jaam Posted June 8, 2012 Posted June 8, 2012 In my game, SexoutZAZ is an esm, like every plugin I download from LL. 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? In SexoutNGmain: I started out with all possible variable then started commenting them until the scripts stopped compiling! The ones left uncommented are those necessary to pass info between Sanitize and Randomize. In Sanitize, I may have calculated more case than effectivly useful now but I think they may come handy later on with new threesome combinations. EDIT: This post started before the three above it...
prideslayer Posted June 8, 2012 Author Posted June 8, 2012 In the sanitizeNX script, there are a LOT more vars than are present in NGMain, if you factor out the commented out ones. Most of them are not used, not in that script anyway... For example, "int bActorCblockAnal". This one might have been commented in NGMain, I don't remember now, but it's not commented in the sanitizer though it is never used there. The merge is done "for real" now, when I made the above posts, I was just editing my local copies of the scripts (in text files), and hadn't actually touched the ESM except to copy things over in FNVEdit. Now the merged scripts are in as well, and everything looks good, though I have not tested it yet in game. The point of that check is just to set it back to zero in case someone disables zaz and then loads a save that had it. As long as you have it, ESP or ESM, you don't need to worry about that. The ZAZ pack will set it to whatever it needs to be set to when it loads. Attached what (I hope) will be the new official beta release today for you to look at and make sure it looks ok in fnvedit/tessnip/whatever. EDIT: Oh I zeroed out the unused scripts. Cases where there was one with NX and one without are from when I was modifying Sexout to use the NVSE Extender. I wanted to be able to quickly undo the changes if it didn't work, so I just made new scripts with NX on the end. NX is working fine, so those scripts are all obsolete.
jaam Posted June 9, 2012 Posted June 9, 2012 In the sanitizeNX script' date=' there are a LOT more vars than are present in NGMain, if you factor out the commented out ones. Most of them are not used, not in that script anyway... For example, "int bActorCblockAnal". This one might have been commented in NGMain, I don't remember now, but it's not commented in the sanitizer though it is never used there. The merge is done "for real" now, when I made the above posts, I was just editing my local copies of the scripts (in text files), and hadn't actually touched the ESM except to copy things over in FNVEdit. Now the merged scripts are in as well, and everything looks good, though I have not tested it yet in game. The point of that check is just to set it back to zero in case someone disables zaz and then loads a save that had it. As long as you have it, ESP or ESM, you don't need to worry about that. The ZAZ pack will set it to whatever it needs to be set to when it loads. Attached what (I hope) will be the new official beta release today for you to look at and make sure it looks ok in fnvedit/tessnip/whatever. EDIT: Oh I zeroed out the unused scripts. Cases where there was one with NX and one without are from when I was modifying Sexout to use the NVSE Extender. I wanted to be able to quickly undo the changes if it didn't work, so I just made new scripts with NX on the end. NX is working fine, so those scripts are all obsolete. [/quote'] Looks good to me in FNVedit. Can't playtest now, I'm almost asleep. In sanitize: I added the set "fReason to 0" because, at least once, the script ran through 2 frames before dispelling so I got the fReason outputed to the console twice in a row. Also, variable like bActorCblockAnal are calculated, but the result is never used as we don't have an anim where ActorC would be receiving anal (yet?).
prideslayer Posted June 9, 2012 Author Posted June 9, 2012 No problem. Removing that download and tossing it up on the OP as a beta. Announcement forthcoming.
jaam Posted June 9, 2012 Posted June 9, 2012 No problem. Removing that download and tossing it up on the OP as a beta. Announcement forthcoming. Thanks, goodnight (at least for me...)
prideslayer Posted June 9, 2012 Author Posted June 9, 2012 New BETA in OP V2.3.62b2 - SexoutNGTokenTarget (0x..072CF3) added at start of sex, removed at end, on the character CIOS was cast on. ONLY IF ENGAGED IN SEX. - Properly save and restore disabled player controls before/after sex. - Remove the ResetFist, RapeFist, and ResetGun from player inventory. Use loogies RapeGame mod instead, until I have integrated it into Sexout (soon, maybe this release). - Fixed sound issue reported here. - Jaam's changes from ExtendedSexoutNG.esm. Do not load that ESM with this version! The beta download is, as always, the standalone ESM file. The zip file still has the last release version (.61).
Guest user29 Posted June 9, 2012 Posted June 9, 2012 yeah I know there's some for big horners and lurks.
prideslayer Posted June 9, 2012 Author Posted June 9, 2012 I haven't seen them but I'll try to dig them up. Note I do need actual .kf files. Giving me blender files is like giving a chimp a set of car keys.
prideslayer Posted June 9, 2012 Author Posted June 9, 2012 I found the bighorner one and will try to get it into the release, haven't downloaded/tested it yet. Haven't seen the one for lurks. He asked me to add a bunch of creatures to the scanner while I was away, but then said he figured it out himself before I got back. As far as I know, none of those are actually done/ready yet.
prideslayer Posted June 9, 2012 Author Posted June 9, 2012 V2.3.62 FOMOD in OP 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. - Properly save and restore disabled player controls before/after sex. - Remove the ResetFist, RapeFist, and ResetGun from player inventory. Use loogies RapeGame mod instead, until I have integrated it into Sexout (soon, maybe this release). - Fixed sound issue reported here. - Jaam's changes from ExtendedSexoutNG.esm. Do not load that ESM with this version! - Added Bighorner animations and creature formlist. 1911. Thanks Donkey! (note: All bighorners are in the list, but I don't know what size these animations are for. There are three sizes of bighorner; small, med, and large. Fomod?? The FOMOD is basic. No special install options at present. Slightly different directory structure (backup ESMs were moved into their own directory). Notify and Levelup were moved into their own directory as well, and are no longer 'installed' or activated by default since only modders should really be using them. Install option for them will be forthcoming. Uninstall your current datapack, anims, and plugins and then just install this fomod. Future releases will have an 'update' release as well, though the fomod will be updated as well so new users only have one thing to download. Starting with the next release (63) there will always be at least two downloads. FULL will be the full install. No other downloads from the OP will be required. UPDATE will be whatever files are NEW between the current version and the last version. If you update from 62 to 63 you'll only need to download the update file, though downloading the full file will work as well. If you miss 63 and 64 is released, but you're still using 62, you'll need the full file -- the update will only have differences between 63 and 64.
prideslayer Posted June 9, 2012 Author Posted June 9, 2012 MIGHT have been an issue in the first upload. If it installed fine (it should have) then no issue. If not, and just in case, I created a fresh full install and uploaded it. There is also an 'update' file which will take you from 61 to 62. Note that since 61 was not a fomod, if you use this, you'll have to use the full installer for 63. The update file has the ESM, the backup ESMs, the new Bighorner animation, and the new directory structure.
prideslayer Posted June 10, 2012 Author Posted June 10, 2012 *facepalm* Something appears to have gone wrong. Renaming the fomod to .7z and installing should work fine for now while I figure out what the hell happened. It's installing fine according to FOMM, but not actually copying the files in.
prideslayer Posted June 10, 2012 Author Posted June 10, 2012 OK, all fixed, sorry about that. New files, download counters reset. Also thanks to Ashal, we can now directly attach fomod/omod files to posts!
prideslayer Posted June 10, 2012 Author Posted June 10, 2012 Note that you never need to download both files! You only ever need to download one of them. Everyone should just be downloading the FULL file and not the update. The update should work to bring everyone up to release 62 from release 61, but you'll still be using the non-fomod version of the full install, which is counter-productive. The 61->62 update is really just so we can test. You will never have to download both files. You will only ever need to download either: - The update, if you have already installd the previous version. - The full file, if you just want a fresh install. I just want to be clear about this.
prideslayer Posted June 10, 2012 Author Posted June 10, 2012 False alarm. My issues were being caused by some other mod I forgot I was even working on.
deathparade Posted June 11, 2012 Posted June 11, 2012 It seems that the bighorner .nif file is named wrong and isn't used by new vegas for that reason...
prideslayer Posted June 11, 2012 Author Posted June 11, 2012 Will look. I didn't test it before putting it in, just figured it was setup correctly (other than the animation #s). Donkey is usually pretty good about that stuff.
spore123 Posted June 11, 2012 Posted June 11, 2012 Any chance of a "non-fomod" version still being available? Some of us have real issues with fomod files not working.
Ragged Robin Posted June 11, 2012 Posted June 11, 2012 Any chance of a "non-fomod" version still being available? Some of us have real issues with fomod files not working. I think this may have been mentioned before, but if you rename the extension from *.fomod file to *.7z you can extract the appropriate folders and files as usual. Simpler still, right click and "open with" and choose 7 zip.
spore123 Posted June 11, 2012 Posted June 11, 2012 fomod packs simply won't launch for some. Was quite a long discussion on it over at the nexus a while back: i've tried it on both my machines, pretty much the same setups, on one fomods work perfectly on my main machine they wont - very odd but such is life Completely forgot about the 7z way - cheers for that!
KainsChylde Posted June 11, 2012 Posted June 11, 2012 What program are you using for fomods? I think I've encountered this problem myself, and the fix is obscenely easy.
deathparade Posted June 11, 2012 Posted June 11, 2012 The bighorner file is named bighorner+penis instead of nvbighorner just a name easy to fix yourself
Tonoma Posted June 12, 2012 Posted June 12, 2012 A bit baffled why the masturbation animations (at least the female ones) are not working when I press the Y key (both when SexoutLust is installed, and when not installed.) Instead I get random animations using SexoutNG (v2.3.62 fomod.) At least a while back, if I recall correctly, those animations were appropriate for solo-sex. Eventually found that keypress-Y is serviced by 00SexoutActorScanScript from the Sexout branch of code. That script passes just sexout.female and no animation to SexoutBegin. A fix might be to explictly add animations 101 and 105 for male and female as shown here: Sexout.esm \ Script \ 0A00D1E8 <00SexoutActorScanScript> Sexout.esm \ Script \ 0A00D1E8 <00SexoutActorScanScript> ... elseif me == player if IsKeyPressed 21 && Sexout.masturbateY if me.GetItemCount 00SexoutActor == 0 set Sexout.female to me if me.GetIsSex Male ; patch set Sexout.Anim to 101 ; patch else ; patch set Sexout.Anim to 105 ; patch endif ; patch me.CIOS SexoutBegin elseif me.GetItemCount 00SexoutSoloing && me.GetItemCount 00SexoutRecovering == 0 if me.GetItemCount 00SexoutAnim == 35 me.AddItem 00SexoutAnim 1 1 me.CIOS SexoutAnimStarter elseif me.GetItemCount 00SexoutAnim == 36 me.RemoveItem 00SexoutAnim 1 1 me.CIOS SexoutAnimStarter endif endif set delay to .5 ... During this exploration did notice that SexoutNGRNDEffectBaseScript also handles solo-sex if numActors=1, but could not figure out why that was not correctly handling the me.CIOS SexoutBegin from 00SexoutActorScanScript (thought all CIOS to SexoutBegin were now converted to SexoutNG parameters - previously enabling that was an MCM option.) current snippet from scn SexoutNGRNDEffectBaseScript showing handling of solo-sex (numActors=1) if 1 == numActors ; Chose a masturbation anim and ignore sextype if actor.GetIsSex Male set Sexout.Anim to 101 CIOS SexoutNGBegin else set Sexout.Anim to 105 CIOS SexoutNGBegin endif elseif 2 == numActors Anyhow, to check my logic and not waste anyone's time, I applied the mentioned patch to 00SexoutActorScanScript which in my quick testing did fix the problem.
vman0341 Posted June 12, 2012 Posted June 12, 2012 Just a heads up the scorpion anims are not present in new release, when activated they just stand there, checked the fomod and noticed there were no anims, not sure if they originat from another kf or not, but i thought i would let u know
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