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Posted

Oh... remember when I said testing? I only kinda did with the data pack. The bighorner penis prop is not properly aligned right now. I mentioned this today but that was already like 3 pages ago, so masterchris may have missed it; going to PM him to make sure he sees it.

 

OTOH, I didn't test the deathclaw at all, and in fact, completely forgot to hook THAT penis prop up, so that will be in the next ESM release.

Posted

r68b6 (beta) available in OP

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

 

- deathclaw animations hooked up. 1301-1304 for sex, 1311 for oral.

- deathclaw penis hooked up and assigned to the anims.

 

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

 

Thank mastercchris for the models and anims, and user29 for asking him to make them. :)

 

Note: Not tested. Not even a little. Let me know if there are any issues.

Posted

I decided to look into the script a bit more. Just declaring ActorA/B and running it fails. Same message, no animations. Running the latest beta and made sure that I was running the latest NVSEE v9.

 

   set SexoutNG.ActorA to WGAcesDude01
   set SexoutNG.ActorB to Player
   Player.CIOS SexoutBegin

 

I don't get it. Other sex works fine.

Posted

hmmmmmmm any NGSAN (or other) errors in the console? That's pretty odd.

 

I'll grab the latest tryouts and see of I can go figure out what's going on.

Posted

None (just the "classic animation" one). The script in question is "WGAcesJohnApproach". You can get to it in-game by visiting the Tops and forcing the WorkingCasinoForceWork topic on the greeter.

Posted

You're going to hate this.. worked fine for me.

 

I keep my load order pretty light when debugging:

 

 

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
Primary Needs HUD.esm
MikotoBeauty.esm
Sexout.esm
SexoutCommonResources.esm
SexoutSlavery.esm
SexoutLegion.esm
The Mod Configuration Menu.esp
BlueTint.esp
KDC_Companions_Removable_Armors.esp
UnlimitedCompanions.esp
populatedcasino.esp
bzArmour.esp
FalloutNVCheatTerminal.esp
Centered 3rd Person Camera - Unraised.esp
SexoutWorkingGirl.esp
MikotoBeauty.esp

Total active plugins: 21
Total plugins: 56

 

 

 

Maybe something odd in a newer (or older) version of SCR or slavery? I'm using 20120721.1, data is 20120721.1 as well. Slavery, I'm not sure of the version on, is there a script I can look in for a var?

Posted

Cutting down my load order and cleaning a test save. Slavery would not be interrupting anything (it really has so very little to do with Sexout), and even the most recent updates wouldn't be doing anything in this context. You can check the SexoutSlaveryVersion global, but I forgot to update it for the last two versions (.9 and .10 are still listed as .8). I don't know about SCR. My version is a day or two old.

Guest Loogie
Posted

For what it's worth, the slavery system isn't used at all for that Tops event.

Posted

I didn't think it was, but it's a master for legion, which is a master for working girl, so I wanted to check. You know how wonky this stuff can be sometimes, something 4 plugins ago can screw you up for no reason.

 

Could be other leftover tokens (check for those Chase? Maybe I have to widen my net there).

Posted

Completely clean Sexout save (every Sexout plugin, including NG). Removed extra Sexout plugins, cut out most unnecessary other plugins. Same thing. Latest SCR.

Posted

Same thing as in that "you picked a classic.." bogus error? Guess I'm going to need to backup my current copy of SCR and see if something broke in the new one.

Posted

Yes, the same "you picked a classic..." error. I haven't 'tested' Sexout too extensively lately, but in my other WG/SS tests I haven't had this issue. It's only this scenario.

Posted

No different for me with the new SCR. Downloaded, overwrote, and tested with startconversation, all worked as planned. Guy made some remark about me being a whore, switched my clothes, put me on stage, and then the train started. I didn't stick around to see if all the subsequent calls worked but it looked like they were going to. First one went off without a hitch.

 

I'm rather stumped. You can attach a savefile in the casino entrance area for me to test with if you want.

Posted

Barring this issue having a wider impact with people, the only 'show stopper' right now is (i think) the bighorner penis alignment.

 

Deathclaw 1303 is broken in the beta but fixed locally, just a typo on my part.

 

I expect to hear back from yes that the freeside mod is (mostly) what is responsible for the performance hit.

 

Going to go promote the extender to release from beta now to be ready for a release.

Posted

Well good news, it's definitely something in your save, so I should be able to track it down. Going to try disabling mods first and if that doesn't do it, dig deeper.

Posted

Well this is odd, but as far as I can tell, it has something to do with sunny and/or cheyenne.

 

I don't have the companion mod for her so she was acting a little 'weird', standing around, but giving me a companion wheel when i clicked on her. Not following me and not having any companiony things to talk about.

 

I did a "setplayerteammate 0" on her and cheyenne, and a resetai and both, and left and reentered the casino an they were gone.

 

Sex scene worked correctly after that.

 

It is playing some weird noise I don't recognize right when the scene starts.

 

Also in the save, her variable04 flag is set, but she's not having sex -- just standing there while the dog wanders around. Might have something to do with the missing companion mod, or it might be something else. When I was first taken up to the room with her present, someone tried to have sex with her and sexout threw an already having sex error.

 

Which brings up another 'issue'. I need some way to determine if I should zero out variable04. The thought hadn't occurred to me, but if that inuse flag is set when a sexout clean save is made, the actor is going to have it 'stuck' on them for life (or until the player does a "forceav variable04 0").

Guest Loogie
Posted

It is playing some weird noise I don't recognize right when the scene starts.

 

If it's a "boomp" noise that sounds sort of like a click, that's the sound effect for the stage lights coming on. I built in the stage lights turning on before the show and turning off after for dramatic effect. Did it by enabling some light shaft refs and playing the breaker switch sound effect.

Posted

Could one of these variables have spilled over into the next sex instance?:

set SexoutNG.nUseZAZ to 1
set Sexout.duration to 3600
set Sexout.Raper to SexoutWGAcesMC
set SexoutNG.ActorA to SunnyREF
set sexout.anim to 1014
SunnyREF.CIOS SexoutBegin

This is a new bug as of the switch to NX's EVs, and what you're telling me is that it's the Sunny script doing this.

Guest Loogie
Posted

Bleed over is a distinct possibly. I configured the boxes exactly to avoid it, but it seems it still may be persistent.

 

In my early testing of this encounter pre-release, it was possible for the NPC that had it's turn to move past the player then double back, and when they did they would be put up on a cross like Cass is, indefinitely like Cass is. Could be something is causing bleed-over of the Sunny variables? If that;s the case, the Cass problem was close proximity to the player.

 

There was a similar error with the chick Cook-Cook had in the stocks, but my solution was to remove the stocks. I didn't report it because my assumption was what the NX things does will solve it.

Posted

I don't think it could have, no, and it definitely isn't possible for it to spill over into an entirely different character; the NX vars are self contained, you actually can't even force your way around that, except (maybe) by declaring a reference variable, never setting it, and then doing "ref.NX_...".

 

But even then, if that worked, the var would be stored on reference "0" so when sexout goes to look for those values on the player, it wouldn't find them.

 

There are a couple of issues at play here and I'm not sure how intertwined they are. When I load your save, without any sort of sunny companion mod, and no companions of my own..

 

- sunny and cheyenne are both in the tops standing by the door.

- sunny stands like a busted robot, cheyenne wanders around.

 

When I get the dialog to go get punished:

- Sunny and cheyenne are taken with me to the room. I don't "get it", they aren't actually companions of mine.

- Something immediately tries to start a sex act with sunny in the new room and gets a 9.2, since her inuse flag in variable04 is set in the save.

- The player gets the no animation glitch

 

If I send them away via the console as I described, all the problems disappear.

Posted

The NX variables will "solve" this, but only if you actually use them for the call. They can't "fix" the problem caused by this:

set sexoutng.actora to aref1
set sexoutng.actora to aref1
set sexoutng.actorb to bref1
set sexoutng.actorb to bref2
aref1.cios sexoutbegin
aref2.cios sexoutbegin

 

No matter what order those commands are in, if they're in the same block without timing stuff, they are effectively the same as this block and will not work. In order for NX to solve the issue, the call has to be made via NX:

 

aref1.NX_SetEVFl "Sexout:Start::callver" 1
aref1.NX_SetEVFo "Sexout:Start::actora" aref1
aref1.NX_SetEVFo "Sexout:Start::actorb" bref1

aref2.NX_SetEVFl "Sexout:Start::callver" 1
aref2.NX_SetEVFo "Sexout:Start::actora" aref2
aref2.NX_SetEVFo "Sexout:Start::actorb" bref2

aref1.cios sexoutbegin
aref2.cios sexoutbegin

 

That sequence of commands will work no matter what order they are put in, and without any timing concerns. That system is only available in the beta right now though, and only with extender v9+.

Posted

Prideslayer:

 

Results of testing so far on the slowdown issue - I have not uninstalled the "Open Freeside" yet (have to run an exe which changes the save file, so I'm doing that last). Even then I've come up with some interesting results:

 

[EDIT] - all tests done with newest Sexout-Data, SexoutNG 2.4.68b6, and the release extender v9.

 

TEST 1) PA mod removed, Tryouts (specifically Kings) disabled. In front of Kings HQ

a) Just wandering around outside the Kings HQ did not cause the issue I was seeing.

B) Initiating the Rape Orgy (7 actors - 6 human/1 dog + 7 victims) 2-5 times caused the slowdown to appear. Got worse with each orgy, but never to the point of being unusable - just very visible.

 

TEST 2) PA mod enabled, Tryouts disabled, KingsHQ

a) wandering, no change

B) Rape orgy (7actors/7victims) 2-6 times caused the slowdown to appear. Again got worse with each orgy, but never to the point of being unusable - just very visible.

 

TEST 3) PA mod enabled, Tryouts enabled, KingsHQ

a) wandering, no change

B) RO (7/7) 3-4 times, visible slowdown almost immediately with a CTD after the last one (3rd or 4th - can't remember)

 

TEST 4) PA mod enabled, Tryouts enabled, Followers area (in Freeside Open, the followers area is part of the single area with Kings HQ.

a) wandering, no change.

B) RO (7/7) 8-10 times, visible slight slowdown after 5th orgy. 6-10 got only slightly worse, no where near the same level as KingsHQ area.

 

For all of the above tests, scanner was at the default 10hz. I repeated Test 3 twice, setting the scanner to 5hz, then to 20hz for the seconds. In both tests, I got really, really bad slowdowns in the Kings HQ area. I mean bad to the point a had to quit and restart after 1 orgy. I did not try this in the followers area.

 

Also for all test, I loaded a save at Goodsprings, then fast traveled to the Freeside East Gate, and walked to the KingsHQ intersection before starting any orgy. All orgies were started in the intersection.

 

My observations on these results:

1) really no difference with or without PA mod

 

2) The frequency setting is something to look at judging by the 5 and 20 hz tests that just went crazy bad. 10hz seemed stable.

 

3) There is something wrong with that intersection. Every time I walk by the KingsHQ, I get a bad 2-4 second lag regardless of what I am doing - normally just walking. The game just pauses for that time like it's loading a heavy mesh. And that was happening in the vanilla game for me. And for others - I found numerous reports on Nexus and others about people noticing a slowdowm there.

 

4) Initiating a multiple simultaneous orgy there may just be a bad thing to do - my followers were raping everything up and down that interection - from the freeside gate to the north gate to the strip gate to the silver rush. The scanner is filtering for line of sight to the player, but i didn't realize that was line of sight with a sniper rifle scope.

 

5) It's possible I am overloading sexoutNG/my machine with 7 simultaneous calls affecting 14 total actors. Think I'll try reducing to 4 at a time. I plan on adding MCM for some settings, so I'll add a limiter for follower participants (default to 4).

 

Again, this is with Fresside open still installed. I will try without it as well and let you know.

 

Quick scanner question: Does the scanner do any filtering of the result before the effect script runs? Specifically, does it filter out dead/disabled/unconscious/children/etc.

Guest
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