Aramiteus Posted August 17, 2012 Posted August 17, 2012 Played along with the Sarah Weintraub FTB scene. So I added a loop to evaluate all 35 vaginal sex animations. Starting at Animation no 602 and changing position every 10 seconds up to 933. The animations are fine till 708. But then Actor B (Sarah) is not in the correct height. She is too far above or below the player. I know positioning is done by SexoutNGAnimPositionSCRIPTV2. And I think for Animation 711 I have to adjust elseif anim == 711 set HOffsetA to 8 set VOffsetB to 25 But what is now up or down of actor B?
prideslayer Posted August 17, 2012 Posted August 17, 2012 Don't understand your question? VOffsetB is the 'up and down' of actor b.
Aramiteus Posted August 17, 2012 Author Posted August 17, 2012 Ah that is it. You do understand :-) Hm perhaps it is again a update issue. Still using .68.
prideslayer Posted August 17, 2012 Posted August 17, 2012 in XOffsetY X = V (Vertical) or H (Horizontal) Y = A, B, or C -- identifies the actor.
DoctaSax Posted August 17, 2012 Posted August 17, 2012 711 is a very tricky one. I remember when I suggested a few offset changes a while back that was the most difficult one. Don't know if I made it better then, but if you lower the female/raise the male even just a bit, the cock will end up coming out of her belly button. I can handle a lot, but that's just gross. I do think the others in the 700 range are ok now - at least they are for me (cali body). 723 is touch & go, but that's about it.
prideslayer Posted August 17, 2012 Posted August 17, 2012 You don't hae to hack up the script (and I recommend against it) for testing. When you initiate the scene, you can "set SexoutNG.fHOffsetA to ..." and it will apply right then, adding or subtracting from the offsets for you automatically. Just don't forget the 'f'.
prideslayer Posted August 17, 2012 Posted August 17, 2012 711 is a very tricky one. I remember when I suggested a few offset changes a while back that was the most difficult one. Don't know if I made it better then' date=' but if you lower the female/raise the male even just a bit, the cock will end up coming out of her belly button. I can handle a lot, but that's just gross. I do think the others in the 700 range are ok now - at least they are for me (cali body). 723 is touch & go, but that's about it. [/quote'] The problem with trying to get them exactly right is really a two parter.. 1) The animations cannot play *exactly* in sync. If both actors are moving, then they may be a frame or two (or 5, who knows) out of sync, depending on how busy the CPU is when it starts the animations. 2) I cannot toggle foot IK from a script. I am looking into adding a 'con_tfik' to the extender. Since I can't toggle it (or check its state, which I also need), moving actors around on the ground is somewhat problematic. The foot IK wants to keep their feet planted on the ground and sometimes makes them contort to achieve that.
Aramiteus Posted August 17, 2012 Author Posted August 17, 2012 You don't hae to hack up the script (and I recommend against it) for testing. When you initiate the scene' date=' you can "set SexoutNG.fHOffsetA to ..." and it will apply right then, adding or subtracting from the offsets for you automatically. Just don't forget the 'f'. [/quote'] Good idea. Besides I managed it to be multistage. The scene will starting with a BJ and then changes to vaginal animation every xx seconds. (Hm, do not know how to make spoilers.) The core logic: Elseif iCount == 13; Time to change animation set Sexout.SexType to Vaginal ; set dfTime to dfTime / 3 * 2 ; set Sexout.dfTime to dfTime set SexoutNG.refSurface to Vault21PlayerBed1REF set SexoutNG.ActorA to Player set SexoutNG.ActorB to SarahWeintraubREF ; set rndValA to 2 + GetRandomPercent * 35 / 100 set rndValA to rndValA + 1 ; crap can not use NG Randomize ; 35 animations but do not want 601 as it is standing in a bed looks stupid if rndValA < 10 ; 601 to 609 set anim to 600 + rndValA elseif rndValA < 14 ; 631 to 634 set anim to 600 + rndValA + 21 elseif rndValA < 22 ; 701 to 708 set anim to 600 + rndValA + 87 elseif rndValA < 24 ; 711 to 712 set anim to 600 + rndValA + 89 elseif rndValA == 24 ; 714 set anim to 714 elseif rndValA < 27 ; 721 to 722 set anim to 600 + rndValA + 96 elseif rndValA < 33 ; 901 to 906 set anim to 600 + rndValA + 274 else ; 931 - 933 set anim to 600 + rndValA + 298 endif set Sexout.anim to anim PrintToConsole "SexoutSwitchPos rndValA %g anim %g" rndValA anim Player.CIOS SexoutSwitchPos Set fSexTimer to 0 Set iCount to 12 Return CIOS SexoutSwitchPos works good if Sexout.anim and Actors are provided.
prideslayer Posted August 17, 2012 Posted August 17, 2012 I hadn't thought of that standing bed thing. I'd tkae all that code out and just live with it for now, so you don't end up missing out on new animations. This was a huge problem in all the sexout mods prior to NG. I will come up with a way to allow you to limit the random picker to laying, kneeling, etc.
Aramiteus Posted August 17, 2012 Author Posted August 17, 2012 To avoid misunderstanding: The standing in Bed was not the reason for me to be not able to use SexoutNGRandomize. It is CIOS SexoutNGStartSex at the end of it. So I had to build my own randomizer. And it works only for male Player. Till now.
prideslayer Posted August 17, 2012 Posted August 17, 2012 To avoid misunderstanding: The standing in Bed was not the reason for me to be not able to use SexoutNGRandomize. It is CIOS SexoutNGStartSex at the end of it. So I had to build my own randomizer. And it works only for male Player. Till now. You should never call that spell. If you need a new spell or feature to do something, that isn't covered by the API, then you can ask for it in the NG thread and I'll see what I can do. Calling internal spells like that, or using any internal thing not documented in the API, is completely unsupported and will almost certainly break your mod -- maybe today, maybe next month.
Aramiteus Posted August 17, 2012 Author Posted August 17, 2012 Of course you are right. I am just curious about what can be done. Like Oppenheimer .
prideslayer Posted August 17, 2012 Posted August 17, 2012 I understand, I can't stop people from experimenting and wouldn't try, but posting in technical support with a problem and then finding out you're using an undocumented/unsupported call... I'm so busy I really don't have the time to help in detail with that kind of 'bug'.
Aramiteus Posted August 18, 2012 Author Posted August 18, 2012 I have a bad conscience about posting this but perhaps it helps to avoid unnecessary research. The same code part as above but this time with adjusting positions and I cut it down to the essential Elseif iCount == 13; Time to change animation ... elseif rndValA <= 26 ; 904 to 906 set anim to 880 + rndValA elseif rndValA == 27 set anim to 931 SarahWeintraubREF.NX_SetEVFl "Sexout:Start::fVOffsetB" 0.00 0 SarahWeintraubREF.NX_SetEVFl "Sexout:Start::fHOffsetB" -9.00 0 set bOffsetChanged to 1 else set anim to 933 SarahWeintraubREF.NX_SetEVFl "Sexout:Start::fVOffsetB" 0.00 0 SarahWeintraubREF.NX_SetEVFl "Sexout:Start::fHOffsetB" 0.00 0 set bOffsetChanged to 1 endif set Sexout.anim to anim if bOffsetChanged == 1 SarahWeintraubREF.RemoveItem SexoutNGAnimPosition 1 SarahWeintraubREF.AddItem SexoutNGAnimPosition 1 endif Player.CIOS SexoutSwitchPos ... The problem is that Sexout:Start::fHOffsetB etc is only read at OnAdd of SexoutNGAnimPosition. Therefore it has to be removed and added to achieve a evaluation of the offsets.
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