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Posted
Shouldn't be a problem Loogie' date=' I'll let you know what I come up with. Will probably just add a 'mute' var to NX to control that. The value you set it to will control what is muted.[/quote']

Sounds great I will remove the Sexout Sound Slider from SCR later, it's better in Sexout itself anyway, as far as I know Pregnancy is the only one using it :)

Posted

 

- Added literacy tests...

 

All mods should include this :P

 

If you come up with any more' date=' let me know. I think everything on the list of "bad mods" I asked for will be going in there as well.

[/quote']

 

I'll keep that in mind but thats not what I meant. Every mod ever made, here, on the nexus, anywhere, should include a check to make sure the user is smart/literate enough to use it. And maybe include a random bit of trivia that the mod maker can quiz them on when they make a bug report to prove that they did, in fact, read.

Posted

Ah. Well no I don't have that, and it wouldn't work anyway for the same reasons they don't make you do that when you vote -- too easy for cultural bias to slip into the questions, never mind possible language barriers.

 

Simple fact is, you cannot account for human behavior with technology, someone will always find a way around your protections -- maybe not even intentionally. If people are getting on your nerves with repeated nonsensical bug reports, you can always just ignore them. Someone else will come along and help/answer the question. That's what I do, anyway.. ;)

 

Halstrom, sounds good. I had no idea there even was a sound slider thing in SCR, but yeah, removing that would be best. I can add volume sliders to sexout, as well as the sound 'choice' MCM thing. Once the sounds are moved out into their own script(s), I'll probably take the default sounds and make a simple ESP that installs them as if they were a 2nd set as a demonstration, then other people can begin making "sound packs" or whatever.

Posted

How do I know where the texture file referenced in a NIF is supposed to go? I kinda fucked up and forgot to include the deathclaw penis textures for the prop, but in the zip they're in the gecko directory and I don't think that's right -- and if it is, I need to change it in nifskope.

Posted

Not sure if its just me but I don't seem to be able to fully download the Data fomod. It keeps consistently failing at 26-27% with Firefox chucking up errors that it cannot read the source file.

Posted

It's not "just you" but out of about 10k people who've downloaded it, you're maybe the 3rd or 4th person it's happened to. I suspect some of you have either a crummy link or a dodgy little home firewall/router thing that's resetting the connection. Could also be malware or any kind of 'download manager'.

Posted

prideslayer:

 

Retesting with released version 2.5.68. Also updated to current versions of SCR. Noticed 2 things:

 

1) Calling the NX code to have an NPC masturbate causes them to strip and the just stand there. Mentioned this previously as an issue in the beta, but is still occurring in the release. Sample code -

CraigBooneREF.NX_SetEVFl "Sexout:Start::CallVer" 1

CraigBooneREF.NX_SetEVFo "Sexout:Start::ActorA" CraigBooneREF

CraigBooneREF.CIOS SexoutBegin

 

2) The 'Y' key for masturbation is now not working. The key is being detected (Sexout XPM registers the event and gives XP), but no animation runs.

 

Female masturbation works in both cases, it's strictly male that is failing.

Posted

The 101 masturbation is missing from the idle anims and the .kf is missing too. I think I removed it to replace with 102 and forgotten to fix the idles. Testing a fix now.

Posted

- Male masturbation issue fixed in my working copy.

- Male bodysuit working in local copy, textures are messed up though. If anyone knows, are there 'rules' in the NIF you have to follow WRT that? I just changed the ones that were there to new filenames etc. (to not overwrite maleupperbody.dds etc) and changed my textures to match, but they're munged up. In any case, its better than nothing. Female next.

Guest user29
Posted

I haven't been following to closely, but the textures you swap on the nif must have the same uvmap as the old ones or else the textures are just jumbled around. For instance roberts textures won't work for vanilla armors because they have a different uvmap. Breeze's will however because it they're the same.

Posted

I haven't been following to closely' date=' but the textures you swap on the nif must have the same uvmap as the old ones or else the textures are just jumbled around. For instance roberts textures won't work for vanilla armors because they have a different uvmap. Breeze's will however because it they're the same.

[/quote']

 

Yeah I have a handle on that much.. this isn't anything spectacular. I just took the breezes bodysuit which is setup to use the default textures (maleupperbody.dds, etc). Renamed the bodysuit meshes and put them in a new location, did the same with the textures, then edited the NIFs to change the texture locations and names to match. I have a feeling it's just not finding them or something and is applying the vanilla texture or something.

 

Any ideas would be helpfull or if you just want me to give you a zip with the NIFs and texture files renamed/moved where I want them and you fix up he NIFs, I'm fine with that too.. ;)

 

It's possible the textures are referenced elsewhere in the NIF and I'm editing the wrong strings too I suppose.

Posted

If you feel like taking a look at it and figuring out whatever stupid thing I did, zipfile with the NIFs (only erect has been edited) and textures is attached.

 

Peanut gallery: don't download this and stuff it in your data directory, it won't do anything except possibly conflict with a future sexout data pack. Only download if you want to try your hand at fixing whatever I did wrong in nifskope.

Posted

Also, reposting my findings about wastelandscourier.esp, from the sewer slave thread, since this is the specific affected mod.

 

Just a heads up, but WastelandCourier.esp is not a part of SCR as far as I know, and I can't find any Armor entry for it on SexoutCommonResources.esm either with the Wasteland courier name or even using its meshes. Considering it's my main armor I'm a little miffed about getting the intro warning. I can get around it by renaming the .esp but I'd rather it get removed from the literacy test since it's a very nice piece of armor.

Posted

If you feel like taking a look at it and figuring out whatever stupid thing I did' date=' zipfile with the NIFs (only erect has been edited) and textures is attached.

 

Peanut gallery: don't download this and stuff it in your data directory, it won't do anything except possibly conflict with a future sexout data pack. Only download if you want to try your hand at fixing whatever I did wrong in nifskope.

[/quote']

 

Here is what I did:

 

I downloaded your bodysuits file.

 

I extracted it to my desktop.

 

I examined both .nif files in nifskope. The soft model looked plausible, and the erect model was solid white because nifskope could not find the texture. So, I went into Render > Settings... in nifskope and added a folder and selected it and browsed to the Sexout Bodysuits folder on my desktop.

 

This made the body look plausible.

 

Another way of having nifskope find the texture would have been to have FOMM install this package.

Posted

errrrr the problem is the textures not showing up in game when it is installed via fomm. The models and textures are just the breezes bodysuits. Renaming and moving the textures causes them to not be found by the engine despite having edited their paths and names in the nif.

Posted

errrrr the problem is the textures not showing up in game when it is installed via fomm. The models and textures are just the breezes bodysuits. Renaming and moving the textures causes them to not be found by the engine despite having edited their paths and names in the nif.

 

Oh!! *blush*

 

I will see if I can reproduce this problem.

Guest user29
Posted

I can't figure out why the mesh looks perfectly normal in nifskope for me but messes up in game when I use it to replace a body.

Posted

I was able to see a problem in game which was probably related to your problem.

 

(I created and activated a test mod where my metal armor used this erect male mesh, and the UV looked wrong when I went into the game and inspected the armor.)

 

In the .nif file, under the "Body" node (node 38) in the BSShaderPPLightingProperty node (node 39) some flags are set which tells the game that it's ok to update the texture being used for that mesh.

 

I *think* that SF_RemappableTextures is the one that's the problem. I think you need SF_FaceGen or body color will not match face color. I am not sure about SF_Skinned.

 

I started researching this and found this skyrim thread which just confused me: http://niftools.sourceforge.net/forum/viewtopic.php?f=10&t=3164&start=75 and I need to be doing some other things right now, but maybe this is enough of a start to be useful?

Posted

Hi Pride ,

I Was Having a Look at the Boatfly Animations, and Saw a Few Discrepancies in Geck

The Human animation is set to 1801 b , it should be set to 1901b

The BoatFly Animation is not set to "loop forever" , this has to be ticked

 

That being Said Here are the Fixed Animations for the Boatfly ( Credits to Donkey Its His Animations).

 

 

 

 

 

 

Have a Go at it first B4 Putting in the ESM

 

Cheers

Guest
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