prideslayer Posted June 4, 2013 Author Posted June 4, 2013 Here are Nagothm's bodies, all with bounce added. Just scroll to the bottom (Want only the bodies). Before, you had to download the ones from BnB on the nexus. I also seem to remember the Nexus ones only bounced if you wore armour while these bounce even when you're naked, though I could be wrong with that.You only bounce if: 1. The skeleton is present (otherwise infinitits) 2. The mesh is painted to bounce. 3. The animation playing bounces the appropriate bones. If you were only getting bounce when naked, that means #2 was true for the nude body mesh you had installed, but not true for whatever clothing/armor you were using. I can certainly slap all those bodies in there and toss up the choice. They're small, looks like no included textures, which is just perfect. I'll pull the textures out of the T6M BSA leaving just the meshes, put each bodytype in its own BSA and the texture in a standalone BSA that always gets installed. That is, if I'm allowed to reuse them. I don't see anything indicating reuse permissions there on the link or the body meshes download link contained within.
astor Posted June 4, 2013 Posted June 4, 2013 Yup, those bounce while naked. I use femaleupperbodyT3_Cali_Bouncing.7z. It works quite well. It's not as endowed, but there are more armor mods for it, and anything bigger just seems to be gargantuan and/or grossly malformed. /shrug
ChancellorKremlin Posted June 4, 2013 Posted June 4, 2013 Thanks, that was very informative. I've contacted Nago to see what our options are. Ideally I'd like to get Type3 textures to go with them, like I've alluded to before, "LL" customised so we don't have to run into redistribution issues, but at this point I'll take what I can get.
prideslayer Posted June 4, 2013 Author Posted June 4, 2013 Thanks, that was very informative. I've contacted Nago to see what our options are. Ideally I'd like to get Type3 textures to go with them, like I've alluded to before, "LL" customised so we don't have to run into redistribution issues, but at this point I'll take what I can get. FYI, all "aftermarket" textures are T3 textures, as all the body mods are based on T3 and have the same UV map. Any texture for any of them will work with any other (I routinely use a T3 texture with T6M body). The included texture in sexout will work fine with all the body types, except vanilla of course. A better looking one would be nice, but it doesn't look bad, and it's very small.
nagothm Posted June 4, 2013 Posted June 4, 2013 Thanks, that was very informative. I've contacted Nago to see what our options are. Ideally I'd like to get Type3 textures to go with them, like I've alluded to before, "LL" customised so we don't have to run into redistribution issues, but at this point I'll take what I can get. Hiya CK, I sent you the main one I had been using. It is modified T3, but definitely custom lower regions. It worked well with all the different bouncing meshes I worked with. It had been uploaded to LL so I didn't lose it when I lost all my other stuff. And as far as the body meshes & such goes, you guys are welcome to anything & everything that I've made.
prideslayer Posted June 4, 2013 Author Posted June 4, 2013 If everything is testing out OK in the beta, I plan to promote this version to release tonight (Tuesday 4-Jun) or tomorrow. This will promote SSR to a 'release' and ensure anyone updated to .78 or newer has it, and allow me to release the sewerslave and tryouts versions using SSR for more proper beta testing. I also have some NX work I'd like to get out of the way but am holding off on that until this sexout beta cycle is done. If there are any showstoppers with the changes made in the Sexout.ESM, let me know. Changelist is in the OP. Glad to see you back Pride.Thanks, glad to be back!
Halstrom Posted June 5, 2013 Posted June 5, 2013 Our required skeleton (astymma's) has penis bones, so that part is covered anyway. What no independant bones for Left & Right Testicles? I think I can survive without that level of detail
astymma Posted June 5, 2013 Posted June 5, 2013 Well, my skeleton has Scrotum01 and a child as Scrotum02 which can be animated as a chain. It also has Balls as a single bone that can be animated. It also has Vagina.R and Vagina.L which could be used for weighting to have split ballsack action
astor Posted June 5, 2013 Posted June 5, 2013 Wouldn't mind seeing a bouncing butt added to the females. Edit: I've noticed that the PC doesn't get approached when whoring. Been standing in the Atomic Wrangler for a while now even at 100%, nothing. On a plus side, this seems much more stable for me than SCR, so thanks very much for that.
prideslayer Posted June 5, 2013 Author Posted June 5, 2013 I'll check that out astor. I think last time I checked WG approaches weren't working with SCR either though. In any case, it's on my todo list.
RitualClarity Posted June 5, 2013 Posted June 5, 2013 Wouldn't mind seeing a bouncing butt added to the females. Edit: I've noticed that the PC doesn't get approached when whoring. Been standing in the Atomic Wrangler for a while now even at 100%, nothing. On a plus side, this seems much more stable for me than SCR, so thanks very much for that. That happens with my toon as well. I'll check that out astor. I think last time I checked WG approaches weren't working with SCR either though. In any case, it's on my todo list. I don't remember the approches working in the Tops before when I played Loogies original version of the mod. Also while checking that can you check to see why the floor managers don't approach to kick/punish you for working without permission? Gomorah, Ultra Lux and The Tops all give the same result. No punishment for working without permission. Can stay there and make lots of caps without any negitive results. (have to approach the patrons though) Other than some issues with starting / ending conversatons with Leigon (Marissa mentioned before) and the floor managers (Working Girl) the mods included appear to working great. SSR worked great. I was finally able to finish Vault 19 for the very first time. Tested two options for Motorunner. (bestiality on and off). Tested Leigon (Marisa Content) both as Loogie created it option as well as the more calmer option. The approach of NCR officers works, Kings works, Leigon approch works as well. EDIT Haven't tested Powderganger approach or Prison. I used the most current Beta 2.6.78b5. (however the version testing the WG was 2.6.78b3)
Loogie Posted June 5, 2013 Posted June 5, 2013 There is no Boomer content and there are no approaches in the Tops.
RitualClarity Posted June 5, 2013 Posted June 5, 2013 There is no Boomer content and there are no approaches in the Tops. Thanks for the info on the Tops. I made a mistake for some reason I wrote Boomer instead of Powdergangers. That reminded me that I hadn't tried the prison as well on the new beta version. The post was edited for correctness.
prideslayer Posted June 5, 2013 Author Posted June 5, 2013 I should be able to look into the approaches this afternoon/evening. Will start with WG and work my way through the tryouts after that. Don't "understand" how it could have been broken by this, since all they *should* need to work is the sexout scanner, but I'll go digging.
RitualClarity Posted June 5, 2013 Posted June 5, 2013 Anyone else running the new system Sexout/SSR with SCR? If so have you seen any problems? If your using SCR which version is working for you? I am asking because I am looking to include SCR into the game now and want to minimize as many potential problems as possible. Don't think there should be any.
RitualClarity Posted June 5, 2013 Posted June 5, 2013 I should be able to look into the approaches this afternoon/evening. Will start with WG and work my way through the tryouts after that. Don't "understand" how it could have been broken by this, since all they *should* need to work is the sexout scanner, but I'll go digging. I don't think it is the new version of Sexout. I haven't been able to get Marissa to work correctly before under the old game (Loogies Original). I have however gotten the Tops managers to reliably "punish" my toon. Yet not get the "train" to work correctly except once and only recently with the 2.6.77 version. In the recent game testing th Tops Managers are from a pre-kill save not a post-kill save. (Benny) I don't know if that makes a difference or not. Also in the game I worked the Atomic Wrangler as a Working girl. Before every time I played the game I would go Kill Benny, get punished from Gomorah, or The tops (havent tried Ultra Lux if I would be punished or not there) then go and start work if I desired at the Atomic Wrangler. Maybe the order? As far as most of the content of sexout it works flawlessly and those issues I have brough up are most likley as you stated not caused by Sexout or SCR. The overall game play was stable, responsive and performed as it should with no issues to mention. It ran the same if I ran from Sexout/SCR and supporting textures or if I removed them with a clean save and played from there. If it wasn't for the clothing and conversations I wouldn't even know that I had mods installed.
prideslayer Posted June 5, 2013 Author Posted June 5, 2013 The order shouldn't matter. You workinggirl 'level' only goes up when you're on the clock and depends on how many tricks you've done. Punishment is only related to working off the clock/freelance and, IIRC, your wg-level does not enter into it. That is something that once all this beta stuff is out of the way I will look into adjusting. I imagine some or all of the casinos would look the other way at occasional freelancing if you're a good earner for them when you're on the clock, but I'll run it by Loogie. Maybe they'll let you freelance up to some limit in caps earned if they keep all the proceeds for a bit after that when you're on the clock, or if you do some free favors/events, or something.
RitualClarity Posted June 5, 2013 Posted June 5, 2013 The order shouldn't matter. You workinggirl 'level' only goes up when you're on the clock and depends on how many tricks you've done. Punishment is only related to working off the clock/freelance and, IIRC, your wg-level does not enter into it. That is something that once all this beta stuff is out of the way I will look into adjusting. I imagine some or all of the casinos would look the other way at occasional freelancing if you're a good earner for them when you're on the clock, but I'll run it by Loogie. Maybe they'll let you freelance up to some limit in caps earned if they keep all the proceeds for a bit after that when you're on the clock, or if you do some free favors/events, or something. Before with this mod after about 3 or 4 times freelancing the floor manager would come and tell me to leave , can't continue , or do a party. It dosn't do that now. In the game I can sit there and make huge amount of caps without any intervention of any of the three casinos (didn't try Atomic Wrangler.) When I am talking freelancing I have no authorization to be there working unlike the Atomic Wrangler where I did have a job there and just "wasn't on the clock" so to say. You are right however it isn't something that will break the game.
RitualClarity Posted June 6, 2013 Posted June 6, 2013 There is no Boomer content and there are no approaches in the Tops. I went back to play the older versions of mods I have and noticed this when setting up Tryout. It had Boomer content at least in the MCM although I will admit I never tested that. Has it been / will be removed from the new SSR? (that is if it was ever really there in the first place)
prideslayer Posted June 6, 2013 Author Posted June 6, 2013 There has never been any actual boomer content. Loogie had some ideas for it at one time, but none of it was ever released except the MCM setting, which has been gone for some time.
prideslayer Posted June 6, 2013 Author Posted June 6, 2013 Ok, re tryout/wg bugs, I've found three so far in WG. First, the approach script is calling GetSecondsPassed twice. This is a nono in a single script as this function resets itself to 0 whenever it's called, so 2nd, 3rd, nth calls except the first always return 0. This is affecting the scanner delay, which will never gets decremented, because the 'spam' suppression code is already calling the function. Second, the scanner appears to have been modified at some point and no longer respects your WG MCM approach setting, instead the scanner script looks like this: set scanner to GetFirstRef 200 set scanChance to (scanChance + 1) % subLoops label while set scanIndex to (scanIndex + 1) % subLoops if scanner .. check for already a target, recently failed, recently succeeded, etc. Set approach if rules say it's ok .. endif set scanner to GetNextRef goto while subLoops is initialized to 5. Basically this means the approach rate is locked at a maximum of 20%, but will be effectively lower if there are less than 5 people in the casino, not counting the player. Also, the criteria appear to be wrong in the "business rules" for the scanner, which (broken up for readability) says: if IsFormValid scanner == 0 && scanner.GetDead == 0 && scanner.GetDisabled == 0 && scanner.GetCombatTarget == 0 && scanner.IsChild == 0 && scanner.GetPCIsSex Female && scanner.GetIsCreature == 0 && bAlreadyTarget == 0 && bCooldown == 0 && bSoon == 0 && SexoutSQVARZPlayer.iWhoreMode != 0 That first check is:1. The wrong way around. It is only allowing the actor to approach if they are an invalid ref. 2. Unneeded. "GetFirstRef 200"/"GetNextRef" always return valid actors, so 'scanner' will always be a valid ref. Fixing all this up now, beta up later. Once I get it fixed with the builtin scanner and out there for testing, I'll add switching it to the sexout built in scanner to my todo list for the next tryouts/wg release. If I've somehow analyzed this code wrong, feel free to let me know, especially if you're the author! Edit: It appears the goal of this quest script is just to get the working girl effect (which actually handles approaches) on all the NPCs in the area. I don't really understand all the effort that went into making it run so slowly (the 30s timer + mod5 stuff).. but it seems that once you start if you give it time to run, you should *eventually* start getting approaches, so long as the GetSecondsPassed part is fixed. Sorry for the false analysis of what the quest script is actually supposed to be doing, though I'm still pretty sure two of the bugs are in fact bugs -- GSP definitely is, and the IsFormValid seems like it must be a typo as well. I'll fix up those bits, reduce the default delay from 30s to perhaps 5s, and start some testing.
astor Posted June 6, 2013 Posted June 6, 2013 The only thing I understood in that post is that you have an idea about what's bugged and are trying to fix it. That, in and of itself makes me happy.
jaam Posted June 6, 2013 Posted June 6, 2013 The delay and the mod 5 were meant to avoid having everybody pile on you at the same time while also avoiding that only the same first 20% of the room were checked to approach you evry time. As for the "unnecessary" it effectivly got inverted (if 00 == IsFormValid... was a test to abort). I added it because I should always test a value provided by a thirs party
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