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Script fragment was working, I am not sure why it misses now


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;Cane whipped
int NT
set NT to 0
set NT to GetRandomPercent * 2
playerref.additem Caps001 NT

set sexoutNG.actora to this
set sexoutNG.actorb to playerref
set SexoutNG.bDontUndressA to 1
set Sexout.Raper to This
set SexoutNG.nUseZAZ to 1
set sexout.anim to 2002
set sexoutNG.CBDialogA to GGNTFemEnd02
cios sexoutbegin

 

 I was using this or a fragment similar to this in a dialogue fragment just fine, until I recently updated to the latest sexouNG, and now although a sex act happens it does not call the zaz device ?

 

   Or is it that the numbering system has changed in some way for the zaz animation ?

 

   just some random sex act happens, which is bad, as I have left the clothing on Actora, and also it really is breaking immersion.

 

could someone explain what I am missing ? :blush:

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You are trying to start a act with the legacy API.

You should use the latest.

 

Attached a copy of the latest SexoutNG API

 

attachicon.gifSexout-API-Guide-Offline-Backup-September-22-16.7z

 

The act functions fine, what I don't understand is why the animated Zaz furniture is not being used...

 

  I dislike when a source makes me have to go through, and change hundreds of fragments, and as much again in my main scripts, and call function.. Has SexoutNG been changed so much that older mods do not work anymore ?

 

 

EDIT >>> My mod evidently got wacked out by the updated SexOutNG, and I might fix, and extend it, continuing the quest, if it does not require a fricking total re-write, I just do not have time for that...

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Maybe try using these to equip the ZAZ device.

player.additem ItemEditorID 1

player.equipitem ItemEditorID 1

 

  actually these are animated furniture, and Equip I do not think would function, But thank you.  But I suppose they could be equipped, but I doubt they would work as intended for this act.

 

If I had to do the new way,

 

I suppos it would be something like this, and I am guessing on that..

call fnSexoutActRunFull (Ar_Map "ActorA"::this, "ActorB"::PlayerREF, "Plugin"::"SexoutZaz.esp", "Anim"::2004)

  more time, and testing to see what worked, and what didn't than I have

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  As best i can tell it is this that is not working

 

 

set SexoutNG.nUseZAZ to 1

 

could anyone ( who can actually script ) offer help as to, do I need to now make "SexoutZaz.esp" a dependency, it seems strange that such a needed function of Legacy mods would be crippled, and I don't' actually see why it would be crippled.

 

   But it seems to be or looks like to me, that this is no longer functioning, and sense SexoutNG can not understand it, then it falls back to some random sex act, which is not what my mod needed.

 

   If someone who can actually script could explain a way to fix only this, rather than topple the entire fragment, I might fix that.

 

   But a complete re-write will require so much testing, and re testing, of things that did function right, and now do not :s , to be sure they do so again, that I just would not be able to devote the time to it.

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Maybe I thinking something wrong, but I think that it should be looks like this

PlayerRef.cios sexoutbegin or someref.cios sexoutbegin
instead of
cios sexoutbegin
edit 1:

Also I checked the sexoutbegin script and found a line for enabling zaz through "fnSexoutActRunFull"

call fnSexoutActRunFull (Ar_Map "ActorA"::this, "ActorB"::PlayerREF, "Plugin"::"ZAZ", "Anim"::2004)
instead of
call fnSexoutActRunFull (Ar_Map "ActorA"::this, "ActorB"::PlayerREF, "Plugin"::"SexoutZaz.esp", "Anim"::2004)
edit 2:

And also, I checked Zaz plugin through Fnvedit and noticed that all ZAZ stuff now is fully included into SexoutNG and don't require enabled zaz anymore

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Maybe I thinking something wrong, but I think that it should be looks like this

PlayerRef.cios sexoutbegin or someref.cios sexoutbegin
instead of
cios sexoutbegin
edit 1:

Also I checked the sexoutbegin script and found a line for enabling zaz through "fnSexoutActRunFull"

call fnSexoutActRunFull (Ar_Map "ActorA"::this, "ActorB"::PlayerREF, "Plugin"::"ZAZ", "Anim"::2004)
instead of
call fnSexoutActRunFull (Ar_Map "ActorA"::this, "ActorB"::PlayerREF, "Plugin"::"SexoutZaz.esp", "Anim"::2004)
edit 2:

And also, I checked Zaz plugin through Fnvedit and noticed that all ZAZ stuff now is fully included into SexoutNG and don't require enabled zaz anymore

 

 

1.   Thank you that last bit, zaz being in sexoutNG may be the thing, but there may be a syntax problem

 

I knew to use "set SexoutNG.nUseZAZ to 1" to get sexout to know I wanted a zaz animation or device,

 

then "set sexout.anim to 2004" to grab the device

 

   But have they changed the Numbering on the zaz Item's or animations?

 

    If so what are the new numbers. 

 

    Actually the only mod I have seen using cross's from zaz effectively sense I started back looking at FONV to play, and mod is TryOut Legion, but in the Legion fort, they use static crosse's, and do not try to call them up as I do.  So that may be why they function fine there.

 

as to the "cios sexoutbegin" this is how pridslayer originally showed me, and latter  he acknowledged another way I could do thing's { updated SexoutNG } ( however he ceded that the legacy way I was using would work, and I was way to far along by then to change format easy.

 

   Now what I am looking for is a simple way to modify my legacy, easy, and trustworthy enough that I do not have to do a huge amount of Re-testing.

 

     Everything works as far as the sex act  ( so I do not think the "cios sexoutbegin" is a problem ), but the Zaz animation or Zaz furniture is not being seen by Sexout, so it just defaults to most any animation or falls back to a default animation, and plays that.

 

    Something else, I have noticed, I am not seeing strap on usage by the Girl's.  I am thinking maybe I am missing and MCM setting, but not sure. 

 

   I feel good that I have SCR solid now, no exclamation mark's, and seems well every where. I can purchase a strap-on, and wear it no problem in the Bunker between good springs, and prim.

 

2.   Anyway if I could get this code to grab the zaz item with as little change as possible It would be nice, as I have many such places to change.

 

 

 

 
;set GGNTLaboratory.whipping to 1 ;Not using
set GGNTLaboratory.step to 4 ;this is a quest variable I am stepping through NPC with
set SexoutNG.nUseZAZ to 1
set Sexout.duration to 45
set SexoutNG.ActorA to This
set SexoutNG.ActorB to Player
set SexoutNG.bDontUndressA to 1
set Sexout.Raper to this
set SexoutNG.CBDialogA to GGLabFukMidFem01
set sexout.anim to 2004 ;1017 ;303 ;204
player.CIOS SexoutNGBegin
 

 

 

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   Just so it can be understood why I am trying to avoid any more changes that I have to

 

Here is but one of many area's that because of 97 update no longer seem to work. Yet they did work absolutely fine before that.

 

 

 

SCN GGNTLewdFateQuest

Short LewdFate
Ref FateOfWhore
Short count
;Short GiveMe
short once
int irand
short inBox

;GGNTLewdMarkerREF
;GGNTLewdFate.FateOfWhore
;GGNTLewdFate.Lewdfate

BEGIN GAMEMODE

                        ;****Punishment for the Whore****
If lewdfate == 1 && player.getdistance GGNTLewdMarkerREF01 <= 800
    if once == 0 ;so when looping will not reset iRand
        set iRand to Rand 0, 100
        set once to 1
    endif
                        ;****Rod of Woe legs free****
    if irand < 34

            showmessage GGNTWhoreFate01
            set count to player.getitemcount GGNTashtray
            set SexoutNG.nUseZAZ to 1
            set Sexout.duration to 120
            set SexoutNG.ActorA to PlayerREF
            set Sexout.raper to FateOfWhore
            set sexout.anim to 1006  ;RodOfWoe legs free
            playerref.CIOS SexoutNGBegin
            set Lewdfate to 2
            player.removeitem GGNTAshTray count 1
                        ;****Pillory Spank****
    elseif irand < 67

            showmessage GGNTWhoreFate01A
            set count to player.getitemcount GGNTashtray
            set SexoutNG.nUseZAZ to 1
            set Sexout.duration to 120
            set SexoutNG.ActorA to PlayerREF
            set Sexout.raper to FateOfWhore
            set sexout.anim to 1014  ; SpankPillory
            playerref.CIOS SexoutNGBegin
            set Lewdfate to 2
            player.removeitem GGNTAshTray count 1
                        ;****Leg's bound Cross Impaled****
    elseif irand >= 67

            showmessage GGNTWhoreFate01
            set count to player.getitemcount GGNTashtray
            set SexoutNG.nUseZAZ to 1
            set Sexout.duration to 120
            set SexoutNG.ActorA to PlayerREF
            set Sexout.raper to FateOfWhore
            set sexout.anim to 1010 ; Legs bound impaled
            playerref.CIOS SexoutNGBegin
            set Lewdfate to 2
            player.removeitem GGNTAshTray count 1
    endif
endif         ;****Punishment for the Whore Endif****

                ;**** had to do this to stop End message from firing to soon****
if eval(0 == call fnSexoutActorInuse playerREF) && Lewdfate == 2 && SexoutNG.ActorA != PlayerRef
    if irand < 34
        set Lewdfate to 0
        set irand to 0
        set once to 0
        showmessage GGNTWhoreFate02
    elseif irand < 67
        set Lewdfate to 0
        set irand to 0
        set once to 0
        showmessage GGNTWhoreFate03
    elseif irand >= 67
        set Lewdfate to 0
        set irand to 0
        set once to 0
        showmessage GGNTWhoreFate04
    endif

endif

;Testing Box

END

 

 

 

I want to fix, and expand my quest, but if I have to totally re-write all of this, and re test it, It become just way to much trouble.

 

I am looking for the simplest, and smallest change.  All of this worked prior to SexoutNG 97. 

 

Surely there is a simple fix, to get it back on track with out a huge amount of re-scripting, and testing ?

 

Or something I am missing that can get it back working easy?

 

  Keep in mind that the only thing not working is the call for Zaz items, the set up that worked before is not functioning now, and the sex acts happen, but with out the zaz animations or Items.  Which totally breaks the intention of my Mod.

 

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After a few tests with ZAZ and checking some pages on forum, I fugure out that ZAZ do not works properly if called from dialog/script via legacy interface. But if you call it via token with some delay and with NX vars or Call functions it will be works fine.

Token script, delay equals to 1-2 ingame ticks

 

 

scn SexoutZAZDelayTokenScript

ref rStarterActor
float timer

begin gamemode

	if timer == 10
		removeme
	endif

	if timer < 1
		let timer += 1
	else
		;2 ticks passed
		
		let rStarterActor := getcontainer ;get actor ref that holds token
		call SexoutZAZTestCall rStarterActor
		;OR
		;call fnSexoutActRunFull (Ar_Map "ActorA"::this, "ActorB"::PlayerREF, "Plugin"::"SexoutZaz.esp", "Anim"::2004)

		let timer := 10
	endif

end

 

My dirtyhack for converting legacy variables into nx

 

 

scn SexoutZAZTestCall

ref rStarterActor

ref ActorA
ref ActorB
ref ActorC
ref ActorX
ref Raper
ref CBDialogA
ref CBDialogB
ref CBDialogC
ref CBDialogX
ref CBItemA
ref CBItemB
ref CBItemC
ref CBItemX
ref refSurface

begin function {rStarterActor}

let ActorA := SexoutNG.ActorA
let ActorB := SexoutNG.ActorB
let ActorC := SexoutNG.ActorC
let ActorX := SexoutNG.ActorX
let Raper := Sexout.Raper

let CBDialogA := SexoutNG.CBDialogA
let CBDialogB := SexoutNG.CBDialogB
let CBDialogC := SexoutNG.CBDialogC
let CBDialogX := SexoutNG.CBDialogX

let CBItemA := SexoutNG.CBItemA
let CBItemB := SexoutNG.CBItemB
let CBItemC := SexoutNG.CBItemC
let CBItemX := SexoutNG.CBItemX

let refSurface := SexoutNG.refSurface

rStarterActor.NX_SetEVFo "Sexout:Start::ActorA" ActorA 
rStarterActor.NX_SetEVFo "Sexout:Start::ActorB" ActorB
rStarterActor.NX_SetEVFo "Sexout:Start::ActorC" ActorC
rStarterActor.NX_SetEVFo "Sexout:Start::ActorX" ActorX
rStarterActor.NX_SetEVFo "Sexout:Start::Raper" Raper 

rStarterActor.NX_SetEVFo "Sexout:Start::CBDialogA" CBDialogA
rStarterActor.NX_SetEVFo "Sexout:Start::CBDialogB" CBDialogB
rStarterActor.NX_SetEVFo "Sexout:Start::CBDialogC" CBDialogC
rStarterActor.NX_SetEVFo "Sexout:Start::CBDialogX" CBDialogX

rStarterActor.NX_SetEVFo "Sexout:Start::CBItemA" CBItemA
rStarterActor.NX_SetEVFo "Sexout:Start::CBItemB" CBItemB
rStarterActor.NX_SetEVFo "Sexout:Start::CBItemC" CBItemC
rStarterActor.NX_SetEVFo "Sexout:Start::CBItemX" CBItemX

rStarterActor.NX_SetEVFo "Sexout:Start::refSurface" refSurface

rStarterActor.NX_SetEVFl "Sexout:Start::bDontUndressA" SexoutNG.bDontUndressA
rStarterActor.NX_SetEVFl "Sexout:Start::bDontUndressB" SexoutNG.bDontUndressB
rStarterActor.NX_SetEVFl "Sexout:Start::bDontUndressC" SexoutNG.bDontUndressC

rStarterActor.NX_SetEVFl "Sexout:Start::bDontRedressA" SexoutNG.bDontRedressA
rStarterActor.NX_SetEVFl "Sexout:Start::bDontRedressB" SexoutNG.bDontRedressB
rStarterActor.NX_SetEVFl "Sexout:Start::bDontRedressC" SexoutNG.bDontRedressC

rStarterActor.NX_SetEVFl "Sexout:Start::Anim" Sexout.anim
rStarterActor.NX_SetEVFl "Sexout:Start::duration" Sexout.duration
rStarterActor.NX_SetEVFl "Sexout:Start::nUseZAZ" SexoutNG.nUseZAZ

rStarterActor.CIOS SexoutBegin

end

 

 

Usage:

1. Create token in misc items category

2. Assign Token with Token Script

3. In script use "player.additem TokenID 1 1" insted of "player.cios sexoutbegin"

3.1. Instead "playerref" you can use any actor reference you want

 

example dialog script that i used for my test

set SexoutNG.ActorA to getself
set SexoutNG.ActorB to Player
set SexoutNG.bDontUndressA to 1
set SexoutNG.nUseZAZ to 1
set sexout.anim to 2004
player.additem sexoutZAZTestDelayToken 1 1
Screenshot

post-1148858-0-05917800-1509461468_thumb.png

 

If you need more function for this dirtyhack, you can easily add them like as I did it, or you can say me about what you need to add into it

 

Current functions that my script can operating with

 

 

ActorA-ActorC, ActorX
Raper
CBDialogA-CBDialogC, CBDialogX
CBItemA-CBItemC, CBItemX
refSurface
bDontUndressA-bDontUndressC
bDontRedressA-bDontRedressC
anim
duration
nUseZAZ

 

Link to comment

After a few tests with ZAZ and checking some pages on forum, I fugure out that ZAZ do not works properly if called from dialog/script via legacy interface. But if you call it via token with some delay and with NX vars or Call functions it will be works fine.

Token script, delay equals to 1-2 ingame ticks

 

 

scn SexoutZAZDelayTokenScript

 

ref rStarterActor

float timer

 

begin gamemode

 

    if timer == 10

        removeme

    endif

 

    if timer < 1

        let timer += 1

    else

        ;2 ticks passed

        

        let rStarterActor := getcontainer ;get actor ref that holds token

        call SexoutZAZTestCall rStarterActor

        ;OR

        ;call fnSexoutActRunFull (Ar_Map "ActorA"::this, "ActorB"::PlayerREF, "Plugin"::"SexoutZaz.esp", "Anim"::2004)

 

        let timer := 10

    endif

 

end

 

 

My dirtyhack for converting legacy variables into nx

 

 

scn SexoutZAZTestCall

 

ref rStarterActor

 

ref ActorA

ref ActorB

ref ActorC

ref ActorX

ref Raper

ref CBDialogA

ref CBDialogB

ref CBDialogC

ref CBDialogX

ref CBItemA

ref CBItemB

ref CBItemC

ref CBItemX

ref refSurface

 

begin function {rStarterActor}

 

let ActorA := SexoutNG.ActorA

let ActorB := SexoutNG.ActorB

let ActorC := SexoutNG.ActorC

let ActorX := SexoutNG.ActorX

let Raper := Sexout.Raper

 

let CBDialogA := SexoutNG.CBDialogA

let CBDialogB := SexoutNG.CBDialogB

let CBDialogC := SexoutNG.CBDialogC

let CBDialogX := SexoutNG.CBDialogX

 

let CBItemA := SexoutNG.CBItemA

let CBItemB := SexoutNG.CBItemB

let CBItemC := SexoutNG.CBItemC

let CBItemX := SexoutNG.CBItemX

 

let refSurface := SexoutNG.refSurface

 

rStarterActor.NX_SetEVFo "Sexout:Start::ActorA" ActorA

rStarterActor.NX_SetEVFo "Sexout:Start::ActorB" ActorB

rStarterActor.NX_SetEVFo "Sexout:Start::ActorC" ActorC

rStarterActor.NX_SetEVFo "Sexout:Start::ActorX" ActorX

rStarterActor.NX_SetEVFo "Sexout:Start::Raper" Raper

 

rStarterActor.NX_SetEVFo "Sexout:Start::CBDialogA" CBDialogA

rStarterActor.NX_SetEVFo "Sexout:Start::CBDialogB" CBDialogB

rStarterActor.NX_SetEVFo "Sexout:Start::CBDialogC" CBDialogC

rStarterActor.NX_SetEVFo "Sexout:Start::CBDialogX" CBDialogX

 

rStarterActor.NX_SetEVFo "Sexout:Start::CBItemA" CBItemA

rStarterActor.NX_SetEVFo "Sexout:Start::CBItemB" CBItemB

rStarterActor.NX_SetEVFo "Sexout:Start::CBItemC" CBItemC

rStarterActor.NX_SetEVFo "Sexout:Start::CBItemX" CBItemX

 

rStarterActor.NX_SetEVFo "Sexout:Start::refSurface" refSurface

 

rStarterActor.NX_SetEVFl "Sexout:Start::bDontUndressA" SexoutNG.bDontUndressA

rStarterActor.NX_SetEVFl "Sexout:Start::bDontUndressB" SexoutNG.bDontUndressB

rStarterActor.NX_SetEVFl "Sexout:Start::bDontUndressC" SexoutNG.bDontUndressC

 

rStarterActor.NX_SetEVFl "Sexout:Start::bDontRedressA" SexoutNG.bDontRedressA

rStarterActor.NX_SetEVFl "Sexout:Start::bDontRedressB" SexoutNG.bDontRedressB

rStarterActor.NX_SetEVFl "Sexout:Start::bDontRedressC" SexoutNG.bDontRedressC

 

rStarterActor.NX_SetEVFl "Sexout:Start::Anim" Sexout.anim

rStarterActor.NX_SetEVFl "Sexout:Start::duration" Sexout.duration

rStarterActor.NX_SetEVFl "Sexout:Start::nUseZAZ" SexoutNG.nUseZAZ

 

rStarterActor.CIOS SexoutBegin

 

end

 

 

 

Usage:

1. Create token in misc items category

2. Assign Token with Token Script

3. In script use "player.additem TokenID 1 1" insted of "player.cios sexoutbegin"

3.1. Instead "playerref" you can use any actor reference you want

 

example dialog script that i used for my test

set SexoutNG.ActorA to getself

set SexoutNG.ActorB to Player

set SexoutNG.bDontUndressA to 1

set SexoutNG.nUseZAZ to 1

set sexout.anim to 2004

player.additem sexoutZAZTestDelayToken 1 1

Screenshot

attachicon.gifScreenShot84.png

 

If you need more function for this dirtyhack, you can easily add them like as I did it, or you can say me about what you need to add into it

 

Current functions that my script can operating with

 

 

ActorA-ActorC, ActorX

Raper

CBDialogA-CBDialogC, CBDialogX

CBItemA-CBItemC, CBItemX

refSurface

bDontUndressA-bDontUndressC

bDontRedressA-bDontRedressC

anim

duration

nUseZAZ

 

 

 

 

That may get me going, thank you so much :blush: , I will test that some, and see if I can cobble my script's back to a functional state..

 

 

Thank you.

 

But why is this in the script I see it is commented out ?

 

        ;call fnSexoutActRunFull (Ar_Map "ActorA"::this, "ActorB"::PlayerREF, "Plugin"::"SexoutZaz.esp", "Anim"::2004)
Link to comment

That may get me going, thank you so much :blush: , I will test that some, and see if I can cobble my script's back to a functional state..

Thank you.

No problem ;)

 

But why is this in the script I see it is commented out ?

 ;call fnSexoutActRunFull (Ar_Map "ActorA"::this, "ActorB"::PlayerREF, "Plugin"::"SexoutZaz.esp", "Anim"::2004)

I left this lines, because you can use this instead of using my script and it will be works too(but I think it's more tedious to create a lots of different tokens...), also I a bit misspeled, I mean this:

;call fnSexoutActRunFull (Ar_Map "ActorA"::this, "ActorB"::PlayerREF, "Plugin"::"ZAZ", "Anim"::2004)

Because ZAZ is now not needed as external plugin for a new Sexout

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