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Posted

Ghouls: they have erect meshes, but no erect texture. (Have yet to see ingame, but they are under creatures/ghoul?)

Feral Ghouls: they have no erect mesh, but have an 'erect' texture which has no penis. (Seen the 'Rapist FeralGhoul' - they are under creatures/ghoulferal)

 

Just strikes me as very odd, I'm sure someone else has noticed this - is it a bug on my end or has this not yet been added to the game?

Posted

Ghouls: they have erect meshes' date=' but no erect texture. (Have yet to see ingame, but they are under creatures/ghoul?)

Feral Ghouls: they have no erect mesh, but have an 'erect' texture which has no penis. (Seen the 'Rapist FeralGhoul' - they are under creatures/ghoulferal)

 

Just strikes me as very odd, I'm sure someone else has noticed this - is it a bug on my end or has this not yet been added to the game?

[/quote']

 

I've only looked at them once, maybe twice. So busy with other junk I really never noticed.

 

Soon as I get this release out, I'll take a closer look at them and see what's going on.

Posted

Well that explains it. Everything worked OK with an actual clean save this time round.

 

Went to the fort to tryout legion, and it worked. The only grip I have is that I must have offered money + said they had no right to use my body for more than 30+ times and I still didn't get enslaved.

 

In all that time with overide on by default, I must have gotten maybe 2 interruptions (which out of 30 is negligible) and at some point both Marissa and the girl at the very main gate bugged out and stayed in a sex position permanently. Using the reset gun got them standing up (unclothed) but then engaging in any sex act just got them back to their stuck positions.

 

There is a slight lag/jerkiness when the cum effect happens with these last versions of NG, and I've noticed that compared to before, after cuming males are still erect as opposed to previous flacid mesh.

 

 

Posted

V1.2.31 in the OP (new plugins and anims downloads.

- Global multi-mod callbacks for pre- and post- sex processing. -- Raised minor rev to 2 for this. (Only sex START callbacks are hooked up at this point)

- 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.

- Fixed 701b (female missionary) animation. Thanks Donkey!

Posted

Will something like this work for animation on bed ??

 

ref me
ref userref

begin onActivate

set me to Getself

if userRef == player
set userRef to player
endif

if me.GetSleep != 0 && userref == player
SexoutNG.refSurface
if me.GetIsSex female == 1
	Set Sexout.SexType to Vaginal
else
	Set Sexout.SexType to Anal
endif

Set SexoutNG.actorA to Userref
Set SexoutNG.actorB to me
userref.CIOS.SexoutNGBeginRandom

else 
activate
endif

End

 

Companion mod i am currently making has an option to make him or her sleep in a bed.

 

I thought if she is already sleeping and you activate her on bed you can then initiate sex through activating her. I have not tested it yet. But was just wondering if something like this would work ??

Posted

Will something like this work for animation on bed ??

 

ref me
ref userref

begin onActivate

set me to Getself

if userRef == player
set userRef to player
endif

if me.GetSleep != 0 && userref == player
SexoutNG.refSurface
if me.GetIsSex female == 1
	Set Sexout.SexType to Vaginal
else
	Set Sexout.SexType to Anal
endif

Set SexoutNG.actorA to Userref
Set SexoutNG.actorB to me
userref.CIOS.SexoutNGBeginRandom

else 
activate
endif

End

 

Companion mod i am currently making has an option to make him or her sleep in a bed.

 

I thought if she is already sleeping and you activate her on bed you can then initiate sex through activating her. I have not tested it yet. But was just wondering if something like this would work ??

 

No' date=' you need to set SexoutNG.refSurface [i']to[/i] something, like the bed.

set SexoutNG.refSurface to bedREF

 

Some other minor notes about the script.

 

1. This is goofy, just delete it, it's not doing anything:

if userRef == player
 set userRef to player
endif

 

That's the same as saying "if a is equal to 1, set a equal to 1"

 

2. The dot here is bad and needs to be a space.

userref.CIOS.SexoutNGBeginRandom
           ^

 

3. Just use SexoutBegin, not SexoutNGBegin or SexoutNGBeginRandom.

Posted

That was just quick script so typo's are inevitable. no the reason for the userRef instead of player alone is i ever expand it anyone could have sex with her later on if she is a sleep.

 

That was just a quick way to make sure userRef is really the player.

 

i could have make it something like this

 

if userRef == player
 set userRef to player
else
 set userRef to GetSelf
endif

 

 

 

Posted

That was just quick script so typo's are inevitable. no the reason for the userRef instead of player alone is i ever expand it anyone could have sex with her later on if she is a sleep.

 

That was just a quick way to make sure userRef is really the player.

 

i could have make it something like this

 

if userRef == player
 set userRef to player
else
 set userRef to GetSelf
endif

 

 

 

 

What I'm saying is that if block is not doing anything. It's only going to set userref to player if userref is already equal to player. It's wasted space. If the player does not do the activation, userRef is going to be NULL and the script is going to crash. If the player does do the activation, then that block isn't doing anything.

 

What it seems you actually want to do is simply this:

 set userRef to GetActionRef

 

Which will make userRef equal to whatever performed the activation, player or not.

 

If you do that, before you use it, you want to check that it's something that can have sex with isActor. completed script:

 

ref me
ref userref

begin onActivate

 set me to Getself
 set userRef to GetActionRef

 ; Return if either actor is not really an actor
 if 0 == userRef.IsActor || 0 == me.IsActor
   Activate me
   Return
 endif

 ; Return if both are the same
 if userRef == me
   Activate me
   Return
 endif

 if me == player
   ; GetSleeping does not work on the player
   if 0 == IsPCSleeping
     ; I am not asleep
     Activate me
     Return
   endif
 else
   if 3 != me.GetSleeping
     ; I am not asleep
     Activate me
     Return
   endif
 endif

 ; Get your bed reference and set it here.
 ; set SexoutNG.refSurface to ....

 if me.GetIsSex female == 1
   Set Sexout.SexType to Vaginal
 else
   Set Sexout.SexType to Anal
 endif

 Set SexoutNG.actorA to Userref
 Set SexoutNG.actorB to me
 userref.CIOS SexoutBegin

End

(note: untested)

 

Posted

Minor adjustments to my script. so far it does work. But the alignments not :D instead of on the bed they go under it.

 

has the bedRef been incorporated, in the latest one ?? i think i am still using the one from yesterday. Have not updated yet.

 

 

Oh crap just seen your latest post.

Posted

Yes, it's there, but not all beds have the correct heights in their models or wherever they come from. Some work right, some don't. Wsex has formlists with some default offsets for different beds (5, 10, 15, 20 I think) that I may need to duplicate.

 

Ideally you'd be scripting a scene on a known bed, and set the height offset (SexoutNG.fSurfaceZ) yourself, but that's in the ideal world we don't live in. ;)

 

If you position actorB on the bed first, then the Z will start out correct and it will work; try standing on the bed and activating for now while I work on those form lists.

Posted

Important

 

I just uploaded a new plugins.zip with a new sexout.esm.

 

No functional changes.

 

In the last upload of 1.2.31, the ESM did not have the ESM flag set. Oops!! Shouldn't have cause *too many* problems, but just in case, I fixed up the zipfile.

 

Anyone with 1.2.31 downloaded before this post has the 'bad' ESM.

Posted

I've downloaded all the latest versions and there is some very strange stuff going on.

 

Tryout doesn't seems to work at all, or worked once for me and then failed for the rest of my game (including from a new save) and I am getting swamped by 'someone is having sex with someone' messages that are stacking and no longer making sense.

 

Had oral dex with doc mitchel and it says I am having oral and then anal sex afterwards. I go outside, have sex with someone else, and it says I am having sex with him and doc mitchel. Go to fort, and doc mitchel is somehow still having sex with me according to messages.

 

The most disturbing thing was that loading a previous save where I hadn't even gone to the fort yet said I was having sex with a legionary!

 

EDIT: OK I think I realised what I did wrong, I actually downloaded the wrong ESM from this thread:

http://www.loverslab.com/showthread.php?tid=3520&page=11

 

Going to download the plugins pack from here again and see if that works.

 

Posted

I've downloaded all the latest versions and there is some very strange stuff going on.

 

You said in the thread that you downloaded the beta I uploaded for loogie. Delete it, download the plugin pack from this thread again. Ignore the messages from SexoutNotify (or just don't use it) if it's displaying wrong messages -- it might be bugged.

Posted

Some small adjustments and an MCM setting fix.

 

V1.2.32 in OP

- Added a short delay between ending sex and starting callbacks.

- Fixed a problem where init script was resetting the new MCM settings every load - it will do it once more then done, sorry.

- Added hidden spammy debugging to SexoutNotify.

Posted

SexoutNotify still seems to get characters wrong, although it's not spamming like it used to. Eg Dale Barton raping Marissa when he's not even on the map, that sort of thing.

 

I also cannot get Tryout to work, not even with the correct files (I downloaded the proper ones) - I can't tell whether this may be related to the latest Sexout.esm update or not, as Loogie has also updated Tryout's recently.

 

 

Posted

SexoutNotify still seems to get characters wrong' date=' although it's not spamming like it used to. Eg Dale Barton raping Marissa when he's not even on the map, that sort of thing.

 

I also cannot get Tryout to work, not even with the correct files (I downloaded the proper ones) - I can't tell whether this may be related to the latest Sexout.esm update or not, as Loogie has also updated Tryout's recently.

 

 

[/quote']

 

It's basically impossible for sexoutnotify to get any of its information wrong. It's simply printing whatever the SexoutNG vars have been set to whenever sex is started. If it says "Dale Barton", then some mod, somewhere, has set SexoutNG.actorA to whatever "Dale Bartons" REFID is, or has added his refID to the SexoutNotify or SexoutNG callback actors list.

 

 

If you're actually making a clean save and seeing sexoutnotify printing all kinds of nonsense, some other mod is screwing up sexout somehow.

Posted

With the way I have it set up, the only person Dale Barton can fuck is that blonde NCR slave that's near him.

Posted

Here is an updated SexoutNotify.esp with the debuggging stuff enabled by default. The debug messages go to the console by default, so if you want to see them as they happen, turn on debug output by going into the console and typing "tdt"

 

There IS a problem in legiontryout; as soon as you enter cottonwood cove, it's setting male and female but not starting sex. I'm looking for the cause.

 

If there is a bug in the NVSE ListClear command, that would cause notify to print some 'odd' things at the top of the screen (but not in the debug output) as well. Will look into it.

Posted

With this debug version, what you should see is something like this:

Sexout.Male changed to Some Dude
Sexout.Female changed to Some Chick

 

Followed almost instantly by this:

Sexout.Male changed to 
Sexout.Female changed to 

 

This indicates that a mod set male and female to values and then called SexoutBegin. If you see the first two and not the second two (as I am seeing right now as soon as I enter the cove), that means male and female are being 'left around' stale, and the next thing that calls Sexout will still have those set. If the next thing that calls is a SexoutNG mod (like fiends tryout) then Sexout.Male, Sexout.Female, SexoutNG.actorA, and SexoutNG.actorB will all be set.

 

This results in an 8.1 error.

 

There may be stuff in between like SexoutNG notifications or errors, that is fine/normal. What's important is that they (quickly) switch back to "no name" which indicates that SexoutBegin was called, copied the vars, and cleared them.

 

There MIGHT be an issue somewhere in the Sexout var sanitizer that results in the vars not being cleared AND the begin script not being called, but all of those should still at least result in some "SexoutNGSAN: Aborting due to x.y" error in the console.

 

 

Posted

I don't know if this is a bug, I'm doing something wrong, or no one else tried this because they're not as sick as a son of a bitch as me, but it looks like you can't launch multiple pairings at once. For example:

 

set Sexout.SexType to Vaginal
set SexoutNG.ActorA to GetSelf
set SexoutNG.ActorB to Player
set Sexout.raper to GetSelf
set SexoutNG.CBDialogA to FiendsMotorRunnerSecondRound

if VNPCFollowers.bCassHired && RoseofSharonCassidyREF.GetInSameCell player
set Sexout.SexType to Vaginal
set SexoutNG.ActorA to V3MarieRef
set SexoutNG.ActorB to RoseofSharonCassidyREF
endif

if VNPCFollowers.bVeronicaHired && VeronicaREF.GetInSameCell player
set Sexout.Sextype to Vaginal
set SexoutNG.ActorA to V3DonnieREF
set SexoutNG.ActorB to VeronicaREF
endif

CIOS SexoutNGBegin

 

Results in only the final pairing executing, whether CIOS SexoutNGBegin is by itself or after each pair setup. It also results in Donnie launching the callback dialog.

Posted

You definitely cannot do that. Not in the same frame anyway. ;)

 

All your later settings are overwriting the earlier ones. Doing this:

set Sexout.male to Alex
set Sexout.male to Bob

 

Just overwrites 'alex' with 'bob'.

 

Until you've called SexoutBegin and waited at least one frame (and one probably is not enough, best wait 5-10), the vars are just sitting there waiting for begin to get called.

Posted

Edit: I *am* trying to figure out a solution, but it'll be a SexoutNG 2.x.x thing. There's no way at all to do it with the current system, but I think I might be able to make it work by using formlists. This will change the entire way Sexout is started. Instead of setting actorA/actorB (or male/female) you're going to have to do something like:

 

ListAddForm SexoutNGActors DudeARef
ListAddForm SexoutNGActors SlutARef
ListAddForm SexoutNGActors DudeBRef

ListAddForm SexoutNGActors DudeCRef
ListAddForm SexoutNGActors SlutBef
ListAddForm SexoutNGActors DudeDRef

ListAddForm SexoutNGActorMarker DudeARef
ListAddForm SexoutNGActorMarker DudeCRef

CIOS SexoutBegin

 

That of course has no way to set sextypes or the anim, which is the part I'm still trying to figure out how you'd do. It would start random sex with the groups "dudea, sluta, dudeb" and "dudec, slutb, duded".

Posted

Yeah, if I run through the sequence I just made with the PC alone, it all works fine. So I guess my dream of getting Cass and Veronica into this business needs to be put on hold.

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