Ok here is how to
add sex objects to the dungeon:
First look at the following file:
pack_dungeon\init\std\base\object\sex\init.dat
These are the definitions for all the sex tools / machines (except stocks and toilet which seems to be in the scene config)
Decide what object you want in the scene. We use the chains, which aren't in the dungeon at all at the moment:
Code:
chain2_object CHAIN2
{
file_name = "scenes/objects/rbChain2TopShape.obj";
file_name_top = "scenes/objects/rbChain2Top2Shape.obj";
file_name_chain = "scenes/objects/rbChain2Shape.obj";
}
This is just the definition for the objects (how it's called, what type it is and what files it loads. As you can see the type is chain2_object and the name is CHAIN2)
Then open the file:
pack_dungeon\init\stories\dungeon\objects\objects.dat
There you can see all sex objects placed in the dungeon. We want to add the chains. We know the chains are of type chain2_object, therefor the instance will be called chain2_objecti (note the "i" at the end for instance) and the name is CHAIN2. We like to put the chain at the same waypoint as the machine (as an example) We also have to give the instance a name "CHAIN1" as it's our first instance of the chain so we craft our entry like this:
Code:
chain2_objecti:CHAIN2 CHAIN1
{
scene_id = DUNGEON1;
waypoint = "machine_wp";
}
and add it somewhere to objects.dat. We could also remove the entry for the machine, but waypoints can be occupied more than once.
To get the chains working we need a remote, which is added to objects.dat too (and the definition is in init.dat):
Code:
remote_objecti:REMOTE2 REMOTE22
{
scene_id = DUNGEON1;
waypoint = "table2Wp16";
object = CHAIN1;
}
Note that "object =" should point to the instance name you set for the chains. This will automagically control your chains with the remote. (I placed it at the same waypoint as the machine remote, so you can pick it up twice)
As an additional example we could also add more clamps:
Code:
clamp2_objecti:CLAMP2 <replace with an unique instance name>
{
scene_id = DUNGEON1;
waypoint = "table2Wp10";
}
We can paste this fragment 10 times (with unique instance names) and you could pick up a clamp from waypoint "table2Wp10" a total of 10 times.("Ahw, it hurts!")
Here is how to have a "puppet" pose:We will change the "lay down" position. So when you send her to lay down, she will still do so, but will go limb.
Open the file pack_dungeon\init\std\base\char\char_base.dat and search for the pose called "SITLAY" (pose_type[98] towards the end of the file)
Replace the section with:
Code:
pose_type[98]
{
type = SITLAY;
id = 0;
name = "*sitlay_0";
spring_x = 0.0;
spring_r = 0.0;
spring_q = 0.0;
need_type = SIT;
need_id = 1;
fade_in = 4.0;
}
I'm not entirely sure what all the different springs do (there is more than these) but spring_x seems to be the spring that prevents you from dragging the girl in xyz directions while spring_r seems to define if you can rotate her. spring_q on the other hand will make the girl keep it's actual pose. So with spring_q = 0.0 it will not retain it's pose (laying down) at all. A spring_q of ~0.4 will make her try to retain the pose a little bit (but might be overcome by gravity and mass) and at about 1.0 it will easily snap back to the pose. Higher values seem to increase the snap back even more.
So you could make the same edit for the KNEEL pose, setting spring_x and spring_r to 0.0 and spring_q to about 0.4 and when you command her to kneel, she will do so but but you can move her and arrange her easily but she will still try to kneel a bit. For example you can have her suck on the pole dildo like this.("Open up wide please")
Note: If you drag her somewhere, attach clamps and weights, then give her a command to go to different pose, she will warp back to the place you dragged her from and the physics with the weights will go crazy. Sometimes it crashes, sometimes the swinging never stops, sometimes it will all settle back.
Try this out, if it doesn't work, ask, I'm not entirely sure I didn't forget to mention something.