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Hello, this is my first time posting a new topic on Loverslab, even though I've been semi-active when it comes to updates on mods here. If this problem has been asked/addressed before, I sincerely apologize. I have just been unable to find it and not been sure what to search for to find a topic about this.

 

Anyway, I am having some trouble when it comes to animation. I'm using SexoutNG, SCR, Amra's New Animations and Bangatron playing as a male character and when I initiate sex with another NPC it has a high chance, generally more than 50%, to treat my character as the woman in the animation. This is a minor bug and isn't really a big problem, I can just reload and start over.

 

But my big problem is that one character, usually the NPC, starts the animation before my character. This causes the animation between the two to completely mismatch, one being at a different point of the animation than the other. Just looking to see if anyone else is having this problem/has a fix.

 

My modlist:

 

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
FCOMaster.esm
Sexout.esm
SexoutCommonResources.esm
ELECTRO-CITY - CompletedWorkorders.esm
ELECTRO-CITY - Highways and Byways.esm
SexoutSlavery.esm (Disabled)
Mojave Rooftops.esp
SexoutBangatron.esp
SexoutSCRDebug.esp
EVE FNV - ALL DLC.esp
FCO - GlowingOne.esp
Mojave Rooftops Vikki and Vance Casino.esp
Bouncing Natural Breasts.esp
SexoutZAZ.esp (Disabled)
The Mod Configuration Menu.esp
FNV Realistic Wasteland Lighting - Full.esp

 

 

My Computer specs (Probably not relevant but w/e):

 

Windows 7 Home Premium 64-bit Service Pack 1
Asus SABERTOOTH Z77
Intel® Core i5-3570K
8GB DDR3 RAM
NVIDIA GeForce GTX 970

 

 

Any help or headsup if the problem has been resolved elsewhere would be appreciated.

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It has been discussed in both SexoutNG's main page and now Arma's animation page.

 

Sexout has changed some of its animation processes and Arma or someone needs to go in to the Arma's animations and make the changes to make it compatible again. Check those two threads at or near the end of the threads and you will see what I am talking about just in case I misunderstand the situation as I don't' use Arma's animations (and thus don't have any of the animation issues that the Arma users seem to have currently;).

 

that should give you some direction to help you figure out what is going on and help you resolve the issues. Sorry it couldn't be more helpful.

 

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Anyway, I am having some trouble when it comes to animation. I'm using SexoutNG, SCR, Amra's New Animations and Bangatron playing as a male character and when I initiate sex with another NPC it has a high chance, generally more than 50%, to treat my character as the woman in the animation. This is a minor bug and isn't really a big problem, I can just reload and start over.

 

This should be an easy fix. if you know the name for animation just go into fallout folders and replace the animation from givers to takers and takers to givers. this should fix the normally the animation is named ...a or ...b a is the offense side and b is the defense side if this renamed wrong then just replace the a with b and b with a and put them back in there respective folders.

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Anyway, I am having some trouble when it comes to animation. I'm using SexoutNG, SCR, Amra's New Animations and Bangatron playing as a male character and when I initiate sex with another NPC it has a high chance, generally more than 50%, to treat my character as the woman in the animation. This is a minor bug and isn't really a big problem, I can just reload and start over.

It's up to the plugin that actually initiates sex as to which position the player has, not sexout.

 

There is some minor checking in sexout for "effective" character gender (it checks actual character gender and also for the presence of shemale or hefemale effects), but that only causes it to block certain acts from happening if the characters can't perform those acts.

 

Example: If the plugin puts the NPC in slot A and the PC in slot B, then B is going to be the one "getting fucked" no matter their gender if doing so is possible -- which it is if B's crotch isn't blocked and A is a male, or female w/ strapon or other shemale effect.

 

It sounds like bangatron is putting the player in slot B regardless of gender or effective gender.

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"But my big problem is that one character, usually the NPC, starts the animation before my character. This causes the animation between the two to completely mismatch, one being at a different point of the animation than the other. Just looking to see if anyone else is having this problem/has a fix."

 

I've had this problem with sexout for some time.

I've remedied my own issues by reverting to a pretty old version of sexout.

Obviously this isn't going to work for most people as it would render much of the newer sexout mods incompatible.

 

 

I asked prideslayer about this before and he told me it's basically script-lag, if you already have a moderate - heavy modded game there's likely going to be many scripts running in the background. This affects the script that fire when sex starts. (If I'm remembering what he said properly)

I guess the older sexouts were less script intensive?

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I'm going to be adding some sort of gating in to try (even harder) to get the animations to start at the same time, but on the whole, it's out of my control. It's not just sexout, and sexout isn't any more script heavy than it was in the past. It has MORE scripts, but it's only scripts that are actively running that can cause the kind of lag that causes animations to get out of sync.

 

techical tl;dr

 

 

What everyone needs to understand (and few players do) is that in Sexout (and Sexlab, an Lovers, and.....) there is no such thing as a single animation for sex that animates both characters. If there are two characters having sex, it's two entirely separate animations playing on two separate characters. It just looks like one animation (when it works) because the two characters are positioned close to each other.

 

ACTUALLY making one animation that animates two characters, forcing them to always be in sync, is "sort of" possible but extremely difficult to implement in the engine, and impossible to use in sexout even if one were created. The only way to do it is to create a new skeleton file that contains two actual skeletons, one mesh that contains both the actor bodies, and so on. This would technically be one animation playing on one character, it would just look like two.

 

To be compatible with 3rd party bodies someone would have to make meshes with every possible combination of actors. Breezes+T3Cali, Breezes+T3Berry, Breezes+T3M, Breezes+T6.. T6M.. TN.. repeat this for every possible female body. Repeat it again for with (or without) BnB. Repeat all of that again for Roberts. Then do it all over again a bunch more times for all the female+female+strapon combinations, and roberts, and gay male combinations.

 

Just creating one animation like this would be so absurdly complicated and time consuming that it's best though of as "technically possible, but impossible in practice."

 

 

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Well Sexout (and AP) have always used pickidle. Playidle is better, but it's more difficult to use. Before NVSE had strings and arrays it was basically impossible to do the random picker in a single script, and pretty difficult to do it in a spell that was split up into several different effect scripts or whatever. You can't add the idles to a formlist for example.

 

One of the bigger changes a while back was when I started renaming all the idles to follow a strict naming convention of SNG# (like SNG1201) -- so that I could have just an array of integers, and auto-construct the idle name for pickidle. That's all shelved now because I can't enforce that kind of naming on 3rd parties, but the in progress code has all the idle names in it.

 

The first beta will still use pickidle, but switching to playidle will be a lot easier when I decide to tackle that.

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