ttpt Posted September 6, 2012 Posted September 6, 2012 Danv, remember that renaming it is a workaround and you're basically uninstalling NVladoutfit1.esp for all sexoutNG knows, also don't expect the lady outfit you pick from that box to work with clothing effect from sexout (is there any other effect other than pregnancy?). Â But yeah, I don't have pregnancy and I uninstalled sexoutstore.esm (I did a clean save and restarted) to test things out and the messages still pop up, I really don't know what's up with that.
prideslayer Posted September 6, 2012 Author Posted September 6, 2012 I don't have that outfit downloaded but I do have the JuliaChang esp and can confirm that the message does *not* display if it is active, but pregnancy and store are both inactive, with the current sexoutNG beta. Â It's possible that there's either a bug in the v70 release that is fixed in the beta, or that some other mod is overriding the script and screwing it up. Try the beta and see if that fixes your issue.
ttpt Posted September 6, 2012 Posted September 6, 2012 With no store and no pregnancy and with the sexout beta, there's no literacy check problems, so file that in as a fixed bug, maybe I should just be running the beta all the time to find actual bugs.
Halstrom Posted September 7, 2012 Posted September 7, 2012 In troubleshooting' date=' I've removed all except sexout .70, SCR Core, data, pregV3alpha, sexout slavery, sexout legion, sexout brutal rapers, MCM v1.5, Skinny v6 body replacer. All versions are the latest as of 3 days ago. I also have BNB skelly, the recommended skeleton thing that I can;t remember at the moment, NVSE b13 and extender v11 and the 5 FONV .esms[/quote']Not to badmouth my own mod, but if you are having any issues try removing Pregnancy, get everyhting else working ok first before adding it
ZaZ Posted September 7, 2012 Posted September 7, 2012 Pridey ,  I had Made Spore "Plant" animations A while Back. Re-upping them Here  2-NonForced 2-Forced 1- PenisProp Pics - http://www.loverslab.com/showthread.php?tid=2284&pid=106721#pid106721 http://www.loverslab.com/showthread.php?tid=2284&pid=106742#pid106742 The Gecko Stuff is here  Gecko penis Prop Along with the animation , Its Donkeys animation with the tail moved aside  Cheers
prideslayer Posted September 7, 2012 Author Posted September 7, 2012 Got 'em mastercchris, thanks. I'll get a data fomod update done this weekend.
ZaZ Posted September 7, 2012 Posted September 7, 2012 Sorry another Quick Update ,  Im Helping Beck With a Few Creature Templates , Here is a New Feral Ghoul Penis Prop   it is compatible with the existing Animations By donkey  http://www.loverslab.com/showthread.php?tid=10235&pid=237432#pid237432  Cheers
zebop117 Posted September 7, 2012 Posted September 7, 2012 Was trying to figure out why the heck Vault19 pillory scene in SexoutPowderGangers.esp breaks with the message "actorC is already having sex, aborting" (or something) if I'm with companions, and found something that looks like copy-paste fuckups (variables not renamed accordingly). I'm using 2.5.68, but they're still present in 2.5.70. Made a patch for 2.5.70, search for "z117" without the quotes. And congrats on finally cleaning up unused copypasted stuff.
Guest Loogie Posted September 7, 2012 Posted September 7, 2012 Are you sure the copy paste error is something in Sexout and not Powder Gangers Tryout?
Guest user29 Posted September 7, 2012 Posted September 7, 2012 Hey pride, I have a feature request. Would it be feasible to add a feature to sexout that would first let me designate an animation file (like one of the stock dance animations, or sweeping, or sleeping, etc) and then have that animation play on the actor (perhaps another variable for duration). Now I can do this in my mod no problem for NPCs but If I want the PC to play an animation it won't work obviously. I'm thinking it would be easier to just add it to sexout since it's already got the tfc and things in place. Â Could you do that or would that be outside the scope of sexout? Or not even possible at all. I'll be the first to admit I barely understand how sexout works. I hope I explained what I needed well enough. I thought it was going to be easier to explain than it was. I'll try and clarify if you don't quite get it.
DoctaSax Posted September 7, 2012 Posted September 7, 2012 Hm... the more I tinker with trying to use idles on the player, the less I'm sure I know about it. Been having some success using a sweeping anim, called with playidle from a script. But it has to be just SO, y'know. (copied to a different folder in the idle anims widget & given a new name, marked as specialidle etc.) And it doesn't work with the vanilla kf, only the groovatron's kf - don't know why that is, I don't understand kf's. Well, it works, but I can't override with a new playidle command to make it stop like I can with the groovatron's. There's no StopIdle command, that would be too convenient. So, for my own WIP, as things stand, I'll have to tell people to install the groovatron's meshes folder. Unless someone can tell me the difference between their kf & the vanilla one. Â Integrating with NG's system, which uses pickidle, might be a lot easier for us, but not for pride. There's a helluva lot of vanilla idles - I have an incomplete list of 27 pages somewhere. I don't think pride'd be looking forward to having to copy them all to the NG folder, putting in conditions, giving them numbers... so it'd have to be request-based, if at all.
Guest user29 Posted September 8, 2012 Posted September 8, 2012 I agree I wouldn't want anyone to do the work to add every single .kf file, but I just thought it might be possible to set the .kf filename and skipping over adding each one in the geck. Though again I'm clueless on this stuff. Â As you figured out, I just want to have a way to easily play animations for the pc. It would open up so much stuff.
astymma Posted September 8, 2012 Posted September 8, 2012 Package Idle Collections are an alternative.  Also Idle Markers with ".moveto player" and then have the idle marker do an "activate player" which will behave as if the player activated the marker.  Setting up a non-conflicting Idle tree with specific selection criteria such as quest variables or token item counts as the criteria (how most idle systems work) and just assign the correct criteria and call evp.  For most of the default animations that include movement and weapons, you can use PlayGroup or LoopGroup.  For players specifically, you should check the 1st/3rd person status of the player and, if one exists, play the 1st person animation if they're in 1st person mode. If there exists no 1st person version of the anim, it's best to swap them to 3rd person and then play the 3rd person version. Example from GECK docs: Begin OnActivate player if IsPC1stPerson player.PlayIdle Loose1stPBrahminPush else player.Playidle Loose3rdPBrahminPush endif End  For my Compatability Skeleton, the only real difference between the 1st and 3rd person skeletons is this:  1st person skeleton has NO FAFF bones or built in animations from FAFF.  1st person bone ordering differs so that specific body parts aren't visible and so that every left arm movement doesn't force the pipboy into view or, and this is amusing since it happened to me when making the skeleton, boobs forcing the pipboy into view
DoctaSax Posted September 8, 2012 Posted September 8, 2012 I agree I wouldn't want anyone to do the work to add every single .kf file' date=' but I just thought it might be possible to set the .kf filename and skipping over adding each one in the geck. Though again I'm clueless on this stuff. Â As you figured out, I just want to have a way to easily play animations for the pc. It would open up so much stuff. [/quote'] Â It would - there's some really interesting stuff in there that you barely ever see or see used to full effect. Mind you, the jumping through hoops you have to do with playidle is a lot less if the anim in question isn't in the 'loose' folder (no duplicating to another folder then, just call it directly). But the loose folder's where a lot of fun stuff is. Â Also Idle Markers with ".moveto player" and then have the idle marker do an "activate player" which will behave as if the player activated the marker. Â Really? Never figured that could work. I tried something similar with non-standard furniture (CookStove) but that was a no-go. Â Setting up a non-conflicting Idle tree with specific selection criteria such as quest variables or token item counts as the criteria (how most idle systems work) and just assign the correct criteria and call evp. Â The disadvantage here is making sure there are no conflicts with other mods doing something similar, and of course NG. IIRC, every time you even look at the idle anims widget the wrong way, it gets flustered & marks most folders as changed so you have to remove a bunch of entries from your esp with FNVEdit.
Golgo13 Posted September 8, 2012 Posted September 8, 2012 How do I get a token out of my inventory? Â There is a persistent NPC in Westside that just sits in a chair by the pawn shop. When I wasn't even nearby, some other NPC apparently raped him, and, forever after, he was sitting in his chair, nonchalant and nude. Â I tried the kill/resurrect procedure, but he always came back nude because he had some tokens I didn't understand in his inventory. I moved them to my inventory, kill/resurrected him, and he went back to normal. I intended to toss the tokens in the trash, or put them on a corpse, but they're stuck to me. I thought that they might disappear when I restarted the game, since they didn't belong on a player character; but, no such luck. I was in the middle of the Sewer Slave scenario, so, I didn't know the difference between being "dressed" or "undressed." But, I escaped, and, now, whenever Cass asks to have sex with me, she does it through my armor, and I become nude when it's done. It's rather late to go back to before I put the tokens in my inventory and, in any event, it was really wrong to see an old, nude guy playing checkers on the corner, no matter how I look at it. I don't want to turn my game into Fallout: Sodom and Gomorrah. Â So, it would be great if I knew how to get a "SexoutNGTokenUndress" and a "Debug: Sexout Ac" token out of my inventory (I presume those to be the cause of my problem). Even if they're not, I'd still like to clean them out, if possible.
DoctaSax Posted September 8, 2012 Posted September 8, 2012 @ Golgo13: 00SexoutActor (debug: sexout ac)'s formid is xx000ADE the undress token's formid is xx01932C replace XX with NG's place in the load order. Â in-game, open up the console & type: player.removeitem formid 1 (or however many you have) Â If that doesn't do the trick, you're gonna have to do a clean save.
ChancellorKremlin Posted September 9, 2012 Posted September 9, 2012 What's the 9.3 abortion again? I keep getting this message when trying to use the DocMitchell plugin right at the start of the game.
GECK.O Posted September 9, 2012 Posted September 9, 2012 I want to report a bug. I don't know if someone already discovered this before. If you change the scanner value in the middle of the game, like from 10Hz to 15 Hz, or 1Hz to 10Hz for example. It will make the FPS drop significantly, down to 3-5 FPS in my case.
prideslayer Posted September 9, 2012 Author Posted September 9, 2012 What's the 9.3 abortion again? I keep getting this message when trying to use the DocMitchell plugin right at the start of the game. Â 9.3 is "no sex possible between actors." It's sort of a catch-all that needs to be more granular' date=' but it's indicating that the combination of actor "effective gender" and "hole availability" provides no possible combinations. Â It happens when a sextype is not set, the randomizer attempts to pick one, and can't. Right before it happens there should be one or two NGSAN messages that say O=n, V=n, A=n, etc. If you can paste those two lines it would help. Â I want to report a bug. I don't know if someone already discovered this before. If you change the scanner value in the middle of the game, like from 10Hz to 15 Hz, or 1Hz to 10Hz for example. It will make the FPS drop significantly, down to 3-5 FPS in my case. Â Unpossible. Something else is to blame here.
prideslayer Posted September 9, 2012 Author Posted September 9, 2012 User29 & Docta, I am thinking about the Idle.. situation. I am certainly not looking forward to the idea of assigning them all in the GECK, but right now that's the only way for sexout to support them. The filenames get me nowhere since I can't play a "file" on an actor.
prideslayer Posted September 9, 2012 Author Posted September 9, 2012 DATA FOMOD updated to 1.2.16 - Gecko animation (1801) replaced. - Gecko and Feral Ghoul penis props added (not visible until beta ESM is updated) - All thanks to mastercchris  (spore plants coming later -- need testing and file renaming/sorting).
ChancellorKremlin Posted September 9, 2012 Posted September 9, 2012 9.3 is "no sex possible between actors." It's sort of a catch-all that needs to be more granular' date=' but it's indicating that the combination of actor "effective gender" and "hole availability" provides no possible combinations. Â It happens when a sextype is not set, the randomizer attempts to pick one, and can't. Right before it happens there should be one or two NGSAN messages that say O=n, V=n, A=n, etc. If you can paste those two lines it would help.[/quote'] Â Thanks prideslayer, I'll investigate and report back. Seems strange that its happening with that plugin, it used to work. Its update possibly broke it.
DoctaSax Posted September 9, 2012 Posted September 9, 2012 User29 & Docta' date=' I am thinking about the Idle.. situation. I am certainly not looking forward to the idea of assigning them all in the GECK, but right now that's the only way for sexout to support them. The filenames get me nowhere since I can't play a "file" on an actor. [/quote'] Â I hear ya. Maybe we could set up some sort of ZAZ-like system for 'non-sex anims for the PC' and keep it out of NG-proper? That is, if there are enough modders who'd be interested in using them - maybe not worth it if it's just user29 & me. Â Edit: Besides, a little browsing tells me there's really something different about the groovatron's kf files. Not sure this system would always work with plain copies of vanilla.
MadGAD Posted September 9, 2012 Posted September 9, 2012 Same issue as GECK.0 has. Waith one hour in-game - and FPS are stabilized! But unfortunayely for 8-10 seconds. Also, last ver. gives me freezes on some locations in some scanner values (will try to find a way to avoid this)
Kuroshu Posted September 9, 2012 Posted September 9, 2012 @MadGAD The FPS stabilizes when the Saving message appears. After it disappears the FPS drops again. So you have to keep waiting to keep playing. Happened to me in my old save. Only thing left to do is start a new character
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