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Posts posted by astymma
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An option is, after you switch the positions for the actors... run a short timer and hand them the sexout undress token. Er, rather than the existing method in this mod of checking for equipped items in specific slots and unequipping them.
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Just do what I do, play the Sims3 AND play FNV... get the benefit of Amra's work no matter what

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By the way, if it's simpler, you're perfectly welcome to INCLUDE SexoutPositioning in your mod, merging them into one mod.
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My assumption is that you put this in the Fallout section by mistake

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Been on Second Life a little over 6 years. It has a very active gaming scene... very active RPG scene... and a VERY active sex community. Like Luke said above 15-20$ gets you a top of the line avatar easily... if you're patient and search the Market Place for deals... a lot less. TBH if you want regular sexual encounters in SL, the best choice is joining an adult role-playing sim. As an example, I play in the Crack Den... a gritty modern RP sim. I roleplay an adult film actor... yes, a pornstar. I have a lot of fun in SL playing that role. But I also belong to non-roleplaying groups like one that is for people who enjoy creating adult content... ANY form of porn. Pictures, movies, comics, etc.. There are a lot of photographers better than me, but you can see some of the fun I get up to here... check my favorites to see better photographer's work.
Note: To see the content in my link above, you'll need a flickr account and adult content enabled.
Oh and PS... if you're into kink, SL has it... I'm fairly vanilla, but SL caters to most any fetish you can imagine.
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Ritual, I am your step-uncle three times removed on your mother's aunt's cousin's side. Come to the dark side...

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All I was saying about Ashmedai's port is that you have some options to help you with YOUR port. Like bringing his fose_extender.dll into your port so you have the basic NX functions of Get/Set for Floats and Ints. It also includes... and this is important... BuildRef. Having these makes porting FONV mods to FO3 much simpler.
Also, NX variables need not only be written to actor references. As far as I know, they can be written on ANY reference (but my advice is never write them to a temporary reference starting with FF).
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You guys should know that Ashmedai's fose_extender.dll in the thread I linked on page 1 of this thread HAS the NX functionality. Install it, launch FO3, then check the fose.log... you'll see the following:
...
SetOpcodeBase 00002140
RegisterCommand NX_GetVersion (2140)
add command at end <NX_GetVersion> <> 2140
RegisterCommand NX_IsUsingSkeleton (2141)
add command at end <NX_IsUsingSkeleton> <> 2141
RegisterCommand NX_IsInList (2142)
add command at end <NX_IsInList> <> 2142
RegisterCommand NX_SetEVFl (2143)
add command at end <NX_SetEVFl> <> 2143
RegisterCommand NX_GetEVFl (2144)
add command at end <NX_GetEVFl> <> 2144
RegisterCommand NX_SetEVFo (2145)
add command at end <NX_SetEVFo> <> 2145
RegisterCommand NX_GetEVFo (2146)
add command at end <NX_GetEVFo> <> 2146
RegisterCommand BuildRef (2147)
add command at end <BuildRef> <> 2147
RegisterCommand MessageEx (2148)
add command at end <MessageEx> <> 2148
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Astymma- Very cool, thank you. I renamed the file and reuploaded the bundle. Thanks again.
I noticed that you have a positioning mod for Sexout. It uses the nx variables, so I don't think it could be a direct port to FO3. As the creator of the mod, do you think it's possible to impliment your positioning mod in a non-nx format? Thanks for any insight.
The existing SexoutPositioning is VERY dependent on the new SexoutNG coding. It would need to be completely rewritten using an entirely new approach for FO3. As I said, I don't have time to mod... I'd LIKE to write it, don't have the time.
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Oh no, you misunderstood. I don't mind you porting SmallerTalk to FO3 at all. I just want to make sure it gets ported correctly so it still works as intended. Unfortunately for me, I simply don't have free time to mod right now. hell, I barely have enough free time to even play games... so go ahead and run with it.
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I took a look at your port of SmallerTalk included in the DL. A few things...
- Why was it renamed to SmallTalk? Will break other mods you port looking for IsModLoaded "SmallerTalk.esp"
- Check this post for StartConversation issues.
Maybe add a readme with the following information:
short iVariable1 ;mod enabled or disabled, 0 = OFF, 1 = ON, default = 1
short iVariable2 ;debug messages shown or hidden, 0 = OFF, 1 = ON, default = 0
short iVariable3 ;creature support enabled or disabled, 0 = OFF, 1 = ON, default = 0
short iVariable4 ;conversation enabled or disabled while sneaking, 0 = OFF, 1 = ON, default = 1
short iVariable5 ;timer in seconds 1 to 10, default = 3
short iVariable6 ;companion wheel override, 0=no smaller talk convo after wheel use, 1 = smaller talk convo after wheel use, default = 1
short iVariable7 ;randomized dialogue enabled or disabled, 0 = OFF, 1 = ON, default = 0These are set via the console by doing
set <questid of SmallerTalkVars quest>.iVariableX to Y
That way people can manage SmallerTalk via the console with MCM not present.
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What I did was make the MBP eyes named EyeLeftHuman2.nif and EyeRightHuman2.nif. I then extracted the base game eyes back into the directory as the original EyeLeftHuman.nif and EyeRightHuman.nif.
Now, whenever you see an NPC with googly eyes, open them in TES4Edit, find their race, and alter their eye entries from EyeLeftHuman.nif to EyeLeftHuman2.nif AND EyeRightHuman.nif to EyeRightHuman2.nif.
The problem you'll run into after making THAT fix is that occasionally a race will have some eyes assigned to it using base game eyes and some using MBP eyes. In that case you'll wanna pick which eye style you like and replace the other eye's textures with correct versions that work with your preferred mesh.
EDIT: Realized I typed FNVEdit instead of TES4Edit... been modding New Vegas too much lol.
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I think I know why Astymma said he wanted to rewrite it
.Oh god YES. When I had to stop modding for a while... well I still can't really... this mod was in a VERY beta state. It hasn't been optimized at all. It could benefit a LOT from new NVSE functionality. It needs to be moved away from spells completely to a state machine that just babysits actor positions and alters the NX vars only without directly attaching script to actor refs via spells. Just one quest as a manager and one quest as a positioner. Simpler... less prone to interference.
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Still don't have time to mod, which sucks ass, but I AM present and babysitting. But thanks, bro.
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11-20-14 Uploaded Odessa's version to OP. Includes Prideslayer's update.
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Need a lot more information than that... a load order in a spoiler tag for example. Describe your problem...
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Make sure you do NOT have the flag SF_Window_Environment_Mapping turned on.
That flag, when night falls, causes the vertices to be lit brightly. It's a flag used to simulate windows that have lights
on behind them at night... hence the BSShaderFlag name.
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I think it's because a lot of modders would rather make fanservice than an actual mod...
If you detect any bitterness, good...
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LOL come to think of it, don't write:
if iSomeIntegerDefinedEarlier > 35 && <=65
Write...
if iSomeIntegerDefinedEarlier > 35 && iSomeIntegerDefinedEarlier <= 65
Le oops...
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Halstrom, your original code is good, no need for any additional code to be added.
Although... this bit...
rZActor.NX_SetEVFl "Sexout:Start::anim" 101
if GetRandomPercent > 35
rZActor.NX_SetEVFl "Sexout:Start::anim" 105
endif
if GetRandomPercent > 65
rZActor.NX_SetEVFl "Sexout:Start::anim" 106
endifWhy isn't it...
set iSomeIntegerDefinedEarlier to GetRandomPercent
if iSomeIntegerDefinedEarlier > 35 && <=65
rZActor.NX_SetEVFl "Sexout:Start::anim" 105
elseif ISomeIntegerDefinedEarlier > 65
rZActor.NX_SetEVFl "Sexout:Start::anim" 106
else
rZActor.NX_SetEVFl "Sexout:Start::anim" 101
endifAnyway, for a masturbation scene, just set ActorA, then set our anim and any other tidbits you wanna set like duration... then CIOS Begin.
As for setting animA, animB or animC DIRECTLY...
There's absolutely no need UNLESS you are using a different animation number for each actor. Otherwise, set "anim" to a number and let CallSortEffect script set A, B, and C.
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My plan is to rewrite Positioning from the ground up soon.
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In the SexoutNGCallSortEffectScript which writes the NX vars to the spellTarget, it does this:
; set NX vars
NX_SetEVFo "Sexout:Start::spellTarget" self
NX_SetEVFo "Sexout:Start::raper" raper
NX_SetEVFl "Sexout:Start::duration" duration
NX_SetEVFl "Sexout:Start::isAnal" isAnal
NX_SetEVFl "Sexout:Start::isVaginal" isVaginal
NX_SetEVFl "Sexout:Start::isOral" isOral
NX_SetEVFo "Sexout:Start::actorA" actorA
NX_SetEVFo "Sexout:Start::actorB" actorB
NX_SetEVFo "Sexout:Start::actorC" actorC
NX_SetEVFo "Sexout:Start::actorX" actorX
NX_SetEVFl "Sexout:Start::animA" animA
NX_SetEVFl "Sexout:Start::animB" animB
NX_SetEVFl "Sexout:Start::animC" animC
NX_SetEVFl "Sexout:Start::fHOffsetA" fHOffsetA
NX_SetEVFl "Sexout:Start::fHOffsetB" fHOffsetB
NX_SetEVFl "Sexout:Start::fHOffsetC" fHOffsetC
NX_SetEVFl "Sexout:Start::fVOffsetA" fVOffsetA
NX_SetEVFl "Sexout:Start::fVOffsetB" fVOffsetB
NX_SetEVFl "Sexout:Start::fVOffsetC" fVOffsetC
NX_SetEVFl "Sexout:Start::bDontUndressA" bDontUndressA
NX_SetEVFl "Sexout:Start::bDontUndressB" bDontUndressB
NX_SetEVFl "Sexout:Start::bDontUndressC" bDontUndressC
NX_SetEVFl "Sexout:Start::bDontRedressA" bDontRedressA
NX_SetEVFl "Sexout:Start::bDontRedressB" bDontRedressB
NX_SetEVFl "Sexout:Start::bDontREdressC" bDontREdressC
NX_SetEVFo "Sexout:Start::bodyA" bodyA
NX_SetEVFo "Sexout:Start::bodyB" bodyB
NX_SetEVFo "Sexout:Start::bodyC" bodyC
NX_SetEVFo "Sexout:Start::CBDialogA" CBDialogA
NX_SetEVFo "Sexout:Start::CBDialogB" CBDialogB
NX_SetEVFo "Sexout:Start::CBDialogC" CBDialogC
NX_SetEVFo "Sexout:Start::CBDialogX" CBDialogX
NX_SetEVFo "Sexout:Start::CBSpellA" CBSpellA
NX_SetEVFo "Sexout:Start::CBSpellB" CBSpellB
NX_SetEVFo "Sexout:Start::CBSpellC" CBSpellC
NX_SetEVFo "Sexout:Start::CBSpellX" CBSpellX
NX_SetEVFo "Sexout:Start::CBItemA" CBItemA
NX_SetEVFo "Sexout:Start::CBItemB" CBItemB
NX_SetEVFo "Sexout:Start::CBItemC" CBItemC
NX_SetEVFo "Sexout:Start::CBItemX" CBItemX
NX_SetEVFo "Sexout:Start::CBPackA" CBPackA
NX_SetEVFo "Sexout:Start::CBPackB" CBPackB
NX_SetEVFo "Sexout:Start::CBPackC" CBPackC
NX_SetEVFo "Sexout:Start::CBPackX" CBPackX
NX_SetEVFo "Sexout:Start::refSurface" refSurface
NX_SetEVFl "Sexout:Start::fSurfaceX" fSurfaceX
NX_SetEVFl "Sexout:Start::fSurfaceY" fSurfaceY
NX_SetEVFl "Sexout:Start::fSurfaceZ" fSurfaceZ
NX_SetEVFl "Sexout:Start::fSurfaceAngle" fSurfaceAngle
NX_SetEVFl "Sexout:Start::noAnim" noAnim
NX_SetEVFl "Sexout:Start::nUseZAZ" nUseZAZ
NX_SetEVFl "Sexout:Start::bActorAmale" bActorAmale
NX_SetEVFl "Sexout:Start::bActorAblockCrotch" bActorAblockCrotch
NX_SetEVFl "Sexout:Start::bActorBmale" bActorBmale
NX_SetEVFl "Sexout:Start::bActorCmale" bActorCmale
NX_SetEVFl "Sexout:Start::bCanOral" bCanOral
NX_SetEVFl "Sexout:Start::bCanVaginal" bCanVaginal
NX_SetEVFl "Sexout:Start::bCanAnal" bCanAnal
NX_SetEVFo "Sexout:Start::refMoveATo" refMoveATo
NX_SetEVFo "Sexout:Start::refMoveBTo" refMoveBTo
NX_SetEVFo "Sexout:Start::refMoveCTo" refMoveCToYou'll notice anim isn't written but animA+B+C are. it's why I assumed they'd be preferred and actually yield results that were reliable.
If they're 0, the script sets them == anim. So if the call set them specifically, they're not changed to == anim.
If in doubt, I always go to the source code

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SexoutNG for Fallout3: It's Here
in Sexout
Posted
var_array is an NVSE command added much later than ashmedai's dll creation date. If you want to know exactly what commands will compile in your port, launch the game with ashmedai's fose dll, and also josh's and ashmedai's fose plugins. Once you've done that, exit the game and open the fose.log. You'll see every command listed in the log that is added by fose, josh's plugin and ashemdai's extender plugin. I'm pretty sure that ashemdai's changes to fose are the same as josh's... adding con_TFC, con_TCL and con_TM. Personally, I've been running ashmedai's release since it was uploaded... along with sexus and AP, haven't had a problem yet that was related to fose/plugins.