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===============================================================================

 

File Name: SexoutNG
File Submitter: astymma
File Submitted: 15 Feb 2013
File Category: Sexout
 
CORE: 2.6.77 -- 25-Mar-2013 0700h UTC
DATA: 2.6.77 -- 25-Mar-2013 0700h UTC


No 3rd party nude bodies are required.
A male nude body (underwear) and bodysuit (erect) are included and used when appropriate, and a female nude body (T6M BnB) is included within the BSA. Of course if you do install a female nude body, it will be used without issue, and there will be no install conflicts. Installing breezes is entirely  "pointless" now, though if you want the other textures/meshes, you can install them.



Requirements

 

  • Fallout New Vegas. Should be obvious, but a few people have tried to use it with Fallout 3.
  • Astymma's combined skeleton.
    SexoutNG now requires both BnB and FAFF bones. This means Astymma's skeleton is now required. Animators should continue to use  the BNB skeleton or the FAFF skeleton, only use astymma's if you know what you're doing.
  • NVSE v3beta2 and NVSE Extender 11

 



Known issues

 

  • The German (no-gore) version is know to have problems with sexout. Buy the North American version, the Austrian version, or search the  forums for how to get it working (if possible) with the "un-cut" patch.
  • Camera is a WIP
  • The new body swapper and bDontRedress don't play nicely together yet. Modders using bDontRedress must make sure to check the  armor item the actor is wearing, and discard it at some point if it's a nude body. On NPCs, it's a nude body if you DID NOT set  bDontUndress and SexoutNG.iMaleBody != 0 on males or iFemaleBody for females. For the player, it's a bodysuit if iPlayerBody != 0. The NG per-call body-swapper (bodyA, bodyB, bodyC) is probably not working (The MCM assigned body swapping works fine). Some mods  do not work right with SexoutNG. At this time, known offenders are:
  • -- Body by Race. Too much 'body magic'. Try it if you want, YMMV.
  • -- 7dancefnv.esp by Umpa. Stops NG animations from playing.
  • -- Groovatron. Stops NG animations from playing.
  • Sex with creatures does work, and work well, but not with creatures created via leveled lists. This includes many vanilla creature  encounters, and thus is mostly felt by people using brutal rapers with combat rape on. need to verify this, should not be true with NX.

 



Useful posts:

There were several more posts in this list but the links were broken in the forum transfer.
 
Click here to download this file

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Astymma, seeing as you've taken over SexoutNG, I've pinned this thread for you, and locked Pride's old one. I wanted to pin it too, to keep it for reference, but for whatever reason it keeps showing up above yours, and I don't want your thread (the new one) to be below the old one, so I'm keeping it unpinned for now. I thought merging them would just cause more confusion, because either you wouldn't have access over the OP for Pride's, or i'd have to add 200+ pages to your pristine new one, which doesn't make sense.

 

Anyway, thanks for taking this on mate, you're a legend! 

 

CK

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Astymma, seeing as you've taken over SexoutNG, I've pinned this thread for you, and locked Pride's old one. I wanted to pin it too, to keep it for reference, but for whatever reason it keeps showing up above yours, and I don't want your thread (the new one) to be below the old one, so I'm keeping it unpinned for now. I thought merging them would just cause more confusion, because either you wouldn't have access over the OP for Pride's, or i'd have to add 200+ pages to your pristine new one, which doesn't make sense.

 

Anyway, thanks for taking this on mate, you're a legend! 

 

CK

 

 

NP, whatever makes it easier.

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I've got a request. Could whoever's taken over this mod enable sex for giant ants and night stalkers? There's no animations for them, but if you could do what Pride did for the scorpions (The creature just stands over the player and the player plays a doggy style animation) I'd really appreciate it.

 

I'm not sure how much work that is, I think it's relatively simple and quick?

It would be nice if our animators can get one basic animation out for all the major creatures eventually. Even if more of the lists are just created for them would be handy for me as I have the code set up for pretty much everything in Pregnancy already, I'm currently looking at factions till the lists are created, so they should then work as soon as Sexout activates them.

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I've got a request. Could whoever's taken over this mod enable sex for giant ants and night stalkers? There's no animations for them, but if you could do what Pride did for the scorpions (The creature just stands over the player and the player plays a doggy style animation) I'd really appreciate it.

 

I'm not sure how much work that is, I think it's relatively simple and quick?

 

 

I'll take a look at this and see what sort of skeletal compatability these critters have.

 

EDIT: Checked and nightstalkers use a different skeleton than dogs and ants use a different skeleton than anything else like scorpions so I'll only be able to add the behavior of prancing around on your avatar and no actual "activities". I'll work on adding SexoutCListAnt and SexoutCListNightStalker and fill them with the known varieties of each. I found where the animation handler is that determines the "just walk around on top of partner" behavior so adding in two more checks against ants and nightstalkers shouldn't be too hard.

Edited by astymma
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I've got a request. Could whoever's taken over this mod enable sex for giant ants and night stalkers? There's no animations for them, but if you could do what Pride did for the scorpions (The creature just stands over the player and the player plays a doggy style animation) I'd really appreciate it.

 

I'm not sure how much work that is, I think it's relatively simple and quick?

 

 

I'll take a look at this and see what sort of skeletal compatability these critters have.

 

EDIT: Checked and nightstalkers use a different skeleton than dogs and ants use a different skeleton than anything else like scorpions so I'll only be able to add the behavior of prancing around on your avatar and no actual "activities". I'll work on adding SexoutCListAnt and SexoutCListNightStalker and fill them with the known varieties of each. I found where the animation handler is that determines the "just walk around on top of partner" behavior so adding in two more checks against ants and nightstalkers shouldn't be too hard.

Cool, I don't mind if the other creature lists are empty for now, you can fill them later when they are activated, no rush though all just add them as I see you add them, probably a few versions later otherwise older versions of Sexout will stuff SCR & Pegnancy scripts up.

Edited by Halstrom
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Cool, I don't mind if the other creature lists are empty for now, you can fill them later when they are activated, no rush though all just add them as I see you add them, probably a few versions later otherwise older versions of Sexout will stuff SCR & Pegnancy scripts up.

 

 

I've added a beta sexout.esm as Sexout.7z that contains SexoutCListAnt and SexoutCListNightStalker and alters the script to make them just sort of stand on top of the player during the "act". I tested it with ants and nighstalkers near Ivanpah and it appears to work as intended. can you test this beta esm a bit Halstrom and see if it's working?

 

Er, I mean added the file to the SexoutNG download page as an available download with the fomods.

 

EDIT: Currently they contain the vanilla FalloutNV.esm critters, no DLC critters.

Edited by astymma
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I've added a beta sexout.esm as Sexout.7z that contains SexoutCListAnt and SexoutCListNightStalker and alters the script to make them just sort of stand on top of the player during the "act". I tested it with ants and nighstalkers near Ivanpah and it appears to work as intended. can you test this beta esm a bit Halstrom and see if it's working?

 

Er, I mean added the file to the SexoutNG download page as an available download with the fomods.

 

EDIT: Currently they contain the vanilla FalloutNV.esm critters, no DLC critters.

I haven't done any DLC critters, I think we have enough to do without getting crashes due to missing DLC or making checks for them, heck, I've got them but never even played them :)

I can't do any testing at the moment, I'm 70% through a rebuild of the SCR Factions / cum effects system :)

 

MoleRats, GiantRats, LakeLurks, Spore Plants, RadRoaches are some I can think of offhand, Robots may need to be split I'd say as I think there are 3 types for animations. We could also split NightKin from SuperMutants later if they aren't already.

Edited by Halstrom
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I need spore plant animations added to sexout as well. I think there's a few animations for them floating around somewhere.

 

You're going to have to give me a lot more information than that hehe.

Here you go :)

 

Should these only apply in non-consensual acts or be available in the random picker? The animation names would indicate the former but you can never tell.

 

EDIT: Oh and who made them so if I need info I can go get it?

Edited by astymma
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I need spore plant animations added to sexout as well. I think there's a few animations for them floating around somewhere.

 

You're going to have to give me a lot more information than that hehe.

Here you go :)

 

Should these only apply in non-consensual acts or be available in the random picker? The animation names would indicate the former but you can never tell.

 

EDIT: Oh and who made them so if I need info I can go get it?

I think it was by Zaz or Donkley before he left. I suspect just throw them in the random picker for spore plants assuming there's more than one of them, I'm not even sure what's they are now.

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The Spore plant Ones Are mine , They Were for SexoutNG a while Back  ,Umm I think there Were four in total  , 2 consensual and 2 Non Consensual ,  Make Sure you add the Sporeplant Anim Object for all Four of the Animations 

 

Cheers

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The Spore plant Ones Are mine , They Were for SexoutNG a while Back  ,Umm I think there Were four in total  , 2 consensual and 2 Non Consensual ,  Make Sure you add the Sporeplant Anim Object for all Four of the Animations 

 

Cheers

 

 

Gotcha. Yeah I noticed the anim object. The animations that were included in the package Halstrom posted were SporePlant1 A and B, SporePlant2 A and B, SporePlantForced 1 A and B, and SporePlantForced 2 A and B along with AOSporePlantPenis.nif so that certainly sounds like what you're talking about.

 

As far as I know these are the first spore plant animations... the other spore animations are for spore carriers.

 

EDIT: Hmm, nope, there are 2 ZAZ Spore plant anims... 621 and 622.

Edited by astymma
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The Spore plant Ones Are mine , They Were for SexoutNG a while Back  ,Umm I think there Were four in total  , 2 consensual and 2 Non Consensual ,  Make Sure you add the Sporeplant Anim Object for all Four of the Animations 

 

Cheers

 

 

Gotcha. Yeah I noticed the anim object. The animations that were included in the package Halstrom posted were SporePlant1 A and B, SporePlant2 A and B, SporePlantForced 1 A and B, and SporePlantForced 2 A and B along with AOSporePlantPenis.nif so that certainly sounds like what you're talking about.

 

As far as I know these are the first spore plant animations... the other spore animations are for spore carriers.

 

EDIT: Hmm, nope, there are 2 ZAZ Spore plant anims... 621 and 622.

Those Animations Are Using a Pillory .....

So they had to go in ZaZ , Pride wanted Only the Pure Sex Animations Included in NG and not the Bondagy Stuff

 

Cheers

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The Spore plant Ones Are mine , They Were for SexoutNG a while Back  ,Umm I think there Were four in total  , 2 consensual and 2 Non Consensual ,  Make Sure you add the Sporeplant Anim Object for all Four of the Animations 

 

Cheers

 

 

Gotcha. Yeah I noticed the anim object. The animations that were included in the package Halstrom posted were SporePlant1 A and B, SporePlant2 A and B, SporePlantForced 1 A and B, and SporePlantForced 2 A and B along with AOSporePlantPenis.nif so that certainly sounds like what you're talking about.

 

As far as I know these are the first spore plant animations... the other spore animations are for spore carriers.

 

EDIT: Hmm, nope, there are 2 ZAZ Spore plant anims... 621 and 622.

Those Animations Are Using a Pillory .....

So they had to go in ZaZ , Pride wanted Only the Pure Sex Animations Included in NG and not the Bondagy Stuff

 

Cheers

 

 

Gotcha.

Link to comment

 

 

 

Gotcha. Yeah I noticed the anim object. The animations that were included in the package Halstrom posted were SporePlant1 A and B, SporePlant2 A and B, SporePlantForced 1 A and B, and SporePlantForced 2 A and B along with AOSporePlantPenis.nif so that certainly sounds like what you're talking about.

 

As far as I know these are the first spore plant animations... the other spore animations are for spore carriers.

 

EDIT: Hmm, nope, there are 2 ZAZ Spore plant anims... 621 and 622.

So they had to go in ZaZ , Pride wanted Only the Pure Sex Animations Included in NG and not the Bondagy Stuff

 

Cheers

 

 

Gotcha.

Hmm, that makes it interesting does that mean you need to add the pillory to SexoutNG?

Link to comment

 

 

 

 

Gotcha. Yeah I noticed the anim object. The animations that were included in the package Halstrom posted were SporePlant1 A and B, SporePlant2 A and B, SporePlantForced 1 A and B, and SporePlantForced 2 A and B along with AOSporePlantPenis.nif so that certainly sounds like what you're talking about.

 

As far as I know these are the first spore plant animations... the other spore animations are for spore carriers.

 

EDIT: Hmm, nope, there are 2 ZAZ Spore plant anims... 621 and 622.

So they had to go in ZaZ , Pride wanted Only the Pure Sex Animations Included in NG and not the Bondagy Stuff

 

Cheers

 

 

Gotcha.

Hmm, that makes it interesting does that mean you need to add the pillory to SexoutNG?

 

Nope, I've actually already added the animations from the 7z above. I'm just trying to figure out why spore plants refuse to reset their animation after the "act" is completed. They continue playing the "A" version of the animation even after the player has stopped animating and is completely redressed. I'm guessing it's because they don't have any other animations listed under their skeleton path.

 

EDIT: Well, they have animations (less than 10 including mtidle), but none listed under the idleanimations list under their skeleton path. Calling evp or pickidle don't do anything towards resetting them. Wondering if I'll need to copy mtidle into Sexout and have it use no selection criteria.

 

Edited by astymma
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Maybe you can 'playidle' a generic idle?

If not, it may have something to do with the kf itself. Or rather the generic idle's kf not being allowed to override the new kf for whatever reason. Something similar happens with a few of vanilla's non-sex human anims: they play fine but you can't get 'em to stop.

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Guest Devianza

Are there any plans at adding the animations that Beck(?) made and that were implemented into Zaz into sexoutNG?

I'm not making a request mind you, I realize you're working on the spore thing now.  I was just curious if it was a future plan. 

And while this isn't the thread to ask, I was curious.. if I don't use Loogie's tryout mods or any of the slavery mods, do I even need the zaz.esp loaded?  I've never had decent luck with those mods, they tend to cause my game to ctd quite when I enter cells in the casinos or the prison.

 

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Maybe you can 'playidle' a generic idle?

If not, it may have something to do with the kf itself. Or rather the generic idle's kf not being allowed to override the new kf for whatever reason. Something similar happens with a few of vanilla's non-sex human anims: they play fine but you can't get 'em to stop.

 

Yeah, I'm going to work on it today and see if I can't find a simple way to reset them and if I can't, I will release them as is so everyone can have a go at trying to find a solution.

 

Are there any plans at adding the animations that Beck(?) made and that were implemented into Zaz into sexoutNG?

 

I'm not making a request mind you, I realize you're working on the spore thing now.  I was just curious if it was a future plan. 

 

And while this isn't the thread to ask, I was curious.. if I don't use Loogie's tryout mods or any of the slavery mods, do I even need the zaz.esp loaded?  I've never had decent luck with those mods, they tend to cause my game to ctd quite when I enter cells in the casinos or the prison.

 

 

 

I've asked in a few threads for beck to get ahold of me and PM'd beck as well... so far no response but it hasn't been very long.

 

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I've asked in a few threads for beck to get ahold of me and PM'd beck as well... so far no response but it hasn't been very long.

 

 

 

Huh?! What do you want from me? All the files are in the ZAZ download, just rename and arrange the kf files according to the method that you want to insert them into SexoutNG.

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You might be already trying this, but what fixed birthing animations not resetting in pregnancy was playing the knock down effect after birth. Might want to try that with the spore plant?

 

 

Spore plants don't seem to have a knock down idle, or any other idle animation in the animation tree structure; all their vanilla anims are attached to the creature in the way that basic movement and combat are attached to humans. You can't call a resetting idle - whether with pickidle or playidle - if there's none in the animation tree to call. What I suggested above was a little premature, I'm afraid.

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The first logical step is copying its mtidle to the anim tree, as astymma planned on doing, and seeing if it can be done using Sexout's regular MO. If not, dis- & re-enabling sounds like a viable option. Another might be briefly starting & stopping combat. But either way is plan B. The fewer exceptions, the less script bloating.

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