prideslayer Posted November 24, 2011 Author Posted November 24, 2011 Updated male masturbation animation' date=' think I found the reason why it can't be set to loop. Although don't know how to fix it. Using script provided in nifscope to update nif/kf to Oblivion/F3 version breaks something, and I have no idea how to "update" blender exports manually ;/ Attached blender animation too, if anyone knows how to export them correctly and feels like doing it. [/quote'] No big deal, the guy can lean for now until we get this figured out. It's in the new download as anim 102 (male).
prideslayer Posted November 24, 2011 Author Posted November 24, 2011 HOW TO: Summon friendly rapist creatures So you have created a new animation, hooked it up in the GECK in a new ESP, and now you want to test it out in game to see any issues. What you don't want to do is run all over the wasteland looking for the right type of creature. Or, maybe you just want to see new animations that haven't worked their way into the mods yet. Either way, I'm here to help. SexoutNG contains non-aggressive rapist creatures for all currently supported non-friendly creatures. For friendly creatures, just use one in game; Visit old lady gibson's shack for dogs, jacobstown for supermutants, etc. Creature Scripting name Form ID Centaur CrCentaurRapist ..002d6e Deathclaw CrDeathClawRapist ..003339 Spore Carrier CrSporeCarrierFDRapist ..00dd67 Feral Ghoul CrFeralGhoulRapist ..003349 Cazador NVCrCazadorRapist ..035bb4 Supermutant CrSuperMutantRapist ..003331 Dog CrDogRapist ..003347 Gecko CrGeckoRapist ..064D2F The scripting name is only useful in ESP or ESM scripts -- you can use it instead of the form ID. The Form ID is what you need to use in the console. These creatures can all be summoned to your current position and are non-aggressive. You can then use the existing instructions in the first post to initiate a sex scene between them and the character of your choosing. Make sure the creature is set to ActorA and the human to ActorB. Summoning creatures is simple. You need your mod index for Sexout.ESM, which you can see on the main FOMM screen. It is the load order for the ESM, in hexadecimal. Unless you have a ton of ESMs loaded it will be a low value like 02 (only FalloutNV.ESM before it) or something. You will replace the two dots in the Form IDs above with that number. If it's 02, then the Form ID for the Cazador is 02035bb4. Once you have the number, it's just one line in the console to invite your new rapist over for some old fashioned good times. player.placeAtMe ######## ######## indicates where you put the number. While the creatures are all called 'rapists', they won't actually rape you, they will just mill around the general area. NPCs won't shoot at them, and they won't attack NPCs -- unless you attack them first of course.
Cezul Posted November 24, 2011 Posted November 24, 2011 Just tested out the new release, i cant get Cazadores to work ( says it coudln't find the animation in console ) I've tried a clean save, checking and auto sorting the load list, all that. I'm gonna see if deleting all the old sexout data and SexoutNG and just reinstall it. Edit 11/24/2011 6:07pm: Did complete reinstall, totally deleted all the original sexout files, as well s NG files, reinstalled NG and current plugin pack on a clean save, still no fun with Cazadors yet. I haven't tried dogs or humans yet, they'll be next on my next test run.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 Just tested out the new release' date=' i cant get Cazadores to work ( says it coudln't find the animation in console ) I've tried a clean save, checking and auto sorting the load list, all that. I'm gonna see if deleting all the old sexout data and SexoutNG and just reinstall it. Edit 11/24/2011 6:07pm: Did complete reinstall, totally deleted all the original sexout files, as well s NG files, reinstalled NG and current plugin pack on a clean save, still no fun with Cazadors yet. I haven't tried dogs or humans yet, they'll be next on my next test run. [/quote'] I may have messed up the cazador one, I'll take a look. Thanks for testing!
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 Hmmm maybe I downloaded the wrong one from the animation thread, I'll look again. The cazador zip file I have has his blender file, a 'new cazadore.mp4' demo video, and two KF files -- one for the cazadore, one for the female. The female one looks like some kind of broken male standing doggy style anim and doesn't pose the female into the pose that's showing in the video or his screen shots.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 do i still need UDRL's version of sexout? No sir. Please read the entire first post. At last the part about known issues and the part about the files. I didn't write all that for nothing.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 I think I've got a better (read: easier to manage and work on) system for initiating sex now, and should have it uploaded in the next hour or two. The net effect is going to be a much better organization of functions from the main spell into separate scripts. This will make it trivially easy to add more and more animations, add new types of cameras (with game engine support of course), and so on, without worrying about size limitations on the scripts at all. When this is released, there are some things to note: - The spells you are already calling will all be nearly identical, it will no longer matter which one you call. This goes for SexoutBegin, SexoutNGBegin, and SexoutNGBeginRandom. - This will be, once again, an ALPHA release. Since it WILL affect every mod, there's a chance it may break things, It will be its own upload -- I will not remove the existing one, so you can go back in case it causes problems. - Once it's up, if you experience any problems, report them here and then revert to the old version if you feel you need to. - Version will be 0.1.14. The increment of the 2nd digit indicating a 'major' change that may break (unintentionally) backwards compatibility.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 when you install with mod manager does it automatically install the new anims? Yes. FOMM is the preferred way to install both the data pack and the plugins. The zips are fully compatible. Deactivate and remove any old ones first.
Guest Loogie Posted November 25, 2011 Posted November 25, 2011 Did something change with original sexout sex? Now after a sex act using the original way is completed, the player and NPC just get right up without the getting up off the ground animation. Without the pause, I'm getting another Tryout approach before the player is setup to take more dialog, resulting the player going into the animation and the NPC not.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 Did something change with original sexout sex? Now after a sex act using the original way is completed' date=' the player and NPC just get right up without the getting up off the ground animation. Without the pause, I'm getting another Tryout approach before the player is setup to take more dialog, resulting the player going into the animation and the NPC not. [/quote'] There were a few changes to the original sexout, nothing that should've affected functionality though. MCM changed a bit to allow access to post-rape KO vars, it's possible that this was somehow disabled? Can you check the SexoutNG "Rape KO" page in MCM and see what it says about it being enabled or not and the durations? Should be set to the defaults which is both enabled, 2s for the rapist, 7s for the victim. I believe that's the only thing I touched in the original sexout stuff, but it sounds like it could be the cause.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 There is a bug in that KO thing.. I'll put up a fix now. You can test if that's the issue by putting this into a script or entering into the console (formid is ..000dc0) set Sexout.bDoKORapist to 1 set Sexout.bDoKORapee to 1 Replace 'sexout' with the formid to do it in the console. EDIT: actually that isn't going to work. Just standby a minute, I've fixed it and am doing the ESM/zip/upload now.
Guest Loogie Posted November 25, 2011 Posted November 25, 2011 I unchecked it because I didn't want KO after rape. I'll fiddle with it more once I'm back ingame, but this effects consensual sex as well.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 I unchecked it because I didn't want KO after rape. I'll fiddle with it more once I'm back ingame' date=' but this effects consensual sex as well. [/quote'] I just put up 0.0.14 which should address the rape issue. I'll take a look at the consensual issue now, I don't think I changed it, but I didn't know knockdown was happening there either. SexoutNG won't do a knockdown in either case at present, just FYI.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 gah i think in my caffeine lacking state i messed up that upload.. it's just the old one with a new version or something.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 OK, 0.0.14 is in the zip for real now. I had a senior moment and after I put in the fix, I set the esp as an ESM but didn't rename it or delete the old one, and just uploaded the previous ESM again.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 Ok so I definitely am to blame for the no-knockdowns issue during consensual sex. I wrote up a fix and even added a new MCM knob to control that as well (and a script var for modders to override it), then fixed up the script to make it happen and... size exceeded. So it's going back to its original state. The knobs will no longer affect it, but they will affect NG once I put the knockdown/knockout code into it. I'm disabling the knobs entirely for now in MCM since they aren't going to do anything for another version or two. Looks like callbacks are the last thing 'classic' is getting for the time being. The code I was adding to do the knockdown stuff was not very complex, maybe 8 or 10 lines, but it was still too much.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 OK, 0.0.15 is up in OP. - Disables Rape KO settings. They are in the MCM still but do not affect anything. - Rape KOs have returned. - Consensual knockdowns returned. - Cum animation returned. Sorry for problems this has caused everyone. I will get the timers and effects hooked up in NG soon as well. The original sexout script once again defeated me with a script size problem, so those knobs will likely not do anything there for quite a while, if ever.
Guest Donkey Posted November 25, 2011 Posted November 25, 2011 Updated male masturbation animation' date=' think I found the reason why it can't be set to loop. Although don't know how to fix it. Using script provided in nifscope to update nif/kf to Oblivion/F3 version breaks something, and I have no idea how to "update" blender exports manually ;/ Attached blender animation too, if anyone knows how to export them correctly and feels like doing it. [/quote'] Using script provided in nifscope to update nif/kf to Oblivion/F3 version breaks something, Can you explain this little further ?? What scripts ?? There is no scripts nifscope. the only tool i know of who uses scripts type are either blender itself to export and Kfupdater, who doesn't work 99% of the time. The only thing you need to make sure in nifscope for animation Is if the start and end has been created correctly, changing the name to SpecialIdle And changing CLAMP to LOOP then save the file as .kf JohnHead placed in his tutorial to use Update All Tangents Spaces, but i have no idea what that option does. Even without it, the animation works correctly on my end. Not making it loop means it will END after the animation finishes.
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 Updated male masturbation animation' date=' think I found the reason why it can't be set to loop. Although don't know how to fix it. Using script provided in nifscope to update nif/kf to Oblivion/F3 version breaks something, and I have no idea how to "update" blender exports manually ;/ Attached blender animation too, if anyone knows how to export them correctly and feels like doing it. [/quote'] Using script provided in nifscope to update nif/kf to Oblivion/F3 version breaks something, Can you explain this little further ?? What scripts ?? There is no scripts nifscope. the only tool i know of who uses scripts type are either blender itself to export and Kfupdater, who doesn't work 99% of the time. The only thing you need to make sure in nifscope for animation Is if the start and end has been created correctly, changing the name to SpecialIdle And changing CLAMP to LOOP then save the file as .kf JohnHead placed in his tutorial to use Update All Tangents Spaces, but i have no idea what that option does. Even without it, the animation works correctly on my end. Not making it loop means it will END after the animation finishes. Where is his tutorial?
Guest Donkey Posted November 25, 2011 Posted November 25, 2011 It should be in the same post of johnheads animation i started to release new animation to . The first post had links to it. No sure if it was still available. http://www.loverslab.com/showthread.php?tid=2284
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 V0.0.16 up in OP This version disables the NG MCM script entirely. Somehow it's breaking the straight Sexout MCM script. Leaving it disabled until I get it figured out.
Guest Loogie Posted November 25, 2011 Posted November 25, 2011 It has support for three ways, no mods actually have 3 ways yet.
prkr_jmsn Posted November 25, 2011 Posted November 25, 2011 Brutal Rapers has 3 ways working, but the WIP release is pretty unstable at the moment. Gonna have to wait for the next stable release =) Woah. 3 releases since I last checked in? DAMN prideslayer =)
prideslayer Posted November 25, 2011 Author Posted November 25, 2011 Note for Modders Note that if you have any scanners looking for "00SexoutActor" or other "00Sexout..." items to determine if an actor is currently having sex, you should ALSO be looking for SexoutNGSpinlock. Originally I intended to just use 00SexoutActor in NG, but it turns out I couldn't, since it is a scripted item and the script is interfering with the NG routines. I have a fix in the works for this, but for now, just check for both. Anything like this if (ref.)GetItemCount 00SexoutActor Should be changed to this if (ref.)GetItemCount 00SexoutActor || (ref.)GetItemCount SexoutNGSpinlock Sexout and SexoutNG both look for both of these items and will abort if told to start sex and see one is already there, but they cannot stop dialogue and other things you may be doing.
Dee383 Posted November 25, 2011 Posted November 25, 2011 Just A Quick Question ... Why Wasnt The Deathclaw Sex/rape Animation More Like The Supermutant Version ?
Recommended Posts