FalconHalo Posted July 21, 2012 Posted July 21, 2012 Could someone please link me to a good male body replacer? I tried Robert's, but something screwed up the texture.
luppion Posted July 21, 2012 Posted July 21, 2012 Am I the only one who is having problems downloading data.fomod? It downloads 1 mb or 2, then it just stops and gives me a error message, I have downloaded the esm and core, but there seems to be something wrong with the data.
luppion Posted July 21, 2012 Posted July 21, 2012 It says network problem, but that can´t be right, since I can download everything else.
Borisni Posted July 21, 2012 Posted July 21, 2012 In SexoutNGMain descriptions in comments for nPRedress and nPCUndress vars (lines 89, 96) are probably wrong, cause in SexoutNGUndressTokenSCRIPT use is: 0-never, 1-inList (cons), 2-allways. And, I have yet another question, or two I've found that making 'simple' getting naked spell is not simple at all, at least for me. So, I just set (nPRedress=0, nPCUndress=1), and give two tokens, and we're naked, works great But I guess this is not very safe to do? Would it maybe be a good idea to make 'general use' getNakedToken or Spell in Sexout, if other people have issues with this? Also, for forcing player to stay naked, would equipping naked body with a (unequipflag=1) be enough?
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 It's never a good idea to use any of the forms you find in sexout that aren't part of the "published" API, that includes tokens. It may or may not be a good idea, depending on how poor I was coding that day, to copy the actual script out of the undress token and use the parts you need in your own script. You can't "force" the player to do anything, and trying to is a bad idea. Just undress them and leave it at that. Confiscate their equipment if you want to enhance the immersion. Setting flags on their stuff like "cannot equip" is just going to annoy them if there's a bug in your mod or they decide to "give up" on the quest. Will take a look at the comments, chances of them being wrong anywhere are pretty high -- they're always the 2nd to last thing to get updated, just before the API documentation.
TX3 Posted July 21, 2012 Posted July 21, 2012 Okay so, I think I might be missing something but I have a question regarding the body suits. How are they supposed to work? By default it's assumed the player uses a (nude) body replacer for females, and that's okay since it disables body suits for all females (and the PC). Males use a body suit by default and is assigned to a separate body mesh. The body mesh does not come with a texture though, at least it doesn't in the latest data package. I'm also kind of wondering how you're supposed to use the female body suits as they're completely missing. I use a replacer but I kind of liked the vanilla's approach to having underwear so I went for the same. Hence needing to be able to set a female body suit. EDIT: Oh, it looks for characters\_male\femaleupperbody.nif for the female body suit. Which is kind of moot for the player character unless you use a body by race mod or something. Wouldn't it make more sense to use a separate mesh like the male counterpart?
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 The bodysuit code works by detecting compatible bodysuit plugins (right now that is just breezes) and making them available as a choice, in MCM. A male bodysuit mesh is installed so that you can install a male nude body like breezes with the "default flaccid" (or even underwear) setting, and still have a nude erect male during sex. It was annoying me that dead bodies, crucified nude guys, etc., all had raging hardons if I installed breezes with the default erect to get erect guys during sex. There is no longer a sexout female bodysuit mesh included, so I don't know what file you looked in to find that reference to femaleupperbody.nif? I do need to update MCM to remove the female bodysuit option if I haven't already, but I don't think there was ever one there?
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 Roughly 500 downloads of the beta, no major problems reported, so I'm rolling a release right now. The new CORE FOMOD will include the latest NVSE Extender (v8). I don't have everything done that I wanted for this release, but I have possibly game breaking script changes for the next beta that I want to get to work on, so I need this one out the door -- rather than having an alpha and beta at the same time or something.
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 CORE - 2.4.67 in OP - Callbacks moved to standalone spell - Dialog callback now 'smart' -- needs testing, should never fail to fire. - Sexout vars added to NX for info during the act. - Bighorners aligned - Creatures detected by scanner - Scan radius increased to 2 cells - Extender version check - bRedress(A,B,C) flag fix - NVSE Extender v8+ required (v8 included)
Guest Loogie Posted July 21, 2012 Posted July 21, 2012 I do not know if it's related, but I've recently started a new game. When entering a cell I have not entered before, a crash is common since the update that added multiple cells getting read by the scanner. Going to go through the fun of disabling everything but core Sexout and see what's up.
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 hmmmm That's not good. Let me know what you find, or if you find nothing and I need to change that back . It's just "GetFirstRef 200 2" instead of "GetFirstRef 200". I wonder if that doesn't work when indoors due to there being no adjacent cells?
TX3 Posted July 21, 2012 Posted July 21, 2012 The bodysuit code works by detecting compatible bodysuit plugins (right now that is just breezes) and making them available as a choice' date=' in MCM. A male bodysuit mesh is installed so that you can install a male nude body like breezes with the "default flaccid" (or even underwear) setting, and still have a nude erect male during sex. It was annoying me that dead bodies, crucified nude guys, etc., all had raging hardons if I installed breezes with the default erect to get erect guys during sex. There is no longer a sexout female bodysuit mesh included, so I don't know what file you looked in to find that reference to femaleupperbody.nif? I do need to update MCM to remove the female bodysuit option if I haven't already, but I don't think there was ever one there? [/quote'] Hm, I see. I guess most of the MCM stuff is just a bit wonky right now. I was using the latest stable and it had body suit options for the PC, females, and males. PC and female not working of course and the male one missing a texture. Which is, I suppose, because I don't have the body suit plugin. I guess I missed that one. Still a bit strange to include just the mesh for males in the data package though. Can I also inquire as to why the female body suit was scrapped? Kind of due to the same reasons you disliked having dead male bodies like that it's kind of strange to have some characters completely nude during some situations.
Guest Loogie Posted July 21, 2012 Posted July 21, 2012 hmmmm That's not good. Let me know what you find' date=' or if you find nothing and I need to change that back . It's just "GetFirstRef 200 2" instead of "GetFirstRef 200". I wonder if that doesn't work when indoors due to there being no adjacent cells? [/quote'] Turns out I pulled a stupid with my load order and a non-DLC and DLC version of another mod were getting catty with each other. I'll check the scanner indoors at NCRCF and/or Vault 3 when I get a chance.
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 I'm more than willing to put proper nude bodysuits in place for both genders if there are meshes and textures that I can use without getting into trouble. I don't know the source of the current male bodysuit, I think it's probably a modified breezes based on alignment but I haven't looked. One male and one female bodysuit, with (alternate named) textures, is probably the best option. If there is a male and female texture out there I can use, just point me at them and I'll put them in. If there are several, I'll pick the one I like best to start with, until I get around to adding an option to pick one to the fomod script or via MCM.
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 hmmmm That's not good. Let me know what you find' date=' or if you find nothing and I need to change that back . It's just "GetFirstRef 200 2" instead of "GetFirstRef 200". I wonder if that doesn't work when indoors due to there being no adjacent cells? [/quote'] Turns out I pulled a stupid with my load order and a non-DLC and DLC version of another mod were getting catty with each other. I'll check the scanner indoors at NCRCF and/or Vault 3 when I get a chance. Ok, thanks. I was a bit worried about that since I haven't tested it indoors myself, and you obviously start a new (vanilla) game indoors..
srayesmanll Posted July 21, 2012 Posted July 21, 2012 prideslayer, should the "GetFirstRef 200 2" be "GetFirstRef 200 1" instead? If I remember correctly from our previous convo about cell depth, 0 (or not passed) was current cell, 1 was current + 1 cell away (the tictactoe layout - 9 cells) and 2 was 2 cells away (25 total cells).
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 That is actually not clear in the documentation. I don't know if the default is 0 or 1. Going to peek in the NVSE code and see if it says.
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 Looks like the default is indeed 0 in the code and the var name (for once) is not a misnomer. CellDepth means just that; it will scan X cells 'deep' in every direction, so yeah, it's scanning way too many now. I will fix for next release, sooner if it causes problems.
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 Say hello to the new (future) main effect script, and goodbye to the ever growing list of vars in the sexout main quest. Those that can look at this and understand what I'm up to, if you see any obviously fatal flaws ahead of time, let me know before I get too deep into this... (this script is basically done -- now all the subsequent ones need changed to get the values from NX rather than the quest). scn SexoutNGCallSortEffectScript int bInit int iCallVer ref self ref male ref female int anim ref actorA ref actorB ref actorC ref actorX int animA int animB int animC float fHOffsetA float fHOffsetB float fHOffsetC float fVOffsetA float fVOffsetB float fVOffsetC int bDontUndressA int bDontUndressB int bDontUndressC int bDontRedressA int bDontRedressB int bDontRedressC ref bodyA ref bodyB ref bodyC ref CBDialogA ref CBDialogB ref CBDialogC ref CBDialogX ref CBSpellA ref CBSpellB ref CBSpellC ref CBSpellX ref CBItemA ref CBItemB ref CBItemC ref CBItemX ref CBPackA ref CBPackB ref CBPackC ref CBPackX ref refSurface float fSurfaceX float fSurfaceY float fSurfaceZ int noAnim int nUseZAZ int bActorAmale int bActorAblockCrotch int bActorBmale int bActorCmale int bCanOral int bCanVaginal int bCanAnal Begin ScriptEffectStart if (0 == bInit) set self to GetSelf if self.IsActor set iCallVer to self.NX_GetEVFl "Sexout:Start::CallVer" if (1 == iCallVer) ; Nothing to do here until callver 2 is supported, ; then we fixup callver 1 to callver 2 set bInit to 1 elseif (0 == iCallVer) ; Old calling style. Fetch vars from sexout quest and stuff them into NX ; Sexout vars set anim to Sexout.anim set male to Sexout.male set female to Sexout.female ; SexoutNG vars set actorA to SexoutNG.ActorA set actorB to SexoutNG.ActorB set actorC to SexoutNG.ActorC set actorX to SexoutNG.ActorX set animA to SexoutNG.AnimA set animB to SexoutNG.AnimB set animC to SexoutNG.AnimC set fHOffsetA to SexoutNG.fHOffsetA set fHOffsetB to SexoutNG.fHOffsetB set fHOffsetC to SexoutNG.fHOffsetC set fVOffsetA to SexoutNG.fVOffsetA set fVOffsetB to SexoutNG.fVOffsetB set fVOffsetC to SexoutNG.fVOffsetC set bDontUndressA to SexoutNG.bDontUndressA set bDontUndressB to SexoutNG.bDontUndressB set bDontUndressC to SexoutNG.bDontUndressC set bDontRedressA to SexoutNG.bDontRedressA set bDontRedressB to SexoutNG.bDontREdressB set bDontREdressC to SexoutNG.bDontRedressC set bodyA to SexoutNG.bodyA set bodyB to SexoutNG.bodyB set bodyC to SexoutNG.bodyC set CBDialogA to SexoutNG.CBDialogA set CBDialogB to SexoutNG.CBDialogB set CBDialogC to SexoutNG.CBDialogC set CBDialogX to SexoutNG.CBDialogX set CBSpellA to SexoutNG.CBSpellA set CBSpellB to SexoutNG.CBSpellB set CBSpellC to SexoutNG.CBSpellC set CBSpellX to SexoutNG.CBSpellX set CBItemA to SexoutNG.CBItemA set CBItemB to SexoutNG.CBItemB set CBItemC to SexoutNG.CBItemC set CBItemX to SexoutNG.CBItemX set CBPackA to SexoutNG.CBPackA set CBPackB to SexoutNG.CBPackB set CBPackC to SexoutNG.CBPackC set CBPackX to SexoutNG.CBPackX set refSurface to SexoutNG.refSurface set fSurfaceX to SexoutNG.fSurfaceX set fSurfaceY to SexoutNG.fSurfaceY set fSurfaceZ to SexoutNG.fSurfaceZ set noAnim to SexoutNG.noAnim set nUseZAZ to SexoutNG.nUseZAZ set bActorAmale to SexoutNG.bActorAmale set bActorAblockCrotch to SexoutNG.bActorAblockCrotch set bActorBmale to SexoutNG.bActorBmale set bActorCmale to SexoutNG.bActorCmale set bCanOral to SexoutNG.bCanOral set bCanVaginal to SexoutNG.bCanVaginal set bCanAnal to SexoutNG.bCanAnal ; small bit of sanitizer work if (actorA || actorB || actorC) && (male || female) ; abort due to mixed calling convention set bInit to 103 else set bInit to 1 if (male || female) set actorA to male set actorB to female endif if (animA == 0) set animA to anim endif if (animB == 0) set animB to anim endif if (animC == 0) set animC to anim endif ; set NX vars self.NX_SetEVFo "Sexout:Start::actorA" actorA self.NX_SetEVFo "Sexout:Start::actorB" actorB self.NX_SetEVFo "Sexout:Start::actorC" actorC self.NX_SetEVFo "Sexout:Start::actorX" actorX self.NX_SetEVFl "Sexout:Start::animA" animA self.NX_SetEVFl "Sexout:Start::animB" animB self.NX_SetEVFl "Sexout:Start::animC" animC self.NX_SetEVFl "Sexout:Start::fHOffsetA" fHOffsetA self.NX_SetEVFl "Sexout:Start::fHOffsetB" fHOffsetB self.NX_SetEVFl "Sexout:Start::fHOffsetC" fHOffsetC self.NX_SetEVFl "Sexout:Start::fVOffsetA" fVOffsetA self.NX_SetEVFl "Sexout:Start::fVOffsetB" fVOffsetB self.NX_SetEVFl "Sexout:Start::fVOffsetC" fVOffsetC self.NX_SetEVFl "Sexout:Start::bDontUndressA" bDontUndressA self.NX_SetEVFl "Sexout:Start::bDontUndressB" bDontUndressB self.NX_SetEVFl "Sexout:Start::bDontUndressC" bDontUndressC self.NX_SetEVFl "Sexout:Start::bDontRedressA" bDontRedressA self.NX_SetEVFl "Sexout:Start::bDontRedressB" bDontRedressB self.NX_SetEVFl "Sexout:Start::bDontREdressC" bDontREdressC self.NX_SetEVFo "Sexout:Start::bodyA" bodyA self.NX_SetEVFo "Sexout:Start::bodyB" bodyB self.NX_SetEVFo "Sexout:Start::bodyC" bodyC self.NX_SetEVFo "Sexout:Start::CBDialogA" CBDialogA self.NX_SetEVFo "Sexout:Start::CBDialogB" CBDialogB self.NX_SetEVFo "Sexout:Start::CBDialogC" CBDialogC self.NX_SetEVFo "Sexout:Start::CBDialogX" CBDialogX self.NX_SetEVFo "Sexout:Start::CBSpellA" CBSpellA self.NX_SetEVFo "Sexout:Start::CBSpellB" CBSpellB self.NX_SetEVFo "Sexout:Start::CBSpellC" CBSpellC self.NX_SetEVFo "Sexout:Start::CBSpellX" CBSpellX self.NX_SetEVFo "Sexout:Start::CBItemA" CBItemA self.NX_SetEVFo "Sexout:Start::CBItemB" CBItemB self.NX_SetEVFo "Sexout:Start::CBItemC" CBItemC self.NX_SetEVFo "Sexout:Start::CBItemX" CBItemX self.NX_SetEVFo "Sexout:Start::CBPackA" CBPackA self.NX_SetEVFo "Sexout:Start::CBPackB" CBPackB self.NX_SetEVFo "Sexout:Start::CBPackC" CBPackC self.NX_SetEVFo "Sexout:Start::CBPackX" CBPackX self.NX_SetEVFo "Sexout:Start::refSurface" refSurface self.NX_SetEVFl "Sexout:Start::fSurfaceX" fSurfaceX self.NX_SetEVFl "Sexout:Start::fSurfaceY" fSurfaceY self.NX_SetEVFl "Sexout:Start::fSurfaceZ" fSurfaceZ self.NX_SetEVFl "Sexout:Start::noAnim" noAnim self.NX_SetEVFl "Sexout:Start::nUseZAZ" nUseZAZ self.NX_SetEVFl "Sexout:Start::bActorAmale" bActorAmale self.NX_SetEVFl "Sexout:Start::bActorAblockCrotch" bActorAblockCrotch self.NX_SetEVFl "Sexout:Start::bActorBmale" bActorBmale self.NX_SetEVFl "Sexout:Start::bActorCmale" bActorCmale self.NX_SetEVFl "Sexout:Start::bCanOral" bCanOral self.NX_SetEVFl "Sexout:Start::bCanVaginal" bCanVaginal self.NX_SetEVFl "Sexout:Start::bCanAnal" bCanAnal endif else ; abort unknown call version set bInit to 102 endif else set bInit to 101 endif endif End Begin ScriptEffectUpdate ; 1 - 99 normal and reserved ; 100 - 199 abort messages ; 1000+ abort if (1001 == bInit) ; waiting on dispel elseif (1000 == bInit) set bInit to 1001 ; DispelMe elseif (103 == bInit) DebugPrint "CALLSORT: Mixed calling conventions with (male, female) or (actora,b,c)" set bInit to 1000 elseif (102 == bInit) DebugPrint "CALLSORT: Unknown call version %g" iCallVer set bInit to 1000 elseif (101 == bInit) DebugPrint "CALLSORT: %i (%n) is not an actor" self self set bInit to 1000 elseif (100 == bInit) DebugPrint "CALLSORT: Unknown bInit stage %g" bInit set bInit to 1000 elseif (1 == bInit) ; good to go ; Cast sanitizer spell ; dispel self set bInit to 1000 elseif (0 == bInit) ; has not run yet somehow else ; something went wrong set bInit to 100 endif End This is the first step in a big conversion of Sexout to using NX, as well as getting rid of the concurrent calls issue. (edit: updated to fix errors. This is gonna change everything!)
Guest Loogie Posted July 21, 2012 Posted July 21, 2012 That all looks very intimidating. Are the regular calls that are implement still going to work without all the NX stuff added to them? Also, before I forget, I was trading with a vendor and they had Debug: Sexout AC tokens in their inventory. Screenshot attached.
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 I think that is intentional? Zippy may have mentioned something about giving them tokens at one point so they couldn't have sex.. I don't remember if that was before or after the banned actors formlist was added though. Could also just be a mistake in sexout store which had such a problem at one point in the past I think? Everything is going to work with the new system, no changes required. So far I've finished: - Callback sorting script. This takes all the vars from Sexout and SexoutNG that are needed for sex and stuffs them into NX vars. It does some mild sanitizing as well but most of that is left to the sanitizer. The code I posted is an early version of this script. - The three sex-starting spell effects use the new script instead of the sanitizer script. - New sanitizer spell added which uses the sanitizer effect. - Sanitizer is now converted to use the NX vars that the above script sets. - Randomizer is converted to use the NX vars that the above script sets. All that's left to get things to about 90% functionality (or perhaps 100, I need to carefully check all the scripts) is to convert the base effect scripts (F and NA) to use the NX vars. No mods should be adversely affected by this, since the sexout and sexoutng quest vars are always set by the caller and then nearly instantly cleared by the sanitizer anyway, even in the current system. Nothing but sexout can properly read them, they're "write only" for callers. The change buys us quite a bit though. - Simultaneous calls. The NX vars are tied to a ref (the actor SexoutBegin is cast on) so you can do as many as you want in the same script, one after another. Actor conflicts are your own problem though. - Transparent extendability. New vars and features can be added without modifying the sexout or sexoutNG quest to add vars, since NX_SetEV* can be called with any var names you want. - Availability. Every var that was set when SexoutBegin was cast is preserved for the duration of the act. You won't have to go digging for token counts to get the anim #, and so on. - Runtime modification. Since all the vars are available all the time, any of them can be modified by another mod/script/whatever at any time after sex is started. This won't work initially as I'm only going to read them out once, but when the conversion is done, reading them every time through the loop will be a top priority.
zippy57 Posted July 21, 2012 Posted July 21, 2012 I never dealt with tokens, I added them to ban formlists... Which by the way I did wrong because the quest script never finishes initializing... In hindsight I should have caught that a long time ago. EDIT: Either way that's not one of my vendors.
prideslayer Posted July 21, 2012 Author Posted July 21, 2012 Oops sorry, didn't mean to point fingers. Somebody else added a sexout 'stuff' vendor to westside or freeside at one point right, on the street? Loogie will have to report in on what mods were loaded when that happened. Nothing in sexout itself just hands out tokens..
Guest Loogie Posted July 21, 2012 Posted July 21, 2012 It's the vanilla vendor in Crimson Caravan. My load order was: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm TribalPack.esm ClassicPack.esm CaravanPack.esm MercenaryPack.esm GunRunnersArsenal.esm CFWNV.esm New Vegas Redesigned.esm drgNV - Melissa Companion.esm Primary Needs HUD.esm MikotoBeauty.esm Sexout.esm SexoutCommonResources.esm SexoutSlavery.esm SexoutLegion.esm Rustlers.esm SexoutPregnancyV3.esm NVRefugee Outfits.esp The Mod Configuration Menu.esp My Cloth Collection NV.esp GRA_Grunt_Patch.esp GunRunnersArsenal Integration Mod.esp MikotoBeauty.esp HY_WasteWar2.esp T3Belts_BootsNV2.esp HomeCooking.esp Weight8000.esp URWLNV.esp CaesarsFavorFoeHireFix.esp DeadMoneyWeaponFixes.esp KDC_Companions_Removable_Armors.esp No Weapon Remove Dead Money.esp TorresInventoryExpansion.esp LDFemaleT51b.esp populatedcasino.esp Centered 3rd Person Camera.esp Charisma Based Follower Limit.esp T3Belts_BootsNV.esp Cass Barks.esp Dead Money - No Collar Explosion and No Poison Cloud.esp sandblasterarmor.esp slinkydress.esp MercCharmers.esp The Weapon Mod Menu.esp No Companion Limit_DeadMoney.esp NWIxiaarmor1.esp Better Burned Man.esp Alternate Cass Karma Check.esp LessWhiteLegWeaponry.esp BoSCombatArmor.esp Readius_NV.esp ZCPA_NV_v1.0.esp SmallerTalk.esp SexoutBrutalRapers.esp SexoutZAZ.esp SexoutCompanions.esp st.esp SexoutFadeToBlack.esp SexoutConsequences.esp SunnyCompanion.esp MyClothWorld01.esp SexoutPowderGangers.esp SexoutKings.esp SexoutKhans.esp SexoutNCR.esp SexoutFiends.esp SexoutWorkingGirl.esp SexoutRapeGame.esp SexoutStore.esp FNV Vanilla hat fix with all storyline DLCs.esp StephysHouse.esp mikotocassveronicahair.esp EDIT: Sexout plugins in bold to save people's eyes.
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