zippy57 Posted December 8, 2011 Posted December 8, 2011 Up until today I've been using an .esp to add to the Banned Cell FormID list. After upgrading to SexoutNG' date=' loading that .esp makes the game lock up shortly after it loads. [/quote'] That's weird. Can you share the ESP with me so I can take a look? Here it is. I use the .esp mainly for mod locations, but I wanted you to actually be able to open it, and having only vanilla locations locks the game up as well, so I left only the vanilla cells in.
prideslayer Posted December 8, 2011 Author Posted December 8, 2011 Some things I've noticed for callbacks: - Having an NPC start conversation with you can interrupt callbacks' date=' which can occur while running Tryout mods. In the Tryout Fiends it looks like I can get around that by turning the scanner off at the beginning of a sequence using callbacks and turn it back on after, but that isn't a good solution for mods trying to play nice. [/quote'] Can you give a little more detail on what you mean? Assuming sex is started with the spell, callback is set (I am assuming dialog), you're saying other NPC dialog triggers first, and then the callback doesn't work as it should? That's kind of normal if so, and not much I can do about it. You could use a spell callback instead, that checks actor flags (is conscious, not dead, not in a conversation, etc) before calling startConversation itself. If you mean something else... please explain? - It would be nice to trigger a callback on an uninvolved actor. Like say, have a dog rape you and the callback starts dialog with the dog's master. You can do this, just use a callback other than the conversation one, like an item callback with a scripted item, or a spell callback. Also the upcoming version with global callbacks could do this as well, since that's all "under your control." It's always a spell cast on the actor (B in 2 and 3 ways, A in masturbation) of your choosing. You could set up your own quest vars before you call SexoutBegin, and then in the callback check that you're on the player (or some other actor) and proceed however you like. Up until today I've been using an .esp to add to the Banned Cell FormID list. After upgrading to SexoutNG' date=' loading that .esp makes the game lock up shortly after it loads. [/quote'] That's weird. Can you share the ESP with me so I can take a look? Here it is. I use the .esp mainly for mod locations, but I wanted you to actually be able to open it, and having only vanilla locations locks the game up as well, so I left only the vanilla cells in. I'll take a look. I don't remember touching any of the preexisting sexout formlists.
Guest Loogie Posted December 8, 2011 Posted December 8, 2011 Can you give a little more detail on what you mean? Assuming sex is started with the spell' date=' callback is set (I am assuming dialog), you're saying other NPC dialog triggers first, and then the callback doesn't work as it should? That's kind of normal if so, and not much I can do about it. You could use a spell callback instead, that checks actor flags (is conscious, not dead, not in a conversation, etc) before calling startConversation itself.[/quote'] That's exactly what I mean. It's easy enough in the Tryout mods to just disable the scanner during a sequence that needs a callback, but I don't know how other mods would handle it to get around that. But on the other hand, I'd imagine if someone wants to add more sexual content to Powder Gangers/Fiends/Legion etc then they'd be silly not to just modify the appropriate Tryout mod. You can do this, just use a callback other than the conversation one, like an item callback with a scripted item, or a spell callback. Also the upcoming version with global callbacks could do this as well, since that's all "under your control." It's always a spell cast on the actor (B in 2 and 3 ways, A in masturbation) of your choosing. You could set up your own quest vars before you call SexoutBegin, and then in the callback check that you're on the player (or some other actor) and proceed however you like. I'll look into that as an update to the fiends Tryout. I originally wanted to work it so Motor-Runner has his dogs fuck you while he takes a break.
prideslayer Posted December 8, 2011 Author Posted December 8, 2011 Up until today I've been using an .esp to add to the Banned Cell FormID list. After upgrading to SexoutNG' date=' loading that .esp makes the game lock up shortly after it loads. [/quote'] That's weird. Can you share the ESP with me so I can take a look? Here it is. I use the .esp mainly for mod locations, but I wanted you to actually be able to open it, and having only vanilla locations locks the game up as well, so I left only the vanilla cells in. File looks fine to me, and had no problems loading it up with just sexout.esm loaded. That said, it's really a bad way to add items to a shared formlist in another mod. Any mods doing this are in a "last one wins" race. Anything to be added to shared formlists should be done in a script via AddFormToFormList, ListAddForm, or ListAddReference.
zippy57 Posted December 8, 2011 Posted December 8, 2011 File looks fine to me' date=' and had no problems loading it up with just sexout.esm loaded. That said, it's really a bad way to add items to a shared formlist in another mod. Any mods doing this are in a "last one wins" race. Anything to be added to shared formlists should be done in a script via AddFormToFormList, ListAddForm, or ListAddReference.[/quote']Wouldn't be the first time my game had a problem no one else had. SexoutNG must not be playing nice with one of my many other active plugins. I always use Wrye Bash (or whatever you call the FNV equivalent) to merge FormLists, eliminating the override problem and saving me the time spent loading up the game and finding I forgot to link the script to the quest... again.
prideslayer Posted December 8, 2011 Author Posted December 8, 2011 File looks fine to me' date=' and had no problems loading it up with just sexout.esm loaded. That said, it's really a bad way to add items to a shared formlist in another mod. Any mods doing this are in a "last one wins" race. Anything to be added to shared formlists should be done in a script via AddFormToFormList, ListAddForm, or ListAddReference.[/quote']Wouldn't be the first time my game had a problem no one else had. SexoutNG must not be playing nice with one of my many other active plugins. I always use Wrye Bash (or whatever you call the FNV equivalent) to merge FormLists, eliminating the override problem and saving me the time spent loading up the game and finding I forgot to link the script to the quest... again. Ahh Well that should be mostly safe for formlists I would think but I've never tried it. You may want to disable the sexout mods one by one to try and find the culprit. Sewerslave seems to be particularly problematic, and loading it in FNVEdit turns it and just about everything else red.
prideslayer Posted December 8, 2011 Author Posted December 8, 2011 This undress / don't undress / check my outfit business is blowing my MCM scripts sky-high again. Not that they aren't working, but I had to split one into two already, and still more to do. May have to split one again. Sexout goes from 3 to 5 MCM scripts this release it looks like.. ugh! There must be a better way!
D7Rock88 Posted December 8, 2011 Posted December 8, 2011 I have an issue with this, something ain't working right and I don't really know what it is, I'm no modder and alot of this stuff might aswell be in the Greek language, I know how to install and use mods, but thats as far as it goes. Anyway not sure if this issue has ever been brought up before...77 pages is quite a bit to read through you know. At any rate something is up with SexoutNG, or for me it is. I'm using V0.1.30 anyway I was trying to get the cazador animation to work using the Rapist Cazador creature...but there was nothing happening. I opened the console and there was a message about something having aborted and a number was included, 5.3 is the number...or atleast I think that was the number, definitely a number similar to it. Anyway its not just with the cazador, other things have also been having this issue. Like sometimes when a stalker activates he rushes up to my char knocks her over and then just walks off, I open the console and bam there it is again, says it was aborted and then includes another number similar to the one above. That which is most affected by this is the HowAbout mod, it happens a couple times when trying to use the MFF and MMF, and when it does work only one single animation is usuable, none of the others can be accessed. As for the FFF it can't be accessed period, constantly gets those messages stating it was aborted. So yeah no idea whats going on with it, but if I had to guess I'd say it has something to do with the animations, or something connected to the animations. Also I did have sexoutNG override active while it was doing this, I also turned it off however and it still continued to do this.
Guest Loogie Posted December 8, 2011 Posted December 8, 2011 Callbacks still aren't working with rape KOs, but that's easily circumvented by turning rape KOs off.
prideslayer Posted December 9, 2011 Author Posted December 9, 2011 DRock, Loogie, I'll try to take a look at both issues today.
prideslayer Posted December 9, 2011 Author Posted December 9, 2011 For everyone seeing seemingly random NGSAN 8.2 errors, I'm working on a fix. The problem is that if a save is made when sex is just starting (which is more likely than you might think with rapers or tryouts running), the male/female/etc vars are all saved in the save game, like normal quest vars. When the game is loaded, the next sexout call may only set some of those vars, and the rest are leftover 'junk'. I have a fix that's clearing them all whenever you load a game, but I still need to address the issue of the tokens being saved on characters as well, which may cause similar problems. The REAL fix to this problem would break every single sexout mod, so I'm trying to find a 'good enough' fix.
Guest Donkey Posted December 9, 2011 Posted December 9, 2011 Checked animations 701b seem it was really bugged. so i had to fully recreate it from scratch again. Now it does not go through the ground. Because 701b speed has changed i had redo 701A as-well right now i am trying to get some BBB support to 701b but it will take some time, till i get this part ready. Not sure when i get time do more. I am taking a small break from new vegas by playing skyrim again..
prideslayer Posted December 9, 2011 Author Posted December 9, 2011 Thanks Donkey! I'll try to check it out today and make sure it gets into the next release.
iron_jack Posted December 9, 2011 Posted December 9, 2011 The REAL fix to this problem would break every single sexout mod' date=' so I'm trying to find a 'good enough' fix. [/quote'] Well, just my two cents, but I think what we should be going for is maximum long-term stability. If you've gotta break everything, better now than later. If Sexout keeps growing it'll eventually have a plugin repository the size of Lovers, and it would be a nightmare to adjust anything major then.
prideslayer Posted December 9, 2011 Author Posted December 9, 2011 The REAL fix to this problem would break every single sexout mod' date=' so I'm trying to find a 'good enough' fix. [/quote'] Well, just my two cents, but I think what we should be going for is maximum long-term stability. If you've gotta break everything, better now than later. If Sexout keeps growing it'll eventually have a plugin repository the size of Lovers, and it would be a nightmare to adjust anything major then. If testing reveals this to be a real issue (I don't know yet if it really is), then I'll put up a 'realfix' version that modders can test against, and when everyone is ready, do the change to the release version with simultaneous launch of the other mods. I think I have a solution that can fix it without needing to do that though, if it turns out to be a real issue.
prideslayer Posted December 9, 2011 Author Posted December 9, 2011 1.2.31 is in final testing now. Release shortly if all goes well. This is a major update that will affect everyone, so initial release will be a standalone ESM and I will leave 0.1.30 in the zipfile download. The big change to everyone using it is that override is turned on by default, so all users will be affected.
prideslayer Posted December 9, 2011 Author Posted December 9, 2011 V1.2.31BETA ESM only download in OP. - Global multi-mod callbacks for pre- and post- sex processing. -- Raised minor rev to 2 for this. - Override defaults to ON -- Raised major rev to 1 for this. - SexoutNotify.esp included - New undress and redress settings in MCM for player, male, and female NPCs; both rape and consensual. - Fixed an issue with dirty vars (male/female/actors, sextype, anim, etc) getting loaded with a savegame. These are now zeroed out every savegame load. Here to let the early adopters have a run with it, if no new issues, will put it in the main download & give out the instructions on how to add 'safe for sex' clothes to the new formlists.
ChancellorKremlin Posted December 9, 2011 Posted December 9, 2011 Did you say they Override should be default to ON? In mine it was off. Turning it on didn't seem to change much other than camera positioning. On what may be a related note, I don't get approached by Legionaries anymore, even at 100% approach chance, Overridge ON or OFF. Haven't tested the other tryout's yet but thought this may be relevant. I have the latest esm, datapack and plugins.
Guest Loogie Posted December 9, 2011 Posted December 9, 2011 Once I get SexoutFiends released, I'll early adopt this all over my face. @Kremlin: I noticed last night in some testing if I loaded a savegame in the Fort, the scanner didn't kick on right away. Walk around the Fort and if it doesn't kick on in three minutes or so, there's a problem.
prideslayer Posted December 9, 2011 Author Posted December 9, 2011 Did you say they Override should be default to ON? In mine it was off. Turning it on didn't seem to change much other than camera positioning. Yes, should default to on. If it didn't change much, that's excellent.. the whole point really.
ChancellorKremlin Posted December 9, 2011 Posted December 9, 2011 @Kremlin: I noticed last night in some testing if I loaded a savegame in the Fort' date=' the scanner didn't kick on right away. Walk around the Fort and if it doesn't kick on in three minutes or so, there's a problem. [/quote'] I started a new game, went to the fort through the normal quest progression, nothing. Waited there for about 2-3 hours, and then nothing also. So we may have a problem. Yes' date=' should default to on. If it didn't change much, that's excellent.. the whole point really. [/quote'] Mine was default off, although I do have the other tabs beneath it from the new version. Good to see that as far as anims are concerned though, it seems to be working well.
Guest Loogie Posted December 9, 2011 Posted December 9, 2011 I'd try a clean install of the Tryout mods, as they tend to get wonky after multiple updates. If they still don't work after that the problem lies elsewhere. I'll do my own testing with the new Sexout later once this goddamn Fiends plugin does what it's told.
prideslayer Posted December 9, 2011 Author Posted December 9, 2011 I started a new game' date=' went to the fort through the normal quest progression, nothing. Waited there for about 2-3 hours, and then nothing also. So we may have a problem. Yes, should default to on. If it didn't change much, that's excellent.. the whole point really. Mine was default off, although I do have the other tabs beneath it from the new version. Good to see that as far as anims are concerned though, it seems to be working well. Had you already downloaded the previous beta ESM, the one that came with sexoutnotify.esp? If so, and you didn't do a clean save, that explains it, since the version did not jump between that version and this one. Always do a clean save if you're going to mess around with the betas.
ChancellorKremlin Posted December 9, 2011 Posted December 9, 2011 I do a clan save every time I try a new update for any of my plugins. But coming to think of it, I do remember you having mentioned at an earlier update to just load sexout.esm, let it load ingame, save and then load the other mods. That was probably the save I used, so not 'clean'. I'll try the previous save I have before that one with no mods loaded and see what happens.
prideslayer Posted December 9, 2011 Author Posted December 9, 2011 I do a clan save every time I try a new update for any of my plugins. But coming to think of it' date=' I do remember you having mentioned at an earlier update to just load sexout.esm, let it load ingame, save and then load the other mods. That was probably the save I used, so not 'clean'. I'll try the previous save I have before that one with no mods loaded and see what happens. [/quote'] I have a test save that I always use for this stuff, that has no sexout mods loaded. I keep the number noted down so when I'm testing stuff, that's always the one I load. Doesn't matter how far back it is, and sexout does not need a clean save to work right when just upgrading, but the beta versions all have the same internal version number so if you saved with one, installing a new one won't call any new initialization code I've added.
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