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SexoutNG - 2.6.81 - 11-Oct-2013


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Sure, and what I said may have been colored by some other annoyances that day, but in the spirit of fairness, telling people to use FOMM for NG's scripted fomod install, written with FOMM in mind, is not cheap moralizing either. From what I can tell at a distance, MO looks like a decent program & shouldn't be treated like NMM, but it doesn't support scripted fomods without installing some plugin buried somewhere in the skyrim download page. Seeing as how you need to be able to install scripted fomods for things like uHud etc anyway, encouraging fomm use is still the best way to cut down on tech support questions about that sort of thing - everybody being able to sort things out for themselves is not my experience - and manual install is not a workable option in the long run.

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Sure, and what I said may have been colored by some other annoyances that day, but in the spirit of fairness, telling people to use FOMM for NG's scripted fomod install, written with FOMM in mind, is not cheap moralizing either. From what I can tell at a distance, MO looks like a decent program & shouldn't be treated like NMM, but it doesn't support scripted fomods without installing some plugin buried somewhere in the skyrim download page. Seeing as how you need to be able to install scripted fomods for things like uHud etc anyway, encouraging fomm use is still the best way to cut down on tech support questions about that sort of thing - everybody being able to sort things out for themselves is not my experience - and manual install is not a workable option in the long run.

Don't make me do it...

 

MO is aaaaaall that! Period.

 

 

 

 

 

 

 

Mod Organizer brings you Salvation

 

                            :angel: 

 

 

 

A mere plugin is rather acceptable to let fomods work on MO, but I disassemble them no matter what. I'll always work with raw files. That will always be better than a fomod, and an installer. MO is actually easier to pack than a NMM mod, so from now on, MO should always be considered the standard for mod organizing.

 

 

 

So says the AwfulArchdemon  

:@ 

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I use FOMM for UI (hud) altering mods and MO for the rest. It is mostly because I use several mods that modify the same UI (XML) files and would conflict with each other unless you run Unified HUD after each installation. In order to run Unified HUD, all of these mods have to placed in your FO3/FNV installation directory instead of their own. I don't know if there's any other reason for a mod to run a complex C# script to install itself, instead of using a basic XML based FOMOD for optional installations. Skyrim otoh doesn't have such issues that I know of and MO is definitely the way to go. 

 

Mind you, I had never needed a mod manager before and had always favored manual installation until I took a break from Skyrim this summer and forgot all about the mods I had installed. Then I decided to migrate to MO and I can honestly tell you that it was a good decision. MO makes life a lot easier. FOMM and NMM are actually pretty similar to each other and MO has several advantages over both of them.

 

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That has me thinking of Bill Adama vs Lee Adama, sparring at the beginning of the end of season 1 two-part episode of BSG :P

 

Yep, my money's on the Old Man.

 

(I have to admit a total lack of awareness of this MO. So sue me.)

 

Give it a try expecally if you have Skyrim or Oblivion (after unpacking the Obmm files)

 

The major thing I like is the Profiles. I can play one game get board and change it and have another running without messing up the first one. Have seperate mods running even conflicting ones at the same time in MO and just select the ones that are needed. I am not sure on the FOMM part and Sexout scripts becaue I haven't tried that yet.

 

There is a little more of a learning curve but there is some excellent documentation on the mod manager and you have its champion right here on this site. ... :P Awefularchdemon can answer most any question himself and can get in contact with the developer on any he cannot.

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I use FOMM for UI (hud) altering mods and MO for the rest. It is mostly because I use several mods that modify the same UI (XML) files and would conflict with each other unless you run Unified HUD after each installation. In order to run Unified HUD, all of these mods have to placed in your FO3/FNV installation directory instead of their own. I don't know if there's any other reason for a mod to run a complex C# script to install itself, instead of using a basic XML based FOMOD for optional installations. Skyrim otoh doesn't have such issues that I know of and MO is definitely the way to go. 

Like I said, it can't do everything, but it's job is done with authority. Plenty of programs still have a great purpose, but I'm installing my mods......to......

 

 

 

 

 

MOD ORGANIZER

:rolleyes: 

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@ritualclarity

 

Apparently, there already is a tutorial on how to use Mod Organizer with mods that specifically require FOMM.

 

The page covers almost everything about MO, but for FO/FNV specifics you should read the Installing specific Fallout 3 and Fallout New Vegas mods with FOMM section.

 

http://wiki.step-project.com/Guide:Mod_Organizer

 

It basically suggests using FOMM as an external program from within MO and leaving hud related stuff that get modified by Unified HUD after each installation (menu XMLs etc.) inside the Overwrite folder. 

 

 

 

 

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@ritualclarity

 

Apparently, there already is a tutorial on how to use Mod Organizer with mods that specifically require FOMM.

 

The page covers almost everything about MO, but for FO/FNV specifics you should read the Installing specific Fallout 3 and Fallout New Vegas mods with FOMM section.

 

http://wiki.step-project.com/Guide:Mod_Organizer

 

It basically suggests using FOMM as an external program from within MO and leaving hud related stuff that get modified by Unified HUD after each installation (menu XMLs etc.) inside the Overwrite folder. 

 

Installing specific Fallout 3 and Fallout New Vegas mods with FOMM

There are a lot of questions about MO with the fallout series of games and the use of Fallout Mod Manager with MO. I hope this post will shed some light on this subject.

 

Yes you can use MO to manage mods in the fallout series of games. There are a couple of caveats though.

 

The first caveat is that MO has mod isolation and mods that need to see other mods that are installed will not see them. The second caveat is a lot of the mods for Fallout use the fomod format for install and will not install under MO. Some reasons are that the mods are not packaged properly and some have poorly written scripts which will terminate abruptly.

 

These issues can be mitigated by using Fallout Mod Manager, FOMM, as an executable from inside of MO.

 

Download the FOMM installer from its page on the New Vegas Nexus and follow the instructions in the install wizard.

 

After it is installed in Windows, start MO and add it to the executables from the “Pick a program to run” drop down to the left of the Run button. Select the “Edit option to open the “Modify Executables” dialog.

 

In the “Modify Dialog” window, give the executable a name by clicking in the title box. Next click the button with the three dots in the “Binary” section and navigate to where you installed FOMM. In that directory click on fomm.exe and click open / OK. This will bring you back to the modify executables dialog. In that window click the Add button and then click OK.

 

Next you want to run FOMM for the first time. Select FOMM from the drop down to select it and press the Run button to start FOMM. Select the game to manage in the game selection window. I will use Fallout New Vegas as an example.

 

In the Fallout New Vegas setup window you will have two options, one is the location of the mod directory and the other is for the Install info. I suggest you change these as they will interfere with the Nexus Mod Manager if you ever wish to use that at a later time. You can set them to any folder that you like. I use a folder on my HDD that is called FOMM storage with two directories inside of that called Install info and Mods. When you are set click the Finish button.

 

FOMM may pop up a dialog telling you that “Fallout.ini” is read only. Tell it to make it not read only and to remember your selection. FOMM will now open the main window.

 

In the main window click on the Settings button to open the settings option. In the general tab remove all checks from the different options. None of that is needed. Go to the Fallout New Vegas tab and make sure the directories you set up earlier are correct. Click Ok when done.

 

Back in the main window you should see FalloutNV.esm and any DLC files and mods that you have installed. FOMM is working properly. You are now ready to install those problem mods. Click on the package manager button to start the process. You will get a few popups before the package manager opens, I just select No to the questions.

 

Before you begin installing mods through FOMM, I would start with a clean overwrite folder and install mods in MO first when possible. If the mod will not install because of a scripting error or being improperly formatted, then use FOMM. If the mod does not rely on Unified HUD or need to see any other mod you can package it up as a mod with the “Create mod” option in MO, this will clean out the overwrite folder, or go to the overwrite directory in Windows explorer and zip it up and install it by the “Install mod from archive” button. You will have to delete the files afterwards.

 

Some additional thoughts to keep in mind. Install all mods in MO when you can. This will give you the most flexible option for mod conflicts in the left pane. Remember the vanilla data folder is overwritten by the MO virtual data folder and the overwrite folder always overwrites both of them.

 

Save all mods that rely on Unified HUD until last and install them with FOMM. These mods will be written to the overwrite folder in one big mod, which will allow Unified HUD to see the Hud menu xml files.

 

There is a growing debate as to leaving files in the overwrite folder or not. In this case I would leave them there. If I remember correctly FOMM throws a fit if they are moved out of the overwrite folder the next time it is run after the files are moved. This will prevent you from deactivating or removing any mods from the package manager. You have to either move them all back or hunt down the configuration flies and delete them to start all over.

 

More information can be found [http://forum.step-project.com/showthread.php?tid=3578 here

 

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@ritualclarity

 

Apparently, there already is a tutorial on how to use Mod Organizer with mods that specifically require FOMM.

 

The page covers almost everything about MO, but for FO/FNV specifics you should read the Installing specific Fallout 3 and Fallout New Vegas mods with FOMM section.

 

http://wiki.step-project.com/Guide:Mod_Organizer

 

It basically suggests using FOMM as an external program from within MO and leaving hud related stuff that get modified by Unified HUD after each installation (menu XMLs etc.) inside the Overwrite folder. 

Yep. I was aware of those tutorials. Thanks. 

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I was wondering the max number of characters sexout uses when animation initiate ?? I think i discover a really easy way to be able to create multiple npc's in one scene but i don't want to waste time if this is not supported ??

 

Skyrim is currently able to support groups of 5 to 10 but i have not seen any mention of this in sexout api.

 

 

 

 

With this method you can quickly create even big group. like 1 guy 3 girls 1 girl 3 guys.

3 guys vs 3 girls.

 

or 3 girls 12 guys etc..

 

As long you got enough memory blender is able to make really huge scene.

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Yea!!!

 

Prideslayer is back.  :D

:D

 

Missed my target last weekend, shocking I know. I'm trying to give skyrim a 2nd or 3rd chance but it's difficult. FONV and sexout will have my attention this weekend, just dunno if I'll be starting tomorrow after work or saturday. Got a pile of sexout things to get done though, obviously. ;)

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Can someone walk me through the options available with Sexout? I go to the MCM and there's all these stats and I want to know which mod uses which stats. Like the Rape KO. Which mod is that? Or the Scanner? Stuff like that. Also, when I look at Stats, it gives me a level. How do I increase this level? Any and all information will be helpful to this beginner :)

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Yea!!!

 

Prideslayer is back.  :D

:D

 

Missed my target last weekend, shocking I know. I'm trying to give skyrim a 2nd or 3rd chance but it's difficult. FONV and sexout will have my attention this weekend, just dunno if I'll be starting tomorrow after work or saturday. Got a pile of sexout things to get done though, obviously. ;)

 

It is all good, all good. :)

I hope they dont do what they did with the animations with skyrim with Fallout 4. I just started getting the idea of how things worked... need more time. more time, lots more time. (A few extra brain cells would help as well... :P )

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It is all good, all good. :)

I hope they dont do what they did with the animations with skyrim with Fallout 4. I just started getting the idea of how things worked... need more time. more time, lots more time. (A few extra brain cells would help as well... :P )

 

 

Considering Fallout 4 is likely using the same engine as Skyrim, I'm afraid the same limitations will apply. The positive part if this is the case, most of the heavy lifting has already been done with FNIS.

 

Coming back to FNV and Sexout, I've JUST done a clean install of FNV and haven't installed a single mod yet. It's a brand new playthrough as well. Should I wait for you pride to release something within a few days? I can make my way towards the strip avoiding the tryouts areas (powdergangers, fiends, etc) while I wait for updates.

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No reason to wait for me, no.

 

All of my stuff is always easily upgradable -- the need for a clean save due to changes in sexout itself is extremely rare, I think I've only had to ask users to do that twice in the history of NG, both times because I was an idiot in some changes I made and I've learned my lesson.

 

It's almost but not quite as rare for the other mods to require a clean save as well. I would say it's most common with pregnancy because it's so complex, but even then, it's very rare. I don't think Hal has told people to make a clean save (outside of trying to debug problems) more than four or five times.

 

We all (modders) hae to get even more careful with that, with FO4 in mind. If it DOES use the same engine as Skyrim (and you're right, it probably will. Ugh.) then clean saves become basically an impossible buzzword. Even scripts end up in the savegame files and will run in game after the mod that added them is uninstalled, and every mod that's even reasonably complex needs and uninstall "procedure" that cleans it up in game before you uninstall it.

 

Thanks to all the problems there, I've never completed a playthrough of it (or even come close) and in fact have never even had a character make it to level 20. Some mod update or bug always means I have to start the game over, and I don't find the core game interesting enough to play it without mods. Wheeeeee. ;)

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In that case, I think I'll pull the trigger on Sexout and SCR plus maybe SexoutSex. I'm not into the pregnancy, lust, etc side of things. I'd love to give tryouts a go, but on my last playthrough I made a mess of things. Probably because I started with the beta, then back to stable, then to a later beta. Ad in a mix of SCR stable then beta, SSR, etc. You get the picture. My savegame was so bugged, I just uninstalled FNV and gave it a rest. :)

 

Anyway, one last question. If I get the latest Sexout, SCR beta, latest tryouts with their respective dependencies, am I safe? Meaning can I complete every quest? I won't install the Fiends or Khans plugins since they were buggy for me last time.

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