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Posted

Early Beta for Bromm.

 

Sexout.anim + SexoutNG.actorA/B/C + CIOS SexoutChangePos

 

:D

 

(updated as of edit time)

 

(removed download. Functionality is in release .33 in the OP' date=' with fixed alignment during repositioning)

[/quote']

 

Your my hero! =)

Posted

I have a bug to report.

 

I'm using the latest version of Sexout and vanilla rapers and have it set so my character doesn't undress during rape. After a stalker rape by a creature (I only have stalkers turned on for creatures) no other Sexout sequences work - in Tryouts I get dialog just fine, but no sex. Also, during these rapes it looks like rapers is ignoring the clothing setting from Sexout and stripping my player anyway.

Posted

I have a question...

 

I downloaded the plugins and applied. Can't find any actor effect called SexoutChangePos or anims called 709 and 710... Did I do something horribly wrong? Did my geck commit suicide, or is it the wrong plugin pack in the OP?

Posted

LOL i have an interesting issue, apparently masturbation is being counted as sex, it is even playing the animations for sex instead of the masturbation animations. so now i get humped by invisible people.

 

Posted

Something is making two NPCs have sex and somehow not clearing the data. The culprit was SexoutLegion.esm but that was fixed yesterday - maybe rapers is causing it now, which would suggest a problem with Sexout itself.

Posted

LOL i have an interesting issue' date=' apparently masturbation is being counted as sex, it is even playing the animations for sex instead of the masturbation animations. so now i get humped by invisible people.

 

[/quote']

 

You mean when you press "Y" or whatever key is for the masturbation?

Posted

Can you guys having trouble with the undressing give me any more details? I just tried it with repop on on the strip and it seems to be respecting my redress and undress settings just fine w/ vanilla rapers. Not seeing any tokens getting left behind or anything that would prevent other mods from working.

 

What settings are you trying in MCM that aren't working?

 

Will try it again in a minute in conjunction with tryouts to see if I notice anything weird.

 

 

Posted

I have a question...

 

I downloaded the plugins and applied. Can't find any actor effect called SexoutChangePos or anims called 709 and 710... Did I do something horribly wrong? Did my geck commit suicide' date=' or is it the wrong plugin pack in the OP?

[/quote']

 

My bad, it's called SexoutSwitchPos.

 

709 and 710 are definitely there, to be used in "set Sexout.anim = " or by the random picker for vaginal or anal sex. Did you download a new anims file? If not then they will exist but won't play since the kfs are missing.

 

Edit: Using SexoutSwitchPos

The way you'd use it is basically like this.

1. Start your sex the normal way, but set the duration to longer, say one minute

set Sexout.sextype to vaginal
set Sexout.anim to 701
set SexoutNG.actora to someRefMan
set SexoutNG.actorb to someRefFem
set Sexout.duration to 60
cios SexoutBegin

 

2. In your own code, wait however long you want to wait before switching positions, then switch them up

set Sexout.anim to 702
set SexoutNG.actorA to someRefMan
set SexoutNG.actorB to someRefFem
cios SexoutSwitchPos

 

Do that as many times as you like, until the animation is over. I'll have to add some checking so the spell just fails if the actors aren't having sex; otherwise it'll screw them up by adding tokens to them for their position that just get left there.

Posted

Well I found one or two minor bugs, but nothing that should cause any serious problems. Went to the cove with legion tryout cranked to 75% and rapers left at the (fairly high) default values. Was a rapefest when I first got there, then things got quiet for a while as tryouts failed due to cooldown while rapers was going nuts on everyone.

 

After cooldown finished, tryouts continued as normal.

 

Tried most combinations of the dressing and undressing MCM settings and they worked as well..

 

So will await more details on specific scenarios that are causing issues. :(

Posted

Also have confirmed that the NVSE function "ListClear" does not work properly. After calling it, if I check it right away, it often still has items in it. This is the source of the oddball messages from SexoutNotify. Next version will be back to the manual clearing method.

Posted

I had it set for Never Undress and I forget what the second setting was (console reported 3 0 for undress options every time there was sex). When I got raped by Legion mongrels, it would strip me of clothing and leave me naked, then other sex scenes after that wouldn't fire. Dogs raping Cass and Veronica didn't seem to cause a problem.

Posted

V1.2.34 in the OP (plugins)

- Fix to version updating messages (still displays wrong ver, but just a display issue)

- New SexoutNotify.esp with old school list clearing method.

(debug mode is on by default in Notify, sorry for console spam)

Posted

Okay. Here is my test script...

I know it probably won't work since I never touched any timer coding before, but would like some feedback!

 

short time1
short time2
short time3
short time4

float timer

short female 	; set by dialogue
short male 	; set by dialogue

short anim2	; set by dialogue
short anim3	; set by dialogue
short anim4	; set by dialogue

begin gamemode

;
; Dividing up the allotted time between animations
;

if sexoutNG.duration == 60
set time1 to 50
set time2 to 40
set time3 to 20
set timer to SexoutNG.Duration
else
set time1 to (sexoutng.duration / 4) *3
set time2 to (sexoutng.duration / 4) *2
set time3 to (sexoutng.duration / 4) 
set timer to SexoutNG.Duration
endif

;
: Starting timer and changing animation
:

if timer > 0
set timer to timer - GetSecondsPassed
endif

if timer == time1
set sexoutNG.ActorA to male
set SexoutNG.ActorB to female
set Sexout.anim to anim2
male.CIOS SexoutSwitchPos
elseif timer == time2
set sexoutNG.ActorA to male
set SexoutNG.ActorB to female
set Sexout.anim to anim3
male.CIOS SexoutSwitchPos
elseif timer == time3
set sexoutNG.ActorA to male
set SexoutNG.ActorB to female
set Sexout.anim to anim4
male.CIOS SexoutSwitchPos
endif

end

 

Also, one question. If I were to set this up with a threesome. Could I do some 2p animations during it and set the third person masturbating or something like that? And how would I do that? ActorA is allready used...

Posted

Okay. Here is my test script...

I know it probably won't work since I never touched any timer coding before' date=' but would like some feedback!

 

short time1
short time2
short time3
short time4

float timer

short female 	; set by dialogue
short male 	; set by dialogue

short anim2	; set by dialogue
short anim3	; set by dialogue
short anim4	; set by dialogue

begin gamemode

;
; Dividing up the allotted time between animations
;

if sexoutNG.duration == 60
set time1 to 50
set time2 to 40
set time3 to 20
set timer to SexoutNG.Duration
else
set time1 to (sexoutng.duration / 4) *3
set time2 to (sexoutng.duration / 4) *2
set time3 to (sexoutng.duration / 4) 
set timer to SexoutNG.Duration
endif

;
: Starting timer and changing animation
:

if timer > 0
set timer to timer - GetSecondsPassed
endif

if timer == time1
set sexoutNG.ActorA to male
set SexoutNG.ActorB to female
set Sexout.anim to anim2
male.CIOS SexoutSwitchPos
elseif timer == time2
set sexoutNG.ActorA to male
set SexoutNG.ActorB to female
set Sexout.anim to anim3
male.CIOS SexoutSwitchPos
elseif timer == time3
set sexoutNG.ActorA to male
set SexoutNG.ActorB to female
set Sexout.anim to anim4
male.CIOS SexoutSwitchPos
endif

end

[/quote']

 

What is this going to be called in? Is this an effect script (spell), quest script, or what? I think a spell is probably best for this (they are the most useful type) but this must be intended for another type since it's using GameMode.

 

Anyway, notes off the top of my head:

- You can't use SexoutNG.Duration in there, that is going to be changing all the time, and 0 most of the time. You are to set it when you call the first animation, so it runs however long you want it to -- not use it as a reference. It overrides whatever is set as the default in MCM.

 

- Your timer isn't going to work as you expect since you're doing the == thing. The chances of you landing right on (for example) 20.0000 seconds in a frame are pretty rare. A better way to do the timer is something like this:

int animNow
int anim1
int anim2
int anim3
int nStage
float timer
Begin GameMode
 if 0 == nStage
   ; init the first stage
   set nStage to 1
   set fTimer to 10
   return
 endif

 if 0 >= fTimer
   set nStage to nStage + 1
 else
   set fTimer to fTimer - GetSecondsPassed
   return
 endif

 ; you'll only get here after timer has reached 0.

 if 1 == nStage
   set animNow to anim1
   set fTimer to 20
 elseif 2 == nStage
   set animNow to anim2
   set fTimer to 30
 endif

; this is just a safety check
 if nStage > 0 && nStage <= 2
   set SexoutNG.anim to anim1
   set SexoutNG.actorA to maleRef
   set SexoutNG.actorB to femaleRef
   actorA.cios SexoutSwitchPos
   actorB.cios SexoutSwitchPos
 endif
End

 

I did not test that at all but hopefully it's enough to give you the general idea. It should wait 10 seconds then switch to anim1, then wait 20 more and switch to anim2. The first actual anim is the one you set when you initially call SexoutBegin.

 

 

Also, one question. If I were to set this up with a threesome. Could I do some 2p animations during it and set the third person masturbating or something like that? And how would I do that? ActorA is allready used...

 

Do you want to mix 2p and 3p animations between the same three actors, is that what you're asking, or do you just want one person watching a 2p animation?

Posted

 

What is this going to be called in? Is this an effect script (spell)' date=' quest script, or what? I think a spell is probably best for this (they are the most useful type) but this must be intended for another type since it's using GameMode.

[/quote']

 

It's written to be used in the quest script.

 

Anyway' date=' notes off the top of my head:

- You can't use SexoutNG.Duration in there, that is going to be changing all the time, and 0 most of the time. You are to set it when you call the first animation, so it runs however long you want it to -- not use it as a reference. It overrides whatever is set as the default in MCM.

[/quote']

 

So if I wan to know what duration has been set to I will have to make a variable in the script to copy it to through dialogue before it starts running?

 

- Your timer isn't going to work as you expect since you're doing the == thing. The chances of you landing right on (for example) 20.0000 seconds in a frame are pretty rare.

 

Yeah I was afraid of that... Was thinking about something like

if timer > 59 && timer < 61

 

A better way to do the timer is something like this:

int animNow
int anim1
int anim2
int anim3
int nStage
float timer
Begin GameMode
 if 0 == nStage
   ; init the first stage
   set nStage to 1
   set fTimer to 10
   return
 endif

 if 0 >= fTimer
   set nStage to nStage + 1
 else
   set fTimer to fTimer - GetSecondsPassed
   return
 endif

 ; you'll only get here after timer has reached 0.

 if 1 == nStage
   set animNow to anim1
   set fTimer to 20
 elseif 2 == nStage
   set animNow to anim2
   set fTimer to 30
 endif

; this is just a safety check
 if nStage > 0 && nStage <= 2
   set SexoutNG.anim to anim1
   set SexoutNG.actorA to maleRef
   set SexoutNG.actorB to femaleRef
   actorA.cios SexoutSwitchPos
   actorB.cios SexoutSwitchPos
 endif
End

 

I did not test that at all but hopefully it's enough to give you the general idea. It should wait 10 seconds then switch to anim1' date=' then wait 20 more and switch to anim2. The first actual anim is the one you set when you initially call SexoutBegin.

[/quote']

 

Yeah that might be a better solution ;)

 

Also' date=' one question. If I were to set this up with a threesome. Could I do some 2p animations during it and set the third person masturbating or something like that? And how would I do that? ActorA is allready used...

[/quote']

 

Do you want to mix 2p and 3p animations between the same three actors, is that what you're asking, or do you just want one person watching a 2p animation?

 

I was thinking about mixing 2p and 3p anims between the same three actors.

 

Posted

It's written to be used in the quest script.

 

Ok then' date=' stick with gamemode I suppose. :)

 

So if I wan to know what duration has been set to I will have to make a variable in the script to copy it to through dialogue before it starts running?

 

Yes. You should either just set it yourself (and set your own var at the same time), which will override what the user has set for just that single run -- or copy the global setting, the name of which I can't remember right now, but might be anything from 999 seconds to 1 second depending on the insanity of the user.

 

Best to just set Sexout.duration yourself. ;) It resets itself back to zero after each call IIRC, it's there for exactly this purpose.

 

Yeah I was afraid of that... Was thinking about something like

if timer > 59 && timer < 61

 

Better but still could error out on a laggy computer or one with a ton of mods running. The ever-decrementing timer is better; it will get to zero or below eventually, guaranteed. Incrementing timer works just as well. Trick is to just always reset it (to 0 or to some higher value you want), always dec or inc it each time, and just check for it to get <= 0 or >= your val.

 

 

I was thinking about mixing 2p and 3p anims between the same three actors.

 

 

Hmmm.. that's not going to work right now unless you put in a lot of effort. If you setup 3p and select a 2p animation, the 3rd guy is going to get undresed and then locked standing in place right on top of actorb, with no animation to run.

 

You could assign him another anim (SexoutNG.AnimA, AnimB, and AnimC are individual anim items per-actor), but you're still going to have to move him away from the scene yourself by setting HOffsetC -- and even that is only going to move him in a straight line, perhaps not in the direction you want.

 

You'll have to set that back to 0 to get him in on the action.

 

This is all sort of guessing -- it's really not setup to support this and will probably just explode and send shrapnel everywhere. ;)

 

I will put some thought into a 'SexoutAddActor' spell or something along those lines, but it's going to be a real chore.

Posted

Regarding duration, it does basically the same thing sexout classic does.

 

If you set Sexout.duration it will use that, otherwise it will use Sexout.dfTime which is the value the user sets through MCM. Don't modify dfTime unless you want pissed-off users. ;)

Posted

Will look into the issue Loogie' date=' Bromm.

 

Demongoat, is that the newest version? I was pretty sure I fixed masturbation and even tested it this time.. ;)

[/quote']

Yes it was the newest one, I swear I did a clean save, but it was screwing up when I hit y.

Y started working when I unticked the override but rapers failed

 

Posted

I'm having a problem, rape dosn't cause damage to the limbs like it's supposted to. I've had this problem for a long time now, also with original sexout. I had hoped SexoutNG would fix it but to no avail...

 

I have selected limb-damage both in the MCM menu as well as the "old" sexout menu in the pipboy, still nothing.

Posted

Will look into the issue Loogie' date=' Bromm.

 

Demongoat, is that the newest version? I was pretty sure I fixed masturbation and even tested it this time.. ;)

[/quote']

Yes it was the newest one, I swear I did a clean save, but it was screwing up when I hit y.

Y started working when I unticked the override but rapers failed

 

 

Ok, I'll take another look. Maybe I forgot to save the ESP when I fixed it.. :/

 

 

I'm having a problem' date=' rape dosn't cause damage to the limbs like it's supposted to. I've had this problem for a long time now, also with original sexout. I had hoped SexoutNG would fix it but to no avail...

 

I have selected limb-damage both in the MCM menu as well as the "old" sexout menu in the pipboy, still nothing.

[/quote']

 

Quick explanation of override is in order first. This option in NG simply causes it to replace all non-NG classic calls with NG calls. Practically speaking this means it copies all the 'male' stuff to 'actora', the 'female' stuff to 'actorb', and then runs the NG code rather than the classic code.

 

It has no effect on any mods that are using NG directly themselves.

 

That said, NG does not do limb damage on rape.

 

This means limb damage will only work with mods that use classic calls, and only when you have override off. Some mods have been or are being converted (or were written to start with) to use NG (like tryouts and 'what about'), which means limb damage will not happen regardless of the override setting.

 

Older mods like the rapers included with sexout should still cause limb damage on rape, provided you disable override.

 

Eventually I will re-add limb damage as an option, but it's not something on my radar for the near future.

Posted

Sexout Notify second to end of load order (Companions Commander is placed last)

Debug messages option ticked ON. Override ticked OFF. No observed difference, no debug messages in console or overlay popups. Does it only work with the override on?

Posted

I seem to be getting raped by cazadors. But only by young cazadors and whenever I do my character get's stretched in very hilarious positions.

Posted

stretching means your missing the BBB skeleton.. The one i used is BNB

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