monolith Posted July 15, 2012 Posted July 15, 2012 I am trying to make a static pillory scenario. Thing is, after the deed the actors fall down and then one of them gets stuck. I tried out the bdokorapist command to prevent him from falling down but it does not seem to work. This is the script i use (in a patrolpackage): set SexoutNG.nUseZAZ to 1 set SexoutNG.ActorA to GetSelf set SexoutNG.ActorB to Playerref set sexout.raper to getself set sexout.anim to 152 set sexout.bdoKorapee to 0 set sexout.bdoKorapist to 0 CIOS SexoutBegin set SexoutNG.CBPackA to aaaNSTCustomGO evp Everything works fine apart from the ko thing. The punter falls down no matter what. What am I doing wrong?
prideslayer Posted July 16, 2012 Posted July 16, 2012 You need to set the CBPackA before you do the CIOS, all sexout settings must be done before that. Also you shouldn't be doing the EVP, sexout will handle that for you when it's time to do the callback. Otherwise, it looks basically fine.. If you don't set either KO does it work? I'm assuming it does, but your AI Package doesn't happen?
monolith Posted July 16, 2012 Author Posted July 16, 2012 The package works. Its just a travelpackage to replace the patrolpackage so the dude leaves the room. But now i'm uncertaian as to why, perhaps the AIP does not load but he just finishes his patrol (leading to a marker with a disable command) and I did not notice... hmm. Thing is, i used the callbacks on other occasions, like dialogue, exactly like this, AFTER the CIOS and stuff happens as it should. Like this: set SexoutNG.actorA to aaaNSThugref set SexoutNG.actorB to playerREF set SexoutNG.actorC to aaaNSThug2ref set sexout.anim to 5101 set sexout.raper to aaaNSThugref playerREF.CIOS SexoutBegin set SexoutNG.CBDialogA to aaaNSTtieherup after the shagging actorA engages in dialogue with the appropriate topic. Without the KO it works too. I just wanted to stop the actors from falling down. Prevents getting stuck and it does not make much sense if an actor is in a pillory. So the command "set sexout.bdoKorapee to 0" is basically ok? If so, do you have any idea why the actors fall down nonetheless? The command should override the mcm setting of rapeKo's right? The sexoutNGknockdown script is beyond me and I can't figure out how it could be overridden for a single use.
prideslayer Posted July 16, 2012 Posted July 16, 2012 That can work, but it's not guaranteed. If the frame ends between the SexoutBegin call and you setting the callback, then the callback won't be set for that act. The rule in order to ensure everything works is that you set all the sexout and sexoutng vars before doing the CIOS. It's possible that bDoKORapee/bDoKORapist are not working right.. gimme a sec to look the scripts over. There was a problem in the old days where characters wouldn't get dressed correctly or something if knockdown didn't happen but I think that's been fixed, I might have disabled overriding knockdown to test and forgot to put it back.
prideslayer Posted July 16, 2012 Posted July 16, 2012 There's definitely a bug here.. MCM is setting the wrong vars, it should be setting bEnableKORapist and not bDoKORapist.. but unless you're going into MCM and changing/altering the KO settings that shouldn't be affecting you. Still looking here.
prideslayer Posted July 16, 2012 Posted July 16, 2012 Well there's a bug in the consensual settings as well.. I suppose that could be the source of your trouble. Try disabling the consensual knockdown in MCM and let me know if that fixes the issue.
prideslayer Posted July 16, 2012 Posted July 16, 2012 bleh this whole bit of code is entirely bugged, and right now (time constraint), there isn't a lot I can do to fix it. Sorry.. The problem basically boils down to the fact that there's no way to get the per-call setting into the knockdown spell. By the time knockdown happens, the sexout vars are long-since trashed -- they have to be for other simultaneous sexout calls to work. I can fix this by changing it to use the extender to record the knockdown setting, and I intend to do so soon, but I can't fix it right this second. I'm hoping to have a beta out tonight or tomorrow that addresses some of this, but the important things have to wait until the extender can do save/load stuff -- or I have to add another token or two. So please just don't rely on these for now. If you don't want knockdowns to take place, you can instruct the user to turn them off in MCM -- Loogie already does this with fiends tryout since knockdown interferes with dialog callbacks from time to time.
monolith Posted July 16, 2012 Author Posted July 16, 2012 Um.. I don't have a setting in MCM for consensual knockdown. Only rape, rapist and the duration for both. Thanks for the callback clarification. I will change them accordingly. Edit: Thanks a ton for checking it out. And no rush on my behalf, in your own time:) Got plenty of things yet to do on this mod and I will come back to this part later.
prideslayer Posted July 16, 2012 Posted July 16, 2012 Thanks for your patience. Knockdowns have always been problematic, especially since adding dialog callbacks. I'm considering having the dialog callback reside in its own spell that keeps calling StartConversation until the game enters dialog menu mode (menumode 1009), but even that will only work right if I can determine if the NPC the player is in dialog with is the 'right' one, since there could be more than one. IsTalking should be able to handle that, but might fire prematurely if the NPC is talking to someone else, though that is pretty rare in the game I think.
monolith Posted July 17, 2012 Author Posted July 17, 2012 Well, overriding Knockdowns is just a gimmick. I think dialogCB's are far more important. So don't break a leg trying to implement it if it causes a lot of hassle or other features suffer from it.
prideslayer Posted July 17, 2012 Posted July 17, 2012 DialogCBs are getting a big overhaul, they should be pretty solid with the next release.
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