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Posted
Sounds good to me' date=' do you know the formula it uses for how much XP it takes to level up?[/quote']25(3n + 2)(n - 1) where n is the next level.
Posted

I am unsure if this is the right mod, but I am having an issue with the canine on top/girl on back position where they are in different places a few feet from each other doing the animation, then they go back to normal. The girl on her belly position works just fine.

 

I am still having trouble with the nude body box getting unchecked when I use override as well.

 

 

Guest Donkey
Posted

i have a slight problem adding new animations in the sexoutNG.esm

and test them in game. i add them just as normal like i always did previous version make changes to the script SexoutNGAnimpositionScript, load up the game and all i see npc and creature standing in each-other.

 

 

Posted

Well I got around to testing via a full reinstall, and the problem with cazadores still exist. Not sure what the hell is going on, I do have a BBB body in, so either something is broken forever broken on my end I have no idea. Just a question, is weights and all that handled by physx? Or are they handled by the cpu? Because I'm using the latest beta version of physx for work.

 

The other thing to metion is I've tried the 3 most recent releases of the animation packs, and the spore carrier animations seem to be off by about 5ft. The attacker is way far ahead of the rapee. I noticed in the sexoutcreature thread that user29 is seeing the same problem.

Posted

prideslayer, could you change Sexout.lust to a float for the next version? I just spent the last 3 hours trying to figure out why my values wouldn't save. They weren't whole numbers...

Posted

i have a slight problem adding new animations in the sexoutNG.esm

and test them in game. i add them just as normal like i always did previous version make changes to the script SexoutNGAnimpositionScript' date=' load up the game and all i see npc and creature standing in each-other.

[/quote']

 

Nothing has changed in how anims are setup for quite a long time. Once you've created your anim in the idle manager, go into the console, click on one of the actors, and in the console type "PlayIdle (your animation name)" e.g. "PlayIdle SNG10001a"

 

Let me know if that works or not.

 

Well I got around to testing via a full reinstall' date=' and the problem with cazadores still exist. Not sure what the hell is going on, I do have a BBB body in, so either something is broken forever broken on my end I have no idea. Just a question, is weights and all that handled by physx? Or are they handled by the cpu? Because I'm using the latest beta version of physx for work.

 

The other thing to metion is I've tried the 3 most recent releases of the animation packs, and the spore carrier animations seem to be off by about 5ft. The attacker is way far ahead of the rapee. I noticed in the sexoutcreature thread that user29 is seeing the same problem.

[/quote']

 

I doubt physx has anything to do with it, but it might. I'm not sure if the engine uses that if an nVidia card is present or not, but I kind of doubt it. I'll take a look at spore carrier.

 

BTW it's the BNB skeleton that you need. BBB is something different and may or may not cause problems -- haven't ever used/tried it.

 

prideslayer' date=' could you change Sexout.lust to a float for the next version? I just spent the last 3 hours trying to figure out why my values wouldn't save. They weren't whole numbers...

[/quote']

 

Hah sure, will do. In the mean time, you can apply a scaling factor if you need higher precision; Common trick when working on hardware that doesn't support (or is very slow at) floating point math.

 

It will be a little while until I can make the update, as I'm just in the middle of a full reinstall on my system.

Posted

I considered going with larger numbers, but instead I'll take this time to move SexoutLust to SexoutNG and add in a feature or two. At least, I think I'm using SexoutNG properly...

 

In the meantime, I'll just use an ESP to patch the script.

Posted

I considered going with larger numbers' date=' but instead I'll take this time to move SexoutLust to SexoutNG and add in a feature or two. At least, I think I'm using SexoutNG properly...

 

In the meantime, I'll just use an ESP to patch the script.

[/quote']

 

Generally all you need to do is change male/female to actora/actorb, and get rid of (or rewrite) any animation pickers that are setting .anim values.

 

After that, it's just new features.

 

For SexoutLust you may want to look at notify, crowds, or levelup to see how to use the global notification hooks. Pretty easy to use, and less strain on the system since it doesn't require a high-priority script constantly checking for tokens or changes to counters.

Posted

Hey pride, I've got a strange crash. Suddenly using 'noAnim' is causing me to consistently crash. The same code without 'noAnim' works perfectly fine. So here is what I am doing...

 

I am trying to rewrite BrutalRapers to run through a single spell, so that I can start work on resist rape / struggling. I am 90% certain 'noAnim' worked fine until I started calling it from inside this spell. Do you have any idea what I could be doing wrong that could cause it to crash?

 

...
set noAnim to SexoutRapers.noAnim
...

set SexoutNG.actorA to raper
set SexoutNG.actorB to victim
set SexoutNG.actorC to raper2
set SexoutNG.noAnim to noAnim <- works as long as noAnim is 0
set Sexout.raper to raper
set Sexout.duration to (raper.GetAV Endurance * 3)
set SexoutNG.CBSpellB to SexoutRapersRaped
victim.CIOS SexoutNGBegin

Posted

Can you try it without the CBSpellB? Maybe the callback is doing something weird when the anim isn't being run? It's possible I missed something in the no-anim version that your spell is expecting to be there.

Posted

 

I doubt physx has anything to do with it' date=' but it might. I'm not sure if the engine uses that if an nVidia card is present or not, but I kind of doubt it. I'll take a look at spore carrier.

 

BTW it's the BNB skeleton that you need. BBB is something different and may or may not cause problems -- haven't ever used/tried it.

It's the BNB one, don't mind me ratting off the wrong one(I'm good at that--especially when I'm taking crap for pain and allergies at once, I'm surprised I'm not seeing marcher robots going up the walls), it's the one listed on the first page. It still gives me the happy pretzel, I can't figure it out in the least, I'll have to try some other stuff. The drivers and physx stuff is easy enough to screw around with since I can just mirror it on my other machine and play with it.

 

At the very worst, I'll just live with it if it's just specific to me. But since it's more than just me with the spore carrier thought ya should know. :) Thanks Prideslayer.

Posted

Can you try it without the CBSpellB? Maybe the callback is doing something weird when the anim isn't being run? It's possible I missed something in the no-anim version that your spell is expecting to be there.

 

Still crashes. So here is what I am doing, tell me how stupid I am. =)

 

All 3 types of rape are now calling 'victim.CIOS SexoutRapeHandler'

This spell handles all the stealing, damaging, etc, then passes to SexoutNG to handle the actual sex part. I am doing this so I can put rape struggle in before the call, and avoid the script getting too big. So an example path = Quest > Stalker > RapeHandler > SexoutNG

 

I don't see how this could be a problem, but it seems to be if noAnim is set to true from the RapeHandler spell.

 

Posted

Hmm... it does seem pretty odd. noAnim, when set, causes a different back-end spell to be cast that is basically just a copy/paste of the normal one, with all the animation stage, undressing, camera flipping, etc removed..

 

As soon as my machine is back to straightened out here I can take a closer look, but nothing jumps out at me as odd with your code or with now noAnim is being handled.. :/

 

Are you sure SexoutRapers.noAnim is set when you grab it, and is an integer? Not a float, ref, or some other type of var?

Posted

Hmm... it does seem pretty odd. noAnim' date=' when set, causes a different back-end spell to be cast that is basically just a copy/paste of the normal one, with all the animation stage, undressing, camera flipping, etc removed..

 

As soon as my machine is back to straightened out here I can take a closer look, but nothing jumps out at me as odd with your code or with now noAnim is being handled.. :/

 

Are you sure SexoutRapers.noAnim is set when you grab it, and is an integer? Not a float, ref, or some other type of var?

[/quote']

 

Well... Okay so as far as I can tell it is definitely set as an int - but when I manually 'set SexoutNG.noAnim to 1' it didn't crash, so you must be on the right track. Thanks for the idea, I'll see if I can track this down. =)

 

 

This is really weird!

 

short noAnim
set noAnim to 1
set SexoutNG.noAnim to noAnim

 

Crashes, but

 

set SexoutNG.noAnim to 1

 

Doesn't...

Posted

Things like that are what drive me to drink.. try it as 'int' rather than 'short'. I don't think it makes a difference (I think int, short, and long are all identical internally) but you never know until you try.

Posted

Hi, ive gone through the thread but can seem to find any awnser to my problem. none of the npc or my character are undressing. I dont think its my load order and if i loot a dead bodiy im seeing the undresstokens on the sometimes 2 or three. any ideas?

 

Posted

Is the "Player sexuality" option known to not work? I'm trying to find my character in the appropriate form list' date=' and it's not showing up.

[/quote']

 

Have you set it in MCM? It is supposed to default to straight but I've seen it default to empty/blank a few times. Once it's set, it should be in the right list and any games saved after that.

 

I'll doublecheck the code if that isn't happening.

Posted

Hi' date=' ive gone through the thread but can seem to find any awnser to my problem. none of the npc or my character are undressing. I dont think its my load order and if i loot a dead bodiy im seeing the undresstokens on the sometimes 2 or three. any ideas?

 

[/quote']

 

Undress tokens on dead bodies is.. odd. Do you have any of them in your inventory? Sounds like a clean save/load is in order.

Guest Donkey
Posted

i have a slight problem adding new animations in the sexoutNG.esm

and test them in game. i add them just as normal like i always did previous version make changes to the script SexoutNGAnimpositionScript' date=' load up the game and all i see npc and creature standing in each-other.

[/quote']

 

Nothing has changed in how anims are setup for quite a long time. Once you've created your anim in the idle manager, go into the console, click on one of the actors, and in the console type "PlayIdle (your animation name)" e.g. "PlayIdle SNG10001a"

 

Let me know if that works or not.

 

Yes playidle does work right, but is there some other script like SexoutNGAnimpositionScript who is responsible for what animation is picked during CIOS SexoutBegin ??

 

 

 

 

 

 

 

 

Posted

 

Yes playidle does work right' date=' but is there some other script like SexoutNGAnimpositionScript who is responsible for what animation is picked during CIOS SexoutBegin ??

 

[/quote']

 

No, that's the only one, and it doesn't really 'do anything' actually. Even without that script, if the conditions on the idle animation are correct, the game itself will start the animation on its own.

 

I'm guessing the idle animations you added does not have the right conditions on it in the tree. If you want to upload your ESM or ESP I can take a look and let you know.

Guest Donkey
Posted

 

Yes playidle does work right' date=' but is there some other script like SexoutNGAnimpositionScript who is responsible for what animation is picked during CIOS SexoutBegin ??

 

[/quote']

 

No, that's the only one, and it doesn't really 'do anything' actually. Even without that script, if the conditions on the idle animation are correct, the game itself will start the animation on its own.

 

I'm guessing the idle animations you added does not have the right conditions on it in the tree. If you want to upload your ESM or ESP I can take a look and let you know.

 

sure here you go. i use the esp then use FOMM to copy over sexout.esm

But some how nothing seem to happen.

 

After i did not get the above working i tried creating a full new esp from scratch, somehow that one did work, witch was strange.

 

 

Guest Donkey
Posted

under cazador, i removed 1701 under reserves and changed it to 1801 to 2000 so i can use 1701 to 1800 for gecko's.

Posted

Right I see that now.

 

Well let me know when you have the .kfs working and just send those and the offsets. 17xx is already reserved for robots, I'll add a new one for geckos.

Guest
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