djaxis Posted June 26, 2012 Posted June 26, 2012 so... this newest update and new format... is it compatible with the sexout store? http://www.loverslab.com/showthread.php?tid=4209 in trying to use it, just about all the sexout toys and clothes don't work. going to the other thread, the old outdated one i think, it would seem as though what i'm missing is the tryout datapack... but the link is broken. also it seems like almost all the tryout threads have dissappeared? or did i just spend too many hours at work today lol.
zippy57 Posted June 26, 2012 Posted June 26, 2012 so... this newest update and new format... is it compatible with the sexout store?Don't see why it wouldn't be. SexoutStore doesn't care about or use any of the Sexout functions' date=' and the new format is just that: a new way of delivering the exact same files.in trying to use it, just about all the sexout toys and clothes don't work.What do you mean by "don't work"? Aren't available for purchase? Crash the game? Are invisible? Regardless, this should really be asked in the SCR thread as that's where all the records SexoutStore uses are actually from.also it seems like almost all the tryout threads have dissappeared? or did i just spend too many hours at work today lol.I was not aware there was more than one SexoutTryout thread.
Kashked Posted June 27, 2012 Posted June 27, 2012 I think I have requested this before, and I think there was some good explanation why it wouldn't work, but I wish Sexout could strip the char of ALL equipment... As it is it doesn't work for some clothing mods where you can mix 'n match different pieces of clothing, and the toon keeps things like backpacks and wearable cigarettes equipped during sex-scenes... If there is some technical reason why stripping ALL equippment wont work there is no need to make a technical explanation, I probably wouldn't understand it anyway, and will take your word for it, but if it is at all possible it would be great.
Guest Donkey Posted June 27, 2012 Posted June 27, 2012 If New Vegas uses any quest items like Fallout 3 or Oblivion, remove all will not work well. This will break vanilla quest in process.
zippy57 Posted June 27, 2012 Posted June 27, 2012 Don't think we're talking about removing inventory items here, just unequipping clothing and weapons. Shouldn't break anything, and even if it could Sexout would re-equip everything afterwards anyway.
Kashked Posted June 27, 2012 Posted June 27, 2012 Don't think we're talking about removing inventory items here' date=' just unequipping clothing and weapons. Shouldn't break anything, and even if it could Sexout would re-equip everything afterwards anyway. [/quote'] Yeah, that's what I meant, realise now how what I said could be misunderstood... What I want is all equipped equpment to be unequiped, and then re-equiped after the scene. Currently this doesn't work with many items, notably "tailor maid"-style clothing, backpacks, and wearable cigarettes, basicly stuff that isn't your regular one-piece outfit or a weapon. Generally it isn't a huge problem since almost all outfits in NV are one-piece, only thing that is a bit funny is that you keep your backpack on if you use one, but I recently installed the excellent "Wasteland cloth collection", which allows you to mix 'n match pants, underwear, jackets, tops, shirts, shoes etc., and currently most of that isn't unequipped when you enter a sex-scene, so you for example keep your pants on, which kind of ruins the animation...
beck11 Posted June 27, 2012 Posted June 27, 2012 *Follows Donkey's instructions and tests anim in game* Finally....so good. Such a relief to get an anim working in the game. Now I can say a crossed a hurdle and am getting closer to adding anims for sexout. Idk if it was the sole reason but adding loopstart/loopend seems to be an important factor, the anim I finally managed to get working was from the same .blend project and the only changes I made were to the anim text. I actually did not add the anim into the position script but it didnt seem like sexout cared, I guess its only for when you need offsets. Fucking gamebryo actually trolled me the first time and crashed the game about 2 secs into the anim lol, felt my heart sink. Luckily it worked properly the second time. Just to clarify Donkey about the nifskope part. On the values you mentioned, are you talking about the red boxes? It was like this when I loaded it into nifskope, looks like I didnt need to make any changes. Next hurdle: Creature animations. Not sure how this works so far. All I know is that you use the same skeleton for human and creatures......I think. There is no skeleton in the creature folders and I know some creatures anims are used for humans too, alot of the doggystyle anims are shared between human and dogs. But when I make parent to armature the mesh get distorted and messed up if I try to manipulate the bones. Maybe Im using the wrong mesh, I extracted a random mesh from the BSA from the supermutant section. Its missing its whole middle part too.
Guest Donkey Posted June 27, 2012 Posted June 27, 2012 I can's view imgur i have that site blocked. Due to my router spamming with icmp's scans. as for suermutants you need to extract everything from Meshes.bsa it will contain everything from skeleton to body, armor etc..
DoctaSax Posted June 27, 2012 Posted June 27, 2012 What I want is all equipped equpment to be unequiped' date=' and then re-equiped after the scene. Currently this doesn't work with many items, notably "tailor maid"-style clothing, backpacks, and wearable cigarettes, basicly stuff that isn't your regular one-piece outfit or a weapon. Generally it isn't a huge problem since almost all outfits in NV are one-piece, only thing that is a bit funny is that you keep your backpack on if you use one, but I recently installed the excellent "Wasteland cloth collection", which allows you to mix 'n match pants, underwear, jackets, tops, shirts, shoes etc., and currently most of that isn't unequipped when you enter a sex-scene, so you for example keep your pants on, which kind of ruins the animation... [/quote'] I'm rather a fan of half-clothed sex myself, but of course, some cloth simply has to go. The trouble is of course, and I've got T3M clothing installed myself which is also mix & match, that Beth did away with the 'lowerbody' biped slot, forcing modders of mix & match clothing to classify skirts & pants as necklaces or some such. What I've been planning to do - but I've been putting it off - is to change the biped slots in such mods, making sure that skirts & pants are marked as 'upperbody' and whatever it is that matches and is marked as upperbody will get another type of biped slot. Maybe that could work for you too?
Kashked Posted June 28, 2012 Posted June 28, 2012 What I want is all equipped equpment to be unequiped' date=' and then re-equiped after the scene. Currently this doesn't work with many items, notably "tailor maid"-style clothing, backpacks, and wearable cigarettes, basicly stuff that isn't your regular one-piece outfit or a weapon. Generally it isn't a huge problem since almost all outfits in NV are one-piece, only thing that is a bit funny is that you keep your backpack on if you use one, but I recently installed the excellent "Wasteland cloth collection", which allows you to mix 'n match pants, underwear, jackets, tops, shirts, shoes etc., and currently most of that isn't unequipped when you enter a sex-scene, so you for example keep your pants on, which kind of ruins the animation... [/quote'] I'm rather a fan of half-clothed sex myself, but of course, some cloth simply has to go. The trouble is of course, and I've got T3M clothing installed myself which is also mix & match, that Beth did away with the 'lowerbody' biped slot, forcing modders of mix & match clothing to classify skirts & pants as necklaces or some such. What I've been planning to do - but I've been putting it off - is to change the biped slots in such mods, making sure that skirts & pants are marked as 'upperbody' and whatever it is that matches and is marked as upperbody will get another type of biped slot. Maybe that could work for you too? It would work, but that would mean making a "compability patch" for every mix 'n match clothing mod if I understand you correctly?
saladboy21 Posted June 28, 2012 Posted June 28, 2012 Bloatfly and Feral Ghoul animations still are way off kilter. Mantis is somewhat. Scorpion and all others look fine. For some reason sometimes vaginal sex picker gets the straddling face oral animation. That animation often only runs 15 seconds regardless of settings.
beck11 Posted June 28, 2012 Posted June 28, 2012 In the Master's Army now. Reporting for sexual orientation training.* *Image messed up, dont know what happened. Dosent matter, its just a stupid pose anyway. So thats it huh? Same process as regular human anims? No need for fancy creature skeletons or nothing? Hmmmm...I assumed you needed a special skeleton for creature sex but I guess not. So how come the dog sex animation can be used by humans as well? Both have their own skeleton so idk how they managed to get both to use the same kf file. Oh I fixed the image in my previous post, should be working now.
Guest Donkey Posted June 28, 2012 Posted June 28, 2012 you cannot use bnb skeleton for creatures if you do, you would get mesh tearing. and just ruined a perfectly good animation. You just export all meshes from bsa you will see characters and creatures are taken into seperate folders. every creature uses it's own skeleton. if you import a supermutant with say bnb skeleton and export it again super mutant are totally fucked up in game. They will also not work correctly because of the changes bnb made to the human skeleton are not present in the creature skeleton. Try read a real tutorial you will see it is impossible to import 2 skelton into blender at the same time. You can only do this for one and use the shift + F1 method to get another within it. But still unable to export both from the same file. Both have their own skeleton so idk how they managed to get both to use the same kf file. Not sure what you mean animation for dog is made with dog skeleton and the one for npc is made with either default new vegas skeleton or bnb like some of us do. still they cannot be used for both because of what one skeleton can is unable to be done by the other. if you do you would see breast go into infinity because of missing bnb changes. Have you tried Johnhead444 tutorial from his first post ?? It is all wel explained in there.
sen4mi Posted June 28, 2012 Posted June 28, 2012 I think I have requested this before' date=' and I think there was some good explanation why it wouldn't work, but I wish Sexout could strip the char of ALL equipment... As it is it doesn't work for some clothing mods where you can mix 'n match different pieces of clothing, and the toon keeps things like backpacks and wearable cigarettes equipped during sex-scenes... If there is some technical reason why stripping ALL equippment wont work there is no need to make a technical explanation, I probably wouldn't understand it anyway, and will take your word for it, but if it is at all possible it would be great. [/quote'] I think I know how this could be done. I think it would be easier for me to just remove all such gear: sexout equips some things that force clothes to be unequipped, and modifying those things in GECK to occupy additional locations would be much simpler than dealing with all the possibilities involved in re-equipping your gear. ... actually, now that I think about this, I am not totally certain that all gear can be automatically re-equipped. (Maybe it can be, I am just explaining that I am ignorant here -- this is something I would have to study.) Edit: this was a bad idea, we need either a list of things to be removed, or a well designed list of exclusions. And you can't have both unless one overrides the other.
Halstrom Posted June 28, 2012 Posted June 28, 2012 I think I know how this could be done.I think it would be easier for me to just remove all such gear: sexout equips some things that force clothes to be unequipped' date=' and modifying those things in GECK to occupy additional locations would be much simpler than dealing with all the possibilities involved in re-equipping your gear. ... actually, now that I think about this, I am not totally certain that all gear can be automatically re-equipped. (Maybe it can be, I am just explaining that I am ignorant here -- this is something I would have to study.)[/quote'] Just my 2nd thoughts on the issue (my first were not worth posting ) Could you use the GetEquippedItem for each slot 1-15 unequipping the item then putting them into a container or maybe a Formlist then go through the formlist to requip?
beck11 Posted June 28, 2012 Posted June 28, 2012 Yeah ignore that dog thing, I think im confusing the way idleanims are handled in geck and its messing with me. But regarding the skeleton thing: Its almost like you're telling me that you cannot load a human and creature skeleton in blender, make an animation and export them separately. Try read a real tutorial you will see it is impossible to import 2 skelton into blender at the same time. So I tested that. I loaded a regular human skeleton then a Supermutant skeleton in blender. Edited them both, exported them separately, did all the other stuff and added them into sexout and they both(Supermutant and human anims) ran properly in game. Im probably being a dunce and understanding you wrong and you're talking about something completely different but in any case, I now understand that creatures and human have to use separate skeleton types when making animations. Mystery solved....for now. Ok next question. When it comes to aligning sex animations is it all done in the position script 1&2 in sexoutNG or can you use blender to do some of the major alignments and then make smaller adjustments with the position scripts in Sexout? Oh btw, the Johnhead444 tutorial is offline now.
DoctaSax Posted June 28, 2012 Posted June 28, 2012 It would work' date=' but that would mean making a "compability patch" for every mix 'n match clothing mod if I understand you correctly? [/quote'] Yes, although I'd advise merging such a patch with the original esp. I don't know about other people, but I hit the esp limit rather quickly in fnv. But that's just a stop-gap solution, really, we're a bit limited by the way NG currently handles un- and redressing. I think it would be easier for me to just remove all such gear: sexout equips some things that force clothes to be unequipped' date=' and modifying those things in GECK to occupy additional locations would be much simpler than dealing with all the possibilities involved in re-equipping your gear. ... [/quote'] That would work, but the more we take off standard, the more ability we need to customize what we keep on. Atm, NG only checks equipped upperbody gear against its "safe for sex" formlists. That would have to be changed to allow for better control via clothing eval (your version).
jaam Posted June 28, 2012 Posted June 28, 2012 I think I know how this could be done.I think it would be easier for me to just remove all such gear: sexout equips some things that force clothes to be unequipped' date=' and modifying those things in GECK to occupy additional locations would be much simpler than dealing with all the possibilities involved in re-equipping your gear. ... actually, now that I think about this, I am not totally certain that all gear can be automatically re-equipped. (Maybe it can be, I am just explaining that I am ignorant here -- this is something I would have to study.)[/quote'] Just my 2nd thoughts on the issue (my first were not worth posting ) Could you use the GetEquippedItem for each slot 1-15 unequipping the item then putting them into a container or maybe a Formlist then go through the formlist to requip? Please don't. There are items whose effect should not be removed. Starting with slave collars. I think the current lis is ok, and DoctaSax solution is the only one practical in the long run...
Halstrom Posted June 28, 2012 Posted June 28, 2012 I think I know how this could be done.I think it would be easier for me to just remove all such gear: sexout equips some things that force clothes to be unequipped' date=' and modifying those things in GECK to occupy additional locations would be much simpler than dealing with all the possibilities involved in re-equipping your gear. ... actually, now that I think about this, I am not totally certain that all gear can be automatically re-equipped. (Maybe it can be, I am just explaining that I am ignorant here -- this is something I would have to study.)[/quote'] Just my 2nd thoughts on the issue (my first were not worth posting ) Could you use the GetEquippedItem for each slot 1-15 unequipping the item then putting them into a container or maybe a Formlist then go through the formlist to requip? Please don't. There are items whose effect should not be removed. Starting with slave collars. I think the current lis is ok, and DoctaSax solution is the only one practical in the long run... Well you could check against the slavestuff formlists in SCR, I'm not planning to do it myself, just bouncing ideas on how to do it.
SpamVacuum Posted June 30, 2012 Posted June 30, 2012 I apologize if this question has already been asked, or if it's something obvious that doesn't need answering, but I was wondering how to edit the "Sexout NGList" that appears to determine who rapes/stalks who in BrutalRapers.
sen4mi Posted July 2, 2012 Posted July 2, 2012 Just my 2nd thoughts on the issue (my first were not worth posting ) Could you use the GetEquippedItem for each slot 1-15 unequipping the item then putting them into a container or maybe a Formlist then go through the formlist to requip? (sorry, am back... stupid super derechos...) If you use GetEquippedItem for each inventory spot, I think that that should work. (Edit: oops, I forgot about items that should be unequippable.) I think you would need to check, though, whether the item has already been detected, since some items occupy multiple spots. Another issue to keep in mind is that you probably do not want to be repairing items during re-equip phase. Other issues may show up in testing?
prideslayer Posted July 4, 2012 Author Posted July 4, 2012 The clothing stuff is a constant source of irritation, it's more complicated than some people realize though.. First off, there is no way I can just "remove everything", that will never work. It would break slave collars (as already mentioned), other sex items (buttplugs, strapons, etc.), nude body suits (like the built in ones, and pregnancy one), and so on. So that brings us to selectively removing items. The first thing sexout looks at is the individual sex acts call for removing clothes. If sexout was specifically told, for that act/call, not to remove clothes (or to remove clothes), then it will follow those instructions (below). If the per-call override was not set by the mod, then it looks at the MCM settings set by the player. If it decides to undress the actor (per-call undress is true, or the appropriate cons/rape undress MCM setting is true) then it goes into the god awful undressing logic, which is handled in a standalone script assigned to the SexoutNGTokenUndress item. You can look at this script for yourselves, and even create an ESP to make it function differently by overriding the script to test with. If you get it working well, I'm more than willing to consider replacing the current script with yours. That script, currently, checks only slots 2 (armor / upperbody), 5 (weapon), and 17 ("slot1" -- most commonly used for backpacks.) If the upperbody item is in the nudebodies list, it is not removed no matter what the flags for undressing are set to. If it's in the safe for sex list, it's not removed unless the force undress flag is set. The weapon and backpack items are removed no matter what flags for undressing are set. After that, a bodysuit is added, if the player was undressed and the MCM settings indicate a bodysuit should be used. This is all it does, currently. To do more, it just needs a few more temp variables to hold the undressing item. The undressing token is a 'special' type of token. The main script runs (to undress the actor) when one token is present; when two tokens are present, that is the signal to redress the actor and then for the tokens to be removed. There are (or may be) other mods that use those slots for something else. The official list is @ http://geck.bethsoft.com/index.php/GetEquippedObject There are 20 slots: 0: head 1: hair 2: upper body 3: left hand 4: right hand 5: weapon 6: pip boy 7: backpack 8: necklace 9: headband 10: hat 11: eyeglasses 12: nosering 13: earrings 14: mask 15: choker 16: mouth object 17: body addon 1 18: body addon 2 19: body addon 3 So I could probably safely remove slots 3, 4, 7, and 10. Slots 2, 5, and 17 are already handled. The other slots are more problematic.. 0 : Head? No idea what uses this slot. 1 : Hair, leave alone. 6 : pip boy, leave alone. 8 : necklace, leave alone. 9 : headband, leave alone. 11 : glasses, leave alone. 12 : nosering, leave alone. 13 : earrings, leave alone. 14 : mask, dunno? Could be used for bondage masks, ballgags, etc. 15 : choker, might be used by some slave collars or necklaces? 16 : mouth, might be used for gags etc. as well? 18 : unknown. 19 : unknown. Hope that sheds some light.. and encourages experimentation. Letting me no what mods use what slots for what kinds of items would be very helpful, that way I could detect if that mod is present and, if so, remove an item I might not otherwise -- or not remove an item that I might otherwise. If you have two mods with items that both use the same slot, and some items need removed but some should no be (like say some mod uses mouth for cigarettes, but another mod uses it for gags) then the only correct solution is to add formlists to sexout to hold the items that should NOT be removed, then create an ESP dependent on both that mod and sexout, that will add the items to sexouts form list. I could do it with buildref but that's a lot of work. The lists can't be in SCR -- SCR relies on sexout, not the other way around, so sexout cannot "see" the lists in SCR.
zippy57 Posted July 4, 2012 Posted July 4, 2012 If you have two mods with items that both use the same slot' date=' and some items need removed but some should no be (like say some mod uses mouth for cigarettes, but another mod uses it for gags) then the only correct solution is to add formlists to sexout to hold the items that should NOT be removed, then create an ESP dependent on both that mod and sexout, that will add the items to sexouts form list. I could do it with buildref but that's a lot of work. The lists can't be in SCR -- SCR relies on sexout, not the other way around, so sexout cannot "see" the lists in SCR.[/quote']Sounds like the best thing to do is create the blank list in NG, then have SCR add its items via script and let other people create compatibility patches as necessary.
prideslayer Posted July 4, 2012 Author Posted July 4, 2012 That works for me. Added to my todo list, though not sure when I'll get to it.. has the beta been working for everyone that's downloaded it? Didn't mean for it to sit this long, but work got busy again.
saladboy21 Posted July 5, 2012 Posted July 5, 2012 Beta has been working, only issue was misaligned ghouls and, to a lesser degree, mantises. Bloatflies did not actually have sex in terms of graphics, just hung out. I had a case where I stopped being able to have sex with anyone during play, but I suspect it was a Bethesda error as it came up and pretty much screwed over that save but not affected others, nor has it been repeatable. Things seem to be working otherwise.
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