Guest user29 Posted September 30, 2012 Posted September 30, 2012 I dont think anything currently uses them. I might use them in Breeder eventually.
seyal Posted September 30, 2012 Posted September 30, 2012 okey haha, just wondering, thought they looked pretty cool, would be pretty cool if they were used sometime
Halstrom Posted September 30, 2012 Author Posted September 30, 2012 I'm not sure if this is the right thread for this' date=' but it symbiote stuff supposed to do something? i found a crate of sex toys? by the goodsprings gas station and there were some symbiote things in there, if i knew how to take pictures i would show you what im talking about, i know theres the alien symbiote plugin but i dont think its the same thing, these look completly different from what the pictures show[/quote']Yeah there's 2 different types of Symbiote, the ones not used in ASB are a Pregnancy Girl Gives To Girl thing I haven't finished coding fully yet.
GECK.O Posted October 4, 2012 Posted October 4, 2012 From the FNVedit, I notice that SCR have ton of perks, like Girl Next Door perk and Hu-Cow perk. Are this perks working?
zippy57 Posted October 4, 2012 Posted October 4, 2012 Also from the FNVEdit, you should notice that they are intentionally disabled. So no, they're not working.
GECK.O Posted October 5, 2012 Posted October 5, 2012 I didn't notice it's disabled in FNVedit, but I tested by adding them thru command console and it doesn't work. Btw, I like the idea.
Halstrom Posted October 5, 2012 Author Posted October 5, 2012 I didn't notice it's disabled in FNVedit' date=' but I tested by adding them thru command console and it doesn't work. Btw, I like the idea.[/quote']The are just placeholders, waiting for someone finnish & to put into use.
Insidiator Posted October 7, 2012 Posted October 7, 2012 I don't know if it's been mentioned before and I know that it says WIP in the MCM, but the sex messages activated through the MCM options for SCR ALWAYS mix the anal and oral acts (i.e. while there is oral happening, the message that appears is about anal sex and vice versa). Also, the messages have often been about how "Sunny thrusts her huge cock down the characters throat or something", that is, it also confuses males with females. Just thought I'd mention.
Mastodon Posted October 7, 2012 Posted October 7, 2012 Are there any STDs other than AIDS? .pretty tired of getting that one.
Halstrom Posted October 8, 2012 Author Posted October 8, 2012 Are there any STDs other than AIDS?.pretty tired of getting that one. There are around 5 diseases inclusing crabs' date=' I'll have a look, perhaps the randomisers not working. I don't know if it's been mentioned before and I know that it says WIP in the MCM, but the sex messages activated through the MCM options for SCR ALWAYS mix the anal and oral acts (i.e. while there is oral happening, the message that appears is about anal sex and vice versa). Also, the messages have often been about how "Sunny thrusts her huge cock down the characters throat or something", that is, it also confuses males with females. Just thought I'd mention. I'll check that out and get it fixed for the next release
Halstrom Posted October 8, 2012 Author Posted October 8, 2012 New Update 20121008.1: Fixed Anal & Oral messages stuff up (still got to sort the Male Female issue, it's a bit more complicated) Added Formlist script to add Bondage items like Collars, Blindfolds, Cuffs & Strapons to the do not remove lists for sex. Did not add Chastity Belts & Gags. Altered Randomiser for diseases o hopefuly make other diseases occur due to reports of only Aids working.
icladel Posted October 8, 2012 Posted October 8, 2012 Ive followed all instructions to the word and even tried putting sexout mods in every logical load order possible but i just cant get it to work. My other mods work fine. Only when i activave Sexout mods, the game will CTD. EDIT: The game will start and i can see the main menu. When i click continue or load a save, the game will load for a moment then CTD. Heres my current Load Order: FalloutNV.esm All DLC.esm rePopulated Wasteland.esm WARZONES - Misanthropy Pure.esm ELECTRO-CITY - CompletedWorkorders.esm Weapon Mod Expansion.esm WME - Dead Money.esm WME - Honest Hearts.esm WME - Lonesome Road.esm WME - GRA.esm MikotoBeauty.esm Project Nevada - Core.esm Project Nevada - Rebalance.esm Sexout.esm SexoutCommonResources.esm SexoutSlavery.esm SexoutLegion.esm SmallerTalk.esp DarNifiedUINV.esp The Mod Configuration Menu.esp Centered 3rd Person Camera.esp populatedcasino.esp Readius_NV.esp Project Nevada - Dead Money.esp Project Nevada - Honest Hearts.esp Project Nevada - Lonesome Road.esp Project Nevada - Gun Runners' Arsenal.esp Weapon Mod Expansion.esp WME - Dead Money.esp WME - Honest Hearts.esp WME - Lonesome Road.esp WME - GRA - Complete.esp EVE FNV.esp dD - Enhanced Blood Main NV.esp MikotoBeauty.esp MojaveDelight.esp Nevada Skies.esp SexoutWorkingGirl.esp SexoutFiends.esp SexoutNCR.esp SexoutKhans.esp SexoutKings.esp SexoutPowgerGangers.esp SexoutZAZ.esp Imp's More Complex Needs.esp IMCNNV - Sorted.esp IMCNNV - HUD and Hotkeys.esp What files I have used: BnB BodyExtender Compatability Skeleton 1_2-45229-1-20.7z NVSE Extender v11.zip SexoutCommonResources20120929.1.zip SexoutCommonResourcesData20120721.1.zip SexoutNG - Core.fomod SexoutNG - Data.fomod Tryout Datapack 05282012.7z Tryout plugin pack 10042012.zip ZAZ-DataPack_20120806.7z **SexoutNG fomods installed with Nexus Mod Manager **.zip and .7z files extracted and placed into correct directory paths What ive done so far to try and fix the problem: Changed position of Sexout.esm block. Changed position of SexoutZAZ relative to Tryout plugins. Changed position of Sexout.esp block with other mods. Ive given as much info as i can. Could someone please tell me whats wrong with my load order or installation? EDIT: Yep i can comfirm is something with Sexout. I have turned off all sexout plugins and the game will run fine so its not the other mods. Maybe its my load order or i downloaded the wrong files?
srayesmanll Posted October 8, 2012 Posted October 8, 2012 Good idea to use something like BOSS to help with load order. It will handle most mods, including the main sexout ESMs. The regular sexout mods (ESPs) do not need to be in specific load order (normally). You may still have to rearrange some mods, but that will help with the majority. Your issue sounds like you are missing either NVSE or the NVSE extender. Make sure you have the current NVSE ( nvse.silverlock.org ) version 3beta2 or greater. Then make sure you have the NVSE extender from here ( http://www.loverslab.com/showthread.php?tid=5965 ). Do NOT use a mod manager to install this. You need to download, unzip it, then copy the files to the ../fallout new vegas/data/nvse/plugins/ folder. If the folder path does not exist, add it (it should be there since you have MCM installed). And of course make sure you launch with NVSE.
icladel Posted October 8, 2012 Posted October 8, 2012 Thanks for the reply srayesmanll. I think i know what my problem is. Im currently using latest stable version, NVSE 2 beta 12. Now i just want to clarify. Is it absolutely essential that i need NVSE 3 beta 2? Im just used to using the latest stable releases rather than beta versions. Has 3beta2 been known to cause instability in other mods? Thanks
Halstrom Posted October 8, 2012 Author Posted October 8, 2012 Thanks for the reply srayesmanll. I think i know what my problem is. Im currently using latest stable version' date=' NVSE 2 beta 12. Now i just want to clarify. Is it absolutely essential that i need NVSE 3 beta 2? Im just used to using the latest stable releases rather than beta versions. Has 3beta2 been known to cause instability in other mods? Thanks[/quote'] NVSE beta are pretty stable, calling them beta is a bit misleading AFAIK there's never been an actual release version of NVSE And yeah you do need the latest version otherwise it lacks Prideslayers extra features that are used by Sexout.
KainsChylde Posted October 8, 2012 Posted October 8, 2012 They keep NVSE tagged as beta because they're constantly adding new features. But the existing features are as stable as they can get them, so its safe to use and required for many many mods.
icladel Posted October 8, 2012 Posted October 8, 2012 Voila!! In NVSE we trust Game loaded Thanks. Will playthrough a bit and see how it goes.
BruceWayne Posted October 9, 2012 Posted October 9, 2012 Sorry for pestering you with this, but after changing my messages to "DebugPrint" and turning on SCR's debug option via MCM or "setdebugmode 1" in the console, I don't get any of my output at all. I have SCR as a master and was hoping to tag along. Most likely I'm missing something.. Do I have to implement a toggle in my plugin for this to work as well?
Halstrom Posted October 9, 2012 Author Posted October 9, 2012 Sorry for pestering you with this' date=' but after changing my messages to "DebugPrint" and turning on SCR's debug option via MCM or "setdebugmode 1" in the console, I don't get any of my output at all. I have SCR as a master and was hoping to tag along. Most likely I'm missing something.. Do I have to implement a toggle in my plugin for this to work as well? [/quote'] Yes I was just giving you an example on how to set up your debug, because piggybacking off that would mean a lot of spammage from having both SCR & your debugs on at once, it would work but you would need to still have the SetDebugMode toggle set in your mods main script according to the SCR vcariable. I was just thinking opf this the other day, I could change the SCR toggle to a number from one to 10 then let other mods use a number each to save mods not needing MCM from adding MCM just for the sake of debugging. The other option is you add a debug token that the Player equips, then your scripts check if it's equipped for debug messages to be on.
BruceWayne Posted October 9, 2012 Posted October 9, 2012 Ahh, okay thanks. I was hoping there was an easier way to do this. I'll do the item then. An option to tag along would be awesome, as I don't have had any contact with MCM, yet. Doing MCM-Support just for the sake of debug messages seems indeed a little extreme, in my case.
prideslayer Posted October 9, 2012 Posted October 9, 2012 You can turn them off and on from the console as well. No need for a UI/MCM.
BruceWayne Posted October 9, 2012 Posted October 9, 2012 You can turn them off and on from the console as well. No need for a UI/MCM. That didn't work for me. I tried "setdebugmode 1". There weren't any error messages neither. So it seems to "compile". But my debugprint wouldn't show (or any other debug, for that matter)
prideslayer Posted October 9, 2012 Posted October 9, 2012 In the console you have to specify the mod index.. I know it's easy to just kinda fumble around and ask for help, but the GECK documentation wiki would really help you out.. http://geck.bethsoft.com/index.php/SetDebugMode http://geck.bethsoft.com/index.php/GetDebugMode http://geck.bethsoft.com/index.php/DebugPrint
BruceWayne Posted October 9, 2012 Posted October 9, 2012 Yeah... It could have been so easy. Sorry for that. Moving on, nothing to see here...
Halstrom Posted October 10, 2012 Author Posted October 10, 2012 New Update 20121010.1: Added Belts, Strapons and Chastity Belts to SexoutNG's "OkToWearDuringSex" lists Increased Baby Weights & Values Altered SCR MCM Debug Slider so it goes from 0-99, 1 is SCR Debug Mode, 2-9 reserved for my Mods to use, but anyone else using SCR as a Master for their plugin can pick a number from 10 to 99 and use that number to enable their debuging by setting the SCR MCM slider to that number, it saves mods having to install MCM just to turn on Debugging and makes it simpler for players to activate. Just put the following in your mods main script then it should turn on and off all your debug messages. if SexoutSQVAR.iDebug == 1 (Replace the "1" with your chosen number) SetDebugMode 1 else SetDebugMode 0 endif Be careful not to choose the same number as another mod or it's debug messages will also show. I'm not going to track who is using what number just leave numbers 0-9 alone, they're mine, (0 being all debugging off)
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