Mashi Posted February 15, 2012 Posted February 15, 2012 Tried boinking geckos with the latest version' date=' spits out 9.2 error. Checked folder, nvgecko anims are there. Confusion ensues. [/quote'] Yep. I'm seeing this as well with all non-human critters as well. Anything human, it's all good, but anything else gives a 9.2 error along with the standing state code. The version listed as Sexout_1.3.54.esm.bak seems to work okay though, and doesn't crash or give a 9.2 error with non-humans though.
prideslayer Posted February 15, 2012 Author Posted February 15, 2012 Tried boinking geckos with the latest version' date=' spits out 9.2 error. Checked folder, nvgecko anims are there. Confusion ensues. [/quote'] Yep. I'm seeing this as well with all non-human critters as well. Anything human, it's all good, but anything else gives a 9.2 error along with the standing state code. The version listed as Sexout_1.3.54.esm.bak seems to work okay though, and doesn't crash or give a 9.2 error with non-humans though. Hmmmm that's odd. What do you mean by 'standing state code'? I didn't think I changed anything to do with creatures in any of the versions in between those but I'll look.
box888 Posted February 15, 2012 Posted February 15, 2012 Dogs seem to didn't work too. I'm knock out and then nothing happens, dog goes away. 2 surprising things are that summoned creatures (dog rapist) work but not other dogs and that, in scanner, I can read "wastlander" instead of the right creature (ex: Legion mongrel)
prideslayer Posted February 15, 2012 Author Posted February 15, 2012 Dogs seem to didn't work too. I'm knock out and then nothing happens' date=' dog goes away. 2 surprising things are that summoned creatures (dog rapist) work but not other dogs and that, in scanner, I can read "wastlander" instead of the right creature (ex: Legion mongrel) [/quote'] Must I again say that both rapers and brutalrapers are buggy and will probably cause problems for those using them? If you are being "knocked down" and raped, you are using one of those buggy plugins.
Chase Roxand Posted February 16, 2012 Posted February 16, 2012 Perhaps I'm understanding this wrong, but aren't the items in "SexoutScannerListS" supposed to run on all of the actors that the scanner picks up?
prideslayer Posted February 16, 2012 Author Posted February 16, 2012 Perhaps I'm understanding this wrong' date=' but aren't the items in "SexoutScannerListS" supposed to run on all of the actors that the scanner picks up? [/quote'] No the formlist is filled with all the actors the scanner finds, and then the spells from that list are called on the player.
Mashi Posted February 16, 2012 Posted February 16, 2012 Hmmmm that's odd. What do you mean by 'standing state code'? I didn't think I changed anything to do with creatures in any of the versions in between those but I'll look. Standing state aka ref id. Standing states is the term we use, when something is in design but doesn't work. Don't mind me when my brain is in neutral from work and lack of sleep. Anyway here's a screenshot in action, that one is gecko's though, it also seems to be happening with anything non-human giving a 9.2 abort with the included rapers.
prideslayer Posted February 16, 2012 Author Posted February 16, 2012 Gotcha, thanks. I'll look into it as soon as I am able. I hate showstoppers like this and you aren't the only one saying all creatures are now giving 9.2s somehow.
littleman Posted February 16, 2012 Posted February 16, 2012 I'm using the mod that utilizes a hotkey to activate anims, this will also come up with the 9.2 errors, I took a look at the scripts but eh hehe I could not find what the hell 9.2 was.
prideslayer Posted February 16, 2012 Author Posted February 16, 2012 there is a document included in the download that describes all the possible NGSAN errors.
littleman Posted February 16, 2012 Posted February 16, 2012 uhm well, based on that perhaps the Animation "randomizer" is trying to pick an animation from the human sex acts, that the creature does not have? Or perhaps, its looking in the wrong directory?
astymma Posted February 16, 2012 Posted February 16, 2012 uhm well' date=' based on that perhaps the Animation "randomizer" is trying to pick an animation from the human sex acts, that the creature does not have? Or perhaps, its looking in the wrong directory? [/quote'] Just looked at SexoutNGRNDEffectBaseScript and currently it returns if any of the actors are Creatures so SexoutSexkey IS the problem. It needs to be updated to provide a line that defines SexoutNG.SexType or assigns SexoutNG.IsVaginal or the other IsXXX options if they're supported with animations.
prideslayer Posted February 16, 2012 Author Posted February 16, 2012 The randomizer only comes in to play if sexout recognizes the creature type (or if they are human), and sexout.anim is not set to anything. If it picked a human animation that would just result in the human playing the human side, and the creature doing nothing since none of the .kfs for that creature match (e.g. it picks anim 304 -- the creature does not have an animation to play for this.) 9.2 Comes solely from it detecting creature sex, and then determining (wrongly it seems) that the particular creature is not supported -- meaning there are no anims for it to randomly pick from. In this case, it doesn't even enter the randomizer.
astymma Posted February 16, 2012 Posted February 16, 2012 The randomizer only comes in to play if sexout recognizes the creature type (or if they are human)' date=' and sexout.anim is not set to anything. If it picked a human animation that would just result in the human playing the human side, and the creature doing nothing since none of the .kfs for that creature match (e.g. it picks anim 304 -- the creature does not have an animation to play for this.) 9.2 Comes solely from it detecting creature sex, and then determining (wrongly it seems) that the particular creature is not supported -- meaning there are no anims for it to randomly pick from. In this case, it doesn't even enter the randomizer. [/quote'] Hmm, the randomizer I see currently states it doesn't support critters, do I need to update? lol edit: hmm no I'm using 2.3.56R according to file header
littleman Posted February 16, 2012 Posted February 16, 2012 uhm well' date=' based on that perhaps the Animation "randomizer" is trying to pick an animation from the human sex acts, that the creature does not have? Or perhaps, its looking in the wrong directory? [/quote'] SexoutSexkey when you use it on a creature sets creature as ActorA and player as ActorB and then calls SexoutBegin so if you're getting 9.2's, it would have to be the randomizer in Sexout.esm causing the error... but Prideslayer is already searching for this 9.2 issue as far as I know... Edit: Hrmm, just looked at SexoutNGRNDEffectBaseScript and currently, it returns if any of the actors are Creatures so SexoutSexkey IS the problem. It needs to be updated to provide a line that defines the sextype. Yes, but the rapers is also having the same issue, which is an already buggy plugin from what I read. Perhaps a recent NG update left some plugins behind? Edit: did not see prides reply, the GECK shows all the different critters. Is it specific to what can be deemed a legitimate creature?
prideslayer Posted February 16, 2012 Author Posted February 16, 2012 The randomizer only comes in to play if sexout recognizes the creature type (or if they are human)' date=' and sexout.anim is not set to anything. If it picked a human animation that would just result in the human playing the human side, and the creature doing nothing since none of the .kfs for that creature match (e.g. it picks anim 304 -- the creature does not have an animation to play for this.) 9.2 Comes solely from it detecting creature sex, and then determining (wrongly it seems) that the particular creature is not supported -- meaning there are no anims for it to randomly pick from. In this case, it doesn't even enter the randomizer. [/quote'] Hmm, the randomizer I see currently states it doesn't support critters, do I need to update? lol edit: hmm no I'm using 2.3.56R according to file header It says that for 3ways or creature on creature. The creature on human 2p check starts at line 497. Person on creature or creature on creature will abort with 9.1.
astymma Posted February 16, 2012 Posted February 16, 2012 The randomizer only comes in to play if sexout recognizes the creature type (or if they are human)' date=' and sexout.anim is not set to anything. If it picked a human animation that would just result in the human playing the human side, and the creature doing nothing since none of the .kfs for that creature match (e.g. it picks anim 304 -- the creature does not have an animation to play for this.) 9.2 Comes solely from it detecting creature sex, and then determining (wrongly it seems) that the particular creature is not supported -- meaning there are no anims for it to randomly pick from. In this case, it doesn't even enter the randomizer. [/quote'] Hmm, the randomizer I see currently states it doesn't support critters, do I need to update? lol edit: hmm no I'm using 2.3.56R according to file header It says that for 3ways or creature on creature. The creature on human 2p check starts at line 497. Person on creature or creature on creature will abort with 9.1. Ahh gotcha
prideslayer Posted February 16, 2012 Author Posted February 16, 2012 This is probably just something gone awry with the formlists and baseforms again.. or something. No idea why it would just suddenly stop working though. Will try to find the time to dig into it soon.
astymma Posted February 16, 2012 Posted February 16, 2012 This is probably just something gone awry with the formlists and baseforms again.. or something. No idea why it would just suddenly stop working though. Will try to find the time to dig into it soon. I'm not 100% alert so I shouldn't have even responded in this thread lol. Vicodin does that...
prideslayer Posted February 16, 2012 Author Posted February 16, 2012 This is probably just something gone awry with the formlists and baseforms again.. or something. No idea why it would just suddenly stop working though. Will try to find the time to dig into it soon. I'm not 100% alert so I shouldn't have even responded in this thread lol. Vicodin does that... Good times!
olriclo Posted February 17, 2012 Posted February 17, 2012 HELLO problem witch script initalizer running no finish sexout no work
prideslayer Posted February 17, 2012 Author Posted February 17, 2012 HELLO problem witch script initalizer running no finish sexout no work Sounds like brutalrapers. It's the only mod I know of that says anything about an initializer in its output. Mod is known to not be working at present.
EvilBastard Posted February 17, 2012 Posted February 17, 2012 Will the Big horner be an attacker soon? saw some pretty nasty pics of it in another thread...
prideslayer Posted February 17, 2012 Author Posted February 17, 2012 Will the Big horner be an attacker soon? saw some pretty nasty pics of it in another thread... Depends on if the animators feel like adding it soon. So far, pictures are all there are. There's no animation for it (.kf files) and no penis prop either.
adradox Posted February 17, 2012 Posted February 17, 2012 I updated sexout and now animation is wrecked. What do? UPD: I figured out what was wrong with animations but now I got problem with game crashing when I'm trying to launch Sexoutsex and sexout legion, can somebody help me?
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