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Posted

The "Debug Ac" token isn't actually a debug token, it's the engaged-in-sex token (00SexoutActor). Anything that interrupts sex can potentially leave one on the actors involved, and I have heard rumors in the past of people giving them to certain NPCs to prevent them from getting hit by scanners / rapers / etc as I mentioned.

 

It seems odd for there to be five of them though.. maybe they got added to a leveled list somewhere for vendors, or they pickpocketed from people otherwise occupied?

Posted

I have been finding random sexout tokens on enemies when I loot them. Here in a bit I'm gonna load the game and get some screenshots because I can't remember the token names. I've also seen that debug ac token in vendors.

Posted

Is there something about this script that would prevent the "FinishNow" spell from working?

   set SexoutNG.ActorA to WGAcesDude01
   set SexoutNG.ActorB to Player
   set Sexout.SexType to Vaginal
   set SexoutNG.CBDialogA to SexoutWGAcesCB
   set SexoutNG.bDontUndressB to 1

It's from WorkingGirl. Whenever I'm in this scene, "FinishNow" doesn't work on actor A (the NPC), but it does work on the player (actor B). I can see the token sitting in his inventory, but sex continues. Any ideas?

Posted

Hmm there could be something to do with the callback interfering.. will look into it when I'm out of the hole I dug myself into, maybe 20% of this conversion to NX remaining. :)

Guest Loogie
Posted

That show bit in the Aces Theater is very, very, very fragile and things are on a very strict timer. It tooks hours getting it to work.

Posted

Question, after sex/masturbation/rape, the game suddenly crashes when the player character collapses even though it didn't an hour ago. What am I doing wrong or how can I fix it?

Posted

Question' date=' What did you change between now and an hour ago?

Question, why aren't you in the tech support forum?

 

;)

[/quote']

 

Nothing, I think.

Sorry.

Posted

Firstly, a big Hello' and thanks to all doing such fine work, and sharing with us.

This may be good news for some others experiencing recent troubles with Sexout dialog working but without any animations following. That is, if they definitely have updated/installed properly.

For me, the console repeatedly stated *Aborted due to 5.2* or *Aborted due to 6.2*, meaning to targets were already getting in on???

Just a little up this thread, Kainschilde made note of these (unintentionally added?) Sexoutout DeBug tokens showing up in vendors lists.

Well: Players, please Do Not add them to your PC inventories. These were the cause of my character animations not starting. Once deleted from inventory everything works perfectly again. Using console commands *ShowInventory* and *RemoveItem* saved my already fragile sanity for at least another 24 hours.

On a side note, while trying to solve my problem, I spotted that the mod *MyClothingCollection esp* (the giant 18gig monster) contains a knockdown idle which may or may not be an issue for some using it.

I hope any of this is helpful. Thanks again folks.

Posted

Wow.. yes that's very true. You should not go around "stealing" tokens from anyone (where did you get them anyway??). You can clean them out of your inventory manually, or if you suspect you or NPCs are 'infected' with these, then a sexout-clean-save will clean them all out.

 

Obviously, check the console first. If people are reporting "no sex arghh!" problems and not reporting errors I intentionally put in the console and made very descriptive (for me anyway!), I might have to switch back to my hulk avatar for a while.. ;)

Posted

Not the Hulk please, arghh, not the Hulk! *plays soothing music and hands out cups of herbal tea*;)

 

Including the NVSE Extender in the SexoutNG Download alone should cut down the "bug reports" by half. And Tokenkleptomania is a rare disease. Everything will be fine prideslayer:)

Posted
Not the Hulk please' date=' arghh, not the Hulk! *plays soothing music and hands out cups of herbal tea*;)

 

Including the NVSE Extender in the SexoutNG Download alone should cut down the "bug reports" by half. And Tokenkleptomania is a rare disease. Everything will be fine prideslayer:)[/quote']

I'm disappointed the tokens aren't worth more in caps :)

Posted

This fucking script length limit is killing me again. It's the goddamn geck that's being mean' date=' if you want to break it down to brass tacks. :P

[/quote']

 

I have had good luck with using quest stages to hold parts of scripts.

 

Does this not work for you? If so, is there some way you can describe for me the failure mode you encounter? I would really like to understand this issue.

 

Or were you talking about the difficulties involved in having to restructure a sensible script into the 16k-ish pieces which fit into stages?

Posted

It's never a good idea to use any of the forms you find in sexout that aren't part of the "published" API' date=' 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. ;)

[/quote']

 

I understand you completely, and thanks for the heads up, as I would make a mess of things for sure :)

Posted

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' date=' 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.

[/quote']

 

Well, at least I finally get how it's set up now. Some older posts kind of confused me. Right now, the female bodysuit simply uses the currently installed female replacer. If you have none, it'll switch to vanilla of course. The male bodysuit uses Breeze's mesh, but since it doesn't use separate textures, it'll come up incorrectly unless you have Breeze's replacer installed (perhaps even list it as a requirement, as the male bodysuit is on by default).

 

As for the suggestions, I use Type 6 myself for females. While it does suggest installing Type 3 compatible textures, it does come with its own 'tweaked' textures in the bonus content folder which I find the most natural looking anyway. As for the males, I don't think there's a lot of choice as Robert's doesn't have an erect version. I guess it did make it easier to find out what textures the current mesh was supposed to use though.

 

In the end though, it's really not that hard to swap out meshes and textures, so just implementing separate meshes + textures would be a good template to start out with.

Posted

 

Or were you talking about the difficulties involved in having to restructure a sensible script into the 16k-ish pieces which fit into stages?

 

Yes.

 

Spell script, not a quest script. Main effect script is nearing its limit again. I'm getting it shrunk down, slowly.

Posted

 

Or were you talking about the difficulties involved in having to restructure a sensible script into the 16k-ish pieces which fit into stages?

 

Yes.

 

Spell script' date=' not a quest script. Main effect script is nearing its limit again. I'm getting it shrunk down, slowly.

[/quote']

 

Ok!

 

But now I am not sure if you are misunderstanding my suggestion and question or if i have misunderstood your point:

 

If you take the spell script, and have it start a quest stage, and then move segments of the spell script into quest stages (making sure that when quest stage processing is finished it's not the stage you start processing with)... does that fail for you?

 

My understanding is that quest stage processing is supposed to be completely synchronous -- when you set a quest stage, that's like a subroutine call in fallout scripting language. So if you can arrange for the data to be moved into quest variables before starting processing and arrange to recover any results after, you should be able to exceed the 16k limit by breaking any script into quest stages.

 

So my question, restated, would be:

 

Does moving spell script logic into quest stage scripts fail to function when you test it in game? If so, can you describe the failure mode? [You had earlier, months ago, said something that led me to believe you had reason to believe this is unreliable, but I have never seen this fail, myself.]

 

Or is it that this is ugly and tedious? (this option is a rephrasing of how I would interpret the line you quoted, above)

Posted

You either uploaded the wrong file or forgot to change the version number in the latest Core FOMOD.

 

Seconded. Downloaded it a couple of minutes ago and FOMM still lists the file version as 2.4.66.

 

Also, whats the suggested upgrade procedure? A clean install, hopefully, isn't necessary right?

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