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Posts posted by Nessa
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Wasn't Nadine terrible? They really went out of their way to make everything ugly. But then they always do. Vanilla Oblivion was terrible and I think they should win awards on ugliness for Skyrim.

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Oooh. So if it's the player using a custom race it CTD's? That's stupid.
:lol: I don't use custom races when I play so that must be why I've never run into that. (I use Ling's something or other for my player character.)Anyway, this mod would have no trouble with that. None of the NPC races I created can be used by the player.

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If it is, I've never CTD'd yet and I have several mods that use the Mojave Delight resources in the same way.
I can't see why a custom race would CTD unless someone is incorrectly trying to use the Mojave Delight esp as a master. Even then it's still possible but you have to edit your esp via FNVEdit. The GECK will fry any esp that is set as a master when you save. Then THAT would CTD if you tried to you use it in game. As this mod is esm there is no way I could use Mojave Delight's esp as a master anyway. That's why only the Mojave Delight resources are required, not the esp.
Anyway, that's a long way of saying: no.

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Isn't there a way to adjust gravity so you slowly fall down? Globally maybe? I could swear I've played a mod where they did that at some point but I can't remember which one!

EDIT: Alright it was Oblivion. That Dwemer Airship mod has a parachute. (I shouldn't have looked either. The Extended CS beats the living #(*&$# out of the GECK... I'll hopefully finish before I get the Oblivion modding bug!
) Anyway, it uses a really nasty and arcane looking script to do... something. Which apparently lets the player gently fall. I'll have a look but does anyone else have an idea on how to accomplish this in an easier way?

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OOOH. Ok then. Now that's making more sense to me. The scenes I was having trouble with indeed were using both dialog scripts AND CBDialog. I'll just avoid using both like that in the future then. And.. also move away from CBDialog where possible.

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Erm...
OK, question, why should I not be using Sexout calls in Dialog results? I heard about this awhile ago and have been using a function call instead on new scripts. But I'd say half my mod (and all of another mod I've yet to release) uses dialog.
And... in the case of dialog after sex, we should be setting up a quest then? Yikes, that's going to take a bit to redo. I'd better hold off on new scenarios until the old ones are updated. It possibly could explain why I was having some issues with multiple callbacks on the same actor. The first time would always work and then it would fail on the second dialog pretty regularly. So much so, I just stopped having more than one sexout act. Just one and that's it. (Testing it now though, I actually prefer that. Maybe a case of less is more?)
Isn't that always the case before a release though? You're ready to release then BOOM a bunch of stuff crops up!
But it is better to have things rock solid. Otherwise you're hit with the dreaded "This isn't working!! Waaa!" comments. 
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Ooooh. Thanks Pride. Worked perfectly. And no messing around with stupid packages!
(Well, more than necessary anyway!)There are TTW things in Sexout formlists! Though not any trogs that I can find. I wonder if that's why I kept getting errors while testing in the Pitt? When I get back to Pitt stuff I'll have a closer look.

EDIT: Wait, that's not right. The Trog I just made for an alien abduction scenario worked just fine without needing to be added to a formlist. So, as usual, I'm clueless.
:angel:
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I'm full of stupid questions lately. Say I wanted to make the player do some self-love anims? There's no way to use a callback for dialog in that case is there?
The scenario is such that the player does some self-love anims, then a dialog needs to show up from the actor. (A plant in this case.) I suppose I could just do it the usual way and use a package. It just seems Sexout's callback is more reliable.

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Well thanks for the info. The next time I run into that error, I'll know I need to add something to a formlist.
Speaking of which... the creatures in FO3 probably are NOT in the formlists then, right? Should there be a TTW-ified Sexout plugin then? (Or hopefully some fancier way to manage it?)
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That seems to have worked. Any reason why some created creatures don't need to be added to formlists while others do? Out of 7 creatures for this one scenario the only one that failed was the mutant.
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Alright, I took a screenshot this time. Mostly everything is working but occasionally with creatures I get an abort that goes like this:
NGSAN (1): Aborting due to 9.1
NGSAN (1): A is Super Mutant (2D00ADA2)
NGSAN (1): B is Amata (2D008ECD)
NGSAN (1): C is <no name> (00000000)Now, the script that I'm using for sexout in this case is a function, so it works 90% of the time and I'm never telling Sexout anything about actor C. Just for completion sake, the script used is:
scn RobarTTWDDLabAmataAffairScript
ref rAmata
ref rCreature
Begin Function { rAmata, rCreature }
rAmata.NX_SetEVFl "Sexout:Start::CallVer" 1
rAmata.NX_SetEVFo "Sexout:Start::ActorA" rCreature
rAmata.NX_SetEVFo "Sexout:Start::ActorB" rAmata
rAmata.NX_SetEVFo "Sexout:Start::raper" rCreature
rAmata.CIOS SexoutBegin
EndAm I doing something crazy that might be causing this odd error? MOST of the time everything works with the same script.

EDIT: Oh yeah, Sexout version 2.6.85.
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Thanks for the ideas!
Sexout not working!? Uh oh. Didn't consider that. If the sexout anim fails that probably breaks every sexout sequence I have.

EDIT: fnSexoutActorInuse indeed did the trick! I've got Amata working perfectly. Now it's time to handle the player.

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I thought I had them more widely available but I put a note to fix it for the next release.

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Looks like it's not informing me about new posts again....
Well, cowgirl stuff is for Vegas Outfits and the Cowgirl Vixen outfits (the ones with the cowboy boots) are sold at.....
Vault 21
Van Graffs
Citadel (TTW)
And that's it apparently. Next update I'll add those outfits to more vendors.

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I've got a dumb question. How do I access the variable that controls how long a standard sexout animation is? OR... can I set a fixed duration for a given animation sequence?
I've got a dream sequence where I'd like the player to blackout almost immediately after... the anim is finished. During which I reset all the actors and such. But I can't do that unless I know exactly when the player is done.

EDIT: Actually, not just player. I'll have the same problem with an NPC coming up.
EDIT 2: I should really check this place out more often. There's a NEW syntax now? *starts reading up*
EDIT 3: Another question, any way to set a variable only AFTER an animation is finished? That might solve the whole thing even easier.

EDIT 4: You can't have a sexout sequence with actors set to "ghost" can you?

If this keeps up I'll have 3 million questions... Stopping here!!
:lol:
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I introduced RAND to you a page ago

Quest only works in gamemode (gamemode block) -------------> Timer does too. Timer doesn't even goes if player waits(Wait menu != gamemode)
Also about waiting - didn't think about that. Can you check if sound will still play if player waits?
Yeah and I totally missed the RAND thing the first time! Silly me!

If you go into menu mode (wait menu, probably pipboy too) the timer doesn't keep going. The worst result is that there is more silence in between songs.
Unfortunately I was getting crashes. It works fine the first time the player shows up but if the player comes back again things get crashy. (Likely this was because I wasn't resetting variables properly. Though when one STOPS a quest you'd expect variables to be clear. But whatever.)
However, I did come up with a scriptless way to -almost- get it working.
Make a sound object, set the location of the sound to the folder with the music, then put loop on it. It won't cycle through songs while the player is there but every time the player shows up in the cell a random song will be chosen.I could maybe make a new script with a simple timer and just tell it to play the sound object. (Fortunately the songs are all about the same time.) Is it true that a timer will run faster or slower on different machines?
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Now there's an idea. I didn't even know RAND existed!
Sure beats playing with stupid old GetRandomPercent!! The documentation for the GECK isn't the greatest. I'll factor in those changes and make things randomized.I think I got a handle on what the duration for each song should be but.... say the player goes into the console? The timer won't update during that right? Also, would the timer update during MenuMode I wonder?
Best I can do at the moment at least.

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I didn't have any trouble setting up the radio station itself. It was simpler because there was no announcer. (Just do the talking activator thing and set up the songs.) I got songs to play if I used existing FONV songs. But no matter what format I tried, my music simply refused to play. Wav, ogg, mp3, nothing worked. And I tried various encoding options for each. The most mystifying was the wav format. That has 12 million varieties and I tried each stupid one. All to no avail. Oddly wav WILL work as long as I make a normal sound object and play that.
It should be noted that on my install ONLY FONV stations work. All the TTW vanilla stations refuse to play as well. Likely this is some kind of codec thing that also extends to custom stations. (Though I have very few codecs installed...)
It seems Agatha has only one song and it would have the same issue as the radio stations. That is, it requires a "dialog sound" which under my setup apparently doesn't work.
I'm actually considering either: looping one song only or just tossing the band entirely. It was fun with the NPC's up there with instruments but this is a lot of hassle for something that isn't really plot related.

EDIT: OK, I may have it working, kind of. Provided you pick the right wav format (seems to be 8-bit unsigned stereo) the following should work provided you can figure out what the duration is.
; *********************
; ** Cloud Nine Band **
; *********************
int iDuration
int iTimer
int iLastSongPlayed
int iLastSongPlayed2
int iLastSongPlayed3
int iLastSongPlayed4
int iLastSongPlayed5
if iTimer >= iDuration
print "iDuration Reached!"
let iTimer := 0
; ** Shift the list **
let iLastSongPlayed5 := iLastSongPlayed4
let iLastSongPlayed4 := iLastSongPlayed3
let iLastSongPlayed3 := iLastSongPlayed2
let iLastSongPlayed2 := iLastSongPlayed
if iLastSongPlayed != 1 && iLastSongPlayed2 != 1 && iLastSongPlayed3 != 1 && iLastSongPlayed4 != 1 && iLastSongPlayed5 != 1
; ** Song 1 **
RobarTTWC9LienaREF.playsound3D RobarTTWSoundC9FloatingCloud
let iDuration := 10000
print "Playing 1 now"
let iLastSongPlayed := 1
elseif iLastSongPlayed != 2 && iLastSongPlayed2 != 2 && iLastSongPlayed3 != 2 && iLastSongPlayed4 != 2 && iLastSongPlayed5 != 2
; ** Song 2 **
RobarTTWC9LienaREF.playsound3D RobarTTWSoundC9AprilSunlight
let iDuration := 10000
print "Playing 2 now"
let iLastSongPlayed := 2
elseif iLastSongPlayed != 3 && iLastSongPlayed2 != 3 && iLastSongPlayed3 != 3 && iLastSongPlayed4 != 3 && iLastSongPlayed5 != 3
; ** Song 3 **
RobarTTWC9LienaREF.playsound3D RobarTTWSoundC9Celeste
let iDuration := 10000
print "Playing 3 now"
let iLastSongPlayed := 3
elseif iLastSongPlayed != 4 && iLastSongPlayed2 != 4 && iLastSongPlayed3 != 4 && iLastSongPlayed4 != 4 && iLastSongPlayed5 != 4
; ** Song 4 **
RobarTTWC9LienaREF.playsound3D RobarTTWSoundC9MorningLight
let iDuration := 10000
print "Playing 4 now"
let iLastSongPlayed := 4
elseif iLastSongPlayed != 5 && iLastSongPlayed2 != 5 && iLastSongPlayed3 != 5 && iLastSongPlayed4 != 5 && iLastSongPlayed5 != 5
; ** Song 5 **
RobarTTWC9LienaREF.playsound3D RobarTTWSoundC9ForgottenWorld
let iDuration := 10000
print "Playing 5 now"
let iLastSongPlayed := 5
elseif iLastSongPlayed != 6 && iLastSongPlayed2 != 6 && iLastSongPlayed3 != 6 && iLastSongPlayed4 != 6 && iLastSongPlayed5 != 6
; ** Song 6 **
RobarTTWC9LienaREF.playsound3D RobarTTWSoundC9VelvetSunrise
let iDuration := 10000
print "Playing 6 now"
let iLastSongPlayed := 6
endif
else
let iTimer += 1
endifOf course, the songs play in the same order every time and currently I'm having a really hard time figuring out what the heck the duration time should be for each song.
Any ideas for improvement?
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The only trouble with music is it might not be turned on. (Like me, I always have music volume set to zero.) This is more like the old lady that plays the violin in FO3. That was set up as a.......
I should really see how they did that. She plays different songs!

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Well there's an idea. I actually went through the radio tutorials once before in FO3 so it wasn't too bad setting it up this time. (They sure to make it as confusing as possible don't they?) My issue this time was that the songs wouldn't play in FONV at ALL. I tried every configuration I could. Mp3, ogg, and a boatload of different wav formats both stereo and mono. None worked.

However, that script should work perfectly! Thanks! I was really hoping I could have more than one song since that would get monotonous after a while.

EDIT: I actually managed to get playsound to work with a particular stereo wav format. I think it was 4bit unsigned stereo but I can double check if anyone is curious. All other stereo wav formats I tried either wouldn't work in the GECK and in game, or would work in the GECK but not in game. Annoying to say the least!
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I had no end of trouble using resetquest. As near as I can tell it didn't work. In the end I made the quest non-repeatable.

I have an audio question. Is there a simple way to make several sounds play randomly?
I have a "band" and I'd like them to play more than one song but no matter what I do, I can't get radios to work. (I think it has to do with codecs.) BUT I can get the song to play as a standard sound object. The trouble comes in if I want more than one song to play.
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Big update this time. Syaujye now are NOT breezy. Yay!

And.... added Desert Frocks, colored lingerie, Raider Charmer, Desert Charmer Outfits, and Armored Dresses (CCCP Armor).
Also... new TTW version handled by installation script. Finally outfits can be had in the DC area. Though obviously not everything.

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The Familiar Friend thingy works in TTW? *looks it up and grabs* If so, at least I can get rid of that hideous giant thing on my character's arm.
No such luck for the stupid interface though.

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Don't understand pother about that mod - nothing special I think.
It is if you hate every last pixel related to one of the worst designed game interfaces ever invented in all of history!!

Ahem. That is... the pipboy. I may not be terribly fond of it.
:lol: 
It's my primary gripe with the fallouts. The vanilla interface in Oblivion was pretty bad even that was better. Although I only played Oblivion with the modded interface so the Fallouts always feel like I'm taking several steps down in quality.
I've found if you install that mod that speeds up the pipboy animation that helps somewhat but since TTW I've had to ditch the Readius (or pipboy 2500 or something, can't remember) so I'm really annoyed at the pipboy again.
And that's just the interface part. Let's not get into how ugly it is.
1

Sexout Sound Replacer
in Downloads - Fallout Sexout
Posted
Just recently updated and I'm noticing sounds are continuing after an animation has been completed. Latest SoS and latest Sexout. Not sure if this issue was present in previous SoS versions as I've just started to do some Sexout testing. SexoutNG voices are turned off via MCM. Anything else I should consider? (Knowing me this is probably something really simple!)