prideslayer Posted August 5, 2012 Author Posted August 5, 2012 Edit: Is the Finish/Resume/Pause bug supposed to deal with the breeder issue with the bloatfly' date=' where your character never leaves their pose? Because if it is, it still gets stuck for me. If it was not a fix for that issue, then my apologies. [/quote'] Oh I didn't even think of that so.. maybe? I'll ask if he's using those functions. Issue I am still running into is 'Y' key to start PC masturbation still does not work. Whoops forgot' date=' looking into it. Didn't see anything specific in the beta notes about the other issue I reported - having to set AnimA/AnimB variables in the NX calls to specify an animation rather than the single 'Anim' variable. Might be fixed, I will check. The anim # handling was changed a bit to fix something else, might have fixed both issues. Tested MCM is still wrong for me' date=' the settings do not match the titles in SexoutNG there is a blank space where body was. [/quote'] Argh ok. Also how is male body swapping handled now since body suits where removed' date=' to change from soft to erect during sex? [/quote'] For now, just install breezes and set the default nude body to erect during the installation. I mangled the bodysuit code so much adding potential support for roberts that going back to a simple system started to just confuse me, so I need to start bodysuits over from scratch. Might make it into this version, might not. I tried the new version and the problem is still there. I went to bed on yeah last night' date=' so sorry I never got around to replying. [/quote'] No problem, someone else reported the issue is not fixed, so I'm trying to look into it. I don't have a save where I'm progressed enough into breeder to try it myself so it would help if you could tell me which script is initiating the problematic sex. I did look in there a bit and didn't see it, but there are a lot of scripts to look through.
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 The anima/b/c thing is definitely not fixed in this version, but I know what's causing it. As usual, it's me being an idiot.
Guest user29 Posted August 5, 2012 Posted August 5, 2012 under misc item A3CaptureBreedBegin(and End) Tokens. When the player gets stung enough times, I give her that item (and CB to that item) to start sex and do everything.
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 User29, I just gave myself the begin token and everything went normally.. kinda. I am in Primm so the bloatfly wasn't actually there (ref probably isn't enabled anyway) but the PC dropped into the pose, animated for a bit, then I got a fade to black and back with a message after the sex finished. PC stood up and redressed normally. Now I'm a bit stumped.
Guest user29 Posted August 5, 2012 Posted August 5, 2012 hmmm There aren't any new requirements for this beta is there? Try starting the episode like normal (there's a safe in the ground in a ditch behind Jean's Skydiving almost to the railroad tracks) and seeing if it happens?
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 hmmm There aren't any new requirements for this beta is there? Try starting the episode like normal (there's a safe in the ground in a ditch behind Jean's Skydiving almost to the railroad tracks) and seeing if it happens? No, no new requirements. Will give that a try. I don't have to have already done any of the other breeding activities first right?
Guest user29 Posted August 5, 2012 Posted August 5, 2012 No all the episodes are their own little self contained adventure!
NepoznatiNN Posted August 5, 2012 Posted August 5, 2012 Strange problem with Sexout Compilation For New Vegas (maybe my mistake): Under Mod Configuration Menu , part for Sexout NG , you loose Body configuration (or what was it called) between Rape KOs and Camera Because of this some NPCs stay in clothes and you have body-s which are in your Body replacer (For example i have Breeze male flaccid nude as default so kills are flaccid and when switch to sex they are Sexout animated erect . Whit new Sexout Beta they are always flaccid .) Same thing is in yesterday version and in version from week before of Sexout Compilation For New Vegas . (BTW , Sexout Compilation For New Vegas seems to work smoother even when full than much less individually mods , maybe it is just psychological , but i recommend it) Again , maybe is my mistake with incorrect updating Sexout.esm . Cheers , NepoznatiNN
Guest user29 Posted August 5, 2012 Posted August 5, 2012 Interesting, I just tried my bighorner ranch episode and the sex works fine there. It seems it's only the bloatflies and Deathclaws that are messing up.
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 Again ' date=' maybe is my mistake with incorrect updating Sexout.esm . [/quote'] You updated to a beta and did not read the release notes, which are on the previous page, and (always) in the 2nd post in the thread. So yes, your mistake..
Guest user29 Posted August 5, 2012 Posted August 5, 2012 I think this is an animation issue. Maybe you have a flag set that shouldn't be or they're just not set up correctly. For deathclaws 1304 is the only one that's doing it. 1303 and 1311 both reset the player without any issue. edit: nope, that's wrong. I stuck a couple different animations into the deathclaw bit and each one didn't reset correctly. It's just the one bloatfly and deathclaw ambush for some reason.
NepoznatiNN Posted August 5, 2012 Posted August 5, 2012 I know that beta is beta , but this seems as possible clash between 2 mods so i reported it for you guys to check . My mistake is in possible incorrect way to update Sexout.esm , i tried first in FMM Package Manager , then i 2nd time deleted it in main screen of FOMM . Booth time with same mistake . Again , i know that beta is only for checking , but you asked us to say how new beta working . (edit: and i tried few times yesterday and today to be certain) Cheers , NepoznatiNN
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 Ok, it happened to me in the cave too, and I think it has something to do with how 'fast' you're doing the callback stuff since you're fading to black and all that. This isn't "really" a sexout glitch as far as I can tell -- all the tokens are gone, the inuse flag has been cleared, as have all the NX vars. The problem is that the KO never got to play, and sex never got to 'finish up', so the player is stuck playing an idle animation because the sexoutidle never got to happen. I don't know how/why it was working before, I don't think I changed anything to do with this, but I'll check into it and look for a change to sexout to make it work reliably, or a workaround for you to implement in breeder.
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 I know that beta is beta ' date=' but this seems as possible clash between 2 mods so i reported it for you guys to check . My mistake is in possible incorrect way to update Sexout.esm , i tried first in FMM Package Manager , then i 2nd time deleted it in main screen of FOMM . Booth time with same mistake . Again , i know that beta is only for checking , but you asked us to say how new beta working . (edit: and i tried few times yesterday and today to be certain) Cheers , NepoznatiNN [/quote'] The notes for the beta say specifically that bodysuits have been removed, and might not make it back before release. That's the part I don't think you read. The MCM 'gap' is just a bug that will be fixed in the next beta.
Guest user29 Posted August 5, 2012 Posted August 5, 2012 I've no idea how anything I make works either thanks for taking care of it though.
NepoznatiNN Posted August 5, 2012 Posted August 5, 2012 Ouch , you're right , didn't read that part and wanted to be helpful . So it is intentional. I'm glad you resolved ZAZ problems , seeing some pictures in Forum for possible future mods with ZAZ or future ZAZ artifacts , that will become most important part of Sexout . Cheers , NepoznatiNN
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 I've no idea how anything I make works either thanks for taking care of it though. Ok.. I have been able to 'fix' it in the breeder ESP. Doing some final testing and will post some script changes here.
Guest user29 Posted August 5, 2012 Posted August 5, 2012 fine with me. I tried to comment out a bunch of things and didn't get anywhere.
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 There is a fair amount of "weird" in the scripts that I don't really understand, I removed some of it that I suspected was causing problems and got things working. You'll probably want to adjust this to suit and perhaps add some delays, but for now, it's working fine with these changes. The biggest offenders causing the problems are either the player sleep, or the disable/enable player controls, or maybe even both. They can work, but without a real delay between them and sexout, things tend to get jumbled up. Sexout does disable/enable player controls itself, and while it tries to respect the settings you had before it started, if you make the changes too fast, the change isn't actually taking effect before sexout saves and then eventually restores the setting. I don't know why you're doing either of those things (player controls and sleeping) so I removed both. I suspected it might be to get the fadetoblack reversed, so I changed that to the auto-reversing one. Here are the actual changes. A3CaptureBreedEnd2 scn A3CaptureBreedEnd2 int binit Begin GameMode if (0 == binit) set binit to 100 A3ImpregnatorRef.moveto A3SafeCellMarker ShowMessage A3ImpregnatedMessage imod FadeToBlackAndBackISFX RemoveMe endif end A3CaptureBreedBegin2 scn A3CaptureBreedBegin2 int binit Begin GameMode if (0 == binit) ; start sex set bInit to 1 set SexoutNG.actorA to A3ImpregnatorRef set SexoutNG.actorB to playerREF set SexoutNG.CBItemB to A3CaptureBreedEnd playerREF.CIOS SexoutBegin RemoveMe endif end A3BloatflyFrameQuestSCRIPT This change is only to the "a3larvacount >= 10" section and is really only two changes -- a different fadetoblack, and deleting the 'disableplayercontrols' and 'sleep' commands. if A3LarvaCount >= 10 if playerref.IsSpellTarget SexoutP2EFertilityF == 0 playerREF.CIOS SexoutP2EFertilityF endif if playerREF.IsSpellTarget SexoutP3E0PregnancyF == 0 player.additem SexoutP3GestatingLarveBloatFly 6 1 playerREF.CIOS SexoutP3E0PregnancyF endif set A3PlayerState to 1 showmessage A3KnockedOutMessage set A3LarvaCount to 0 set binit2 to 0 A3BloatFlyFeederRef.evp Player.addtofaction A3BreederFlyFaction 1 imod FadeToBlackAndBackISFX player.removeallitems A3ItemClutchREF Player.moveto A3CaveFallMarker Player.additem A3CaptureBreedBegin 1 1 endif It's working fine for me with these changes, so give them a try. In one of those scripts (I think End2?) you were doing some odd thing where you were incrementing binit every frame until it got to 100, and I assume that was in order to do a delay of some kind? If so, there is a better way to get a delay.. You need two vars defined as floats. I usually use 'gsp' and 'delay'. At the top of your GameMode block add this little section of code. Make it the very first thing in the gamemode block. set gsp to GetSecondsPassed if (delay > 0) set delay to delay - gsp return endif Make sure you never call GetSecondsPassed anywhere else in the script, because it resets to 0 every time you call it. If you need to know its value for something, just use gsp. Now whenever you want to delay, just set the delay var, and it'll happen. For example if you have three stages you can do something like this (using binit as the stage value) if (0 == binit) set binit to 1 set delay to 3 ; do stage 0 stuff elseif (1 == binit) set binit to 2 set delay to 10 ; do stage 1 stuff elseif (2 == binit) ; do stage 2 stuff endif One thing I noticed in a few spots as well is you set your stage variable, like binit, in the middle or end of the block. You should always set it first to ensure that the stage advances properly if the script gets interrupted, which can happen when you do things like MoveTo or other stuff that takes more than one frame to work. This is bad: if (0 == binit) ; do stuff ; more stuff set binit to 1 ; other stuff elseif (1 == binit) ; different stuff ; goes here set binit to 2 endif Always set the stage var first to some sane default value: if (0 == binit) set binit to 1 ; do stuff ; more stuff ; other stuff elseif (1 == binit) set binit to 2 ; different stuff ; goes here endif You can change it again within the block if you want to (say if you're going maybe to a different stage), but you should set it once at the top to something that wont "screw up". You can ignore this if running the same stage again won't hurt anything. An example is in the quest script -- that "set A3LarvaCount to 0" and the other similar lines should probably be the first things in that block rather than scattered throughout the middle.
Guest user29 Posted August 5, 2012 Posted August 5, 2012 lmao I knew it was bad but holy cow. I was hoping you wouldn't notice my shameful use of global variables too. The deathclaw episode is constructed so much better. I'll have a go at that stuff in a bit.
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 I see everything.. to be honest, I'm not exactly a perfectionist, but I'm rather OCD when it comes to "icky" stuff and it was very hard for me to not just rewrite that entire quest script.. I don't have time! Maybe later. If you want more constructive criticism though I'll just say.. what gives with binit1 through binit10? You know you can hold values 1..10 (or 1 .. 2 billion) in just one of those vars, right? If that kind of scripting isn't causing problems already, it certainly will later, when some combination of the values results in the code taking a path you did not expect.
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 Sexout.esm BETA 2.5.69b3 in OP - MCM blank spot removed, really this time! - Masturbation working again. - New calling convention anima/b/c thing fixed, can now use just 'anim'.
Guest user29 Posted August 5, 2012 Posted August 5, 2012 I only use them for things I only want to happen once in the quest script. No doubt there's a better way and I think I started using one in the deathclaw episode but it worked fine for that. Each one is only ever 1 or 0. If you can believe it the quest actually works pretty well. Present animation bug not included. Whatever you do, don't open the scorpion nest frame quest unless you want to go into hulk mode.
prideslayer Posted August 5, 2012 Author Posted August 5, 2012 Haha.. I'm not opening anything else unless you need more help with something. I would search through everywhere you do that sort of controls/sleep stuff and change it to be more like what I provided you with though. Anything doing that is likely to cause problems, and there's really no need for the disablecontrols or the sleep that I can see. If you must do them, you need a delay between them and sexout, regardless of which one comes first. I think the sleeping after sex is what was causing the animation to get stuck but I'm not sure.
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