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Posted

As soon as you have just the penis as a .nif, I'll create a quick ESP for you that adds it to a test animation (a copy of the existing one) and you can try it out to make sure the animation lines up right etc.

Posted

Ummmm Dont go to So much Trouble , I ll Use ZAZ And Delete it Later On ,

I have the .nif aldready

 

Cheers

Posted

The ideal situation will be just having the penis mesh in the nvbighorner directory, and nothing else except animations. nvbighorner.nif will be removed once the prop is working, and BigHorner+Penis.nif is just there for historical reasons (breeder is currently still using it, I think).

Posted

yay!! Three cheers for chris! :)

 

This will definitely make its way into the release for later today. It will almost certainly cause oddities with the bighorners in breeder, but I'll let him know how to fix that.

Posted

Got the prop into the ESM (OP not updated yet) and it working, but not aligned right or something. Screenshot attached, you can see it in the ground. It's facing the right way, but not in the right place.

 

EDIT: actually looks like it's pointing down rather than forward. Anyway, this should (hah what do I know) be an easy fix. Tested with the default BH animation, 1911.

Posted

For PrideSlayer

 

Death Claw Animations

 

2 Sex Animations

1 BJ Animation

 

2 Animated Objects

Penis Small and Large

Use anyone of them ' date=' the large one clips a bit , But looks better.

 

The Pics are in the Breeder thread

 

Im Working on the Big Horners ,

But remember , they will replace all the Big Horners in game period

 

Cheers

[/quote']

 

F's go with the human and M's with the DC as usual, right?

Posted

Oh also, there are texture files in the deathclaw zip file that say they are for geckos? Can you let me know "whats up" with these? The gecko path should be 'NVGecko' and not just 'Gecko' if they're actually for geckos, but there isn't (I don't think) a gecko prop yet anyway.. or is there? Can't remember..

 

If they should just be dropped into the textures directory 'as is' even with the 'wrong' names, that's fine, I just want to be sure before I put them in the data pack.

Guest user29
Posted

Not getting anywhere on the faces. I got one fm to wink at me for a split second but nothing more than that. The requirements are just the data pack and that special skeleton right? Don't suppose you want to hop on real quick and see if fm15 or fm13 works for you.

Posted

Prideslayer:

 

Quick note before you finalize 68. In 67 you made a change to the scanner to increase cell depth to 2, but mention in the Cell Depth thread I started that you were going to change it to 1. Have you had a chance to do that? Reason I ask, is after writing the scripts for the SexoutScanner for my mod, I was running into a lag in Freeside just outside the Kings HQ. That area has always had a lag issue even before I starting modding, but it was worse after adding the script (I will be double checking the script when I get home, but frankly there's not much to it). I did not see any issues anywhere else, just in that area. Thing to note in my particular case is that I use a mod called Vegas Uncut Open Freeside which opens all three freeside areas as a single area (not sure if it considered a single cell or multiples), so the scans scripts (mine, Tryout, etc) may be getting a hell of a lot more refs to check than necessary with cell depth at 2. I haven't tried reducing the scanner frequency yet (will try that tonight). 1 thing I did do was use a mod the shut off that damn PA system outside the Kings HQ. That actually seem to fix a lot of the lag I saw.

 

PS - The "lag" I was seeing was basically a pause every other step when walking or running. It affected everything (sex anims, walking, running, shooting, etc). If I quit and relaunched it went away until I got near that damned PA again. And I have not seen that lag anywhere else.

Posted

fm15 worked fine on the player. Didn't seem to work right on an NPC playing another animation (randomly walking around), but fe15 did.

 

Remember for these to work on the player, the player has to be in the UFO cam -- idles won't play on the player character if in 'normal cam' 1st or 3rd person.

 

Go to 3rd person then


(enter console)
tfc
(exit console, rotate face into view)
(enter console)
player.playidle fm15

Guest user29
Posted

yup that's what I was doing. I'll keep messing around with it.

Posted

Prideslayer:

 

Quick note before you finalize 68. In 67 you made a change to the scanner to increase cell depth to 2' date=' but mention in the Cell Depth thread I started that you were going to change it to 1. Have you had a chance to do that?

[/quote']

 

Yes, it's done in the current beta and in my working copy.

 

Reason I ask, is after writing the scripts for the SexoutScanner for my mod, I was running into a lag in Freeside just outside the Kings HQ. That area has always had a lag issue even before I starting modding, but it was worse after adding the script (I will be double checking the script when I get home, but frankly there's not much to it).

 

With the current beta or with a previous one? Depth was set to 1 (rather than 2 or 0) in the latest beta.

 

I use a mod called Vegas Uncut Open Freeside which opens all three freeside areas as a single area (not sure if it considered a single cell or multiples), so the scans scripts (mine, Tryout, etc) may be getting a hell of a lot more refs to check than necessary with cell depth at 2. I haven't tried reducing the scanner frequency yet (will try that tonight). 1 thing I did do was use a mod the shut off that damn PA system outside the Kings HQ. That actually seem to fix a lot of the lag I saw.

 

I'm certain that is not helping, and to be frank, I can only test and guarantee that sexout works with either:

 

1. The vanilla system

or

2. Mods that are extremely popular among sexout users.

 

There are a great deal of mods out there that do 'wonky' stuff like this, and if you think it might be to blame, disable it and test to make sure. You can also open the MCM settings and turn the scanner frequency down, which you should probably do anyway in your situation -- a bigger area to scan at once means the scanner shouldn't have to run so often. Try lowering it to 3 or 5hz.

 

I might be able to reduce the load by checking GetDistance on NPCs before adding them, and not add them if they're farther than some limited distance. This could be an MCM knob, as could the scan depth. This wouldn't speed up the scanner itself any, but it should result in less forms being added to the formlist that sexout makes for the scanner subscribers.

 

Something else to keep in mind is that any subscriber to the scanner that is doing stuff with the NPCs on every frame (like if you used the scanner to build your own list of NPCs that you then do something with) is going to cause all the NPCs to enter low level processing, even if they're far away. Simply reading a variable (not an NX variable, a normal one, or a stat/attribute) on an NPC forces it into low level processing for a short time.

 

This is a *huge* problem with some of the other mods out there, because they get a reference to an NPC and then keep checking 'stuff' about that NPC every frame, even when it's 1000 cells away.

 

PS - The "lag" I was seeing was basically a pause every other step when walking or running. It affected everything (sex anims, walking, running, shooting, etc). If I quit and relaunched it went away until I got near that damned PA again. And I have not seen that lag anywhere else.

 

Report the results back on:

- disabling your freeside mod

- lowering scanner frequency

- whatever else comes to mind

 

If it's just the combination of scanner frequency and the freeside mod, I can add a check for the esm/esp and have it automatically reduce the scan frequency.

Posted

Currently at work so can't test right now (ssshhh, don't tell anybody). However, I was using 68b3 with 9 beta extender. Just a few things to note:

 

1) NV Uncut Open Freeside also adds 2x to 3x (and maybe more, haven't actually counted) the number of NPCs in those areas (adds pickpockets, gamblers going to the casinos with their own guards, more refugees in the camps, etc) so it adds a lot of stuff.

 

2) I forgot to mention this earlier - since I was playing a male at the time, I tried disabling some of the Tryout esps (specifically Kings) that have no male-friendly options. When I did that the lag did lessen some but was still very visible.

 

3) As I mentioned, that area in front of the Kings HQ ALWAYS gave me problems, even before I being adding mods of any type (including sexout). With no mods, it would lag/stutter for about 2-3 seconds then clear up. Every single time, regardless of coming from the outer freeside area, coming from the silverrush/atomic wrangler, or just going to the gate and back. Always had a slowdown at that same spot. Again, when I installed the PA killer mod, all of the lag in that area was gone. I wonder if it's just an audio issue. I do get a lot of audio stuttering with the music during load/saveing/etc. I know my audio drivers are up to date, but I am using motherboard-based audio. Wouldn't hurt to verify the audio. Sorry just realized I typing to myself. Again.

 

Anyway, I'll try disabling the Freeside mod and see what happens. And also change the scan frequency (might do that first, I like the expanded feel of the open freeside and no load doors within freeside).

Posted
This code is still causing issues. As of b4, I now get "You picked a classic animation ... Please use an NG animation for 0" and no animation. Also, could you please remove any extra "stop" tokens before sex starts?
Posted

I'd like you to do both and report the results, if/when you can.

 

- The freeside mod sounds like a resource hog. If it is, there is not much I can do about it.

 

- If scaling the scanner rate down lets them work together nicely, I can do it automatically.

 

- If it's still laggy in freeside with 'vanilla' freeside, then I probably need to try the distance thing.

 

- Motherboard audio is definitely a performance killer as well. The most common onboard AC'97 chips (Realtek, Winbond, VIA) are all extremely low end. Do yourself a favor and get an add on card, even a cheap one.

Posted

Chase that code worked perfectly for me, though modified a little bit for the environment I'm in. Did you start out with a Stop token? I know that will cause problems and will get the code in to remove it, but if it's there right now, it'll interfere. This was my code, exactly, in the console.

 

; my load index is 0x10
; click dept beagle, this guy is getting a lot of action lately
set "10000dc0".duration to 90
set "10000dc0".sextype to vaginal
set "10019333".actora to getself
set "10019333".actorb to player
set "10019333".cbdialoga to greeting
set "10019333".bdontundressb to 1
cios 100027a8

 

Sex scene started as normal, player did not remove clothes. I gave it about 15 seconds. I set the duration high to make sure I got it before it was naturally over. The cios took effect on beagle as he was the one I clicked on / getself.

 

; cast finish now on player
player.cios 1006E548

..06E548 is the SexoutNGFinishNow spell, and it worked like a charm. As soon as it was cast, both actors did the knockdown, and then the greeting dialog with that tool bitching about a sheriff started as expected.

 

If that doesn't work in general for you then something else is interfering.. or maybe there is more being set in that workinggirl event than seems to be at first glance?

Posted

This new WorkingGirl issue is just a general bug report. You fixed the old problem with this script. No Stop tokens involved. I'm not seeing anything else in the script that would affect Sexout. Just Loogie tracking stuff.

Posted

Hmmm ok. I haven't seen the 'classic animation...' bug in a while. Shouldn't even be possible to run into that when the anim is 0, but I'll look into it.

 

I'm putting up a beta right now that has the additional animations for deathclaws and the penis prop for them -- models will be in a little bit in the data download, so they won't work just yet, but I want you to make sure the other fix is working.

 

If everything passes the sanitizer checks, just before moving on to actually starting sex, I'm removing any of the following tokens I find on any actor:

- SexoutNGAnimStop
- SexoutNGTokenTarget
- SexoutNGTokenPause
- SexoutNGTokenResume
- SexoutNGTokenStop

 

Should let it clear out any that are there without people doing clean saves and prevent them from building up in the future.

 

Edit: I did test myself this time (yay!) by giving 100 each of stop, resume, and pause to both actors before sex and it worked fine.

Posted

r68b5 (beta) available in OP

!!! REQUIRES V9+ (beta) of NVSE EXTENDER

 

- auto-remove several stray tokens if detected pre-sex.

- New deathclaw anims hooked up (.kf and .nif files to follow later)

 

!!! REQUIRES V9+ (beta) of NVSE EXTENDER

Posted

Data pack 1.0.5 available in OP

- bighorner 'always hard' mesh removed.

- bighorner penis prop added.

- deathclaw penis prop added.

- 3 New deathclaw anims hooked up

 

Thanks masterchris! for all!

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