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Everything posted by DoctaSax
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Fallout New Vegas GECK / Scripting Help 101
DoctaSax replied to Halstrom's topic in Fallout Technical Support
That 's probably gonna take a few packages. A 'travel' one, a stand-still 'wander' or maybe a 'use item at' with a heading marker, and another 'travel' one to the cell beyond the door. Or better still, a 'patrol' one that uses the heading marker as one of its stops. With the package result script triggering the message. Not sure about the FOV - the only related function I know of is a console one, not a script one. (SetCameraFOV) You could fake it with a startconversation that sends you into dialog, doing the zoom-in that way, and park "What was that" in the topic for it, flagging it as "goodbye" so that it exits immediately. You can adapt FOV in the widget for the dialog line too, hand-pick an anim for the NPC while you're at it. -
Is that limited to a particular script type?
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Fallout New Vegas GECK / Scripting Help 101
DoctaSax replied to Halstrom's topic in Fallout Technical Support
On the whole, pride's correct in that any if-line that compares something to string vars, array vars or UDFs has to have an eval. if eval somearrayvar[somekey] < somevalue if eval somestringvar == "somestring" if eval something == call someUDF I suppose you can do let somevariable := call someUDF or let somevariable := somearrayvar[somekey] then check if somevariable == somevalue ; etc instead of if eval somevalue == call someUDF if eval somevalue == somearrayvar[somekey] (provided 'somevariable' isn't a string var) While a bit more circumspect, it is a bit more reliable in complex if-lines & of course passing it to a var first is better if you're checking that multiple times in a script. -
Fallout New Vegas GECK / Scripting Help 101
DoctaSax replied to Halstrom's topic in Fallout Technical Support
GetPerkRank would be swell, jaam! The player-only issue isn't really a problem for me - the whole advantage of perks in the context of spunk/lust (no need for entry points) is that players can select them themselves, which is NA for NPCs. -
Fallout New Vegas GECK / Scripting Help 101
DoctaSax replied to Halstrom's topic in Fallout Technical Support
Does anyone know for sure if HasPerk does or doesn't return the perk rank when used in-script? The wiki kinda suggests it only returns a boolean. -
Update : 20140812 another mini-update that adapts to some changes in SCR: the global vars that now control SCR's debug toggle, as well as switching to the 50% damaged vault suits rather than the 25% ones in re-worked versions of 2 scripts again, no new content - I bet you're pretty tired of reading that It's an esp-only update, so if you'd rather not download the sound files etc again, here it is: SexoutFleshedOut.esp
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It depends on how you go about it. If you start by copying the entire bnb mesh folder, and only then install astymma's skeleton you should be fine, unless things changed. Me, I always just grabbed the kf files only, so that's what I advised in my mini-tutorial 'for people who know what they're doing'.
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I don't think I did much with it, actually.
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I suppose I can rewrite my UDFs to set the cbdialog topic as an evfo, then cast the cbspell instead to startconversation that topic. Somewhat related, I get the impression my global end hook spell scripts trigger after cbdialogs now rather than before. Not sure what problems if any this would be causing spunk in the case of stringing acts together through cbdialog. I pretty much copy whatever intel I need from ng at the start hook, and work with that from then on, so 'normal use' shouldn't give much of a problem. Working with a travel package as tomm suggests above... I dunno. Some mods may be relying on the current package staying as is - thinking of bound anims etc.
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So you're saying the cbdialog thing is only really a problem if the act is called from the dialog result script? I switched over all my calls in sofo to udfs, so... should be fine? I'd hate to work around the existing cbdialog stuff - my dialog connections are pretty convoluted.
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Fallout New Vegas GECK / Scripting Help 101
DoctaSax replied to Halstrom's topic in Fallout Technical Support
@Hal. I guess IsInList will do fine. If not, you can always populate your formlist, then loop through it & add each actor ref to a custom faction for GetInFaction or plant an NX var on them or whatever. Don't modify a greeting topic if you don't have to. -
Fallout New Vegas GECK / Scripting Help 101
DoctaSax replied to Halstrom's topic in Fallout Technical Support
So apparently ListClear works now? Or does it? Just had me a quick test & it seems to do as it's told. -
SexoutNG - Beta (2.10.93b10) release thread
DoctaSax replied to prideslayer's topic in Downloads - Fallout Sexout
Yeah, the function's named rather awkwardly. -
SexoutNG - Beta (2.10.93b10) release thread
DoctaSax replied to prideslayer's topic in Downloads - Fallout Sexout
GetParentCell? -
Numbers, form names, sure.
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There's a lot of stuff still to do, yeah. Messages: not sure - I prefer a less obtrusive way of showing if orgasm took place (there's the shaders of course, maybe I'll add a tiny imagespace modifier somewhere). Perks: haven't gotten around to adding more functionality there - I'm prepping to transfer my entire life to a new PC. About console spam: it's already tied to debugmode. Switch that off in mcm if it annoys you. I changed the default to on instead of off because of the need for people to post logs when something ain't right. That's going to be the standard for a lot of these mods, simply because there's so much going on, none of it will ever fit your console screen. And spunk is still a wip, remember. I need accurate, complete feedback to improve it, and the only way to get that is to have debug text all over. What may look like spam can be essential to track down a bug.
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Just a guy with a dislocated face. Could be some sort of musician, I believe.
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So I'm trying to make sense of these latest reports Odessa's been posting here & in the NG & spunk threads that may indicate an nvse error. Hard to keep track, so let me just itemize that, eh? 1st report, in the spunk thread: relevant log snippets: Relevant script: SpunkFuCheckOrgStrength Problem 1: a lot more strings attached to NG than there probably should be. Honestly relieved it doesn't say that about spunk - yet Problem 2: div by 0 in SpunkFuCheckOrgStrength. The only division there is by the fDur variable. It should be set to something other than 0, although there may be a problem with the way I set it if the arousal system is off (was it?): let fDur := fTimer := Sexout.dftime fTimer there is a parameter var & I should probably not alter it in that script? report 1 scripts.7z report 2 scripts.7z report 3 script.7z
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Looks like the DeepDump function broke No idea why.
