Eradawn Posted February 20, 2012 Posted February 20, 2012 Drugs working too, if u drugged then they will rape you every 5 seconds , but i think its only a bug for me thats fused with sexout lust , its now working. So drug rape is working.
Mickster Posted February 20, 2012 Posted February 20, 2012 I keep seeing an error message related to this in the console. Something along the lines "Initializer did not end properly". Stalkers seem to work (not sure if they stalk the player though). Combat rape doesn't seem to work but I need to test is some more. The message triggers on a re-load (not the first time load).
grolik Posted February 20, 2012 Posted February 20, 2012 About the creature rape: The creature rape seems to stop with 9.2 abort in the animation picker in the SexoutNGSanitize script. The creature formlists do not work for detecting the correct creature type. I did a quick test with the factions and that worked correctly (e.g. SexoutFacGecko). The Creature formlists work neither for the FormID nor BaseID of the creature. I could put a workaround for that in the combat rape script (replicate the animation picker) but I expect that this is more likely to be fixed in SexoutNG. The initializer errors on reload are known to me. I will try to cleanup the initialization next. I put an automatic self-reset workaround into the combat script to recover from internal problems but the overall initialization of the Rapers module seems to be quite complex. I need to analyze what happens when and if there are any race conditions. This will take some time.
Mickster Posted February 20, 2012 Posted February 20, 2012 Well, don't know if it helps but yes I am using a custom Race.
prideslayer Posted February 20, 2012 Posted February 20, 2012 About the creature rape: The creature rape seems to stop with 9.2 abort in the animation picker in the SexoutNGSanitize script. The creature formlists do not work for detecting the correct creature type. I did a quick test with the factions and that worked correctly (e.g. SexoutFacGecko). The Creature formlists work neither for the FormID nor BaseID of the creature. I could put a workaround for that in the combat rape script (replicate the animation picker) but I expect that this is more likely to be fixed in SexoutNG. This is the top thing on my todo list, I will try to look at it this week, maybe today. Just been busy around here. The formlists *were* working, and the factions are slated to be removed as soon as I'm sure that no other mods are using them. They did work fine (the factions) but they modify every NPC record, rather than the faction list -- I guess there is no such thing as a 'faction list.' This is a huge problem because loading anything that modifies the NPC after the sexout ESM, that doesn't use the sexout ESM as a master, will undo the faction changes for that NPC or creature, which is why I had to go back to formlists. In any case, they were working fine at one point, so I probably just broke something on accident and the fix should be simple.
saladboy21 Posted February 21, 2012 Posted February 21, 2012 I tested and have everything working but creatures. When Pride gets that squared away we will be golden I think.
saladboy21 Posted February 21, 2012 Posted February 21, 2012 (i've restarted in goodsprings so many times now.. im considering renaming the place to punxsatawney) I know this feeling. I have been trying to start a "perfect" playthrough for the fertilest womb in the west, but keep starting over due to one error or another.
Guest xalien Posted February 21, 2012 Posted February 21, 2012 My courier got raped by young geckos, adult ones gave 9.2. Also got raped by adult deathclaws. Spore carriers still (they stopped working with simple rapers a few SexoutNG versions ago so I guess it's not the rapers fault) doesn't seem to work at all - no rape or error codes.
Erratum Posted February 21, 2012 Posted February 21, 2012 Hi everybody, I'm a happy SO user, and this is my first post. So first, THANKS to all of you modders ! Specially you Grolik. Now, just a quick question : Brutal Rapers was once incompatible with Project Nevada (the rebalance module I think), still is ? Someone using both ? Thanks.
Ganen Posted February 21, 2012 Posted February 21, 2012 I want to post my report on what works and what doesnt, but first I want also to report that stalker rapes dont seem to display my character unless I was raped through combat first (wich always display everything properly and for some reason make stalker rapes display everything fine aswell after) edit: forgot to mention that everytime I reload a save or the game, the situation resets, I have to get raped in combat again so that my character is displayed in stalker rapes, wich is bad for my roleplay since my goal is to avoid being raped >_< (but obviously have it as a chalenging possibility) edit2: just tested that having any type of consensual sex, also makes stalker rape display your character correctly. edit3: important using 3rd person camera seems to also makes your character display properly during stalker rapes, making this problem a non issue really. as for what I tried: -all types of humans tested so far WORK -all forms of deathclaws tested so far WORK -all forms of ghouls tested so far DO NOT WORK (they do strip me, and no erros or crashes ensue) -most forms of 4 legged creatures WORK (legion dogs dont seem to work) -all forms of Geckos tested so far WORK -Super mutants in their town WORK, but the ones on black mountain dont seem to. thats all I can think of that I tested, took alot of time to try checking the source of how and why my character isnt displayed in stalker rapes. ps: is the trigger working for you as a male character fighting a female and triggering you raping her? didnt manage to trigger one, how is it suposed to trigger?
iacex111 Posted February 21, 2012 Posted February 21, 2012 Hi everybody' date=' I'm a happy SO user, and this is my first post. So first, THANKS to all of you modders ! Specially you Grolik. Now, just a quick question : Brutal Rapers was once incompatible with Project Nevada (the rebalance module I think), still is ? Someone using both ? Thanks. [/quote'] I've been playing these mods for some time now, found no incompatibilities.
Lodakai Posted February 21, 2012 Posted February 21, 2012 I use ALOT of modifications. including project nevada. I rarely have any conflicts with sexout. Most of the work is done with scripts.. and those do not conflict with anything. The only mods that you might run into an issue with are modifications to Creatures such as Nvamp VVV or monster mod. But all of sexout should work with almost anything else out there. the design philosophy behind it is brilliant. SHORT ANSWER: Yes I run sexout with PN.. and it works.
grolik Posted February 22, 2012 Posted February 22, 2012 Thanks for the nice feedback. Here is another update (still trying to figure out how things work, so just a minor update): There is a new option that enables animation override mode for creature rape (workaround for the 9.2 errors). This is disabled per default and should be used only until the 9.2 errors are fixed permanently. Removed an override for the Centaur. Not sure why it was there in the first place. I hope it does not break anything.
Sleepy_Soul Posted February 22, 2012 Posted February 22, 2012 dogtown1's Monster Mod seems to work well enough, from a layman's (i.e. myself) perspective at least. Kudos to Lodakai for the scripting/conflicts insights. PC was combat raped by a Mutant Beast and one of the Ghoul variants (Burning One I think). [update: User29 - Just up and happened out of the blue. Nothing unique done my part. Sexout Main is using creature formlists after Monster Mod messes with them on my load order, so perhaps some of the custom monsters become Sexout eligible afterwards. Usually don't survive too long up close to really test which ones work though ] IWS, on the other hand, I could never get to run well, Sexout or not. I just blame my comp specs. To be safe, always load any Sexout mods last. It has served me well thus far.
Nonsense667 Posted February 23, 2012 Posted February 23, 2012 Do all of the creatures in the monster mod use vanilla monster animations? Because if it is anything like Oblivion, creatures that used vanilla animations would work with lovers, but those with custom animations would not.
Chase Roxand Posted February 23, 2012 Posted February 23, 2012 Oh well, looks like I've got a reason to download a monster overhaul now. Nothing like a healthy rape by horrific creatures.
Stormsone Posted February 23, 2012 Posted February 23, 2012 well working or not its not aligned properly in the picture my guess is sexout might work with the monster mod but only by accident.Its cool that this mod works now ty for fixing it.
Sleepy_Soul Posted February 23, 2012 Posted February 23, 2012 Do all of the creatures in the monster mod use vanilla monster animations? Because if it is anything like Oblivion' date=' creatures that used vanilla animations would work with lovers, but those with custom animations would not. [/quote'] For the most part Monster Mod is new meshes, but same model (sometimes slightly tweaked) and animations - werewolves are basically Deathclaws with fur n' fangs. Some creatures are new in regards to model/mesh and animation, but to be honest... they're not very good. Giant spiders are a good example of this. Still, variety is variety, and after ditching it momentarily, I found myself missing it in the end. well working or not its not aligned properly in the picture my guess is sexout might work with the monster mod but only by accident.Its cool that this mod works now ty for fixing it. Pretty much this! The only way to fine-tune it would be to incoporate the Monster Mod monsters into Sexout' date=' but Prideslayer and the other prestigious modders have their hands full as it is, so I wouldn't hold your breath Aside from the 9.2 abort errors for some critters (a known bug with Sexout, and not B-Rapers I believe), Brutal Rapers is doing just dandy thus far. No freezes or crashes after a couple hours of playtesting. A big 'THANK YOU!' to grolik for getting this obviously popular mod back up and running! Oh well' date=' looks like I've got a reason to download a monster overhaul now. Nothing like a healthy rape by horrific creatures. [/quote'] Centaur Thing/Rad Horror/Chimera: 'Why hello thar Chase! My lust is at a maximum, and you're the closest living thing nearby!'
paladuin Posted February 23, 2012 Posted February 23, 2012 I always liked "the only thing that has a heartbeat(pulse) nearby"
saladboy21 Posted February 23, 2012 Posted February 23, 2012 Odd thing: The Gekoes near Goodsprings where you rescue the "girlfriend" only want to rape my couriers ass. She got her ass raped 4 times in a row so it took it's "wight" to 0 and they kept only fucking her ass anyway. Thought it might be worth mention. Coyote at Coyote Den also seemed to only want to visit her derriere, regardless of settings.
Lodakai Posted February 23, 2012 Posted February 23, 2012 I had no idea the monster mod worked with sexout. Did you have to do something special or? I had to use FNVedit to drag the factions over from sexout to monster mod. That's about it. using wasteland edition. (i don't know how important those sexout factions are so you may or may not even need to do this)
ErikRedbeard Posted February 23, 2012 Posted February 23, 2012 I can't figure out why nothing will happen.. I've put both options in Combat Rape to 100%. Checked if the checkbox was ticked (been killed a dozen times by NPC's and loads of times by gecko's ghouls and such but never once did it activate). Tested animation (at least humans with the "Rape Punch" (not sure if this is suppossed to only work on humans). Tested some more animations with: http://www.loverslab.com/showthread.php?tid=3198&pid=61210#pid61210 It works fine. Looking at the console doesn't give me any clue at all.. no error logs nothing.. Also checked with FNVEdit to see if creature records are overwritten which is not the case. Running NVSE 2b12 I've included my current Load-Order just in case. FalloutNV.esm Fallout3.esm Anchorage.esm BrokenSteel.esm PointLookout.esm ThePitt.esm Zeta.esm TribalPack.esm CaravanPack.esm MercenaryPack.esm ClassicPack.esm GunRunnersArsenal.esm DeadMoney.esm OldWorldBlues.esm HonestHearts.esm LonesomeRoad.esm MikotoBeauty.esm More Perks.esm More Perks for Companions.esm More Traits.esm More Perks for Dead Money.esm More Perks for Honest Hearts.esm More Perks for Old World Blues.esm LDFemalePowerArmorPack.esm Fallout3-PackageFix.esm Anchorage-PackageFix.esm BrokenSteel-PackageFix.esm PointLookout-PackageFix.esm ThePitt-PackageFix.esm Zeta-PackageFix.esm Sexout.esm SexoutCommonResources.esm NV_STTraitsandPerks.esp More Perks Update.esp More Perks for Companions Update.esp More Traits Update.esp More Perks for Dead Money Update.esp More Perks for Honest Hearts Update.esp More Perks for Old World Blues Update.esp Rad Regeneration - Redone.esp FotN Fix.esp MikotoBeauty.esp Alita2.esp FemalePowerArmor - Vanilla.esp Type 6.esp Type6 Combat Uniform.esp T6M Combat Armor NV.esp T6M Old World Blues Replace.esp Bashed Patch, 0.esp RFCW_Main.esp RFCW_Anchorage_Main.esp RFCW_BrokenSteel_Main.esp RFCW_PointLookout_Main.esp RFCW_ThePitt_Main.esp RFCW_Zeta_Main.esp RFCW_Main_LonesomeRoad.esp RFCW_Main_HonestHearts.esp RFCW_Main_DeadMoney.esp RFCW_Main_GunRunnersArsenal.esp RFCW_Main_OldWorldBlues.esp RFCW_MagicSewerTravelPoint.esp Sexout LevelUp.esp SexoutNotify.esp SexoutBrutalRapers.esp The Mod Configuration Menu.esp PerkEveryLevel.esp Tatctical Third Person Camera - FOV 30.esp DynamiCamera.esp DFB - Dynamic Crosshair.esp Total active plugins: 69 Total plugins: 75 I just can't seem to find any conflict whatsoever. Edit1: Yes this is New Vegas with the Reqium for Capital Wasteland running. Edit2: I've ran it with this Load-Order and still nothing. FalloutNV.esm MikotoBeauty.esm Sexout.esm SexoutCommonResources.esm Alita2.esp Sexout LevelUp.esp SexoutNotify.esp SexoutBrutalRapers.esp The Mod Configuration Menu.esp Total active plugins: 9 Total plugins: 75 Edit3: I;ve actually figured out why it didn't work for me. I've been checking around in the script and one uses a getstage for the intro quest in New Vegas. Problem was that my save kinda started in the Fallout 3 Vault 101 due to the mod I was using before. Setting the quest (setstage 104c1c 200) fixed it for me and all works well.
saladboy21 Posted February 23, 2012 Posted February 23, 2012 Just to be sure, since I see both games...this is New Vegas, correct? Second are you using Grolik's fixed version or the OP version? The OP does not work.
Halstrom Posted February 23, 2012 Posted February 23, 2012 It might also depend on what's inside the Bashed patch file
Recommended Posts