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SexoutEpidemic [v1.1]


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There is not. I don't really understand how to make MCM menus (the breeder one was created by someone else for me)' date=' so if anyone wanted to create a simple toggle I'd put it in. But I won't be doing it myself.

 

You just have to enable/disable via FOMM for now.

[/quote']

 

Hopefully someone with the ability to make a simple toggle to enable and disable this mod in the mod configuration menu will do it. That's way above my abilities which are pretty much nil. Would be nice to have a reset added in as well to restore all essential NPCs and spawns back to their defaults in case someone screwed up and killed an important character. That might be difficult to do though. Maybe tweak it so that essentials can't be affected by it?

 

I see this mod as being a lot like the 28 days mod with the zombies. Just something fun to turn on and off for when you're bored. Thanks for your work on it!

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FNV only has two essential NPCs' date=' and they're both Securitrons. So if you want important NPCs to be excluded, you'll have to make the list yourself.[/quote']

Do we want that in SCR perhaps? A list of Vanilla Quest essential actors not to kill/capture/infect. I got another update tommorrow sometime can easily add one. There's a couple of Formlists marked SPARE in there that could be renamed and populated with an .esp I can merge in.

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FNV only has two essential NPCs' date=' and they're both Securitrons. So if you want important NPCs to be excluded, you'll have to make the list yourself.[/quote']

Do we want that in SCR perhaps? A list of Vanilla Quest essential actors not to kill/capture/infect. I got another update tommorrow sometime can easily add one. There's a couple of Formlists marked SPARE in there that could be renamed and populated with an .esp I can merge in.

 

At least a warning system. Like give the player the choice to kill/capture/infect/rape anyone in the game but give them a simple warning system to let them know BEFORE they do any of these things to specific characters that they will be disrupting a quest or potentially breaking their game. Would be cool if the warning system was interactive so that once a quest is completed the player can go back to certain NPCs that were previously essential to completing a quest and then do all that bad stuff with impunity to them later on when they're no longer needed to complete quests. Even if the crosshair just turned a different color or something to let you know who was still essential to a quest would be helpful.

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The developers have been constantly changing the way the vanilla game deals with important NPCs. Morrowind flat-out told you that you screwed up. Oblivion introduced the unconscious mechanic and changed the crosshair. FO3 removed the crosshair. And Essential NPCs work the same in FNV but the only two marked essential are Victor and Yes Man (and Yes Man isn't really even marked Essential, he just has scripting to move him to another Securitron). The developer's stance on this from FNV is pretty clear: If you screw up it's on you. Victor is flagged as Essential because if he dies too early the entire main quest can be broken before it actually starts. The Player is free to screw up side quests and the rest of the main quests as they please, all the game ensures is that the player can get into the Lucky 38 because it is important to all the faction affiliation choices.

 

A warning system is unlikely to happen. It's one thing to create a FormID list with important NPCs, it's another thing altogether to dynamically manage the importance of an NPC on a quest-by-quest level. It would take a lot of time and a lot of effort. It would almost certainly have to be a standalone plugin. It would be incompatible with mods like SexoutResolutions that add new ways to resolve vanilla quests. And it is unlikely that it will get done unless you do it yourself.

 

In other words, my opinion is as follows: If you're not willing to deal with the possible consequences, don't kill/capture/infect/rape someone. Or stick to unnamed NPCs. The opinions of others may vary.

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The developers have been constantly changing the way the vanilla game deals with important NPCs. Morrowind flat-out told you that you screwed up. Oblivion introduced the unconscious mechanic and changed the crosshair. FO3 removed the crosshair. And Essential NPCs work the same in FNV but the only two marked essential are Victor and Yes Man (and Yes Man isn't really even marked Essential' date=' he just has scripting to move him to another Securitron). The developer's stance on this from FNV is pretty clear: If you screw up it's on you. Victor is flagged as Essential because if he dies too early the entire main quest can be broken before it actually starts. The Player is free to screw up side quests and the rest of the main quests as they please, all the game ensures is that the player can get into the Lucky 38 because it is important to all the faction affiliation choices.

 

A warning system is unlikely to happen. It's one thing to create a FormID list with important NPCs, it's another thing altogether to dynamically manage the importance of an NPC on a quest-by-quest level. It would take a lot of time and a lot of effort. It would almost certainly have to be a standalone plugin. It would be incompatible with mods like SexoutResolutions that add new ways to resolve vanilla quests. And it is unlikely that it will get done unless you do it yourself.

 

In other words, my opinion is as follows: If you're not willing to deal with the possible consequences, don't kill/capture/infect/rape someone. Or stick to unnamed NPCs. The opinions of others may vary.

[/quote']

 

I see what you're saying. Nothing really game breaking unless you kill the bot that lets you into the lucky 38. Maybe there just needs to be a warning to all those who play this game with these mods that explains just what you said. I did run into a problem with my game that does sort of break it. Not sure which one is causing the problem But I'm at the beginning and trying to complete the quest when the powder gangers attack goodsprings. It tells me to kill the powder gangers and I kill them all but the town NPCs all seem to think there's more coming. They're all stuck with their guns drawn out and when I talk to them they tell me to keep an eye out and that it's not over. I wait like 5 real life minutes and no more powder gangers show up. The only thing I can think off that I did differently in this play through is talk to the Cobb guy at the corner of the house. I came back to him and told him I was "rash" with him and he raped my character. I then proceeded to do the quest the vanilla way and after speaking to Sunny and running down the hill to protect the townsfolk and kill all the powder gangers (including Cobb) the townsfolk are stuck thinking there's more coming. But there isn't. So I'm not sure which mod is the culprit but something has caused them to screw up.

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  • 4 weeks later...
FNV only has two essential NPCs' date=' and they're both Securitrons. So if you want important NPCs to be excluded, you'll have to make the list yourself.[/quote']

Do we want that in SCR perhaps? A list of Vanilla Quest essential actors not to kill/capture/infect. I got another update tommorrow sometime can easily add one. There's a couple of Formlists marked SPARE in there that could be renamed and populated with an .esp I can merge in.

Hmm did I actually do this yet, or is it something I have forgotten about?

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Sexout Epidemic v1.1 doesn't work with current SexoutPregnancy and SCR.

It uses spells for pregancy. The current SexoutPregnancy uses Tokens.

 

I changed the spells to tokens and added a simple MCM Menu.

 

I have not tested it.

 

The disable option should not work, I don't know how to do this.

 

 

 

And a form list for important NPC's in SCR would be nice.

SexoutEpidemicMCM.7z

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Sexout Epidemic v1.1 doesn't work with current SexoutPregnancy and SCR.

It uses spells for pregancy. The current SexoutPregnancy uses Tokens.

 

I changed the spells to tokens and added a simple MCM Menu.

 

I have not tested it.

 

The disable option should not work' date=' I don't know how to do this.

 

And a form list for important NPC's in SCR would be nice.[/quote']

Ah yes there was a problem with spells deleting themselves on NPC's if the player wasn't in the cell even for a split second while fast travelling, sleeping & waiting etc so I changed to tokens.

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I tested it for you and got the following results *drum roll*...

 

1. Male npc's who have sex with my sporeslut PC' date=' they die and come back as Spore Carriers. *audience applause* (I have the slider set to 2.. but I believe you said the slider doesn't function anyways.

 

2. Female npc's my sporeslut pc goes down on, the minute the animation ends.. to quote a great 80's J. Geils song...

 

Freeze-frame! Freeze-frame!

Freeze-frame! Now Freeze!

 

*audience cries*

 

In short, you fixed the males (thank you) but if the PC decides to dine a lil on female bits, I get to stare at a very static game.

[/quote']

 

The result is better than expected.

Slider works a little bit. If you go with mouse over the menuentry there should be a hint.

0: Disable mod (May work, but will be enabled on next game start)

1: Enable mod; Ignore male

2: Enable mod; kill male (works)

 

 

For the freeze bug, I have no idea yet.

 

Where in the game can I find a Spore Carrier, never seen one?

 

Next weekend I will remove my new questscript and add the stuff to the old script. It should make the slider working (maybe).

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Menu should work. It needs some seconds if you change the setting.

There is some output to console.

 

- tested with male and female target, both was ok.

- enabled some debug infos to console.

- check against formlist SexoutSLActorDataNeverGetsPregnant (female part) and SexoutSLActorDataCannotGetDisease (male part)

 

I don't know for what all these formlist in SCR are.

 

There is a problem with the spell script.

The use of the formlist SexoutNGFLGlobalCBEndFLA, SexoutNGFLGlobalCBEndFLO and SexoutNGFLGlobalCBEndFLV doesn't work reliable if multiple people have sex at the same time.

And the check if player is involved works only in one direction.

Perhabs User29 can fix it.

SexoutEpidemic.7z

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I'll stick this in the OP if you want as V1.2. Or if you still want to work on it a bit I can wait. Let me know. I can't fix the one way thing.

 

You should wait, perhabs I find a solution.

It will take some time.

 

We need a reliabel solution to detect if someone had sex and with whom.

Halstrom has it somehow solved in Sexout Pregnancy.

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  • 4 weeks later...

Their over reliance on essential NPCs does bug me at times. I am guilty of setting a few NPCs to be essential though, mainly companions and anyone involved in escort quests.

 

One day I hope for them to develop follower AI that actually realises that running in front of you rocket launcher is actually a bad idea. I suppose it would have been far better back in the turn based fallouts. (shame I can't stand turn based games :( )

 

 

I started out playing the original Fallout and Fallout 2.  The AI was not any better, in fact it was just as bad.  Even in non fight mode when you get to last section in Fallout your dog companion (the original Dogmeat) would wander in and out of forcefields that would literally shock him to death.

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I'll stick this in the OP if you want as V1.2. Or if you still want to work on it a bit I can wait. Let me know. I can't fix the one way thing.

You should wait, perhabs I find a solution.

It will take some time.

 

We need a reliabel solution to detect if someone had sex and with whom.

Halstrom has it somehow solved in Sexout Pregnancy.

 

 

Perhaps you should ask Halstrom?  This looks like an interesting idea.

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The developers have been constantly changing the way the vanilla game deals with important NPCs. Morrowind flat-out told you that you screwed up. Oblivion introduced the unconscious mechanic and changed the crosshair. FO3 removed the crosshair. And Essential NPCs work the same in FNV but the only two marked essential are Victor and Yes Man (and Yes Man isn't really even marked Essential, he just has scripting to move him to another Securitron). The developer's stance on this from FNV is pretty clear: If you screw up it's on you. Victor is flagged as Essential because if he dies too early the entire main quest can be broken before it actually starts. The Player is free to screw up side quests and the rest of the main quests as they please, all the game ensures is that the player can get into the Lucky 38 because it is important to all the faction affiliation choices.

 

A warning system is unlikely to happen. It's one thing to create a FormID list with important NPCs, it's another thing altogether to dynamically manage the importance of an NPC on a quest-by-quest level. It would take a lot of time and a lot of effort. It would almost certainly have to be a standalone plugin. It would be incompatible with mods like SexoutResolutions that add new ways to resolve vanilla quests. And it is unlikely that it will get done unless you do it yourself.

 

In other words, my opinion is as follows: If you're not willing to deal with the possible consequences, don't kill/capture/infect/rape someone. Or stick to unnamed NPCs. The opinions of others may vary.

I see what you're saying. Nothing really game breaking unless you kill the bot that lets you into the lucky 38. Maybe there just needs to be a warning to all those who play this game with these mods that explains just what you said. I did run into a problem with my game that does sort of break it. Not sure which one is causing the problem But I'm at the beginning and trying to complete the quest when the powder gangers attack goodsprings. It tells me to kill the powder gangers and I kill them all but the town NPCs all seem to think there's more coming. They're all stuck with their guns drawn out and when I talk to them they tell me to keep an eye out and that it's not over. I wait like 5 real life minutes and no more powder gangers show up. The only thing I can think off that I did differently in this play through is talk to the Cobb guy at the corner of the house. I came back to him and told him I was "rash" with him and he raped my character. I then proceeded to do the quest the vanilla way and after speaking to Sunny and running down the hill to protect the townsfolk and kill all the powder gangers (including Cobb) the townsfolk are stuck thinking there's more coming. But there isn't. So I'm not sure which mod is the culprit but something has caused them to screw up.

 

It sounds like sexout resolutions is at fault although I prefer to use powder gangers as target practice from the start.  I once killed Cobb at the very start and only had to deal with his 5 friends.  Still dropping grenades on them with a merc grenade rifle is fun if you can catch all 6 together.

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I'll stick this in the OP if you want as V1.2. Or if you still want to work on it a bit I can wait. Let me know. I can't fix the one way thing.

You should wait, perhabs I find a solution.

It will take some time.

 

We need a reliabel solution to detect if someone had sex and with whom.

Halstrom has it somehow solved in Sexout Pregnancy.

 

 

What I did was expanded upon Sexout Notify, the script in pregnancy is called something like SexoutPS2EndSexEvent. Essentially what happens in the SexoutP0Main script is I give SexoutNG an effect to cast on any actor having sex then I let SexoutNG know 3 formlists to put the Actors names into. So when sex ends the effect cast on the actor runs the "EndSexEvent" script which then looks in the 3 formlists for the name of the actors. If it is rape there are IsRaper & isRapee tokens that are on the actors during sex and they tell me who is the rapist. There is also a SexoutNG formlist for SexStart as well as end. So you can make this happen at the start of sex instead of the end.
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  • 2 months later...

I just updated this with a fix to suit the current SCR beta. Untested.

 

attachicon.gifSexoutEpidemic-20130517.1.zip

 

Thx,

I copy the changes to the newer not released version and post it here.

 

I'm just updating my New Vegas installation to Sexout Common Resources 20130328.1 and Sexout Pregnancy v3 20130325.1.

First I have to sort out some crashes with SCR 20130328, bevor I can work on Epidemic.

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I just updated this with a fix to suit the current SCR beta. Untested.

 

Thx,

I copy the changes to the newer not released version and post it here.

 

I'm just updating my New Vegas installation to Sexout Common Resources 20130328.1 and Sexout Pregnancy v3 20130325.1.

First I have to sort out some crashes with SCR 20130328, bevor I can work on Epidemic.

 

Cool, it's only good for version 20130514.1 and later though, I'm not sure I'd bother with 20130328 as I'm probably ditching it for the latest beta to become the stable version in next few days.

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