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Posted

I agree saladboy. At least if they come and say "how do I change my load order" we'll know right away that load order is their problem without asking them to post it.. ;)

 

It's important since FOMM will always put newer mods lower (it assumes they may be changing older mods) so even updating a mod will change the load order, even if you had it correct.

 

Which brings me around to a surprise project as well. I'm writing my own MM for us here. Was going to call it LLMM but I thought that might be going a bit too far since it is not officially endorsed by ashal/LL, so PSMM it will be. Intention is to have it working for all beth games that I have (oblivion, skyrim, fo3, fonv) and have some advanced features that none of those have, like detecting non-vanilla mods that it didn't install itself (and rolling them into a mod for you) and so on.

 

Hopeful for a release this weekend or next.

Posted

I'm not sure if it was reported earlier(Hell, no. I won't lurk through 160 pages.) but it's better to report hundredth time and be sure, rather than don't and be unsure, right? ;)

 

I have four issues:

-Wild Ghouls(ferals, shinny ones) seems highly displaced compared to intercouse partner(Ghoul's feet are at character's head height)

-Wild Ghouls stuck in animation(s) after sex.

-Occasionally Player's character is invisible durning intercouse(probably caused by initiating while in First Person View)

-Occasionally animations won't play at all. Character is "floating" on the floor in random direction.

Posted

I'm not sure if it was reported earlier(Hell' date=' no. I won't lurk through 160 pages.) but it's better to report hundredth time and be sure, rather than don't and be unsure, right? ;)

 

I have four issues:

-Wild Ghouls(ferals, shinny ones) seems highly displaced compared to intercouse partner(Ghoul's feet are at character's head height)

-Wild Ghouls stuck in animation(s) after sex.

-Occasionally Player's character is invisible durning intercouse(probably caused by initiating while in First Person View)

-Occasionally animations won't play at all. Character is "floating" on the floor in random direction.

[/quote']

 

You don't have to read the entire thread, but reading the first two posts would be helpful, they are regularly updated. :P First person view is known to be dodgy unless you mess with the camera settings (specifically telephoto and the delay). This is not going to be 'fixed', it's a game engine problem, not a sexout problem.

 

Ghouls are on my todo list in the 2nd post in this thread.

 

Your last issue.. never heard that one before. No idea what could cause it offhand. Try to figure out if it's a problem in sexout itself (doubtful) or a conflict with some other mod(s) (more likely).

Posted
You don't have to read the entire thread' date=' but reading the first two posts would be helpful, they are regularly updated. :P[/quote']Never reached second one [put any facepalm picture here] It was dark and around midnight... you know :D
First person view is known to be dodgy unless you mess with the camera settings (specifically telephoto and the delay).
Perhaps something more precise for rookie? I'm not really into Fallout modding for now. ;)
Your last issue.. never heard that one before. No idea what could cause it offhand. Try to figure out if it's a problem in sexout itself (doubtful) or a conflict with some other mod(s) (more likely).
Yesterday I've installed NV, downloaded FoTMM and put Sexout into Data folder. There aren't any conflicts with other mods... since they are no other mods. I try to mess with load order but since my first "messing" none of my tries were success, bah, I couldn't even launch NV with most of them. NV seems more sensitive than any other Bethesda creation(or it's just my PC and luck.)
Posted

new vegas was not created by bethesda.. :P

Posted

First person view is known to be dodgy unless you mess with the camera settings (specifically telephoto and the delay).

Perhaps something more precise for rookie? I'm not really into Fallout modding for now. ;)

 

In the MCM settings for SexoutNG there's a camera submenu. I can't say what will really work for you' date=' but I put the option in for 'telephoto' for people who want to play in 1st person. I normally prefer to myself, but the game engine makes you invisible if you switch to the free-float camera while in 1st person.

 

Soooo sexout has to switch you to 3rd person, wait a bit, and then switch to the freefloat camera (called 'TFC'). The 'telephoto' option will hold down your 'back' key for a bit after that, to try and zoom you out.

 

It's just more reliable to play in 3rd person, but that does take some getting used to. I highly recommend the mod 'centered 3rd person camera'.

 

 

 

Your last issue.. never heard that one before. No idea what could cause it offhand. Try to figure out if it's a problem in sexout itself (doubtful) or a conflict with some other mod(s) (more likely).

Yesterday I've installed NV' date=' downloaded FoTMM and put Sexout into Data folder. There aren't any conflicts with other mods... since they are no other mods. I try to mess with load order but since my first "messing" none of my tries were success, bah, I couldn't even launch NV with most of them. NV seems more sensitive than any other Bethesda creation(or it's just my PC and luck.)

[/quote']

 

You need to use FOMM for everything. There isn't anything particularly sensitive about it, and actually sexout is the most "insensitive" mod around when it comes to load order. All it really cares about is that the sexout ESMs (sexout.esm, sexoutcommonresources, sexoutlegion) are in the right order. It doesn't care about the ESP order, if other mods are loaded between the sexout ESMs, if they are first or last, etc.

 

It sounds like you just didn't install it properly. If you copied it by hand into your data directory, it's possible you put the stuff in the wrong place. Just use the FOMM package manager.

 

 

new vegas was not created by bethesda.. :P

 

Fine. Bethesda did write all the patches though. Obsidian wrote the buggy as hell release version. :P

Posted
In the MCM settings for SexoutNG there's a camera submenu. I can't say what will really work for you, but I put the option in for 'telephoto' for people who want to play in 1st person. I normally prefer to myself, but the game engine makes you invisible if you switch to the free-float camera while in 1st person.

 

Soooo sexout has to switch you to 3rd person, wait a bit, and then switch to the freefloat camera (called 'TFC'). The 'telephoto' option will hold down your 'back' key for a bit after that, to try and zoom you out.

 

It's just more reliable to play in 3rd person, but that does take some getting used to. I highly recommend the mod 'centered 3rd person camera'.

 

You need to use FOMM for everything. There isn't anything particularly sensitive about it, and actually sexout is the most "insensitive" mod around when it comes to load order. All it really cares about is that the sexout ESMs (sexout.esm, sexoutcommonresources, sexoutlegion) are in the right order. It doesn't care about the ESP order, if other mods are loaded between the sexout ESMs, if they are first or last, etc.

 

It sounds like you just didn't install it properly. If you copied it by hand into your data directory, it's possible you put the stuff in the wrong place. Just use the FOMM package manager.

Well... uh... (...) I think it's better to give more intel. Yeah, let's put it in that way.

Let's say I have experience with Morrowind and Oblivion's mods & console/script commands. I have years of practice in placing things in folders ;)

I mean "specifically telephoto and the delay" part was kinda confusing. I'll check that "MCM" if you are saying it might help.

 

Anyway...

-Occasionally animations won't play at all. Character is "floating" on the floor in random direction.
Your last issue.. never heard that one before. No idea what could cause it offhand. Try to figure out if it's a problem in sexout itself (doubtful) or a conflict with some other mod(s) (more likely).

I managed to catch this **** off-guard, ha! No more stalky(?) bugged sex behind wall! :D

Posted

There's a fine line between being "experienced" and sort of just resisting change. FOMM is lightyears ahead of OBMM. There's no reason not to use it. I'm such a fan, that I don't install any mods without it. If I download something that isn't FOMM friendly (aka 'fomod ready'), I make it fomod ready, and use FOMM. There is just too much that can go wrong doing manual installs, and it's impossible to determine which files came from a mod vs. which are vanilla if you have a lot of mods manually installed, and thus impossible to properly 'clean up' the data directory.

 

MCM is another mod, called the "Mod Configuration Menu" and is basically required for Sexout and sexout mods. It is not technically required, but you can't change any of the mod configuration stuff without it. It adds a menu to the game main menu (esc key).

Posted

I'm going to use your SexoutNG factions to check creature type and I'll get SCR to add the adult offspring to your faction lists. I've hit one little stumbling block, Coyote's.

I realise you have them in Dogs animation list which works fine but wondering if you could split the list into Dog & Coyote lists, then just "or" them in your code so I know which type of Offspring. I could create my own faction lists, but I would prefer to use the one that would be updated with new NPC's etc which would be yours :)

I think everything else is good so far. I've just updated my code using the ones you have done so far.

Posted

Hey, Prideslayer, how hard would it be to, instead of a CallBack, implement a Signaller instead in NG? That way we can tell NG when we want the animation to end in response to events. I'm sure there are some mod implementations where the duration is counter-intuitive to define in advance. This wouldn't be a problem in Oblivion where the script extender is FAR more robust, Fallout's script extender is still in the dark ages for features. Can we pass you the address of a variable or function? Or perhaps register an event handler function you can access? Or should we just have SexoutNG use a "TerminateNG" global short for ON or OFF that you poll in your sex duration timer? Or do you think this is too much work?

 

If it is, I could always write a SexoutSignaller mod that can adapt NG as required...

Posted

Let me think about it for a bit astymma. A simple flag isn't going to work since once the sex is running, sexout "forgets" about it in the global context. I'd need a list of involved actors at a minimum. I think it'll just be easier if I provide an abort spell like SexoutStop (opposite of SexoutBegin) that you can call, but you'll have to set the actors as you normally would, e.g.

 

set SexoutNG.actorA to ...
set SexoutNG.actorB to ...
cios SexoutStop

 

Thoughts?

Posted

Let me think about it for a bit astymma. A simple flag isn't going to work since once the sex is running' date=' sexout "forgets" about it in the global context. I'd need a list of involved actors at a minimum. I think it'll just be easier if I provide an abort spell like SexoutStop (opposite of SexoutBegin) that you can call, but you'll have to set the actors as you normally would, e.g.

 

set SexoutNG.actorA to ...
set SexoutNG.actorB to ...
cios SexoutStop

 

Thoughts?

[/quote']

Yeah that sounds good too, and it's intuitive to boot.

 

Posted

There were two mods I've been considering and either one of them would benefit from an event-based finisher. Basically a generic positioning plugin that leverages your proposed generic scanner. Also a furniture plugin that exposes vanilla statics to sexual animations (furniture, fences, walls, bars, desks, pool tables, card tables, etc.).

Posted

Ok, will see what I can do. May be able to do it with a simple token. I need to stare at the sex ending code a bit and make sure I don't 'screw up' redressing, knockdowns, and stuff like that. The token might be even easier, though I can still create the spell and just have it add the tokens -- keeps other mods from having to use another token and then explode if I remove or rename it.

 

Should be able to easily watch for that *or* timer expiration.

Posted

Note to other modders on upcoming release

 

The next release will be the first in the 2.x branch. There are some more deletions incoming. None of them SHOULD be as big as the last round, as they are all internal things that nobody should have been using. Just in case though, here's the list of what's going away:

 

SexoutCreature* formlists. This was an early attempt at the creature stuff that I gave up on and forgot to delete. Anything that cares about creature type (pregnancy is the only one I know of offhand) should be using the factions, not the formlists. These are SexoutFac* (like SexoutFacDog, SexoutFacCoyote, etc).

 

nOldVer, nNewVer internal sexoutNG quest vars. These are being replaced with nVerMaj, nVerMin, nVerRel. You can safely READ any of these, I won't remove them. nVerRel is the only one you should actually care about if interested in features. It is incremented every release. First version will be 50 (2.3.50).

Posted

The Groovatron (and other)Problem

 

I have a partial fix in SexoutNG, ready for next release, but right now it does not fully work. Initially I thought the issue was simply that groovatron is adding the player and other actors to its faction, which is used as a check on its animations -- causing pickidle to pick an empty groovatron animation instead of a sexout animation.

 

My solution was to detect the groovatron ESP, build references to all the factions it adds, and then in the sexout spell remove the actors from any groovatron factions they are in at the start, and add them back at the end. This much is working fine.

 

Unfortunately, it alone does not lead to sex animations playing. There is a 2nd problem in the Groovatron ESP (and perhaps others). They have altered the load order of the vanilla animations (for no reason). Since sexout doesn't do this, it ends up getting pushed waaaay down the list -- to just before the LOOSE group, but after the GeneralIdles vanilla group. So when pickidle is called now, the groovatron idles are skipped thanks to the faction adjustment, but the general 'stand there' idle is played instead.

 

There are two possible fixes.

1. Remove the screwed up knockdown idle modification from groovatron with FNVEdit. 2 second fix. This works fine, does not affect groovatron itself, and allows sexout to continue to work. Downside: groovatron author needs to do it for it to be 'official'.

 

2. Do a similar ugly hack to sexout, to force its anims to load before GeneralIdles. Downside: Other mods that change idle animation group orders can still fuck up sexout. No telling which ones until it happens. Fix at that point will be unknown and perhaps impossible by modifying sexout alone.

 

I haven't tested #2 but it should be possible. #1 is tested and does definitely work in conjunction with the faction support I already added.

Posted

It has occurred to me that there is in fact a most dastardly fix to the whole umpa/groovatron/etc situation.

 

There is no reason the animations need to be in the ESM. None at all. I can pull them all out and stuff them in an ESP that you can load last (yes even after other sexout mods).

 

Nowhere are they actually referenced in the esm, it's all done with pickidle, built in and automatic. Hmmmmmm.

Posted

It has occurred to me that there is in fact a most dastardly fix to the whole umpa/groovatron/etc situation.

 

There is no reason the animations need to be in the ESM. None at all. I can pull them all out and stuff them in an ESP that you can load last (yes even after other sexout mods).

 

Nowhere are they actually referenced in the esm' date=' it's all done with pickidle, built in and automatic. Hmmmmmm.[/quote']

I was wondering later is it possible to actually read from Sexout what animation is playing on an Actor so we could read if it was a favorite position, rape position, vaginal, anal, front or back etc to make a mod that adjusted arousal according to he preferences of the actor?

Also I tried the following but it fails to complie, I suspect because my creatures are dynamic (just cloned trash :) )

	SexoutSFeralGhoulOffSpringAdult.AddToFaction SexoutFacFeralGhoul 0

So it seems I have to add them manually using the GECK in their faction tabs, that seems to work ok.

 

Posted

Faction functions expect either a base id or a reference id (and for both to be persistent).

 

We keep coming back to my original assertion that a holding cell with persistent refs that are moved to the player instead of using placeatme to spawn temporary references at the player is the best solution :P I know you claim they work fine, Prideslayer, but my observations indicate otherwise and you get all sorts of problems with specific functions when you use non-persistent references.

 

As for checking to see if a specific animation is playing, no, not with geck/nvse functions... closest is IsAnimPlaying which returns 1 if an animation is playing. If you supply it an anim group id it can say if one animation of an anim group is playing (but all sexout anims are in 1 group hehe). The best bet would be to poll Sexout's variables for the animation number and current animation state.

Posted

How to include management of change of poses and positioning? клавшами upwards - downwards, forward back and <> does not work. SexoutNG V1.2.41 and SexoutNG V1.3.49

Posted

The Groovatron (and other)Problem

 

I have a partial fix in SexoutNG' date=' ready for next release, but right now it does not fully work. Initially I thought the issue was simply that groovatron is adding the player and other actors to its faction, which is used as a check on its animations -- causing pickidle to pick an empty groovatron animation instead of a sexout animation.

 

My solution was to detect the groovatron ESP, build references to all the factions it adds, and then in the sexout spell remove the actors from any groovatron factions they are in at the start, and add them back at the end. This much is working fine.

 

Unfortunately, it alone does not lead to sex animations playing. There is a 2nd problem in the Groovatron ESP (and perhaps others). They have altered the load order of the vanilla animations (for no reason). Since sexout doesn't do this, it ends up getting pushed waaaay down the list -- to just before the LOOSE group, but after the GeneralIdles vanilla group. So when pickidle is called now, the groovatron idles are skipped thanks to the faction adjustment, but the general 'stand there' idle is played instead.

 

There are two possible fixes.

1. Remove the screwed up knockdown idle modification from groovatron with FNVEdit. 2 second fix. This works fine, does not affect groovatron itself, and allows sexout to continue to work. Downside: groovatron author needs to do it for it to be 'official'.

 

2. Do a similar ugly hack to sexout, to force its anims to load before GeneralIdles. Downside: Other mods that change idle animation group orders can still fuck up sexout. No telling which ones until it happens. Fix at that point will be unknown and perhaps impossible by modifying sexout alone.

 

I haven't tested #2 but it should be possible. #1 is tested and does definitely work in conjunction with the faction support I already added.

[/quote']

 

Yeah solution #1 works with ALL the pose/animation systems that inherited Umpa's method of animation ordering (KnockedDownIdles as a parent). Solution #2 makes us break FONV just like the Groovatron hehe, I'd not even consider it.

Posted

How to include management of change of poses and positioning? клавшами upwards - downwards' date=' forward back and <> does not work. SexoutNG V1.2.41

[/quote']

 

Currently neither are implemented or supported in Sexout. You can set global positioning adjustments in the MCM menu for Sexout, but there is no dynamic positioning or pose/animation swapping as of yet. Er... as far as I know.

Posted

Note to other modders on upcoming release

 

The next release will be the first in the 2.x branch. There are some more deletions incoming. None of them SHOULD be as big as the last round' date=' as they are all internal things that nobody should have been using. Just in case though, here's the list of what's going away:

 

SexoutCreature* formlists. This was an early attempt at the creature stuff that I gave up on and forgot to delete. Anything that cares about creature type (pregnancy is the only one I know of offhand) should be using the factions, not the formlists. These are SexoutFac* (like SexoutFacDog, SexoutFacCoyote, etc).

 

nOldVer, nNewVer internal sexoutNG quest vars. These are being replaced with nVerMaj, nVerMin, nVerRel. You can safely READ any of these, I won't remove them. nVerRel is the only one you should actually care about if interested in features. It is incremented every release. First version will be 50 (2.3.50).

 

The creature formlist removal is fine, I couldn't get them to work either because they are dynamic temporary type creatures.

 

The removal of nNewVer could be an issue as SCR reads it to check versions, it is in it's own seperate quest script the reading part so if the script locks up due to missing variable it shouldn't effect anything, but if you could leave it there disused for a week till I get most of the old versions of SCR flushed would be good, I've deactivated it completely as of todays version till I can look at checking against your new vaariables in your next release.

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