KainsChylde Posted September 23, 2012 Posted September 23, 2012 Just a random question: is it possible to fully replace the canine Cheyenne with this one? Like totally cut out the dog. Just a thought. this really casts Sunny in a creepy new light, btw
mojodajojo Posted September 23, 2012 Author Posted September 23, 2012 It is and it isn't. I'm not completelely sure what you mean but as always you can get rid of the Vanilla Cheyenne after you do the quest to get "my" Cheyenne. I guess I could create a one-time message box to disable or not disable vanilla Cheyenne, before you get "my" Cheyenne as a companion. That would make the title more fitting. I'll take a look at that.
KainsChylde Posted September 23, 2012 Posted September 23, 2012 What I meant is completely ditch the dog. From the first time you meet Sunny Smiles there's nothing following her but Cheyenne the Amazing Dog-Girl.
mojodajojo Posted September 23, 2012 Author Posted September 23, 2012 Yeah, what I'm thinking about adding is you come out of Doc's house the first time and you'd get a one-time message box. Do you want to disable vanilla Cheyenne? Yes No This way those that want both could still have her. However, you can have the option of disabling her immediately and having the immersion that my Cheyenne is the one Sunny is talking about. Edit: I'm also gonna see about making my Cheyenne growl at the time that Sunny's Cheyenne growls when you first meet them.
zippy57 Posted September 24, 2012 Posted September 24, 2012 Edit: I'm also gonna see about making my Cheyenne growl at the time that Sunny's Cheyenne growls when you first meet them.It's just a basic PlaySound command that does that, so it should be easy.
dosfox Posted September 30, 2012 Posted September 30, 2012 Ok, I've fixed the broken compatibility with rapists in my game ... I'll upload a small update for that later, but I'm still not able to replicate your problems with Cheyenne wandering off.Thanks for fixing that Mojodajojo, v0.91 improved the gameplay a lot! Cheyenne(D) still wanders off from time to time, but disabling/cleansave/enabling cheyenne(d) seems to fix it. Cheyenne(d) still doesn't appear in the SORapist console rapist list and doesn't participate in GBs. Unfortunately, having a problem with Mac at the moment too. When it comes to his turn during a SORapist gangbang, the gangbang script breaks. Srayesmanll can't duplicate the problem, but I have two other installations beside mine with the same bug. Lots of other things break the GB script too, but Mac is the only one who leaves a console debug trail: SexoutNGRAN: Aborting due to 9.2 SexoutNGRAN: 9.2 A is 1A01EFE6 [mac] SexoutNGRAN: 9.2 B is 1206972d [victim] SexoutNGRAN: 9.2 C is 00000000 [always 00000000] Mac is one of my favourite companions and a GB without him just isn't the same! Please help! The Sin Shed is coming along well, and has been a useful "private" testing ground for SORapist! Cheyenne(H) is getting cuter, and i love the way she randomly changes her clothes. Did you script her to remove her underwear when you look at her, or am i just imaging things?
mojodajojo Posted October 1, 2012 Author Posted October 1, 2012 If you have her set to randomly masturbate she does a lot of underwear removing The scripting needs work and sometimes she gets naked but forgets to masturbate. This is probably what you're seeing. I've had trouble with Mac participating in gangbangs, too. He shows up in the list but if I remember right I was also getting a 9.2. I don't know what's causing it. Edit: I noticed in the rapists thread you mentioned vanilla Cheyenne follows you while Sunny waits? I didn't even know she would do that. Is this when vanilla Cheyenne "wanders off"? I didn't even know you could interact directly with vanilla Cheyenne and have just her follow. I'll have to try that in game.
dosfox Posted October 1, 2012 Posted October 1, 2012 ...I noticed in the rapists thread you mentioned vanilla Cheyenne follows you while Sunny waits? I didn't even know she would do that. Is this when vanilla Cheyenne "wanders off"? As soon as i read this i thought oh no i've mistaken one of the other dogs for cheyenne, because i've got five dogs at the moment all look exactly like him (Rocket, Wolf, Survivor, Sir Sniff, Furry). So i had to go back to the game to check. Sunny still waiting in hideout, Cheyenne(d) definitely following, not even wandering off. I went back to hideout and got Sunny to follow again. Now Cheyenne(d) follows during fast-travel, but just sits there until next fast travel and won't engage in sex or combat. Weird huh?
mojodajojo Posted October 1, 2012 Author Posted October 1, 2012 I get the companion wheel for vanilla Cheyenne when Sunny is waiting, and it gives me a let's get going and a wait here option. The let's get going one doesn't work for me though. I don't see anything in the Sunny Smile's companion mod that adds dialogue to vanilla Cheyenne, so I'm thinking that the companion wheel and those two lines of dialogue are hard coded stuff in the game that has to do with vanilla Cheyenne being set to player teammate and the smaller talk mod allowing me to talk to her. I still can't duplicate any of the stuff happening with vanilla Cheyenne in your game Is it just the game you're playing now that you've run into this with? Could be some save game corruption/oddities?
srayesmanll Posted October 1, 2012 Posted October 1, 2012 mojodajojo: Just had a thought on the Mac issue and soRapist. The error log from the console that dosfox posted contains "SexoutNGRAN: Aborting due to 9.2". I asked prideslayer about that error before because some else mentioned seeing that (may have been dosfox in an earlier post). Prideslayer said that this error is no longer used, but there it is again. I'm at work currently so I can't check for that code in sexoutNG, but I had a thought: What if sexoutNG is having an issue where it can't apply the dog penis prop to Mac? Would that generate an error, or just an anim of dickless dog? It's the only thing I can think of off hand without having GECK access. If you get a chance, would you use the GECK to search for the 9.2 code within sexout and see where it's occurring? If you don't get a chance, I'll take a look when I get home.
dosfox Posted October 1, 2012 Posted October 1, 2012 I still can't duplicate any of the stuff happening with vanilla Cheyenne in your game Sad Is it just the game you're playing now that you've run into this with? Could be some save game corruption/oddities? God this game is made of corruptions and oddities. On this playthrough I'm playing dozens of hours past level 50, hired & fired dozens of companions, killed, raped or made love to thousands of npcs, been to places and interacted with npcs that were never imagined in the vanilla game. It just amazes me that the thing functions at all and is still coming up with surprises and unique events and not really crashing more than when i started. Just said to Srayesmanll now he has fixed the animal recognition problem we have at least half a dozen other doggies that all look and act like cheyenne(d), so chey(d) is now more or less redundant. I'm going to retire him/her and won't have to type "him/her" ever again. Yay. And i won't bother you with the "wandering off" problem again. But Cheyenne(H) and Mac the Rapist are as "corrupt" and "odd" as you can get and i love them.
mojodajojo Posted October 1, 2012 Author Posted October 1, 2012 With my train wreck coding, it's probably something I've done with Mac's script causing all the problems. Anyways heres the NG script with the 9.2 print to console. -snip
srayesmanll Posted October 1, 2012 Posted October 1, 2012 It looks like this the script displaying the error, but this script doesn't seem to set the fReason variable to 9.2 anywhere within this script, just checks it in the update section. However, something is setting "fReason" to 9.2 somewhere...
mojodajojo Posted October 1, 2012 Author Posted October 1, 2012 Oops my bad try this one. scn SexoutNGRandomizeScript ; ; This script is called by SexoutNGSanitizeNX. ; This script is responsible for choosing the correct animation and start sex. ; ; It inherits deduped and sorted SexoutNG actor vars. ; ref self ref tmpRef ref actorA ref actorB ref actorC ref raper int anim int nUseZAZ int bInit int bAbort float fReason int numActors int rndValA int noAnim int isOral int isVaginal int isAnal int bActorAmale int bActorAblockCrotch int bActorBmale int bActorCmale Begin ScriptEffectStart if bInit == 0 DebugPrint "SexoutNGRAN: SES Entered" set self to GetSelf set bInit to 1 endif End Begin ScriptEffectUpdate DebugPrint "SexoutNGRAN: SEU Entered %g %g %g" bInit bAbort fReason if bAbort if fReason > 0 PrintToConsole "SexoutNGRAN: Aborting due to %.1f" fReason if (fReason == 9.2) PrintToConsole "SexoutNGRAN: 9.2 A is %i" actorA PrintToConsole "SexoutNGRAN: 9.2 B is %i" actorB PrintToConsole "SexoutNGRAN: 9.2 C is %i" actorC endif set fReason to 0 endif ; Dispel self here!!! if IsSpellTarget SexoutNGRandomize dispel SexoutNGRandomize else PrintToConsole "SexoutNGRAN: Invoked by unknown caller!" endif Return endif if (1 == bInit) && (0 == bAbort) ; We only want to run this once set bInit to 0 ; Need local copies for some functions set noAnim to NX_GetEVFl "Sexout:Start::noAnim" set actorA to NX_GetEVFo "Sexout:Start::actorA" set actorB to NX_GetEVFo "Sexout:Start::actorB" set actorC to NX_GetEVFo "Sexout:Start::actorC" set bActorAmale to NX_GetEVFl "Sexout:Start::bActorAmale" set bActorBmale to NX_GetEVFl "Sexout:Start::bActorBmale" set bActorCmale to NX_GetEVFl "Sexout:Start::bActorCmale" set bActorAblockCrotch to NX_GetEVFo "Sexout:Start::bActorAblockCrotch" set raper to NX_GetEVFo "Sexout:Start::raper" set anim to NX_GetEVFl "Sexout:Start::animA" set nUseZAZ to NX_GetEVFl "Sexout:Start::nUseZAZ" set isOral to NX_GetEVFl "Sexout:Start::isOral" set isAnal to NX_GetEVFl "Sexout:Start::isAnal" set isVaginal to NX_GetEVFl "Sexout:Start::isVaginal" if ((0 >= anim) && (0 == nUseZAZ)) DebugPrint "SexoutNGRAN: In randomizer" DebugPrint "SexoutNGRAN: Randomizing for NG" set numActors to 0 if actorA set numActors to numActors + 1 endif if actorB set numActors to numActors + 1 endif if actorC set numActors to numActors + 1 endif set rndValA to GetRandomPercent DebugPrint "SexoutNGRAN: random val %g na %g" rndValA numActors if (1 == numActors) && (0 == bActorAblockCrotch) ; Chose a masturbation anim and ignore sextype if bActorAmale set Anim to 101 else if rndValA <= 16 set Anim to 101 elseif rndValA <= 33 set Anim to 102 elseif rndValA <= 49 set Anim to 103 elseif rndValA <= 66 set Anim to 104 elseif rndValA <= 82 set Anim to 105 else set Anim to 106 endif endif DebugPrint "SexoutNGRAN: 1 actors anim %g" anim elseif 2 == numActors if (actorA.GetIsCreature) && (0 == actorB.GetIsCreature) ; Creature time! ; ; Unsupported creatures playing dog animation ; ; Scorpions if (0 < (NX_IsInList SexoutCListScorp actorA)) if rndValA <= 49 set anim to 1001 else set anim to 1002 endif ; Mantis elseif (0 < (NX_IsInList SexoutCListMantis actorA)) if rndValA <= 49 set anim to 1001 else set anim to 1002 endif ; Dogs elseif ((0 < (NX_IsInList SexoutCListDog actorA)) || (0 < (NX_IsInList SexoutCListCoyote actorA))) if rndValA <= 49 set anim to 1001 else set anim to 1002 endif ; Cazadores elseif (0 < (NX_IsInList SexoutCListCazador actorA)) set anim to 1601 ; Centaurs elseif (0 < (NX_IsInList SexoutCListCentaur actorA)) if rndValA <= 49 set anim to 1101 else set anim to 1102 endif ; Feral ghouls elseif (0 < (NX_IsInList SexoutCListFeralGhoul actorA)) if rndValA <= 49 set anim to 1201 else set anim to 1202 endif ; Deathclaws elseif (0 < (NX_IsInList SexoutCListDeathclaw actorA)) if isOral set anim to 1311 else if rndValA <= 17 set anim to 1301 elseif rndValA <= 33 set anim to 1302 elseif rndValA <= 50 set anim to 1303 elseif rndValA <= 67 set anim to 1304 elseif rndValA <= 83 set anim to 1305 else set anim to 1306 endif endif ; Supermutants elseif (0 < (NX_IsInList SexoutCListSupermutant actorA)) if rndValA <= 49 set anim to 1401 else set anim to 1402 endif ; Spore carriers elseif (0 < (NX_IsInList SexoutCListSporeCarrier actorA)) if rndValA <= 33 set anim to 1501 elseif rndValA <= 66 set anim to 1502 else set anim to 1503 endif ; Geckos elseif (0 < (NX_IsInList SexoutCListGecko actorA)) set anim to 1801 ; Bloatflies elseif (0 < (NX_IsInList SexoutCListBloatfly actorA)) if (0 == isOral) if rndValA <= 50 set anim to 1901 else set anim to 1902 endif else set anim to 1906 endif ; Bighorner elseif (0 < (NX_IsInList SexoutCListBighorner actorA)) set anim to 1911 ; Lakelurk King elseif (0 < (NX_IsInList SexoutCListLurkKing actorA)) if rndValA <= 50 set anim to 1921 else set anim to 1922 endif else set bAbort to 1 set fReason to 9.2 Return endif elseif actorB.GetIsCreature ; person fucks creature. not in this version. set bAbort to 1 set fReason to 9.1 Return elseif (1 == isOral) if bActorAmale ; B blows A 201-220, 301-320, 401-420, 501-520 ; 201, 202, 203, 401 if raper if rndValA <= 50 set anim to 203 else set anim to 401 endif else if rndValA <= 25 set Anim to 201 elseif rndValA <= 50 set Anim to 202 elseif rndValA <= 70 set Anim to 203 else set Anim to 401 endif endif else ; B eats A 231-240, 331-340, 431-440, 531-540 ; 231 - 239, 241 - 243 if rndValA <= 8 set Anim to 231 elseif rndValA <= 17 set Anim to 232 elseif rndValA <= 25 set Anim to 233 elseif rndValA <= 33 set Anim to 234 elseif rndValA <= 42 set Anim to 235 elseif rndValA <= 50 set Anim to 236 elseif rndValA <= 58 set Anim to 237 elseif rndValA <= 67 set Anim to 238 elseif rndValA <= 75 set Anim to 239 elseif rndValA <= 83 set Anim to 241 elseif rndValA <= 92 set Anim to 242 else set Anim to 243 endif endif else ; Vaginal and Anal use the same anims ; 2p sex is 601-1000 ; if (0 == bActorAmale) ; Just do eat-outs, fisting, toys. ; B eats A 231-240, 331-340, 431-440, 531-540 ; 231 - 239, 241 - 243 if rndValA <= 8 set Anim to 231 elseif rndValA <= 17 set Anim to 232 elseif rndValA <= 25 set Anim to 233 elseif rndValA <= 33 set Anim to 234 elseif rndValA <= 42 set Anim to 235 elseif rndValA <= 50 set Anim to 236 elseif rndValA <= 58 set Anim to 237 elseif rndValA <= 67 set Anim to 238 elseif rndValA <= 75 set Anim to 239 elseif rndValA <= 83 set Anim to 241 elseif rndValA <= 92 set Anim to 242 else set Anim to 243 endif else ; A is "male", do sex ; 601-1000 ; 601-609, 631-634, 701-708, 711-714, 721, 722, 901-906, 931-933 if raper ; now cowgirls or passive males ; 601-609, 631-636, 701-710 if rndValA <= 4 set Anim to 601 elseif rndValA <= 8 set Anim to 602 elseif rndValA <= 12 set Anim to 603 elseif rndValA <= 16 set Anim to 604 elseif rndValA <= 20 set Anim to 605 elseif rndValA <= 24 set Anim to 606 elseif rndValA <= 28 set Anim to 607 elseif rndValA <= 32 set Anim to 608 elseif rndValA <= 36 set Anim to 609 elseif rndValA <= 40 set Anim to 631 elseif rndValA <= 44 set Anim to 632 elseif rndValA <= 48 set Anim to 633 elseif rndValA <= 52 set Anim to 634 elseif rndValA <= 56 set Anim to 635 elseif rndValA <= 60 set Anim to 636 elseif rndValA <= 64 set Anim to 701 elseif rndValA <= 68 set Anim to 702 elseif rndValA <= 72 set Anim to 703 elseif rndValA <= 76 set Anim to 704 elseif rndValA <= 80 set Anim to 705 elseif rndValA <= 84 set Anim to 706 elseif rndValA <= 88 set Anim to 707 elseif rndValA <= 92 set Anim to 708 elseif rndValA <= 96 set Anim to 709 else set Anim to 710 endif else if rndValA <= 3 set Anim to 601 elseif rndValA <= 6 set Anim to 602 elseif rndValA <= 8 set Anim to 603 elseif rndValA <= 11 set Anim to 604 elseif rndValA <= 14 set Anim to 605 elseif rndValA <= 17 set Anim to 606 elseif rndValA <= 19 set Anim to 607 elseif rndValA <= 22 set Anim to 608 elseif rndValA <= 25 set Anim to 609 elseif rndValA <= 28 set Anim to 631 elseif rndValA <= 31 set Anim to 632 elseif rndValA <= 33 set Anim to 633 elseif rndValA <= 36 set Anim to 634 elseif rndValA <= 39 set Anim to 701 elseif rndValA <= 42 set Anim to 702 elseif rndValA <= 44 set Anim to 703 elseif rndValA <= 47 set Anim to 704 elseif rndValA <= 50 set Anim to 705 elseif rndValA <= 53 set Anim to 706 elseif rndValA <= 56 set Anim to 707 elseif rndValA <= 58 set Anim to 708 elseif rndValA <= 61 set Anim to 711 elseif rndValA <= 64 set Anim to 712 elseif rndValA <= 70 set Anim to 714 elseif rndValA <= 72 set Anim to 721 elseif rndValA <= 75 set Anim to 722 elseif rndValA <= 78 set Anim to 901 elseif rndValA <= 81 set Anim to 902 elseif rndValA <= 83 set Anim to 903 elseif rndValA <= 86 set Anim to 904 elseif rndValA <= 89 set Anim to 905 elseif rndValA <= 92 set Anim to 906 elseif rndValA <= 94 set Anim to 931 elseif rndValA <= 97 set Anim to 932 else set Anim to 933 endif endif endif endif DebugPrint "SexoutNGRAN: 2 actors anim %g" anim elseif 3 == numActors if (1 == bActorAmale) && (0 == bActorBmale) && (0 == bActorCmale) ; MFF set Anim to 5601 else ; others if rndValA <= 25 set Anim to 5301 elseif rndValA <= 50 set Anim to 5302 elseif rndValA <= 75 set Anim to 5303 else set Anim to 5304 endif endif DebugPrint "SexoutNGRAN: 3 actors anim %g" anim endif NX_SetEVFl "Sexout:Start::animA" anim NX_SetEVFl "Sexout:Start::animB" anim NX_SetEVFl "Sexout:Start::animC" anim NX_SetEVFl "Sexout:Start::isOral" isOral NX_SetEVFl "Sexout:Start::isAnal" isAnal NX_SetEVFl "Sexout:Start::isVaginal" isVaginal endif if noAnim CIOS SexoutNGStartSexNA else CIOS SexoutNGStartSex endif set bAbort to 1 set bInit to 0 set fReason to 0 endif End
srayesmanll Posted October 1, 2012 Posted October 1, 2012 Think I found it. The following line verifies if actor a is in the "dog" list: "elseif ((0 < (NX_IsInList SexoutCListDog actorA)) || (0 < (NX_IsInList SexoutCListCoyote actorA)))" Looks like Mac may not be a member of those lists (SexoutCListDog or SexoutCListCoyote), or any other animal list, so it skips down to the line to set to 9.2. I couldn't find anything on the sexoutNG OP links for a situation like this. I assume there is some way that the lists are filled automatically, or else how would a plugin added dog work? I think that this is the direction to look. [Edit] Just saw your post "Is that code that just got overlooked when he cleaned up stuff after the lakelurk king?" - doesn't look like it. It seems to be the end of a long case stament (If/Elseif/Endif). That section that sets the 9.2 is the final "else" if ActorA is not a member of any animal lists like I described above.
mojodajojo Posted October 1, 2012 Author Posted October 1, 2012 Ok, hes fixed in my version and will work fine with rapist when I update later. I had intended that Mac sound like a human to be the antithesis of Cheyenne who thinks she's a dog. So, I had yanked him out of dog faction and doghitfaction which is fine, but I also removed his audio template, because I'm a jack of all modding and competent in none. So long story short. (Too late.) See the picture below. Edit: Oh for anyone looking at that picture and seeing he's set to respawn, don't worry your stuff won't disappear, as when you give him stuff it's not actually stored on him. I still need to uncheck that before updating, as it's pointless and I've no idea why I checked it to begin with.
dosfox Posted October 3, 2012 Posted October 3, 2012 Fantastic! Version .92 seems to have cured the 9.2 errors! I've played it hard for the last few hours and Cheyenne and Mac have done their duty without fault or complaint. Thanks again for this mod mojadajojo, you should be really proud of it. Cheyenne and Mac are the only complete companions designed uniquely for sexout so far, and after recently trying out more than 50 other companions (of all species!) your "corrupt" and "odd" characters compare with the very best of them. Would it be possible to make Cheyenne compatible with the WorkingGirl plugin? She's definitely got the makings. Couldn't help but take some snapshots of my new BFF:
mojodajojo Posted October 3, 2012 Author Posted October 3, 2012 Ha, I play with big boob meshes. It's weird seeing her so skinny. I'll look into working girl. I don't know if my controlling the activate block will interfere with that or not. I was wondering about it myself, as it's one of my favorite plugins. Edit: I glanced at one of Loogies scripts and it doesn't look like there's any easy way of making her a whore. Looks like he is referencing Veronica and Sunny and Cass specifically. I might try my own little prostitute system, though, I dunno. Still, farting around playing Torchlight 2 at the moment though.
dosfox Posted October 5, 2012 Posted October 5, 2012 Hey mojodajojo, was just going through my perks and noticed the "Cheyenne Tend Wounds" perk - "Cheyenne is nearby to lick your wounds. You gain 1 point of health and limb regeneration every 30 seconds." Wow! Never noticed it before. Is that Cheyenne(H) or Cheyenne(D)? I've disabled Cheyenne(D). It would be great if there was an occasional animation if it was chey(h)! Edit: I glanced at one of Loogies scripts and it doesn't look like there's any easy way of making her a whore. Looks like he is referencing Veronica and Sunny and Cass specifically. I might try my own little prostitute system, though, I dunno. Still, farting around playing Torchlight 2 at the moment though. Maybe if you asked Loogie if it's easy to include Cheyenne with the other girls in his next update you wouldn't have to do much at all?
mojodajojo Posted October 5, 2012 Author Posted October 5, 2012 Cheyenne Tend Wounds is from my mod, yeah, if she (my Cheyenne) is following you or within a certain distance you get that perk added. The Sunny Smiles mod has a Dog Trick perk you get from vanilla Cheyenne. I don't know if Loogie could just add Cheyenne to his scripts or not, I have, I'm sure, overscripted her. She would probably fight doing the packages and just sit there and twitch and have seizures if he added her in the same way he's added the vanilla companions and Sunny.
ambientspoon Posted October 15, 2012 Posted October 15, 2012 I'm having a problem starting the quest... When I meet Cheyenne behind the saloon nothing happens, she doesn't react any differently when I talk to her, no new options, nothing.
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