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brocules

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  1. Pretty sure this is a known issue with the latest version of Sexlab Framework, 1.63b9. You can try switching the voice sets your character uses, don't remember if it affected all of them or just certain ones.
  2. I think it's been down for a good while now. I've been using this post by Odessa as a guide: http://www.loverslab.com/topic/6982-the-sexoutng-api-how-to-for-modders/?p=1373520
  3. Thanks for the confirmation. Damn me if only I could reproduce the issue... I could only ask to double check the installation: install Thaunx BnB animations and check that in game everything is fine, then install these animations overwriting the previous files and check again in game. I tried vanilla animations and the BnB animations by Thaunx, both worked fine. As soon as I replace the files with yours, the footsteps go crazy and first person run speed is inreased.
  4. Just stopping by to say that I have the same issue as Sapiencer described in this post: http://www.loverslab.com/topic/41297-fem-run-replacer-fallout-new-vegas/?p=1166912 I was going crazy trying to find the culprit, checking all my mods in FNVEdit and GECK to see which one was messing with SpeedMult or one of the run/walk speed game settings. It never crossed my mind that a run animation would affect 1st person run speed, especially since I don't even use Enhanced Camera. But as soon as I removed this mod my character's run speed returned to normal, and as soon as I re-installed this mod my character started running faster in 1st person mode and the footsteps sound like someone's tapdancing. Obviously not gamebreaking or anything and I'll continue to use this replacer since it's by far the best one out there. But regardless, just wanted to post it here in case anyone else is experiencing it and trying to figure out why.
  5. The only issue in the log I see concerning CD is that Integration and CD are registering the tags for devices over and over again, both of which should only do it when a new game is started (uses oninit event). Do you have previous versions available somewhere? I had a very similar setup a while ago and back then this mod played nice, so I'd like to at least try if it makes a difference.
  6. I'm having the same issue as described in this post: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-2-5-2015/?p=1277798 Papyrus log from last CTD: Papyrus.0.log Load order: With Captured Dreams.esp enabled, I'm getting a CTD after character creation, using LAL or Random Alternate Start. Usually straight after clicking 'Done' but sometimes I can get out of LAL's starting cell and into the world, only to crash shortly after. I compared my load order to the one in the linked post and disabled/enabled every mod we had in common while keeping Captured Dreams.esp enabled to see if I could find the conflicting mod but to no avail. I've used this mod before in an almost identical setup without problems, not sure what the issue could be. If anyone has an earlier version of Captured Dreams stashed somewhere, I'd like to try one out, see if it makes a difference.
  7. BodyMorph is a SpecialIdle. Only a single animation per animgroup is allowed by the game engine, i.e. if you are smoking a cigarette you can't drink a bottle of beer, but you can walk while smoking (=different animgroups). For the same reason, you can't morph and invoke a special idle at the same time, one will take priority on the second one. Now it all depends by when you are invoking that animation. I see it's a gamemode, but when it is supposed to run? To answer your previous message about the function with absolute values, it would break the purpose of Prideslayer's framework. There's no way to track down the actual value of a morph, you can't Get a value from the nif, so the only way is storing these values in the ESM. But if a mod has already morphed something, and then you fix your own absolute value, you will erase what the other mod did. The script/animation is set to run as soon as the player closes the pip-boy, after equipping a certain item. It did cross my mind that the morphing and idle animations maybe couldnt be ran at the same time, but when I commented out all the scaleups and downs and the problem still persisted (until I removed Bodymorph.esp from my load order) I thought that wasn't the problem. But regardless, I now removed all of the Bodymorph code from my .esp and the idle animation still won't play as long as I have Bodymorph.esp active in my load order.
  8. I've got a problem with Bodymorph somehow breaking an idleanimation. I've got the following script in a token that gets added to player's inventory when the character uses a breast pump: If Bodymorph.esp is active in my load order, the idle animation included in the AI package that is applied to the player won't play no matter what, while the rest of the script runs fine. It doesn't matter if I utilize the scaling functions within the same script or not (right now they're commented out for testing), the only way I can make the animation play is by removing Bodymorph.esp alltogether. As soon as Bodymorph.esp is included in my load order, the PC just stands there while the script runs it's course. Bodymorph itself works, things get resized just fine. Anyone got any ideas? edit: I tried with a spell and playidle command but the result was the same, animation won't play as long as Bodymorph.esp is active.
  9. I've been away for quite a while, dunno if something has changed with Halstrom's pregnancy mod that would cripple lactation. In any case, I'm remaking this mod from scratch since I'm setting up another FNV installation for another playthrough. Lots of improvements and I'm getting rid of the seperate tit mesh, it was kinda silly. Prideslayer's bodymorph thingie might be a good alternative, or I might just get rid of visual changes completely. edit: Your problem sounds like what happens when the mod thinks you aren't pregnant, if I remember correctly. When you equip the pump it checks if you are pregnant and nothing happens if you aren't. It doesn't work after birth either, because the original mod was as simple as that and I stopped playing FNV once again before I developed it any further. New version will be a proper one, promise.
  10. Screenshots would be just sexout animations in action, I thought the mod is simple enough to not need screenshots and I don't have FNV installed right now. And the mod was made with a previous version of Vanessa, but it should work with the new version just fine as long as the sex scene scripts weren't altered.
  11. The invisible body thing is a Sexout issue, just happens on a rare occasion.
  12. I can't reciprocate your issues. It sounds like there are other problems or possibly a conflict with something. Things going sour before the sex scene even starts is an indication of that since I only altered the actual sex scene's scripts.
  13. You mean the scene at Atomic Wrangler, right? I'll take a look at it later but it worked just fine for me, not sure what the problem could be.
  14. Version 1.0

    18,203 downloads

    Name SexoutVanessa Requirements - SexoutNG by Prideslayer - Vanessa by GePalladium Description Replaces the fade to black sex scenes in the ' Vanessa ' companion mod with sexout animations. I haven't actually played with the companion yet so if there's something I missed let me know. Installation Drop the .esp inside your FNV Data folder and activate it in your load order. Credits GePalladium for the companion mod Prideslayer for SexoutNG
  15. View File Name SexoutVanessa Requirements - SexoutNG by Prideslayer - Vanessa by GePalladium Description Replaces the fade to black sex scenes in the ' Vanessa ' companion mod with sexout animations. I haven't actually played with the companion yet so if there's something I missed let me know. Installation Drop the .esp inside your FNV Data folder and activate it in your load order. Credits GePalladium for the companion mod Prideslayer for SexoutNG Submitter brocules Submitted 12/15/2014 Category Quests Requires SexoutNG, Vanessa companion mod  
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