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asdasfa

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Posts posted by asdasfa


  1. Currently, yes, any two NPCs that are close to each other during sleep. Current distance check is 150 which is about the default reach of the player's cursor.


    I've also looked into relationships and factions, unfortunately, unlike Skyrim, I don't think there's a way to determine npc-npc relationship unless you explicitly tell the mod yourself.


    And usually, members of the same faction just tend to stay in the same place and I don't want to be limited to members only since I have no information about their relationship with each other, like maybe there's a couple that's on different factions.


    And then there's disposition, which is not really that helpful since most of the time, only members of the same family gets a 100 score from each other (The Stahls for example). Others, even in the same faction, gets around 55 and below.


    Also you can't just assume that all Raiders wants to engage in gay act.


    As for the kings, I don't think I've seen a place where they can sleep with others in the same or close bed. Do they sleep with the Groupies in that room (Do they even have sleep in their AI)?


    For old people, I think I can do that, but right now, I don't really have every knowledge about the different NPCs living in Fallout, like who's who or where's who (I can't remember any old NPCs that sleeps together).


     


    Maybe I'll look into Spunk for having a Lust factor for calculating chance of activity.


    For sexual orientation-based activity, unless a mod that assigns a specific orientation to each NPC exist, what I can do is limited.


     


    Right now, if two NPCs sleep with each other in the vanilla game, we can just assume that they are couples.


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  2. Sexout LoversBed 1.1.6

    View / Download File

    Sexout LoversBed

     

    Description:
    As the name implies, it does the same thing as Oblivion's Lovers Bed, except only with NPCs.
    Allows sex to occur between sleeping NPCs that are on the same bed or close to each other (Distance: 150).
    NPCs that are sleeping alone have a chance of masturbating.
    The player needs to be hidden from the NPCs involved for the act to happen.

     

    New in 1.1.0: Match Finder (Requires MCM to enable)
    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.

     

    Screenshots:

     

    Spoiler

     

    j8X92kU.png

     

    Akl19rI.png

     

    R9TtjWn.png

     

     

     

     


    Requirements:
    SexoutNG 2.10.95 or latest
    Mod Configuration Menu - (Optional) Needed to change default settings and enable Match Finder.

     

    Notes:
    NPCs in bunk beds are exempted from engaging in an act as bunk beds tend to mess up animation alignment and leave the actors stuck afterwards.
    Match Finder Notes:
    To be a valid couple, the sum of disposition of the selected NPCs towards each other must be 80+, 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 260secs (2hrs 10mins in-game) cooldown (monitored via spell) after the start of the process before another one can be started in the same cell.
    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 240secs (2hrs in-game).

     

    Changelog:

     

    Spoiler

    - 1.1.6 (November 13, 2015)

    Just minor potential bug fix.

     

    - 1.1.5 (October 19, 2015)
    Added "Solo" function. NPCs that are sleeping alone now have a chance of masturbating. (Default: On)
    Now creates a settings ini in the Data/Config directory for editing act chance percentages and match finder minimum required disposition.
    A couple of minor script changes.

     

    - 1.1.4 (September 12, 2015)
    Added "Use Sexout Orientation" settings. This is set as default.
    Match Finder: Added a GetPlayerTeammate check to hopefully prevent companions from being selected.
    Increased required SexoutNG version to 2.10.95.

     

    - 1.1.3 (August 6, 2015)
    Old people now only have 30% chance of engaging in an act.
    Match Finder: Some script optimizations.
    Match Finder: Some minor bug fixes.
    Match Finder: Some minor modifications on the cleanup script.

     

    - 1.1.2 (July 28, 2015)
    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.

     

    - 1.1.1 (July 27, 2015)
    Match Finder: Reduced distance check for bed occupants from 600 to 300.
    Match Finder: Exempted player beds from valid beds.
    Match Finder: Some minor script changes.

     

    - 1.1.0 (July 27, 2015)
    Added "Match Finder" feature, see description. (Default: Off)
    There's now a 30% chance that NPCs sleeping together will not engage in an act.
    Some minor script changes.

     

    - 1.0.4 (July 20, 2015)
    Added "Interior Only" settings, when enabled, the scanner will only run if the player is in an interior cell. (Default: On)
    Some minor script changes.

     

    - 1.0.3 (July 14, 2015)
    Both actors in a couple will now do a player detection check.
    Some minor changes on the scanner script.

     

    - 1.0.2 (July 11, 2015)
    Improved stopper script.

     

    - 1.0.1 (July 10, 2015)
    Added distance check for player.

     

    - 1.0.0 (July 9, 2015)
    First release.

     

     


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  3. Updated 070615

    Added settings for toggling parts. (This will affect the Reset function, for example, disabling a part will prevent that part from being reset to 0)
    Made the dead cleanup toggleable. (Default: Off)
    Added 2 more slots for saving settings, making a total of 3 slots.

    Just a note, I noticed that if I kill a bunch of morphed NPCs in a single cell without cleanup, I start to get constant stutters every second until I leave the cell with the corpses and the .nvse file size increases more than when they are alive. I thought it was some kind of bloat but the added size is just a hundred kb compared to the size of the .nvse file when those NPCs were alive, so it's probably not it.
    So I looked at the core mod's script to find out what's going on. It's a constant stuttering, so it should be a running script, so I looked into "BoMoScannerQuestScript" and figured that the cause may have something to do with the core mod trying to cast a spell on dead actors, so I added a GetDead flag to prevent it from casting the spell on corpses and that seems to have fixed it, tested it repeatedly with and without the modification to the core mod. Though I'm still not that solid about this, so any reports are welcome.

    Here's the part that I changed in BoMoScannerQuestScript, starting at around line 39:

    if rTarget.GetDead == 0   if eval(0 != call fnBoMoNXGetEVFl rTarget "BodyMorph::Version")      if (0 == rTarget.IsSpellTarget aeBoMoRescale)         rTarget.CIOS aeBoMoRescale      endif   endifendif

    So if you prefer to keep the cleanup off, it is advised to modify the core mod's script to avoid the stutterings.

    0

  4. Updated 062815


     


    Added "Others" category for custom races.


    Added settings for toggling races.


    Added Save/Load Settings.


    Refactored a lot of variables.


    Replaced the misc token with an unplayable armor item to make it invisible from inventory.


     


    Note:


    A lot of changes with this one. To avoid issues, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so:


    Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph.


    0

  5. Updated 062415


     


    Figured out what's causing the unresponsive combat. Looks like the animation part has nothing to do with it.


    It was the AddItem function's bug that's causing the NPCs' weapons to become invisible and unusable everytime a token is given to them!


    http://geck.bethsoft.com/index.php?title=AddItem#Bugs


     


    So that's why they're not attacking, they can't use their weapons!


    There! Fixed!


    Sheesh!


    0

  6. I've taken a peek at BoMo's OkToMorph code and actors in combat are indeed ignored, however when entering new cells, hostile NPCs are not automatically in combat state, so they tend to playidle beforehand, preventing them from responsive combat.


    This plugin's update checks if the player is enemy with the NPC's faction(potential hostility) to prevent them from being assigned by RaceBodyMorph for morphing.


    Only NPC's within the same cell as the player are affected, farther hostile NPCs are assigned normally.


     


    This is of course just a workaround and does not completely solves the issue. Entering a cell with hostile NPCs that already has the BoMo spell on them is a different story. Just for those who wants a playthrough with BoMo on and with responsive combat.


     


    Tested inside Vault3. Outside Vault3(Vault3Exterior), one or two fiends that are on a different or farther cells still gets unresponsive.


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  7. Say for example, I entered Vault 3, upon entry, the Fiends will be assigned to be morphed, then after the dialog they turn hostile towards the player and entered combat state, after that, they just stayed in their combat stance while circling around me without attacking. I waited for at least half a minute for anyone to start attacking, but they never did, after some time I took down some but the rest are still not attacking, just circling around me or just standing by.


    But I should probably test this some more.


     


    Maybe stopping the morph idles while in combat could make them more responsive?


    0

  8. Just did another test, now starting from a clean save.


    So after running around and morphing at least 100+ NPCs, here's what the save file size is:


     


    .nvse = 8kb -> 78kb


    .csv   = 3kb -> 169kb


     


    Compared to the previous test without a clean save that increases the .nvse file size by 1mb for < 100 NPCs, looking good so far.


     


    save.7z


    0

  9. The long load times was probably just my system overheating at the time :dodgy: and I also have SaveOnTravel on, so switching maps takes quite a while, having to save a rather large chunk of data.


     


    So is it possible to automatically purge morph data of say, dead or unnamed actors to keep the save size low? Or is that even necessary?


    0

  10. Because that option should check the player's controls pressed, not the actions of a generic npcs. If you are wandering outside, they should have enough time to morph while you are approaching, but I don't know if it's enough when you go inside an interior

     

    Oh, so that's why! Haha! Yeah, they wait for the morph to finish before they draw out their weapons and start attacking. Any chance on giving that kind of option to all actors? Have them morph only during certain states(idle? not moving? not in combat?) to prevent them from, you know, spacing out, bumping into obstacles, walking over furnitures, etc.

     

    It's possible with that many NPCs that this size is 'normal'.

     

    That seems to be the case. What caused the long load times anyway? Bloat causes large save size(not sure if mine's even bloating) so I thought the large save size was the cause, obviously I'm wrong.

     

    Here's my nvse cosave and csv files anyway:

    save.7z

    0

  11. Yo, just tested v1.0.8, size of the save files didn't change, didn't make a clean save though, just installed the latest over the previous, that's probably why.


    It seems to have fixed the "long load times between map loads" problem though.


    In v1.0.7, I had a 3-hour run in the game while morphing every NPC I came across until load times between map loads became unbearable.


    After installing v1.0.8, I had a 1-hour run while coc'ing in every place that have tons of NPCs and morphing each one.


    In my 3-hour run with v1.0.7, my .nvse file went to 1386kb and my .csv file went to 36kb.


    After the 1-hour run with v1.0.8, my .nvse file went from 1386kb to 2364kb and my .csv file went from 36kb to 69kb but so far, load times seems normal.


     


    And one more thing, the wait when moving/activating/animating/fighting options doesn't seem to be very effective.


    Like raiders in the process of morphing tend to stand idly by while I destroy them.


    0

  12. what would be sweet is if thimod could be made to do the same for SKyrim and such with there races you could let say Morph a Akaviri race and morph theme too look Asian. Be sweet as hell.

     

    Yeah, that would be awesome.

    Right now I'm using "EveryBody's Different Redone" to have body variations in Skyrim. Problem is it uses a lot of memory since you're adding more body type meshes and textures to it. Add a lot, and you'll be experiencing crashes frequently. And since it's not dynamic, a certain group of unnamed NPCs will always have the same body mesh.

     

    I guess we'll just have to hope for Expired's BodyMorph for Skyrim and blabba's Project CITRUS.

    0

  13. RaceBodyMorph (NPC BodyMorph Randomizer) 090915

    View / Download File

    RaceBodyMorph (NPC BodyMorph Randomizer) (Could use a better name, but meh...)

     

    A simple BodyMorph plugin that I originally made for myself causing me to learn scripting in GECK.

     

    Description:
    Allows randomization of NPC body morphs based on minimum and maximum values for each bones that can be set for each race and gender via the MCM.

     

    UDjWzeR.png
    G8jfcqO.png
    wWhbYxN.png

     

    Requirements:
    BodyMorph, of course.
    NVSE.
    NVSE Extender (NX).
    Mod Configuration Menu - Needed to activate and setup the plugin.
    Weighted body, like T3F Body with BnB (look in Files section).
    Weighted armors or clothing, like Bouncing Breasts Type 3 Armors.
    Or T3FBBR BnB Body Replacer + Rough Outfit Conversions.

     

    Notes:
    There are alot of changes as of version 062815 (June 28 2015). To avoid issues from updating from an earlier version, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so:
    Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph.

     

    Updating to a new version will deactivate the mod and reset all Male and Female settings on load, so be sure to use the mod's Save/Load Settings function to save time.

     

    Changelog:

     

    Spoiler

    - 090915
    Merged both Female and Male settings into one MCM menu.
    Now creates a settings ini in the Data/Config directory for editing slider limits to easily accommodate future changes to the core mod without updating.
    Removed Parts settings.

     

    - 080715
    Added GetInSameCell check on the scanner instead of the previously removed GetInGrid.
    Some minor script modifications.

     

    - 080415
    Removed GetInGrid check from the scanner.
    Now uses a dummy armor for the AddItem bug workaround instead of leather armor that should prevent removal of NPCs' leather armor when resetted.

     

    - 072015
    Fixed dead cleanup not working.
    Minor script modifications and optimizations.

     

    - 071715
    More foolproofing on the scanner.

     

    - 071615
    Minor modifications on the scanner.
    Changed default scanner smoothness from 0.05 to 0.5.
    Unsetted biped slots of tokens. Tokens shouldn't be equipped anymore.

     

    - 071515
    Rewritten and improved scanner script.

     

    - 071215
    Just minor logging changes.

     

    - 070615
    Added settings for toggling parts. (This will affect the Reset function, for example, disabling a part will prevent that part from being reset to 0)
    Made the dead cleanup toggleable. (Default: Off)
    Added 2 more slots for saving settings, making a total of 3 slots.

     

    - 070415
    Modified script for race determination. Will now check if a race name contains the name of a base race. For example, a custom race with the name "Custom Asian" will now be processed under the "Asian" category instead of "Others". This makes proper support for DLC races.

     

    - 063015
    Minor script changes.

     

    - 062815
    Added "Others" category for custom races.
    Added settings for toggling races.
    Added Save/Load Settings.
    Refactored a lot of variables.
    Replaced the misc token with an unplayable armor item to make it invisible from inventory.

     

    - 062515
    Added cleanup for bodymorph data of dead actors. This should keep the size of the nvse cosave file down.

     

    - 062415
    Finally fixed the unresponsive combat bug. It is caused by the AddItem function's bug that causes the weapons of the NPCs to become unusable.
    Added some cleanup code.

     

    - 062215
    Will now ignore actors that are alerted, alarmed or in combat and actors that are within the same cell and are hostile towards the player.

     

    - 032215
    Reset function will now only reset actors that are enabled in the menu.
    Fixed children not resetting. Forgot to remove a flag.

     

    - 031915
    Added Same Cell Scan.
    Use ScaleUp and ScaleDown instead of ScaleAbs.
    Forgot a bone in the reset script. Fixed.

     

    - 031815
    First release.

     

     

     


    • Submitter
    • Submitted
      03/18/2015
    • Category
    • Requires
    4

  14. Awesome.


    Been fiddling around with the plugin's scripts for a while now.


     


    Is there any chance of increasing the possible maximum size in the future?


     


    And by the way, how do you invoke UDFs to morph NPCs via console? I'm trying "call fnBoMoScaleUp Player Hands" but it returns "Expected user function" or "Error line1" or something. What am I missing?


    0

  15.  

    Would it be possible to add a toggle in the mf_settings to disable NPC wenches?   I ask  because they have never worked right for me.  After 'a wench is on a job' message, the wench and her client simply stand looking at each other, and nothing happens, and both remain locked like that until I use the consol to "kill" and then "resurrect" the wench.

     

    I have that exact same issue. I know that in other sexlab mods that moving it up in the load order, towards the top fixed that issue, but in RP's case, I can't do that because of Schlongs of Skyrim, it must be loaded after that in order for wench outfits to work at all. If you don't have that installed, try moving RP up higher in your load order.

     

     

    I'm also having the same issue, moving it higher in the load order didn't fix it for me. I'm not having issues with other SL mods though.

    1