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nkAlex

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Posts posted by nkAlex


  1. trojanhamster, thanks dude, I'm totally out of free time to make any fixes now... (


    As far as I remember, there was an issue with GetHealthPercentage — it actually may return values greater than 1.0 — I got 1.1 or 1.11 for my PC, got reports about that from other people as well. So I switched to GetHealth instead. So, it has its own issues apparently...


     


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  2. KRSG, Companions sex is unfortunately not 100% complete, so there may be some checks missing. Multiple companions shouldn't be an issue, the script just picks a random one from those who fit the conditions. I think the most likely cause is that the chosen companion decides to switch packages instead of initiating a dialogue, in that case there shouldn't be any problem, may be considered as a missed opportunity :D Approaching companions by yourself is not handled by the script, so it's not supposed to work. Will have to add some animation checks although. As for the battles count, the script now just checks for PlayerRef.IsInCombat, so yeah, it doesn't take into consideration any enemies nearby. Some things have to be reworked, but I'm not sure when I'll have time to get back to it...


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  3. Any plans on adding some extra effects from SexoutSpunk to your mod?

    Effects like what? Doesn't Spunk already work as a hook adding perks and other stuff based on Sexout call parameters?

     

    Like for example that the player gets traumatized after getting raped multiple times

    I think I've mentioned it before, it's in a todo list.

     

    the player getting cocky if he captured & robbed another npc.

    Not sure I get what you mean by that %))

     

    Also, which script would I have to edit if I want to give myself negative karma for robbing and raping peeps (getting negative karma when clicking one of the message box choices)?

    If referring only to Aggressor mode, that will be alxUDAggressorModeCaptiveMenuTokenScript (this is the menu caller script, it even has some actual comments, I think :) ).

    Karma penalties are also in a todo list.

    Any updates from me are on hold for some indefinite time, since I'm currently preoccupied with my job...

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  4. fssntuff, the only mod affected by running that I know of is Sexout Intimacy. If you're talking about the Crowds mod, then this is probably not the best place to get your answer since I've got nothing to to with that mod. I think it didn't work for me most of the time as well.
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  5. fssntuff, you may not always get those. The algorithm is the following:
    • you submit to an enemy;
    • the scene starts and waits for enemies to gather around you for a preset duration of time (MCM setting);
    • when the time comes, anyone who is too far is added to bystanders, they don't have any reaction to anyone else;
    • when the sex animations begin, any enemies not involved (i.e. waiting for their turn) should be walking around clapping and so on. If all enemies are participating — then no wanderers. Bystanders don't do anything.
    Not sure what you mean by "autorun" and "walking somewhere".
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  6. Beta 2
    Was trying to implement a new feature, but since got seriously stuck, posting whatever fixes and additions to existing stuff I have for mow. Does anyone maybe have any experience in debugging random CTDs most likely caused by a particular script, but not showing any actual patterns in happening?

    Update log:
    Victim Mode

    • Fixed the PC health evaluation function, previous one wrongly reported > 100% of health, which led to an incorrectly working scanner. Affects both Scanner and Event modes of Auto-surrender feature.
    • Fixed a bug in the enemy check function - for Auto-surrender modes it forgot to, well, actually check if an NPC is an enemy or just in combat.
    • Modified the enemy check function, now if the enemy is immobile, the PC can only submit to it if it's within a "grab reach" distance (currently set to 250 units, may require tweaking if the dialogues fail to initiate).
    • The creatures are now filtered by skeleton (which means that if the PC submits, for example, to geckos, any hostile Bighorners nearby won't be added to the party).
    • If you choose to bail out on your companions you now have to actually sneak away for 2000 distance units (~30 meters?) to get your controls back.
    • Changed Auto-surrender scanner and how enemies are processed. Scanner's reach when looking for actors is now determined by the game settings in its .ini files. Now everyone in the vicinity (within scan distance set in the MCM) who's not an enemy is added to bystanders array, which should prevent them from switching to combat. Also added a couple of events: OnHit and OnStartCombat. Their logic is the following:
      • If the attacker is the player and the target is not a companion, the scene is interrupted. Or you get a message if you hit a companion — just for being a jerk :D
      • If the attacker is a companion, their stats get reset, the target is forced to non-combat disregarding its relation to the scene. This behavior may be seen on companions when they start twitching trying to unholster and then reholster their weapon, don't think anything can be done about that.
      • If the attacker is a scene participant, their stats are reset, otherwise the scene is interrupted. Then, if the target is a scene participant, their stats are also reset, otherwise the scene is interrupted.
      So, the scene shouldn't be now interrupted by it's participants (excluding Player), only by newcomers.
    • Introduced an anti-abuse system (new options in the MCM) — you can choose between OFF, Default and Full.
      • OFF is not recommended, it may lead to infinite submit loops with no chance to escape.
      • Default will add a cooldown spell of a specified duration (default — 2 "real" minutes) to all of the rapists, they won't be available as aggressors until the spell has worn off. Previous bystanders still can act as enemies and recapture you right after the scene has finished.
      • Full option adds the spell to every scene participant, including bystanders and companions (that is in case you somehow manage to turn them to enemies to submit to them :lol:)
      The spells are cast after any kind of scene end (normal or interrupted).

    Forced Talk

    • Fixed a lot of small things, tweaked timers and some function internals.
    • Fixed sneak feature — now Forced Talk won't kick NPCs out of sneak on dialogue initiation.
    • Added two new features for companions:
      - Forced Talk after Companion wheel.
      - Forced Talk after Companion dialogue.
      Both features can be switched to ON for all companions, OFF for all companions, or to Use list. In the latter case Forced Talk will only run for companions who are added to the UDApiForcedTalkCompanionWheelOverrideList form list. By default, only Cass is on that list, but you can add whoever you like to it (see the General options section).

    General

    • Fixed a lot of small things and bugs, can't remember them all :)
    • Fixed Sexout initialization function — in rare cases it could have been working incorrectly.
    • Added a useful feature — you can now manually add or remove NPCs to/from various UD form lists. To do that, go to Options, turn on Manual list manager, set a hotkey, aim at an NPC with you crosshair, hit the hotkey, and it should be pretty self-explanatory from there on. You can add/remove NPCs to/from the following lists:
      - Global ban list.
      - Slavery ban list.
      - Extra companions list.
      - Forced Talk ban list.
      - Forced Talk Companion wheel/after dialogue override list.
      post-871944-0-10810600-1442336369_thumb.
      PS. You may try removing Cass from the Companion wheel override list as much as you want, it won't work since she's hardcoded :D
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  7. So, now I'm a bit confused also, what the actual problem is? The NPCs turning to their "clapping" packages during the sex act, is that it? How long should the sex duration be to catch this, does it happen on the PC, companions, or both, and any particular conditions besides using positioning?

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  8. The 'clappus interruptus' is happening during sex; I do use Positioning during sex, both the stop timer and the position change features, and it takes a few minutes for the glitch to show up.

    Does it only happen if you use positioning? I haven't tested with it since positioning causes CTDs for me more often than not, or even teleports the PC to some remote location (loading screen pops up), and then the game also crashes.

    The only interruptions of Sexout animations I've experienced so far were from the scripted NPCs which can switch packages mid-act and skip off somewhere, completely breaking the scene. Hence, the "emergency abort" option :)

    All the actors not currently involved in the act should be wandering around playing idles (enemies — riling up, victims — sitting or laying on the ground. Mostly works fine for me, although there may be some glitches in animations, I think it's the engine thing).

    I haven't had Crowds installed for months. I haven't seen any wandering clappers yet, which was a common (and extremely irritating) bug with Crowds.

    Didn't work for me either most of the time, was too lazy to figure out why :)

    The NPCs act the same as they did with Tomm's original version, which is a mixture of milling about, walking, and clapping. Different factions' behavior seems to be influenced by their AI packages and hostility. In my particular case I punched a non-hostile Legionaire which triggered a reprisal and the rape dialog/rape.

    That's how it's supposed to work, I guess? :)

    I don't know if anyone really knows how to keep vanilla NPCs crowds fully under control during sex acts, or if it's even possible.

    If you're referring to enemies/companions suddenly turning hostile or attacking someone mid-act, it's being dealt with in the current WiP, any scene participants turning hostile are being forcefully cooled down now, unless the attack is "external" — then the scene will be interrupted. Works fine, as I've been told...
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  9. I've had a few problems with NPCs fucking my character; specifically they get so full of joy that they jump up and start clapping, then eventually get back to work.

    Is this happening during sex? Newer experienced this problem, I think Sexout overrides any active packages.

    This behavior is from trying to incorporate some of the features of Sexout Crowds, which I actually asked Tomm to add. Unfortunately he didn't stick around to address all of the really irritating side effects caused by applying those idles to a bunch of NPCs.

    Hmm, I think I've used my own coding for this part... Those are just regular wander packages assigned to the NPCs on scene start, they shouldn't be interfering with anything else. Do you have Crowds enabled? I've never checked with it on, it may theoretically be causing this.

     

    It would be amusing if the 'crowds' jerked off instead of clapping, but it might not be a bad idea to add an MCM toggle for crowd behavior if you can't figure out a way to keep

    them under control.

    That would probably require me to rewrite most of the current queues algorithm, which is already pretty heavy as it is now, I think I'm not ready for that yet :)
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  10. Thank you for this mod it's so nice not to have to worry about the mess that is SCR. I gave up on SCR due to just how many different mods it required and The fact that I felt no need for a good portion of the mods it required.

    Uhm, you're welcome? Although I'm not sure how those two mods are even related %))

    Have SCR installed, a lot of mods require it...

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  11. It just irks me that while you're at low hp but still have intact limbs that you're not able to do anything against the rape (since you actually could escape because you still can run). With fully crippled limbs however, for example a broken leg or arm, it would be much harder to escape or resist the rape and would make things more ... "realistic". ;)

    Hmm, the way I see it the surrender mode is more like a player's voluntary choice to surrender rather than a forced upon action :) Anyway, I may add something like that, but it will take time since I'm currently working on other stuff :)
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  12. AceofWind, to which version of the mod are you referring to? And anyhow, neither of them should be capable of gender-swapping NPCs %)))

    If that NPC was inpersistent it might have cause any number of weird bugs although. You can try the new version, I've added an option to make an NPC persistent, not sure if it even works, somebody has to beta-test it ;)

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  13. tonytheg129, then you must have missed something or not installed it properly. If you use any mod organizer, check if all of the NVSE plugins files ended up in the correct folder (i.e. "Data\nvse\plugins"). Also, if you enable debug output you will get error messages explaining what is missing in the console.
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  14. Ozlander68, I've just looked inside Sexout Sex, and it is basically just a very large number of dialogues, I can't see any logical reason why it cold be affected by anything. It also uses a very legacy quest-based Sexout calling system, but that shouldn't affect dialogues at all either. May be something else entirely. Did you try disabling everything but UD and Sexout Sex?


    And I can't do anything about it unless it's reproducible.


     


    The only reason for Sexout Sex dialogues to disappear I can think of is either its main quest has been stopped or has crashed for some reason. That, or some weird engine error.


     


    Execute

    GetQuestRunning xx000ADD
    from the console (where "xx" is Sexout Sex index from the load order), it should return 1.00 if it's running. Then you can try restarting the quest by executing these two commands:
    StopQuest xx000ADD
    StartQuest xx000ADD
    See if that helps.
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