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vpig

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  • Birthday 07/04/1974

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  1. Here is the Animy_Prostitution conversion tutorial I promised. After the basic conversion, there are so many different ways to do things, I just kept it as simple as possible. Hope it works. Spoiler fixed!
  2. For those who are experiencing npc's just standing there- make sure you have installed the Animy_Prostitution .dll files. Install just the .dll files! Penny- sounds like you have a partial installation of AP, which is why it is incomplete. AP requires manual installation. Trying to use FOMM or another mod manager usually results in incomplete installation. Install all of the AP .dll files, including the file in the FOSE folder. Skippy- thanks for answering questions while I was away. Much appreciated.
  3. Hi all. Sorry about being away for so long. I was recently working on the AP conversion tutorial and discovered that some of the dialogs in the SexoutSex file are really messed up. When I dropped out for awhile, I thought I'd delivered a working mod. But these bugs were bad. My mistake and my apologies to everyone who had to deal with them. New file upload in the OP New SexoutSex.esp file- Fixed the dialogs and a problem with removing the strapon from the PC. Should be working now. I can't guarantee that every dialog is bug free. I fixed the ones I found, but there may be more. If you find one, tell me here. Also altered the strapon dialogs. Now, you don't need a strapon in your inventory to initiate the dialogs. You will be issued one! This file replaces the original file. I also discovered that my attempt to set the duration time to 25 seconds wasn't working. Instead it was defaulting to 15 seconds. Gah! So I made two files that do set the duration time to either 30 or 40 seconds. 40 seconds matches AP's duration time, so you could conceivably make use of some of the alternative sound files available for AP. The trouble with 40 seconds is that the Rapers stalk time is set to 30 seconds. So you'll get fewer "gangbangs" because the stalkers will time out. Your choice. Use only one. One last bug. Sometimes, the PC will stand up during the "act" and will be unresponsive. In earlier playthroughs, I found that hitting the Tab key would reset the PC and the animation would work normally. Lately, this hasn't been working. In that case, hit ~ (console), click on your character and type: playidle sexoutreset That will correct things. Annoying, I know. This is usually a result of the mayhem when Rapers is active. AP conversion tutorial coming.
  4. Billionaire, thanks for the positive feedback. I probably didn't need to include any bodies. Why limit anyone's choice? There are so many body mods available. Personally I use a custom version of Body By Race that I ported to FO3. I like variety.
  5. Billionaire, SexoutRapist is a possibility for a port to FO3. The basic functionality, which allows the player to initiate rape, is there. I've never been able to get the follower/enthrall/gang rape functions to work right, but that relies on the NX functions. I haven't contacted the author, but that is one of the newer mods I've hoped to get converted. Maybe soon. As an aside, I have been experimenting with ashmedai's dlls which provide the NX functions. I have a feeling that this may be the necessary direction if we are to get SCR and a preg mod working. If so, then SORapist might end up being fully workable for FO3. Prideslayer, I see why you removed the Rape Punch and Leash. If/when it comes to creating another Sexout.esm file for FO3, I'll remove them.
  6. Billionaire95, the Rape Punch doesn't work. It worked in Sexout but not in NG. It was pretty much understood, but that was then. I should have mentioned it. I think there was a point where it was working again- I will check the gitlab and see if that's true. I will put it on my plate to look into. Maybe it can be fixed. In the meantime, ignore the Rape Punch and the Leash- they don't work. My apologies to all for not mentioning it.
  7. Just a quick update. Common Resources is not working yet. It works as a repository for the various "resources", but none of the scripts are working. I'm taking a break on this, but I think it's doable. I've started on the AP conversion and tweak tutorial. Hopefully it will be ready soon. I'm also rethinking the priority of getting the new animations working for these mods. I've tried adding the bloatfly animation (1901). Edited the Sanitize and AnimPos scripts. Added the required Form List. Added the new animation group. When setting up the "a" animation (bloatfly) I got an "invalid directory" error when linking to the Creatures\Bloatfly\idleanims folder. Any ideas why I got this error? For a workaround, I moved the bloatfly folder to the SexoutNG idleanim folder and linked it there. I didn't really think that would work and it didn't. Debug message says Sexout can't find an animation for the actors. But I set them up. Could use some help. If I can figure out what I'm doing wrong, I can try to add the newer animations, after contacting the authors and getting an OK. Also, if I can get the newer anims working, a Point Lookout patch may be possible, since there are new animations for SM.
  8. Quickswitch- I don't know why you would be researching "quick fixes and patches" for mods that don't require them. If you scan a thread, looking for links and assuming they are some "fix" or "patch", there must be some assumption that the mod doesn't work? Why? Where on this thread is there any indication that the mods require fixing? They work, as stated in the OP. Looks like you're not taking the time to understand what you're looking at. Please don't come on this thread and throw a tantrum because you set yourself up for failure due to your own impatience. Enjoy TTW.
  9. Quickswitch, this bundle of mods, which are in the original post, is a stand-alone suite that converts an older version of SexoutNG to work with FO3. It includes the Sexout.esm file and the .esp files which are dependent on it. No other Sexout mods are compatible with these mods. The other links you see in the thread are part of an on-going discussion regarding other efforts and potential expansion of the current set of available mods. I'm currently trying to get a working version of Common Resources and an accompnying pregnancy mod. If it works, these mods will be added to the OP for download.
  10. Thanks, ritual. I'll remember that. Holstrom, thanks and I hope the move goes smoothly. Well, trying to backdate the current version of SCR is not going to work at all. I had hoped to find a way to get it working, so it would be easier to get the preg mod started. But I'll have to revert to the older version of SCR, which I do have running. But getting the current preg mod working with it may be problematic. Zippy, if this affects what you're doing with the store, PM me and I'll send you the backdated files. The "array" error was also part of my dabbling with the current version of Sexout. Astymma, thanks, yes I need to check out the log. Never really knew about it until you mentioned it. As always, thanks for the tip. Thanks, 8".
  11. Back with a couple of problems. In trying to get the preg mod started, the first thing that needs to be done is get SCR working. That's where the first problem came up. Here's the code generating the error: (Sorry I don't know how to post a "spoiler") if ListGetFormIndex SexoutNGFLGlobalCBEndFLV SexoutSSexCountFLV < 1 ListAddForm SexoutNGFLGlobalCBEndFLV SexoutSSexCountFLV endif Geck gives the error, "Invalid object "SexoutSSexCountFLV" for parameter form." I'm thinking this is a limitation of FOSE? Would this work as a workaround? set SexoutSSexCountFLV to SexoutSSexCountV if ListGetFormIndex SexoutNGFLGlobalCBEndFLV SexoutSSexCountV < 1 ListAddForm SexoutNGFLGlobalCBEndFLV SexoutSSexCountV endif Also, using ashmedai's .dll files, I got a GECK error "missing script command" for the "var_array" command. I don't know if the var_array command is an "nx" function or an NVSE beta command. Anyone know where the "var_array" command comes from? Regarding the Point Lookout "patch", well there's a problem. The "Swamp Folk" and "Hill Folk" are "creatures"- Super Mutants specifically. That limits their Sexout functionality to Super Mutant animations. That may work okay for the big "Bruiser" types, because they seem to be scaled the same as a SM. The smaller fellers are normal sized, so the offset, as well as the animation itself just doesn't work (look right). I tried some different things and nothing else seems to work. If I set the "Folk" as different creatures, the player character's anim changes, but the cretin just stands there. Basically, only the Bruiser would work, the rest is simply not compatible. So much for that. I may do something to spruce up the Bruiser, but that's going to the back of the line right now. Also working on the SexoutSex additions but have run into some complications there, too. So, just kinda bumpin along.
  12. Just to let everyone know what's being worked on... Right now I'm working on getting a "sex body"(I'm not saying a "nude" body" ) of a Hillfolk for Point Lookout. If I can get that working, a Sexout patch for Point Lookout will be forthcoming. As potentially repulsive as it might be, a nude body would be better, but that's more than I want to tackle right now. Again, if anyone wants to jump in, say the word. Thinking about a Pregnancy mod, there doesn't appear to be an old, standalone version, at least I haven't found one. I think the current version could be adapted to FO3 if one were to use ashmedai's .dll files. That would add the nx variables and make a port much easier. I'll be looking into it. Maybe Zippy57 could name one of the SexoutStore NPC's "Ash", or somethng, in honor of ashmedai. Then we could grab his shit! Seriously, I think ashmedai posted his files with the idea that, if something came of them the more the better. There definitely needs to be some testing because one of ashmedai's files would overwrite JoshNZ's file. I don't know how that would affect AP running under Sexout. It may be that those who want the nx stuff will have to do without AP (if they wanted it). Then again, the nx stuff might make up for it. It will take some time to get the answers.
  13. Thanks, reathan. These mods come with the older set of animations. So, no amra animations yet. The newer animations should work, but the numbering system has changed, I think. It would just be a matter of determining where, in the old category system, the new animations belonged and renumber them. Then, I think they'd be available for random selection. I'm too busy right now to look further into it. Maybe someone who is more familiar with the new and old animation systems could chime in or lend a hand. If not, I'll get to it eventually.
  14. Great news, fap. Thanks for checking in.
  15. Thanks, zippy. Fap, there is a Fallout 3 mod called "animated prostitution". It is a great mod by JoshNZ. You need to download the mod and copy just the .dll files to your Fallout 3 folder. You DO have FOSE installed, correct? It's the same process. Allow the AP dlls to overwrite. I don't recommend that you install the whole mod as it could cause problems for your sexout installation. YMMV. Please come back and let me know if you get it working.
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