holdout Posted March 16, 2012 Posted March 16, 2012 I had a question about the scanner built into SexoutNG. Is there away to pause the scanner and then restart it? Situation I am testing is I have a mod I am working on where the player enters the prospectors saloon in Goodsprings and a trigger fires off for Trudy to come from around the bar and initiate dialog with the player. While this is happening I have powder gangers filing into the saloon. If I am running the tryout mods with this, there is the potential that the a tryout approach will fire off blocking Trudy from talking to the player. So I was basically wondering if I could pause the scanner while my event is running, then re-start it after my event has completed. I would like it to be compatible with other mods like tryout. So, if it was possible it would be a nice solution for me. If not I can find another way around it. Also, if that is something that is not wanted because it is infringing on other mods I understand too.
Guest Loogie Posted March 16, 2012 Posted March 16, 2012 In individual Tryout mods, the scanner can be turned on and off temporarily - it's a trick I use quite often. But the caveat to that is you actually have to do it in the Tryout plugin.
holdout Posted March 16, 2012 Posted March 16, 2012 Got you. Thanks. I can find another way to work around it.
sen4mi Posted March 17, 2012 Posted March 17, 2012 I have been wondering... If SexoutNG has any issues where people can have problems because of irrelevant tokens remaining in inventories (and apparently there are issues relating to how other mods have been managed that can cause this kind of thing), perhaps it could be split into two pieces? One piece would be Sexout.esm, which would be largely unchanged, except: The other piece would hold the tokens. The purpose of this split would be to give us a reliable method to expunge tokens from the system -- uninstall SexoutTokens.esp, clean save, install SexoutTokens.esp Probably the right way to deal with this would be to create an empty form list for each current token, and to have the plugin populate those formlists. Of course... this approach might create other difficulties. But *ahem* I think I saw Prideslayer working on specifically addressing some issues with NVSE's handling of items in formlists. So it may be that he is already way ahead of me and working on either this fix or a better one. Still, this seems relatively simple to my uninformed self, so I thought I'd mention the possibility.
zippy57 Posted March 17, 2012 Posted March 17, 2012 The purpose of this split would be to give us a reliable method to expunge tokens from the system -- uninstall SexoutTokens.esp' date=' clean save, install SexoutTokens.esp[/quote']Couldn't you do the same thing now with Sexout.esm?
sen4mi Posted March 17, 2012 Posted March 17, 2012 The purpose of this split would be to give us a reliable method to expunge tokens from the system -- uninstall SexoutTokens.esp' date=' clean save, install SexoutTokens.esp[/quote']Couldn't you do the same thing now with Sexout.esm? Yes. And, in doing so, I would also lose all game state for all sexout mods. If I am going to do that, I would prefer to start over with a new game -- resetting everything is like saying that my save file is irrelevant.
prideslayer Posted March 17, 2012 Author Posted March 17, 2012 Working on this again for real right now.. trying to find the creature/anim issue, then release!
Guest Loogie Posted March 17, 2012 Posted March 17, 2012 Hopefully you get it out within the next two hours. I have a lot of drinking to do tonight. Also, I'm hurt you didn't respond to my self-fellating PM.
prideslayer Posted March 17, 2012 Author Posted March 17, 2012 I will respond loogie.. sorry. Creature animation bug is in the NVSE extender.. something is wrong with NX_IsInList.
Guest Loogie Posted March 17, 2012 Posted March 17, 2012 I'm just fucking around, I was drunk on power that night. Also, is the complete list of Sexout animations still out there? I need to know the numbers for threesomes.
prideslayer Posted March 17, 2012 Author Posted March 17, 2012 V2.3.57 in OP. - Added a SetActorAlpha call to try and cure invisibility. - NVSE Extender is now required! V4 or newer! - SexoutRapers.esp removed once again! Make sure you get the latest NVSE Extender from the link above. V4 or newer is required and will fix the creature issue.
Guest Loogie Posted March 17, 2012 Posted March 17, 2012 Is the thing where you can call multiple sex acts in this one, or is that down the road?
prideslayer Posted March 17, 2012 Author Posted March 17, 2012 I'm just fucking around' date=' I was drunk on power that night. Also, is the complete list of Sexout animations still out there? I need to know the numbers for threesomes. [/quote'] You can look in the GECK, I still haven't made a complete list.. but as a favor to my favorite sexout mod author... 5301 - 5304 and 5601 are the current valid ones. 5101 and 5102 are in place but I believe they are just the original mashups of the 2p positions from the first 3way release. 5601 is a donkey-made intended for ffm (not mmf) -- actorA is male, B and C are female, and this is the only spot sexout actually enforces that except for masturbation.
prideslayer Posted March 17, 2012 Author Posted March 17, 2012 Is the thing where you can call multiple sex acts in this one' date=' or is that down the road? [/quote'] Down the road, sorry. So busy here with things a lot less fun than sexout.. :/
Guest Loogie Posted March 17, 2012 Posted March 17, 2012 Thanks for the numbers. Going to use them in the Vault 19 slavery sequences I'm working on. As for the multiple calls, no rush. It'll just let me be less reliant on tokens and get rid of a weird error that's cropped up in the fiends plugin.
saladboy21 Posted March 17, 2012 Posted March 17, 2012 I'll test this tonight. Does it still have sex with most critter types and the realignment?
prideslayer Posted March 17, 2012 Author Posted March 17, 2012 I'll test this tonight. Does it still have sex with most critter types and the realignment? All critters should now be working as intended. The problem before was in the NVSE Extension plugin, for whatever reason, thing->Compare(otherThing) did not do what I thought it would. The result was that every creature you passed to the function matched the first creature in the dog list -- so the anim you were seeing for the creatures was always a dog sex animation. The other creatures don't have dog sex animations, so they just stood around while the human played her half.
Guest user29 Posted March 17, 2012 Posted March 17, 2012 going to go around to a bunch of them and find out if anything doesn't work spore carriers, cazadores work, the black mountain super mutants don't work. The mutant just stands there and the PC isn't in the correct normal position either. Will update when I do some more. edit: that's actually all super mutants. Geckos have the same problem as super mutants. friendly super mutants when they stock me are just knocking me over, nothing happens. This could be the brutal rapers plugin i suppose.
prideslayer Posted March 17, 2012 Author Posted March 17, 2012 Thanks user29. I'm confident that the IsInList thing is fixed now, so I suspect I just don't have all the right creatures in the formlists. I'll take a look at the SMs and geckos.
prideslayer Posted March 17, 2012 Author Posted March 17, 2012 Also if you have override turned off, please turn it back on.
Guest user29 Posted March 17, 2012 Posted March 17, 2012 Getting 9.2 errors on scorpions and possibly coyotes. Those aren't combat raping at all so I can't check animations.
hornyboy Posted March 17, 2012 Posted March 17, 2012 Rex Was Working with nvse_extender_v3 but i got 9.2 on V4
prideslayer Posted March 17, 2012 Author Posted March 17, 2012 confirmed some SMs aren't working, haven't looked at the rest yet but some ARE working, like the rapist test SM (ugh).
Guest user29 Posted March 17, 2012 Posted March 17, 2012 Sorry cazadores aren't playing the right animation yet, but they are at least combat raping. So far only spore carriers have worked completely right, and they weren't before.
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