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Everything posted by DoctaSax
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Could be that it's already cut the second my own arousal script leads to orgasm. Not sure how comfortable you are with user-defined events, but I send one out whenever an orgasm is reached. It's called "SpunkOnOrgasm", so if you register an event handler to that, you should receive it, along with a stringmap parameter containing all intel I could think would be useful: let args["Actor"] := rSelf ; orgasming actor let args["NXFloats"] := NX_GETEVFLAr "Spunk" ; all spunk nx floats on the actor let args["NXForms"] := NX_GETEVFOAr "Spunk" ; similar for forms let args["NXStrings"] := NX_GETEVSTAr "Spunk" ; similar for strings let args["Times cum this act"] := iTimesCum let args["Spunk targets"] := ar_copy ar_catchers ; can be null !, people catching cum let args["Orgasm strength"] := iStrength let args["Orgasm buff"] := rBuff let args["Time this orgasm"] := fWhen let args["Time last orgasm"] := fLast
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Which reminds me: in the beginning, when spunk was barely a few months old, I was musing about making the arousal system into some sort of mini-game: http://www.loverslab.com/topic/24928-sexout-spunk/?view=findpost&p=735536 http://www.loverslab.com/topic/24928-sexout-spunk/?view=findpost&p=748271 Now, with the selfish/altruistic keys allowing you to manipulate arousal mid-act, the arousal HUD showing you how aroused everyone is, and there being consequences in place with the xp & enjoyment system, we're kinda there. Only took a year and change
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Ah, the reapplying is probably mostly me doing it through script if I detect menumode and the like. Because there's no reliable way to detect if a particular shader is visually playing, and because they disappear when switching perspective etc, which includes callback dialog, I just detect perspective switching and menumode, and reapply under the assumption they disappeared, in an effort to keep the number of people complaining about shaders not showing up at all sufficiently low. The problem with cum shaders here is that 1) they disappear, 2) I can't limit the display of a full-body texture to a particular body part. Maybe your reference could help lead to a variety of tex limited to a body part, who knows? The LPKs are definitely up for improvement, at least In other news: arousal HUD is coming.
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I doubt the effect-based washing ctd has much of anything to do with anything sexout. I'm banking on the presence of one or two mods that change the effects or conditions on effects in the game, coupled with NVSE maybe not handling something right in the execution of the event. Until there's more actionable intel on that, all I can do is tell people to switch to activator-based washing.
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Not exactly. It shouldn't be called twice in the first place, and it's NVSE that calls it. Which is why I was fishing for an in-depth nvse log, to pass on.
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So... I'm not making much headway in naming a bunch of perks that are to be part of Spunk's enjoyment & personal preference system. What that is, is each actor involved in a sex act will start to form an opinion about the type of act and role they played in it, based on whether they orgasmed or not, got raped or not etc. This opinion will mostly affect arousal gain rate for subsequent acts. It's held in the form of nx vars, and as soon as those cross a threshold value for the player, a perk will be applied, removed or its rank altered (1-4), to somehow report to you how your character feels about doing certain things. One perk for positively, one for negatively. (In themselves they don't do anything, it's just some feedback.) I think I can come up with some good descriptions, but the actual names are pretty tricky. They need to be short, somehow refer to both the role/act type and the opinion about it, and be kinda fallout-ey, more tongue in cheek than explicit. So I'm taking suggestions, because it's tough to find that combo for all of it, and hey, why should I go it alone when there are people out here who are cleverer than a guy with three heads (but will still fall for this little stratagem). Here's what I have so far (not all of it good ) There are no bad suggestions, so don't be afraid to say something if you think it sounds stupid - plenty of that already. Some of it I'll use, some of it not. Extensive thesaurus perusal permitted, and encouraged.
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Okay, I'm not sure what causes the CTD so until then... If anyone who has these washing-related CTDs feels adventurous enough, add the attached ini to your data/nvse (I think), and install the nvse dll from the debug folder in this package. Go in-game, trigger the CTD, then post your nvse.log from your root folder. nvse_config.7z
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rePopulated Wasteland - Radscorpions, Deathclaws and Cazadors in Goodsprings
DoctaSax replied to ChancellorKremlin's topic in Fallout Technical Support
Well, there's this thing called conflicts. There's this program called FNVEdit that lets you check them out. -
rePopulated Wasteland - Radscorpions, Deathclaws and Cazadors in Goodsprings
DoctaSax replied to ChancellorKremlin's topic in Fallout Technical Support
Maybe have a look-see at leveled list conflicts? -
Closing due to politics and everything that comes with it.
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When I mentioned 'people', I was really talking about that mythical 'someone' who always takes on all the work, but hey, if you're up for it. It doesn't require scripting at all, everything is really in the settings of the effect shader records. The shaders are named according to species, then volume option, then texture option. If you open one up, look to the left, you'll see: - alpha fade out time ; this is 0 for the permanent ones, 45 for the dripping ones. If people want longer 'dripping' times, that's where that happens. I need to add a variable to the script that handles the switching between 'drip' and 'permanent' to follow suit with whatever changes happen here. Maybe I'll just stick it in my MCM so all anybody who wants to make such a patch needs to do is tell people to set it to a particular duration. - full alpha ratio : the opacity of the shader at the start. This is where the different 'volume' options come into play - it's quite possible the lower volumes could use a bit of a boost in opacity there. - persistent alpha ratio: the opacity of the shader at the end - texture animation speed : the dripping ones have some intel there, that's the speed at which the dripping happens - RGB settings in 2 places for some species having a weird color spunk For testing, I think the pms function worked in console when I did it - been a while.
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The permanent ones are all at 0.1 opacity - visibility there is really a matter of how 'thick' the chosen texture is, and sure, lighting plays a role too. The dripping ones differ, but fade to 0.1 to make the transition as seamless as I could. There's a lot of tinkering that can be done there if people wanted to make some 'flavor' patches or something. The only thing blocking that a bit atm is the tracking script reading a hard-set timing value, which I can easily switch out to another variable that such a patch can set on its own.
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I don't think they're the same as blood decals, which I believe are more related to impact data and probably involve meshes too. The effect shaders I use are really magic effect shaders, the kind you'd see on people in Oblivion when they're affected by some type of magic. Also the shader overlay when Boone's spotting for you etc, more of a texture draped around the actor.
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In the end the final structure should be: <sound> folder with the new files in them the esp How you end up adding that to your game depends on your mod organizer. I use MO, so that's what you see in the image.
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Well, the thing about the washing's indeed that a shader should stick around long enough until then. Because it's unrealistic to have it continue to stream down a character's body for days on end, I had to come up with a system that switches out the 'drip' shader for a permanent, lighter shader so that it looks like it's dried up. It's quite possible that one isn't always very visible depending on your settings - tweaking the opacity to make that transition go pretty seamless considering the timing came at that cost. In all, shaders are pretty difficult to work with because I can't adjust their timing, placing or opacity or anything like it through script, and sometimes they just disappear for really no reason other than that maybe you switched perspective by going into callback dialog for instance. Every time I touch the system I have to delve into a shitload of individual shader records, tweak things by hand, go in-game to watch, go back out to tweak some more... bleh. I can't even reliably detect if one is visually playing. The HasEffectShader function only tells us if one should be playing rather than if one is according to what your eyes tell you.
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If you wear anything that's in the system, the lines will be available to be used. If a character wears anything in the 'pretty' list, they are pretty.
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Fallout 4! In like 4 1/2 months, its real.
DoctaSax replied to Gameplayer's topic in Fallout 4 General Discussion
#7 always works in a pinch. That's twice in this thread already someone tries to shut me down by implying I'm censoring them. When I actually do, you'll know. -
Sexout fucks up all my Textures and Menus if there are any to look at :/
DoctaSax replied to MisterRadon's topic in Technical Support - Fallout Sexout
That load order needs culling. You've run into the plugin limit. -
First time anybody's even mentioned male pregnancy to me, so it's not in there. That's not a bug, it's WAD. I guess I can work that in if Hal allows it on his end, but other things take priority.
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Anal sex doesn't get people pregnant.
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I just tried spunk on the latest 'stable' release of NG - fyi : 2.10.93.100 - and it works fine. Invalid array errors in xx01efcd could be due to the fact that your .nvse file associated with your save is no longer available. If it's anything else, only logs can help, as always.
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No, if everybody went "I would if I could but I can't so I won't even try", then we wouldn't exist. You want something. You're not getting it (yet) because it takes time and whatever else it takes. Live with it or do it yourself - those are your options. Snapping at the people who actually do things is not acceptable, and won't convince anybody to do it for you. Let's get this thread back on the road.
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It happens to some, not all. I can't really figure it out unless I can compare load orders. There's a new MCM option to switch to the older method of washing though.
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Yet another Steam thread demonizing LL and sexual mods in general.
DoctaSax replied to Kamen Rider Kuuga's topic in General Discussion
The only way adult modding can thrive is to make sure that everything that isn't forbidden for good reasons is allowed, and to have a site culture where people are expected to simply pass on what they don't like rather than start trolling it. -
Don't mistake skeletons for bodies. Astymma's skeleton and others made like it enable the possibility of bounce, because breast bones and the like are added. This bounce will likely only happen with animations made to use it, such as the movement ones that come with the BnB bodies, and some of the sexout ones. BB-enabled bodies make sure that this bounce happens when a character is nude. BB-enabled armors make sure that this bounce happens when clothed in those armors.
