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Sexout - The Lost (WIP Mod)


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Posted

Sexout - The Lost (WIP Mod)

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Hi Everyone

 

This is my first mod so please go easy on me, any and all feedback, suggestions etc welcome. Please also note that this is still a work in progress.

 

(This is a reupload with hopefully the correct version this time as previously uploaded to the wrong place. if you have downloaded the version from that post please delete it and replace with this version as it fixes several bugs)

 

What the mod does:

 

Adds a new location (The lost vault) and faction (The Lost) to the game led by Mistress Sasha, a former mercenary turned slaver amongst many other business interests.

 

There are two main questlines allowing you to either become enslaved and trapped in the vault yourself or (by discovering a secret) enslave sasha and take over the lost.

 

The lost also have their own prostitution system using tokens which can be bought from the cashier who can be found in the vault. While enslaved you can earn these by servicing the various patrons and trade them in for caps, earn enough and you can even secure the freedom to leave.

 

Where to find the vault:

 

The vault can be accessed via a hatch on the ground located just off the road between Helios One and The Scrapyard.

 

Requirements and conflicts:

 

The mod requires the latest version of sexout and the sexout common resources as well as the base game. As far as i know there shouldn't be any conflicts (tested on my game with a large amount of other mods and no issues) however please let me know if you find any.

 

Installation:

 

Move the esp file to your fallout new vegas data folder. Then unzip the data file and drag the contents there too.

 

Known Bugs:

 

Issue:

After recieving the slave outfit from the guard (as part of choosing to become sasha's slave) the game can sometimes then
crash when opening pip boy or travelling to the other part of the vault.

 

Fix:

After recieving the outfit save the game and then reload. This appears to solve the issue as a workaround and you can then
continue playing as normal.

 

Issue:

Dialogue with Dr. Kate as part of the slave travel freedom quest won't always begin automatically after being teleported
to her.

 

Fix:

Simply talk to her as normal and you should see a dialogue option there to get things moving again

 

Issue:

Player crucifixtion (as part of earning your freedom while enslaved by sasha) seems to cause some weird camera bugs

 

Fix:

After being put on the cross I recommend going to third person camera and then doing tfc via console to switch to free
camera. When released then do tfc again and switch back to first person. This can still result in bugs with first person
camera mods however a quick save and reload should resolve this

 

Roadmap:

 

Currently Implemented:

 

Prostitution system (Currently two prostitutes and two patrons in the vault, more to be added in future version)

Main Questlines

Vault Location

Main Npcs and related dialogue (Mistress Sasha, Head Slave Jenny and Dr. Kate)

Various terminals and backstory

 

In progress:

 

Second office location located in freeside

Additional npc's (Primarily patrons and slaves/prostitutes) for the vault areas

 

Future Plans:

 

"Lost Agent" Npcs scattered around the mojave with associated quest lines

Further fleshing out of existing quests/mechanics

Additional quests

Regular income from taking over of vault

Additional Locations including slave market

 

Notes:

 

In it's current form the mod is very much a beta/wip. Some bugs are to be expected and this should be viewed as more a demo/playtest version than anything else. There should be an update out in the coming weeks with a more fleshed out version and any additional bug fixes necessary.


  • Submitter
  • Submitted
    04/30/2021
  • Category
  • Requires
    Latest version of sexout ng, sexout common resources, fallout new vegas base game

 

Posted

Nice, I see you uploaded the file(s) to the right place. You might want to ask a mod to delete the old/accidental files that are here too.

I'll play it later and take some screenshots this time for less confusion, but looking forward to trying out your newest version. Great job for your first mod btw, you've put together quite a lot of things in one go, and it's quite complex. Keep it up!

Posted
1 hour ago, ChancellorKremlin said:

Nice, I see you uploaded the file(s) to the right place. You might want to ask a mod to delete the old/accidental files that are here too.

I'll play it later and take some screenshots this time for less confusion, but looking forward to trying out your newest version. Great job for your first mod btw, you've put together quite a lot of things in one go, and it's quite complex. Keep it up!

Thanks

 

Already working on an updated version as mentioned above, should be out in the next couple of weeks ish

 

Always open to considering any suggestions too

Posted

OK, I got around to playing it again. I took some images of the seams/issues I found this time:

 



 

Player starting on wrong side of door:

 

pnjkybITp

 

In the GECK, you need to rotate that Yellow marker and put it on the other side of the door, same as the blue one:

kv1ccH.png


Otherwise the player will always spawn on the wrong side, facing the void. Without use of TCL (turning collision on/off) its impossible to go to the right side of the door.

Seams:

HpTIlw.png


Mn7mYc.png

CZbUzd.png

rlVvKt.png

tMLtiL.png

1V9ygx.png

When you copied/created this Vault, if you toggled snap off its fairly easy/common for these errors to happen. To fix it, you need to go into GECK and toggle snapping to grid back on, and manually realign all the vault meshes:

7ZMGgt.png

The red exclamation marks I was telling you about:

AhjGMc.png

pyonAJ.png

QSPGnU.png

I'll let you know if anything else pops up :) 

Posted
8 hours ago, ChancellorKremlin said:

OK, I got around to playing it again. I took some images of the seams/issues I found this time:

 

 

  Reveal hidden contents

 

 


 

Player starting on wrong side of door:

 

pnjkybITp

 

In the GECK, you need to rotate that Yellow marker and put it on the other side of the door, same as the blue one:

kv1ccH.png


Otherwise the player will always spawn on the wrong side, facing the void. Without use of TCL (turning collision on/off) its impossible to go to the right side of the door.

Seams:

HpTIlw.png


Mn7mYc.png

CZbUzd.png

rlVvKt.png

tMLtiL.png

1V9ygx.png

When you copied/created this Vault, if you toggled snap off its fairly easy/common for these errors to happen. To fix it, you need to go into GECK and toggle snapping to grid back on, and manually realign all the vault meshes:

7ZMGgt.png

The red exclamation marks I was telling you about:

AhjGMc.png

pyonAJ.png

QSPGnU.png

I'll let you know if anything else pops up :) 

 

 

Thanks for the heads up. So from examining your screenshots it looks like the missing textures in the bottom two are where the terminals should be which is strange. 

 

Oddly though I double checked the file this time but several items I removed (wrongly believing they were causing the error) like the bitch box next to Kate and clutter on the desks are still there in your screenshots. 

 

Weirdly the terminals show up fine in my game when playtesting so I'm not sure why they'd be bugging out here. There's nothing custom about them other than the contents on the terminal, all just using the standard game asset for the model. 

Posted

There should be three terminals total. One in Dr kates office on the desk, one in sashas room (first on the right as you go into the second part of the vault) and one in the prison area

Posted

Odd then. This is the first missing texture I've had in months of playing FNV, and it only occurs in your vault, so there must be something going on.
 

I can try and take a look in GECK and see if I notice anything.

Posted
10 hours ago, ChancellorKremlin said:

Odd then. This is the first missing texture I've had in months of playing FNV, and it only occurs in your vault, so there must be something going on.
 

I can try and take a look in GECK and see if I notice anything.

 

Will try to cross reference the models I'm using for the terminals against ones from the rest of the game to see if that's the issue, if not will keep digging. 

 

Unlikely I'll release a temporary patch for it at this point as I'm currently working on other stuff for the next main update (Including moving/realigning spawners and fixing the issues with visible seams in the vault) so it's easier just to release the fix as part of that. 

 

As it stands the current version is considered more of a demo/proof of concept anyhow and this is mentioned in the post. 

 

Appreciate the help with bug finding, let me know if you run across any more. 

Posted

Hi @nvmodderuk - Love the mod, and really looking forward to updates. 

 

Just to echo @ChancellorKremlin issue's, I have the same with missing texture's. 

 

The only other issue I  experience when entering the hatch (and stress this wasn't on a brand new game, and don't know whether this is the norm) that Mistress is behind a locked door (Living quarters) rather than anywhere near the initial entrance, so I have to console command to open that door and then find her to become a slave. Any dialogue in the previous area (before meeting mistress) assumes I already am a slave (apart from the guards) and acts accordingly.

 

I haven't noticed any consoles either, assume that maybe where the red triangles are? - 

 

In anycase, watching this this positively. Great to see new content in FONV.

 

 

Posted
2 hours ago, jc321 said:

Hi @nvmodderuk - Love the mod, and really looking forward to updates. 

 

Just to echo @ChancellorKremlin issue's, I have the same with missing texture's. 

 

The only other issue I  experience when entering the hatch (and stress this wasn't on a brand new game, and don't know whether this is the norm) that Mistress is behind a locked door (Living quarters) rather than anywhere near the initial entrance, so I have to console command to open that door and then find her to become a slave. Any dialogue in the previous area (before meeting mistress) assumes I already am a slave (apart from the guards) and acts accordingly.

 

I haven't noticed any consoles either, assume that maybe where the red triangles are? - 

 

In anycase, watching this this positively. Great to see new content in FONV.

 

 

 

Hi glad you like the mod so far.

 

Yes the terminals are the missing textures and this should hopefully be patched with the next update once I've found the problem. 

 

As for the other part yes this is the norm. A key for the second area where sasha can be found is obtainable from Head Slave Jenny after paying a membership fee through her dialogue. 

 

Jenny can be found in the first part of the vault (the area accessed by the Hatch) and should be in front of the crucifixes. 

 

Hope that helps. 

 

(Side note: it's a shame the terminals aren't working currently as they contain a lot of the background and other info on the various members as well as what ties it into the lore of the base game) 

Posted

Update - Patched data folder

 

Hi everyone

 

I have now uploaded a new version of the data file which should resolve the issue with terminals discussed above.

 

Please read the whats new section carefully for further instructions and update as soon as possible.

 

I had not originally intended to release a patch for this yet but seeing as it seems an easy fix here you go

 

Thanks

Posted
51 minutes ago, eightballyuri said:

i am a flaoting head and invisible body when i put on the slave outfit. and the slave npcs are the same. i forget what the problem with the install is.

it's either missing or broken mesh, and as i'm sure that it's a SCR outfit, make sure that you have all SCR resources installed

Posted
4 hours ago, Neutron_rus said:

it's either missing or broken mesh, and as i'm sure that it's a SCR outfit, make sure that you have all SCR resources installed

 

Yes this is correct, all the outfits are from SCR so any bugs with outfits are likely to be due to incorrect install/missing content from there

Posted

Could someone who has installed the patched data file let me know if terminals are working now as will need to go back to drawing board if not. 

 

(I can't test this as they've always been working on mine) 

Posted
44 minutes ago, nvmodderuk said:

Could someone who has installed the patched data file let me know if terminals are working now as will need to go back to drawing board if not. 

In Geck terminals shows correctly, file path is correct as well. But i also noticed that in the vault is completely lack of nav mesh, and occlusion boxes is not finished, Living Quarters is better, but nav mesh is still partially wrong compare to the layout, plus occlusion boxes is also not finished

you can leave occlusion boxes as is (in case, if it's too hard for you and you don't know how to set them), if everything looks correctly in the game (it's good to have them for optimization, but they are not required), but missing/bad nav mesh can really impact on every npc on this locations

Posted
5 hours ago, Neutron_rus said:

it's either missing or broken mesh, and as i'm sure that it's a SCR outfit, make sure that you have all SCR resources installed

 

1 hour ago, nvmodderuk said:

 

Yes this is correct, all the outfits are from SCR so any bugs with outfits are likely to be due to incorrect install/missing content from there

i think you are right because when the outfits come off the body returns. so i might be missing outfits

Posted
1 hour ago, nvmodderuk said:

Could someone who has installed the patched data file let me know if terminals are working now as will need to go back to drawing board if not. 

 

(I can't test this as they've always been working on mine) 


Yes, they work ingame too, I checked them last night. 
 

Curious, what was the issue? Did you somehow modify the default terminals texture/meshes?

Posted
14 minutes ago, ChancellorKremlin said:


Yes, they work ingame too, I checked them last night. 
 

Curious, what was the issue? Did you somehow modify the default terminals texture/meshes?

Thats good

 

To be honest not entirely sure. Checked the models which were somehow pointing to an alternate version of the nif file. 

 

Instead of locating the main file and changing them over I decided it was just easier for now to patch the data file with the model they actually use as a workaround. 

  • 2 weeks later...
Posted
On 5/12/2021 at 2:52 AM, Slipingharpy said:

i cant get the option to join from jenny 

Please ensure you have at least 250 caps when speaking to her, if you don't have enough funds to pay the fee you won't see the option

Posted
On 5/12/2021 at 2:52 AM, Slipingharpy said:

i cant get the option to join from jenny 

Please ensure you have at least 250 caps when speaking to her, if you don't have enough funds to pay the fee you won't see the option

  • 1 month later...
Posted

Can you please make a screenshot where to find the "damned" hatch ?

I went up and down the street 2 times without seeing anything. Consider that your mod is completely useless as long as it is not possible to go inside the vault.

 

What I really hate a search games where the most important things are hidden somewhere on the ground. :)

 

 

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