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DoctaSax

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Everything posted by DoctaSax

  1. Sexout Spunk

      Looks like the event got triggered twice - I dunno why, or why it would lead to CTD. If you can identify the formID of the ref you used, you could use FNVEdit to see if any mod changed something aboutt it, like doubling the rehydration effect. I may need to just provide the ability to toggle between the previous and the current washing system.     @ Vaunwolfe: if, as you say, fertility dropped to zero, then it is quite normal that the amount of sperm doesn't increase. Semen in the vagina releases a fraction of sperm every time it's evaluated, and the fertility of the woman is a factor in that. This is meant to mimic how it's much less hard for sperm to enter the cervix when a woman is at peak fertility than otherwise. It is not a factor for semen that ended up in the cervix directly (which can happen with big crits). Because in your log the number of sperm that got added was lower than the target count (the number that they should dwindle to over time), it's also not decreased. It should time out and be removed on its own after 3.5 game days however, or however long you set the 'days to track' setting. I'm adding an extra removal for sperm whose count is lower than the target count, but only if the original count is higher than the target count, so that won't help you directly.  
  2. Sexout CheckMeOut

    Rejoice, it is the return of the son of the bride of CheckMeOut.  It's new, it's improved, it's still the same Instead of coming with voice files, it now has a batch script copying and renaming the necessary files, if you extract the fallout voices BSA first. Considering my Dos-Fu is appalling, credit for the batch script goes to someone who doesn't want credit for it.   Like my other main releases, CheckMeOut is now also placed under a GPL. People who want to expand on it can always do so. Going over my dev docs from the time, I had singled out certain lines to be used by supermutants, robots and kids, but never got around to that. If you want to have a stab at that, let me know and I'll send you what I have.
  3. Super Mutants >.<

    They have FNV stats instead of FO3 ones. There should be an optional plugin to revert that.
  4. Sexout Spunk

      I may have a fix for that soon. Need to look into a few other things first too though.  
  5. SexoutNG '96 BETA 4

      Spunk should correctly read all FNV & FO3 species as what they are, based on a skeleton check and further finetuning. It even detects sex with things marked as creatures that aren't (like machine gun turrets and chimera tanks, and sure, the swampfolk variants). Whether resulting 'spurts' are to interpreted as regular semen, spores, directly implanted eggs or anything else is something I leave up to Hal, I think.
  6. Gotta love how people get all worked up over their own guesses. There's no indication whatsoever that people will ever be forced to buy mods. The only official response on DRM-ing mods or forcing them to be had through the workshop, paid or not, has been a solid "that'd be stupid" from valve. Financially exploiting a game is the purpose of releasing it, if selling games is your business, so that's nothing new. And there's no reliable source I can see that says we won't have a choice of gender to play, or even who in that trailer is actually the player character. Doom and gloom! Duck and cover!    
  7. Sexout FleshedOut (SOFO)

    Thanks. It's not about saying I'll never work on it again though. It's more about saying it doesn't have to be me. People have ideas, stuff needs updating. I'm just opening up the mod for that by removing myself as the only one who's allowed to work on it or make decisions, entrusting the entire community with it, and keeping it that way forever. Removing barricades. It doesn't have to be a single 'somebody' who expands on it - everybody can, even if it's just a little fix or addition here & there it's more than what I've been doing. If you love somebody, set them free.
  8. Sexout FleshedOut (SOFO)

    20150605 Not a huge update, but in a way it could be. I'm placing SOFO under a GPL3 license, excluding the sound effects, which are still subject to their original ones (mostly PD and CC-BY, one non-commercial). When I first released it I was pretty burned out, and then came 2 months' worth of extra bugfixing (damn you CK!). I had every intention to tie up loose ends and expand SOFO a couple of months later but couldn't really get into it and then spunk happened. Before you know, it's 2 years later and I still have my ass parked on SOFO without working on it, or seeking out whatever bug may've appeared in the meantime over maybe one or two changes in NG. This is unacceptable, at least the part where due to aversion for legalese, neglect and an earlier need for control, I haven't explicitly stated that others are allowed and encouraged to make it better without needing my specific approval. Maybe at the time I thought "this is my baby, any suggestions or changes have to go through me and I'll put them in" but these days I think about those things differently. Under GPL3, anyone is and should feel free to carry on the torch, and fix, patch, change, or even mutilate it to their hearts' content, provided of course that the license's conditions are respected. Make sure you understand them, and if you don't, just ask. I'm also putting up a zip in the thread's second post with some dev docs and used scripts, hoping it may be of some use to you, but not guaranteeing that. I'll try to answer questions in as far as I'm still able to do that - been a while. While I was looking into the legal stuff, I also replaced 3 sound effects - Scream01, Scream02 & swellingsound - for which I could no longer find the source when I released and so was unable to attribute them properly (even though I'm convinced they were PD, I couldn't prove it) - this way I'm as sure as I can be that everything there is on the up & up now if it ever wasn't, which I doubt but it's better to be sure. The source file credits, license, copy statement, other credits and full readme are all included under a "Docs" folder now.
  9. Tutorial: Nvse4+ Part 4: Array Variables

      Can you explain a bit more what you want? Looking to figure out whatever keys like "Sexout.esm" are available, or something else?
  10. ITMs don't matther much when you're talking about the DLCs which are always at the top of your LO and should be in a fixed order. There's probably no harm keeping DLCs as they are, ITM-wise, as long as they're in the right order. UDRs - I don't really know. Deleting refs that you can just as well disable always sounded like a crap idea in case something else wants to refer to that ref. I used to clean my DLCs of both and never had a problem, or at least one I could trace back to that. With TTW I may not bother with the ITMs if they honestly rely on them being there, even though I don't see a good reason why other than the actual patching that happens during the install.   ITMs are more an issue with mods due to wild edits, and cleaning those are what the cleaning functionality was really made for. I usually avoid mods that insist ITMs belong there to make them work - I'm sure in most cases there are other options. Then again, I had this one record in SOFO that was shown as a wild edit while it wasn't (a flag on a reference was changed but the version of FNVEdit I used at the time didn't seem to see the difference), so maybe others are in the same boat sometimes.
  11. SexoutClothingEval.esp

    Redirecting alone is fine, but the nv geck doesn't allow pointing a new dialog line to an existing voice file in its ordinary place. I was already halfway through making the mod when I figured that out - maybe it was different in oblivion or FO3 because it took me by surprise. If you create a new dialog line, and I needed to in order to avoid conflicts, it tells you what the voice file for it should be named, based on the IDs of the quest, topic and line, and where it should be placed, based on the mod name and the different voice types. Can't copy-paste an existing one, or use FNVEdit to change it.   There was no way around it but to copy the existing one and give it a new name, for every line, and do that for every voice type, and copy matching .lip files, and paste it all in the new place that the geck dictates, and pack it with the mod, which is where the problem lies. If it were only a couple of files in someone else's mod, I'd say no sweat, but there were lots and they're essential for the mod to work, and it's mine. There's little harm in distributing files to people who already have them, and the mod was never reported that I know of so I'll assume everyone else thinks that too - but that doesn't make it legal, harmful or not, realizing it at the time or not, whether my intentions were bad or not.   At the time I was perfectly oblivious to things like that, just the new kid trying to get something done that I'd wanted to see since Oblivion but never managed to make before. With FNV, I wanted some type of clothing evaluation system to be used in a story mod, which ended up as SOFO, but of course pitching a system like that required a mod to be in place that would use it so that people could see what it could do, so others would use it and it wouldn't be just something I pushed on Hal (the formlists in SCR) that'd only be of use to me. Checkmeout was a bit of a rush job to make that happen, and the geck putting up all kinds of obstacles only made me swear at Beth for giving me so much extra work instead of considering the legality of it. These days things are different. Being made to look more into the copyright thing lately, and considering we removed a bunch of mods last month because the uploader couldn't prove to have permission, I gotta draw my conclusions and hold myself to a higher standard than before.   Mea culpa aside, it should be possible to make some type of copy-rename-and-paste-elsewhere script. I just don't know how atm, and would probably need to first make up a list matching original filenames with the ones they should be renamed to.
  12. SexoutNG '96 BETA 4

      Yes, the EVST seems sturdier from the testing I've done since. If it'll apply to ZAZ then I can probably simplify some things down the line too.  
  13. SexoutClothingEval.esp

    I took it down myself. At the time I uploaded it I felt it was a-ok, but these days it doesn't sit right with me to occasionally pull down a mod containing assets that the uploader has no permission for, while checkmeout was full of redirected FNV voicefiles. The fact that this is due to the geck pretty much forcing me to do it that way doesn't really change much. I loved checkmeout, being the only mod I released that never required bugfixing, so that wasn't easy.   I *think* it can still be saved if someone (that very helpful person we always hear so much about) helped me write some kind of bat script or something that extracts and rearranges the files from people's own installs instead of me packing them with.
  14. Watching that trailer re-awakened the fanboy in me.  
  15. I'm kinda shocked anything I wrote there would be constructed as advocating or defending piracy. Don't leave it to me to figure that out because I can't.
  16. Too late. That'll be 25 cents.     San Francisco might be nice - but then giving players a license to kill Hubologists might result in lawsuits. Personally, I always hoped for something set in the Deep South or Florida. And I want Mad-Maxed vehicles.
  17. All I really want out of whatever paid modding thing comes to pass is that the community doesn't let itself get carried away with worst-case scenarios and fingerpointing again. Last time was pretty ugly, and people underestimate the damage that got done by our own frenzy. Let's just take whatever comes as it comes, and make up our minds about things then, when we actually have something to base that on. I'm sure there will be problems, but most of those will be fixable. If we accept bugs in the game as something to fix, and bugs in a mod as something to fix, bugs in a mod delivery system can be granted the same level of (grudging) forgiveness. Being no stranger to fielding bug reports, I can tell they're a lot more likely to be taken seriously, tracked down and fixed if they're made in a reasonable manner.   In the end it all winds down to placing responsibility where it belongs. If a modder doesn't care about bugfixing, get rid of that shit, and if paid, ask for your money back. If a 'cornerstone mod' gets paywalled, maybe it doesn't get to be a cornerstone mod anymore. People dislike a modder's practices, they're free to release something that can compete. If that means this modder has to re-think his approach, all the better. If buyers buy stuff they can't run because they're on console or dinosaur PCs, then the responsibility lands on them. Sure, we're allowed to have concerns, but if the potential for bad things to happen were the only thing we considered when deciding to do them or not, nothing would ever get done, good or bad. Casting suspicion on everyone involved in paid modding just because they have the potential to screw people over, and a few of them might, is hardly fair. Even Valve can be cut some slack when they say they expect the community to help police it; it's no different than what we say here, really, when we go "don't expect us to inspect everything, if there's a problem just report it".   Used to be when there was buzz about a new fallout title, people would just speculate about where it would be set.
  18. Sexout Spunk

    0.914   - fixes bug in SpunkFuModEnjoy - fixes bug in SpunkSpOrgasm if you're masturbating, leading to no org strength detected - changes xp calculation if you're masturbating and are pretty new at it (< 10 xp) to make it a bit less hard to cum - replaces method of Amra detection
  19. SexoutNG '96 BETA 4

    I'm aware of the arFull array structure - I already check it for the flags array. But in order to do that, I need to know the plugin first. I'll check if the EVST is more reliable. Maybe it was just a fluke, I don't know.   Penetrations - I realize the existing pen stringmap should be right up my alley, but it's been easier for me to work with 'role' strings like Fucker, Sucked etc and carry those further on down my structure for further intel for xp & enjoyment vars and the like, so I have all that in maps with the anim number as keys. The maps are different for amra, zaz, creature, 3p A+C and regular due to possible anim number overlap, so it's down to the anim plugin check to help me sort that out. If you'd like to add the role strings to the anim stringmaps, then I could definitely send that over, but atm I don't know if anyone but me really has a use for it. On the other hand, it might make maintaining spunk longterm easier if that intel is added to NG when new anims are added.
  20. Sexout Spunk

      Thanks, fixing.
  21. SexoutNG '96 BETA 4

    Odessa, so far I've detected if an anim is one of amra's with if 1 == NX_GetEVFL "Sexout:Conditions:Animate:Sexout-Amra.esp"   this has checked out with the replacers but didn't with one of the new ones (402) I just encountered   Is there a better way?
  22. Sexout Spunk

    Where things land is kind of up to the anim's mutual positioning etc. (And that's still off a little for several anims) Also, who knows, maybe the woman ejac'd too.
  23. Sexout Spunk

    Yeah that wasn't it. It just so happens I copy-pasted the same script line across 18 scripts that pretty much determine everything else that happens. Compiles fine, fails miserably.   0.913   fixes that shit safe with all nvse (go 5.0.1, honest!)   previous advice about duration and how everything's supposed to work still applies   update cycle from hell
  24. Sexout Spunk

    0.912   pretty much 0.911 but works with NVSE 4.6.3 + 1 or 2 fixes to the enjoyment system   edit: removed
  25. Sexout Spunk

    Further testing... I'm not sure it's the problem I thought it was. 0.912 may not work, whatever nvse.