Guest Donkey 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. Probably because Mantis has no animation at all yet. Bloatfly works correctly for me.
Halstrom Posted July 5, 2012 Posted July 5, 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. Sounds good to me too, I've no problems adding it if someone else writes it, I'm a bit busy still on what I have on my plate already
emo877 Posted July 5, 2012 Posted July 5, 2012 For "mis-aligning problem" in sex-animations with relatively small\simple creatures involved, how about such workaround, as replace that small thing with anim_object included in person'animation? In other words, for scene where bloatfly fucks woman, do 1) hide bloatfly; 2) make woman to play animation with anim-object "aoBloatfly"; 3) reveal bloatfly. ps. imho, things like bloatfly COULD NOT undress people (whichever rich-fantasy arguments was suggested). Give their darts\poisons dizzy-over-lust-effect, making victim to expose [her] sex-zones and masturbate to fell unconscious, lying on her back. Then things can approach.
Guest Donkey Posted July 5, 2012 Posted July 5, 2012 That will look weird, how are you getting the part done without any animobject ?? SexoutNG can't use animated object. It has to be static.
DoctaSax Posted July 5, 2012 Posted July 5, 2012 Letting me no what mods use what slots for what kinds of items would be very helpful' date=' 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. [/quote'] I don't think adding 2-3 more slots to be handled on a case by case basis with ismodloaded can properly work without revising the esp's of such mods. Just because such a mod is loaded doesn't mean you're wearing that clothing at the moment NG starts its undressing routine. So, it could just end up looking borked for different reasons. Second, those mods all have their own internal logic of what type of clothes get which biped slot, and they often practically cover the whole range: the addon slots, necklaces, chokers, noserings, ... it's all used, and it's all used differently. If necklaces should be left alone for auto-undressing, and a mod uses the necklace slot for skirts we can have problems, besides the fact that those skirts will be incompatible with tops from another that uses that slot for tops. The problem's at the source, really - the variety of slots used in mix & match mods, and the inconsistencies between them - and I don't see how NG can account for all of it. In the end, I can see no other relatively foolproof way of letting mix & match clothing play nice with NG and each other than creating an esp assigning each item that covers or should cover the groin the upperbody-slot, to be checked against the safe lists in case it provides access. That also means changing other items that now have the upperbody slot but don't need to to something else, to be left on by default for the time being, and preferably so that shoes from the one mod & shoes from the other all use the same slot, to their mutual exclusion instead of conflicting with a belt or top. Granted, that's quite a bit of manual geck work, and I can't see myself even thinking of starting on it for at least another month, but because it's technically not difficult, it might be a nice project for a beginner to sink his teeth in... (Coincidentally, the "head" slot is used for certain helmets. Some helmets use up to 5 or 6 slots: head, hair, headband, hat, mouthobject & mask. That's a lot of redundancy while there's no lowerbody-slot in sight.)
prideslayer Posted July 5, 2012 Author Posted July 5, 2012 Letting me no what mods use what slots for what kinds of items would be very helpful' date=' 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. [/quote'] I don't think adding 2-3 more slots to be handled on a case by case basis with ismodloaded can properly work without revising the esp's of such mods. Just because such a mod is loaded doesn't mean you're wearing that clothing at the moment NG starts its undressing routine. So, it could just end up looking borked for different reasons. The idea would be to use ismoadloaded along with buildref to create a list of the items that mod has, and then check those against the players equipped item. The alternative is to create a new ESP for each of those mods, and have that esp add the appropriate items to the SCR formlist as we've discussed. I wouldn't just blindly look for ismodloaded and that's all.. Second, those mods all have their own internal logic of what type of clothes get which biped slot, and they often practically cover the whole range: the addon slots, necklaces, chokers, noserings, ... it's all used, and it's all used differently. If necklaces should be left alone for auto-undressing, and a mod uses the necklace slot for skirts we can have problems, besides the fact that those skirts will be incompatible with tops from another that uses that slot for tops. Thus the lists in SCR that zippy suggested. Items can be added directly, and I don't have to care about what bodyslot they occupy; I will compare every item, in every bodyslot, against the list. The question then becomes, what should the list hold? Does it hold items I must remove, or items I must not remove? The latter is the easiest, since it allows me to just "remove everything", and if stuff shows up that shouldn't be removed (like gags, etc) they can be added to the list. Items we want to remove certainly outnumber items we don't. The problem's at the source, really - the variety of slots used in mix & match mods, and the inconsistencies between them - and I don't see how NG can account for all of it. With lots of work... and help from my friends. It can do it, all that needs done is the items added to a list that I can check against when undressing. If the list just has items I am NOT supposed to remove, then it's really an easy process. I check the list, and if the item isn't in it, I remove it. Sexout specific items like gags and such would be added to the list of course. Items from other mods would be added via a script, by people who have the time to do so. I can include those plugins in the sexout download, or they can be standalone. All we really need to do to support this is ensure that nothing adds items to the list through the geck, but through script only. The fomod script for sexout can smartly enable/disable the correct ones depending on which mods you have. An example might make it clearer, so assume you have the 'coolsmokes.esm' mod. You make a new esp, sexoutcoolsmokes.esp, that has sexout.esm and coolsmokes.esm as masters. Create a quest with script, and in that script you make a getgameloaded/restarted block that does additem, additem, additem to the sexout list. SCR does the same thing with items it knows about (or supplies). Then I just check the list when undressing.
prideslayer Posted July 5, 2012 Author Posted July 5, 2012 Obviously if the mod that provides the clothing items is an esp, rather than an esm, then ismodloaded + buildref is the only way to get the IDs and add them to the list, but it's not really that difficult to do.
saladboy21 Posted July 5, 2012 Posted July 5, 2012 Is there a way to see what version of a mod is actually installed? I am wondering if my FOMM decided to say fuck it when I tried to update this mod and that is why I can't get bloatflies to work. Or, based on rereading the OP, I am NOT supposed to have reset gun etc in my inventory am I?
prideslayer Posted July 5, 2012 Author Posted July 5, 2012 You are not supposed to have reset gun or any of that. In an update a while ago I stopped giving it out, then an update or two later I removed it from inventory if found. If you want to check the version, look in fomm, or look at what sexout says in the corner (and the console) when it starts up. FOMM will show the version when you click on the ESM, down in the bottom, under description.. e.g. SexoutNG V2.4.65b1 for the current beta.
saladboy21 Posted July 5, 2012 Posted July 5, 2012 OK FOMM did not in fact correctly install. I missed a couple versions not playing waiting for Preg to get functional. OK back to fighting with it then. Thank You.
DoctaSax Posted July 5, 2012 Posted July 5, 2012 I wouldn't just blindly look for ismodloaded and that's all.. Ah' date=' of course not - should've known you wouldn't go for such a simple approach The question then becomes, what should the list hold? Does it hold items I must remove, or items I must not remove? The latter is the easiest, since it allows me to just "remove everything", and if stuff shows up that shouldn't be removed (like gags, etc) they can be added to the list. Items we want to remove certainly outnumber items we don't. This is more of a personal preference, I think - I favor the 'lose what you must, keep on what you can' approach. After all, you're horny... who has time to fully undress? In fact, one of the reasons I'm interested in mix & match collections is the idea I should be able to keep more on. It's just more sexy to me. Skirts / pants without access to naughty bits, or complete outfits without access, should definitely go. The rest is more up to taste, whether it's short skirts with nothing underneath, or tops, shoes, & stockings. So, maybe we could have different lists, and an mcm option to let ng know our preference in this matter? Keep on what you can v. keep on what you have to?
killercam21 Posted July 6, 2012 Posted July 6, 2012 when i download the core and data everything works fine until i activate the core when i do this and start the game it starts but when i get to the screen where continue, new game, and all the other stuff are supposed to be it doesnt show up ... the game does not freeze cuzz the music continues playing but none of the words show up not even the mouse i have to use task manager to take it off
sen4mi Posted July 6, 2012 Posted July 6, 2012 when i download the core and data everything works fine until i activate the core when i do this and start the game it starts but when i get to the screen where continue' date=' new game, and all the other stuff are supposed to be it doesnt show up ... the game does not freeze cuzz the music continues playing but none of the words show up not even the mouse i have to use task manager to take it off [/quote'] Specifically when does this happen? Is it during the loading screen? (I get the game freezing on the loading screen when I am not using the "4GB" patch, if I have too many mods active... which is mostly always.)
zippy57 Posted July 6, 2012 Posted July 6, 2012 I had this problem too... When I tried to load 215 mods at once. Nowadays I keep it under 200 due to that and also what I can only guess are texture cache* issues. *Not guaranteed to be an accurate technical term describing the cause of the issue.
prideslayer Posted July 6, 2012 Author Posted July 6, 2012 There's a hard limit of 255 (00-fe, ff reserved for dynamic stuff) active files at a time, including vanilla. The soft limit is lower but seems to be combined size of all mods or something.
zippy57 Posted July 6, 2012 Posted July 6, 2012 When I hit around 200 mods or so, the game just stops loading new meshes and textures when I switch areas.
sen4mi Posted July 7, 2012 Posted July 7, 2012 I only have 128 esp/esm files but some of them are big mods, and i also have highres textures and things.
Golgo13 Posted July 8, 2012 Posted July 8, 2012 Could anyone, please, tell me from what this problem arises, and what the solution might be? Everything was working fine in my game (apart from the pregnancy mod repeatedly resetting my toon's pregnancy state back to "Start") with no changes to my game in several sessions of play. After I'd exited the game normally, put my computer in "Standby" mode, and gotten some sleep, I started the game and discovered that, when my toon needed to take the lust penalties down, the animations were no longer there. Logically, if I changed nothing, nothing should be changed. But, I have to get past that little grievance with the computer gods to figure out what could be causing this. I installed everything-- the animations are clearly in there. Is something no longer pointing to them? Or, could the animations file have become corrupted, somehow? After playing around with load orders (with extremely low expectations of success), I decided to just uninstall everything and start over-- but, I can't. FOMM crashes whenever I try to deactivate SexoutNG - Core, and SexoutNG - Data. I don't believe that it's wise to install over anything in FOMM that you haven't deactivated; but, I've also had problems (oh, BOY!) simply swapping in an old Data file. Consequently, I am not clear, at all, on how to proceed. Every method I can think of either has failed, or contains risks known to me that I'm unwilling to take without someone telling me that it is the correct way to solve my current issue.
wildtangent Posted July 8, 2012 Posted July 8, 2012 Could anyone' date=' please, tell me from what this problem arises, and what the solution might be? Everything was working fine in my game (apart from the pregnancy mod repeatedly resetting my toon's pregnancy state back to "Start") with no changes to my game in several sessions of play. After I'd exited the game normally, put my computer in "Standby" mode, and gotten some sleep, I started the game and discovered that, when my toon needed to take the lust penalties down, the animations were no longer there. Logically, if I changed nothing, nothing should be changed. But, I have to get past that little grievance with the computer gods to figure out what could be causing this. I installed everything-- the animations are clearly in there. Is something no longer pointing to them? Or, could the animations file have become corrupted, somehow? After playing around with load orders (with extremely low expectations of success), I decided to just uninstall everything and start over-- but, I can't. FOMM crashes whenever I try to deactivate SexoutNG - Core, and SexoutNG - Data. I don't believe that it's wise to install over anything in FOMM that you haven't deactivated; but, I've also had problems (oh, BOY!) simply swapping in an old Data file. Consequently, I am not clear, at all, on how to proceed. Every method I can think of either has failed, or contains risks known to me that I'm unwilling to take without someone telling me that it is the correct way to solve my current issue. [/quote'] This may be a stupid question but, have you tried opening Task manager to see if there might be another instance of FNV still running? Or have you restarted your pc? Just currious
Golgo13 Posted July 8, 2012 Posted July 8, 2012 Could anyone' date=' please, tell me from what this problem arises, and what the solution might be? Everything was working fine in my game (apart from the pregnancy mod repeatedly resetting my toon's pregnancy state back to "Start") with no changes to my game in several sessions of play. After I'd exited the game normally, put my computer in "Standby" mode, and gotten some sleep, I started the game and discovered that, when my toon needed to take the lust penalties down, the animations were no longer there. Logically, if I changed nothing, nothing should be changed. But, I have to get past that little grievance with the computer gods to figure out what could be causing this. I installed everything-- the animations are clearly in there. Is something no longer pointing to them? Or, could the animations file have become corrupted, somehow? After playing around with load orders (with extremely low expectations of success), I decided to just uninstall everything and start over-- but, I can't. FOMM crashes whenever I try to deactivate SexoutNG - Core, and SexoutNG - Data. I don't believe that it's wise to install over anything in FOMM that you haven't deactivated; but, I've also had problems (oh, BOY!) simply swapping in an old Data file. Consequently, I am not clear, at all, on how to proceed. Every method I can think of either has failed, or contains risks known to me that I'm unwilling to take without someone telling me that it is the correct way to solve my current issue. [/quote'] This may be a stupid question but, have you tried opening Task manager to see if there might be another instance of FNV still running? Or have you restarted your pc? Just currious I'm not sure if you understand that the game still starts and runs. I don't know your computer, but, a second instance of FONV wouldn't even start on my computer in the first place. My game can still be played in a conventional manner; I just couldn't use the Sexout mod and its animations, anymore. In fact, there seems to be some indication that some form of sex takes place-- it just does so instantaneously, and telepathically (so, I doubt it would take the meter down much for the lust mod). Without the animations, I just receive an antiseptic flash of text. *Yawn* I only played it this way long enough to see if the animations were fixed But, yeah-- whenever something utterly bizarre happens and I can't believe what I'm seeing, I restart. Sometimes, it fixes it. This time, I just remain baffled. But, thanks for being kind enough to reply.
CGi Posted July 8, 2012 Posted July 8, 2012 i would recommend to restart your PC, as i suspect the suspend mode to interfere. if i remeber right, one of those not-really-powered-off modes, saves your RAM content to the HD and then loads it back, but who says that it's done 100% error free. But no matter what's the case, i recommend you shut your PC down, leave it off for at least 5s and then restart it. Running ChkDsk X: /F /X should help you deal with error's in the FS, if any (replace the "X" with the drive of your FONV install).
Golgo13 Posted July 8, 2012 Posted July 8, 2012 i would recommend to restart your PC' date=' as i suspect the suspend mode to interfere. if i remeber right, one of those not-really-powered-off modes, saves your RAM content to the HD and then loads it back, but who says that it's done 100% error free. But no matter what's the case, i recommend you shut your PC down, leave it off for at least 5s and then restart it. Running ChkDsk X: /F /X should help you deal with error's in the FS, if any (replace the "X" with the drive of your FONV install). [/quote'] I did restart my computer. I've done everything I could come up with, and then did them, again, a couple more times because I couldn't believe my eyes that they hadn't worked. Now, another little bit of weirdness that I just uncovered is that I can go w-a-a-a-y-y back to a save in which the animations still work! So, this isn't a completely systemic problem, as I thought. I don't know what it is. Last night, these other saves worked, as well, and so did the animations, and, today, the animations are dead if I go there. There's nothing different about the save in which they work and later saves in which they don't... my toon is in the Powdergang prison in that save, so, the conditions aren't changing much, at all, between that save and a later Powdergang prison save that is broken, now. If that helps anyone identify the trouble, great. I'm irritated being unable to play. I've already done pretty much everything on normal Hardcore mode; playing without this mod defeats the purpose of this particular run-though.
zippy57 Posted July 8, 2012 Posted July 8, 2012 Bethesda games have a history of save game weirdness. Autosaves and quicksaves corrupt easily, and the strangest things get carried over from save to save. I've had saves where entering a certain cell would cause the game to crash every time. I once had a save somehow move the destination of a door teleport so I fell into nothingness whenever I went through it. Have you tried a clean save, deactivating all Sexout plugins, saving, and then re-activating? Something to do with a Sexout variable or token could have gotten screwed up and could be stopping sex. A clean save should wipe these and hopefully fix the problem. If a clean save doesn't work, start a sex act and check the console for any abort errors.
RDKateran Posted July 8, 2012 Posted July 8, 2012 In the meantime, get CASM and the CASM for MCM plugins. They're a whole lot more useful and safer than the regular autosave systems.
sen4mi Posted July 8, 2012 Posted July 8, 2012 My solution to the save game corruption problem was to turn off all autosaves (and of course to never use an autosave that already exists) and to not use quick save. This is tedious, especially when I need to save every few minutes to guard against game instabilities, but this was the only way I knew of to avoid the problems.
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