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Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
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tomm434
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Everything posted by tomm434
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You push button in MCM menu to export debug log! Under "player as victim" tab you PUSH BUTTON to export debug log. And TELL ME what feature are you trying to do? Do you try to submit or RAPE?
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Explain you issue thoughtfully so I can help you. What are you trying to do (rape\submit)? What NPC are you trying button on? Debug log can be exported in MCM menu under "Player as victim" tab.
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I don't understand what you're trying to say here. Can you rephrase and explain your issue thoughtfully?
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I added Grad's mask in FalloutTTWQuestIverhaul using formlists Try: AddFormToFormList xx05F43A yy000000 xx - load order of sexout xx05F43A - form list for female character xx05F439 - form list for male character yy000000 - form id of your necklace
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You can't make a lip file without the sound. You can however create one lip file and then copy it N times and give it a name of a topic (same process as inseting sound files for the text dialogue but onle for lip files) and then actor will move the lips.
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+1 ! vane000, I think you forgot second eval after && scn Testscript Begin OnTriggerEnter Player if eval((0 == call fnSexoutActorInuse TestRef) && EVAL (0 == call fnSexoutActorInuse PlayerREF)) call fnSexoutActPrep call fnSexoutActSetRef "actorA" TestREF call fnSexoutActSetRef "actorB" PlayerREF call fnSexoutActRun endif end
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
To send follower home use "MoveTo" function (FollowerRef.MoveTo MyFollowerMarkerRef). Then create a sandbox package and set MyFollowerMarkerRef as location so follower stayes there. -
FOSE
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That's errors from Sexout Spunk. My advice - Ask DoctaSax.=)
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I need more than that to help you. What feature are you trying to do? What NPC did you choose? And please atatch debug log.
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New update - scannner fixes and new feature - text that will describe what is happening with player and her companions (with companion names in the messages!!) Thanks ChancellorKremlin for writing all the text. He's really good at this. If you happen to receive premature ejaculation just by reading these messages - you know who to thanks! If you don't (or if you are a girl IRL) I'm sure he'll be happy to hear your feedback anyway so feel free to tell him how awesome he is! =)
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Well, learn how to use Fallout mod manager then =)
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
Good idea. -
Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
If they do - NVAllWeapons form list will be overwritten with every plugin and the result is - only bottom weapon plugin's weapon will be in the list. You should use BuildRef function or Odessa's (I believe she did that ) FnGetExternalForm (http://geck.bethsoft.com/index.php?title=FnGetExternalForm) http://geck.bethsoft.com/index.php?title=BuildRef ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ I have an idea but I never tried it anywhere. First - learn how BuildRef works When you create formIDs in GECK every time count (in decimal) is higher {hex} - {dec} ADD == 2781 ADE == 2782 ADF == 2783 etc.. So in theory you can scan every form ID from every mod. Sure, this will take time but it's okay to use (to wait) in MCM menu (Not on game load!). Imagine function which scans every form ID from other mod, check is if it's weapon and if it is - adds it to leveled list. I believe script will be like: begin function{} let iTotalMods := GetNumLoadedMods let iIndex := 0 while iIndex < iTotalMods ; -----------------------------------loop for all mods let CurrentMofIndex := GetNthModName iIndex let CurrentModFormID := 2781 ; as a starting number let CurrentItem := BuildRef CurrentMofIndex 2781 ; captured first item in the mod, add it if it's weapon by GetType check let CurrentItemIndex := 2781 ; index for the loop While GetType CurrentItem !=0 ; --------------------------------------------------loop for all FormIDs in the mod let CurrentItemIndex +=1 ; -------------------------------------------------increase index by 1 let CurrentItem := BuildRef CurrentMofIndex CurrentItemIndex ;----Buildref item with that index if GetType CurrentItem ; check if it exists if GetType CurrentItem == 40 ; if it is weapon ; More checks for it being quest item and else AddFormToFormList LeveledFormList CurrentItem ; yeah, vanilla AddFormToFormList command. endif else break ; no form id anymore - break the loop for this mod ??? endif loop let iIndex += 1 loop end I don't think it's 100% reliable because mod author can delete some FormID in the middle of development and loop for each mod can break and I don't know the principle new formIDs are given so there may be natural gaps in the FormIDs decimal #. Just an idea anyway. You can always check weapons manually from Most downloaded weapon plugins on Nexus. -
I never placed check for that lol. I'm gonna go and check. EDIT: yeah they are restrained.
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I tested version on file page after I read Badpenny's post and it worked fine. I just redownloaded it again and there's no space between "Sexout" and "Submit.esp". EDIT: If submit button doesn't work for you and you have SlaveCollection installed and no slaves in hidout - update it to last version (1.01).
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it doesn't work. I'll leave Ar_size, at least it returns -1 so I can stop script later. Thanks anyway! By the way - this code if eval (Ar_Find ActorREF, aaSCMainQuest.SlaveList[0]) != Ar_BadNumericIndex setFunctionValue 1 endif if aaSCMainQuest.SlaveList[0] is NOT initialized - it returns error but stil function value was set to 1.
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Something is wrong with your MCM menu or other mod is interfering with it
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Any way to check if particular dimensional array is constructed? There is a multidimensional array aaSCMainQuest.SlaveList[0] aaSCMainQuest.SlaveList[1] aaSCMainQuest.SlaveList[2] I need to check if aaSCMainQuest.SlaveList[0] is constructed. if I do simple check if aaSCMainQuest.SlaveList[0] endif It doesn't compile (no such variable) When I did this code (in hope that Ar_size will return -1 for array that is not initialized) let Size := Ar_size aaSCMainQuest.SlaveList[0] it throws error in console that array is not initialized (error in script etcs..). Makes reading debug log much harder.
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hello folks. I'm looking for voice actress for companion mod for Fallout Vegas. http://www.dailymoti...8crxyE9kUc8xz0a http://www.dailymoti...1CpgLPJUDw8ri0U http://www.dailymoti...oJOJHJ2feT8xd5w http://www.dailymoti...QIAGJviB2x8xd5F She has about 2000 lines. She is ready - all I need to do is to add sound files. You you're interested feel free to PM me. If you somehow can help find voice actress I would be glad to accept help.
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Sorry I forgot to mention that in Change log - last version supports NPC who are using furniture but I tested it only with chair near Goodsprings saloon and booths inside Goodsprings saloon. They should stand up, then be enslaved. If anyone have time - please check it for beds or any other "unusual" furniture.
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New update is up. Clean save needed again (probably last time but you never know). Many bugs fixed, mod moved to Multidimensional arrays instead of formlists etc etc. Thanks ChancellorKremlin for new dialogues fixes!
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Woah - last update which needs clean save I think. No more save bloating, no more issues with restoring values. better compability with Sexout Submit (see "Change log") Clean save needed. NVSE 4.6 Beta 3 Needed also.
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SlaveCollection (Obsolete) View / Download File This mod is obsolete and is no longer supported. Check out new Unethical Deeds which has all features of this mod http://www.loverslab...nethical-deeds/ Submitter tomm434 Submitted 10/19/2014 Category Other Requires
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
aha okay thanks. To sum it up: GBF > GBO
