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Posted

That's why you use CASM. It'll do that kind of saving for you and you can set the save intervals in the MCM if you use the CASM for MCM mod. It's a lot more stable and effective than the default autosave and quicksave.

Guest Donkey
Posted

Lately there is spawn of posts in techforum saying no animation or incorrect placements or bugged game. Maybe the first question to ask should be, are you playing with a legal copy of the game.. This should cut down problems greatly. Or else you will be helping in full limbo.

Posted

1. Hibernate/suspend have, in the 15 or so years since they were introduced, *never* worked right in my experience. The simple fact is that both of them suspend running processes which no longer receive clock ticks, and upon resume, they receive one clock tick representing the passage of many seconds (or minutes.. or years..) of time. Computer programs do not like this. Especially the kind of programs the rely on reasonably close relationship between ticks and the passage of time. If you suspended while FNV was running, I am not surprised it was corrupted.

 

2. Check your console for NGSAN messages indicating a failed attempt for Sexout to do it's thing. If there are none, your save is probably corrupt.

 

3. I've never personally had a problem with autosaves, but I've never used quicksave/quickload.

Posted

2.4.65b1 promoted to release in OP

- Masturbation random picker fixed

- Merged FAFF (facial animations) into sexout (not yet actually animating, but the files and idles are there!)

- Added SexoutSlavery.esm to load order checker.

 

This is a CORE download. No changes from the beta, just rolled the beta up into the CORE FOMOD and removed the standalone beta download.

Posted

Does new update requires clean save method?

 

No.

 

Updates to sexout basically never require a clean save. If they do, I say so in the announcement.

Guest user29
Posted

In case Donkey doesn't see the post in the sex screenshot thread. Bloatfly animations need a little help. I posted details there. They face the wrong way during sex. I want to say that's something pride can fix maybe? But I can't remember.

 

It's actually not donkey's animation. Shouldn't be too hard to fix though, it just needs to be rotated.

Posted

Hey Pride, I got some questions about SexoutNG.

 

1. Kinda similar to the post above actually. Can your position scripts do rotations or only 2d movement/ X-Y movement?

 

2. How does the creature dick thing work? In Geck there is no dick for sex animations but there is inside the game so Im assuming there is some script or something that needs to be attached to an animation for the dick to appear during sex animations?

Posted

Lately there is spawn of posts in techforum saying no animation or incorrect placements or bugged game. Maybe the first question to ask should be' date=' are you playing with a legal copy of the game.. This should cut down problems greatly. Or else you will be helping in full limbo.

[/quote']

 

Just wondering, why would that be a problem? Is there soem varity of script that's missing in a pirated copy?

Posted

Hey Pride' date=' I got some questions about SexoutNG.

 

1. Kinda similar to the post above actually. Can your position scripts do rotations or only 2d movement/ X-Y movement?

[/quote']

They can do rotation, but they don't. Right now they only do 3d positioning (x/y/z) via two offsets: horizontal and vertical.

 

The reason is simply to keep script size down, since there is a limit. This was actually one of the reasons for starting sexoutNG (from the original sexout) -- the original script was so "bloated" with offset data that it was impossible to add new animations.

 

I do allow different offsets for different animations, because there are so many 'old' animations, from god knows where, that were "improperly" created. A properly created animation file needs no offsets of any kind.

 

2. How does the creature dick thing work? In Geck there is no dick for sex animations but there is inside the game so Im assuming there is some script or something that needs to be attached to an animation for the dick to appear during sex animations?

 

They are created as props. In the geck, in sexout.esm, you'll find them on the left in the "Anim Objects" tree node. Basically they are .nif files like any other object, but instead of being created as in game "items", they are assigned to animations. Whenever that animation plays, the anim object is added to the actor playing the animation. When the animation ends, the object is removed.

 

The ZAZ animations use the same system. It allows props to be created, used, and then discarded without cluttering the world with "real" items that have formIDs etc., and ensures that any scene that needs a prop gets it without the mod builder having to add that prop to their scene.

Posted

Lately there is spawn of posts in techforum saying no animation or incorrect placements or bugged game. Maybe the first question to ask should be' date=' are you playing with a legal copy of the game.. This should cut down problems greatly. Or else you will be helping in full limbo.

[/quote']

 

Just wondering, why would that be a problem? Is there soem varity of script that's missing in a pirated copy?

 

Stolen copies don't (usually? I don't know.) have all the updates since they are only available from steam. Parts may be missing or altered depending on the source. Lastly, it's not a behavior that is condoned, so if your (not you personally, to the audience) copy is stolen and you won't go buy one, keep it to yourself.

 

There are too many things that could be messed up in a stolen copy to bother trying to troubleshoot, and even if there weren't, many of us wouldn't help anyway.

 

(if "you" want to debate the point, that's fine, but this isn't the thread for it -- just to head this off.)

Posted

Hi Pride, I just found out about use of variable04, and must say it's very neat way of checking Sexout thingies :)

But, could you please write a bit about it in docs, meaning of FlagInUse is self explanatory, but I'm unsure of use for MaskAnimG, MaskAnim etc? Or maybe this is written somewhere, and I just haven't found it?

Hopefully you'll forgive me for blabbering, but naming bitwise AND operator to 'LogicalAND' is probably just wicked sense of humor of the fine folks at FOSE team?

 

And another thing. While digging trough Sexout I found kind of bug in 'SexoutWantZAZSCRIPT'. There's a "if (init) ... elseif (2==init)...". It will allways evaluate as true in the first condition, and will never do the dispel in the elseif block.

 

And just to thank you for making Sexout such a great framework :)

Posted

Hi Pride' date=' I just found out about use of variable04, and must say it's very neat way of checking Sexout thingies :)

But, could you please write a bit about it in docs, meaning of FlagInUse is self explanatory, but I'm unsure of use for MaskAnimG, MaskAnim etc? Or maybe this is written somewhere, and I just haven't found it?

[/quote']

 

These aren't actually implemented yet. As soon as they are, I'll update the API doc. Only the inuse flag is implemented currently, as a test to ensure that using the custom variable(s) actually works for everyone without issues.

 

Hopefully you'll forgive me for blabbering, but naming bitwise AND operator to 'LogicalAND' is probably just wicked sense of humor of the fine folks at FOSE team?

 

Yeah, I'd like to smack them for that one too. All the bitwise operators are named Logical*.

 

And another thing. While digging trough Sexout I found kind of bug in 'SexoutWantZAZSCRIPT'. There's a "if (init) ... elseif (2==init)...". It will allways evaluate as true in the first condition, and will never do the dispel in the elseif block.

 

Ouch! Thanks for noticing that, fixed in the local copy and will be in the next release. The first if should just be "if (1 == init)".

 

And just to thank you for making Sexout such a great framework :)

 

Thus far, it's been a pleasure. Thanks. :)

Posted

I have been having a problem with female NPC's not unequiping equipment for the act.

I first noticed this after I updated SexoutNg to the latest version.

My Pc works fine just most if not all NPC females don't.

Posted

I have been having a problem with female NPC's not unequiping equipment for the act.

I first noticed this after I updated SexoutNg to the latest version.

My Pc works fine just most if not all NPC females don't.

 

Check your MCM settings first please. All characters (PC and NPC alike) use the same undressing script, but their undressing is controlled by a few things, starting with your MCM settings. After that, it's up to the safe for sex / bodysuits formlists and so on.

Posted

They are created as props. In the geck' date=' in sexout.esm, you'll find them on the left in the "Anim Objects" tree node. Basically they are .nif files like any other object, but instead of being created as in game "items", they are assigned to animations. Whenever that animation plays, the anim object is added to the actor playing the animation. When the animation ends, the object is removed.

 

The ZAZ animations use the same system. It allows props to be created, used, and then discarded without cluttering the world with "real" items that have formIDs etc., and ensures that any scene that needs a prop gets it without the mod builder having to add that prop to their scene.

[/quote']

 

So if I were to give you a creature animation now, would you do that part yourself for me or would you prefer me to do it myself? I only ask cause idk how to do it myself since the post on the 3rd page dosent go into specifics regarding adding new creature animations and creature wee wees. But in any case, I'll fire up the geck and look into what you mentioned, maybe I can figure out how it works or something. Kinda hard to set positions when you dont have the dick to go with it.

Posted

I am an absolute fool when it comes to actually creating animations. What you (or anyone) needs to do is create the animation files (.kf's) for the human and creature sides of the act, and send me those, along with the .nif (and .dds) needed for any props that go along with the animation. My knowledge starts and ends at adding those things to sexout.esm, creating them in the first place isn't something I've spent any time learning -- mostly because the MAX niftools are broken, and I hate blender.

Posted

BETA V2.4.66b1 ESM download in OP.

- Classic sexout MCM script _options typo corrected. thanks emo877

- Fixed bug in WantZAZ script. thanks Borisni

- "Phase 2" of Variable04 FlagInUse magic. This is now the only thing sexout checks. Though 00SexoutActor tokens are still handed out and removed as needed, it no longer looks for them.

- Added FlagDefaultTime flag to Variable04.

- Moved variable04 console messages to DebugPrint statements.

Posted

New DATA pack in OP --1.0.2

- New bloatfly animation. Thanks user29 and Donkey!

 

(The file said it was new and 1902(a,B).kf files were included, but per user29s instructions, I used them to replace 1901 instead -- there is still only one bloatfly anim in sexout -- I guess the old one was broken?)

Posted

New DATA pack in OP --1.0.2

- New bloatfly animation. Thanks user29 and Donkey!

 

(The file said it was new and 1902(a' date='B).kf files were included, but per user29s instructions, I used them to replace 1901 instead -- there is still only one bloatfly anim in sexout -- I guess the old one was broken?)

[/quote']

 

And one more:

New DATA pack in OP --1.0.3

- Missing dog penis normal map, updated texture. Thanks emo877 and aEuonym!

Posted

I am an absolute fool when it comes to actually creating animations. What you (or anyone) needs to do is create the animation files (.kf's) for the human and creature sides of the act' date=' and send me those, along with the .nif (and .dds) needed for any props that go along with the animation. My knowledge starts and ends at adding those things to sexout.esm, creating them in the first place isn't something I've spent any time learning -- mostly because the MAX niftools are broken, and I hate blender.

[/quote']

 

Its a struggle to get any animations done for myriad of reasons, not least being the fact that Blender's nifscripts are a piece of shit and regularly mess up any exported kf with distorted meshes or wrongly defined rotations making it a hassle to position animations up together. Im left having to consult old, incomplete and sometimes outdated tutorials for help.

 

Right now I have two minor and major issues; First is the rotaion stuff which is easy enough to sort but takes time. I spent the whole day doing just doing rotations and adjustments yesterday trying to get it to show in game properly.

 

Second one is distorted meshes which Im not sure why they are happening or how to fix them and had to delete 2 animations cause of them. Dosent help that only one other guy who knows anything about animations here got himself voluntarily or involuntarily unregistered....FML

 

Well, I just wanted to pick your brain about some stuff cause you dont stick around long sometimes and I thought I'd take the chance to ask some questions. Still not close to being ready to pump out new animations yet at a regular basis....which is kinda sad to admit seeing as I've been at this whole malarkey for close to a month now.

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