chajapa Posted July 3, 2017 Posted July 3, 2017 Struggling with this. I want my follower to walk over to an NPC, have some dialogue, so a sexlab animation, and then return to me. I create the scene, add the actors (references)... there is just the follower and the NPC. Add phase Add Action to follower for this first phase, using travel package, have her walk over to the NPC. ....dialogue follows, animation happens... it all works EXCEPT... At the start of the scene I get the "So-and-so is waiting for you" as she walk over to the NPC. So now when the scene ends she just waits at the NPC's location for me to come and tell her to follow me. In the travel package I have the location set to ReferenceAlias and then choose the alias of the NPC. How do I do this without her going into a wait state? EDIT** Adding to this. Been experimenting. It's not the travel package that puts her in a wait state. If I strip the Scene down to JUST the travel action in a single phase, she's fine and she comes back. No Wait state. As soon as I add dialogue in the scene, she goes into Wait state. I thought it happened if I add dialogue for HER, but... no. Phase 1 she walks to NPC. Phase 2, NPC speaks some dialogue and she goes into Wait state. So basically I can have her walk over to the NPC, but I can't have either of them say anything. Help?
chajapa Posted July 5, 2017 Author Posted July 5, 2017 Have not solved this yet. Scene plays, follower goes into WaitingForPlayer state. She plays the scene, but when it ends, she's just standing there waiting for me. If I go to her, and trigger the scene again while she is still in that Wait state.... she plays the scene and then comes back to me so it's TOGGLING the wait state. This is maddening.
chajapa Posted July 6, 2017 Author Posted July 6, 2017 OK, well... not really SOLVED.. but I did manage to work around this. She still goes into WaitingForPlayer state when the scene starts, but now I added to the Script End fragment as follows: (Alias_Maid1.GetReference() as Actor).SetAV("WaitingForPlayer", 0) Her quest Alias is maid1. This is a forced reference used for putting whichever follower I want into this scene. So I have a property set as: ReferenceAlias Property Alias_Maid1 Auto ...and I set the value as her quest alias. I still have no idea WHY she goes into the Wait state when the scene starts, but now ... scene starts, I see message that she's waiting for me, she goes off and plays through the scene, then walks back to me (as part of the scene), says some dialogue, and when I talk to her, I can see she's not in WaitingForPlayer state any more. I might try experimenting with putting that SetAV thing into the SceneStart fragment to see if it stops the message that she's waiting....which is a little distracting.
Veladarius Posted July 6, 2017 Posted July 6, 2017 When sexlab ends it just ends and does nothing, if you want it to do something you have to set it up so sexlab is waiting for it to end and you can tell it to do something at that point. Here is an example of one of my sex scenes in CD: Function StartOrcPayment() ; start sex with orc EncTarget = Alias_NPC_OrcSmith_1.getref() as actor ;debug.notification("Start Encounter Sex") actor[] sexActors = new actor[2] sslBaseAnimation[] anims sexactors[0] = Playerref sexactors[1] = EncTarget anims = SexLab.GetAnimationsByTag(2, "oral") sexlab.startsex(sexactors, anims, allowBed = false, hook = "OrcSmith") RegisterforModEvent("HookAnimationend_OrcSmith", "CheckOrcSmithDone") endfunction Event CheckOrcSmithDone(int threadID, bool hasPlayer) UnregisterForModEvent("HookAnimationend_OrcSmith") SceneQ1OrcDialogue.start() endevent The initial function starts the scene but at the bottom of the function is the RegisterForModEvent command which will signal when it is done (in this case). The Event picks up the end of the sex scene since sexlab was told to signal that it ended and the event runs whatever I want it to do next, in this case it unregister for the event (needed in all cases) and then starts another scene. Note that SexLab will enable the player controls if they are involved so if you want to start a scene involving the player afterwards you will need to disable their controls again for the scene to run.
chajapa Posted July 6, 2017 Author Posted July 6, 2017 When sexlab ends it just ends and does nothing, if you want it to do something you have to set it up so sexlab is waiting for it to end and you can tell it to do something at that point. Here is an example of one of my sex scenes in CD: Function StartOrcPayment() ; start sex with orc EncTarget = Alias_NPC_OrcSmith_1.getref() as actor ;debug.notification("Start Encounter Sex") actor[] sexActors = new actor[2] sslBaseAnimation[] anims sexactors[0] = Playerref sexactors[1] = EncTarget anims = SexLab.GetAnimationsByTag(2, "oral") sexlab.startsex(sexactors, anims, allowBed = false, hook = "OrcSmith") RegisterforModEvent("HookAnimationend_OrcSmith", "CheckOrcSmithDone") endfunction Event CheckOrcSmithDone(int threadID, bool hasPlayer) UnregisterForModEvent("HookAnimationend_OrcSmith") SceneQ1OrcDialogue.start() endevent The initial function starts the scene but at the bottom of the function is the RegisterForModEvent command which will signal when it is done (in this case). The Event picks up the end of the sex scene since sexlab was told to signal that it ended and the event runs whatever I want it to do next, in this case it unregister for the event (needed in all cases) and then starts another scene. Note that SexLab will enable the player controls if they are involved so if you want to start a scene involving the player afterwards you will need to disable their controls again for the scene to run. Thank you! This is real interesting and even more interesting cause I can actually understand it...hahahah Been flailing away at this on and off all day. Still can't see why she goes into Wait state as the scene starts. But... moving on to other stuff (more dialogue) while I continue to ponder this...
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