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Posted

Could be but there is still one way to force it in geck, remember SNG1001a and SNG1001b are both greyed out, but click a moment on SNG1001 you should see loop forever is not greyed out, clicking on loop forever on this will force everything under to loop forever too. now go back to both SNG1001a and SNG1001b they still are greyed out but now you would see the option ticked.

 

When you say full datapack that 006 right ?? or do i still need 005 ?? because i only installed both 006 plugins plus 006 datapack to test it out.

Posted

Could be but there is still one way to force it in geck' date=' remember SNG1001a and SNG1001b are both greyed out, but click a moment on SNG1001 you should see loop forever is not greyed out, clicking on loop forever on this will force everything under to loop forever too. now go back to both SNG1001a and SNG1001b they still are greyed out but now you would see the option ticked.

 

When you say full datapack that 006 right ?? or do i still need 005 ?? because i only installed both 006 plugins plus 006 datapack to test it out.

[/quote']

 

Just the one file is fine, you don't need the old ones. I won't delete anything from the downloads that people might actually need. :)

 

I'll look into that tick-off trick later, but I've already added a 1.5s hack in to call pickidle that I'm testing in a minute or two. Sexout does the same thing every 2 seconds, but some of the anims are shorter and I think that's why actors 'stand up' briefly sometimes.

 

To be clear on the files if the OP isn't:

1. DATA has ALL the sexout files (anims, sounds, nude bodies, etc) + SexoutNG anims.

2. ANIMS is just the sexoutNG anim files.

3. PLUGIN has just the ESM and documentation

 

If you already have sexout datapack installed, you just need 2 and 3. If you don't have the sexout datapack installed, you need 1 and 3.

 

 

Posted

Found a bug in the current version (0.0.6). If you don't set an anim # at all, the involved actors will get locked and basically 'screwed up' requiring manual intervention. If the player is involved, the problem is obvious, as you'll stay naked and unable to move, but the camera will not go into ufo.

 

Fix is in for 0.0.7, coming soon. If this happens to you in the meantime, in the console click on your player and do:

setrestrained 0
enableplayercontrols

 

You can do the first step to other stuck actors. This will unstick you, but you'll not be able to engage in any more sex because you have bogus tokens. You can fix that by doing an 'inv' on yourself or the broken actor, and then "RemoveItem 1" for any items in your inventory starting with the name "SexoutNG".

 

Doubt anyone other than me and maybe donkey will see this before the fix is in, but just in case.

Posted

Hi. You readme files are confuse to read.

I dont know where put the file "Oldanims.csv".

I dont know whats this mod (it's look great but..) do really.

Is this sexout "2"?

I have only one Esm.

I use the old esp for plugins? that i have inderstood. but what's new?

callback what..? ..

I dont have sexoutbegin or something like that and there's no esp for it.

Im so confuse..

Posted

Does anyone have any opinions on what I should do with/about custom bodies in Sexout? I'm looking at changing the settings so that you can enable/disable the undress stuff without having BBR installed and am wondering at other options.

 

The 'undress' flag is somewhat poorly named. Sexout has built in nude male and female bodies. It will use them on NPCs if you don't have BBR 'enabled' in the settings. This is causing an issue for me, and I suspect others, who do have custom nude bodies installed but not BBR -- they are never seen, because the sexout ones are placed 'over' them.

 

My goal is to get the NPCs nude with whatever nude body you have setup for them, be it BBR or something else. The easiest way to do this is to just remove the built-in nude bodies and 'weapon', and always strip the actor (again, talking about Sexout here, SexoutNG has its own body and undress support and already does not use the built in bodies).

 

I'm thinking now of making the ESM just strip the actors, and then adding support ESPs for body replacers that require it, such as the built in bodies and breezes male body suits.

 

No ESP would be required if you already have BBR or are using the breezes male NPCs with the default 'erect' body. An ESP would be required if you're using breezes flaccid body and want it to switch to the erect bodysuit during sex.

 

I'm not 100% sure HOW I would go about this in the ESPs, but I am thinking something along the lines of how MCM works: Checking that the correct module is loaded, such as "bzBodySuits.esp", and if it is, somehow telling sexout to use the armor within.

Posted

Hi. You readme files are confuse to read.

I dont know where put the file "Oldanims.csv".

I dont know whats this mod (it's look great but..) do really.

Is this sexout "2"?

I have only one Esm.

I use the old esp for plugins? that i have inderstood. but what's new?

callback what..? ..

I dont have sexoutbegin or something like that and there's no esp for it.

Im so confuse..

 

This is for modders, not for 'players'. Just install the datapack 7z file and the plugin.zip file with FOMM and then wait for other mods to begin using them. The modders will tell you if their mods require this version or not.

 

Currently the only one that requires it is the Tryout pack.

 

Don't uninstall the old sexout plugin pack if you use stalkers/rapers, as those ESPs are not in this version. Just let FOMM overwrite the sexout.esm and anything else it wants to.

 

The next version will include the additional ESPs so this will not be an issue.

Posted

Hi. You readme files are confuse to read.

I dont know where put the file "Oldanims.csv".

I dont know whats this mod (it's look great but..) do really.

Is this sexout "2"?

I have only one Esm.

I use the old esp for plugins? that i have inderstood. but what's new?

callback what..? ..

I dont have sexoutbegin or something like that and there's no esp for it.

Im so confuse..

 

This is for modders' date=' not for 'players'. Just install the datapack 7z file and the plugin.zip file with FOMM and then wait for other mods to begin using them. The modders will tell you if their mods require this version or not.

 

Currently the only one that requires it is the Tryout pack.

 

Don't uninstall the old sexout plugin pack if you use stalkers/rapers, as those ESPs are not in this version. Just let FOMM overwrite the sexout.esm and anything else it wants to.

 

The next version will include the additional ESPs so this will not be an issue.

[/quote']

 

Ahhh.. ok. Thanks.

That's why it wasnt clear ^^

But i have install all your files and there's no bug for moment.

Ty, i'll wait new mod with sexout 2 :)

Posted

Ahhh.. ok. Thanks.

That's why it wasnt clear ^^

But i have install all your files and there's no bug for moment.

Ty' date=' i'll wait new mod with sexout 2 :)

[/quote']

 

:D

 

Modder docs usually don't make much sense to anyone else. :)

Posted

0.0.7 In OP.

 

V0.0.7

- Forced animations to reloop every 1.8 seconds.

- Set loop on some missed animations.

- Dog animation (1001) properly hooked up.

- Rape KO flag properly set and respected, still needs MCM.

- Check that anim is > 0.

- Moved documentation into subdirectory.

- Added Rapers and Prostitutes ESP to Plugin zip

- Removed version # from zip file name.

 

Also removed standalone anims download.

 

Just the data pack and plugins files are there now, they're all you need. The original sexout can be completely uninstalled now, so you don't have to worry about missing files.

 

Note that, just like before, the prostitutes plugin in this file will conflict with the one in the Tryouts file. I don't honestly know which one is newer/better.

 

Posted

As a n00b, I'm wondering:

 

1) will (sexoutNG) _completely_ replace the original sexout and expand upon it?

 

2) as regards the problem with multiple partners (I believe I read it here) could a script be worked where the first partner one talks to then is requested to find an additional partner (or x amount of partners) and bring them, so the second partner (or multiple partners) would be an extension of the first partner? Or has this aspect already been worked out?

 

3) how easy will it be to replace original sexout, filewise that is, and implement it when finished?

 

Thank you for the info in advance. :)

Posted

As a n00b' date=' I'm wondering:

 

1) will (sexoutNG) _completely_ replace the original sexout and expand upon it?

[/quote']

 

This is sort of what it does. The original code is there, and left basically untouched. Both files are named Sexout.ESM, so this is a drop-in replacement for mods already using Sexout.

 

2) as regards the problem with multiple partners (I believe I read it here) could a script be worked where the first partner one talks to then is requested to find an additional partner (or x amount of partners) and bring them, so the second partner (or multiple partners) would be an extension of the first partner? Or has this aspect already been worked out?

 

Code for 3ways is already in and working. It's up to the individual modders to decide how to choose the partners, but it works fine with 2x NPC + player, or 3x NPC. There are two demo animations to inspire the modders and animaters to come up with more.

 

3) how easy will it be to replace original sexout, filewise that is, and implement it when finished?

 

Thank you for the info in advance. :)

 

Easy as you going to the first page, downloading the two files, uninstalling whatever sexout you have now, and installing these two new ones. :D

Posted

If i have time i will start creating newer animations. I have been so into skyrim lately, that blender has been dusting of in the background.

 

Anyway i will try 07 with the dog animation.

 

 

Creating newer 3soms animtions should also be easy enough. Sexout was only not able to use them. So this will be interesting.

 

There are some great mods created for new vegas, like hires textures, and monster overhaul. The only limiting factor is drive space. :D

Posted

You're releasing these faster than I can jerk off to install them.

Posted

You're releasing these faster than I can jerk off to install them.

 

Sorry! Should slow down some once the bugs are all ironed out. I hate having something sitting for download with known horrible bugs.

Posted

If i have time i will start creating newer animations. I have been so into skyrim lately' date=' that blender has been dusting of in the background.

 

Anyway i will try 07 with the dog animation.

 

 

Creating newer 3soms animtions should also be easy enough. Sexout was only not able to use them. So this will be interesting.

 

There are some great mods created for new vegas, like hires textures, and monster overhaul. The only limiting factor is drive space. :D

[/quote']

 

Cool, let me know how it goes.

 

There are two 3soms in you can try already, 5101 and 5102. I posted screenshots a few pages back. They aren't perfect, and are just using existing 2p animations + an additional one for the 2nd male, but they do work as intended.

 

Mostly I think only the female anims/poses will need changed to reuse a lot of the male ones. Stuff like head/neck angle or height is off. I haven't tried any DPs yet, but those will probably be easier. I think one of the cowgirls + a 'm' doggystyle might look right if I can find the right ones.

Posted

I know some may be wondering what the 'gibberish' it prints in the console on startup is, so here's the lowdown on that. It's there to make it easier for modders to test, or players to get their perversion on.

 

The four numbers it prints are the formIDs for the Sexout and SexoutNG quest (for setting vars) and spells (for starting sex)

SexoutNGMAIN: Sexout      is ..000DC0
SexoutNGMAIN: SexoutNG    is ..019333
SexoutNGMAIN: SexoutBegin is ..0027A8

 

 

To use these you need one more bit of information.

 

You need to know an anim number (or you can just guess). These need documented better, but they are available in the CSV included in the documentation. Column A in the CSV is the legacy anim number. Column B is the new anim number corresponding to the old.

 

For example, the first row is "1", the spoon anim from sexout. In SexoutNG this is 721.

 

Examples assume a female PC standing near any male NPC.

 

Putting all this together, assume you want to try the Dog animation.

 

1. Enter console mode with the dog in view.

2. Click the dog. Make sure it is selected.

3. Enter this in the console

 

Using SexoutNG:

set "..000dc0".anim to 25
set "..019333".actora to getself
set "..019333".actorb to player
cios ..0027A8

 

The dots ".." will change depending on your load order, but they are always printed in the console correctly.

 

4. Exit the console and sex will begin.

 

Before you ask: YES, in all the "set" commands, you DO need quotes around the ID numbers. NO, you do NOT need quotes around the ID in the CIOS command (but it will work with them). Don't ask me why, blame bethsoft.

 

Anyhow, this is how you force/test animations in the console, without having to go through all the trouble of building/editing an ESP.

 

All the extended sexoutNG functions(callbacks) and animations will work this way as well, so you can test 3ways and so on easily before changing your ESP.

 

If you want to test one of the included three-ways, again as a female PC, this time with two male PCs in view, do this:

 

1. Enter console mode with both male NPCs in view.

2. Click the first male NPC.

3. Enter this in the console

 

set "..000dc0".anim to 5101
set "..019333".actora to getself
set "..019333".actorb to player
(Click the second male NPC before continuing!)
set "..019333".actorc to getself
cios ..0027A8

 

5101 and 5102 are both setup, though only as demonstrations / proof of concept. The anims are not in sync or lined up exactly right.

Posted

Thanks prideslayer. If i am taken away from skyrim i will try your version out. Keep it up..

To make that check box operational again' date=' you have to first clear that animation and reselect. Geck is pretty messed up about that part.

 

There is no way around this bug from geck.

[/quote']

 

I just saw this update of yours, good grief. I'm going to have to run through all of them and check this out. I'm not convinced that checking off the top level item in the tree actually has any effect, to be honest.

 

For now the brute force timer I put in seems to be keeping things in check, but it may cause some animations to not run their full cycle. If they're more than 1.8 seconds long, they will probably start over at 1.8 seconds instead of completing.

 

I'm going to look into checking to see what animation is playing. If there's a way to do that, I can hold off on calling pickidle unless I notice the anim is no longer running.

Posted

i set the timer of yours to 1.0 and now the dog is working correctly.

Posted

i set the timer of yours to 1.0 and now the dog is working correctly.

 

Yeah the problem seems to be that despite the anim being set to repeat on it's own, it actually doesn't.

 

My timer was set to 1.8. The timer in core sexout is set to 2 or 3.

 

I tested with this:

     if 0 == actor.IsAnimPlaying || 0 == actor.IsIdlePlaying
       actor.pickidle
     endif

 

And it does exactly what I expect with all the broken anims; the actors stand up for a split second, then get back to it. Despite whatever is in the .kf files, the anims are stopping on the ones where I can't check off the repeat box.

 

Checking off a higher level anim shows the box as checked below, but it doesn't actually do anything.

 

Can you explain quickly (if that is possible) what I would have to do to the .kf's in blender or nifskope to adjust them so that box is 'checkable' once again? I want to try it on one or two and see if that fixes this issue once and for all: I suspect that it will.

 

There is probably 'more' in the area of work-arounds that sexout itself is doing, which makes the anims look like they're repeating properly, even when they aren't. I haven't dug that deep into it.

Posted

Adding new animations to SexoutNG.

 

So, you have some fancy new .kf files, perhaps even new creature models or skeletons to go with them, and you want them in sexout? Here's how to get them in and get them to me to make sure they get included in the next release.

 

This does not cover actually creating the models or animations, that's worthy of a thread all its own, and there are many tutorials and tools you can use out there. This assumes you have already created the items and now you want to test them, tweak them, and then get them added with their own Anim number.

 

1. Add files

Copy the .kf files into their appropriate places in your FNV Data directory. The models for creatures and the player go in the usual places. The .kf files go in one of two places.

 

For human NPCs and the player:

data\meshes\characters\_male\idleanims\SexoutNG\(special 1)\(special 2)

 

special 1 Either 'giver' (if the player is doing the deed) or 'taker' if the player is being done.

 

special 2 The directory above is broken into subdirectories indicating the position the player is in, such as 'kneel', 'squat', 'stand', 'lay', and 'other'. Choose the most appropriate one for the characters sex-pose. I often use 'other' for creature animations that are just odd, like the centaur ones.

 

For creatures:

data\meshes\creatures\(creature name)\idleanims\

 

Creature name directories are already there for some. If one is missing, go ahead and create it.

 

2. Add idles to the GECK

Open the GECK with sexout.esm selected and nothing 'active'. You will be creating a new ESP. Select the top level menu Gameplay and the submenu Idle Animations

 

In this list, you will see all the various idle animations the game has to offer. You are going to add your idle animation in two places (three for threeways), one for each actor.

 

2.1 Humans

For humans, you will use Characters\_Male\IdleAnims\SexoutNGAnims\SexoutNGModders. This is a special category set aside for modders to add animations without clashing with one another or with existing animations. Animations in this section start at the anim value 10001 and continue up to 20000.

 

Right click the SexoutNGModders item in the tree, and select "Insert Child". In the ID field, enter SNG### where ### is the anim number you are creating. Again, start at 10001 and go up from there if you are adding more than one.

 

In the conditions, look at the existing anims. You want to check that the GetItemCount for SexoutNGAnimCounter is equal to the anim number. Leave the rest of the settings alone.

 

Right click SNG10001 and select "Insert Child" again. You will do this at least once, but up to three times. The IDs of these entries will be SNG10001a, SNG10001b, and/or SNG10001c. Which ones you create depend on the actors involved. Solo/masturbation animations should use A. 2-"person" anims involving both human actors will use A and B. Human/creature interactions will use just A or B; A if the human is fucking the creature, B if the human is being fucked by the creature.

 

Finally, for each of the above 1-3 items, you will create another condition. GetItemCount of SexoutNGAnimPositionA (or B, or C. Match the anim ID) being >= 1. Then, click the 'edit' button next to "Art File" and navigate to where you saved your .kf file for this actor in step 1, and select it. Make sure you check off the "Must return a file" box as well as the "Loop Forever" box.

 

2.2 Creatures

Creatures work exactly the same way as humans, except they are found under the Creatures\(CREATURE NAME)\IdleAnims\SexoutAnimsNNN path in the idle animations manager.

 

Starting here, follow the same instructions as above for adding the children you need.

 

2.3 Examples

If you learn better by example, look at the anims already created. Some good examples are:

- SexoutNG2pS4\SNGCowgilr\SNG901 : 2 humans

- SexoutNGCDog\SNG1001 : human side of 1 human + 1 dog

- SexoutNG3pG2\SNGSpitroast2\SNG5101 : 3 humans

(the dog side of 1001 is under Creatures\Dog\SexoutAnimDog)

 

Pay special attention to the conditions used at each level. Generally the top level checks for anims in a specific range, the next level checks for anims exactly equal to a value, and the last level is the 'magic' that matches an animation file with a position (actor A, B, or C).

 

 

3. Pre-flight testing

Before saving your ESP and trying it in the game, you should make sure the animations actually work. In the main GECK window, navigate to the NPCs in the tree, and find an appropriate NPC for the animation you want to test -- such as a human male or female, a dog, a centaur, etc.

 

Double click the NPC to open the NPC editing window. Do not change anything in this window! Always click CANCEL! We are just using it to preview the animation! Select the "animations" tab, and tick the "full body" checkbox at the bottom of the window. The selected NPC should appear in a basic rendering in the preview section.

 

Now, leaving this window open, return to the idle window and just click on the idle you want to check. If it is already selected, just select something else, then click back on it. If all goes well, the animation should play in the preview window. It will not repeat in this window, so you may want to unselect and reselect the idle a few times to watch it.

 

Do this with the proper actor type for each animation you added, making sure they all seem to be working.

 

4. In game testing

Save your changes in the GECK to a new ESP, call it whatever you want as long as the name isn't already in use, and close the geck.

 

Start the game with at least sexout and your new ESP added via FOMM or your preferred method. Once the game is loaded, follow the instructions here to play the animation. Use the appropriate actors. You will have to go find the actors/creatures in the world, or summon them to you. Many console guides explain how to do this step.

 

You may want to run the animation several times and adjust the actor positions. You can do this with the SexoutNG vars "fHOffsetA", "fVOffsetA", and so on. The second letter is H or V and indicates if the offset is horizontal or vertical. The final letter is A, B, or C, and indicates the actor you want to adjust.

 

Avoid vertical offsets into the ground; raise up the others instead. Actors in the ground tend to be drawn translucent or completely invisible.

 

 

5. Packaging

If all goes well, it's time to ship it! You're going to need to upload a zipfile (to this thread, thanks!) that contains:

 

- Your ESP

- A full directory structure, starting from 'data', that has all your animations inside in the correct places, just as if you were creating meshes or something else for a mod.

- a 'readme' or other text file indicating the offsets you set the actors to, if any.

 

That's it! If I have any problems or questions I will let you know. Ideally, once I receive the zip file, I will install it via FOMM and test it out. If all goes well, I will simply merge it into the ESM (after checking for conflicts/garbage), assign a permanent anim # in the correct group, and then put the offsets you provided into the correct place in the main animation script.

 

Note for animators: If you are creating the animations yourself, or editing animations from somewhere else, I would immensely appreciate it if you positioned them so the actors do not need offsets. Most animations work fine with 0 offset for any actors, but I've found some that require huge offsets such as -85 for the male in #903.

 

A bunch of anims all with slightly varying offsets is the main thing that bloats the script, and will eventually run us into the same problem that the original Sexout has : inability to add new animations because the script is too large.

 

 

Posted

(this post is no longer relevant)

 

(content removed)

 

Picking a random animation in NG is exactly the same as doing it in classic. Just don't set an anim #. Set a sextype if you want to, your choice. Creatures are supported. Actor genders are checked.

Posted

What the hell. 0.0.8 is out with SexoutNGBeginRandom. It's sooooo useful, I just couldn't resist putting out another version, even if it just has one seemingly minor feature.

Posted

Doesn't matter, i just like to see that version number go up. progress is good. :D

 

You have an ETA of when all the animations will be working in game? I'd like to see what Donkey and co. have been cooking up all this time :P

Posted

Doesn't matter' date=' i just like to see that version number go up. progress is good. :D

 

You have an ETA of when all the animations will be working in game? I'd like to see what Donkey and co. have been cooking up all this time :P

[/quote']

 

All(*) the animations I currently have are working. Not all are aligned though, meaning the naughty bits might not be touching or even close to one another.

 

Of the 77 I've hooked up, I've checked about 25 for alignment. Sexout only 'advertised' about half of them, maybe a bit less.

 

The only two new ones I'm aware of from Donkey are the cazadore animation, and a new human animation for Dog + Human. I still need to plug both of these in; I think I can have that done tonight possibly. I also need to run through that thread start to finish to see any I've missed.

 

(*)There are a bunch more anims in the data pack that were never hooked up in sexout and aren't in mine either. Most of them are really dodgy non-sex things, but I have not sorted through them all yet.

Posted

Doesn't matter' date=' i just like to see that version number go up. progress is good. :D

 

You have an ETA of when all the animations will be working in game? I'd like to see what Donkey and co. have been cooking up all this time :P

[/quote']

 

All(*) the animations I currently have are working. Not all are aligned though, meaning the naughty bits might not be touching or even close to one another.

 

Of the 77 I've hooked up, I've checked about 25 for alignment. Sexout only 'advertised' about half of them, maybe a bit less.

 

The only two new ones I'm aware of from Donkey are the cazadore animation, and a new human animation for Dog + Human. I still need to plug both of these in; I think I can have that done tonight possibly. I also need to run through that thread start to finish to see any I've missed.

 

(*)There are a bunch more anims in the data pack that were never hooked up in sexout and aren't in mine either. Most of them are really dodgy non-sex things, but I have not sorted through them all yet.

 

Awesome! Keep up the good work guys... In the mean time i'm going to test this 0.0.8 and check all the enemies and variables and stuff, see if it's all working as it should.

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