prideslayer Posted February 28, 2012 Author Posted February 28, 2012 actually nevermind that, why do you have a bunch of crap loaded before falloutnv.esm? that doesn't sound right. Please follow the instructions in the link I put in my post 3 posts above this one. There's way too much stuff in there I've never seen to know if any of them conflict or if the load order is correct..
Guest Loogie Posted February 28, 2012 Posted February 28, 2012 Guy, the first step is to put FalloutNV.esm at the top of your load order. Then put Fallout3.esm and all the Fallout 3 DLCs below it. Then in the bottom of your .esm order, put Sexout.esm and SexoutCommonResources.esm. Requiem for a Capital Wasteland and Sexout are two of the most complicated mods to get working correctly. If you're going to use them, read the documentation.
ErikRedbeard Posted February 28, 2012 Posted February 28, 2012 I've actually managed to get RFCW and Sexout working. I've had troubles with BrutalRapers though as that had a getstage check in it for the New Vegas intro quest which I didn't do because I started in the Capital Wasteland. @Guy You're loadorder is completely ****ed up. There's no way you spend time reading the install instruction for RFCW or Sexout. My current loadorder: FalloutNV.esm Fallout3.esm Anchorage.esm BrokenSteel.esm PointLookout.esm ThePitt.esm Zeta.esm GunRunnersArsenal.esm DeadMoney.esm OldWorldBlues.esm HonestHearts.esm LonesomeRoad.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm MikotoBeauty.esm More Perks.esm More Traits.esm More Perks for Companions.esm More Perks for Dead Money.esm More Perks for Honest Hearts.esm More Perks for Old World Blues.esm LDFemalePowerArmorPack.esm Fallout3-PackageFix.esm Anchorage-PackageFix.esm BrokenSteel-PackageFix.esm PointLookout-PackageFix.esm ThePitt-PackageFix.esm Zeta-PackageFix.esm Sexout.esm SexoutCommonResources.esm SexoutFormListAdd.esm SexoutLegion.esm The Mod Configuration Menu.esp PerkEveryLevel.esp More Perks Update.esp More Perks for Companions Update.esp More Perks for Dead Money Update.esp More Perks for Honest Hearts Update.esp More Perks for Old World Blues Update.esp More Traits Update.esp NV_STTraitsandPerks.esp Rad Regeneration - Redone.esp MikotoBeauty.esp FemalePowerArmor - Vanilla.esp Alita2.esp Type 6.esp Type6 Combat Uniform.esp T6M Combat Armor NV.esp T6M Old World Blues Replace.esp RFCW_Main.esp RFCW_Anchorage_Main.esp RFCW_BrokenSteel_Main.esp RFCW_PointLookout_Main.esp RFCW_ThePitt_Main.esp RFCW_Zeta_Main.esp RFCW_Main_HonestHearts.esp RFCW_Main_DeadMoney.esp RFCW_Main_OldWorldBlues.esp RFCW_MagicSewerTravelPoint.esp Tatctical Third Person Camera - FOV 30.esp DynamiCamera.esp DFB - Dynamic Crosshair.esp SexoutZAZ.esp Sexout LevelUp.esp SexoutNotify.esp SmallerTalk.esp SexoutLust.esp SexoutPregnancyNG.esp SexoutBrutalRapers.esp SexoutFiends.esp SexoutKings.esp SexoutKhans.esp SexoutNCR.esp SexoutPowderGangers.esp SexoutWorkingGirl.esp Bashed Patch, 0.esp Total active plugins: 78 Total plugins: 87 The SexoutFormListAdd.esm is something I quickly put together so that creatures from Fallout 3 are mostly working too. *If anyone want's the esm just ask, although when the nvse version is out it isn't neccessarry anymore as the Fallout 3 creatures use the same skeleton files.* Post in BrutalRapers thread with a similar question from me.
zippy57 Posted February 28, 2012 Posted February 28, 2012 This has been bugging me for quite some time. What exactly makes people think they should be loading the base game fifteenth in their load order? So many people have Fallout New Vegas running as a mod to Sexout instead of the other way around and I don't understand how that makes sense to anyone.
monolith Posted February 28, 2012 Posted February 28, 2012 mostly people don't bother too much with load order until something stops working. Under normal circumstances Newvegas.esm is automatically first in loadorder. I noticed that after installing the official dlc's loadorder is changed and the main esm turns up last or near last in the loadorder. Again, this does not bother anyone until stuff starts to behave strangely. My guess is that most people knowing a bit about how loadorder can affect things sort stuff out themselves. It's the second thing you check after making sure that the mod you want to work is activated ffs. But then I and certainly you know at least some stuff about mods, priorities and overriding, most people howeer do not. Look at the mod discussion forums: 10 posts about how people think some script might be wrong or how there are conflicts in FNVEdit and then someone complaining that the mod does not work at all. After checking the loadorder, NVSE install/version and if it's really fnv and not fo3 running, problems are mostly resolved. In short: do not assume that most people know how stuff works, there are about 30 or so people that post regularly and know whats going on. Looking at the amount of downloads of sexout and related PI's there are a lot more guys (and gals?) using the mods. Some ot them without the (subjective) tech savvyness needed to understand the workings and possible problems associated with modding the game with something as complex as sexout etc. It does not bug me that those questions are asked, it's what forums and helpful and patient people are for:) It bugs me more that they are not asked on the tech support forums instead of the mod threads themselves. Ok, forget that one, the tech support forums do not get read as often as the others and some people can't be bothered to read the first and second post of the first stikied thread anyway:) Ah well, human nature i presume...
prideslayer Posted February 28, 2012 Author Posted February 28, 2012 Unfortunately I can't actually check the load order for you as completely I tried to. There ARE load order checks in sexout.esm for itself, scr, and legion as well as a check that rapers and brutal are not running at the same time. However the load order checks don't actually work.. at least not for ESMs that are reliant on other ESMs goes. GetModIndex, unfortunately, lies. Here's my advice, which may or may not actually work... Disable ALL of your ESMs and just leave them that way. The game will load them automatically, in the right order, if you have an active ESP that needs them. Somebody with an assload of mods try this, it should work just fine to be honest.
Matador Posted February 29, 2012 Posted February 29, 2012 Hey, how do you script a scene where multiple sex scenes take place at once? I wrote a result script from a dialog topic that went a little like this: set Sexout.SexType to Vaginal set Sexout.Raper to GetSelf set SexoutNG.ActorA to GetSelf set SexoutNG.ActorB to Player CIOS SexoutNGBegin if VNPCFollowers.bCassHired == 1 set Sexout.SexType to Anal set Sexout.Raper to Rapist1REF set SexoutNG.ActorA to Rapist1REF set SexoutNG.ActorB to RoseofSharonCassidyREF CIOS SexoutNGBegin endif if VNPCFollowers.bVeronicaHired == 1 set Sexout.SexType to Oral set Sexout.Raper to Rapist2REF set SexoutNG.ActorA to Rapist2REF set SexoutNG.ActorB to VeronicaREF CIOS SexoutNGBegin endif It didn't work--only Veronica got to fuck when I tested it, so obviously her variables were the only ones recorded. Yet obviously there are ways to have multiple people fucking at once. I'm just not sure how to trigger it.
Chase Roxand Posted February 29, 2012 Posted February 29, 2012 You need to wait a few frames between each set of partners. Only one set can be started at a time.
prideslayer Posted February 29, 2012 Author Posted February 29, 2012 You need to wait a few frames between each set of partners. Only one set can be started at a time. This. It works like a coffee cup, and what you did was basically fill up the cup, then dump it out, fill it again, and give it to sexout to drink. The first cup got wasted. This is the best analogy I've come up with yet to explain what happens to non-programmers.. If you're a programmer, forgive me, and read on.. The ACTOR vars and so on are basically global variables, and the spell is what reads them. You need to give the spell time to run before you overwrite them.. trying to do it all at once results in this: x = 2 y = 4 x = 3 y = 3 print x * y print x * y Even though what you wanted is this: x = 2 y = 4 print x * y x = 3 y = 3 print x * y Spells are not function calls. The engine gives us no function calls. NVSE gives us function calls. I am hacking on NVSE. Fear the possibilities.
Matador Posted February 29, 2012 Posted February 29, 2012 Makes sense. I guess the time required between casts of the spell is pretty low, though, since I've seen near-simultaneous encounters before. How about this then? If you set up a timer associated with a Quest Stage, to give it a second in-between casts, and then advanced to that quest stage in the after-dialogue result script? would that work? float timer begin gamemode if timer < 1 set timer to timer + GetSecondsPassed else ;1 seconds have passed, do something special set timer to 0 if VNPCFollowers.bCassHired == 1 set VNPCFollowers.bCassLeaveDisable to 1 set Sexout.SexType to Anal set Sexout.Raper to APRapist1REF set SexoutNG.ActorA to APRapist1REF set SexoutNG.ActorB to RoseofSharonCassidyREF RoseofSharonCassidyREF.CIOS SexoutNGBegin endif endif if timer < 1 set timer to timer + GetSecondsPassed else if VNPCFollowers.bVeronicaHired == 1 set VNPCFollowers.bVeronicaLeaveDisable to 1 set Sexout.SexType to Oral set Sexout.Raper to APRapist2REF set SexoutNG.ActorA to APRapist2REF set SexoutNG.ActorB to VeronicaREF VeronicaREF.CIOS SexoutNGBegin endif endif end
Guest Loogie Posted February 29, 2012 Posted February 29, 2012 Yeah, that would work. I'm not a programmer, so maybe I can explain it in terms I understand. Each time a command is processed, it's called a frame. Think of this as a picture frame. By doing two Sexout calls, you're stacking two pictures on top of each other and jamming them in the frame - which would make the most recent one come out on top. What a delay does is break the script into two frames, allowing both sex scenes to be launched separately.
prideslayer Posted February 29, 2012 Author Posted February 29, 2012 Explaining how all this works can get insanely complicated so I'll just drop two things here.. 1. When we say frame, we mean an actual frame in the video card sense -- as in "frames per second." This is the smallest time interval available to a script. All scripts with gamemode blocks are run every time a new frame is drawn, except quest scripts, which have a "script delay" setting. 2. Everything runs in sequence, there is no "multi-threading" in the engine that we can rely on. When you say "CIOS.SexoutBegin" it does not run "right then"; that spell goes into some queue in the engine, and it is run eventually, but not until after the script you are in has finished running. This is the source of numerous "bugs" where you say "do something", then with no delay, ask the game "did you do it?" In most cases it hasn't, because it's still doing *you*, because you haven't stopped to catch your breath yet and let it move on.
Matador Posted February 29, 2012 Posted February 29, 2012 Explaining how all this works can get insanely complicated so I'll just drop two things here.. 1. When we say frame' date=' we mean an actual frame in the video card sense -- as in "frames per second." This is the smallest time interval available to a script. All scripts with gamemode blocks are run every time a new frame is drawn, except quest scripts, which have a "script delay" setting. 2. Everything runs in sequence, there is no "multi-threading" in the engine that we can rely on. When you say "CIOS.SexoutBegin" it does not run "right then"; that spell goes into some queue in the engine, and it is run eventually, but not until after the script you are in has finished running. This is the source of numerous "bugs" where you say "do something", then with no delay, ask the game "did you do it?" In most cases it hasn't, because it's still doing *you*, because you haven't stopped to catch your breath yet and let it move on. [/quote'] It never occurred to me that scripts don't fire line-by-line. Damn, that's really tough. I wanted to make a scene where a Sexout animation played, then the screen faded to black, there was a loading screen, and then you woke up in another place. So I did this: set Sexout.SexType to Anal set Sexout.Raper to APRapist2REF set SexoutNG.ActorA to APRapist2REF set SexoutNG.ActorB to Player CIOS SexoutNGBegin ApplyImageSpaceModifier FadeToBlack9sISFX SetPCSleepHours 6 playerREF.moveto ClarisseREF Of course, it doesn't work, just like you said. The animation never fires before the PC goes to sleep and is moved to the persistent ref. Once the PC wakes up, the screen fades to black. It's all very sad and muddled, which is a shame because it seemed so easy to translate from my head to my fingers. Never trust when scripting seems easy, I guess
prideslayer Posted February 29, 2012 Author Posted February 29, 2012 Right that won't work... but there are certainly ways to make it work.. once you understand what's happpening it's easier to understand what you have to do in order to get the engine to do what you want. I do have big plans in the NVSE crap to help out here though. Will see what I can accomplish there before I make too many more announcements, enough on my plate right now in that dept.
Halstrom Posted February 29, 2012 Posted February 29, 2012 Yeah you got to remember often when you use a script to make something happen like start a Quest or animation the chances are the script will finish running before whatever it calls actually starts/happens. So if you added clothing to an actor, equipped it then checked for it on the next line, it may not see it till the next time the script runs, the script doesn't wait till it's finished equiping the clothing, and equiping the clothing isn't instant.
prideslayer Posted February 29, 2012 Author Posted February 29, 2012 Adding clothing is instant, you can do additem/equipitem all at once. You can't then instantly check for the item being equipped though -- it's the equipitem that isn't instant, since wearing clothing affects the 3D scene. If you additem, equipitem, and then isEquipped (or whatever it's called), the first two will succeed, but the last one will fail until you "wait a moment"
Halstrom Posted February 29, 2012 Posted February 29, 2012 Adding clothing is instant' date=' you can do additem/equipitem all at once. You can't then instantly check for the item being equipped though -- it's the equipitem that isn't instant, since wearing clothing affects the 3D scene. If you additem, equipitem, and then isEquipped (or whatever it's called), the first two will succeed, but the last one will fail until you "wait a moment" [/quote'] Oops yeah I got a bit crossed between add & equip there, fixed my post to save confusion for others.
Guest xalien Posted March 1, 2012 Posted March 1, 2012 So that's why pregnant armor swap still fixes armor despite there being the line to change it's health? if rSwapUpperBody != 0 if iAmNudeFlag < 1 rZActor.RemoveItem rNewUpperBody 1 1 endif rZActor.AddItem rSwapUpperBody 1 1 rZActor.EquipItem rSwapUpperBody 0 1 rZActor.SetEquippedCurrentHealth fBodySuitHealth 2 endif
Halstrom Posted March 1, 2012 Posted March 1, 2012 So that's why pregnant armor swap still fixes armor despite there being the line to change it's health? if rSwapUpperBody != 0 if iAmNudeFlag < 1 rZActor.RemoveItem rNewUpperBody 1 1 endif rZActor.AddItem rSwapUpperBody 1 1 rZActor.EquipItem rSwapUpperBody 0 1 rZActor.SetEquippedCurrentHealth fBodySuitHealth 2 endif Doh! Crap there it is the answer staring me in the face, I just couldn't see it for the trees I just thought the code looked fine and never got time to really bug hunt it, was busy concentrating on getting the swapping working. Assuming this is the problem, I should be able to fix it a lot easier now
prideslayer Posted March 1, 2012 Author Posted March 1, 2012 Yeah that's probably it.. you can set the health on it before you equip it and all will be well..
Halstrom Posted March 1, 2012 Posted March 1, 2012 Yeah that's probably it.. you can set the health on it before you equip it and all will be well.. Well that sounds easier than the hour I just spen setting up a script that waited till it was equipped before setting the health
prideslayer Posted March 1, 2012 Author Posted March 1, 2012 I might have just been making that up, but it should work fine..
Halstrom Posted March 1, 2012 Posted March 1, 2012 I might have just been making that up' date=' but it should work fine.. [/quote']I thought about then realised the way I've done it, it definately should set the health to the right set of armor in the case of there being more than one of the same item, there's some funky rules about which one gets pirority to be set but I'd rather take full control
prideslayer Posted March 1, 2012 Author Posted March 1, 2012 I might have just been making that up' date=' but it should work fine.. [/quote']I thought about then realised the way I've done it, it definately should set the health to the right set of armor in the case of there being more than one of the same item, there's some funky rules about which one gets pirority to be set but I'd rather take full control There are only a few I'm aware of, I don't think any of them should affect you... additem bugs 1. Calling AddItem in an Effect Script or in an OnEquip block in an Object Script will cause the target actor's weapon to toggle between being visible and usable and being invisible and unusable. 2. Executing AddItem function on NPCs will cause them to review their inventory and equip the best armor and weapon they have. If NPC already has an armor with Object Effects equipped adding an item will make them reequip it, not really unequipping it first. As a result Object Effects of the armor will stack after each use of the AddItem function
Dee383 Posted March 2, 2012 Posted March 2, 2012 Ive Just Recently Updated All My Sexout Esm' date='s And Esp,s With The Newest Versions Only To Find That The Super Mutants At Jack Rabbit Springs No Longer Rape Me ? [/quote'] Just Wondering If This Issue Had Been Fixed ?
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