• Announcements

    • Ashal

      SITE MOVED - IN READ ONLY MODE   12/08/2015

      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.

MistahIncognito

Members
  • Content count

    91
  • Joined

  • Last visited

Posts posted by MistahIncognito


  1. Hey dew, couple of questions. firstly, do you have to keep 'selecting' a training course for your slaves after hearing 'they're making progress" or can you jsut set once and it'll keep training it?

     

    Secondly, is the mod compatible with VIET/HIP, or am i dumb and that stuff already got integrated.

     

    You have to continuously select the training course. I don't know about VIET/HIP, but I've had no problems CK+.  Actually, now that I type that out I realize you didn't ask anything about that. So... How's HIP? 

    0

  2.  

    Is there any chance to get another jester in the event that Harley dies? First go with the mod and she died less than a month after signing on.

     

    And an issue I found is that I trained a slave, and eventually branded them. However, they were a political prisoner and once released from the dungeon so that they could be added to my court they were instead released to their home nation's court. If someone undergoes slave training they should be forcibly added to your own court. 

     

    Another interesting aspect I observed is I married the Futanari and one of our "activities" was "seen" and I was blackmailed. At this time she was my wife so I dismissed it and now my wife is known as the unfaithful.

     

    Also, if you keep a slave can you opt to sell them at a later time? It seems a little wasteful not to.

     

    As long as you don't have a court jester, and you haven't turned her down with your ruler, then it should trigger the potential for a replacement to show up in about a year or 2.

     

    What version of the Dark World mod are you using that the prisoner wasn't forced to your court? This was an early bug, but was caught and fixed in a follow-up patch. The present code does a release then move of the person to your court. And what do you mean by a political prisoner? A prisoner is a prisoner is a prisoner as far as I've been able to find so far. With it not being handled differently if I kidnap them or capture them during war.

     

    Heh. No idea about that futanari one. What event were you activating? Not every event runs the risk of being "seen" and so far none of mine that I've created involve that, which means you seem to have somehow triggered a vanilla event or perhaps one from another mod.

     

    Yes, a branded slave, even if you keep them, should allow you to sell them at a later time if you so choose.

     

     

     

    I'm using the current version 0.53. I ended up conquering a neighboring nation to get my slave back once kidnapping attempts failed. 

     

    Regarding the Futanari, I seduced the futa with the vanilla seduction focus. Once the Futa was charmed by my sexy ways, I married them. A few months after our marriage I received a blackmail attempt regarding my futa wife. 

     

    And yes, I know that DewGuru is developing Dark World and MuteDay has Sexual Crusaders, but I've been very confused as to if you are both working on the mod together or it has been handed off or what is happening. 

    0

  3. Is there any chance to get another jester in the event that Harley dies? First go with the mod and she died less than a month after signing on.


     


    And an issue I found is that I trained a slave, and eventually branded them. However, they were a political prisoner and once released from the dungeon so that they could be added to my court they were instead released to their home nation's court. If someone undergoes slave training they should be forcibly added to your own court. 


     


    Another interesting aspect I observed is I married the Futanari and one of our "activities" was "seen" and I was blackmailed. At this time she was my wife so I dismissed it and now my wife is known as the unfaithful.


     


    Also, if you keep a slave can you opt to sell them at a later time? It seems a little wasteful not to.


    0

  4. I did a quick once over of the thread to see if anyone mentioned it and I saw nothing' date=' so I'm asking. I try to initiate the consensual sex option for Eddie, and we go into the sort of animation-less stance and stare at each other. Not sure if it's relevant, but the rape option does work and unlocks the Powder Gangers quests.

    [/quote']

    Would you be so kind as to share the dialogue line you chose that didn't provide an animation?

    "Well... okay' date=' I guess I don't have much choice."

    [/quote']

    Aaand apparently I misread your original report. Which explains why it didn't strike a bell at first. If you're having an issue with Eddie then that's not my mod. As far as the named PowderGangers, my mod only deals with Joe Cobb. It doesn't have an interaction in the NCRCF. I'm betting that's Lougie's mod you're having an issue there. Sounds a lot like the Tryout Powder Ganger mod.

    0

  5. I did a quick once over of the thread to see if anyone mentioned it and I saw nothing' date=' so I'm asking. I try to initiate the consensual sex option for Eddie, and we go into the sort of animation-less stance and stare at each other. Not sure if it's relevant, but the rape option does work and unlocks the Powder Gangers quests.

    [/quote']

    Would you be so kind as to share the dialogue line you chose that didn't provide an animation?

    0

  6. Sorry I've been out for several days. I've been rather ill and haven't been able to check in on things.

    In my game there's no option to talk to Ringo about getting the money. Next bug is a little weird' date=' if I just continue the quest and pay the caps muself/lie to Cobb he freezes after the 3-way and the quest doesn't progress, no post-sex conversation. However, if I tell him the town accepted the deal first, then lie about Ringo dissapearing, then use the "resurrect" console command to unfreeze Cobb, then pay Ringos debt myself the quest will progress.

    [/quote']

    This is an issue that I have noticed a few mods that comes up once in a blue moon. I'm not entirely sure how to avoid it. It's one of the reasons I've tweaked a few activators to potentially get ahead of them. It's best to quicksave before speaking to NPCs because of this, but I will see if I can come up with a solution to it.

    So... Um... Cheyenne is actually female. Just throwing that out there.

    Yeah... I honestly thought I used gender-neutral pronouns as often as I could. Seems I missed one. Might revisit that' date=' but until we see any oral animations for Cheyenne we'll have to be amazed by her hermaphroditic state.

    I cannot get the animations to work with this mod, after I'm done talking to any of the NPC's they just walk away, every single one of them.

    Doc Mitchel, Sunny Smiles, Joe Cobb and Ringo, nothing works.

    I have tried reordering my load order but still nothing happens.

    Could you provide me with a load order?

    I'm not trying to belittle anyone' date=' I'm just pointing out that in its current form the mod does not fit into the game world. It's kind of acting as a wrecking ball to my immersion. If you don't care, that's fine. If MistahIncognito doesn't care, that's fine too. I'm not the creator and it's just my opinion.

    [/quote']

    I mentioned this in the Brutal Rapers thread and Halstrom responded and it seems like we both agreed Sexout needs a "female creatures" list:

    While we're on the topic of Cheyenne' date=' [b']she should really be on the banned list.

    Hmm yeah I thought about adding her in SCR, but then it may get funky with other mods like Cheyanne Replacer or if someone adds a dog strapon :)

    Is ther a "FemaleDoesn'tRapeFemalesList" or Should there just be a "FemaleCreatures" List for Cheyanne, Lily & the Mother Deathclaw?

    I don't believe the list exists' date=' but it should be in Sexout itself and should just be a FemaleCreatures list. Sexout would fire off a 3.14 error or something and not let sex initiate.'

    EDIT: Which will majorly screw up SexoutResolutions, which is currently under the impression Cheyenne is male. I pointed that out over there a few minutes after my post in this thread, but I don't think anyone has noticed it yet.

    [/quote']

    I haven't posted anything with the intent of bringing it to prideslayer's attention yet because I knew it would break Resolutions.

    I actually care, but I also enjoyed the little bit of strangeness it provides. Referring to Cheyenne as a "he" in my dialogue though was a mistake. One I will have to correct. It works much better with the Cheyenne Replacer mod since you can have oral action. It'd be nice if we had a Doggie oral, tongue action, animation. It could resolve all these problems, keep Cheyenne in the action, and still remain plausible within the game world.

    But if Cheyenne were added to a do not sex list, I'd find another workaround. Still, I'm hoping for at least beast oral animations.

    Edit:

    If you want to belittle someone for it' date=' I put it in the original SexoutEncounter mod. I will admit I didn't (and still don't) really care about the dog's gender. I just wanted a situation to to figure out how to trigger a sexual encounter between NPCs when the player entered an area, create new greeting dialogue based on something else having happened and be able to have a multi-part sexual encounter. It amused me so I picked Sunny and Cheyenne to do it.

    I think MistahIncognito has done a good job of fixing a lot of the issues with original and moving it forward.

    [/quote']

    I am sorry for reading it the wrong way. Not always easy to tell I guess with written word.

    When people put work out there I always be encouraging too' date=' so wanted to chime in to say he was doing a good job and any mistakes are probably the fault of original mod.

    [/quote']

    I don't feel as though I was belittled at all. I always welcome constructive criticism so that I can develop a better mod. And immersion is always something to strive for. I just didn't realize the dialogue mistake during the rewrite.

    That being said, I greatly appreciate you stopping by and having words. Being the original IP developer for this mod's inspiration and original base it does the ol' ticker good to see you pop in.

    0

  7. @ MistahIncognito:

    Just a wild thought: do you think you could incorporate an additional quest path and resolution that would be similar to one in Fun in Goodsprings mod? By that' date=' I mean help PGs take over Goodsprings without killing anyone and then have its original inhabitants be forced to perform sexual favors to both you and PGs any time from then on.

    [/quote']

    So you're looking for a quest that would save the town, ie: prevent the PGs from destroying it. But at the same time "enslave" the people as a means of compromise with the PowderGangers?

    I've yet to try Fun in Goodsprings mod, but I'll give it a look over and see how things fare. I don't mind implementing the quest line. I do have a few ideas if that's what you're looking for.

    0

  8. You can't call SCOF from scripts right now; like many console commands' date=' there is no corresponding con_* command that is needed for scripts to call such functions. I'll see what I can do about adding that to NX.

    Or better, perhaps just a whole new function to use instead of the debug print, that sends the text to a file named after the mod issuing the call; e.g. SCR calling NX_DebugPrint.. would have the output go to "sexoutcommonresources.esm.log" or something like that. I'll put it on the "see what I can do" list.

    [/quote']

    I wasn't thinking of calling the actual SCOF command directly, but re-implementing it, to an extent. That way the user still gets a cursory glance at the console, but also a hard log that they can maintain. The date/time timestamp allows for it to self-rotate without intervention. And instead of a log for each plugin, just a default log as we would with SCOF. Prefix our output and it wouldn't be an issue.

    And I do so love me some log files. Granted, I spend a fair bit of everyday reading log files. :cool:

    0

  9. I don't see why not? The description in the Geck says nothing about it being a console command only. However' date=' it doesn't specify how to turn it off, although I would assume passing an empty string would do that. Only thing to do is test it. One issue is that it doesn't overwrite, it always appends, so unless you vary the name with a counter or date, it will always append the console data to the file name you passed. Which also means that unless someone goes in and manually cleans it out or deletes it, it will continue to grow.

    [/quote']

    If we could script the scof call then we could generate the log file on startup. eg: NewVegas-%date%-%time%.log

    Which would go a long way since one unexpected, yet frequent, crash wipes it all out. So you wouldn't have to worry about appending. Each new game launch would be a new log file.

    0

  10. Random idea' date=' if its unfeasable disregard.

    So the new debug slider goes from 0-99. Hal has reserved 0-9. Theres nowhere near 100 different plugins for sexout (yet :P). Make 99 "Show all"?

    [/quote']

    I like this. Now, another unfeasable idea and not entirely SCR related so slightly on-off topic. I know we can use scof to output console data to a text file. But is it possible to invoke scof from a script? It'd be great if we could devise a way to generate timestamped log files without the need to do it manually.

    0

  11. I haven't had a chance to take a look at it yet' date=' but is it my understanding that the new slider allows for the display of one mod's debug output at a time? So as srayesmanll added it for soRapist. Then when setting the slider to 13, we would theoretically [i']only see soRapist's debug output?

    Theoretically, yes. When the setdebugmode command is called within a script, it is only supposed to affect debugprint commands within that esp that the script belongs to. So if you set it to 13, then you'll see the debug statements from soRapist, if you then set it to 2, soRapist debug statements will stop and SCR debugs will appears (depending on what Halstrom is doing with 2-9). When you reset to zero, it should disable for all mods. The caveat is of course that the mod devs have to add Halstroms code snippet into a script somewhere into the mod, and you can't use PrintToConsole within scripts (this command always prints to console regardless of debug mode). So far my testing shows it works for my mod - it activates and deactivates correctly. Need more mods to add this to really test it.

    Halstrom: Maybe reserve a number (99) as an "all on". We'd have to modify our scripts to check for both the "all on" and our own, but it might be useful.

    My initial thought was that the value would be all inclusive for those up to that number. Why? I don't know. It's a foolish idea now that I actually think about it.

    0

  12. Hal' date=' if you expand your list of allowed debug levels from 99 to erm.. well 265 since you've reserved 1-10, then you can eliminate the value sharing/collision issue by having people just use their mod index + 10.


    int myModIndex
    set myModIndex to GetModIndex "myMod.esp"
    set myModIndex to myModIndex + 10
    if SexoutSQVAR.iDebug == myModIndex
    SetDebugMode 1
    else
    SetDebugMode 0
    endif

    The UI still has no way to present a list of what value is for what mod, but that's not a huge deal I don't think.

    [/quote']

    Halstrom: Just added the debug check to my mod and it worked nicely. Set the debug to 13 and went back to the game and the debugs were showing up in the console for soRapist. Reset it to 0' date=' and the debugs went away. Very nice. 1 thing I added was that I only check when the pause menu is closed. Works very nicely. Thanks for this.

    [/quote']

    I haven't had a chance to take a look at it yet, but is it my understanding that the new slider allows for the display of one mod's debug output at a time? So as srayesmanll added it for soRapist. Then when setting the slider to 13, we would theoretically only see soRapist's debug output?

    0

  13. 1.2.0' date=' everything worked perfectly.

    [/quote']

    Sweet. That's what I like to hear. Feedback is always welcome. :D

    Is this compatible with Wasteland Innuendo and Humping the Mojave?

    I run them concurrently and haven't noticed an issue. Then again' date=' I also run the wsex (sexual innuendo) override. Still, as I only add dialogue and make calls to Sexout's API then it shouldn't cause you any issues.

    That being said, should you find some feel free to report them so that I can find a solution and correct them.

    0

  14. Oh that reminds me: MistahIncognito' date=' meant to file a bug report here the other day.

    The method currently being used to call the actors - defining a variable in the dialogue scripts, then setting that variable to getself, then using that variable in the Sexout calls... seems to be finicky at best. And since you're having to define it every time, I don't really see how it saves you any legwork.

    I popped into GECK and changed the Sexout calls to use the explicit character refs instead of your variable (i.e. using SunnyREF instead of SexEnc or whatever the variable's called), and everything worked as intended.

    I mention this here because what first drew my attention to it was the exact problem Santr describes - having "sex" with yourself instead of the intended actor (sex with only one actor defined = masturbation).

    tl;dr - I recommend using explicit references for the simple dialog Sexout calls.

    edit: I just realized I was late to the party - I wasn't on the last page, I was mid-topic. Oh well, hopefully this is still relevant.

    [/quote']

    I had actually already gone through and made those changes because I noticed through the play testing that sometimes it worked, sometimes it didn't. The intention originally was for the acts themselves to be attached to generic dialogues. But I found that losing a personal touch. It just took a little longer to update all the implicit references to explicit. The implicit reference was something I picked up from other mods during my original investigations. They would use GetSelf, but because I used the latest Sexout API standards it required that I attach to the actor in question. So using GetSelf was no longer an option. I would have to create a local reference object and attach to that.

    Just a little late to the party, but still welcomed and much appreciated.

    Variables inside of the dialog script are finicky at best. This is what I was running into with Sunny and the soRapist mod. I was using the GetSelf to get the speaker and putting the ref in a variable. In my case' date=' it was variable (person could be any follower, the dialog is not tied to a specific character). It was causing a variable in a Sunny NPC quest script to reset. Funny thing is there are 2 variables that control sunny as a follower, and the other was not reset. So she would follow me but I couldn't talk to her. Also MTM explained to me that if you do use a variable that is going to have a value set by an NVSE call (like GetFirstRef) it's best to set the variable to either a hard value, or to a quest variable value first using the "set X to value". Otherwise other issues could crop up. Oh, and I think the Willow example you cited was with soRapist as well (another variable issue...)

    [/quote']

    So you're the reason Sunny keeps resetting on me! :P

    All that being said, I'm pleased to say I finally rolled out the latest version. Enjoy 1.2.0

    0

  15. If it is the same problem with mine' date=' he means that Joe Cobb does not have any dialogue to begin "Bending over backwards". Not before talking with Trudy, not after, not before talking to Ringo and not after.

    [/quote']

    That'll be fixed in just a moment, or shortly thereafter. I managed to sneak some dev time in during work and I'm just testing it now.

    0

  16. Joe Cobb is bugged cant find dialogue to start quest

    I just noticed that when I started a new game. I'm fairly certain I know where the problem lies, but I won't be able to get to it until later today. I've got a class in a few hours and am in desperate need of a nap.

    0

  17. I imagine that a good route would be to offer the people of Primm to try to negotiate with the renegade PG's' date=' then getting captured by them and held in (sexual) slavery. After a while they beat you and leave you for dead, you pass out, and when you wake up (perhaps with a leg or an arm broken) you find that they are just gone. Presumably they just got tired of waiting around for the townspeople to give up and left...

    That would be my suggestion. Anyhow it is the quest that I would hope you make your next project.

    [/quote']

    Are you referring to the My Kind of Town quest in Primm?

    0

  18. I'm less than pleased to say that it has taken me this long to post the update. I needed a little bit of time for research as I'm still getting used to the G.E.C.K and NV modding in-general. However, I'm ecstatic to announce the latest release. In it all the issues reported have been repaired, and the options expanded within the initial quest line.

    More so, the Sunny Resolutions Compatibility patch is no longer required and should be removed. Especially since it never properly functioned in the first place.

    Edit: Well that's egg on my face. By fixing everything I threw in another bug. Which is now fixed. Again, get your Goodsprings freak on.

    0

  19. ...and now I've hit a quest-breaker. :(

    After Sunny and Cheyenne finish their business' date=' I talk to Sunny and tell her of the deal with Cobb. But after I agree to become her "playtmate", PC goes into masturbation animation and Sunny just stands there, dressed, as if nothing's happened.

    After PC finishes, nothing happens, and if I talk to Sunny I can tell her of the deal with Cobb again... rinse, repeat.

    I see no conflicts with this mod in FNVEdit and nothing comes up in the console when this bug occurs, so I'm at a loss which mod could be the culprit (unless it's a bug in SR?).

    [/quote']

    Well I'm slightly embarrassed that these issues are popping up. I should have some free time tonight to crack into the mod again and poke about to see what's up.

    I noticed this last night during a play through. There are a couple of issues. If you try to jump into convincing Ringo right away after he greets you in the gas station then Sexout will treat it as though the player has no available partner in the vicinity sending them into self-serve mode. I noticed it happened under Trudy as well unless certain conditions were met.

    I'll see if I can't find a work around to prevent this from happening tonight.

    I ran into an issue with the playthrough last night where Sunny disappeared right in front of me. I had paid Ringo's "bounty" of 50caps to Cobb' date=' then went to Sunny in the saloon to take her the protection proposal. When I walk into the saloon, she immediately began getting it on with Cheyenne, then afterwards she just disappeared from in front of me, and never seemed to return. This happened every time I entered the saloon trying to speak with her. One time I was able to interrupt the process by speaking to Sunny prior to her and cheyenne making it. It started the regular option in your mod (eating Sunny), then she disappeared right after that. I didn't see this with the run through previously. Unfortunately this was at the end of playtime so I didn't get to test extensively. I did remove your mod, and the problem never cropped up again. However, 2 differences between the previous run where this did not occur and the last run that did:

    1) New version of soResolutions.

    2) Added the Cheyenne Replacer mod to this current run through. I don't think that mod would affect Sunny directly, but there could be some interaction between the two mods that is causing it. I never saw this problem with either mod individually previously. This was the first time I had both installed. I will try removing that mod and see if I can recreate the issue without it. I won't be able to try it until late tonight (real life sucks...)

    [/quote']

    I almost want to say they are falling through the floor. I've not had that happen to me at all. But I'm not using the replacer. I can poke around a run through tonight with it installed and see what happens. If there's a conflict that crops up on my end then I'll see if I can't develop a compatibility patch.

    As for the dialogue issue, I'm scratching my head over it. I don't have the line marked as top level so it shouldn't be popping up in anyone else's dialogue. Shouldn't even be popping up in Doc's from what I gleamed. Again, on my todo list tonight.

    0