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      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.

Nessa

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Posts posted by Nessa


  1. I have found the problem!! :lol: :lol: :lol:


     


    It seems there are setting under the misc section in the MCM window for Anal, Vaginal, and Oral. These were inexplicably all 0. Changing this gets rid of strange 9.3s!! :D :D :D


     


    So now my question is, what could have caused them all to default to 0? (I've tried several new games and each time they default to zero.) Is there an .ini somewhere? I've never previously messed with those settings before.


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  2. I'm lost at this point. Latest beta is still giving me 9.3 on everything. Is there a possibility that these blocks you mention could be inadvertently applied to all NPCs somehow? Some conflicting mod or something? The trouble is I still get 9.3's even when I turn off everything but sexout mods. I've tried the PC, NPC and NPC, nothing is working now.


     


    For the life of me, I can't think of a thing I've changed since all my tests last week either. But if this is working for everyone else I've obviously changed something! :lol:


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  3. I just tried the Butch scene and it's giving me 9.3 as well. I can't get any Sexout anims working at all now. The only thing to do is figure out what's interfering but that's what doesn't make sense. I haven't changed anything from when I was doing all my testing from last week. WEIRD! :s


     


    EDIT: OK, anyone have a copy of beta4? I'd like to try that one. :shy: (I tried looking at the GitHub thingy but that was... confusing. And I'm already confused as it is today! :angel: )


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  4. Hmm... I'm getting the same exact 9.3 errors as above again today. Even without the moveto. I'm going to revert to the non-beta and see what happens.


     


    EDIT: OK, I'm officially wierded out. 2.6.85 is giving 9.3's on everything as well. What causes a 9.3 abort error? Something is clearly interfering though why it would suddenly pop up I have no idea. I guess the only thing to do is narrow it down. That sounds like a job for.... some other day! :lol: :lol: :lol:


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  5. I'm getting 9.3 errors on everything now on Beta 6 and just again on the latest beta 8. Is there anything wrong with the following code?


     





    scn RobarTTWRQAffairScript

    Begin Function {}

    if playerRef.GetInWorldSpace Wasteland
    ; ** Player is outside, arrange things! **
    PlayerREF.MoveTo RobarTTWRQAffairOutsideMarker

    PlayerREF.NX_SetEVFl "Sexout:Start::CallVer" 1
    PlayerREF.NX_SetEVFo "Sexout:Start::ActorA" RobarTTWRoachQueenREF
    PlayerREF.NX_SetEVFo "Sexout:Start::ActorB" PlayerREF

    PlayerREF.CIOS SexoutBegin

    elseif playerRef.GetInCell RobarTTWRQHome
    ; ** Player is in Queen's place! **
    PlayerREF.MoveTo RobarTTWRQHeroMarker

    PlayerREF.NX_SetEVFl "Sexout:Start::CallVer" 1
    PlayerREF.NX_SetEVFo "Sexout:Start::ActorA" RobarTTWRoachQueenREF
    PlayerREF.NX_SetEVFo "Sexout:Start::ActorB" PlayerREF

    PlayerREF.CIOS SexoutBegin

    else
    printc "RobarTTW Error: Bad RobarTTWRQAffairScript call!!"
    endif
    End


     


    Also, the next function used to work awhile ago. (I did a whole bunch of testing with it.) Now it's giving me 9.3's as well:


     





    scn RobarTTWDDPlantAffairFunction

    int iType ; 0 == self love, == 1, plant love

    Begin Function { iType }

    if iType == 0
    ; ** Self Love **
    playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1
    playerREF.NX_SetEVFo "Sexout:Start::ActorA" playerREF
    playerREF.NX_SetEVFo "Sexout:Start::ActorX" RobarTTWC9EvilPlantREF

    if GetPCIsSex Male
    playerREF.NX_SetEVFl "Sexout:Start::Anim" 101
    else
    playerREF.NX_SetEVFl "Sexout:Start::Anim" 114
    endif

    playerREF.NX_SetEVFo "Sexout:Start::CBDialogX" RobarTTWDialogDDPlant2Greet
    playerREF.CIOS SexoutBegin

    else

    playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1
    playerREF.NX_SetEVFo "Sexout:Start::ActorA" RobarTTWC9EvilPlantREF
    playerREF.NX_SetEVFo "Sexout:Start::ActorB" playerREF
    playerREF.NX_SetEVFo "Sexout:Start::raper" RobarTTWC9EvilPlantREF
    playerREF.NX_SetEVFo "Sexout:Start::CBDialogA" RobarTTWDialogDDPlant3
    playerREF.CIOS SexoutBegin

    endif
    End


     


    Am I doing something consistently wrong here? :angel:


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  6. OK, stupid question time again! Let's say I wanted to access whether or not the player has been raped or has raped anything, in a dialog. Using a condition I mean.


     


    My current idea is to use a begin script to find out, then change some quest variables. Then the NEXT dialog (after the player has selected a dialog) will depend on the result. If that makes any sense. It is a bit cumbersome. :s


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  7. ** More Riservity Reserved **


     


    Ack... forgot credits. This goes on the main page next update!


     


    :heart: Credits


    Scripting Help/Nif Help

    AJ - THANK YOU! <-- Responsible for gorgeous "Radscorpion Hole" scripting among other things! :shy:


    Odessa


    Symon


    Loogie


    Everyone in the scripting help thread!


     


    Content


    Quetzlsacatanango - Neon Signage


    Speedy - More Neon Signage


    Me - New Dog Textures, Roboyote, Robongrel, brainy dog meshes, Factory Graffitii, Crazy TV's, floating barge, and other stuff I forgot. :lol:


    0

  8. Loot Issues

     

    For players that have lost The Greatest Items Ever....

    • The DC area loot map is here:

      [download]

      post-99-0-27507600-1410997930_thumb.jpg[/download]

    • If you're in Point Lookout, check out Panada or ... the Lighthouse... or... the Cathedral... or...  a few other places I forgot. :lol:
    • If you're in the Pitt....  I have no idea, I have to look at the scripts again. :lol: :lol:
    • In any situation, look for Lead-Lined Cases, Wall Safes, and Clay Pots. That's usually where the thieves stash your loot. (You know, so you can find it later. They're considerate thieves!)

     

    Other Stuff

    • OK, where the heck are the fabled Bad Ends!?
      Umm.. yeah. About those... They are present but currently turned off by script because I keep running into crazy crashing/companion issues. Once I manage to solve those FOR GOOD, I'll start opening up Bad Ends.
    • Hey, I've never heard of the Bad Ends, what are they?
      Instead of being rescued by a hero or waking up alone somewhere, you get captured. Currently: Point Lookout (complete but pending animations), gypsy ghouls (complete except needs a minor rewrite and bug fix), and ??? (mostly complete but waiting for some new content).

     

    What to Watch For

     

    General Stuff

    • Do you ever wake up and mysteriously can't draw your weapon or use the pipboy? If so, first enter "enableplayercontrols" in the console, then tell me what dream you woke up from!

    Dreaming Door Stuff

    • If you go through the door and end up falling towards Rivet City.....  do you die? Or do you wake up first? :lol: I may have to do some more scripting here to ensure the player doesn't actually die.
    • If you're in the Alien Lab and it's the player's turn for "study", is there any crashing during the sexout animation sequence?
    • In the Eternal Hallway (you'll know it when you see it), any hiccuping while running towards... well... nowhere? :lol:
    2

  9. [WIP] Another Kick in the Head - TTW Extension (Currently Broke)

    View / Download File

    WIP - Another Kick in the Head - TTW

     

    NOTE: I just got back to FONV and I've found several big issues with this that need to be addressed. So for the time being I'm pulling this as it wasn't working anyway. It seems I've got some scripts that need updating. Not sure when I'll get to it however. So sorry for the time being!
    An extension of the wonderful AKiTH that extends support for TTW.

     

    Like the original AKiTH, this also has a series of dreams and multiple different heroes. Because the DC Wasteland is a lot nastier than the Mojave, chances are more likely you won't end up being saved by a hero. Any lost gear can be found scattered across either the DC wasteland or various DLCs.

     

    DLCs Currently Supported

    • Point Lookout
    • The Pitt (Steelyard and Entrance)

    Requirements


    What is Functional?

    • The main point of the mod is completed. Namely: dying and getting saved by heroes or waking up in various areas with lost gear.
    • Only 4 dreams are in a mostly functional state at the moment. Cloud Nine being the one with the most options. I have many other dreams in a partial state of completion.

    What needs testing?
    • I haven't tested every single location. So please pay attention to where you are and if you run into issues, post them here! The more info I have, the easier it will be to fix.
    • I'd appreciate players taking a look at The Factory. In the console type "COC RobarTTWPittTrogFactoryMain". (Or it's in the Steelyard if you're in the neighborhood.) I'm particularly interested in input from players with slower computers. Is the area too choppy for you?
    • Hero dialog: typos? A hero doesn't show up or talk? Let me know about it.
    • There is one dream quest that is finished. Be nice to an NPC named Hsui-Ying. (And don't be communist!) Eventually you'll get the sequence started.
    • Are there any giant exclamation points in dreams? (This means I forgot to add something to the data download!)


    FAQ

    • Hey I lost my super important item! Where is it!?
      That was stupid! However, there's a loot location map in the support thread that might help. Whatever the case, keep an eye out for Lead-Lined Metal Boxes, clay pots, and the occasional wall safe. Most loot locations are around Raiders. Also check out vendors like Moira, Seagrave, or Panada in Point Lookout. Also might want to have some decent lock-picking skills or a companion that can manage it.
    • Why are you uploading this now!? It's not done!
      I need to be sure I've got the simple stuff working before I release some complex stuff. SO, beta release it is!
    • What's this optional Cloud Nine Band stupidity!?
      That's if players want to hear the band actually play music as was originally intended. I'm probably going to be getting rid of the band entirely when this leaves WIP status however.
    • Why is Sexout required!?
      Currently there is some sexout content. (But not much!) You'll run into most of it by using the Dreaming Door. So beware! Eventually I'll make it so it's entirely optional or put in an MCM toggle perhaps.


    5

  10. Well... had a look at the existing undies in TypeN and....  well... blase...  So I did a quick conversion of SinBloods stuff. :shy:


     


    SinbloodConversion.7z


     


    It uses his textures so you'll still need those. And I made 3 variations. :angel:  I'll probably put some version of this (with different textures) in the main TypeN download next update.


     


    Please note these haven't been tested in game. So if anybody uses them, let me know if there is clipping.


    0

  11. I think Niyu meant this mod. (I have Sinblood's version, just haven't looked at it yet.)


     


    According to the Readme: "If you want a different mesh for females, rename the .nif file that you want to "femaleupperbody.nif" and place it in Data\Meshes\UUndies\f"


     


    So in this case, make a copy of the mesh in "meshes\armor\underwear" from TypeN, rename it accordingly, and plop it in the correct folder. Then you'd have TypeN working with UUndies.


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  12. Minor addendum here. Somehow I picked the wrong Brisa. It seems her real numbers are:


     


    15cb --> 5579


     


    She's also a royal pain in the #(*$&#...  :dodgy:


     


    EDIT: Oh for....  It seems Brisa makes use of 5 different Brisas for ... some reason. I'm mad now. Brisa is going to start taking commands if I have to shoot her!  :s  :angel:


     


    EDIT2: OK then...  Brisa isn't setup like a normal companion. (BIG surprise.) Her follower variables point to various quests. And... I don't think there's a way to use buildRef for that right? I think I'd better stick to disabling her. :angry:


     


    Anyway, the 5579 number is the right one for BuildRef. :shy:


    0

  13. No rush, as always! :angel: Actually it's a good thing you're out for a week or so, I've a load of work to do myself! :lol: :lol:


     


    No, just the crucifix stuff. The restraints work just fine now. :cool: 


     


    I just realized one could probably make furniture out of the large restraining posts and the pillory but one thing at a time! :angel: :angel:


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  14. OK some more interesting news! One, the rotated cross doesn't seem to have any effect. Sorry Zaz! :blush: The Zaz animation is still misaligned. Like this:


     


    post-99-0-84727600-1410898322_thumb.jpg


     


    Now for the interesting news, that shot is of the player. Crosses that are setup as proper furniture (meaning the sit 14 marker) can be used by the player! If the ZAZ animation lined up it would work perfect too. 1st person is just fine along with 3rd.


     


    Regardless of all this, I believe the vanilla cross can be made to be used by the player also. If that's the case we no longer need to have complicated playidle setups for some of this. Provided the alignment can be handled.


     


    Regarding the alignment of the anims like "ZAZ02CruxFurnitureStruggle.kf", is there any way to rotate those 180 degrees in nifskope? That wouldn't fix the furniture with the cross included (sit marker 14) but it might fix the setup that uses the vanilla crucifix furniture (Sit marker 10).


     


     


    Oh, and LegionVictims (which isn't released yet) will make extensive use of Zaz stuff as well. :angel:


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