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Guest user29
Posted

hmm bloatfly is still facing the wrong direction.

Posted

Version is 2.4.66 of CORE 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.

- Anim offsets changed for 603, 701, 709, 712, 714, 721, 722, 723, 902. Thanks DoctaSax

- NVSE Extender included in FOMOD (v6)

- Tried (and failed) to fix bloatfly orientation. Next time.

Posted

I've started noticing "Debug: Sexout Ac" appearing in some merchant inventories. I assume this is not intended?

 

I'm using Wrye Flash to make a bashed patch, and I'm guessing it is pulling this item into merchant lists unintentionally?

Posted

I've started noticing "Debug: Sexout Ac" appearing in some merchant inventories. I assume this is not intended?

 

Could be sexout store. It's not sexout itself' date=' certainly.

 

I'm using Wrye Flash to make a bashed patch, and I'm guessing it is pulling this item into merchant lists unintentionally?

 

Could be. I advise against it. Little to no need for those types of patches with FONV.

Posted

No I dont think Wyre Flash has anything to do with it. I'm not using it and I've run across that item being sold by Chet in Goodsprings and Nash in Primm.

Posted

Could you could implement something like NX_SetEVFl "Sexout:Sextype:Oral" (and vaginal, and anal, and self), so that I can check what kind of sex is running without a callback? For example, if I only want a block to run during anal sex, I could do:

if( playerREF.NX_GetEVFl "Sexout:Sextype:Anal" )

 

This would be really useful for me.

Posted

Certainly Chase.

 

I think all the sexout ones are going to use "Sexout:Core:..." so we can (try) to avoid polluting the namespace right out of the gate. Other mods should probably use their own name or something instead of 'core' for settings they want to use. Maybe I should do something 'smart' like automatically replace the first '_' with your mods name if possible.. so "Sexout:_:something" in SexoutBlah.esp would become "Sexout:SexoutBlah:something". Not 100% sure if I have the identity of the calling mod available or not though.

 

In any case, "Sexout:Core:Sextype:*" is on my todo list now.

Posted

can we get a reupload for the;

 

SexoutNG - Data.fomod (Size: 13.8 MB / Downloads: 6190)

 

please!

 

I've tried getting this on 3 different browsers and two different accounts, it gets to 20% then restarts over and over and over..

 

 

thanks in advance- the thing looks great :heart:

Posted

can we get a reupload for the;

 

SexoutNG - Data.fomod (Size: 13.8 MB / Downloads: 6190)

 

please!

 

I've tried getting this on 3 different browsers and two different accounts' date=' it gets to 20% then restarts over and over and over..

 

 

thanks in advance- the thing looks great :heart:

[/quote']

The download is fine, I just tested it myself (Win7 x64, FF v13). Something is wrong on your end. If you're using any 'download managers' or anything like that, disable them -- restarting "over and over" is not a "vanilla" feature of any browser.

Posted

Hey Pride, a question. In my compilation file, I tried to edit the info for the fomod you let me use, so that my compilation file shows up right in FOMM instead of being tagged as the sexoutNG - Core file. But when I did it, it made FOMM crash. What else do I need to fix to make it work right?

Posted

FOMM will crash if you are installing a fomod using all the proper functions.

you can still activate the mod and it will still work.

 

i believe this happens because FOMM can no longer verify any of the mods or information with the nexus servers, same goes for trying to check on updates for the mods. even the check for updates for FOMM no longer works right.

 

so your problem might stem from that kain... not positive but its the best guess i personally have.

 

as to editing some of the information, you might want to use the GECK as much as it pains me to say it.

Posted

I guess I should be more specific. Pride gave me permission to use his fomod scripts from the sexout core file, because the way its written it will install any files included in the folder. The problem is when I include it to install my file through FOMM, it tags it in the manager as SexoutNG-Core, with Pride's info listed for the file description. When I try to edit that info to show "SexoutNG Compilation" and my description, FOMM crashes with the file uninstalled.

 

When you uncompress the fomod, it's the info.xls file within the /data/fomod folder that I'm trying to edit. If I leave it unchanged it installs just fine.

Posted

weird...

have you tried to repackage it from scratch sorta (make a entirely new mod using the new information for description/title etc. including everything you need from the scripts and other from pride's stuff)

 

other than that i dont know what to tell you, guess pride will have to help you :D

Posted

Hey Pride' date=' a question. In my compilation file, I tried to edit the info for the fomod you let me use, so that my compilation file shows up right in FOMM instead of being tagged as the sexoutNG - Core file. But when I did it, it made FOMM crash. What else do I need to fix to make it work right?

[/quote']

 

hmmm.. that really doesn't make a whole lot of sense. I'm assuming you also changed some other things in the XML file like the version? Try changing just one thing at a time to see which thing is causing the crash.

 

The script.cs file shouldn't have to be changed at all though you can remove the check for SCR since I assume you're installing that in the compilation too.

Posted

can we get a reupload for the;

 

SexoutNG - Data.fomod (Size: 13.8 MB / Downloads: 6190)

 

please!

 

I've tried getting this on 3 different browsers and two different accounts' date=' it gets to 20% then restarts over and over and over..

 

 

thanks in advance- the thing looks great :heart:

[/quote']

The download is fine, I just tested it myself (Win7 x64, FF v13). Something is wrong on your end. If you're using any 'download managers' or anything like that, disable them -- restarting "over and over" is not a "vanilla" feature of any browser.

 

I've never had a download repeatedly error and then restart itself when i click "resume".. (opera)

 

Anyway, i've given trying to make these body mod things work, which is a shame.. i'm just not willing to overwrite so much and backup everything for each inviddual file, maybe someone out there could compile all these things into one easy .exe installer or something which doesn't rely on so much copy paste. Just a thought :)

 

I'll probably come back to this when i'm bored with new vegas, and install everything whether it fucks up the game or not, just for the hell of it.

Posted

If you install it with FOMM then there's no risk of it 'fucking things up' and no need to 'overwrite' or 'backup' any files. If you insist on doing the install manually rather than using FOMM, then any (likely) damage that results is 'your own fault.'

 

The short (and admittedly rude) version: If you refuse to use FOMM or another mod manager, don't use sexout either.

Posted

If you install it with FOMM then there's no risk of it 'fucking things up' and no need to 'overwrite' or 'backup' any files. If you insist on doing the install manually rather than using FOMM' date=' then any (likely) damage that results is 'your own fault.'

 

The short (and admittedly rude) version: If you refuse to use FOMM or another mod manager, don't use sexout either.

[/quote']

 

The short version is spot on; i'm hesitant to use the FOMM for the same reason i'm hesitant to do anything that overwrites or replaces multiple textures and meshes.

 

Part of the problem is that i've got so many mods already installed that using FOMM to order things became really painstaking. I installed your mods manually and backed up the entire data file beforehand, but by that point the whole endeavor was getting too much for me to keep track of.

 

If you can make a simple installer at some point with all the files it'd really be appreciated by me and everyone else who downloaded and failed to install it.

 

Or maybe just a "vanilla friendly" version without the skeleton replacers- since that's what was really causing my problem in the first place.

 

(one solution would be easy to do by having a non-removable naked outfit for the sex scenes which is forced on the player during sex or worn all the time under any armor- same applies for the pregnancy esp, i found 3 vanilla outfits which're simulating pregnancy without altering the skeleton at all, so this kind of stuff is possible)

 

Either way, the mod looks great and don't get the impression that i'm complaining about it :cool: i just don't trust myself with this kind of installation.

Posted

If you can make a simple installer at some point with all the files it'd really be appreciated by me and everyone else who downloaded and failed to install it.

I already do' date=' both of the downloads (Core and Data) are FOMOD files -- these are FOMM installers. I don't know what other kind of installer you'd use. If you're asking for a standalone exe program that knows how to install and uninstall sexout, that's just not going to happen.

 

Part of the problem is that i've got so many mods already installed that using FOMM to order things became really painstaking. I installed your mods manually and backed up the entire data file beforehand, but by that point the whole endeavor was getting too much for me to keep track of.

 

If you installed a bunch of mods before you ever started using FOMM, that was "a big mistake." If all your mods are installed through FOMM, then you can deactivate them in the package manager, which will reduce the # of files showing up in the mod manager (esm/esp) part.

 

Or maybe just a "vanilla friendly" version without the skeleton replacers- since that's what was really causing my problem in the first place.

 

Sexout does not include any skeletons at all, I don't know what you're talking about here? Astymma's compatability skeleton is required, but that is only one file, and it works with basically *any* other mod that needs a custom skeleton. It's the only human skeleton you should be using no matter what mods you're using -- sexout or not.

Posted

If you're looking for an all-in-one install, look here.

 

FOMM automatically backs up any overwritten files, and replaces them if you uninstall whatever does the overwriting. And it makes sure that things are installed in the right locations automatically. It really is a timesaver.

 

And as to the skeleton, many animations depend on it. Leave it out and you end up with tits to the horizon.

Posted

Again my TODO list has been ignored in favor of... a newer/different todo list.

 

I'm working on some stuff right now that will, once again, require a fair amount of testing. I'm testing myself as I go of course but my limited testing is nothing compared to people actually testing the beta with mods in normal play, so beta fans, prep yourselves. I'm not sure when this version will make it out, I'm shooting for tomorrow.

 

Changes in the upcoming version.

- Adding support to other 'creature' types to the scanner. This should be working correctly in the beta without need for a lot of testing, but you never know.

 

- Adding NX core/sextype vars that Chase wants for Lust. These will eventually be used by sexout itself internally as well so it's a 2-birds-1-stone thing.

 

- Per-call callbacks moved to their own spell. Step 1 of this was done when I moved the functionality to a new quest and quest script in order to shrink the effect script. This takes it a step further and actually calls a spell on each actor, which itself grabs the callback quest vars and does the per-call callback magic. The goal of this change is to allow callbacks to fire 'later' if they need to, possibly *much* later, bringing us to...

 

- Attempt to fix the dialog callback issues once and for all. I'm taking a page from the original SewerSlave playbook here, modified to suit my purposes. My intention is to have the callback script enter a special branch when there is a dialog callback that needs to happen. Right now the callback just blindly executes StartConversation which will fail if the player or npc are available for any reason, including being unconscious or running an AI package that prevents them from engaging in conversation. This should cause StartConversation to continually get called (every 1s or so) until the conversation actually starts.

 

Sewerslave did something similar by use of quest stages. It would set the quest stage to current+5 (e.g. from 20 to 25, or 30 to 35) and the script for that stage just kept calling startconversation. The script attached to the dialog then set the stage+5 again, once the dialog actually fired.

 

Obviously sexout can't do this (I don't have access to the myriad dialog scripts) exactly, but I'm hoping this new approach works. If not, individual modders can use the sewerslave system by using the spell callback instead of the dialog callback. The spell (internal to your mod) could then do the quest stage manipulation and modification.

 

- The two above changes allow me to address another long-standing issue: all parties waiting around after sex until the longest-duration party finishes. In normal usage this happens only during rape, since the victims KO time is much higher than the rapists; the rapist stands around waiting for the victim to wake back up. This was needed to try and get around the dialog issue early on, but with the delayed callbacks, it should no longer be.

Posted

Ok might have hit a brickwall with the dialog detection stuff unfortunately, looking for any suggestions..

 

- GameMode blocks don't fire when a menu is open, this is well known.

 

- MenuMode blocks don't fire in spell scripts, did not know this.

 

- The MenuMode function (not block) seems broken when given a parameter.

 

 

 

My thought was to check the menu mode in the quest script, and if it's a dialog, stuffing the actor under the crosshairs (who you are presumably talking to) in an NX var for the spells to investigate as they need to. However, this simple script inside a quest script does not work:

 

ref dlgSelf
int msgtmp

Begin MenuMode
 ; dialog callback support
 if msgtmp == 0
   if MenuMode == 1009
     set msgtmp to 1
     printC "detected menumode"
   endif
 endif
End

 

It should fire whenever the player talks to an NPC, but it doesn't. Getting rid of the "if menumode == 1009" check does allow it to fire, but regardless of any open menu.

 

 

 

- Ditching the menumode 1009 check (the function not block type) in the above example works, however, GetCombatTarget always returns 0 anyway.

 

So I'm at about my wits end when it comes to detecting when someone is talking to the player and then determining who that is.

 

EDIT: I take this back, looks like it's working fine when in a conversation.. but printing as hex was just printing zeros.. errrrr.

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