SloBroOld Posted July 21, 2024 Posted July 21, 2024 Sexout sets actor scale to 1.0 when starting animations but in my case it wouldn't set actor scale back to the original value before starting the scene. I tried this fix but it didn't work. Since Sexout by default has the positioning function forcing actor scales isn't necessary in less than extreme cases, so I disabled it by deleting these lines located in Sexout.esm Script SexoutNGEffectBaseScriptF ; Lock and scale our participants foreach Entry <- Actors let actor := *Entry let fScale := actor.GetScale if actor.GetIsCreature if 1911 == anim ; special rule for bighorner 1911.. PrintD "Scaling "+$(Entry["key"])+" from "+$fScale+" to 0.8" actor.NX_SetEVFl "Sexout:Started::fScale" fScale actor.SetScale 0.8 endif else PrintD "Scaling "+$(Entry["key"])+" from "+$fScale+" to 1.0" actor.NX_SetEVFl "Sexout:Started::fScale" fScale actor.SetScale 1.0 endif loop foreach Entry <- Actors let actor := *Entry call fnSexoutActorUnlock actor let fScale := actor.NX_GetEVFl "Sexout:Started::fScale" if fScale > 0 PrintD "Rescaling "+$(Entry["key"])+" to "+$fScale actor.SetScale fScale endif loop
Machiavelique Posted July 22, 2024 Posted July 22, 2024 (edited) What you suggest should work for the scaling problem, but I'm not sure it's a good idea to remove "call fnSexoutActorUnlock actor". This function seems to reset some NX variables, including "InUse". 22 hours ago, SloBroOld said: foreach Entry <- Actors let actor := *Entry call fnSexoutActorUnlock actor let fScale := actor.NX_GetEVFl "Sexout:Started::fScale" if fScale > 0 PrintD "Rescaling "+$(Entry["key"])+" to "+$fScale actor.SetScale fScale endif loop If you have a moment, try testing "call fnSexoutActorInUse rActor" after a sex scene (with rActor one of the actors in the party). fnSexoutActorInUse rActor should return TRUE if the rActor is currently being used by Sexout, FALSE otherwise. With the removal of the "call fnSexoutActorUnlock actor" line, the fnSexoutActorInUse function should systematically return TRUE during and after the sex scene. This is likely to cause problems with any mods that check fnSexoutActorInUse before launching a sex animation. I think it's safer to keep the second loop with just ‘call fnSexoutActorUnlock actor’ and "let actor := *Entry" inside, the first loop should be able to be deleted completely. Edited July 22, 2024 by Machiavelique
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