prideslayer Posted November 29, 2011 Author Posted November 29, 2011 re: cam issues' date=' those should be resolved fairly soon. If you tick the override for NG in the release I am making today, then you can use the NG camera settings. There are three cameras: none, free-float (ufo/tfc), and free-look (it holds down your 3rd person button). There is also a setting for how long the delay between toggling 3rd person and going into tfc is. Unfortunately these only work in NG mode, which few mods are using yet. Soon NG mode will be the only mode though, and all will be well. [/quote'] I know I see the future and yes, it will replace "sexout" standard(t?). But for moment...Wait for new versions one thing to say: I never touch abount camera seeting via MCM in sexoutNG. So, it stay in standard(t? lol) seetings. I'll try to change them, maybe it's the solution for the standing-sex bug... Or another transparence problem. The sexoutNG settings do not touch the sexout camera, only the NG camera. Are you sure you're not seeing some other effect? Sexout has it's own camera, it's used whenever legacy sexout is called. It can be turned off in the Sexout page of MCM. SexoutNG has 3 cameras, controlled via MCM on the SexoutNG Misc page.
Unskilled Posted November 29, 2011 Posted November 29, 2011 re: cam issues' date=' those should be resolved fairly soon. If you tick the override for NG in the release I am making today, then you can use the NG camera settings. There are three cameras: none, free-float (ufo/tfc), and free-look (it holds down your 3rd person button). There is also a setting for how long the delay between toggling 3rd person and going into tfc is. Unfortunately these only work in NG mode, which few mods are using yet. Soon NG mode will be the only mode though, and all will be well. [/quote'] I know I see the future and yes, it will replace "sexout" standard(t?). But for moment...Wait for new versions one thing to say: I never touch abount camera seeting via MCM in sexoutNG. So, it stay in standard(t? lol) seetings. I'll try to change them, maybe it's the solution for the standing-sex bug... Or another transparence problem. The sexoutNG settings do not touch the sexout camera, only the NG camera. Are you sure you're not seeing some other effect? Sexout has it's own camera, it's used whenever legacy sexout is called. It can be turned off in the Sexout page of MCM. SexoutNG has 3 cameras, controlled via MCM on the SexoutNG Misc page. ok heu.. I'll not touch the camera seeting
spike4379 Posted November 29, 2011 Posted November 29, 2011 HOW TO: Summon friendly rapist creatures So you have created a new animation' date=' hooked it up in the GECK in a new ESP, and now you want to test it out in game to see any issues. What you don't want to do is run all over the wasteland looking for the right type of creature. Or, maybe you just want to see new animations that haven't worked their way into the mods yet. Either way, I'm here to help. SexoutNG contains non-aggressive rapist creatures for all currently supported non-friendly creatures. For friendly creatures, just use one in game; Visit old lady gibson's shack for dogs, jacobstown for supermutants, etc. Creature Scripting name Form ID Centaur CrCentaurRapist ..002d6e Deathclaw CrDeathClawRapist ..003339 Spore Carrier CrSporeCarrierFDRapist ..00dd67 Feral Ghoul CrFeralGhoulRapist ..003349 Cazador NVCrCazadorRapist ..035bb4 The scripting name is only useful in ESP or ESM scripts -- you can use it instead of the form ID. The Form ID is what you need to use in the console. These creatures can all be summoned to your current position and are non-aggressive. You can then use the existing instructions in the first post to initiate a sex scene between them and the character of your choosing. Make sure the creature is set to ActorA and the human to ActorB. Summoning creatures is simple. You need your mod index for Sexout.ESM, which you can see on the main FOMM screen. It is the load order for the ESM, in hexadecimal. Unless you have a ton of ESMs loaded it will be a low value like 02 (only FalloutNV.ESM before it) or something. You will [i']replace[/i] the two dots in the Form IDs above with that number. If it's 02, then the Form ID for the Cazador is 02035bb4. Once you have the number, it's just one line in the console to invite your new rapist over for some old fashioned good times. player.placeAtMe ######## ######## indicates where you put the number. While the creatures are all called 'rapists', they won't actually rape you, they will just mill around the general area. NPCs won't shoot at them, and they won't attack NPCs -- unless you attack them first of course. so what i typed in, player.placeatme 00002d6e and it comes up with id not found. am i doing something wrong?
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 HOW TO: Summon friendly rapist creatures So you have created a new animation' date=' hooked it up in the GECK in a new ESP, and now you want to test it out in game to see any issues. What you don't want to do is run all over the wasteland looking for the right type of creature. Or, maybe you just want to see new animations that haven't worked their way into the mods yet. Either way, I'm here to help. SexoutNG contains non-aggressive rapist creatures for all currently supported non-friendly creatures. For friendly creatures, just use one in game; Visit old lady gibson's shack for dogs, jacobstown for supermutants, etc. Creature Scripting name Form ID Centaur CrCentaurRapist ..002d6e Deathclaw CrDeathClawRapist ..003339 Spore Carrier CrSporeCarrierFDRapist ..00dd67 Feral Ghoul CrFeralGhoulRapist ..003349 Cazador NVCrCazadorRapist ..035bb4 The scripting name is only useful in ESP or ESM scripts -- you can use it instead of the form ID. The Form ID is what you need to use in the console. These creatures can all be summoned to your current position and are non-aggressive. You can then use the existing instructions in the first post to initiate a sex scene between them and the character of your choosing. Make sure the creature is set to ActorA and the human to ActorB. Summoning creatures is simple. You need your mod index for Sexout.ESM, which you can see on the main FOMM screen. It is the load order for the ESM, in hexadecimal. Unless you have a ton of ESMs loaded it will be a low value like 02 (only FalloutNV.ESM before it) or something. You will [i']replace[/i] the two dots in the Form IDs above with that number. If it's 02, then the Form ID for the Cazador is 02035bb4. Once you have the number, it's just one line in the console to invite your new rapist over for some old fashioned good times. player.placeAtMe ######## ######## indicates where you put the number. While the creatures are all called 'rapists', they won't actually rape you, they will just mill around the general area. NPCs won't shoot at them, and they won't attack NPCs -- unless you attack them first of course. so what i typed in, player.placeatme 00002d6e and it comes up with id not found. am i doing something wrong? You didn't read the whole thing. That ID is not valid. The first two 0's need replaced, the last 2-3 paragraphs explain what to replace them with.
abinas Posted November 29, 2011 Posted November 29, 2011 I just seen two rapes where 2 npc's were involved, it started out ok then the victim stood up while the attacker continued humping the air. The only way to stop it from happening to my female player is to leave tfc on in sexout menu. is it possible that it isn't a camera issue since npc's are having the same problem? (at least on my game anyway)
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 I'm really happy with the version I'm working on here, and should be putting it up in a few hours. It's not quite ready, and real life is going to be interfering shortly. I think it's pretty stable, I've sorted out most of the invisibility stuff (with the NG cameras), and so on. It does have a few minor issues that need ironed out, but nothing that seems entirely showstopping. I wanted to put my roadmap up, which is a little different from the 'coming soon' list I update in the 2nd post, just to give everyone an idea of where my head is and what my priorities are. The next release, .23, will have at least the two features mentioned in the 2nd post: An NG "takeover" mode that translates all Classic calls to NG calls behind the scenes. This is a 'beta test' mode to test compatibility with mods and see what changes they need to make, or I need to make, if any. Second is the delay control setting, which is the last best hope at mitigating invisibility issues without NVSE updates. After that, these are my "high priority" items, after which I intend to take a break on new features for a bit to focus on bug crushing (when needed) and other mods (Tryouts, my own stuff, etc.) - New positioning script structure. Following the pattern I've put in place for camera selection. This will be a new spell with roughly 9 effects, though the effects are mutually exclusive. This is how I've handled the NG camera and it works beautifully and keeps individual scripts small -- the major key to not running out of room for new animations and features. - Fixed random animation picker. This will be done in the context of the new scripts above. Right now, I'm kind of half-assing the random picker in NG. The new ones will be much better, and MUCH smarter, taking into account the # of actors involved (1-3), if any are creatures, genders (M+M, M+F, F+F, all similar 3way combinations), and creatures). - Add condom usage and support to NG. I will use the existing sexout items and effects for this, as well as the 'random chance' settings. Just need to 'plug it in.' - Fix the post-animation issue with the player in NG. Right now, instead of 'falling down' after sex like the NPCs in NG, and everyone in classic, the player keeps dry-humping and moaning/yelling until the timer expires. Not sure why, but I will figure it out. - Add STD support using existing sexout effects and settings. I do want to replace this at some point, perhaps with a standalone STD ESP, but for now it'll do. These things together compose (drumroll please): The 1.0 release. Version will be 1.0.x (I use that last digit as a release/build #, it always goes up) that should be suitable for all mods to use, and for all players to run with the NG override flag set ON. As the mods catch up, the first 1.1 release will default that setting to ON instead of OFF. So, that's my plan. I should have 0.1.23 out by the end of the day, and 1.0.x by the end of the week.
abinas Posted November 29, 2011 Posted November 29, 2011 wow you posted that at nearly the same time LOL, I'll wait and try the next update and see if it still happens
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 I just seen two rapes where 2 npc's were involved' date=' it started out ok then the victim stood up while the attacker continued humping the air. The only way to stop it from happening to my female player is to leave tfc on in sexout menu. is it possible that it isn't a camera issue since npc's are having the same problem? (at least on my game anyway) [/quote'] I'm really starting to suspect that I missed some anim loop checkboxes in the geck, you're the 3rd or 4th person seeing this. I'll check before the .22 release and fix it if that's the case. It's also possible some of the animation files are still 'messed up' -- there were a lot of them that were only 2-3 seconds long, but their end or loopend was set to [bold]5 or 10 fucking minutes[/bold]. Who does that?? When the anims were updated I did make a change to stop the auto-loop-restart thing, since it's no longer needed with the fixed animations, and lets them run their full course before looping without interrupting them to start them over. In any case, I will look into it.
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 I just seen two rapes where 2 npc's were involved' date=' it started out ok then the victim stood up while the attacker continued humping the air. The only way to stop it from happening to my female player is to leave tfc on in sexout menu. is it possible that it isn't a camera issue since npc's are having the same problem? (at least on my game anyway) [/quote'] I'm really starting to suspect that I missed some anim loop checkboxes in the geck, you're the 3rd or 4th person seeing this. I'll check before the .22 release and fix it if that's the case. It's also possible some of the animation files are still 'messed up' -- there were a lot of them that were only 2-3 seconds long, but their end or loopend was set to [bold]5 or 10 fucking minutes[/bold]. Who does that?? When the anims were updated I did make a change to stop the auto-loop-restart thing, since it's no longer needed with the fixed animations, and lets them run their full course before looping without interrupting them to start them over. In any case, I will look into it. Well the only one that's not loopable in the GECK right now in Sexout classic anims is the male side of #31, which is a sort of missionary position where the females legs are up and going all crazy. It's called "frombehind" in the idle manager. Unless that's the one that you are all seeing that goes bad, I guess i need to start digging into the .kfs looking for bad endloop/end values.
Guest Donkey Posted November 29, 2011 Posted November 29, 2011 got a question ?? did you by anychance change the cazador in anyway ?? but the one you uploaded has 4 textfiles 1/start 1/startloop 5.3/loop 5.3 nothing.. that is not what i uploaded yesterday.. it should have all 4 start startloop endloop and end in check.. because of this, cazador will only rotate instead of playing the animation properly.
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 got a question ?? did you by anychance change the cazador in anyway ?? but the one you uploaded has 4 textfiles 1/start 1/startloop 5.3/loop 5.3 nothing.. that is not what i uploaded yesterday.. it should have all 4 start startloop endloop and end in check.. because of this' date=' cazador will only rotate instead of playing the animation properly. [/quote'] No, but I very well might have forgot to copy it into the directory I zip up for the anims. I'll doublecheck.
abinas Posted November 29, 2011 Posted November 29, 2011 well the 2 npc rapes I seen were female vs female using a pipe or something OUCH! and all sex poses on my char (wo tfc on in sexout) resulted in me just standing like a zombie so for me it isn't just 1 position..
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 For anyone seeing the 'standup' issue, when it happens, please open the console, click on the actor that is standing, and type 'inv'. Let me know the count of "Debug: Sexout An" items they have? This will tell me the anim # that is having the issue and is a bit more reliable than the console output if multiple sex acts are taking place. Once you have the number, type "pickidle" with the actors still selected and see if they resume sex.
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 well the 2 npc rapes I seen were female vs female using a pipe or something OUCH! and all sex poses on my char (wo tfc on in sexout) resulted in me just standing like a zombie so for me it isn't just 1 position.. Which mod caused the sex to happen, do you know? Was it rapers, brutal rapers, a tryout.. what?
Guest Donkey Posted November 29, 2011 Posted November 29, 2011 got a question ?? did you by anychance change the cazador in anyway ?? but the one you uploaded has 4 textfiles 1/start 1/startloop 5.3/loop 5.3 nothing.. that is not what i uploaded yesterday.. it should have all 4 start startloop endloop and end in check.. because of this' date=' cazador will only rotate instead of playing the animation properly. [/quote'] No, but I very well might have forgot to copy it into the directory I zip up for the anims. I'll doublecheck. needs only a few more clicks and it is finished.
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 well the 2 npc rapes I seen were female vs female using a pipe or something OUCH! and all sex poses on my char (wo tfc on in sexout) resulted in me just standing like a zombie so for me it isn't just 1 position.. Which mod caused the sex to happen' date=' do you know? Was it rapers, brutal rapers, a tryout.. what? [/quote'] Nevermind / doesn't matter. Yes, one of the toy ones right off the bat is wrong in the kf, with endloop of 59.9999 and end of 60, but runtime of only 0.3. So it will play for 0.3 seconds then sit for 59.6 seconds before looping. If I could get my hands on whoever did this to these, it wouldn't be pretty. I'll let you all know when there's a new anim pack for download again.
Guest Donkey Posted November 29, 2011 Posted November 29, 2011 Pipe animation are from sexus. are you sure this is part of sexout ??
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 Pipe animation are from sexus. are you sure this is part of sexout ?? Yes, all the sexus animations are in sexout. 801, 802, 803, 804 (23, 27, 28, 29 classic) in NG are baton, pipe, wrench, bottle. I don't know which ones / how many are messed up. I guess today is the day I write that .kf batch processor. I don't have the energy to go through every one of these in nifskope and fix them manually.
Guest Donkey Posted November 29, 2011 Posted November 29, 2011 well the 2 npc rapes I seen were female vs female using a pipe or something OUCH! and all sex poses on my char (wo tfc on in sexout) resulted in me just standing like a zombie so for me it isn't just 1 position.. Which mod caused the sex to happen' date=' do you know? Was it rapers, brutal rapers, a tryout.. what? [/quote'] Nevermind / doesn't matter. Yes, one of the toy ones right off the bat is wrong in the kf, with endloop of 59.9999 and end of 60, but runtime of only 0.3. So it will play for 0.3 seconds then sit for 59.6 seconds before looping. If I could get my hands on whoever did this to these, it wouldn't be pretty. I'll let you all know when there's a new anim pack for download again. could it be problem with nifscope itself ?? check my download from johnhead thread those 4 text files where not in it. So either the original animator screw up when exporting.. Do note everytime you open blender the frames are automatic reset to 300 so if your animation only is 30 frames when exporting again and you don't fix this part you will screw up the entire animation.
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 could it be problem with nifscope itself ?? check my download from johnhead thread those 4 text files where not in it. So either the original animator screw up when exporting.. With nifskope? No I don't think so. I think other games didn't actually use/need those txt entries -- they just use the "Stop Time" and "Start Time" values in the controller sequence. For whatever reason' date=' fallout needs the txt entries to be there and be correct. The start time and stop time values are always correct, so I just set start/startloop and end/endloop to those values if they are screwed up. Do not everytime you open blender the frames are automatic reset to 300 so if your animation only is 30 frames when exporting again and you don't fix this part you will screw up the entire animation. I have never opened any of these in blender.
Guest Donkey Posted November 29, 2011 Posted November 29, 2011 but who added the 4 text files to it ?? i have the orginal here and they only have 2 in mine and they are not set this high.. :?
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 but who added the 4 text files to it ?? i have the orginal here and they only have 2 in mine and they are not set this high.. :? Are you looking at the same file? XXXAnims\SpecialIdle_back01_f.kf I didn't look at the male one I mentioned that won't loop yet in nifskope, if you're looking at that one, we're looking at different files.
Guest Donkey Posted November 29, 2011 Posted November 29, 2011 no it is problem with sexus animation.. the creator screwed up when exporting. those settings are way to high. the Orignal sexus has it set to 60 other animations are even worse like 7000 or higher.. It was already like that before it was incorporated within sexout. The only to fix this not fiddle with nifscope because there no way of telling how much frames they used within blender. open the animations in blender and set the frames to exact numbers i will look in to this.. if they only used 30 frames then setting should 5.3 not 60
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 no it is problem with sexus animation.. the creator screwed up when exporting. those settings are way to high. the Orignal sexus has it set to 60 other animations are even worse like 7000 or higher.. Right. So I'll just get this batch processor finished and run it on everything. If I find any that are missing the TXT fields, it will add them and set them equal to 0 and the end value from the controller. If they are there, but longer than the anim actually is, it will reset them. When I'm done with that, a next step would be to have it look at all the translation values and apply an offset on its own, which would be super useful for me. I can keep a list outside of sexout, in a CSV or something, and let it adjust all of them to be properly aligned based on those settings. Then I can just leave all the offsets out of sexout except the player supplied adjustment and that script will drop in size by half or more.
prideslayer Posted November 29, 2011 Author Posted November 29, 2011 That is unless jack comes along again before I'm done and wants a LOT more tedius boring work.
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