Schalli1980 Posted June 5, 2012 Posted June 5, 2012 Tested it and it worked fine. I also use Darker Nights/Brighter Days. It look much more beautiful this way and more realistic. I wonder that i never heard about this mod. I use quite a long time a mod like this in Fallout 3. Again thanks to you User29!!
Guest user29 Posted June 5, 2012 Posted June 5, 2012 we shouldn't be discussing this here because its off topic, but have a look through these http://newvegas.nexusmods.com/mods/topalltime/?adult=0 Â most of them will work fine with sexout. Other than animated prostitution. If you have questions if one will work or not send me a private message and I'll help you.
Halstrom Posted June 6, 2012 Author Posted June 6, 2012 Hello Halstrom' date=' Â I never realize RAIN in my game before! Do i need a mod for rain or is this included in the vanilla game?[/quote'] Â I hope that when these effects are happening that something shows up in the status screen. Even if it is just an effect: "uncomfortable clothes". I use FNVReality myself, I had Nevada skies but there was something FNVReality did or didn't conflict with that prompted me to change over a while ago. It's not dependant on either, it just watches the rain flag. Â http://newvegas.nexusmods.com/mods/42180 Â I haven't added any staus display as it's not really a defined effect, it's gradual, there's no real on or off, I'll look at adding it to the scanner or something similar so you can check the effect values.
iron_jack Posted June 6, 2012 Posted June 6, 2012 Just an FYI, but the clothing effects (heat damage etc) seem to cause significant slowdown. Like down to barely-playable. Turning it back off via MCM renders the game perfectly fine again. Â Thought it was Pregnancy at first, but was wrong.
DoctaSax Posted June 6, 2012 Posted June 6, 2012 Just an FYI' date=' but the clothing effects (heat damage etc) seem to cause significant slowdown. Like down to barely-playable. Turning it back off via MCM renders the game perfectly fine again. Â Thought it was Pregnancy at first, but was wrong. [/quote'] Â There does seem to be a bit of console spam about those effects affecting companions that you haven't even met yet. Perhaps it could lighten the load if they were only calculated if those companions are actually in tow?
Halstrom Posted June 6, 2012 Author Posted June 6, 2012 Just an FYI' date=' but the clothing effects (heat damage etc) seem to cause significant slowdown. Like down to barely-playable. Turning it back off via MCM renders the game perfectly fine again. Thought it was Pregnancy at first, but was wrong.[/quote']  There does seem to be a bit of console spam about those effects affecting companions that you haven't even met yet. Perhaps it could lighten the load if they were only calculated if those companions are actually in tow? Yep, I hadn't noticed a slowdown but that just could be a faster PC/OS whatever, I've actually reduced it a fair bit in the next release because it was clogging my other console spam, and now it's been mentioned will reduce it o near nil, and limit to companions in tow, does it help if the debug checkbox is turned off? I think some of the messages still show with debug off though, that is probably the problem.
iron_jack Posted June 7, 2012 Posted June 7, 2012 I also experience some lag (though to a much lesser extent) with female fertility set to 3 (all). Setting it to 1 eliminates all traces of lag entirely. Â FWIW I have a 3.66GHz quad-core Intel proc, 4GB of RAM and a GTX 470. The proc is a little old and I'd like to kick the memory up to 8GB, but my system is usually able to chew through things with no problem.
Halstrom Posted June 7, 2012 Author Posted June 7, 2012 New Update 20120607.1: Â Reduced console spam caused by Clothing Effects, Some minor tweaks & fixes to clothing effects & drugs, Increased functionality of clothing effects, drugs & sex smells for Melissa & Willow.
zippy57 Posted June 7, 2012 Posted June 7, 2012 Loading things in FNVEdit I discovered this: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [sexoutCommonResources.esm] GRUP Top "MGEF" processed [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [sexoutCommonResources.esm] GRUP Top "SCPT" processed [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [sexoutCommonResources.esm] GRUP Top "ENCH" processed [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [sexoutCommonResources.esm] GRUP Top "SPEL" processed Those items appear to have been overriding records that have since been removed.
Halstrom Posted June 7, 2012 Author Posted June 7, 2012 Loading things in FNVEdit I discovered thisThose items appear to have been overriding records that have since been removed. Yep' date=' they were requested to be added by Jaam back a page or 2 You should both know that I was in contact with Prideslayer about enhancing vibrator/plugs/dildo/gag/shemale/hefemale support in SexoutNG, but then he disapeared on us... If that gets done, the object effects and scripts would have to be declared in Sexout.esm, though I intended to actually implement them in SCR anyway.  So Halstorm if you could import the attached ESM into SCR? You have to KEEP the FormID so that they look injected into Sexout.esm (Use copy as override in FNVedit). When pride comes back and if he merged my scripts, those objects will be taken into account during selection of what type of sex Sexout will accept.  Note: I have been running SexoutNG for 2 weeks now with my changes active without any issue or change to standard sex.  Last point, but I intended to get to it at some point, SCR sex toys should consistently use Body AddOn 1 for vaginal, Body AddOn 2 for Anal and BOTH if they use/block both holes. Gag of course should use MouthObject and Mask  I've still got to go through the toys list yet & check/change the slots
prideslayer Posted June 7, 2012 Posted June 7, 2012 Looked over my PM conversation with Jaam, downloaded his latest extension test ESM, and sent him a PM. I'm a little lost (due to my absence I'm sure) about what exactly I'm supposed to do, but as soon as he responds, I'll take care of it.
sen4mi Posted June 8, 2012 Posted June 8, 2012 I seem to be taking heat damage while in a cave, and under water...
Halstrom Posted June 8, 2012 Author Posted June 8, 2012 I seem to be taking heat damage while in a cave' date=' and under water...[/quote']Thanks, I'll look into the Cave one, I would have though the IsInterior flag would cover that one, maybe not. Ahh ok, you stilll take heat damge from hot tight clothing indoors, just not as much, I'm going to tweak and tune this a lot I think and actually calculate a body temperature. Â Underwater I need to do some tricky stuff on, because IsSwimming doesn't work on the Player, so I'm going to try detect collision with water tables.
prideslayer Posted June 8, 2012 Posted June 8, 2012 Invisible bird always following the player around, with waterbreathing trait. Check IsSwimming on that. This is a horrible idea, but can work until I can dig into isswimming again.
sen4mi Posted June 8, 2012 Posted June 8, 2012 I seem to be taking heat damage while in a cave' date=' and under water...[/quote']Thanks, I'll look into the Cave one, I would have though the IsInterior flag would cover that one, maybe not. Underwater I need to do some tricky stuff on, because IsSwimming doesn't work on the Player, so I'm going to try detect collision with water tables. Â If it is easy, you might want to turn off heat damage when the player is close to water because the evaporation will cool down nearby air. Evaporation is the basis for air conditioning. Â I think the problem though is that the cave was "in a worldspace" (ZionCanyon). Â Even if you do not do anything special for dlc, I imagine you should turn off heat damage for "GamorrahWorld" (since that has shade and water) and maybe a few of the other world spaces? (Lucky38World has Mr. House's life support and is an interior, for example.)
Halstrom Posted June 8, 2012 Author Posted June 8, 2012 If it is easy' date=' you might want to turn off heat damage when the player is close to water because the evaporation will cool down nearby air. Evaporation is the basis for air conditioning. Â I think the problem though is that the cave was "in a worldspace" (ZionCanyon). Even if you do not do anything special for dlc, I imagine you should turn off heat damage for "GamorrahWorld" (since that has shade and water) and maybe a few of the other world spaces? (Lucky38World has Mr. House's life support and is an interior, for example.)[/quote'] I have a formlist with all the water objects in it I just need to workout how to detect collision with them, bearing in mind some are used in multiple places. Well, if I set it up right damage from wearing warm hot clothing should be minimal indoors but be more dependant on running, combat to a lesser degree lust & fertility I'll add a slider to MCM for it too so the effect can be adjusted in percentage.
Halstrom Posted June 8, 2012 Author Posted June 8, 2012 Beta Update 20120609.1: Â Not fully tested, but has a few fixes in it, but maybe some breakages as well Changes in Offspring Growth & Drugs, Clothing effects, Added a slider for clothing effects. NPC's should use drugs if added to them, and they aren't under the effect already of that drug. Having some problems getting the Drugdart ammo to show in the Testbox for some weird reason, so couldn't test them, should be in 10mm, 44Mag, 20ga & 12ga, LustX, FertX & TranqX so far. Â I got a big weekend away and busy when not so may not get anymore done for a few days.
DoctaSax Posted June 8, 2012 Posted June 8, 2012 Underwater I need to do some tricky stuff on' date=' because IsSwimming doesn't work on the Player, so I'm going to try detect collision with water tables. [/quote'] Â God, I spent at least 2 days trying to figure out a way of sidestepping that issue. Was trying to make it so that swimming in swimwear (using clothingeval to declare) would grant a speed bonus or something, and swimming in armor would make you drown Had to give it up eventually, but would really like to see a solution.
jaam Posted June 8, 2012 Posted June 8, 2012 Loading things in FNVEdit I discovered this: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [sexoutCommonResources.esm] GRUP Top "MGEF" processed [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [sexoutCommonResources.esm] GRUP Top "SCPT" processed [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [sexoutCommonResources.esm] GRUP Top "ENCH" processed [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [00:04] Background Loader: [sexoutCommonResources.esm] GRUP Top "SPEL" processed Those items appear to have been overriding records that have since been removed. Â As Halstrom and Prideslayer said. They haven't disapeared, they don't exist yet. They should arrive "soon".
prideslayer Posted June 8, 2012 Posted June 8, 2012 Â Means that some of the data did not get "through". I am running SCR 20120521.1 modified with no issue in GECK' date=' but when I merged the two ESM the scripts "did not follow". I thought I messed up the selection... I had to import them a second time. I'll try again with 20120521.2 to seee if the issue shows up again. Â EDIT: OK I can confirm it was not a glitch! SO: copy as override all scripts copy as override all base effect. If you activated the "comparison filter" they should all turn violet! drag and drop the script in each of the base spell. They should revert to green. copy as override everything else. Â I'm going through these steps (more or less.. I think.. errg!) and deleting from the extender ESM as I go; I'm deleting so I can find the remaining records easier as I go, and possibly copy/paste them from the GECK if it comes to that. Â Now I'm left with just a few things showing a conflict that I don't seem to be able to resolve within FNVEdit. Â 1) The actually overridden scripts. There are 9 of them. SexoutNGRandomizeScript 00SexoutEquipVibrator SexoutNGEffectBaseScript SexoutNGMain SexoutNGUndressTokenSCRIPT SexoutNGEffectBaseScriptNA SexoutLoadOrderQScript SexoutScannerQSCRIPT SexoutNGSanitizeScriptNX Â Â 2)The armor (SexoutInvisArmor), which appears to have added flags to mask and mouth. Â I'm going to exit FNVEdit without saving and start over, I am nervous that so many scripts were modified, especially those that I changed just yesterday (BaseEffect and Main) which are thus out of date in the extender ESM. Â I'm concerned, but less so, about how/why some of the others were changed, especially the scanner and load order scripts.
prideslayer Posted June 8, 2012 Posted June 8, 2012 I am going through all the scripts now comparing them before I copy. Some seem safe enough (load order script just changed brutalrapers name for example), but others seem like they were/are there for debugging and I won't be including those (scanner). Â I'll stop spamming this thread with what I find and move it to the NG thread.
prideslayer Posted June 9, 2012 Posted June 9, 2012 SexoutNG BETA release with the merged in changes is available in that thread. Jaam hasn't had time to test right now, and I don't know what *to* test, so... someone.. please help test.
zippy57 Posted June 10, 2012 Posted June 10, 2012 I've had a warning on the SexoutStore page for some time, but for some reason it never occurred to me to ask for it to posted here too... DO NOT USE the .esp from the Ghost Revamp mod; it doesn't just have dirty edits' date=' it overwrites vanilla stuff all over the place.[/quote']It overwrites vanilla quest dialogue, deletes vanilla quest dialogue, overwrites part of Cass' companion dialogue, removes two items from a leveled list and then renames said leveled list, completely replaces a vanilla script, disables another vanilla script, and randomly messes with the Sniper Rifle's attack stats. And it has dirty edits too. So it might be a good idea to warn people specifically not to use that .esp.
RDKateran Posted June 10, 2012 Posted June 10, 2012 ... why in the world does that particular plugin mangle things to that degree?
prideslayer Posted June 10, 2012 Posted June 10, 2012 I kinda threw up in my mouth a little bit when I read that myself.
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