prideslayer Posted December 24, 2011 Author Posted December 24, 2011 As an aside' date=' how would one get their mod properly allocated in the BOSS databank so that it gets correctly implemented in FOMM every time? It seems like there are a lot of mods that BOSS does not have info necessary to designate the optimum slotting. It confuses me sometimes. [/quote'] I believe you just have to email or PM the BOSS people @ nexus with the mod name and whatnot, and they'll get it added in. You don't need to tell them the order, just that it needs to come before (list of mods) and/or after (list of mods). FWIW, SexoutNG and its mods generally don't care about the load order except that Sexout.ESM must be before SexoutLegion.ESM (or any other sexout ESMs). I don't know of any other things that matter. Stuff that changes dialog should probably be loaded after Smalltalk, if you're loading smalltalk, but this is true of all mods; load smalltalk early, if you're using it.
t1amat Posted December 24, 2011 Posted December 24, 2011 As an aside' date=' how would one get their mod properly allocated in the BOSS databank so that it gets correctly implemented in FOMM every time? It seems like there are a lot of mods that BOSS does not have info necessary to designate the optimum slotting. It confuses me sometimes. [/quote'] I believe you just have to email or PM the BOSS people @ nexus with the mod name and whatnot, and they'll get it added in. You don't need to tell them the order, just that it needs to come before (list of mods) and/or after (list of mods). FWIW, SexoutNG and its mods generally don't care about the load order except that Sexout.ESM must be before SexoutLegion.ESM (or any other sexout ESMs). I don't know of any other things that matter. Stuff that changes dialog should probably be loaded after Smalltalk, if you're loading smalltalk, but this is true of all mods; load smalltalk early, if you're using it. Thank you, that clarifies a lot.
Halstrom Posted December 24, 2011 Posted December 24, 2011 PrideSlayer' date=' when you get back, I'm planning on moving the sex cum smell effects into SCR or do you prefer to take them into SexoutNG? [/quote'] There's no cum 'effect' in Sexout that I'm aware of, but perhaps I've missed it. All that I've worked on in NG is the cumming animation / 'special effect.' There's no actual effect involved except the visual. To all: Sorry for my absence lately! No problems it's Xmas,we all have stuff to do, I was just wondering whether it suited better to have cum effects in SexoutNG or SCR, so that other mods could detect them, maybe it doesn't really matter if I add them to SCR.
prideslayer Posted December 24, 2011 Author Posted December 24, 2011 PrideSlayer' date=' when you get back, I'm planning on moving the sex cum smell effects into SCR or do you prefer to take them into SexoutNG? [/quote'] There's no cum 'effect' in Sexout that I'm aware of, but perhaps I've missed it. All that I've worked on in NG is the cumming animation / 'special effect.' There's no actual effect involved except the visual. To all: Sorry for my absence lately! No problems it's Xmas,we all have stuff to do, I was just wondering whether it suited better to have cum effects in SexoutNG or SCR, so that other mods could detect them, maybe it doesn't really matter if I add them to SCR. As it works right now, I can't really pull it out of NG -- timing and camera issues, since it's sort of an animation effect. I would like to replace it though, or add to it. Loogie and I discussed some changes that may work ok in SCR, once I figure out how to make them to begin with.
Halstrom Posted December 24, 2011 Posted December 24, 2011 As it works right now' date=' I can't really pull it out of NG -- timing and camera issues, since it's sort of an animation effect. I would like to replace it though, or add to it. Loogie and I discussed some changes that may work ok in SCR, once I figure out how to make them to begin with. [/quote'] Ahh, no I was only refering to the textual Actor Effects I use like "Human Cum Smell" or "Feral Ghoul Stench" that I use to determine faction reactions. I'm also looking at using formlists to sort creatures as we have the situation where Spore Plants are engageing in sex and probably trying to use the same animations as Spore Carriers because they are in the same faction. We could then have someone do seperate animations for the plants too.
prideslayer Posted December 24, 2011 Author Posted December 24, 2011 PrideSlayer' date=' when you get back, I'm planning on moving the sex cum smell effects into SCR or do you prefer to take them into SexoutNG? [/quote'] There's no cum 'effect' in Sexout that I'm aware of, but perhaps I've missed it. All that I've worked on in NG is the cumming animation / 'special effect.' There's no actual effect involved except the visual. To all: Sorry for my absence lately! No problems it's Xmas,we all have stuff to do, I was just wondering whether it suited better to have cum effects in SexoutNG or SCR, so that other mods could detect them, maybe it doesn't really matter if I add them to SCR. As it works right now, I can't really pull it out of NG -- timing and camera issues, since it's sort of an animation effect. I would like to replace it though, or add to it. Loogie and I discussed some changes that may work ok in SCR, once I figure out how to make them to begin with. Ahh, no I was only refering to the textual Actor Effects I use like "Human Cum Smell" or "Feral Ghoul Stench" that I use to determine faction reactions. You can certainly put those in SCR if you want to. I don't see any particular reason to move them into Sexout, unless doing so would make things easier on you. I suppose it would make sense to eventually to move all the cum/sperm into Sexout, but leave the effects of them (including 'smell') up to the individual mods, but I don't think it's super important yet.
Halstrom Posted December 24, 2011 Posted December 24, 2011 You can certainly put those in SCR if you want to. I don't see any particular reason to move them into Sexout' date=' unless doing so would make things easier on you. I suppose it would make sense to eventually to move all the cum/sperm into Sexout, but leave the effects of them (including 'smell') up to the individual mods, but I don't think it's super important yet.[/quote'] It doesn't make a great deal of difference to me as it's only the factional thing for creatures remaining friendly, the sperm life is on another longer timer, and should stay in Pregnancy I think. I'll add the Smell Effects to SCR then. I'm also looking at using formlists to sort creatures as we have the situation where Spore Plants are engageing in sex and probably trying to use the same animations as Spore Carriers because they are in the same faction. We could then have someone do seperate animations for the plants too.
rdmst Posted December 25, 2011 Posted December 25, 2011 Very newb question lol: I was looking for some update to workgirl tryout since it's no longer compatible to sexual innuendos. Where does this mod, Sexout, stand? I mean, is it its own mod where I would get rid of workgirl tryout and sexual innuendos or is it something else?
prideslayer Posted December 25, 2011 Author Posted December 25, 2011 Very newb question lol: I was looking for some update to workgirl tryout since it's no longer compatible to sexual innuendos. Where does this mod' date=' Sexout, stand? I mean, is it its own mod where I would get rid of workgirl tryout and sexual innuendos or is it something else? [/quote'] SexoutNG is a sexual 'support' mod, similar to wsex.esm (the core file from Sexual Innuedo). Itself, it has no dialog, no quests, etc. Think of it as a sexual library. It provides all the animations and 'function calls' for the other Sexout mods. Included in the zip are a few basic mods that do have dialog; Rapers (causes NPCs to randomly rape you, similar to Lovers Joburg) and Prostitution (similar to workgirl). SexoutNotify is also included, but this is a sort of 'debugging' mod that prints a message on the screen whenever sex is started by another mod. The other mods, that you can also find in this forum, use SexoutNG to provide sex. You should definitely use these mods, and not the included prostitution or rapers mods. Some notable mods are: - Tryouts. These offer quests and dialogs with different NPC factions including the Legion (rape/slavery), NCR (prostitution), Khans (rape/consensual), Kings (consensual), Powder Gangers (rape/consensual), Fiends (rape/abuse). - How About. A general PC initiated sex mod that started out as a demo for SexoutNG 3way functionality. - Sewer Slave. Dialog/Quest in the sewers beneath westside in which you are enslaved and forced to become a prostitute. - Brutal Rapers. A newer version of rapers with a lot more features. - Crowds. A demo mod that causes people nearby to start applauding and cheering whenever they see sex. - Pregnancy. Another mod that like Crowds, does not actually cause sex to happen. When sex DOES happen, as initiated by another mod, it adds the possibility of getting pregnant; pregnancy causes your belly to grow and eventually you will give birth to offspring matching whatever got you pregnant: Humans, dogs, deathclaws, super mutants, etc.
Halstrom Posted December 25, 2011 Posted December 25, 2011 Personally I droped both SexInnuendo and Working Girl for Sexout, it just seems more cutting edge to me, there are updates for one of them occassionally the author posts at times, but then I'm a Sexout Modder so pretty biased If there are things lacking in Sexout, i's only a matter of time till they are added, as there are more than one person working on it.
Guest Loogie Posted December 25, 2011 Posted December 25, 2011 Very newb question lol: I was looking for some update to workgirl tryout since it's no longer compatible to sexual innuendos. Where does this mod' date=' Sexout, stand? I mean, is it its own mod where I would get rid of workgirl tryout and sexual innuendos or is it something else? [/quote'] The Tryout thread is the newest version of Workgirl Tryout. It has changed drastically and the version on Nexus will no longer be updated, unless it's by someone whose not me.
prideslayer Posted December 25, 2011 Author Posted December 25, 2011 V1.2.35 - this post (for now) Since this is the first release in a while, and I'm worried about boning something up, I'm posting it here for beta testers to try rather than updating the OP with the new files. Changes in this version are in the "confirmed" list in the 2nd post in this thread for V1.2.35. It's just some new animations from Donkey, the "nude bodies" formlist, and initial support for crawling (still a little buggy). If you want to test/play with crawling, give the player or NPC of your choice a crawling token, ID xx063065, and they should crawl rather than walk or run. Note that there is no animation for 'strafing' when crawling, and no animation specific to turning. (files removed, OP official files updated)
rdmst Posted December 25, 2011 Posted December 25, 2011 Thank you! I got rid of the old workgirl and sexual innuendo from newvegasnexus and installed sexout and tryout instead. :3
iron_jack Posted December 25, 2011 Posted December 25, 2011 I'm obviously not smart enough to get threeways from dialog to work. Putting this in the result script of a dialog with Eddie: set SexoutNG.actorA to NCRCFEddie (or getself, tried both) set SexoutNG.actorB to player set SexoutNG.actorC to NCRCFScrambler CIOS SexoutBegin (NCRCFEddie.CIOS SexoutBegin results in the script not compiling) not only results in nothing happening, but seems to completely break all following sexual encounters as well (anims will not fire at all until I reload). Using debug, it shows that the actors are being set properly, doesn't seem to spit out any errors about anims or anything, it's just... nothing.
Guest Loogie Posted December 25, 2011 Posted December 25, 2011 Use CIOS SexoutNGBegin instead of SexouBegin. What you're doing is calling Sexout classic, which doesn't know threeways. Also doesn't know ActorA etc.
iron_jack Posted December 25, 2011 Posted December 25, 2011 Hrm. I thought Pride said SexoutBegin was being used for all of that now. I'll give it a shot. Gotta reinstall sexout first though.
prideslayer Posted December 25, 2011 Author Posted December 25, 2011 I'm obviously not smart enough to get threeways from dialog to work. Putting this in the result script of a dialog with Eddie: set SexoutNG.actorA to NCRCFEddie (or getself' date=' tried both)[/color'] set SexoutNG.actorB to player set SexoutNG.actorC to NCRCFScrambler CIOS SexoutBegin (NCRCFEddie.CIOS SexoutBegin results in the script not compiling) not only results in nothing happening, but seems to completely break all following sexual encounters as well (anims will not fire at all until I reload). Using debug, it shows that the actors are being set properly, doesn't seem to spit out any errors about anims or anything, it's just... nothing. That's odd. Can you specify an anim and try it again? There may be something broken in the random animation picker for 3ways. Try 5101, 5102, or 5301. "Set Sexout.Anim to ...." Script not compiling usually indicates you're not using a proper ref -- so you may also want to try NCRCFScramblerREF for actorC (leave actorA as 'getself') -- some NPCs require this, some do not. Use CIOS SexoutNGBegin instead of SexouBegin. What you're doing is calling Sexout classic' date=' which doesn't know threeways. Also doesn't know ActorA etc. [/quote'] Actually all three of the spells SexoutBegin, SexoutNGBegin, and SexoutNGBeginRandom are exactly identical. No difference between any of them. That change was made around the time I first added the override option. SexoutBegin is (I suppose) the preferred method once again, just so that eventually I can remove the other two. They all call the same script now (the sanitizer) which figures out which back-end spell to call based on which vars are set. If SexoutNG.Actor(a/b/c) are set, it calls NG, or classic if male/female. If one or more from both groups are set, it dumps an error to the console and aborts.
iron_jack Posted December 25, 2011 Posted December 25, 2011 Thank you pride. I'll try setting a specific anim, but I think I tried that before without success. Can't recall though so I'll give it a shot.
Guest Loogie Posted December 25, 2011 Posted December 25, 2011 Think you might have misunderstood something - you can call regular Sexout commands while using NG, not the other way around. Any time you're using calls that aren't classic Sexout, always use SexourNGBegin. I made the same mistake while adding a strapon event with Marissa. Typing in "I'm a pretty princess" then calling regular Sexout would have the same effect as listing NG commands then calling regular Sexout.
prideslayer Posted December 25, 2011 Author Posted December 25, 2011 Thank you pride. I'll try setting a specific anim' date=' but I think I tried that before without success. Can't recall though so I'll give it a shot. [/quote'] If it doesn't work, try it in the console. For a while now NG has printed the full IDs for the quests and spells when it starts, so you don't need to worry about your load order etc. It will do something like: SexoutNGMAIN: DEBUG: LEscript is 03000DC0 SexoutNGMAIN: DEBUG: LEspell is 030027A8 SexoutNGMAIN: DEBUG: NGscript is 03019333 SexoutNGMAIN: DEBUG: NGspell is 03019336 LEscript is "Sexout", NGscript is "SexoutNG", and the other two are the spells you CIOS -- doesn't matter which you use. So you'd do something like this: ( get into a position where you can see both NPCs, be in 3rd person) set "03000dc0".anim to 5101 ( click the first NPC ) set "03019333".actora to getself set "03019333".actorb to player ( click the 2nd NPC ) set "03019333".actorc to getself cios 03019336 You do need the quotes in there where they are -- in all the set's, not in the CIOS. Do this enough and you'll memorize the three most important numbers (000dc0, 019333, 019336) -- I have.
prideslayer Posted December 25, 2011 Author Posted December 25, 2011 Think you might have misunderstood something - you can call regular Sexout commands while using NG' date=' not the other way around. Any time you're using calls that aren't classic Sexout, always use SexourNGBegin. I made the same mistake while adding a strapon event with Marissa. Typing in "I'm a pretty princess" then calling regular Sexout would have the same effect as listing NG commands then calling regular Sexout. [/quote'] It never matters which spell you call for at least the past 5 or so versions. SexoutBegin, SexoutNGBegin, and SexoutNGBeginRandom are all identical -- they all have just one spell effect, which is the sanitizer script. The sanitizer determines which internal routine to run (classic or NG) based on two things: The actors you set, and the override setting. With override on (it is by default), NG is always called, no matter what. With override off, the classic sexout script is run only if you set Sexout.male and/or Sexout.female. With override off, setting Sexout.male/female causes the classic script to run, setting SexoutNG.actorA/B/C causes NG to run. Setting one or more from both groups will put an error on the console and abort.
prideslayer Posted December 25, 2011 Author Posted December 25, 2011 Relevant script sections, if I'm not doing a good job of explaining: if actorA || actorB || actorC set bCallNG to 1 elseif SexoutNG.bOverrideClassic set bCallNG to 1 set SexoutNG.ActorA to Sexout.male set SexoutNG.CBDialogA to Sexout.CBDialogM set SexoutNG.CBSpellA to Sexout.CBSpellM set SexoutNG.CBItemA to Sexout.CBItemM set SexoutNG.CBPackA to Sexout.CBPackM set actorA to SexoutNG.actorA set SexoutNG.ActorB to Sexout.female set SexoutNG.CBDialogB to Sexout.CBDialogF set SexoutNG.CBSpellB to Sexout.CBSpellF set SexoutNG.CBItemB to Sexout.CBItemF set SexoutNG.CBPackB to Sexout.CBPackF set actorB to SexoutNG.actorB set Sexout.male to 0 set Sexout.CBDialogM to 0 set Sexout.CBSpellM to 0 set Sexout.CBItemM to 0 set Sexout.CBPackM to 0 set Sexout.female to 0 set Sexout.CBDialogF to 0 set Sexout.CBSpellF to 0 set Sexout.CBItemF to 0 set Sexout.CBPackF to 0 endif After this, bCallNG is checked to determine what to do. If it's not set, the classic stuff is called right away. If it is used, then all the NG randomization stuff is done first checking if sextype/anim are not set. The snippet above is in SexoutNGSanitizeScript which is the script effect that all three spells now use.
Guest Loogie Posted December 25, 2011 Posted December 25, 2011 It never matters which spell you call for at least the past 5 or so versions. SexoutBegin' date=' SexoutNGBegin, and SexoutNGBeginRandom are all identical -- they all have just one spell effect, which is the sanitizer script. The sanitizer determines which internal routine to run (classic or NG) based on two things: The actors you set, and the override setting. [/quote'] I made that post without seeing your reply to Jack. All I know is I had a problem calling SexoutBegin with SexoutNG setup last week, with override on, and changing it to SexoutNGBegin made it work right.
Rosdower Posted December 25, 2011 Posted December 25, 2011 Sorry, I haven't read through every single page, but is it possible to cycle through animations? I remember an older version of Sexout with debug keys and it was very simple to switch positions and fix whatever problems associated with that by using the position adjustment keys. Sorry if it was asked already.
prideslayer Posted December 25, 2011 Author Posted December 25, 2011 Sorry' date=' I haven't read through every single page, but is it possible to cycle through animations? I remember an older version of Sexout with debug keys and it was very simple to switch positions and fix whatever problems associated with that by using the position adjustment keys. Sorry if it was asked already. [/quote'] No, not at present. Also FYI, the adjustment keys adjusted *every* animation, not just the one you were watching at the time. SexoutNG has this functionality as well, but no key tied to it at this time; it can be done by adjusting SexoutNG.f[H,V]Offset[A,B,C] in the console.
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