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SexoutNG - Beta (2.10.93b10) release thread


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Posted

OK.

 

I have a change coded (not tested yet) that:

 

- On the 5th retry attempt, if the character is still > 128 units away (about 6ft), do a moveto to the player and delay 1s.

 

- Retry up to 60 times and then abort with a message.

Posted

Updated to 2.5.70b9

- Dialog callback will abort after 60 tries (roughly 60 seconds) with a console message.

- On the 5th failed attempt, the NPC that is supposed to be speaking will be moved to the player.

 

(edit: I did test this.. but of course, the dialog didn't fail enough times for either condition to happen. Will try again with the NPC restrained.)

Posted

Updated to 2.5.70b9

- Dialog callback will abort after 60 tries (roughly 60 seconds) with a console message.

- On the 5th failed attempt' date=' the NPC that is supposed to be speaking will be moved to the player.

 

(edit: I did test this.. but of course, the dialog didn't fail enough times for either condition to happen. Will try again with the NPC restrained.)

[/quote']

 

 

 

Does work ok at least for the moveto.. but it's taking a lot longer than 5 seconds it seems. Not worth spending more time on right now. ;)

Posted

- Another round of fixes for dialog callbacks.

 

Tested pretty heavily' date=' especially with Epstein. As long as that "take a bath" comment is the last one in the sequence, it seems to be working reliably. This will probably fix problems in a lot of other mods using dialog callbacks as well.

[/quote']

 

He is supposed to receive a package to walk out of here. Did you see it ? I did'nt (beta9).

Posted

No' date=' I didn't. He just stood there after telling me to take a bath (or one of those random comments).

 

Ok so dialogs down.. package checking time? ;)

[/quote']

 

The package is from the dialog end script!

I am putting back my printC to tdt some more.

Posted

There's a bug in the cleanup script I just noticed.. Line 115 should be setting stage to 110, not 100. Shouldn't matter since 100 just jumps right to 110 for now, but it's there.

 

Package stuff is only tried once in cleanup and I don't *think* any other scripts touch it. Search in geck comes up clean except for stuff copying it around between quest vars and NX.

Posted

Oh it's also used in the main effect script to set/clear SexoutDoNothing package I think, but that's happening well before the end-of-dialog script, or at least it should be.

Posted

Sounds like it. Where'd you add them?

 

Same as yesterday

One on every loop, and one before each startConversation

 

NB tested SexoutSS just now, the opening gangbang is not working.

Posted

Well that makes no sense. The conversations in PG are firing off as expected for you, right? I wonder how that could impact the dialog end script, and I really wonder how the package could be affected period?

 

The script won't finish until after the conversation, since it runs (and only can) in gamemode, but I don't see how that could matter.

Posted

What I can do is handle dialog first if it exists.. basically move all the other callbacks (item, spell, package) up to a new round like 130, but I don't see how that can help since none of them are even being used/set in this case.

Posted

Well that makes no sense. The conversations in PG are firing off as expected for you' date=' right? I wonder how that could impact the dialog end script, and I really wonder how the package could be affected period?

 

The script won't finish until after the conversation, since it runs (and only can) in gamemode, but I don't see how that could matter.

[/quote']

 

I agree it makes no sense. UNLESS we have another addScriptPackage running in parallel, because Epstein does start to walk away before stopping no ?

Posted

He took one or two steps for me. I didn't even think that would be a package, just thought it was another navmesh thing. There are only three spots in sexout where I do an AddScriptPackage:

 

- Cleanup, only if CBPack(A,B,C,X) is set.

- Base effect at start of sex.

 

I do a removescriptpackage in:

- Cleanup, if the current package is SexoutDoNothing. ActorX excluded.

- GoToBed spell (unrelated).

Posted

Bah it can hardly be an addscriptpackage issue anyway, even if it were coming from somewhere other than sexout. If it were, you sticking some prints in wouldn't have cleared it up.

Posted

Bah it can hardly be an addscriptpackage issue anyway' date=' even if it were coming from somewhere other than sexout. If it were, you sticking some prints in wouldn't have cleared it up.

[/quote']

 

Latest test:

commentted out the printC in the loop. still ok.

 

erased my modifications by deselecting my debug plugin. back to broken.

reactivate my modifications. ok again.

 

and the latest and the worst!

erased my modifications by deselecting my debug plugin.

copied sexoutBeta.esm over sexout.esm as I did earlier. IT WORKS

 

So if it is a timing issue it is quite hard to catch.

Lets go for a few dozen runs without any change.

Posted

I've *never* had him leave the room after the last act, so for me, it's failing consistently. I will investigate with some prints and delays of my own on this end.

 

Damn this lunatic game engine.

Posted

I've *never* had him leave the room after the last act' date=' so for me, it's failing consistently. I will investigate with some prints and delays of my own on this end.

 

Damn this lunatic game engine.

[/quote']

 

2 more times with success though I caught him stopping for a moement on the last run.

Posted

His package is fine, it's the navmesh again.

 

After moving him to the player, he can't walk out of the room.

 

edit: I mean across it. Move to the door, and 'moveto' him to you. he'll continue on out.

Posted

...

 

- GetUnconscious is returning false fairly often during knockdown.

 

...

 

IMHO it's a mistake. An actor with negative fatigue may be unconscious but his base state is 'knocked-out' so the proper function is GetKnockedState.

Posted

I knew there was something like that, but couldn't remember the name. I'll add it to the checks alongside unconscious and the raw fatigue check. Thanks!

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