paladuin Posted January 4, 2012 Posted January 4, 2012 Red exclamation is definitely a missing mesh problem. Missing textures either don't display or flash different colors. hmmm ok' date=' guess I got that backwards -- then posted the backwards info in three different threads. I'll be back when I get both feet out of my mouth. [/quote'] i got it working, seemed like it was glitch on my end
Kashked Posted January 4, 2012 Posted January 4, 2012 I keep getting the same animation all the time when I use SexoutNG, I was banged by basicly every con in the NCRCF and every single one used the same animation, wheter it was rape or consentual, vaginal or anal, except once when I requested oral. Disabled the "override" (I think it was called, the option to use SexoutNG in the ;CM) and I got back two things I felt were missing since I updated to SexoutNG, the ability to change position during the act and limbdamage at rape... So those are the cons of using SexoutNG override, what are the pros? This has probably been asked before in the thread, but if someone could give me the basic explanation what it means for me as a player I would be grateful.
prideslayer Posted January 4, 2012 Author Posted January 4, 2012 I keep getting the same animation all the time when I use SexoutNG' date=' I was banged by basicly every con in the NCRCF and every single one used the same animation, wheter it was rape or consentual, vaginal or anal, except once when I requested oral. Disabled the "override" (I think it was called, the option to use SexoutNG in the ;CM) and I got back two things I felt were missing since I updated to SexoutNG, the ability to change position during the act and limbdamage at rape... So those are the cons of using SexoutNG override, what are the pros? This has probably been asked before in the thread, but if someone could give me the basic explanation what it means for me as a player I would be grateful. [/quote'] As time goes on and more and more mods switch to using NG, the override setting will do less and less. Enabling or disabling override does not affect mods that themselves are actively using NG features. What override means right now in terms of mods that have not been updated to use NGs calling syntax.. - None of the new anims will be used. - Alignment issues that are present in 'old sexout' will return. - Animation 'glitches' (anims not stopping, invisibility, etc) present in sexout will return. Basically every bug or problem that NG addressed will be "undone" if using a pre-NG mod with override disabled. These issues, however many there are, will never be fixed (unless UDLR comes along and does it!) The two missing features you mentioned, changing positions will be added to NG, but rape limb damage will not be. I am leaving that up to the modders who actually write kidnap/rape mods to handle individually. They are setting Sexout.Raper to indicate rape, they can also toss in some limb damage (or other effects) if they so desire. As for your issue with it always picking the same animation, I don't know what to tell you. Sounds like you're just unlucky.
Quixotic Posted January 5, 2012 Posted January 5, 2012 Ok, so I'm trying to get my girl pregnant with a Mutie child (first race I'm trying with SNG) but when the rape begins, the Mutie knocks over my girl, then walks away. I opened up the console and it said, "SNGAN: Aborted because of 9.2." It also says a lot of times that I'm using the classic animations and I should change them. I'm sure I'm just doing something wrong, or just missing something, but what's wrong? And how do I change the animations? Ok, just took the time to actually look in the SNGDocs (Duh!) and found that what 9.2 means is there are no animations for Mutants. Is this true? Or, again, am I just missing something?
paladuin Posted January 5, 2012 Posted January 5, 2012 Ok' date=' so I'm trying to get my girl pregnant with a Mutie child (first race I'm trying with SNG) but when the rape begins, the Mutie knocks over my girl, then walks away. I opened up the console and it said, "SNGAN: Aborted because of 9.2." It also says a lot of times that I'm using the classic animations and I should change them. I'm sure I'm just doing something wrong, or just missing something, but what's wrong? And how do I change the animations? Ok, just took the time to actually look in the SNGDocs (Duh!) and found that what 9.2 means is there are no animations for Mutants. Is this true? Or, again, am I just missing something? [/quote'] i know that you can have sex with a super mutant, sounds to me you dont have a setting under sexout pregnancy enable called enable non human pregnancy, i beleive that stops you from having any sex with anything besides humans
alpha Posted January 5, 2012 Posted January 5, 2012 Ive been having the same problem with supermutant animations since v1.2.32 I think not using the pregnancy mod. Tried with rapers from NG, and brutal neither gives me a supermutant animation. Everything else seems to work except sporecrawlers end up about 3 body lengths past my head in there animation.
Halstrom Posted January 5, 2012 Posted January 5, 2012 i know that you can have sex with a super mutant' date=' sounds to me you dont have a setting under sexout pregnancy enable called enable non human pregnancy, i beleive that stops you from having any sex with anything besides humans[/quote']Sorry I need to add some detail into my readme but all that setting does is prevent pregnancy from sex with non-humans occuring, my pregnancy mod has nothing to do with sex occurring or animations, it simply looks for an increase in the vaginal sex counter then assumes it's the closetst other actor also engaged in sex
prideslayer Posted January 5, 2012 Author Posted January 5, 2012 Well it means the random picker couldn't find an animation. Supermutants are definitely in there and should not produce a 9.2, but they sometimes can when they aren't in the right faction. Where are the supermutants you're trying to use, and are they vanilla or did they come from a mod?
obscure2011 Posted January 5, 2012 Posted January 5, 2012 Well it means the random picker couldn't find an animation. Supermutants are definitely in there and should not produce a 9.2' date=' but they sometimes can when they aren't in the right faction. Where are the supermutants you're trying to use, and are they vanilla or did they come from a mod? [/quote'] Not to gang up on you but i have noticed the same problem with super mutants. i was using the supers in Jacobstown as studs. i assumed that it was a problem of upgrading from sexout to sexout NG (yes i created a clean save). I also created a new character and summoned rapist supers seemed to work with her, That said the new character has not made it to Jacobstown yet. Hopefully that is something to go on?
prideslayer Posted January 5, 2012 Author Posted January 5, 2012 Well it means the random picker couldn't find an animation. Supermutants are definitely in there and should not produce a 9.2' date=' but they sometimes can when they aren't in the right faction. Where are the supermutants you're trying to use, and are they vanilla or did they come from a mod? [/quote'] Not to gang up on you but i have noticed the same problem with super mutants. i was using the supers in Jacobstown as studs. i assumed that it was a problem of upgrading from sexout to sexout NG (yes i created a clean save). I also created a new character and summoned rapist supers seemed to work with her, That said the new character has not made it to Jacobstown yet. Hopefully that is something to go on? It is. Just checked in the Geck. The jacobstown supermutants aren't in the normal faction (of course). I'm putting together an ESP which will fix this and some other issues with factions that will be a separate download. Old sexout was probably checking all the weird factions, but fixing them will be easier on the random picker script.
Halstrom Posted January 5, 2012 Posted January 5, 2012 Just checked in the Geck. The jacobstown supermutants aren't in the normal faction (of course). I'm putting together an ESP which will fix this and some other issues with factions that will be a separate download. Old sexout was probably checking all the weird factions' date=' but fixing them will be easier on the random picker script.[/quote']Have you thought of just creating a formlist for all the supermutant varieties instead of going by faction?
Kashked Posted January 5, 2012 Posted January 5, 2012 I keep getting the same animation all the time when I use SexoutNG' date=' I was banged by basicly every con in the NCRCF and every single one used the same animation, wheter it was rape or consentual, vaginal or anal, except once when I requested oral. Disabled the "override" (I think it was called, the option to use SexoutNG in the ;CM) and I got back two things I felt were missing since I updated to SexoutNG, the ability to change position during the act and limbdamage at rape... So those are the cons of using SexoutNG override, what are the pros? This has probably been asked before in the thread, but if someone could give me the basic explanation what it means for me as a player I would be grateful. [/quote'] As time goes on and more and more mods switch to using NG, the override setting will do less and less. Enabling or disabling override does not affect mods that themselves are actively using NG features. What override means right now in terms of mods that have not been updated to use NGs calling syntax.. - None of the new anims will be used. - Alignment issues that are present in 'old sexout' will return. - Animation 'glitches' (anims not stopping, invisibility, etc) present in sexout will return. Basically every bug or problem that NG addressed will be "undone" if using a pre-NG mod with override disabled. These issues, however many there are, will never be fixed (unless UDLR comes along and does it!) The two missing features you mentioned, changing positions will be added to NG, but rape limb damage will not be. I am leaving that up to the modders who actually write kidnap/rape mods to handle individually. They are setting Sexout.Raper to indicate rape, they can also toss in some limb damage (or other effects) if they so desire. As for your issue with it always picking the same animation, I don't know what to tell you. Sounds like you're just unlucky. "Just unlucky" seems unlikely, considering how many times it happened. I didn't have this problem until just recently, after I reinstalled my game and installed all my mods from scratch, it seems to me that I must have done something wrong in the installation, or that it is a problem from my loadorder perhaps. It did however stop when I disabled the override. In the console I get this message, don't know if it is relevant to my problem... "You made a classic call but made an NG call. Please use an NG animation for X" where X represents different numbers different times. I've also noticed mainly the problem with the camera from disabling the override, so obviously I want to go back to it, but I also want to see more than a single animation...
prideslayer Posted January 5, 2012 Author Posted January 5, 2012 Just checked in the Geck. The jacobstown supermutants aren't in the normal faction (of course). I'm putting together an ESP which will fix this and some other issues with factions that will be a separate download. Old sexout was probably checking all the weird factions' date=' but fixing them will be easier on the random picker script.[/quote']Have you thought of just creating a formlist for all the supermutant varieties instead of going by faction? That could work too, I'll give it some more thought.
prideslayer Posted January 5, 2012 Author Posted January 5, 2012 "Just unlucky" seems unlikely' date=' considering how many times it happened. I didn't have this problem until just recently, after I reinstalled my game and installed all my mods from scratch, it seems to me that I must have done something wrong in the installation, or that it is a problem from my loadorder perhaps. It did however stop when I disabled the override. [/quote'] Nothing with installation or load order would cause this, it's just not possible. If the anims were all missing except one, then when they were called for, nothing would happen -- actors would move into position, but not animate. Load order... just can't cause this problem at all. In the console I get this message, don't know if it is relevant to my problem... "You made a classic call but made an NG call. Please use an NG animation for X" where X represents different numbers different times. Ah, that certainly helps. Not what the message was intended for, but it does shed some light on the issue. Many old sexout mods use their own random animation picker for one reason or another, instead of letting sexout pick at random for them. In NG, I did not map every old anim # to a new one; in many cases, I mapped all of them from a class (masturbation, sex, oral sex) to just ONE animation -- exactly what you're seeing. Later I came back to do more of a 1:1 mapping but certainly did not get all the anims. So the question is, what mod is it that's doing this, and what are the exact valus of 'X'?
Halstrom Posted January 5, 2012 Posted January 5, 2012 That could work too' date=' I'll give it some more thought. [/quote'] As far as I can tell it works, I created the formlists already in the latest version of SCR for most creatures if you want to just copy them with FNVEdit (Thought don't try open them in FNVEdit, it crashes GECK), it's also going to be handy to split different types of Robots for different animations if it works, I've used it to split Spore Plants & Spore Carriers for different Pregnancy results, not sure if it works yet, but seems to code ok.
Kashked Posted January 5, 2012 Posted January 5, 2012 "Just unlucky" seems unlikely' date=' considering how many times it happened. I didn't have this problem until just recently, after I reinstalled my game and installed all my mods from scratch, it seems to me that I must have done something wrong in the installation, or that it is a problem from my loadorder perhaps. It did however stop when I disabled the override. [/quote'] Nothing with installation or load order would cause this, it's just not possible. If the anims were all missing except one, then when they were called for, nothing would happen -- actors would move into position, but not animate. Load order... just can't cause this problem at all. In the console I get this message, don't know if it is relevant to my problem... "You made a classic call but made an NG call. Please use an NG animation for X" where X represents different numbers different times. Ah, that certainly helps. Not what the message was intended for, but it does shed some light on the issue. Many old sexout mods use their own random animation picker for one reason or another, instead of letting sexout pick at random for them. In NG, I did not map every old anim # to a new one; in many cases, I mapped all of them from a class (masturbation, sex, oral sex) to just ONE animation -- exactly what you're seeing. Later I came back to do more of a 1:1 mapping but certainly did not get all the anims. So the question is, what mod is it that's doing this, and what are the exact valus of 'X'? These are my conclusions... The problem does not present itself when I am banged for reasons of SexoutDiscout, SexoutHookups, SexoutLegion or SexoutSex, only SexoutPowdergangers, so I guess the problem lies there. I first detected it at the NCRCF in a new game and just assumed it was a bug for all of Sexout, which it obviously wasn't. X, where as I said represented by different numbers, in my quick trial I did just now these where 6, 7, 6, 33, 33. Whenever I ask for anal or vaginal I get the same animation. I haven't tested if I would have the same problem with oral, but atleast I do get an oral animation.
prideslayer Posted January 5, 2012 Author Posted January 5, 2012 These are my conclusions... The problem does not present itself when I am banged for reasons of SexoutDiscout' date=' SexoutHookups, SexoutLegion or SexoutSex, only SexoutPowdergangers, so I guess the problem lies there. I first detected it at the NCRCF in a new game and just assumed it was a bug for all of Sexout, which it obviously wasn't. X, where as I said represented by different numbers, in my quick trial I did just now these where 6, 7, 6, 33, 33. Whenever I ask for anal or vaginal I get the same animation. I haven't tested if I would have the same problem with oral, but atleast I do get an oral animation. [/quote'] I'll take a look at the powdergangers ESP. It's possible loogie just copied one of the random anim pickers from somewhere else when he was setting it up. All those numbers are 'old' sexout numbers (any below 101 are 'old'), so yes, many anal and vaginal ones will lead to the same anim, etc.
prideslayer Posted January 5, 2012 Author Posted January 5, 2012 Confirmed most of the powderganger sex is using the old system and just picking between a few random values. I'm fixing it up now and will post an updated ESP in the tryout thread that you can test and Loogie can look over.
Guest Loogie Posted January 5, 2012 Posted January 5, 2012 I'll convert the Tryouts to use NG this weekend, don't worry about it Pride. There's and old anim picker for anal Bromm made back when old Sexout didn't have one.
prideslayer Posted January 5, 2012 Author Posted January 5, 2012 I'm already done with PowderGanger.. also I think you must have bookmarked this thread or something. It only seems to go off-sticky when you post... probably bookmarked it with a 'sticky' that is toggling it or something? If you are already working on it then i'll trash what I've done, was just about to jump in and test.
prideslayer Posted January 5, 2012 Author Posted January 5, 2012 V1.2.37 - plugins in OP. - Added three new 'simple' spells to SexoutNG. SexoutNGDoPlayerAnal, ...DoPlayerOral, and ...DoPlayerVaginal. Can be used in callbacks for CBSpell(A/B/C) or just as an example of how to create your own. These are player only, 2p, non-rape spells that can be called with a single line without any other setup. ".CIOS SexoutNGDoPlayerAnal" is enough, for example. They set actorA to Getself, B to the player, set the sextype, and call SexoutBegin.
Quixotic Posted January 5, 2012 Posted January 5, 2012 It is. Just checked in the Geck. The jacobstown supermutants aren't in the normal faction (of course). I'm putting together an ESP which will fix this and some other issues with factions that will be a separate download. Old sexout was probably checking all the weird factions' date=' but fixing them will be easier on the random picker script. [/quote'] Thanks
saladboy21 Posted January 6, 2012 Posted January 6, 2012 I think this is the right place... When I turn override on they don't seem to take their cloths of during sex, and when it is off they do. What am I doing wrong?
prideslayer Posted January 6, 2012 Author Posted January 6, 2012 I think this is the right place... When I turn override on they don't seem to take their cloths of during sex' date=' and when it is off they do. What am I doing wrong? [/quote'] Check the bodysuit and undress settings in MCM for SexoutNG.
Kashked Posted January 6, 2012 Posted January 6, 2012 I think this is the right place... When I turn override on they don't seem to take their cloths of during sex' date=' and when it is off they do. What am I doing wrong? [/quote'] Check the bodysuit and undress settings in MCM for SexoutNG. Actually, I was just about to report the exact same problem (yup, here I come with yet ANOTHER bug for your consideration.... ), however it is only when playing males, as in male on male, or male (player) on female (NPC). Anything with a female player still seems to work though. I've played about with every bodysuit and undressing setting, still doesn't work. Never had this issue before, suggesting it might be the recent update? EDIT: Reverted to older version of SexoutNG. Problem persists, so the latest update is innocent. EDIT again: God damnit, now the problem has "migrated" to my female save that was working just fine before.
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