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astymma

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Posts posted by astymma


  1. 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.


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  2. 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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  3. 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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  4. 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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  5. 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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  6. 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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  7. 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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  8. 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 = 0

     

    These 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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  9. 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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  10. 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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  11. 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
                    endif

    Why 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
                    endif

     


    Anyway, 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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  12. 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" refMoveCTo


     


    You'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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