galgat Posted October 28, 2017 Share Posted October 28, 2017 ;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 ? Link to comment
Guest Posted October 29, 2017 Share Posted October 29, 2017 Maybe try using these to equip the ZAZ device. player.additem ItemEditorID 1 player.equipitem ItemEditorID 1 Link to comment
cecik Posted October 29, 2017 Share Posted October 29, 2017 You are trying to start a act with the legacy API. You should use the latest. Attached a copy of the latest SexoutNG API Sexout-API-Guide-Offline-Backup-September-22-16.7z Link to comment
galgat Posted October 29, 2017 Author Share Posted October 29, 2017 You are trying to start a act with the legacy API. You should use the latest. Attached a copy of the latest SexoutNG API Sexout-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... Link to comment
galgat Posted October 29, 2017 Author Share Posted October 29, 2017 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 Link to comment
galgat Posted October 30, 2017 Author Share Posted October 30, 2017 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 , to be sure they do so again, that I just would not be able to devote the time to it. Link to comment
Guest Posted October 30, 2017 Share Posted October 30, 2017 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 Link to comment
galgat Posted October 31, 2017 Author Share Posted October 31, 2017 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 Link to comment
galgat Posted October 31, 2017 Author Share Posted October 31, 2017 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. Link to comment
Guest Posted October 31, 2017 Share Posted October 31, 2017 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 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
galgat Posted October 31, 2017 Author Share Posted October 31, 2017 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 ScreenShot84.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 , 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
Guest Posted October 31, 2017 Share Posted October 31, 2017 That may get me going, thank you so much , 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 Link to comment
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