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A.J.

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Posts posted by A.J.


  1.  I'd like to make the suggestion that you incorporate AJ's PFE (Preset Facial Expression) mod into Sexout;

    it makes the non-Amra animations more appealing.

     

    While the concept behind is very flexible and "powerful", that ESP was just a proof of concept and can't be used. To allow these things working fine without downsides, it would require an extra NVSE function which actually doesnt' exist.

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  2. Is there a specific reason you use it or is it habit?

    no it's not a matter of habit, they're just different. As I said you use Print for strings, PrintC for other kinds of variables.

    For example, this returns the hex of a reference:

    PrintC "My ref is %i" rMyRef

    Can't do this with Print.

     

    About your issue with GetIsCreature, there are some functions that work only in some specific blocktypes (some only in conditions), this could be an example.

    I don't have time to make experiments right now, but if you don't succeed with your script mine's probably the reason.

    Nevermind, let me fire up the geck and write a small script

     

    However, for what counts... you're doing very good in debugging your own script using Print / PrintC. Usually people tend to spit 300 lines of script and then ask "why it doesn't work?" without even narrowing down with some Print / PrintC

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  3. You use Print for strings usually. You can use PrintC for other types of variables, but you must use a certain syntax.


    You would like to change things like this:



    If rMyRef.GetIsCreatureType 1
      PrintC "My creature is = 1"
    elseif rMyRef.GetIsCreatureType 2
      PrintC "My creature is = 2"
    etc.

    To understand the parameters you want to pass to PrintC, you need to look for Format Specifiers


     


    EDIT: I used PrintC, but I could have used Print, since I'm just printing a string.


    Print allows concatenated syntax like this:



    Print "My Int is " + $iMyInt + " and my string is " + $sMyString

    While PrintC allows a syntax like this:



    PrintC "My Int is %f and my string is %z" iMyInt sMyString

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  4. feel free to use the assets, they were built by me in Blender, with all my love and incompetence

     


    For Modders, when the player has lipstick effect, every 10 seconds it dispatches "aLPPlayerHasLipstick" event.

    now let's see if "modders who make interactions among player and npcs" will catch what I was meaning with this sentence...

     


     

    There are 8 colors, some of them are really awful.


    XD

    Yups, that pretty much describes my lipstick life

     

     

    Oh hey don't tell I didn't warn you :lol:

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  5. While it doesn't solve my current problem

     

    Which is something I wanted to point out, too.

     

    I believe that a positive note on using NVSE or any other extension, compared to vanilla functions, is their non-persistence, their effect disappears in any cases once you quit the game. From what I understood, other vanilla functions will probably modify the lists and it's impossible to go back, while a function like the one I linked before should work only during the current game session.

     

    However this all is somewhat blurry to me and I still have a lot of unanswered questions about lists.

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  6. Lipstick [Fallout New Vegas]

    View / Download File

    Description
    These are working Lipsticks.
    To obtain them:
    - They can be bought from Chet in Goodspring, Miguel in Westside or Cliff Briscoe in Novac
    - You can COC aLPTestCell and will find them inside a container.
    - You can enable the debug mode on the ini file and receive them at the first execution of the mod (if MCM is installed)
    - You can... uhm... add them via console

     

    There are 8 colors, some of them are really awful.

     

    They can be used 10 times, after that you can throw them in the trashcan because they are exhausted.

     

    In your inventory, they can be found under "Apparel", like armors. After clicking on the lipstick, you will be kicked out from the pipboy, if you had some "obstruction" in the face it should be removed (i.e. a full head helm), after 1-2 seconds if you were in first person you will be forced in third, and an animation will trigger, with the player putting the lipstick on lips.

     

    You can also hotkey it and put it while you are playing, like for regular weapons etc., i.e. you are walking in some casino and you feel your lips require lipstick so you just press the hotkey and the player will put the lipstick while walking etc.etc.

     

    If you are wondering why the lipstick shape or alignment is not very much precise, here 2 good reasons: 1) it is tweaked for the MD preset I use ; 2) in NV there are no working mirrors, I really challenge you to put the lipstick in some decent way without a mirror.

     

    The lipstick provides a boost of +1 Charisma to female couriers and -3 Charisma to male couriers. The "effect" leasts 5 minutes. If for some reason the game removes the lipstick from the lips when it shouldn't, there's a check every 10 seconds which will restore it.

     

    For Modders, when the player has lipstick effect, every 10 seconds it dispatches "aLPPlayerHasLipstick" event.

     

    Installation
    Unpack everything under Data, as always. If you use a mod manager, check if it does its job (well probably only for the Config subfolder, so if you don't care about it you're fine).

     

    Incompatibilities
    No vanilla records or cells were modified. However, I've never seen anything like this, any possible downside can be considered unexpected by me.
    The only thing I could think about is... things that modify alpha, like ENB, maybe they will have a bad result, like for hairstyles, but I can't test ENB these days.
    EDIT: No wait I forgot to write this! there will be a coloured reflex on the back of the head, if you use short hair especially vanilla! Custom long hair are STRONGLY suggested!

     

    Requisites
    NVSE 5+
    Lutana (Optional)
    MCM (Optional) - Installed, even if not running. There's no MCM menu, I used the dll for the config file.

     

    Optionals:
    With Lutana installed, some NPCs will have them in their inventory. You can also find them playing the animation of the lipstick, however they won't have their lips color changed, it's just an idle.
    With MCM installed, even if not running (=ESP unflagged), a couple of parameters can be tweaked on the INI file (debug and charisma boost)

     

    Permissions:
    Even if playable, this mod can be considered a resource. Use it as you prefer, credit me if you think it's good.

     

    Credits:
    hlp and team for NVSE
    Luthien Anarion for Lutana
    Pelinor for MCM


    • Submitter
    • Submitted
      07/11/2015
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    5


  7. but now I've hit a new problem, how the fuck am I supposed to compile the script? Pressing save does absolutely nothing

    When you press save, if there are mistakes it won't save. If the script is 99% error free, then the script will save (and compile). You won't know what it does, or won't notice anything else than the script saving - just trust it.

    1


  8. when the animation ends the face not resetting to normal like everything else does, maybe we need a new skeleton with head anims to reset animations correctly.

    It's not in the skeleton. The bones reset to normal because you call some Reset.kf which sets everything back to default. This is how you reset usually, you call another animation with higher priority to default the bones values. The head anims remain "stuck" because Sexout animations are interrupted in a random point in the middle and nothing tells them to reset. It was also happening with Amra's "bent penis" not many months ago if you remember, and it will happen with whatever new bones people can introduce in animations, until the Reset.kf is updated. Some modders (i.e. FAFF, Animated Chems) reset the facial animations in the player's idles (Idle animgroup), which is a solution I personally see unnecessary - in my opinion tweaking the Reset.kf is still the best option. Unless it was removed, of course, I'm not updated on the changes.

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  9.  

    Willow, New Vegas Bounties and Project Nevada...

     

    None of those really count as unknown OR underrated.  Pretty much anyone who's played FONV knows of those mods.

     

     

    Yeah that pretty much obvious. From time to time there's a question like this on Reddit, and still a lot of people answer with very known mods like these. For once I wanted to see how does it feel being someone who learnt to write but not to read.

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  10. Creature seem to use the base scale. NPC use the height.  That forms the base scale outputted by the console version of GetScale.

     

    I was mainly interested in creatures because I was trying to obtain the GECK "Base Scale" field via script.

    However I did few tries with humans for curiosity, to check the height.

    While the "base scale" that it tells in the console when you write GetScale is the product of the ref scale x the height, as you say, it's not really a trusty value to understand the real size of a human, because it doesn't take care of the race.

    - You make a ref of 0.8 >>> getscale will say that the scale is 0.8 and the base scale too (because 0.8x npc height)

    - You make a ref of 1, with 0.5 height >>> getscale will say that the scale is 1 with the base of 0.5

    - You make a race with 0.5 height >>> you will have a midget but both the getnpcheight and getscale (bot ref and base) will answer 1

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  11. Mmmh.


    I did a trunk with only 1 CondLeatherArmor


    I did a quest script with these lines



        AddItemToLeveledList CondLeatherArmor WeapNV9mmPistol 1 1 50
        AddItemToLeveledList CondLeatherArmor WeapTeslaCannon 1 1 75
        AddItemToLeveledList CondLeatherArmor WeapSpikedKnuckles 1 1 100
        AddItemToLeveledList CondLeatherArmor WeapShovel 1 1 50

    I did ResetContainer many times in game, but I always had 1 item of them all.


    Did you try in game or in the item previow in GECK? That preview sometimes behaves crazy


     


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  12. This scale seems to be actor base height multiplied by actor base scale.

    I created different instances of the same dog, and then I setted its scale on the ref window (so I didn't set the base ID, I setted the ref). GetScale was returning me that value. But the height should be 0 if I remember well

     

    EDIT: yeah I confirm that, on my dogs GetScale is the ref scale and getnpcheight returns 0

    https://drive.google.com/file/d/0B9H0W8lI6DR-OVFEdXhXZlVZV3c/view?usp=sharing

    https://drive.google.com/file/d/0B9H0W8lI6DR-ajYyVjI2cXFFTEk/view?usp=sharing

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  13. Not sure what you're asking.  : \

    GetScale doesn't return the base scale.

    If you have a creature base ID with a scale of 0.5, you drag a reference of it on the render window, and then you GetScale it, you will obtain:

    - Via script, scale 1

    - Via console, "scale 1, with a base of 0.5"

    I wanted to see if there was a way to obtain that 0.5, or it would be impossible to understand properly the scale of an ingame actor, but I guess it's not possible and I'll have to use JIP's plugin for that

     

     

    So if you have a creature that already is .5 of the original size by GECK and do SetScale .5 it will actually be .25 in size

    it depends by where you are checking in the geck. You actually have 2 different scales, what you set in game should be the scale of the reference and not the scale of the base ID (which I was trying to retrieve)

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  14.  

    Someone knows a way to retrieve base scale of an actor?

    I dug around but I can't find anything about it. Tried with GetAV + some words but I didn't have any luck...

     

    Nyaalichs resizer might have that in there somewhere.  I'm guessing it would be in SexoutNG as well for the setscale stuff.  Where it's at exactly if it is there, your guess is as good as mine.  It's where I'd look.

     

     

     

    thank you very much, I'll inspect them :)

     

    I bet five bucks that they getscale :P

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