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asdasfa

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Posts posted by asdasfa


  1. You've probably been detected by the NPCs while they're in the middle of an act. I didn't mention the feature where NPCs will stop once they've seen the player within close proximity. So just try to stay hidden.


     


    Also, you might want to turn your subtitles on if you haven't already, if the PC is close, they'll say a line to the PC just so you know when they're interrupted.


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  2.  

    - Position switching works, added as feature to SexoutPositioning, press 'Left Alt' to change to a new random position. Note: switching is disabled if the current animation was not random, and new anim choices honor the original flags.

     

    Most awaited feature since the dawn of Sexout. Haven't tested extensively yet but working fine so far.

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  3. Hmm...so anyone got advise which mod is best for trigger sexout animation for now? like some of Amra animations seem likes no way can be play by any mods available right now(maybe i'm wrong)...

    I just hope someone can update this or made an alternative mod before November come ,people will move on from Vegas to Boston...

     

    Well, looks like there's a plan to implement position switching in the next stable SexoutNG release.

     

    Also, it's not like this kind of mods will instantly appear on release of FO4. Heck, SL for Skyrim was only released about 1 and a half year later.

    Give it at least a year's time, people will have to explore the new game first and learn the new tools before making new content.

    But there are already available sources and lessons learned from the previous games so it'll probably take lesser time.
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  4. Yeah, it doesn't work properly in Atomic Wrangler and probably other places similar, I actually exempted the AI packages of the NPCs there. Somehow the dealers, guards, gamblers, cashiers and vendors' packages seems to be really persistent. For example, if Francine is selected, she moves away from the counter and tries to walk towards a bed but stops halfway until timeout. The most ideal AI package for a selected NPC to work properly is sandbox.


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  5. Really? I've exempted NPCs that currently have a follow or guard package so I thought it shouldn't be doing that but I haven't really advanced from the beginning of the game so I haven't really tested it with actual companions. I'll look into that.


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  6.  

    - New Orientation UDF, usage: 'let my_string := call fnSexoutGetOrientationSt ActorREF'. Returns 'hetro', 'bi', 'homo'. If no orientation has been set for an NPC, it returns the MCM default option. (Untested)

     

    This looks like a handy function, I can never make sense of the current orientation system, I mean handling values between bi and hetero/homo can get really confusing.

     

    Also, I don't know if it's already been found but I don't think fnSexoutGetOrientationSt will ever return "bi" since

    if orientation >= 1

    SetFunctionValue "hetro"

    elseif orientation <= 1

    SetFunctionValue "homo"

    else

    SetFunctionValue "bi"

    endif

    I suppose that should be a <= -1 for homo.

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  7. Does it always say that? Where are you testing it? That means you're not in the same cell as the NPCs you're trying to morph.


    It looks like you're in an exterior cell, you tend to change cells often in exteriors, it's either you or the NPCs moved in different cells while the scanner is processing them.


    Have you tried inside buildings?


    Have you tried enabling "Same Cell Scan" and try staying near the NPCs?


    What are your frequency and smooth settings?


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  8. Updated 1.1.2


     


    Match Finder: Added option to allow sleeping NPCs for match finding.

    Match Finder: Spawns two markers, one for each selected NPC instead of sharing one which should theoretically prevent "queueing" of the two NPCs during the "Go to bed" stage.

    Match Finder: Increased required disposition sum from 70 to 80.

    Match Finder: Reduced cooldown spell duration by 40secs.

    Match Finder: Some minor modifications on the cleanup script.

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  9. For NPCs to be valid for match finding, they must be awake and for beds to be valid, it must be clear of any NPCs within 600 radius (regardless of dead or alive), maybe there are other NPCs using the beds or something? Also there is that locked room there with the dead body, if the bed in there gets selected while the door is still locked, they wont be able to reach it. Or perhaps their disposition towards each other isn't high enough? Yeah, I haven't tested extensively there.
    You could try testing it in the King's School of Impersonation, a lot of free beds there.

     

    Edit: Perhaps 600 distance check for bed occupants is a bit much, reduced to 300. New one up.

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  10. Updated 1.1.0


     


    Added "Match Finder" feature. (Default: Off)

    There's now a 30% chance that NPCs sleeping together will not engage in an act.

    Some minor script changes.

     

    Match Finder:

    When enabled, every 8:00pm - 3:30am, an NPC in the current cell will look for a partner and find a bed to engage in sex.

    To be a valid couple, the sum of disposition of the selected NPCs towards each other must be 70+, this is of course, false for raiders.


    Changing cells will reset the process, so if you want to see such events, stay in the same cell long enough, frequency of the process is 20secs.

    There's a 5mins (2hrs 30mins in-game) cooldown (monitored via spell) after the start of the process before another one can be started.

    There are instances when NPCs are unable to reach the only valid and available bed in the area, in which case they will timeout after 4mins (2hrs in-game).


     


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  11. Well, that's actually a cool idea though I haven't done anything package related before and have no idea how one would do that since I don't know if there's a way to dynamically set a package's target via script.


     


    Edit: Did some research and tests, looks like it's possible to use markers instead of referencing actors or objects directly from the package window. Though it'll probably end up really hacky and messy.


     


    Edit2: This is harder than I thought, I can have them walk towards an available bed but having them sleep in it is a pain since they don't like sleeping on the nearest bed, they tend to find a random bed to sleep on so I had to set an ownership to every other unowned bed to prevent that. Sheesh.


     


    Edit3: Forget sleeping, it's too unreliable, I decided to just have a couple look for a bed and engage in an act when they are both near it.


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  12. A random chance to determine whether they should have sex or just sleep would be cool.


    Though I'm not sure about other conditions anymore, you see I'm not really touching any AI package, just detecting whether two NPCs sleep close to each other, which is already set to most likely happen at night by the vanilla game, so adding more conditions will probably make it harder to come across NPCs doing it. It's actually kinda rare to see two NPCs sleep with each other as it is, seeing that there's only a handful of couples defined by the game.


     


    Given in the screenshots are:


    Ultra-Luxe hotel rooms, a bunch of NPCs sandboxing, so you're more likely to see some action here.


    Vault 3, that's Daniel and a female raider, you're lucky if you see them sleep together, as they tend to sleep separately in other Vault rooms.


    Republic of Dave (TTW/Fallout3), this is pretty much consistent as they are defined as a couple in the game and are set to sleep together every night.


     


    So if anyone knows and can enumerate some places that NPCs are most likely to sleep together in the same bed or close to each other, that would be very much appreciated.


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  13. I have no idea how big the changes for each step is. That will be up to A.J. as she's the one who made the morphs.


     


    That is right, this mod is as simple as it gets, each bone scale is independent of each other and has nothing to do with maintaining proportions, another mod will have to be written to deal with that or just put reasonable values in each bone to somehow keep proportions. This mod simply randomizes values based on the input range.


    Hey, some like it out of proportion, like you're able to get Jessica Rabbit proportions.


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  14. Is it possible to adjust maximum size for part more than 6, or it is limited by the BodyMorph?

     

    Also, your bodymorph token using a slot that some clothes uses(for example: some outfits from coito ergo sum, some outfits from kristinas closet), so, can you try to rearrange it? I hope there is still free slots number that unused by any clothing mods.

     

    It is indeed limited by BodyMorph.

    Oh, alright. It doesn't really need to be equipped. I actually just set the biped slot to stop the GECK from throwing warnings, I'll just unset it from the slot. It should not be automatically equipped anymore. Will upload shortly.

     

    Asdasfa,

     

    First, thank you, this is what I was looking for, diversity in the NPCs adds depth to the game.

     

    I have a question, is there any documentation on what the different morph elements actually do and the range in actual size? (inches and or cm)

     

    I ask so I could use the statistical data of various races to set the variables to be representative. There is more then enough Anthropometry data

    available to set the ranges for a race to the 70 percent zone of the various samples.

     

    Any help would be appreciated.

     

    I'm afraid there is no documentation about that as it is dependent on your body replacer and how it is weighted. You will have to test it yourself with the body replacer you're using.

    Also, support for lower parts (Thighs, calves, feet) are removed from the latest version of BodyMorph as it messes up IK, so just leave the values at 0, 0. I just left it there just in case it comes back.

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  15. For sexual orientation there are list in Sexout that handle this. If the size of SexoutNGListStraight is greater than 10 then there is a mod active that handles sexual orientation.

    Otherwise, you should follow the defaults set by the user in MCM (SexoutNG.nFemaleSexuality and SexoutNG.nMaleSexuality).

     

    Where's that list? Also, how exactly does orientation in Sexout work? Is the NPC sexuality setting in the MCM applies to all NPCs?

    I can see that the slider can take decimals, is it supposed to take float values?

    Gotta wrap my head around these different combination of orientations.

     

    Edit: Nevermind, formlists.

     

    Have you set it to only occur if the player is within sight/earshot too?

     

    Oh right, I don't think I did, I'll do it next update. Just have to look for a reasonable distance.

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