prideslayer Posted July 23, 2012 Author Posted July 23, 2012 No clean install needed. Check what sexout reports when it starts up in game, I probably just forgot to bump the version # in the fomod xml file.
Bottlehead Posted July 23, 2012 Posted July 23, 2012 Can you upload DATA.fomod file to MediaFire? I have a problem to download from here(LL).
OneBoredBoredKid Posted July 23, 2012 Posted July 23, 2012 Can you upload DATA.fomod file to MediaFire? I have a problem to download from here(LL). I had the same problem last week' date=' all browsers/different computer nothing worked so I gave up on it. I just got my interest in it back, retried downloading and had the [i']exact[/i] same problem. It could be a location issue, I have no idea. I'm in the UK so... who knows. If someone could pleeeease reupload the data file somewhere with better hosting there are now at least two people who'd appreciate it. ;o)
mosquitobait Posted July 23, 2012 Posted July 23, 2012 No clean install needed. Check what sexout reports when it starts up in game' date=' I probably just forgot to bump the version # in the fomod xml file. [/quote'] It shows the correct version (67) on startup.
prideslayer Posted July 23, 2012 Author Posted July 23, 2012 OK then, no worries, just a screwup in the fomod xml. Will fix it later on.
OneBoredBoredKid Posted July 23, 2012 Posted July 23, 2012 Ok, pleased to announce somebody was kind enough to reupload the data for me HERE > http://www.mediafire.com/?8dg5bgrueil72dy < Now new vegas won't even load up without crashing. I have BNB Skeletons working, Breezes and Type 3 Compatible. FOMM seems to be in the right loading order, NVSE extender is in there and it makes no difference whether the archive is ticked or not ticked in FOMM loading. Any suggestions? Note. Everything was working fine until i installed Breezes and sexout. I disabled Breezes and the crash still happens. EDIT. the game works fine when I remove the sexout files. So.. i've done something wrong in installing it i guess.. :/
prideslayer Posted July 23, 2012 Author Posted July 23, 2012 r68b1 (beta) available in OP !!! REQUIRES V9+ (beta) of NVSE EXTENDER - New variable passing system. All vars passed via NX now. - New calling convention available for testing (documentation in a moment.) !!! REQUIRES V9+ (beta) of NVSE EXTENDER This is not for people just wanting to play!! Chances are very high that some stuff is broken, perhaps subtly. TEST please, and report bugs, but do expect them.
prideslayer Posted July 23, 2012 Author Posted July 23, 2012 NEW API calling convention available in release 68, currently beta. The conversion of Sexout to internally use NX variables, rather than quest variables, is complete and needs testing. It now internally converts all quest style calls to the new calling convention, and then uses it itself. The old methods (Sexout.male/female or SexoutNG.actorA/B/C) will still work and are converted, but once out of beta, all mods should begin use the new system and convert old calls to it as the authors have time. Conversion is simple, you simply set NX vars instead of Sexout or SexoutNG quest vars, before calling SexoutBegin. There are a lot of doors this opens (and will open) for me internally, but for modders, the most important feature this adds is the ability to make muliple concurrent sexout calls in a single script block without worrying about timing. Here is an example of converting a simple sex scene from the old system to the new one: OLD: set SexoutNG.actorA to someRef set SexoutNG.actorB to player someRef.CIOS SexoutBegin NEW: (someRef.)NX_SetEVFl "Sexout:Start::CallVer" 1 (someRef.)NX_SetEVFo "Sexout:Start::ActorA" someRef (someRef.)NX_SetEVFo "Sexout:Start::ActorB" player (someRef.)CIOS SexoutBegin Because the system is using NX and storing the variables with the reference, you can setup multiple acts and start them all at once with scripts similar to this. Assume you have four refs; Alex, Alice, Bob, and Brenda. You want As to get with As and Bs to get with Bs. Behold. alexRef.NX_SetEVFl "Sexout:Start::CallVer" 1 alexRef.NX_SetEVFo "Sexout:Start::ActorA" alexRef alexRef.NX_SetEVFo "Sexout:Start::ActorB" aliceRef alexRef.CIOS SexoutBegin bobRef.NX_SetEVFl "Sexout:Start::CallVer" 1 bobRef.NX_SetEVFo "Sexout:Start::ActorA" bobRef bobRef.NX_SetEVFo "Sexout:Start::ActorB" brendaRef bobRef.CIOS SexoutBegin The "rules": - All of the NX vars are prefixed with "Sexout:Start::" - You must set CallVer to 1. - All variables have the same name as their sexout/sexoutNG counterparts. If you want to "set Sexout.anim to 123", you do that with 'NX_SetEVFl "Sexout:Start::Anim" 123'. - Make sure you call the right NX function! Use NX_SetEVFo for forms, and use NX_SetEVFl for floats or integers. Happy modding, let me know of any issues. EDIT: Corrected mistake in example. One EVFo should've been an EVFl.
KainsChylde Posted July 23, 2012 Posted July 23, 2012 Ok' date=' pleased to announce somebody was kind enough to reupload the data for me HERE > http://www.mediafire.com/?8dg5bgrueil72dy < Now new vegas won't even load up without crashing. I have BNB Skeletons working, Breezes and Type 3 Compatible. FOMM seems to be in the right loading order, NVSE extender is in there and it makes no difference whether the archive is ticked or not ticked in FOMM loading. Any suggestions? Note. Everything was working fine until i installed Breezes and sexout. I disabled Breezes and the crash still happens. [/quote'] FNV Edit. Crash on load means something is missing or out of order. FNV Edit will stop loading and tell you what the problem is when you start it.
OneBoredBoredKid Posted July 24, 2012 Posted July 24, 2012 Ok' date=' pleased to announce somebody was kind enough to reupload the data for me HERE > http://www.mediafire.com/?8dg5bgrueil72dy < Now new vegas won't even load up without crashing. I have BNB Skeletons working, Breezes and Type 3 Compatible. FOMM seems to be in the right loading order, NVSE extender is in there and it makes no difference whether the archive is ticked or not ticked in FOMM loading. Any suggestions? Note. Everything was working fine until i installed Breezes and sexout. I disabled Breezes and the crash still happens. [/quote'] FNV Edit. Crash on load means something is missing or out of order. FNV Edit will stop loading and tell you what the problem is when you start it. I managed to load it up without crashing this time, it was the sexoutlust file which seemed to be causing the problem. I'll pick and mix with some of the others and see if i can get one file working
zippy57 Posted July 24, 2012 Posted July 24, 2012 Never just say "it seems to be in the right order". Always post the load order anyway.
Guest Loogie Posted July 24, 2012 Posted July 24, 2012 Since I'm a retard and can only learn through direct example. This is going to be sloppy and complicated - first I'll post how it works in the current SexoutPowder.esp and how I think it should work if I'm reading the above correctly. So right now, I have in a dialog result script: player.additem SexoutPGPilloryMoveToken1 1 1 if VNPCFollowers.bVeronicaHired && VeronicaREF.GetInSameCell player VeronicaREF.additem SexoutPGVeronicaDoubleToken 1 endif if VNPCFollowers.bCassHired && RoseofSharonCassidyREF.GetInSameCell player RoseOfSharonCassidyREF.additem SexoutPGPostMoveCassToken1 1 endif if SunnyREF.GetInSameCell player SunnyREF.additem SexoutV19SunnyFuckToken 1 endif And those tokens have the following scripts: scn SexoutV19PilloryMove1 int thisStage int nextStage float gsp float fdelay float aZ Begin GameMode set gsp to getsecondspassed ; init our vars if (thisStage == 0) set fdelay to 0 set thisStage to 1 set nextStage to 1 endif ; keep returning until fdelay is expired if fdelay > 0 set fdelay to fdelay - gsp return else set thisStage to nextStage endif if (thisStage == 1) set nextStage to thisStage + 1 set fdelay to 1.5 set aZ to SexoutV19Pillory.getAngle Z player.MoveTo SexoutV19Pillory player.setrestrained 1 elseif (thisStage == 2) set nextStage to thisStage + 1 SexoutV19Pillory.Disable set fDelay to 0.2 player.Setangle Z aZ elseif (thisStage == 3) set nextStage to thisStage + 1 set SexoutNG.nUseZAZ to 1 set Sexout.duration to 60 set Sexout.Raper to SexoutPGBlack1 set SexoutNG.ActorA to SexoutPGBlack1 set SexoutNG.ActorB to Player set SexoutNG.ActorC to SexoutPGHispanic set SexoutNG.ActorX to V19EpsteinDungeonREF set SexoutNG.CBDialogX to SexoutPGEpsteinDPilloryCB1 set sexout.anim to 305 player.CIOS SexoutNGBegin set fDelay to 65 elseif (thisStage == 4) set nextStage to thisStage + 1 SexoutPGHispanic.disable else removeme endif End ;GameMode scn SexoutV19VeronicaDouble int thisStage int nextStage float gsp float fdelay Begin GameMode set gsp to getsecondspassed ; init our vars if (thisStage == 0) set fdelay to 0 set thisStage to 1 set nextStage to 1 endif ; keep returning until fdelay is expired if fdelay > 0 set fdelay to fdelay - gsp return else set thisStage to nextStage endif if (thisStage == 1) set nextStage to thisStage + 1 set fdelay to 1.5 VeronicaREF.moveto V19VeronicaMarker VeronicaREF.GetRestrained 1 elseif (thisStage == 2) set nextStage to thisStage + 1 set fdelay to 0.3 ;set SexoutNG.refSurface to SexoutV19DungeonBedREF set Sexout.Raper to SexoutPGBlack2 set SexoutNG.ActorA to SexoutPGBlack2 set SexoutNG.ActorB to VeronicaREF set SexoutNG.ActorC to SexoutPGWhite2 set Sexout.duration to 60 VeronicaREF.CIOS SexoutBegin else removeme endif End scn SexoutV19CassPostMove1 int thisStage int nextStage float gsp float fdelay float aZ Begin GameMode set gsp to getsecondspassed ; init our vars if (thisStage == 0) set fdelay to 0 set thisStage to 1 set nextStage to 1 endif ; keep returning until fdelay is expired if fdelay > 0 set fdelay to fdelay - gsp return else set thisStage to nextStage endif if (thisStage == 1) set nextStage to thisStage + 1 set fdelay to 1.6 set aZ to SexoutV19Post.getAngle Z RoseOfSharonCassidyREF.MoveTo SexoutV19Post RoseOfSharonCassidyREF.GetRestrained 1 elseif (thisStage == 2) set nextStage to thisStage + 1 SexoutV19Post.Disable set fDelay to 0.2 RoseOfSharonCassidyREF.Setangle Z aZ elseif (thisStage == 3) set nextStage to thisStage + 1 set SexoutNG.nUseZAZ to 1 set Sexout.duration to 60 set SexoutNG.ActorA to SexoutPGWhite1 set SexoutNG.ActorB to RoseOfSharonCassidyREF set Sexout.raper to SexoutPGWhite1 set sexout.anim to 2003 RoseOfSharonCassidyREF.CIOS SexoutNGBegin else removeme endif End ;GameMode scn SexoutV19SunnyFuckTokenScript int thisStage int nextStage float gsp float fdelay Begin GameMode set gsp to getsecondspassed ; init our vars if (thisStage == 0) set fdelay to 0 set thisStage to 1 set nextStage to 1 endif ; keep returning until fdelay is expired if fdelay > 0 set fdelay to fdelay - gsp return else set thisStage to nextStage endif if (thisStage == 1) set nextStage to thisStage + 1 set fdelay to 1.7 SunnyREF.moveto V19SunnyMarker SunnyREF.setrestrained 1 elseif (thisStage == 2) set nextStage to thisStage + 1 set fdelay to 0.3 if getrandompercent < 40 set sexout.sextype to Vaginal else getrandompercent < 80 set sexout.sextype to Oral else set sexout.sextype to Anal endif set Sexout.Duration to 60 set SexoutNG.ActorA to SexoutPGSunnyRaper set SexoutNG.ActorB to SunnyREF SunnyREF.CIOS SexoutNGBegin else removeme endif End ;GameMode If my understanding is correct, which I bet it isn't, I can instead do in a result script: player.additem SexoutPGPilloryMoveToken1 1 1 if VNPCFollowers.bCassHired && RoseofSharonCassidyREF.GetInSameCell player RoseOfSharonCassidyREF.additem SexoutPGPostMoveCassToken1 1 endif ; use tokens because the process of moving the girls into position needs to be done in stages to make the ZAZ stuff disappear properly. Or maybe process that in begin script? if VNPCFollowers.bVeronicaHired && VeronicaREF.GetInSameCell player VeronicaREF.NX_SetEVFl "Sexout:Start::CallVer" 1 set Sexout.Raper to SexoutPGBlack2 VeronicaREF.NX_SetEVFoset "Sexout:Start::ActorA" SexoutPGBlack2 VeronicaREF.NX_SetEVFoset "Sexout:Start::ActorB" to VeronicaREF VeronicaREF.NX_SetEVFoset "Sexout:Start::ActorC" SexoutPGWhite2 set Sexout.duration to 60 VeronicaREF.CIOS SexoutBegin endif if SunnyREF.GetInSameCell player if getrandompercent < 40 set sexout.sextype to Vaginal else getrandompercent < 80 set sexout.sextype to Oral else set sexout.sextype to Anal endif SunnyREF.NX_SetEVFl "Sexout:Start::CallVer" 1 set Sexout.Duration to 60 SunnyREF.NX_SetEVFoset "Sexout:Start::ActorA" to SexoutPGSunnyRaper SunnyREF.NX_SetEVFoset "Sexout:Start::ActorB" SunnyREF SunnyREF.CIOS SexoutNGBegin endif Of course, change the coding in the two tokens two as a failsafe to make sure things aren't stepping on each other. I'm iffy on how to implement for things like duration and sextype, or if that even matters.
srayesmanll Posted July 24, 2012 Posted July 24, 2012 Loogie - haven't tested duration specifically, but it should work as: SunnyREF.NX_SetEVFl "Sexout:Start::Duration" 60 According to prideslayers notes I read above, you just replace the last item with the sexout or sexoutNG variable to be set. For example, I just tested setting the sex type using the NX style calls, and they worked fine: SunnyREF.NX_SetEVFl "Sexout:Start::IsAnal" 1 (the sexoutNG version to set anal). The only other thing I noticed in what you posted was this call: SunnyREF.NX_SetEVFoset "Sexout:Start::ActorA" to SexoutPGSunnyRaper which should be: SunnyREF.NX_SetEVFo "Sexout:Start::ActorA" SexoutPGSunnyRaper I'm still playing around with it but so far the basic sex calls seem to work (my mods pretty damn small so it's easy to convert).
srayesmanll Posted July 24, 2012 Posted July 24, 2012 Prideslayer - got a quick question. When you previously discussed this in one of the many threads here, I seem to remember you saying something about being able to set sequential calls. Something like: alexRef.NX_SetEVFl "Sexout:Start::CallVer" 1 alexRef.NX_SetEVFo "Sexout:Start::ActorA" alexRef alexRef.NX_SetEVFo "Sexout:Start::ActorB" aliceRef alexRef.CIOS SexoutBegin alexRef.NX_SetEVFl "Sexout:Start::CallVer" 1 alexRef.NX_SetEVFo "Sexout:Start::ActorA" alexRef alexRef.NX_SetEVFo "Sexout:Start::ActorB" brendaRef alexRef.CIOS SexoutBegin Basically alex screws alicia then screws brenda. I tested the above scenario but it always resulted in the usual "last one wins" (alex screws brenda only). Is this something you are looking at implementing? Also, I know you'll being doing an API with more info, but I was curious what "CallVer" is.
Guest Loogie Posted July 24, 2012 Posted July 24, 2012 Thanks srayesmanll. What I gathered was it can't be used for sequential calls, but rather concurrent calls. Doing what you're doing is trying to launch two sex scenes at once.
beck11 Posted July 24, 2012 Posted July 24, 2012 Found a flaw or quirk in Sexout. Animations dont play at the same time for actors hence any animation thats animated to work in tandem gets screwed up by off queue timing. Didnt even realise this until I finished my latest animation, now I gotta go back and redo the whole thing because of this......what a revolting development. Kinda explains why so many animations in sexout dont work in tandem and independently i.e male does the sex animation and the female just flops around like a fish but with no actual synergy between the 2 actors. One is doing the Salsa and the other is doing the waltz essentially.
Santr Posted July 24, 2012 Posted July 24, 2012 Ouch, guys. The always-erect bighorner mesh is giving me one serious performance hit. Just the three in the middle of Goodsprings are enough to reduce it from smooth to choppy. Just a heads-up from a not-so-high-end machine owner. I had to remove the mesh (nvbighorner.nif) from my game, for now. (Took me a while to figure out the cause, too. Argh! )
prideslayer Posted July 24, 2012 Author Posted July 24, 2012 Basically alex screws alicia then screws brenda. I tested the above scenario but it always resulted in the usual "last one wins" (alex screws brenda only). Is this something you are looking at implementing? At some point.. that will be callver 2' date=' or 9, or who knows.. Also, I know you'll being doing an API with more info, but I was curious what "CallVer" is. Call Version. If that's unset/0, then those vars are filled in based on what's in the Sexout/SexoutNG quest vars. If it's 1, it ignores the quest vars entirely and uses these NX vars. Future calling conventions that use different vars will have a different callver value. If/when I do get around to supporting sequences like you tried to do, that may be callver 2 and use some other mechanism to separate the sequential scenes. Thanks srayesmanll. What I gathered was it can't be used for sequential calls' date=' but rather concurrent calls. Doing what you're doing is trying to launch two sex scenes at once. [/quote'] Yes, that's exactly right. For sequential scenes with the same actors you'll want to use the callbacks or something still.
prideslayer Posted July 24, 2012 Author Posted July 24, 2012 Ouch' date=' guys. The always-erect bighorner mesh is giving me one serious performance hit. Just the three in the middle of Goodsprings are enough to reduce it from smooth to choppy. Just a heads-up from a not-so-high-end machine owner. I had to remove the mesh (nvbighorner.nif) from my game, for now. (Took me a while to figure out the cause, too. Argh! ) [/quote'] Thanks for the heads up, will see if anything can be done about that if masterchris doesn't manage to get the penis as a standalone prop.
Chase Roxand Posted July 24, 2012 Posted July 24, 2012 It appears that as a side effect of SexoutLust's excessive use of "FinishNow", the "stop" token sometimes gets added and isn't removed. Then, once sex starts again, it stops immediately. Also, did you ever get around to checking out the callback/FinishNow bug? I hate to ask, since you're in the middle of all of these fantastic improvements...
prideslayer Posted July 24, 2012 Author Posted July 24, 2012 It appears that as a side effect of SexoutLust's excessive use of "FinishNow"' date=' the "stop" token sometimes gets added and isn't removed. Then, once sex starts again, it stops immediately. [/quote'] Hmm.. I'll check that out. It could be that the nesting protection is screwed up. I meant to put that in place for FinishNow and Suspend (or pause, whatever I called it) and might have forgotten. Also, did you ever get around to checking out the callback/FinishNow bug? I hate to ask, since you're in the middle of all of these fantastic improvements... Sorry, what bug is that? I'm not in the middle now, except of digging through nvse looking for stuff. NG and the current extender beta are final except for bug fixes so now's the time for them.
Chase Roxand Posted July 24, 2012 Posted July 24, 2012 Callback/FinishNow bug. At least, you thought it had to do with the callback.
prideslayer Posted July 24, 2012 Author Posted July 24, 2012 Oh, right. In that script example, who is SexoutBegin being cast on? I know you hate that question, but FinishNow can only work on that actor, since that spell is the one that's "doing everything." Now with the NX vars, I can do that legwork myself in FinishNow though. Making changes now and we'll see if that addresses the issue. If you tell me that FinishNow is always being cast on the right actor, I'm stumped and am going to have to go digging.
Chase Roxand Posted July 24, 2012 Posted July 24, 2012 I have no idea who SexoutBegin was cast on most of the time. In this case, SexoutBegin is on the player and FinishNow is on the NPC. So that's the problem.
prideslayer Posted July 24, 2012 Author Posted July 24, 2012 No problem, leave it as is. Beta coming where FinishNow and Pause both find the right actor to give the token to.
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