prideslayer Posted March 21, 2012 Author Posted March 21, 2012 Okay' date=' I don't know if it was there before or Sexout or Small talk brought this. But whenever I'm done talking with a companion an extra line pop out and tell me "are we done". Anyone else got this? [/quote'] Whatever added this, it was certainly not sexout. Sexout adds no dialog. Could be smalltalk, smallertalk, or something else.
gballest Posted March 21, 2012 Posted March 21, 2012 Okay' date=' I don't know if it was there before or Sexout or Small talk brought this. But whenever I'm done talking with a companion an extra line pop out and tell me "are we done". Anyone else got this? [/quote'] Its a function of SmallerTalk NEW In 1.2.3... Conversation after companion wheel use is now an MCM option and defaults to ON Happens after you use the wheel, it helps with Cass alot, can turn it off and on via MCM
astymma Posted March 21, 2012 Posted March 21, 2012 Okay' date=' I don't know if it was there before or Sexout or Small talk brought this. But whenever I'm done talking with a companion an extra line pop out and tell me "are we done". Anyone else got this? [/quote'] Its a function of SmallerTalk NEW In 1.2.3... Conversation after companion wheel use is now an MCM option and defaults to ON Happens after you use the wheel, it helps with Cass alot, can turn it off and on via MCM *backs away slowly* Wow, I was being channeled.
muertos69 Posted March 21, 2012 Posted March 21, 2012 Note that it seems a lot of the creature animations may be misaligned once again' date=' however, this may just be a size issue. Different sizes of deathclaws and cazadores are not going to be properly aligned when using the same animation for both. Also I *think* the gecko animation is screwing up the camera somehow. Still, misaligned animations are better than non-working animations right? [/quote'] Tested alignments on flat ground or as close to flat ground as possible. Using 2.3.58 along with brutal rapers, cazadores neither combat raped nor stalker raped. So far geckos end up a little far forward and high in relation to player head, young deathclaws end up positioned to eat you out rather than use a cock, and coyotes/dogs seem to end up higher vertically than player with pups ending up inside player. Full size deathclaws look ok, a little to forward relative to head of player, but still pretty good. Centaurs look pretty good. Feral ghoul and plant spore positioned fine. Supermutant also positioned fine.
ragindude Posted March 21, 2012 Posted March 21, 2012 Okay' date=' I don't know if it was there before or Sexout or Small talk brought this. But whenever I'm done talking with a companion an extra line pop out and tell me "are we done". Anyone else got this? [/quote'] Its a function of SmallerTalk NEW In 1.2.3... Conversation after companion wheel use is now an MCM option and defaults to ON Happens after you use the wheel, it helps with Cass alot, can turn it off and on via MCM Thank you for the information.
littleman Posted March 21, 2012 Posted March 21, 2012 Alright, I noticed that Ghouls will rape correctly, but will return to the louds slapping animation after the whole scene plays. All the critters aside for Super mutants work right. ( dogs are slightly off alignment but I chop that up to the terrain I cannot find any natural flat surface to test. ) For me super mutants will appear about an inch off the ground. Depending upon how the anims are initiated now and again my alignment is messed up. If they "rape" it looks alright unless I was running then i appear about 5 feet away from them. so far no other problems with -any- sexout plugins that I could find.
sen4mi Posted March 23, 2012 Posted March 23, 2012 This is as close as we can get in FONV scripting to a custom function that we want to call once. Personally, for this purpose, I like using a quest stage on a quest with repeatable quest stages. You have to manually set a different quest stage when you are done -- that's your "return" statement. You have to refer to the quest by name and the stage by number to start the routine. But quest stage processing is synchronous, and if you set this up right, it's a one-shot thing. And, you can nest calls arbitrarily deep, if you avoid recursion and do not take too long during your processing. If anyone needs, I can describe this in greater detail, but the sexoutclothingeval I posted uses this approach, if examples matter.
rcbj Posted March 23, 2012 Posted March 23, 2012 Alright' date=' I noticed that Ghouls will rape correctly, but will return to the louds slapping animation after the whole scene plays. All the critters aside for Super mutants work right. ( dogs are slightly off alignment but I chop that up to the terrain I cannot find any natural flat surface to test. ) For me super mutants will appear about an inch off the ground. Depending upon how the anims are initiated now and again my alignment is messed up. If they "rape" it looks alright unless I was running then i appear about 5 feet away from them. so far no other problems with -any- sexout plugins that I could find. [/quote'] I got the super mutant off the ground thing aswell, although my allignment is a bit off aswell.
monolith Posted March 23, 2012 Posted March 23, 2012 Did you try tfik console command? Feets off the ground can often be resolved with that one.
hentaifreak Posted March 24, 2012 Posted March 24, 2012 I am receiving the following error: Anyone seeing the message SexoutNGBES: You picked a classic animation but made an NG call. Please use an NG animation for # in the console' date=' please let me know the #. If it's 0, I'll also need to know more details, as it's probably not sexout that caused it, but the mod that actually initiated the sex scene. [/quote'] And the number is 0, coming both from Brutal Rapers and Sexout Sex. I had a look at SexoutNGEffectBaseScript and am under the assumption that NG will try and use an NG animation instead... I don't recall seeing the "SexoutNGBES: You picked a classic animation not mapped to NG." message either. It seems to happen on the first encounter after I load a save game, afterwards the anims play ok. Is this something other people are seeing? Thanks! PS: Great work by the way!
Halstrom Posted March 25, 2012 Posted March 25, 2012 Just an idea here Prideslayer, there's probably a few reasons agianst this. Should we have tokens to add to creatures/NPC's to check for their type or sexual preferences? I guess just thinking abbout that it's a lot of scripting to add them to NPC's etc, Maybe not. But was thinking of a "NoSex" token to add to young offspring, but then again maybe I can just remove them from the banned list when they mature, but then that would mean all of that type would be removed. Currently I change creature type at maturity for each type creating twice as many creatures, possible dissappearance & a few minor issues, was just thinking I could put a token on them while young to ban sex from occurring.
prideslayer Posted March 25, 2012 Author Posted March 25, 2012 Soon as I have save/load detection working in the NVSE extender, such a token (and many others) will no longer be needed. Not sure when that will be, but for now I'm avoiding adding any more tokens in the hope that it will be sooner rather than later.
Halstrom Posted March 25, 2012 Posted March 25, 2012 Soon as I have save/load detection working in the NVSE extender' date=' such a token (and many others) will no longer be needed. Not sure when that will be, but for now I'm avoiding adding any more tokens in the hope that it will be sooner rather than later.[/quote']No problems it will wait, I'm not running out of stuff to break yet
Guest Loogie Posted March 25, 2012 Posted March 25, 2012 My Vault 19 slavery mod added about 15 tokens. It almost drove me so insane that my lower jaw unhinged so I could swallow my own head. Luckily copy and paste exists.
sullivan Posted March 25, 2012 Posted March 25, 2012 First of all, a big thank you to prideslayer and all the others involved in Sexout. I really love it! For some reason i can't get sexout to work since it requires the nvse extender. I tried a lot of things since then to get it running, but nothing seems to help. The problem is as soon as an animation is called by sexout i get an ctd. The conversation works fine but after that ctd. I tried various sexout plugins, all with the same result. If i just exchange the sexout.esm with an older version (that doesn't require the extender) everything works perfectly fine. Therefore i don't think its an Load Order problem (i tried a lot eiter way, but always the same result.) Now typically that sounds like a problem with nvse, but everything here works fine. I use NVSE since a long time, have the latest version installed and get the right answer (2) if i type "getnvseversion" in the console. So nvse is running correctly. The next could be the actual extender plugin and for example an false path. I used a lot of nvse plugins an i'm sure everything is installed correctly. To check that the path is recognized correctly i installed the stutter remover plugin, which will install an ini file in the plugin folder if it is running. Again, everything works fine. Oh and i tried all of the available versions of the extender. Since everything works fine with the old esm i'm pretty sure it is something with the extender plugin that is not working for me. Maybe someone got an idea?
prideslayer Posted March 25, 2012 Author Posted March 25, 2012 It does sound like you just have the extender in the wrong directory. Check your NVSE log file to make sure the extender was loaded and that its commands were registered properly.
sullivan Posted March 25, 2012 Posted March 25, 2012 That's what i thought first. But everything seems fine here. The nvse log says (only the relevant part): plugin directory = m:\games\steam\steamapps\common\fallout new vegas\Data\NVSE\Plugins\ checking plugin m:\games\steam\steamapps\common\fallout new vegas\Data\NVSE\Plugins\\nvse_extender.dll SetOpcodeBase 00002140 RegisterCommand NX_GetVersion (2140) RegisterCommand NX_IsUsingSkeleton (2141) RegisterCommand NX_IsInList (2142) RegisterCommand NX_SetEVFl (2143) RegisterCommand NX_GetEVFl (2144) RegisterCommand NX_SetEVFo (2145) RegisterCommand NX_GetEVFo (2146) plugin m:\games\steam\steamapps\common\fallout new vegas\Data\NVSE\Plugins\\nvse_extender.dll (00000001 Extensions for NVSE 00000005) loaded correctly Don't know why there is a double \\ before the extender??? Is that normal? there is also an extender log that says: NVSE Extender ready START IsInList
LukeDuke Posted March 25, 2012 Posted March 25, 2012 I can't find anywhere Sexout Slavery.esm mod and also where is the newest Legion.esm file? Please help. Thanks.
Guest Loogie Posted March 25, 2012 Posted March 25, 2012 SexoutLegion is where it's always been in the Tryout plugins pack, in the same very some plugin pack someone pointed you to earlier in this thread when you asked about prostitution. Sexout Slavery can be found in it's own thread below this.
prideslayer Posted March 25, 2012 Author Posted March 25, 2012 That's what i thought first. But everything seems fine here. The nvse log says (only the relevant part): plugin directory = m:\games\steam\steamapps\common\fallout new vegas\Data\NVSE\Plugins\ checking plugin m:\games\steam\steamapps\common\fallout new vegas\Data\NVSE\Plugins\\nvse_extender.dll SetOpcodeBase 00002140 RegisterCommand NX_GetVersion (2140) RegisterCommand NX_IsUsingSkeleton (2141) RegisterCommand NX_IsInList (2142) RegisterCommand NX_SetEVFl (2143) RegisterCommand NX_GetEVFl (2144) RegisterCommand NX_SetEVFo (2145) RegisterCommand NX_GetEVFo (2146) plugin m:\games\steam\steamapps\common\fallout new vegas\Data\NVSE\Plugins\\nvse_extender.dll (00000001 Extensions for NVSE 00000005) loaded correctly Don't know why there is a double \\ before the extender??? Is that normal? there is also an extender log that says: NVSE Extender ready START IsInList That means... everything is working. And you're saying it's crashing the game? That's no good. You sure NVSE is up to date?
sullivan Posted March 26, 2012 Posted March 26, 2012 Yes, i use the newest nvse version "v2 beta 12". I also reinstalled it just to make sure. regarding the crash, yes as soon as the conversation is over (or someone tries to rape the pc) and the sex should start the game crashes with the message "FalloutNV stopped working" "FalloutNV funktioniert nicht mehr" to be precise because i'm running a german windows. Fallout New Vegas is already switched to english in steam if you are thinking it could be something about the language (had that problem with a few mods for skyrim) as i said i can switch to an older version of the sexout.esm (12.02.2012 ...which would be 02.12.2012. in the US i think...whatever February 12th 2012!) and everything works like a charm.
sullivan Posted March 26, 2012 Posted March 26, 2012 yes, the latest version of the extender plugin is v5. The latest version of nvse itself is "v2 beta 12"
sen4mi Posted March 26, 2012 Posted March 26, 2012 Would md5sums help, here -- to ensure that no relevant files have been corrupted? If so, here are some of mine for file I think are being discussed here (and I think mine are updated to yesterday's versions): c8297190be22f16ff470a026ec71a841 *Sexout.esm 1a2d27a85700e69fc619b462222e255e *SexoutCommonResources.esm 0b887de3b92d711ec783c25ac64174bc *SexoutSlavery.esm 04596c58f46967b6db63d79a35177f86 *nvse/plugins/nvse_extender.dll
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