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Sexout test mod


prideslayer

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Posted

I would like someone with at least a little experience with modding in general, and ideally sexout specifically, to create a sexout 'test' ESP for us/me. The idea is to exercise all the sexout featurs in a controlled setting and be able to report back tests that succeed or fail.

 

I don't know the best structure for such an ESP. Ideally there would be a dozen or so different tests that the user can initiate, perhaps by giving themselves a certain number of tokens and then casting a spell that runs the appropriate test, either by making sexout calls directory, or (more likely) by casting another spell or enabling a quest.

 

All sexout features should be tested, in various combinations. For example, the first set of tests might simply be a vanilla masturbation, a masturbation with an 'actorX' dialog callback, a masturbation with knockdown, one without knockdown, etc.

 

The goal of the mod is to TEST and should never be active with other sexout mods (including even SCR), only Sexout.ESM and SexoutZAZ.esp, and should only be used from a clean save, in order to give the test writer(s) more freedom.

 

Writing the ESM, go ahead and use the Sexout and SexoutNG quest variables rather than the NX calling convention, if that's easier for you -- right now, they are functionally identical. Using the quest vars simply causes sexout to copy all the quest vars to the NX vars, and then make the 'new style' call for you.

 

If nobody steps up and says they want to do it, that's fine, I'll do it myself.. but it needs to get done.

 

If you don't really have any experience with automated testing, you probably shouldn't try this. You're going to need to cover every base.. meaning just because you tested the CBDialogA callback with the player and an NPC doesn't mean you shouldn't test it with two NPCs. Testing CBDialogA and CBSpellA compromises three different tests at least -- one with each one set alone, and another with both set -- and so on.

 

This is much more complicated than you are probably imagining it to be right now, intrepid reader.

 

Once I have such an ESM, I can keep it up to date as features are added, provided the code is laid out logically enough to make that easy, and it is something I'll be able to run through every time I *think* I have a release, before even making it to beta.

 

Before starting a test it's vital that every sexout and sexoutNG quest var that is actually used by the system is cleared out, so you know where you're starting from.

 

If anyone is insane enough to actually volunteer for this, I can provide more guidance and feedback as the module comes along, but be forewarned -- I'm something of a perfectionist when it comes to things like this!

Posted

I am having trouble visualizing how this could work.

 

I do not know how we can implement acceptance criteria for these quests.

 

Let us imagine, for a moment, that we have a script in some other language to generate all of the test permutations. That gives us:

 

All of the individual animation numbers

All of the generic classifications of animations

 

Player participating in position A

Player participating in position B

Player participating in position C

 

1 person activities

2 person activities

3 person activities

 

Male/Female option for each person (and since player character has just one gender that part is determined outside the context of the tests)

 

And then each configuration option...

 

And that's just the animations, there's also the scanner and callback mechanisms.

 

So this will probably take hours to run, and if it needs someone watching the whole time to catch each problem... ouch... :(

 

Edit: but perhaps testing for known issues would be sufficient? Like if tokens were left behind, or if callbacks do not happen or if the NPC cannot walk afterwards?

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