 

Event OnEffectStart(Actor akTarget, Actor akCaster)         
  StartTimer(5, myCoolTimerID) ; Create the timer with a 5 second duration
endEvent
 
Event OnTimer(int aiTimerID)
  If aiTimerID == myCoolTimerID ; The five second timer we started just expired
    Debug.Trace("Timer ended! Do some cool stuff now...")
  StartTimer(5, myCoolTimerID)
  EndIf
EndEvent
 
Event OnEffectFinish(Actor akTarget, Actor akCaster)
CancelTimer(myCoolTimerID)
EndEvent
Posted

So does anyone have any idea how this could happen?

 

I have a male PC. For certain followers (Curie and a raider that I enslaved using the Abducted mod) always play animations with the female as the male. I am using latest Four-play and Mindless Sex 1.2. When I unequip the pistol there is a black screen (as if its loading something) then the scene starts but always with my male PC in the female role.

 

Works normal for all other followers and NPC's that I have tried it on. I thought it may be the Abducted mod so I removed it and went to an earlier save before installing it but Curie still likes to be butch. Just wondered if anyone else has seen this before in their testing or use of the mod.

Posted

That's one for my ToDo list!

 

Normally you get an actor's sex with actorref.ActorBase()GetSex(). Only, it turns out that this doesn't work with levelled actors like raiders or gunners and the like. Turns out you need to use actorref.LevelledActorBase()GetSex().

 

Which would be fixed already if this loader wasn't taking so long to get right. Sometime this weekend, loader or not :)

Posted

Levelled actors. You need a different call to get the actual ActorBase record. I didn't know that earlier.

Posted

Levelled actors. You need a different call to get the actual ActorBase record. I didn't know that earlier.

 

Ah.........So they are a different animal......Good to know!

 

:)  ;)

Posted

As brightnoise asked in another thread:

 

"Any chance of a change from you moving to the character to the character moving to you.

 

I've had it a couple of times that I initiate the deed on a flat surface with nothing around and end up with them walking off to go up a ladder, step on a sloped surface or something else and then it kicks off the act (which on an uneven surface means the animations doesn't line up)."

Posted

As brightnoise asked in another thread:

 

"Any chance of a change from you moving to the character to the character moving to you.

 

I've had it a couple of times that I initiate the deed on a flat surface with nothing around and end up with them walking off to go up a ladder, step on a sloped surface or something else and then it kicks off the act (which on an uneven surface means the animations doesn't line up)."

 

I'd like to 2nd that motion! I've done the same thing as Iggy...

 

Posted

As brightnoise asked in another thread:

 

"Any chance of a change from you moving to the character to the character moving to you.

 

I've had it a couple of times that I initiate the deed on a flat surface with nothing around and end up with them walking off to go up a ladder, step on a sloped surface or something else and then it kicks off the act (which on an uneven surface means the animations doesn't line up)."

 

Hmm... what happens is that Actor1 moves to Actor0. So if you play as a guy they do move to you. If a gal, they don't.

 

I could check for the player in both cases... gets a bit tricky though.

 

  • First I need to put the nodes object down at the player location.
  • Then I put the secondary dummy nodes item down
  • Then I move the player (if female) to the dummy position (since she's going to be in the female role presumably)
  • Then I move the other actor to where the player was.

 

OK, doable. If I get some time I'll see if I can make it work.

 

Posted

Once you go after a raider, you get the female in the male role & fade to black. Why raiders? Beats me! There must be something different about them.

 

I was getting this when I had the mindless sex mod installed. Uninstalled it and also deactivated crazyanimations esp and no fade anymore (I am using leitos mod and the prostitution mod to control the scenes). At least for now.

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