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astymma

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Posts posted by astymma


  1. Can you two (nightwolf and sashalag) post your load orders? It's beginning to sound like you have a mod that's conflicting. I have been using positioning for over 30 hours of play and it hasn't failed once. Not that I don't believe you, I just think you are using a mod that I'm not.


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  2. TBH, we could do with a lot more "service" animations where one partner is simply being serviced... whether they be male or female giving/receiving isn't important to me. And I don't mean just one partner giving oral to the other, but also fingering, fisting, dildos, spanking, teasing, caressing, etc.. You know, general foreplay stuff (well, fisting isn't exactly foreplay LOL but you know what I mean  ;)  )


     


    Another example of pose packs you may want to consider Greg is something like Slave In Pose for FNV. There's an Oblivion Conversion of 30 some odd poses from Slave in Pose as well which IIRC includes blend files. It has a nice mixture of laying down, kneeling, bent over and standing starter poses.


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  3. If possible, when it stopped working:


     


    What/who were you having sex with.


    Console messages that did display and whether you saw a WTF message or an Abort message.


    Consensual or rape.


     


    Basically anything that can help me try to recreate the conditions of what happened to you.


     


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  4. To train your slave with an animal talk to the slave and tell them "follow me". Once the desired slave has been told to follow you, go to one of the BU creatures. Activate the creature like you would an NPC to talk to them. You'll get a popup menu and one of the options is Training. You can then choose to train them once with that critter or continuously.


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  5. I have a case where SexoutPositioning doesn't initiate at all during sex but I get no messages and there is nothing in the console. It seems to persist across different saves (older ones and saves with another character).

    The only way so far to fix it for me has been to delete the mod, jump into the game, save, and then quit and install the mod again. It has happened twice.

     

    Not much to go on I know, sorry. :/

     

    However, it has involved powder gangers both times (since I'm in that part of the tryouts mod), and I also run the Tryout-PG Kennel-Beta.esp

    Oh, and I'm not running the absolutely latest version of sexout either, I still have the version before.

     

    Edits: crossed out some info that was wrong. I will continue to test.

     

    The mod only activates if the Player is Actor A, Actor B or Actor C in a sex act.

     

    The only case where no message is displayed is if the above is not true. Otherwise if the player is the actor that SexoutNGBegin was cast on, you should at least see "SexoutPos: Timer elapsed... moving on." and if the player wasn't the target of SexoutNGBegin you should see the following with the player in the correct A, B, or C position instead of the letter X: "SexoutPos: Actor not player but Actor X is... recasting on X.".

     

    If you aren't seeing that and you know the player was involved, then something is very wrong and any information you can provide me will be helpful.

     

    As far as versioning goes, it should work with 2.6.77 or above of SexoutNG.

     

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  6. SexoutPositioning

    View / Download File

    Here is a positioning mod for SexoutNG. Current Version: v0.3op (current version is SexoutPositioning-Odessa-Fix.7z)

    If you have any problems with the mod, report them in the Support Topic.

    Current Features:

    When a SexoutNG sex act begins AND the player is involved, Sexout positioning will kick in with a message displayed that it's now active.

    Once positioning is active it will respond to 10 keys as follows (NOTE: these are the keyboard 1-0 keys, not the numkeys on an extended keyboard):

    • 1 - move selected actor forwards
    • 2 - move selected actor backwards
    • 3 - move selected actor left
    • 4 - move selected actor right
    • 5 - move selected actor up
    • 6 - move selected actor down
    • 7 - change selected actor (starts with B, then A, then C, then B again... will toggle select all actors off if it was toggled on)
    • 8 - toggle select ALL actors (keys 1-6 will now move all actors if toggled on, select previous selected actor if toggled off)
    • 9 - reset all actor positions to starting position before any changes were done
    • 0 - toggle sexout timer on and off
    • keys 1-6 take effect as long as the key is held down, keys 7-0 take effect after they have been released

    When the sex act ends, Sexout positioning will shut off.

    Current Issues:

    • When the timer is paused, sometimes one or all of the actors will get redressed. (will fix with Prideslayer's input)
    • Toggling the timer on and off will not stop Sexout Lust from managing the Sexout timer as it wants to.
    • Foot IK is still active so moving actors up and down can be blocked by collision with the ground or the other actors.
    • if you're using the Groovatron, you'll need to remap the default key for GroovySettings from 0 to something else.

    Debug:

    • Debug messages are currently ON by default (later releases will include a toggle).
    • If you get an Abort message, positioning will be turned off for the current act (unrecoverable error).
    • Check console messages after an abort and report what happened in the support topic.
    • If you get a WTF message, something unexpected happened (some are unrecoverable errors, some not).
    • Check console messages after a WTF and report what happened in the support topic.

    Credits:

    • Prideslayer
    • Odessa

    Change Log:

    06-14-13 Initial Release.

    06-17-13 Changes Main Spell to correctly ascertain which actor has the data needed in their NX vars.

    07-04-13 Makes console messages more verbose and attempts to start clean each sex act.

    07-04-13 Correction of bug that would have caused sex acts near the player to reset the player.

    07-06-13 Added protection to spells so that if they are dispelled and then execute one more frame of ScriptEffectUpdate, they'll do nothing (no repeat of code).

    07-07-13 Add a timer in SpMonitor to make sure that GetSelf returns an actor before giving up and aborting.

    11-20-14 Uploaded new version containing Odessa and Prideslayer's updates.


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  7.  

    And again, if the actual meshes/weight painting/skeletons restrict you to not being able to use these techniques, it wouldn't shock me.

     

    It doesn't work.  I think the skeleton and the number of bones it has is fine, it is just the weight painting that is the issue.  When I try to manipulate it at too much of an angle it looks bad in blender and even worse "in game".    A good place to check that out is animation 06's blend file that you can grab from here: http://www.loverslab.com/topic/17765-blend-files-for-oblivion-lpk-animations/

     

    I ended up having to rework the original animation to move the offender back from the defender to minimize the penis coming out of the back of the head (skull fucked literally...LOL) as well as making some radical bends that would be painful to a real human, to keep the penis inside the head of the defender.  It still clips just a bit, but it is hardly noticeable.

     

     

    Well, TBH, close enough is good for me... and clipping? What *doesn't* clip in Oblivion? hehe

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  8. What I was originally suggesting works in 2.49b. Though I must admit, the example link I provided uses a hook which isn't friendly to 2.49b.


     


    My basic premise is to use Shape Keys parented to beziers. Animate them according to this (from 2.49b manual).


     


    And again, if the actual meshes/weight painting/skeletons restrict you to not being able to use these techniques, it wouldn't shock me.


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  9. Have you tried 3 bezier paths? When I used to do a lot of animating ages ago to achieve 45 we'd use one bezier deform path but to achieve 90 we'd require 3. For 180 we'd use 7 (2 3's to get 2 90's and a cleanup curve in the middle to correct pinching.


     


    Er, this was back when I was animating hydraulic/cooling systems which animated water/fluid flow through pipes which oddly is kinda exactly what you're doing lol.


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  10. TFC persists in the game state regardless of save chosen. If while playing you turn TFC On, remember it's a debug tool so it persists in the engine as being "on" regardless of save. All saves you load during the same game session will have it on. Now, all debug tools are turned off when a new play session is launched, which includes TFC. So, even if you save a game with TFC on, it will be turned back off when you load that game during a play session that's brand new (loaded your game from main menu) or a play session where TFC is off (loaded your game while playing another save with tfc off).


     


    It basically follows the rule of never load a save while playing another save, always exit the game.


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  11. One thing you'll want to fix is the bsa itself. You've placed the files in one directory too low so directories inside textures are mixed in with directories inside meshes. You'll need to place files in the bsa including the base directories of meshes and textures.


     


    As an example, in your bsa is the directory "cb" containing the nifs AND textures for the cbstylish outfit. My assumption is that the meshes were in meshes/cb/ and the textures were in textures/cb/ but since you've added them together without the parent directories of meshes and textures, the two "cb" folders got combined into one "cb" folder.


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  12. As far as resisting goes, I'd like to implement a way to fight back. A pre-rape option is easy enough with using stats and comparisons between vicitm/rapist, however an option for during is something I don't think would be possible since I'm not sure how Sexout would handle having its animation call's interrupted (or if its even possible to interrupt Sexout once its started). I'm still very new to the Sexout API and learning through trial and error what it does and doesn't like (the freezing bug from too many calls a couple days ago is a great example)

     

    For creatures could the 'smart' filter be a certain armor level instead of clothing type?

    Halstrom had given me a similiar idea that I'd like to implent using the damaged clothing/armor system he was working on. I've been contemplating using durability of said armors if both smart stalk/rape and damage equipment are turned on till Halstrom (or someone else) gets that particular swapping system in place.

     

    If you know which actor originally had SexoutBegin/SexoutNGBegin CIOS'd on them you can CIOS the spells SexoutNGPause, SexoutNGResume and SexoutNGFinishNow on the same actor. They pause the sexout timer, resume the sexout timer and cause a sex act to terminate respectively. Be aware that SexoutLust also manages the Sexout timer and any time you mess with the timer, you may conflict with SexoutLust. Not that that is a bad thing, just something to tell users about.

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  13. I will look deeper into EDE as soon as I am done with current tasks, poke me if I forget, it might be a few days.

    NX_IsUsingSkeleton might be able to tell the difference between _male and _1stperson, but that isn't the problem. IsPC1stPerson works fine for that, and is what sexout currently uses. The problem is in knowing if tfc (The 'ufo' cam) is currently enabled or not.

    If it's not -- it must be, to start animations on the player with pickidle.

    If it is -- it has to be disabled before the knockdown, or the knockdown doesn't work.

     

    Wouldn't the easiest solution be to have the NVSE guys add a referenceable boolean like IsTfcOn that is set True when tfc called via the console? As far as I know it intercepts all console entries and passes them back to the engine if they use internal handlers instead of nvse handlers.

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  14. Tessera still publishes his mods on his website at tessmage.com (member site but free). The MegaMod is still available to long time forum members and, iirc, he solicits a 15$ or 20$ donation to non long time members for the MegaMod. Personally, I've always enjoyed Tessera's mods... just not Tessera. A bigger drama whore would be hard to find. Wesp too for that matter.


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  15. It occurs to me that the problem has only ever occured due to that one LST greeting. I looked closer at it and it's only shown if you've chosen in the LST options to use the following option:


     


    [Greeting reinforcement (priority 100)]


     


    So... for now, don't use that option in LST, it will mess up BU quest progression.


     


    EDIT: After playing the mod quite a bit since turning off this option setting, I've yet to have any problems with quest progression.


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  16. Yeah, wsex has organized beds according to z offset and then calculates angles automatically. IIRC wsex has never adjusted bed sex according to the bed z angle so some beds you'll be head to header, some head to footer, and some turned various other directions. The bed sex in wsex does in fact work though. We may want to copy the z-offset lists since it appears to cover a fairly large selection of the vanilla beds. It uses z+5, z+10 and z+35... but only covers vanilla beds, nothing else. It is, however, a good start.


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