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Nessa

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Posts posted by Nessa


  1. I did some more tests, this time using the existing furniture object "03CruxImpaleFurniture.nif" and my newly created furniture object duplicated from the original "NVCrucifixFurniture".


     


    post-99-0-26957500-1410841053_thumb.jpg


     


    The cross on the left is "03CruxImpaleFurniture.nif". As you can see it's not aligned. The cross on the right consists of a static cross (the nasty one with a motor) and a new "NVCrucifixFurniture" object that my new animgroups point to. That one is aligned (but rotated 180 degrees from normal in the GECK).


     


    Now things get fun when the NPC exits!


     


    For the left cross, it's like the vanilla animations are almost aligned properly (but not quite):


    post-99-0-10405000-1410841182_thumb.jpg


     


    For the right cross, which is aligned with ZaZ anims (I think due to being rotated), we immediately have a floating NPC when she exits the cross:


    post-99-0-57981400-1410841227_thumb.jpg


     


    Is it possible to easily rotate the animation files "ZAZ01CruxFurnitureRestrain", "ZAZ01CruxFurnitureGiveUp", and "ZAZ01CruxFurnitureStruggle" 180 degrees?


     


    I'll try your new furniture object in my next test. :angel:


     


     


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  2. No "Dynamic Idle" option I'm afraid. (That I can find that is.)


     


    I tried duplicating the crucifix Enter/Exit entries and put them under my new custom anim group. It DOES work.... but...   the vanilla enter/exit are 180 degrees opposite. So as soon as the NPC exits the cross, it looks like she's floating in air. If we could turn the vanilla anims 180 (or rotate your existing anims) I think it might work perfectly. :angel:


     


    While I'm thinking about it, it may be more useful for the restrained furniture to NOT be sitting either. At least for NPCs. Once an NPC leaves the restrained furniture (setup as a chair) it of course reverts to the standard "get up from the chair" anim. Though this could be solved by a very short fade to black also.


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  3. Very happy to report I have vanilla-style ZaZ crucifixes operating, sort of. It works like the vanilla furniture mostly. You need to have the furniture object having the exact same coordinates as the static cross EXCEPT you also have to rotate it 180 degrees. So it will look backwards in the GECK but it works in game. I haven't tested whether or not the NPC will drop down fancy like a vanilla cross.

     

    Here's the current setup: (it's a tad cumbersome, there's probably a better way)

    • First take the existing vanilla crucifix furniture, and duplicate it with your own name. Then add your new furniture to the "NVCrucifixMarkerObjects" formlist.
    • Next setup the anims as follows:
      post-99-0-74431200-1410832637_thumb.jpg
      Point the animgroup to the new furniture you just made.
      post-99-0-30693700-1410832643_thumb.jpg
      Here I just have the struggle animation currently. Adding the other 3 should be possible. Just have some random chance for each.

    The end result is working (so far): post-99-0-78209300-1410832630_thumb.jpg

     

    Just remember to rotate the furniture in the GECK: post-99-0-07440300-1410832907_thumb.jpg

     

    Nessa is there an option , changing the Idles to dynamicIdles in that drop down bar ?

    just have a go using dynamicidles

     

    Cheers

     

    Oh OK, I'll give that a try next. Thanks! :cool:
     

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  4. Oh my that is dirty. Thanks! :angel:  It would work perfectly provided the script didn't skip any lines. I can make loop check or something to be sure. (I REALLY hate it when it starts skipping stuff!) I've been digging around in NVSE for something but it doens't appear there's a thing to help.


     


    For the time being it might be the best way to go for some of these. I did find out (unsurprisingly) that you have to wait till the NPC (or player) is playing the idle anim before issuing setrestrained (or disableplayercontrols for the player). As usual, timers are needed for everything... :blush:


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  5. Started trying out some of the other furniture now. The player's 1st person view inexplicably screws up for the "hogtie" furniture. No idea why at the moment. It is set up exactly the same as the "stand" and "spread" furniture.


     


    post-99-0-25994600-1410820350_thumb.jpg post-99-0-31607600-1410820364_thumb.jpg


     


    I know there's a way to restrict the player's view to 1st person, anyone know of a way to restrict the view to 3rd? (Aside from a check in a gamemode that is.)


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  6. Alright, if I'm understanding this correctly, we need the Reference ID of the companion wherever they are placed in the world. Meaning in a cell or in a worldspace. We then ignore the first two hex numbers. Then we convert to decimal, yes?

     

    In that case:

    • Brisa Almodavar: RefID: 0D005297 --> 5297--> 21143
      "RHKBrisaAlmodovar.esm"
    • Delilah: RefID: 01000AE1 --> AE1 --> 2785
      "delilah.esp"

    In the case of existing NPCs like Bittercup (or at least in my version of the companion) I haven't been using BuildRef. I've just been using her Refrence Editor ID (BittercupREF) and it works fine so far. Are there some pitfalls I'm unaware of?

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  7. Some success! :angel: The player can now use the restraining furniture in 3rd or 1st person view, and get up after "sitting". NPCs can also use it. NPC's can be talked to while being restrained as well.


     


    Here's the setup:


    post-99-0-10816200-1410810040_thumb.jpg


    post-99-0-40504000-1410810050_thumb.jpg


    post-99-0-57838100-1410810061_thumb.jpg


     


    It seems setting Zaz's idle to "SpecialIdle" is what lets the player get up. If I switch that to simply "Idle" the player can get in but can't get out. Now of course the next question is, can we put the player in restraint furniture and prevent them from walking away? To answer that I'm going to have another look at the PointLookout "punga plant" furniture.


     


    Now for screenies:


    NPC properly restrained:

    post-99-0-60456700-1410810252_thumb.jpg

    Player 1st person view: post-99-0-64213900-1410810283_thumb.jpg


    Player 3rd person view: post-99-0-37376900-1410810302_thumb.jpg


     


    Even with this setup there are some hiccups. The animation for entering the restrained is the standard "sit" anim. Similarly for getting out. So far my attempt to replace the enter/exit anims with duplicates of the idle stop things from working but perhaps I just need to try more options.


     


    I'm also attempting to setup Zaz's crucifix idles the same way as vanilla crucifixes are setup. Not much luck there so far but small settings change things in a big way. Having Zaz crosses the same as vanilla crosses would be a HUGE scripting savings. My current LegionVictims setup makes use of playidle, which is rock solid but you have to enable a static object when you stop the animation for saving an NPC. Otherwise the cross disappears which is wacky. :lol:


     


    EDIT: restraining (setrestrained 1) NPC's stops the hiccup in animations. Disabling player controls -appears- to stop the hiccuping animations for players as well. :lol:


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  8. Heh, OK, got it working very well except for one slight issue: I can't get out once I'm stuck in it. (Granted that is sort of the purpose of this stuff! :angel: ) Duplicating the seated 1st person anim makes it look lovely even in first person view also.


     


    I'm sure it's probably just an idle animation chain problem. Anybody familiar with that at all? :lol:  I'll keep tinkering and post here if I ever solve it. :D


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  9. I'm going to play around with these a bit more. I know for sure they'll work with NPCs if it works on the player too.


     


    It looks like I'll be doing some revisions to TWO mods in this case. The Legion I'm sure could get a lot of use out of this restraint furniture.


     


    Thanks for the help AND for making this stuff Zaz! :angel:


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  10. I've got it sort of working now. Fiddling with the GetSitting integer seems to have helped maybe. The only trouble so far is the animation sort of hiccups and briefly the player picks a sitting idle before being forced back into being restrained.


     


    Currently I have the animation under ChairSitting: post-99-0-18186300-1410759952_thumb.jpg


     


    And under that I have the main animation like this: post-99-0-45993800-1410760011_thumb.jpg


     


    The good news is the orientation is now correct, and the player can look around.


    post-99-0-84177900-1410759794_thumb.jpg


     


     


     


     


     


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  11. OK, I've almost got it working. Two issues: it's rotated 180 degrees off, and player controls freeze up. Meaning you can even pan the camera around. I currently have the animation file under....  Well screenshots are best:


     


    post-99-0-02290200-1410755871_thumb.jpg


     


    The animation is "BondageAnimations\ZAZ\Furniture Anims\Restraint Furniture\03RestraintPostAnimSpread.kf" and the furniture nif in this case is "03RestraintPostFurnitureSpread.nif".


     


    What am I doing wrong here?


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  12. Ooooh. I think I understand now. So the proper way to do it is to make a special idle in the furniture animation section that uses your furniture anims. Then make a condition that it should only play when using the specified furniture. That should most definitely work for NPCs as well. I'll see if I can get one of the restraining posts to work.


     


    I could get a lot of use out of these in fact! :cool:


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  13. I was wondering about those restraining posts. I noticed them roaming around in the meshes folder but they weren't in the esp. :cool: 


     


    I tried the restraining posts but it just plays the standard sit animation. Is there another way to setup the furniture in the GECK so it uses another animation?


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  14. A little late to this party, are we talking about making static objects and then having the animations work with those here? That would be invaluable for ZAZ stuff. As it stands I have to black the screen out multiple times in order to swap animations. (For instance, NPC in a pillory, black out, 2 NPC's using pillor, black out, one NPC again. Annoying!) :angel:


     


    Is there any chance of perhaps turning the crosses into furniture? That would alleviate some annoyances on that front too. My LegionVictims mod makes extensive use of ZAZ crosses but things would sure be easier if it was furniture like the vanilla cross.


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  15. OK, I've got a strange issue. Er...  I still feel compelled to put this in a spoiler. :angel:


     


    Getting repeated 9.1 abort errors on a supermutant. I've added the supermutant to the SexoutCListSupermutant list and still no go. The type is set to Oral. Nothing strange about the guy either, not ghosted or anything. Running 86 beta 4.



    Anything glaringly wrong in there? :angel:


     



    scn RobarTTWCydSexMutantBJ

    Begin Function {}

    ; ** Mutant BJ **
    playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1
    playerREF.NX_SetEVFo "Sexout:Start::ActorA" playerREF
    playerREF.NX_SetEVFo "Sexout:Start::ActorB" RobarTTWCydSupermutantRef
    playerREF.NX_SetEVFl "Sexout:Start::isOral" 1
    playerREF.CIOS SexoutBegin

    ; ** Tell Quest script to warp player **
    let RobarTTWBadQuestCyd.iTimer := 25
    End


     


    EDIT: Nevermind. Apparently an individual that is giving a...  ... to another actor is a "receiving" actor!? :dodgy:


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  16. OK, just had a look. Everything seems operational here. The script doesn't look like it needs NVSE either. (Though one should have it anyway.) However....  do ANY vendors at all have Vegas Girl outfits? If none do, fire up FNVEdit again and take a look at the "xNVOClothingQuestScript" script. Are there any errors in the global reference section (at the bottom)? (Another option is to right click on the TypeNOutfits.esp and select "Check for Errors" if you don't know about that already. :blush: )


     


    The only thing I can think of is that the script is failing at adding to Chet's inventory and as such the rest of the script fails to. That should never happen UNLESS somebody somewhere changes Chet's inventory container in a big way. (Big as in changing it's formID.) Chet's inventory container should have a formID of "00104C7A". If any mod changes that, than the script has a potential to fail. And I'd like to know if a mod does change it because if so, I'll change how armor is added to vendors. :blush:


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  17. Ok now I'm confused! :lol:


     


    KD refers to when the two actors fly apart after an animation sequence right? :blush:  In that particular case, no, the sounds don't stop IF there is a dialog callback. The sounds continue until the dialog callback package completes. There's a zipper sound after the end of the dialog callback and sounds cease after that.


     


    Also, is the zipper thing new? I don't remember that.


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  18. It seems voices stop after the dialog callback is completed. For rape situations that is. So they do end but it's a bit disconcerting.


     


    Maybe I have my player voice setup differently, but it sounds like climaxing sounds -after- things are over. If it was perhaps sounds from Sex Level 1 (soft sounds) it might work.


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  19.  

    Regarding crime..... :blush:

     

    Say I have an NPC that is going to be in the same cell as the player. The player tries to pickpocket and fails. Is there a way to reset things so the player can pickpocket this NPC again?

     

    The idea being, after a day has passed the player can try to pickpocket again. It would appear things only reset normally if the player is not in the same cell as the NPC in question. :dodgy:

     

    I thought that alerts cool off in 3 game days?

     

     

     

    So did I. But apparently not if the player is in the same cell as the NPC for those 3 days.

     

     

    Regardin Is there a way to reset things so the player can pickpocket this NPC again?

     

    Disable / Enable does the trick, if it's viable for you

     

     

    I'll give that a try. Maybe  can blink the NPC in and out of existence briefly. Thanks! :angel:

     

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  20. Regarding crime..... :blush:


     


    Say I have an NPC that is going to be in the same cell as the player. The player tries to pickpocket and fails. Is there a way to reset things so the player can pickpocket this NPC again?


     


    The idea being, after a day has passed the player can try to pickpocket again. It would appear things only reset normally if the player is not in the same cell as the NPC in question. :dodgy:


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