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SexoutRapist v1.04 (10/13/2012)


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Posted

The item itself is from SCR, the textures are from SexoutTryout. SCR contains (as far as I'm aware) no strapon textures/meshes in its datapack, so no matter what you'll end up using an item that requires another download.

Posted

OK, now it makes some sense - I went and looked at my mod dev installation, and tryout was nowhere to be found, yet the Penetrator item was there. However, my test machine has tryout installed, which is why it looked fine. Of course, the main question for me now is:

 

Why is the item in the SCR, but the mesh is not in the SCR datapack? Does that make sense to anyone?

Posted

Hey guys' date=' still learning some of this stuff. Frankly didn't realize that the Penetrator came from tryout. Thought it was part of the SCR. I'll take a look at changing it (I don't want to require something from another mod if I don't have to).

[/quote']

 

Hey, sorry if that sounded harsh, that was not my intention.

I'm also still learning how stuff work, it's just I'm using strapons in my mods also, so I know about this.

As I understood Prideslayer, and all other fine people who spent time answering all my silly questions, the point is just to state in the OP exactly what your mod depends on. SCR itself has a ton of requirements, and Tryouts is one of them. But there's no point in making people download everything, if you're using only ThePenetrator your only requirements are SCR, SCRData, and TryoutData.

The whole point of SCR is to use stuff from other mods, it's much easier for everybody.

I hope I wasn't too fogy with this explanation?

By the way, there are many more strapons and toys, that are in SCR, and come from AR for SCR.

Posted

Because that's what SCR is there for, to serve as a single plugin holding all the in-game records so we don't have to deal with the crazy load order issues Lovers for PK has.

 

EDIT: Ninja'd!

Posted

Borisni: No harshness detected in your post (it is so hard to get emotions and nuances from text sometimes...) I thoroughly agree that dependencies should be noted on the OP. And just to note, tryouts require SCR, SCR does not require tryouts. That is where my problem is with this. The item is in SCR (as it should be being a central repository for sexout related things), but the mesh for it is in an optional mod and there is nothing noted anywhere about this. So something exists in SCR that appears to be usable by anyone, but you then have to hunt through 14 different mods to find the mesh that it uses so that you can make that mod a requirement? Yes I know that most items seem to have an ID that relates to the mod - but the Penetrator doesn't. Well, actaully it does - it starts out as "SexoutS..." which is supposed to be the shorthand for SCR - which makes no mention of tryout. I would expect that an item in the SCR would include all of it in the SCR, with the meshes/textures/etc located in the SCRData pack. If it sounds like I'm annoyed, well I am. Not at people here and not at this particular issue, it's just that I've spent most of the day with GECK, GECK documentation (that's the biggest fucking joke on the planet), other mods, nexus, etc. trying to figure how to get the rape victim to fucking run away from the fucking rapist after the fucking rape. AAAARGGGHHHH. Of course some nice person on here will come along and tell me to use the NVSE function called "runAwayFromRapist" and all will be right with the universe again.

 

Again my point is this: The item is included in SCR while the mesh for it is located in an optional mod with no real indication that this is the case.

 

Now it's time to go to sleep and recharge for tomorrow so I can get GECKed again. In fact, I think I may make that my signature: I've been frelling GECKed.

Posted

While it probably should be in the SCR datapack, it wasn't because the item was originally only used by SexoutTryout. It was known as "Marissa's Wrath". Then came SexoutSex with support for strapons, and then SexoutStore where the generic version was finally added as a copy of Marissa's Wrath with a different name. Since pretty much everybody downloads Tryout, no one actually ever noticed this oversight...

 

Until now, that is.

Posted

OK, I lied - I haven't gone to sleep yet. zippy57 - thanks for putting a note on the SCR thread about this. Funny you mentioning Marissa's Wrath - it's in the same boat (in the SCR but mesh in Tryout). They currently use the same mesh, so if the SCRData pack is updated using the same path, both will be available. I took a look at the other strapons available in SCR and their meshes are handled by ST, which is required by SCR so I could use any one of those. Frankly I chose the Penentrator because of the name, the others are too boring (strapon 1, strapon 2, etc).

Posted

...

And just to note' date=' tryouts require SCR, SCR does not require tryouts.

...

[/quote']

 

No, that is not true! Just go to SCR, look under requirements, and the fifth required mod is "Loogies Sexout Tryout mod by Loogie". So, Halstrom maybe forgot where the Pentrator comes from, but that requirement is stated in the OP. In the fact Post: #922 in scr thread addresses this kind of issues.

The main problem is lack of documentation, I know it's huge pain in the ass, and it's better to spend time on fixin' bugs than writin' docs, but it would be a hell of a time saver for other modders, and cause much less frustration on people like me, you and many other modders I guess. On the other hand, I'm not sure would it be useful to have a doc with 1000 lines just to tell where's what coming from in scr.

BTW, this game engine sucks and is extremly stupid, this scripting "not a language" is a disaster, and GECK is a nightmare. But, that's what we got, and we're stuck with it, so no point in pulling your hair over it ;)

It's best to ask, in tech support or modders resources threads (etc), and someone eventualy will know the answer. And you can allways ask me directly, I don't have much experience, but I'm stubborn and tend to get to bottom of things.

And about your "run away from rapist" problem. They forgot to make any useful movement functions, so I'm guessing the best way is to go with a "flee not Combat" package. Packages are the worst not working thing, but this should be simple enough, and work without any problems. If you run in problems with this I'll be happy to help, as much as I can.

 

And, just to thank you for making this mod, your ideas are great! And please forgive me for all the babbling.

Posted

And just to note' date=' tryouts require SCR, SCR does not require tryouts.

[/quote']

No, that is not true! Just go to SCR, look under requirements, and the fifth required mod is "Loogies Sexout Tryout mod by Loogie".

You're both right, actually. SCR can be run without Tryout. Tryout cannot be run without SCR. But SCR requires Tryout for optional features. It's a slight difference between Required and "required".

 

I've found that the most frustrating thing with the engine is not what you can't do with it, but what you can almost do with it.

 

For example, let's say I want to have a computer monitor display something, and then display something else. Yay, there's a script command to change the texture! Unfortunately, it can only change the diffuse texture and not the glow. So it's useless here.

 

Or maybe you want an NPC to run away from the player. Yay, there's a Flee combat style! Unfortunately, the NPC still has to be in combat with the player, so the player still has to hunt them down and kill them or else "you cannot do that while in combat" "you cannot do that while in combat" "you cannot do that while in combat" "you cannot do that while in combat" "you cannot do that while in combat" "you cannot do that while in combat" "you cannot do that while in combat" "you cannot do that while in combat" "you cannot do that while in combat" "you cannot do that while in combat". So that's not always a good solution.

 

Perhaps you need to know if the player is swimming? Yay, there's a function called IsSwimming! Unfortunately, it doesn't work on the player. So you thought you could do that, but really you can't. (I hope whoever thought that was a good idea is out of a job now.)

 

I'm no programmer, but how hard is making an error message? Why doesn't a box pop-up when the game would normally crash on the title cards saying, "ERROR: Can't find MasterFile.esm required by PluginFile.esp. Would you like to quit the game or continue without loading PluginFile.esp?" (And for that matter, "ERROR: MasterFile.esm is required by PluginFile.esp but is not marked in the Load Order. Would you like to load MasterFile.esm, continue without loading PluginFile.esm, or close the game?")

 

And also, where did the Loading bar go? I liked having it in Oblivion. I could tell when the game had just decided to quit loading things. In FNV, I have to have the Task Manager open in another window and keep an eye on it to make sure CPU Usage doesn't drop to zero.

 

Oh, and having the addition of items to a cell of worldspace require copying the main record for that worldspace, and therefore undoing climate/weather/ownership/lighting/fog/sound/water edits, is just dumb. (And what's with the whole Block 7, Sub-Block 4 stuff, anyway? Does that just get assigned at random?)

 

Um...yeah. That's a bit of a rant. So... I'm done now.

Posted

@Zippy:

I really respect what are you saying, I really do, but this is VERY simple. In the SCR it says:"Requirements you really should install before complaining about stuff not showing:" and the fifth mod is Loogies Tryouts. So, I think this is perfectly clear, no fuzziness about it whatsoever.

BTW, I totally agree with you about everything else you've stated.

 

@srayesmanll:

And now, I think I really have a "not so simple, but working" solution for running away from rapist.

"Flee from combat" is not going to work, because after ref.AddScriptPackage myFleePCKG, stupid actor will "hide" from imaginary fire, and won't actually run away until being attacked, after which all hell will brake loose.

But, there's another way! Make a travel package that points to somewhere convinient (where actors can't go), and select flags to run, allow swim, etc. Add this package to actor, but you must remove it from him, when the distance from rapist is far enough, so you'll need a spell or a token that manages adding and removing this pckg, checking distance and so on. I just tested this, and it works for sure! If this sounds too complicated, I'll write the script and the package for you, with comments, so you can better understand what is happening in the script, and how it works.

Posted

Borisni: Yeah, the package idea was where I was heading. There is a package type called Flee Non Combat which gives options of either Flee To... or Flee From... Flee From can set either a location cell to run from or a ref to run from (player). I just could not find enough clear info on how the packages work - do you create a package that with conditions that cause the package to kick in automatically on any NPCs when the conditions are met, do you add the package manually to a particular NPC, how to reset to original package (if you have to). This is the kind of shit I was trying to figure out through the GECK docs yesterday. Your note of the ref.addscriptpackage has lead me in the right direction (I believe). Researching a little more, it seems that the package should be automatically removed when the packages are reevaluated for NPCs (which of course the GECK says happens on a schedule, or doesn't, but usually does, but is done other times as well, unless not, etc - see why I was frustrated yesterday????) I'll experiment some with it today and see what I get (frankly what I should have done yesterday, but just kept getting too frustrated trying to decipher the GECK documentation).

Posted

I've made a simple mod with a travel package, spell and a quest that does what you need :)

Quest is there just to hold the dialog and rRapist var, so I guess you allready have that somewhere. Package and SPELL script is the important thing. It's not the best, and most clear script, but I hope it'll give you an idea how the stuff works. Location to travel to should be choosen carefully, I just used something in Valut 11, but you should consider better location I guess.

Packages are single worst thing in GB/Havoc, they don't work as they are ment to, nor they work as described in documentation! Last year I did a lot of resarch on this topic, there were some great tutorials for this on TESAliance or The Engineering Guild, I don't remmember anymore. Anyway anything that goes for packages in Oblivion is same in Fallout3 and FNV, probably Skyrim to (if they still exist).

Packages can work, but they must be fully controlled from script (token, or spell), and avoid using any conditons or scripts in package form itself, so you should use only first and second tab (travel (or whatever) and flags tabs) in a package form.

Usage than becomes simple, but with some scripting, where you'll use AddScriptPackage, RemoveScriptPackage and GetIsCurrentPackage to check what's going on. When any kind of package is added form script, it's called script package, and actor can have only ONE active at the time. Every 10sec (or something) game automatically does EVP, and script package is usualy removed even if conditions for removing are not met. That's why you need to constantly check from script is the package active, and add it again if it's not, and check for conditions when you want to remove the package. When done this way, they work, but for anything more complicated, it will be a hell of a long and complex script that just takes care of them.

Yes it does seem very silly, I lost half of my hair last year over this :D

 

EDIT: Removed it..

Posted

Borisni: OK so I tried doing my way using the package (type Flee_Non_Combat), adding the ai package to the rape victim, setting the distance to various values, and different settings in the package. So they just squatted there like they were taking a shit. No running, no keeping distance from player. But they were set to "Fleeing". Fucking useful. So then I followed your suggested method and that worked very nicely. Miss the cowering but they do run away. One question which has nagged me (among millions with the GECK) - what is distance? Specifically what does 'distance' relate to: yards, feet, meters, inches, pixels, cells, cumquats, strawberries????

 

Again, thanks for the sample, it definitely lead me in the right direction. I was going to work on damage/limb crippling on the rape victim, but I wonder how useful that will be. Do non-follower NPCs automatically heal? If so, then damage would be useless. But I have added enough little features now that I can add MCM and make it useful.

Posted

I could be wrong, but making a guess based on my own experience with GECK distance is based in "units", an in-game measurement with little to no relationship to IRL measurements. It *might* be based on human scale settings, in which a scale of 1 is roughly equivalent to 5'10" (average human height).

Posted

well you were close. The 5'10 is debatable and could be right. I suppose if you really want to know you'd grab a model of a known size that seems to be correctly scaled and divide it out; like a license plate or a 8.5x11 sheet of paper.

 

The only real "rule" is "128 units" = "height of average person". Might be 6 feet. Might be 3 apples and we're all in smurf land.

Posted

While we're on the topic of lengths, what would you do with an interior cell that you created and have only just, due to the previous posts, discovered that the sports field you created in it is 200 yards long? 'Cause I have it but I have no idea what to do with it.

Posted

While we're on the topic of lengths' date=' what would you do with an interior cell that you created and have only just, due to the previous posts, discovered that the sports field you created in it is 200 yards long? 'Cause I have it but I have no idea what to do with it.

[/quote']

 

What would *I* do? Pat myself on the back for finally finishing an interior cell without smashing the computer or the geck losing all my work. If you want a serious answer... subdivide it I guess? Easier than trying to 'fix' it to be the right length if you were going for 100.

Posted

On the subject...

http://geck.bethsoft.com/index.php/Units

 

Fallout 3 uses a coordinate system with units which, as in Morrowind and Oblivion, are 21.3 'units' to a foot, or 7 units to 10 centimeters (or to put it another way 64 units per yard [~70 units per meter]). Note that the Game Settings fBSUnitsPerFoot and fMagicUnitsPerFoot define 22.0 units per foot by default, but these are likely vestigial remnants of Oblivion's area-effect spells.

 

Another way of approximation is to assume that the average height of a human is 128 'units', or six feet. 128 divided by 6 is 21+(1/3) (twenty-one and a third). Round this down, and 21 units per foot gives an average height of about 6' 1.14". This seems to be a reasonable approximation.

 

and

 

When importing height values for terrain into the GECK, 1 person height is only 64 units. Which equates to a smidge under 35 units per metre (32 units per yard). Also, the game seems to round height values down to the nearest 4 units, so this gives a vertical resolution of 5.7cm (2.25 inches). But when you load your terrain into the game, it seems to scale the height by 2 so that 64 vertical units equals 1 yard again! Keep this in mind as you are editing the terrain in the landscape editor: slopes are steeper in-game than they appear to be when editing terrain in the editor, so be gentle and spend a bit of extra time smoothing your terrain mesh.

Posted

zippy57: Super Mutant Football!!!

 

 

Guys: Just as you posted that info, I found the right word to search for in the GECK and found the unit info that prideslayer posted. Gotta bring a frelling thesaurus with me every time I have to search the GECK. again thanks for the help.

Posted

Oh, I wasn't going for any particular length. I just was bored one day and made it. It's just that I don't know what to do with it now that I have it...

 

I wanted to do a sport thing of some kind, but the existing types of AI packages don't allow the kind of specific actions necessary to do anything more than have the players run towards the ball into it havoks itself into a goal.

 

EDIT: I was actually surprised when I found it was a nice round number. I thought it'd end up being 173 yards or something.

Posted

I will be updating the mod sometime early this week. I am testing it now, and hopefully I have (most of the) bugs worked out. The features added cross various areas of what I initially wanted to do:

 

1) Rape is still initiated with the 'b' button. However, the are 2 forms the rape can take. If you successfully sneak, undetected by the potential victim, the rape is what I call a Blitz rape. The victim is automatically raped, no chance of escape. The same options are still available (OVA/3/GB/RO). The second type of rape is handled through dialog. Basically the dialog will appear if you fail the sneak above or if you just walk up to them and hit the 'b' key. I will tie in the Rape dialog to the normal dialog options at some point, but for now, this will do. You have the same options with 1 additional option, a Forced Masturbation (dialog will say something like, "you're gonna put on a little show for me..."). With the dialog option, there is a chance for the victim to escape (discussed in another point below). The exception is rape orgy. If that is picked, it is always successful.

 

2) Sex duration will be a randomized based on the default duration set in Sexout MCM prefs. That will be modified by the rapist endurance. It will be a scale with the low end = EN X 10%. The upper end will be 150%. So say you have an EN of 5, the range would be 50% - 150%. Any chems that modify EN affect the low end as well. Buffout has an additional effect in that it raised the upper end by 50%. So in the above example, the PC with Buffout would get a range of 80% - 200%. The formula applies to all rapists followers as well.

 

3) Escape is calculated based on several factors. The base is 90% chance of escape. Each of the following reduce that chance:

a) player CH - 10% for each point above 5.

B) weapon drawn - 20%

c) female victim and player has ladykiller/cherchezlefemme - 20%

d) male victim and player has blackwidow/confirmedbachelor - 20%

e) player level X 2%

f) # of followers X 10%

 

4) If the victim escapes, the victim will run away from the rapist. The rapist can give chase, but the victim will continue to run until they reach an MSD (minimum safe distance) from the player. They will then return to their previous ai. Escape currently only affects the selected original target (no escape for rape orgy).

 

5) Player will get a Karma hit (1 pt) for each rape performed. Followers performing 3/gb/ro will not be included in the Karma hit (for now). Hey, you're raping someone - bad Karma for you.

 

7) No MCM options for prefs, and right now, I'm really not seeing a need for one. Future may change that (such as sexual preference for vanilla npcs and the Enthrallment idea), but for now, nope.

 

That's what is added. Again, I am currently testing the new features and should (hopefully) have it out early this week.

Posted
5) Player will get a Karma hit (1 pt) for each rape performed. Followers performing 3/gb/ro will not be included in the Karma hit (for now). Hey' date=' you're raping someone - bad Karma for you.[/quote']

I'm thinking that should only apply to raping 'Good' or 'Neutral' NPCs. Karma gods likely wouldn't care if you raped a Raider that's trying to kill you. ;)

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