dragonborn_s20 Posted April 28, 2017 Posted April 28, 2017 :D :D now thats call protection doing through power armor
OldTimer91 Posted April 28, 2017 Posted April 28, 2017 [Papyrus]bLoadDebugInformation=1 Those of you who found that stripping started working when you enabled logging - this is why. Which means you can disable the logging if you wish so long as you keep the two lines above. Works fine, actually appears to dress and undress characters faster without all the logging enabled.
peculiaris Posted April 28, 2017 Posted April 28, 2017 Full Metal Condom. Seems uncomfortable... Sounds like a good porn parody though... P.S. so much progression, this mod is gonna become EPIC
Claysson2 Posted April 29, 2017 Posted April 29, 2017 Full Metal Condom. Wouldn't it be easier to hit "space" & "D" twice?
VonHelton Posted April 29, 2017 Posted April 29, 2017 Sorry Doc, but playing Brotherhood of Steel is gonna require a solution. The PA is still in the way. Back in V5 (I think!) BEFORE I enabled it, the actor had his power armor disappear & the 2 had sex, and then it reappeared. Unfortunately, this would only happen once, then the nag slogan would pop up. You said the PA was actually a race in the game......What if that "race" was put on the black list? Would that cause Dance & me to have our armor disaappear long enough for sex with our respective women?
bamboy12 Posted April 29, 2017 Posted April 29, 2017 Well, you have absolutely blown my expectations. You are a very hard worker, keep it up doc and thanks for the work you put in. Edit: If you need use to help some of us would like to help in any way we can
Claysson2 Posted April 29, 2017 Posted April 29, 2017 Sorry Doc, but playing Brotherhood of Steel is gonna require a solution. The PA is still in the way. Back in V5 (I think!) BEFORE I enabled it, the actor had his power armor disappear & the 2 had sex, and then it reappeared. Unfortunately, this would only happen once, then the nag slogan would pop up. You said the PA was actually a race in the game......What if that "race" was put on the black list? Would that cause Dance & me to have our armor disaappear long enough for sex with our respective women? So, just like any other piece of armor, PA would to "Stripped" and also "Redressed" ?
Claysson2 Posted April 29, 2017 Posted April 29, 2017 Hey Doc.. What's next, after you're finished playing with VonHelton's can ?
VonHelton Posted April 29, 2017 Posted April 29, 2017 Sorry Doc, but playing Brotherhood of Steel is gonna require a solution. The PA is still in the way. Back in V5 (I think!) BEFORE I enabled it, the actor had his power armor disappear & the 2 had sex, and then it reappeared. Unfortunately, this would only happen once, then the nag slogan would pop up. You said the PA was actually a race in the game......What if that "race" was put on the black list? Would that cause Dance & me to have our armor disaappear long enough for sex with our respective women? So, just like any other piece of armor, PA would to "Stripped" and also "Redressed" ? Yes, but if PA is a race, it will hafta be handled differently than typical armor.
Claysson2 Posted April 29, 2017 Posted April 29, 2017 Sorry Doc, but playing Brotherhood of Steel is gonna require a solution. The PA is still in the way. Back in V5 (I think!) BEFORE I enabled it, the actor had his power armor disappear & the 2 had sex, and then it reappeared. Unfortunately, this would only happen once, then the nag slogan would pop up. You said the PA was actually a race in the game......What if that "race" was put on the black list? Would that cause Dance & me to have our armor disaappear long enough for sex with our respective women? So, just like any other piece of armor, PA would to "Stripped" and also "Redressed" ? Yes, but if PA is a race, it will hafta be handled differently than typical armor. If you Black listed PA though you couldn't have sex at all in Power Armor.
Claysson2 Posted April 29, 2017 Posted April 29, 2017 ... Now if only Four-Play would ask me if I'd like to continue after the first 30 seconds, like Lieto's gun does. What Mod is that? I think that is the one http://www.nexusmods.com/fallout4/mods/11664/? Yepper.... that's what I thought. Works Great. Even works on vendors. Yes, that's the one. I use it primarily to map VAFS to the Q key... can't do it any other way. VAFS is... http://www.nexusmods.com/fallout4/mods/15875/? My current survival playthrough is VAFS-only, no VATS Yeah.. that mod works great, but I mapped "Z" as my "TAI" hotkey. If you check the articles, the "z" has to be Capitalized. tried F4 but it was to close to F5, quicksave, which is disabled normally in survival mode.
DocClox Posted April 29, 2017 Author Posted April 29, 2017 A bit of general discussion on the subject of PA and race: In Skyrim if you change to a werewolf, the game changes your race. In Fo4 if you put on PA, the same thing happens. In both cases, the body shape is different enough that it needs its own mesh and skeleton to animate properly. You can see this for yourself: pick your nearest PA wonk and select them in the console. Then type unequipAll and marvel at the distorted freak inside the tin suit. So, allowing PowerArmorRace isn't going to help. Well, unless your kink runs to watching shaved baboons with human faces doing the dirty, in which case you'd be in luck. Generally though, this isn't something we want to happen. This is how I handle it in the current release. ; ; this does all the work. ; function four_play_main(Actor a0, Idle i0, Actor a1=None, Idle i1=None, keyword arch0=none, keyword arch1=none, objectreference start_mark=none, float duration=-1.0, bool re_entry=false) if duration == -1.0 duration = default_duration.getvalue() endif if duration <= 0 Debug.Trace("4Play: duration = "+duration+" - aborting!") endif setup_mod() ; ; we need to deal with the PA case before we get look at actor races ; otherwise the PowerArmorRace will block the scene and the can-opener ; will never get checked ; if !can_opener && (a0.IsInPowerArmor() || (a1 && a1.IsInPowerArmor())) if a0 == playerref || (a1 && a1 == playerref) debug.notification("4play: blocked - one or more actors is wearing power armor") endif return none endif ; ; flags who we know who's playing sardines ; bool pa0 = false bool pa1 = false ; ; pop 'em out of the cans if need be ; if a0.IsInPowerArmor() shed_pa(a0, true) pa0 = true endif if a1 && a1.IsInPowerArmor() shed_pa(a1) pa1 = true endif ; ; now we can check (about time too) ; ; might be easier to allow PA race and bounce that separately mind. ; still, this will do for now ; if !actor_allowed(a0) || !actor_allowed(a1) ntrace("kidcheck: sex scene aborted due to disallowed actor") ; ; re-can them if poss. ; if pa0 resume_pa(a0) endif if pa1 resume_pa(a1) endif return endif Where shed_pa is a function to make 'em take off the armor properly and resume_pa puts it back on again. Now: shed_pa has always been a little unreliable, and I don't know why. It seems as though the linked reference that's supposed to point at the last used suit isn't populating for whatever reason, but as you can see, I give it every chance to do so. function shed_pa(actor a, bool rotate=false) a.SwitchToPowerArmor(None) while a.IsInPowerArmor() utility.wait(0.3) endwhile utility.wait(0.2) objectreference obj int count = 0 while obj == none && count < 50 obj = a.GetLinkedRef(LinkPowerArmorKeyword) count += 1 utility.wait(0.1) endwhile if obj == none debug.trace("4play: can't get PA ref in shed_pa") return endif obj.MoveTo(playerref, Math.Sin(obj.GetAngleZ()) * 512, Math.Cos(obj.GetAngleZ()) * 512, 0.0) endfunction Once the PA is off, I move it out of the way by 512 units. That's about 12 feet, so it should be enough. That works in the test cell. What doesn't always work is the alignment after the move - so maybe I need another wait after the move, just to make sure the armor is fully out of the way. (I could just disable it, but I like the idea that your suit can get stolen if you run Violate, so I'm resisting that idea). Anyway, in Von's screeny it hasn't moved at all which means disabling it wouldn't have helped either. Offhand, beyond upping the wait time (and it's already at 5 seconds!) I can't think of anything that would help in that case. If I can't get a ref to the armor, I can't do anything with it.
Claysson2 Posted April 29, 2017 Posted April 29, 2017 A bit of general discussion on the subject of PA and race: In Skyrim if you change to a werewolf, the game changes your race. In Fo4 if you put on PA, the same thing happens. In both cases, the body shape is different enough that it needs its own mesh and skeleton to animate properly. You can see this for yourself: pick your nearest PA wonk and select them in the console. Then type unequipAll and marvel at the distorted freak inside the tin suit. So, allowing PowerArmorRace isn't going to help. Well, unless your kink runs to watching shaved baboons with human faces doing the dirty, in which case you'd be in luck. Generally though, this isn't something we want to happen. This is how I handle it in the current release. ; ; this does all the work. ; function four_play_main(Actor a0, Idle i0, Actor a1=None, Idle i1=None, keyword arch0=none, keyword arch1=none, objectreference start_mark=none, float duration=-1.0, bool re_entry=false) if duration == -1.0 duration = default_duration.getvalue() endif if duration <= 0 Debug.Trace("4Play: duration = "+duration+" - aborting!") endif setup_mod() ; ; we need to deal with the PA case before we get look at actor races ; otherwise the PowerArmorRace will block the scene and the can-opener ; will never get checked ; if !can_opener && (a0.IsInPowerArmor() || (a1 && a1.IsInPowerArmor())) if a0 == playerref || (a1 && a1 == playerref) debug.notification("4play: blocked - one or more actors is wearing power armor") endif return none endif ; ; flags who we know who's playing sardines ; bool pa0 = false bool pa1 = false ; ; pop 'em out of the cans if need be ; if a0.IsInPowerArmor() shed_pa(a0, true) pa0 = true endif if a1 && a1.IsInPowerArmor() shed_pa(a1) pa1 = true endif ; ; now we can check (about time too) ; ; might be easier to allow PA race and bounce that separately mind. ; still, this will do for now ; if !actor_allowed(a0) || !actor_allowed(a1) ntrace("kidcheck: sex scene aborted due to disallowed actor") ; ; re-can them if poss. ; if pa0 resume_pa(a0) endif if pa1 resume_pa(a1) endif return endif Where shed_pa is a function to make 'em take off the armor properly and resume_pa puts it back on again. Now: shed_pa has always been a little unreliable, and I don't know why. It seems as though the linked reference that's supposed to point at the last used suit isn't populating for whatever reason, but as you can see, I give it every chance to do so. function shed_pa(actor a, bool rotate=false) a.SwitchToPowerArmor(None) while a.IsInPowerArmor() utility.wait(0.3) endwhile utility.wait(0.2) objectreference obj int count = 0 while obj == none && count < 50 obj = a.GetLinkedRef(LinkPowerArmorKeyword) count += 1 utility.wait(0.1) endwhile if obj == none debug.trace("4play: can't get PA ref in shed_pa") return endif obj.MoveTo(playerref, Math.Sin(obj.GetAngleZ()) * 512, Math.Cos(obj.GetAngleZ()) * 512, 0.0) endfunction Once the PA is off, I move it out of the way by 512 units. That's about 12 feet, so it should be enough. That works in the test cell. What doesn't always work is the alignment after the move - so maybe I need another wait after the move, just to make sure the armor is fully out of the way. (I could just disable it, but I like the idea that your suit can get stolen if you run Violate, so I'm resisting that idea). Anyway, in Von's screeny it hasn't moved at all which means disabling it wouldn't have helped either. Offhand, beyond upping the wait time (and it's already at 5 seconds!) I can't think of anything that would help in that case. If I can't get a ref to the armor, I can't do anything with it. Move the Actors ?
VonHelton Posted April 29, 2017 Posted April 29, 2017 A bit of general discussion on the subject of PA and race: In Skyrim if you change to a werewolf, the game changes your race. In Fo4 if you put on PA, the same thing happens. In both cases, the body shape is different enough that it needs its own mesh and skeleton to animate properly. You can see this for yourself: pick your nearest PA wonk and select them in the console. Then type unequipAll and marvel at the distorted freak inside the tin suit. So, allowing PowerArmorRace isn't going to help. Well, unless your kink runs to watching shaved baboons with human faces doing the dirty, in which case you'd be in luck. Generally though, this isn't something we want to happen. This is how I handle it in the current release. Where shed_pa is a function to make 'em take off the armor properly and resume_pa puts it back on again. Now: shed_pa has always been a little unreliable, and I don't know why. It seems as though the linked reference that's supposed to point at the last used suit isn't populating for whatever reason, but as you can see, I give it every chance to do so. Once the PA is off, I move it out of the way by 512 units. That's about 12 feet, so it should be enough. That works in the test cell. What doesn't always work is the alignment after the move - so maybe I need another wait after the move, just to make sure the armor is fully out of the way. (I could just disable it, but I like the idea that your suit can get stolen if you run Violate, so I'm resisting that idea). Anyway, in Von's screeny it hasn't moved at all which means disabling it wouldn't have helped either. Offhand, beyond upping the wait time (and it's already at 5 seconds!) I can't think of anything that would help in that case. If I can't get a ref to the armor, I can't do anything with it. As I stated, in my beta testing, there was a one time even where the armor just completely disappeared, the 2 people had sex (with perfect alignment, no less!) & the guy magically popped back in his armor. This was WITHOUT enabling it, BTW.........!! But it would only happen once. If I tried afterwards, I'd just get a nag message, telling me I was in power armor. 0.0
DocClox Posted April 29, 2017 Author Posted April 29, 2017 Where too, though? I mean do we want to do that on the Broken Skyway? Or Corvega superstructure? Or the Prydwen docking gantry? I don't mind the thought that someone's PA will fall off the edge. But without PA some of those falls are going to be fatal.
VonHelton Posted April 29, 2017 Posted April 29, 2017 What about PA race to Human race? & then back again? Where too, though? I mean do we want to do that on the Broken Skyway? Or Corvega superstructure? Or the Prydwen docking gantry? I don't mind the thought that someone's PA will fall off the edge. But without PA some of those falls are going to be fatal. No........The PA disappeared. They had normal sex, and then the guy reappeared in his armor. It wasn't placed to the side, he didn't exit the armor at all, it just went POOF! What is different in the code between 4, 5 & this one?
DocClox Posted April 29, 2017 Author Posted April 29, 2017 Script Main.psc line 290 while idx < 3 (?4) Using the array length would probably be better still. Good catch though. if Game.IsPluginInstalled("VIO_Strap-On.esp") int[] ids = new int[4] ids[0] = 0x01000F9F ids[1] = 0x01000FA0 ids[2] = 0x0100173B ids[3] = 0x01002E0A int id int idx = 0 while idx < ids.length id = ids[idx] f = Game.GetFormFromFile(id, "VIO_Strap-On.esp") as armor if f == none debug.trace("4play: strapon "+id+" not loaded from VIO_Strap-On.esp") else strapon_list.add(f as armor) endif idx += 1 endwhile endif
DocClox Posted April 29, 2017 Author Posted April 29, 2017 As I stated, in my beta testing, there was a one time even where the armor just completely disappeared, the 2 people had sex (with perfect alignment, no less!) & the guy magically popped back in his armor. This was WITHOUT enabling it, BTW.........!! But it would only happen once. If I tried afterwards, I'd just get a nag message, telling me I was in power armor. Oddly enough, that happened in testing too. I thought it must have been displaced backwards through the wall of the room, but maybe not. I don't know what's happening in which case. What about PA race to Human race? & then back again? Where too, though? I mean do we want to do that on the Broken Skyway? Or Corvega superstructure? Or the Prydwen docking gantry? I don't mind the thought that someone's PA will fall off the edge. But without PA some of those falls are going to be fatal. No........The PA disappeared. They had normal sex, and then the guy reappeared in his armor. It wasn't placed to the side, he didn't exit the armor at all, it just went POOF! Yeah, yeah. I was responding to Claysson2's comment. What is different in the code between 4, 5 & this one? Regarding PA, not much. I fixed a typo where it was trying to shed a0's armor in place of a1, and moved the de-canning code up above the race check.
VonHelton Posted April 29, 2017 Posted April 29, 2017 If it happened once, it can happen again. We just need to figure out how & make it happen every time we call it. HERE FIDO! Clearly, the PA race disappeared.......So we just make it happen again.
VonHelton Posted April 29, 2017 Posted April 29, 2017 I gotta say, with v8.2, Dance is coming in & out of his armor pretty realistically.......Just not for sex, but to walk around the police station. I'm gonna go kill Kellog, which will trigger the Prydwyn showing up. Then we'll get to really see how the calls function! (Or not.......)
Glaurung26 Posted April 29, 2017 Posted April 29, 2017 Good work so far! *thumbs up* Just a PSA to everyone: read ALL the text thoroughly in the description. I wasted an hour of troubleshooting to find out that f4se didn't install required actor.pex file, so Four Play was reading from nothing (as mentioned in the description). Now it works just fine
Guest Posted April 29, 2017 Posted April 29, 2017 Installed 4playDragged crazy animation inside fallout (manual install)Teleported to test room, reload animations Still, npcs get naked but the red light starts immediatelyI'm missing something and can't figure out what
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