Tonoma Posted June 12, 2012 Posted June 12, 2012 Minor bug: The Sexout (not SexoutNG) MCM menu is still being used to configure the Sexout mod (animation duration, enabling the Y-key, etc.) Within the Sexout 00SexoutMCMQuest script are 5 instances of the following dysfunctional line: SetUIFloat "StartMenu/MCM/MCM_Options/columns" 1 It should read as: SetUIFloat "StartMenu/MCM/MCM_Options/_columns" 1 (Of course the issue is the missing underscore preceding "columns" - underscores are used this way throughout the MCM script. Potentially the menu items will change to some other menu's _columns which might not be 1 - that scrambles the menu, then later mysteriously works ok.)
Guest Posted June 12, 2012 Posted June 12, 2012 Hi, I removed the old stuff of the mod and added the fomod file.. now, when I load my last savegame from yesterday Fallout shows me the plug-ins missing dlg =( Hope I didn't remove too much.. or is that something others experienced as well? Also, is there a way to see what savegames a savegame file is expecting? Best wishes, So
prideslayer Posted June 12, 2012 Author Posted June 12, 2012 In FOMM go to the save game manager (tools -> savegames) and look at the save. It'll show you the mods that are missing in red. Probably wants Notify and/or Levelup, neither of which anyone actually playing should be using. They are test mods for developers, and were moved to a different directory so they are not activated by default any more.
Guest Posted June 12, 2012 Posted June 12, 2012 In FOMM go to the save game manager (tools -> savegames) and look at the save. It'll show you the mods that are missing in red. Probably wants Notify and/or Levelup' date=' neither of which anyone actually playing should be using. They are test mods for developers, and were moved to a different directory so they are not activated by default any more. [/quote'] Hi and thank you for your replay.. I took the hard way, opened up the savegame with a hex-editor and compared the list in there with the list of activated mods.. and yes.. Sexout LevelUp.esp SexoutNotify.esp were the two files it was complaining about.. so, I didn't remove too much Thanks again, So
Halstrom Posted June 12, 2012 Posted June 12, 2012 Hi Prideslayer, FYI I removed Jaams edits from SCR in the last update.
prideslayer Posted June 12, 2012 Author Posted June 12, 2012 sweet hal.. that'll make things smoother for the future
osilentchaoso Posted June 13, 2012 Posted June 13, 2012 umm... None of the sexout encounters are working for my PC,sexoutsex,sexouttryouts,sexoutlust and even brutalrapers,sexoutsex when i finish the convo. to activate sex,it just returns to normal,no anim or TFC,tryouts and BR stalkers there is no approach at all and sexoutlust the masturbation key doesnt cause masturbation yet the egg-vibe key works fine,it works fine for my companions and random strangers,but not for my PC. halp?
prideslayer Posted June 13, 2012 Author Posted June 13, 2012 V2.3.63b1 - BETA modders release in OP (ESM file). Beta release adds post-sex global hook notification and SexoutLust support. No difference for players. The post sex hooks work just like the pre-sex ones, but the formlists you need to add to end in 'End...' rather than 'Start...'. They are called by the main sexout spell effect just before the actor and ZAZ tokens are removed, in the same frame that normal callbacks (CBSpell.., CBDialog.., etc) are done. This is a bit limited compared to the pre-sex hook for modders, since the chances of you 'catching' the hook before the tokens are removed is unreliable -- so don't depend on any sexout tokens being present on the actors here, and don't use any you find.
prideslayer Posted June 15, 2012 Author Posted June 15, 2012 OP updated with new BETA: V2.3.63b2 Fixes bug in the End* (post-sex global hook) that would cause the script to crash (and prevent future sex acts) when used.
Tempy Posted June 15, 2012 Posted June 15, 2012 Prideslayer. The 2 .esp's from previous versions of SexoutNG are they still required? Because you didn't add those in the fomod when I look at it's content. Or did a I missed the line where you mentioned something about it
zippy57 Posted June 15, 2012 Posted June 15, 2012 If you're referring to SexoutNotify and SexoutLevelUp, not only were those never required but SexoutNotify was intended only as a debugging tool and had a tendency to destabilize the game, and SexoutLevelUp was only intended as a demonstration and was never really meant for actual in-game use.
prideslayer Posted June 15, 2012 Author Posted June 15, 2012 There will be another beta version today, not sure if the beta will make it to release or not this weekend as a fair amount of stuff will need testing. I am in the process of splitting a bunch of stuff out of the main effect script (it is too large to modify any more) and into standalone 'helper' quests and scripts. Examples of the stuff being moved: - all callback handling. - the new player control enable/disable stuff - groovatron support - post-sex token cleanup This is all in order to support the bitflag stuff I am implementing that will first run alongside tokens, but eventually replace most of them entirely. I need the 'space' in the script to run them side by side.
zippy57 Posted June 15, 2012 Posted June 15, 2012 General question from a curious non-scripter... Is there any "good reason" to put a size limit on a script, or is it just another one of those weird things the engine does?
prideslayer Posted June 15, 2012 Author Posted June 15, 2012 General question from a curious non-scripter... Is there any "good reason" to put a size limit on a script' date=' or is it just another one of those weird things the engine does? [/quote'] Just another stupid thing the engine does. Some will say it's to prevent a single script from being so long that it capitalizes all the engine resources and bogs things down but you can write a script to bog the game down in six lines (counting the name of the script -- the first line). Short scripts can be slow, and long ones can be fast, it all depends on what you're doing.
prideslayer Posted June 16, 2012 Author Posted June 16, 2012 BETA version is 2.4.63b4 Now in the OP (Sexout.esm). This version introduces rather large (and potentially, though unlikely, buggy) changes to the SexoutNG architecture. Among the changes in this BETA release: - Random sextype picker reworked a little bit, seems to no longer be fixating on Oral. - Callback handling is moved out of the main effect script and into a standalone script with its own quest. - Player control enable/disable effects were moved out of the main effect script and into their own script with quest. - ForceAV on Variable04 is now used as the primary method of determining if an actor is engaged in sex or not. I am using Variable04 and Variable05 (tbd) as bitflags/bitmasks for Sexout from this point forward, if all goes well. This is what has caused the bump from 2.3.x to 2.4.x. Important stuff for modders: If this works well, and so far it has in my testing, then I will be introducing more of these bitflags very soon. In all cases where a bitflag is made available, it should be used instead of the token if there is a corresponding token. This first flag "replaces" 00SexoutActor. Right now, and until the 3.x release (end of summer? depends on how long it takes you guys to switch over), no existing tokens will be removed or modified, but no new tokens will be created either. However, sexout itself now checks for the 00SexoutToken and the flag. Both must be clear for it to proceed. Once everyone has switched over to using the variables exclusively and the token will be retired. It will continue to exist in sexout in order to prevent crazy crashes due to deleted refs, but it will not be used for anything. Under the new system, checking to see if an actor is engaged in sex is just as easy as checking for the 00SexoutActor token, though it does require a bit more code: old method: if 0 == someRef.GetItemCount 00SexoutActor ; actor is available endif new method: set iAV to ActorA.GetAV Variable04 if (0 == (LogicalAnd iAV SexoutNG.FlagInUse)) ; actor is available endif There MAY be problems with using this in dialog. LogicalAND is an NVSE command. I will look into this. Though 00SexoutActor shouldn't be used in any dialog options (it makes no sense), other things I intend to replace are occasionally used, and I need to make sure those things continue to work. According to the GECK Wiki, nothing else is using these two actor values. Some tenpenny thing (from FO3) references one of them, but never actually uses it. It's possible this may cause some kind of conflict with tenpenny for those of you using requium. Please let me know if so, sooner rather than later. Because I am using GetAV and ForceAV (I have no choice. ModAV won't work, and SetAV operates on base forms -- not references.), there is a definite possibility that, if some other mod is using these vars, a conflict between that mod and sexout will be "serious." Please make a new (not clean, just recent) savegame and do not overwrite it with any saves from this beta. This will ensure you have a recent save you can load if I have to roll back this change. Thanks to those of you that took the time to read this. It's a bigger step than it sounds! Very soon (before this beta is done) a few other things will make it into variable04: - animation # replaces: SexoutNGAnimCounter - animation position replaces: SexoutNGAnimPositionA, SexoutNGAnimPositionB, SexoutNGAnimPositionC - animation group like sexout, zaz. Can support up to 8 different groups. replaces: SexoutNGZAZToken - target actor. replaces: SexoutNGTokenTarget
Hermy Posted June 16, 2012 Posted June 16, 2012 hey, pride, just wondering if you could help me. ive been trying to run an animation in sexout breeder but i keep getting "SexooutNGSAN: Aborting due to 9.2" in the console and im not sure what that means ive tried uninstalling everything and reinstalling it but it hasnt helped! any ideas would be greately appreciated
Guest Donkey Posted June 16, 2012 Posted June 16, 2012 - animation group like sexout, zaz. Can support up to 8 different groups. replaces: SexoutNGZAZToken Does this mean full group sex now ?? not only 3 but 5, 6, 8 etc .. ?? Sorry been gone for while, i will have to start from scratch agaon creating new animations i have not done 1 in a more then a month.
DoctaSax Posted June 16, 2012 Posted June 16, 2012 General question from a curious non-scripter... Is there any "good reason" to put a size limit on a script' date=' or is it just another one of those weird things the engine does? [/quote'] That's just Beth's wicked sense of humor Thanks to those of you that took the time to read this. It's a bigger step than it sounds! Yep, some futuristic stuff right there. I'm all for it if you think it makes NG cleaner, leaner & meaner. From what I'm reading here, all of this is mostly internal NG stuff - that is: most of the time, we'll still be referring to the SexoutNG vars we use now (AnimA/B/C, ActorA/B/C, refSurface & its positioning vars etc)?
Lugerman Posted June 16, 2012 Posted June 16, 2012 Uh... I need some help with this -- I tried to install it, but, well, If i start Fallout New Vegas, it: Goes through the normal set of the Betheseda game studio slides, plays the menu music, BUT: the slides can't be skipped by pressing ESC and once it gets onto the menu screen, it doesn't come up with any menus and I have to use task manager to kill it.. Help!!! I installed all the requirements... I have a long list of mods, but none are animation replacers, and if it helps, without this enabled, FNV starts fine.... Most of them are clothing extenders.... Anyone know what i've done wrong, or a mod which conflicts with this? this seems like such a cool mod, but it's annoying that it isn't working for me.. :C EDIT Just disabled one of the old features of one of the older versions of Sexout, and it started fine... Silly me xD Sorry for the spammy post
prideslayer Posted June 16, 2012 Author Posted June 16, 2012 Yep' date=' some futuristic stuff right there. I'm all for it if you think it makes NG cleaner, leaner & meaner. From what I'm reading here, all of this is mostly internal NG stuff - that is: most of the time, we'll still be referring to the SexoutNG vars we use now (AnimA/B/C, ActorA/B/C, refSurface & its positioning vars etc)? [/quote'] No changes to the actual calling interface yet, right. Scripts in other systems though do sometimes check for the tokens for various reasons, and mods like ZAZ use them the same way sexout does to know which animation to play. It does have benefits to new and existing mods though, specifically those that need to know about "stuff" during the sex scenes, in a more robust way than the callbacks can provide. For example at any time you can look at an actor and determine if they're engaged in a sexout scene, what type, who their partners are, and so on.. eventually. I do have some plans for a new interface as well, that will get rid of the "variable stomping" once and for all, but that won't come (even in beta) until I'm sure this stuff is working.
4nk8r Posted June 17, 2012 Posted June 17, 2012 I just loaded up the new V2.3.62 fomod and noticed the masturbation animations for the female PC are random instead of masterbatory. Tried it several times and got a different sex animation every time.
prideslayer Posted June 17, 2012 Author Posted June 17, 2012 Try the beta release please, 4nik. The random picker in the current release was a little bugged.
prideslayer Posted June 17, 2012 Author Posted June 17, 2012 V2.4.64 - Release in OP - new FOMOD structure. DATA is for the textures, meshes, animations, and sounds. CORE is for the ESM, test plugins, and documentation. You need to install BOTH at least once, and then (usually) only new CORE files as they become available. This is similar to the old system which had 'plugins', 'anims', and 'datapack'. It turned out to be too much work to keep the 'update' install actually up to date. - The ForceAV/Variable04 changes from the beta are in this version. Read more. - Post-sex subscription hooks. Same as the existing hooks, but replace 'Start' with 'End' in the formlists. These are called AFTER knockdown/cum. - Fixed an issue with the randomizer. - Support for lust effects via SexoutNG.bUseLust. See the SexoutLust thread for details. If you use the SexoutLust plugin, your default sex duration is (silently) tripled, and then adjusted by SexoutLust. - MANY sexout main spell effects moved to their own scripts. This includes the logic to call all the callbacks and global hooks and the playercontrol enable/disable handling. - Again, note: Variable04 and Variable05 are now used by Sexout. These are ActorValues, similar to character stats, and are modified the same way. I am using ForceAV on these, because it is the only way to modify them the way I need to. Please make a save before updating to this version, in case you have a mod using these variables for something else. I have not found any. - The nude male body textures have been removed from this install. If for some reason you didn't have a nude male body installed before now, you do need one from now on. I figure this was just causing a needless conflict for everyone with breezes/roberts.
prideslayer Posted June 17, 2012 Author Posted June 17, 2012 - animation group like sexout' date=' zaz. Can support up to 8 different groups. replaces: SexoutNGZAZToken[/quote'] Does this mean full group sex now ?? not only 3 but 5, 6, 8 etc .. ?? No, it is simply for mods to determine (and eventually even set) which "set" of animations they want to play from. Right now, the only two supported are the core animations, and the ZAZ animations (via "set SexoutNG.bUseZAZ to 1" when starting sex). Doesn't have anything to do with the number of actors or group sex or anything -- all it actually does is prevent any sexout animations from matching when pickidle is is called, letting other mods handle them instead, as the ZAZ ESP does. Sorry been gone for while, i will have to start from scratch agaon creating new animations i have not done 1 in a more then a month. No need to apologize bro.
4nk8r Posted June 17, 2012 Posted June 17, 2012 Try the beta release please' date=' 4nik. The random picker in the current release was a little bugged. [/quote'] Does the same thing with 2.3.63. I get a random non-masterbatory animation for masterbation. I tried this using a 100% clean (non-sexoutNG) save.
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