Guest user29 Posted June 4, 2012 Posted June 4, 2012 You don't have to but it only equips the naked bodies during sex. If you want nude bodies outside of sex you need to use a replacer like the one you've linked.
iron_jack Posted June 4, 2012 Posted June 4, 2012 On that note, we do have our very own homegrown body mod here (Nessa's) - http://www.loverslab.com/showthread.php?tid=6182 It's a pretty good one and I never see it get mentioned. I've always kinda thought it would be a good candidate for packing into Sexout itself.
Halstrom Posted June 4, 2012 Posted June 4, 2012 Just hopping in to say this mod broke my game. None of my mods work' date=' not even BNB! My character is now male with a female head & male animations.(former female)due to my limited bandwidth, I'm not even gonna try to fix this. I'm just gonna uninstall and forget about it. oh well it was fun until now. bye (fyi I followed the instructions)[/quote'] If first you don't succeed, it's easier to just give up completely............. Mixing mods and my own mods have broken my game more times than I can remember, next time use the Steam backup before you start adding mods, then when you get it working with most of the stuff you want backup your mod folders before you next break them
Guest user29 Posted June 5, 2012 Posted June 5, 2012 I was curious to see if pride had completely fallen off the face of the earth so I looked at his profile to see when the last time he logged in and was surprised to see it said Last Visit: Today 01:10 PM I'm sure he's just been too busy.
prideslayer Posted June 5, 2012 Author Posted June 5, 2012 I was curious to see if pride had completely fallen off the face of the earth so I looked at his profile to see when the last time he logged in and was surprised to see it said Last Visit: Today 01:10 PM I'm sure he's just been too busy. I'm here.. Loogie sent me some PMs today that I came by to respond to, but I still don't have time to really get back into Sexout right now. If there are any "emergencies" that come up, people can feel free to send me PMs and I'll read and respond to them when I can, but I'm still just too busy to really devote time to modding right now. I've been avoiding the forums when I do have little bits of spare time because once you get sucked in, they can get addictive fast.. so I'm not avoiding you guys or anything, I'm avoiding temptation.. As soon as I'm really "back" I'll let you all know!
Halstrom Posted June 5, 2012 Posted June 5, 2012 As soon as I'm really "back" I'll let you all know! Cool to know you're still good, had a feeling you were just busy, but it's happened before people get run over by cars etc and disappear from the internetz. Now we've heard from you we don't have to start arguing over who gets your stuff
saladboy21 Posted June 6, 2012 Posted June 6, 2012 I am glad you are OK Pride. I assumed you were after last time, but confirmation is good. We are perverts but we care, damnit.
astymma Posted June 7, 2012 Posted June 7, 2012 Quick question: Is there currently a way to cycle through animations? In Oblivion' date=' with LoversPK, you could press (I don't remember the exact button) "z" or "/", and it cycled through the animations in order. [/quote'] Quick question: Is there currently a way to cycle through animations? In Oblivion' date=' with LoversPK, you could press (I don't remember the exact button) "z" or "/", and it cycled through the animations in order. [/quote'] No there is not. But I would like to ask: how far away are we from seeing this? Or is it even possible at all atm? I also remember that this feature was in the original Sexout. Could it be re-introduced? Not trying to be repetitive or anything but, if anyone knows... I don't know of anyone working on it. To implement it is both easy and complex! The easy part is adding or subtracting to the animation selection counter during sex and restarting the timer. The hard part is implementing the limits so you don't select an animation that does not exists or that does not apply to the current number of character. Lastly, it cannot be an addon as it have to modify core scripts into SexoutNG. So, don't get yout hopes up. I saw this post from a while back and noticed nobody had actually responded to it. I'm waiting on a change by Prideslayer to SexoutNG and then I'll be working on an animation positioning mod. His TODO list shows the following: Add SexoutBeginTarget token to indicate who the act was CIOS'd on. That's the information I'll need to make a positioning mod work. I can't pause and resume the animation while you position the actors until I know which actor to CIOS SexoutNGPause or SexoutNGResume on. The base positioning information has already been added last version or two to the positioning code (my original post containing code examples is on page 229). Since my free time has been severely limited it hasn't been an issue with Prideslayer also being gone. TBH I wouldn't have been able to work on a positioning mod if he had been around and had already added this change. Now this question addressed cycling animations originally and not specifically positioning of animations, but the intent is to add both at the same time.
Guest user29 Posted June 7, 2012 Posted June 7, 2012 If you haven't already you should pm him that just to make sure he's aware of what you need. It's easy to lose things in this thread.
prideslayer Posted June 7, 2012 Author Posted June 7, 2012 I think I can find the time to do that today. I'll take a look right now. I think there were a bunch of other things I was supposed to do/merge into the ESM that I haven't yet as well, related to positioning and maybe something else, but I can't remember..
zippy57 Posted June 7, 2012 Posted June 7, 2012 There's also this: You should both know that I was in contact with Prideslayer about enhancing vibrator/plugs/dildo/gag/shemale/hefemale support in SexoutNG' date=' but then he disapeared on us... If that gets done, the object effects and scripts would have to be declared in Sexout.esm, though I intended to actually implement them in SCR anyway. So Halstorm if you could import the attached ESM into SCR? You have to [u']KEEP[/u] the FormID so that they look injected into Sexout.esm (Use copy as override in FNVedit). When pride comes back and if he merged my scripts, those objects will be taken into account during selection of what type of sex Sexout will accept. Note: I have been running SexoutNG for 2 weeks now with my changes active without any issue or change to standard sex. Last point, but I intended to get to it at some point, SCR sex toys should consistently use Body AddOn 1 for vaginal, Body AddOn 2 for Anal and BOTH if they use/block both holes. Gag of course should use MouthObject and Mask
prideslayer Posted June 7, 2012 Author Posted June 7, 2012 Oh BTW, I was kinda half waiting on you (astymma) or the silverlock guys to get the save/load working in NVSE for this. I'll email them and see if they have time to get to that or not. Without it, it's not (cleanly) possible to do the 'clever' stuff that Lovers does, like store different offsets for each animation, and so on. If they can get that done and I can save the NX arrays to disk along with savegames, then we can do some really cool stuff. Not just store offsets with each position, but store offsets for each position further broken down by things like actor gender and scale. My bad, in any event!
prideslayer Posted June 7, 2012 Author Posted June 7, 2012 Thanks zippy. I do remember a PM or two with jaam. I'll check my inbox and get in touch with him.
astymma Posted June 7, 2012 Posted June 7, 2012 Oh BTW' date=' I was kinda half waiting on you (astymma) or the silverlock guys to get the save/load working in NVSE for this. I'll email them and see if they have time to get to that or not. Without it, it's not (cleanly) possible to do the 'clever' stuff that Lovers does, like store different offsets for each animation, and so on. If they can get that done and I can save the NX arrays to disk along with savegames, then we can do some really cool stuff. Not just store offsets with each position, but store offsets for each position further broken down by things like actor gender and scale. My bad, in any event! [/quote'] Oh hehe, I certainly didn't have the time to delve into implementing persistence in NVSE. But yeah, once it's in, it opens a ton of options for new features that we've become used to in Oblivion and some that will be entirely new.
prideslayer Posted June 7, 2012 Author Posted June 7, 2012 OP updated: Beta version: V2.3.62 - SexoutNGTokenTarget (0x..072CF3) added at start of sex, removed at end, on the character CIOS was cast on. ONLY IF ENGAGED IN SEX. This is a BETA download (standalone ESM). Really only of interest to astymma for now. If it works as intended, it will become a normal release. Players will see zero difference using this release. It's beta since it's been quite a while since I made a release, so there is an increased chance that I really broke something. Seemed ok in testing. The caveat in the notes is just a reminder that scripts like this are entirely possible: set SexoutNG.actorA to refA set SexoutNG.actorB to refB refC.COIS SexoutBegin If the above scenario happens (the CIOS'd target is not one of the actors), the token is not added to anyone.
jaam Posted June 8, 2012 Posted June 8, 2012 I am going through all the scripts now comparing them before I copy. Some seem safe enough (load order script just changed brutalrapers name for example)' date=' but others seem like they were/are there for debugging and I won't be including those (scanner). I'll stop spamming this thread with what I find and move it to the NG thread. [/quote'] Sorry about the mess. Done everything a long time ago now and there is more than I thought! I do remmember: changing SexoutNGmain to add the new variables. undress effect script to remove masking and mouth object for oral sex. vibrator : cannot be equipped if male or something else is blocking the cunt. (vibratorPlug for anal counterpart) load order to correct SexoutBrutalRapers name (and also detect esm versions) SexoutNGSanitizeScriptNX for the real changes and to introduce SexoutNGRandomizeScript BaseEffect: to clear the new quest variables once they are consumed. What I don't remember is why did I changed the scanner!
prideslayer Posted June 8, 2012 Author Posted June 8, 2012 Jaam, I'm in the process of copying all your overrides from ExtendedSexoutNG.esm over into Sexout.esm for a fresh beta release today, and since I see so many scripts changing, I'm making a little log here of what I've found and how I am proceeding. Not all of the changes are going to make it in (if they are not needed / debugging) and others I have questions about. SexoutInvisArmor: Copied. SexoutLoadOrderQScript: Copied. SexoutNGSanitizeScriptNX: Not yet copied. For some reason, in the top level part of the script, you're forcing noAnim to 0. ; Need local copies for some functions set noAnim to SexoutNG.noAnim set male to Sexout.male became ; Need local copies for some functions set noAnim to SexoutNG.noAnim set SexoutNG.noAnim to 0 set male to Sexout.male noAnim is there to tell it not to play the animation, a feature specifically requested a while back, which is what the scripts ending in NA are for. NA means "no animation". The goal is to just update counters and go "through the motions" so pregnancy etc. can take effect on sleeping characters and stuff. This is a flag set by the caller, and is never automatically on. There are other changes I do need from this script, so I'll be doing this one manually. 00SexoutEquipVibrator: Copied. SexoutNGMain: (to be) manually merged. This script changed just yesterday. I upped the release # and added code to remove the rape and reset items. So I will need to do a manual merge of the two scripts, redoing those changes into your script. This merge on my part is holding up things like the vibrator script, since it references new variables you've added to Main. I also don't understand the purpose behind the three 'male' vars used everywhere. Whenever actor(A,B,C) is available, calling GetIsSex on them is all you need to do.. can you explain? SexoutNGRandomizeScript: Not copied or merged. It appears all that was done here is the case was changed from SexType to sexType. Scripts aren't case sensitive on these things, so I'm leaving it as is, unless I'm missing something. The script source and compiled bits show as identical in fnvedit, just this local variable change. SexoutNGUndressTokenSCRIPT: Copied. SexoutNGEffectBaseScript: (to be) manually edited. This changed in the sexout esm yesterday as well. A small fix to address a problem with my use of enabling and disabling player controls, and a bug where I wasn't decrementing spunActors where I should have been. Also added the targettoken to the CIOS target, and removed it, in this script. On the flip side, it looks like you made no changes at all to this script, so I'll add in your new vars and do the set/null them, as was done in the NA script. I don't know why this script is even in your ESM, looks like it was just a dirty edit. SexoutNGEffectBaseScriptNA: Copied. 00* new files: All straight copied. New base effects: All straight copied. Scripts assigned. New actor effects: All straight copied. New object effects: All straight copied. Thanks for all the work and assistance here.. side note, I really wish you hadn't named all this new stuff starting with '00'. This is just a way (from the obv days) of forcing things to be at the start of the list when sorting, since the obv CK had no filter. When I'm done here, and have time, I'm going to run through all of these and rename them from '00Sexout*' to 'SexoutNG*' as they 'should be' as new things in NG. 00Sexout vs. SexoutNG is my way of easily seeing what stuff came from classic (and still remains) vs. what stuff is new in NG.
prideslayer Posted June 8, 2012 Author Posted June 8, 2012 The scanner change was nothing. You just had commented out all my debugprint statements, so I'm just ignoring that one.
prideslayer Posted June 8, 2012 Author Posted June 8, 2012 After all my FNVEdit hacking and copying, all I'm left with in your ESM are two scripts I need to "really" manually intervene on: SexoutNGMain, and SexoutNGSanitizeScriptNX. Not as bad as it seemed at first glance, but this will be a longer-than-normal beta, as I never fully trust fnvedit to do the right thing.
jaam Posted June 8, 2012 Posted June 8, 2012 SexoutNGSanitizeScriptNX: I thought that the quest noAnim was not cleared after being used as opposed to all the other variables, so I cleared it after saving the value. It should not be used later on, no ? SexoutNGmain: xxMale variables This is because a male, a female with a strapon or a shemale should be considered "male" sexually (ie available dick). Alternativly, a female or an "hefemale" should be considered female sexually (ie has available vagina) unless something "blocks" the vagina. SexoutNGRandomizeScript: ? I don't understand! This script did not exist in your last non beta version. SexoutNGEffectBaseScript: Clears the new quest variables once they are consumed. On the side note, sorry. I just followed on the existing effect script.
prideslayer Posted June 8, 2012 Author Posted June 8, 2012 NOTE: I have been writing this as I've been doing the merge.. so I didn't see your reply beforehand. I will respond to it in just a second. OK, merge is in complete. SexoutNGMain: - Started with my most recent version. - Copied the seven new vars over: int bActorAmale int bActorAblockCrotch int bActorBmale int bActorCmale int bCanOral int bCanVaginal int bCanAnal - Did NOT copy the commented out vars. - Did NOT copy the check for ZAZ as an ESM. It's not and has never been an ESM, not sure why this change was put in here? That's it. There were no other changes in that file. SexoutNGSanitizeScriptNX: - Started with my current version of the script. - Copied 28 new vars into the script. int bActorAmale int bActorAblockOral int bActorAblockAnal int bActorAblockVaginal int bActorAblockCrotch int bActorBmale int bActorBblockOral int bActorBblockAnal int bActorBblockVaginal int bActorBblockCrotch int bActorCmale int bActorCblockOral int bActorCblockAnal int bActorCblockVaginal int bActorCblockCrotch int bMaleMale int bMaleBlockOral int bMaleBlockAnal int bMaleBlockVaginal int bMaleBlockCrotch int bFemaleMale int bFemaleBlockOral int bFemaleBlockAnal int bFemaleBlockVaginal int bFemaleBlockCrotch int bCanOral int bCanVaginal int bCanAnal - Copied missing noAnim=0 to 'clear all vars' section (oops!). - Copied seven new var resets to clear all vars section. set SexoutNG.bActorAmale to 0 set SexoutNG.bActorBmale to 0 set SexoutNG.bActorCmale to 0 set SexoutNG.bActorAblockCrotch to 0 set SexoutNG.bCanOral to 0 set SexoutNG.bCanVaginal to 0 set SexoutNG.bCanAnal to 0 - Copied two lines for to deduping sections. set SexoutNG.bActorCmale to 0 ... set SexoutNG.bActorBmale to 0 - Copied four lines to cleanup sections per actor set SexoutNG.bActorAmale to 0 set SexoutNG.bActorAblockCrotch to 0 ... set SexoutNG.bActorBmale to 0 ... set SexoutNG.bActorCmale to 0 - Copied entire 'Fixup actors apparent sex and "availabilities"' section. - Copied code to sextype fixup set bCanOral to (0 == bActorBblockOral) && (0 == bActorAblockCrotch) set bCanVaginal to (0 == bActorBblockVaginal) && (0 == bActorAblockCrotch) set bCanAnal to (0 == bActorBblockAnal) && (0 == bActorAblockCrotch) - Copied debugprint change. - Ended sextype fixer rather than previous elseif block. - Copied 'blocks impossible choice' code block. - Copied all code related to animation EXCEPT two more spurious "set SexoutNG.noAnim to 0" statements.. this code: .. elseif bCallNG set SexoutNG.noAnim to 0 if noAnim CIOS SexoutNGStartSexNA else CIOS SexoutNGStartSex endif else set SexoutNG.noAnim to 0 CIOS SexoutStartSex endif became this: .. elseif bCallNG if noAnim CIOS SexoutNGStartSexNA else CIOS SexoutNGStartSex endif else CIOS SexoutStartSex endif That noAnim stuff is there for a reason, honest.
prideslayer Posted June 8, 2012 Author Posted June 8, 2012 SexoutNGSanitizeScriptNX: I thought that the quest noAnim was not cleared after being used as opposed to all the other variables' date=' so I cleared it after saving the value. It should not be used later on, no ? [/quote'] Right, I missed the reset -- it's in there now, in the right place (see notes in previous post.) This was the bigger problem: set SexoutNG.noAnim to 0 if noAnim CIOS SexoutNGStartSexNA else CIOS SexoutNGStartSex endif That was setting it to zero before checking it, which is what made me say "what is going on here, anyway." SexoutNGmain: xxMale variables This is because a male, a female with a strapon or a shemale should be considered "male" sexually (ie available dick). Alternativly, a female or an "hefemale" should be considered female sexually (ie has available vagina) unless something "blocks" the vagina. Gotcha. Before I release, I have copied a whole mess of variables in, but it looks like you're not using most of them... do you know which ones I can remove, or should I just do a search on them? See the full list of found variables in previous post. SexoutNGRandomizeScript: ? I don't understand! This script did not exist in your last non beta version. You're right, I screwed up here. FNVEdit was showing it to me as if it was not changed except for that variable thing. I have no idea why. I'll get it back in. It should be assigned to one of the effects right, because that is probably broken since I removed the script. SexoutNGEffectBaseScript: Clears the new quest variables once they are consumed. On the side note, sorry. I just followed on the existing effect script. No problem man, it was a lot of work, I can tell. I'm going to have to check the start scripts and make sure they don't do anything until the randomizer has had a chance to hand out tokens -- I was going to move it into its own script myself, but didn't because of this issue. There's a chance, thought a small one, that the anim will be set to zero when sexout is called. This happens intentionally sometimes when a bad animation value is passed in manually. If that happens, the sex scripts cannot tell the difference between it being zero (in which case they should proceed -- or else they will get locked indefinitely), or if the randomizer is running and hasn't finished yet. What I'll do is just wait up to one second for the anim counter tokens to appear, and if they don't, continue on (and abort).
prideslayer Posted June 8, 2012 Author Posted June 8, 2012 Ignore that part about the randomizer anyway.. I copied it in, and then wrote a bunch of gibberish in that post. It's there and it's fine.
prideslayer Posted June 8, 2012 Author Posted June 8, 2012 Oh, WRT SexoutNGEffectBaseScript, I just didn't see that change (zeroing). Sorry! It's merged in now as well. Edit: BLAH. I mean in your ESM, they are being zeroed, but they are not being copied in and used anywhere... This is fine anyway. I don't think this script is actually used; IIRC it was replaced with NX. I'll check the use info to be sure as soon as I'm back in the geck, and if that's the case, I'll just empty out the script.
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