Machiavelique Posted May 22 Author Posted May 22 (edited) 13 hours ago, Allnarta said: Here's example, Deathclaw: -This is my animation, which utilize animated DC genitalia. -You can clearly see two sets of pipi here: pink one is mine (part of a creature mesh, animated) and default prop that should not be there. Reveal hidden contents I assume this mostly happens when rotating through different animations, and mine appears after default ones, so prop does not being removed on animation swap. ADD: Same goes with supermutants, animation also appeared during swap after default one that use prop and it was not removed: Reveal hidden contents So, I assume, to fix it, all props should be reset/removed during animation swap before attaching props that set in AnimDef's animation. That's right, creatures prop are not reset when switching animation. I'll fix that and test it to make sure it works. 8 hours ago, killercam21 said: Hey All, posting to see if someone may automatically know what my problem is. Recently came back to mod fallout new vegas and everything works great except I am having problems when sex is supposed to occur I will have one actor just standing there or sometimes both just standing there instead of getting in position for their animation. I want to assume theres a conflict somewhere causing it but not sure which mod it could be. Disabled anim management and contemplating disabling sexout assault/struggle. I'm assuming someone here may have experienced something similar before Either the mod isn't sending the sexout request, or Sexout isn't executing it. In both case, the logs will help clarify the situation (whether the problem comes from the mod or Sexout, and possibly identify the reason). (I'm going to be busy over the next few weeks, so I don't think I'll be able to log in very often. I'll do my best and will continue to look into these issues as soon as I get back) Edited May 22 by Machiavelique 1
killercam21 Posted May 23 Posted May 23 I was able to get it working again by redownloading sofa pack and the latest sexout surprisingly enough there might have been something wrong with my original downloads.
voodooman Posted May 24 Posted May 24 (edited) I recently installed the latest version of this mod, 2.11.4 beta 5. It seems to have compatibility issues with JIP CC&C, which allows i to make multiple NPCs companions. All sexual action animations no longer play, and after execution, the companion setting for all NPCs is forcibly removed. The previous version seems to work without problems. Edited May 26 by voodooman
Machiavelique Posted June 1 Author Posted June 1 I also used JIP CC&C when I was playing, even though I rarely played with companions. I’ll run some tests and see if I notice any differences between 2.11.4 beta 5 and the 2.10 versions. I'll let you know when it's done
Allnarta Posted June 3 Posted June 3 Just in case, for a (far?) future creature sex options - I digged through Oblivion's LPK latey, and found out that LoversCreatures that support female creatures, use very smart modelswap system - which woul actually be very useful not only for creature-by-sex swap but also for personal animated genital promts instead of full creature model replacement (approiach I'm forced to use now). So, if you wish to look at it, here's a post about it: I know that current ini approach for SNG anims supports custom props - but it's not too usable for different creatures, sadly (for example, if I use animated dick for Supermutants as prop for my animations - it will always be green, despite Nightkings should have it blue. Approach that LC and post I provided offer allows to use *individual* automatic prompt for every creature model, which could allow to use individual penis prompt for each different creature that share same skeleton - or none if no suffix mesh provided - and get rid of full model replacement for good). 1
Muncible Posted June 9 Posted June 9 I can't seem to find an undress list? I'm not very adept at modding and coding, but is there some way I can create a list of clothing to *not* undress?
Machiavelique Posted June 19 Author Posted June 19 (edited) On 6/3/2026 at 8:04 AM, Allnarta said: Just in case, for a (far?) future creature sex options - I digged through Oblivion's LPK latey, and found out that LoversCreatures that support female creatures, use very smart modelswap system - which woul actually be very useful not only for creature-by-sex swap but also for personal animated genital promts instead of full creature model replacement (approiach I'm forced to use now). So, if you wish to look at it, here's a post about it: I know that current ini approach for SNG anims supports custom props - but it's not too usable for different creatures, sadly (for example, if I use animated dick for Supermutants as prop for my animations - it will always be green, despite Nightkings should have it blue. Approach that LC and post I provided offer allows to use *individual* automatic prompt for every creature model, which could allow to use individual penis prompt for each different creature that share same skeleton - or none if no suffix mesh provided - and get rid of full model replacement for good). Indeed that sounds good, I think I get the idea Data\Meshes\creatures\Nightkings ; All genital props M/F for Nightkings (Sexout will use a random selection if any) Data\Meshes\creatures\smspinebreaker ; All genital props M/F for smspinebreaker (Sexout will use a random selection if any) The Oblivion convention can be used: MODELNAME = [ BASENAME + ] "_Lc" + TYPE [ + GENDER ] + ".nif" As you might expect, this won’t happen straight away, but I fully intend to introduce a system of male and female creatures one day, even without genital props Edited June 19 by Machiavelique
Machiavelique Posted June 19 Author Posted June 19 (edited) On 6/9/2026 at 11:10 PM, Muncible said: I can't seem to find an undress list? I'm not very adept at modding and coding, but is there some way I can create a list of clothing to *not* undress? Requirements: - JIP - JohnnyGuitar First, in Player clothes Sexout MCM menu, you need to set "Use undress list" for "Undress Player C" / "Undress Player R" To configure undress list, install this: SexoutSafeClothes.zip Then in Data\NVSE\plugins\scripts\gl_SafeClothes.txt, add all clothes that you don't want Sexout undress ;=========================================== Add clothes in this section ======================================================; ; Ar_Append clothesList, GetFormFromMod "ModName" "FormID" ;==============================================================================================================================; Example: if you don't want Sexout undress the Slave collar from SexoutTryout ;=========================================== Add clothes in this section ======================================================; Ar_Append clothesList, GetFormFromMod "SexoutTryout.esm" "0313DF" ; Powder Gangers Slave Collar ;==============================================================================================================================; When you edit 'gl_SafeClothes.txt', you need to fully leave the game and restart it to aplly changes How to get FormID Spoiler Make sure you have equipped this item, then type: PlayerREF.GetEqObj ID'Slot ID'Slot need to be replaced with the numeric value corresponding to the ID'Slot 0: head 1: hair 2: upper body (usual slot for armor and clothing) 3: left hand 4: right hand 5: weapon 6: pip boy 7: backpack 8: necklace 9: headband 10: hat 11: eyeglasses 12: nosering 13: earrings 14: mask 15: choker 16: mouth object 17: body addon 1 18: body addon 2 19: body addon 3 Example: PlayerREF.GetEqObj 15 This will return a message in console containing informations about the choker/collar equiped (you may need to install JohnnyGuitar first) When equiped Powder Gangers Slave Collar from SexoutTryout I got: At Slot 15: (E0313DF) Powder Gangers Slave Collar Note that the FormID is always the 6 last numbers. So in the above example, the Powder Gangers Slave Collar FormID is 0313DF (and not E0313DF) How to know ModName: Spoiler Make sure you have equipped this item, then type: Print "ModName = " +$(GetNthModName (GetSourceModIndex (PlayerREF.GetEqObj ID'Slot))) Example Print "ModName = " +$(GetNthModName (GetSourceModIndex (PlayerREF.GetEqObj 15))) This will return: ModName = SexoutTryout.esm Note that this mod add clothes to not undress in SexoutNGSafeClothes List which is used for both Male and Female actor You can also use: SexoutNGSafeClothesM for clothes to not undress for male only (Female getting this clothe will be undressed) SexoutNGSafeClothesF for clothes to not undress for female only (Male getting this clothe will be undressed) This will work for Sexout 2.10 and 2.11 versions Edited June 19 by Machiavelique
Machiavelique Posted June 19 Author Posted June 19 On 5/24/2026 at 4:56 AM, voodooman said: I recently installed the latest version of this mod, 2.11.4 beta 5. It seems to have compatibility issues with JIP CC&C, which allows i to make multiple NPCs companions. All sexual action animations no longer play, and after execution, the companion setting for all NPCs is forcibly removed. The previous version seems to work without problems I’ve investigated regarding JIP CC&C and haven’t encountered any problems with the new version of Sexout. Either I’ve fixed the bug without realising it (which is unlikely), or it only occurs under very specific circumstances (JIP or Sexout circumstances).
Allnarta Posted June 19 Posted June 19 40 minutes ago, Machiavelique said: Indeed that sounds good, I think I get the idea Data\Meshes\creatures\Nightkings ; All genital props M/F for Nightkings (Sexout will use a random selection if any) Data\Meshes\creatures\smspinebreaker ; All genital props M/F for smspinebreaker (Sexout will use a random selection if any) The Oblivion convention can be used: MODELNAME = [ BASENAME + ] "_Lc" + TYPE [ + GENDER ] + ".nif" As you might expect, this won’t happen straight away, but I fully intend to introduce a system of male and female creatures one day, even without genital props _L suffix stands for Lovers, so for Sexout it would be _S or something I assume. With Lovers, "m"/"f" stands for ActorA and ActorB related meshes, which is kind of obsolete in my opinion (as "male" creatures can be ActorsB and vice versa for SNG). System not only manages props for creature models, it also allows to manage base body and "cloth" (meshes that would show up out of sex act, loincloth as example) meshes for both sexes (or none). When you get to implement it, you should read a full acrticle provided in a thread I linked to see how exactly it works.
Machiavelique Posted June 22 Author Posted June 22 On 6/19/2026 at 10:47 PM, Allnarta said: _L suffix stands for Lovers, so for Sexout it would be _S or something I assume. Good to know, also I wonder what 'c' stand for in '_Lc' suffix I’d noticed this with the BODY and CLOTHING systems, but I didn’t want to bring it up because I wasn’t yet sure how to handle it from a coding perspective, or how they deal with any potential glitches between the BODY models and the CLOTHING. I’m working on the assumption that there can be multiple BODY models and multiple CLOTHING models. The BODY models are unique, so they’re selected at random if there are several. CLOTHING models are added to the BASE model if there is no BODY model, or to the replacement BODY model if there is one (in which case the BASE model is deactivated). If there are multiple CLOTHING models, we need to know whether they are added on top of each other or replace one another, and whether they are compatible with the BASE BODY model or the replacement BODY model. If several CLOTHING models are added, there may also be glitches between them. At the moment, I have absolutely no idea how they handle this, or even whether they’ve tried to handle it at all. Nowadays I can see very clearly how to implement it, but I’m missing the roadmap for dealing with glitch issues for CLOTHING, and some of these issues also affect the PENIS and VAGINA (I’m assuming they’ll be unique and just need to be compatible with the BODY being used).
Machiavelique Posted June 22 Author Posted June 22 On 9/19/2025 at 1:41 AM, Neutron_rus said: While updating nvse plugins and trying new ones, on accident found a reason of why mcm breaks for some people. It happens if 'Vanilla Plugins+' is installed, I found link for it on fork of JIP LN plugin https://www.nexusmods.com/newvegas/mods/88687 https://plugins-plus-pistol-projects.vercel.app/mod https://www.moddb.com/mods/vanilla-plugins-plus Right now don't know what in sexout mcm code can cause this, but it's a minor bug, fixes itself after clicking on any other mod in menu, annoying part is that it happens every time you open mcm I’ve just tried to look into this issue, but the Sexout MCM menu works perfectly fine for me (tested with 2.10.98 beta 8 and 2.11.5 beta 1). I tried it with the mods I usually use, the load order for which is as follows: Spoiler ____________________________________________________________________________________________________ Load order: 00 falloutnv.esm 01 honesthearts.esm 02 oldworldblues.esm 03 mikotobeauty.esm 04 sexout.esm 05 sexoutslavery.esm 06 sexoutcommonresources.esm 07 sexoutpregnancyv3.esm 08 sexoutoffspring.esm 09 maternity pack overkill.esp 0A sexoutdrugging.esm 0B sexoutstruggle.esm 0C sexouttryout.esm 0D sexoutworkinggirl.esp 0E another-kick-in-the-head.esm 0F ohud.esm 10 cco - follower tweaks.esm 11 iws-core.esm 12 wash yourself.esp 13 testscd.esm 14 the mod configuration menu.esp 15 sexoutanimmanagement.esp 16 mpo scriptaddon hh.esp 17 mpo scriptaddon tryout.esp 18 mpo scriptaddon owb.esp 19 mpo scriptaddon base.esp 1A another-kick-in-the-head.esp 1B removeworkstationneeds.esp 1C yundao hair.esp 1D dim type3clothesretail.esp 1E acies hairpack.esp 1F mikotobeauty.esp 20 mojavedelight.esp 21 hairpatcher.esp 22 pregnancy.esp 23 sexoutspunk.esp 24 sexoutsexassault.esp 25 smallertalk.esp 26 stamina.esp 27 undiesunderneath.esp 28 cco - damage resistance.esp 29 jip companions command & control.esp 2A iws-as-enabledebuginfo.esp 2B iws-as-nointeriorspawns.esp 2C iws-core-civilians.esp 2D iws-core-guards.esp 2E iws-core-patrols.esp 2F urwlnv.esp 30 urwlnv brighter lights.esp 31 urwlnv darker night.esp 32 dn more lights.esp 33 nvgoggles.esp 34 pipboylight.esp 35 pipboyx4.esp 36 reputationfixer.esp 37 ham-basics.esp 38 takeyourtime.esp 39 imp's timescale adjuster.esp 3A goodspringsfarmhouse_v1.2.esp 3B alternative start.esp 3C time heals wounds 1.1.esp 3D sit anywhere.esp ____________________________________________________________________________________________________ In fact, the only MCM menu that isn’t working is the one from SexoutWorkingGirl.esp; the menu is just black, but there’s no glitch. Spoiler Disabling ‘Sexout Working Girl’ does not shift the problem to another MCM menu. I have also tried using the official version of JIP with Plugins Plus, but the Sexout Working Girl MCM menu remains black. When disabling Pluging and JIP PP LN and enabling JIP official, Sexout Working Girl MCM menu works fine. So, in my view, the problem lies between Plugins Plus and MCM
Machiavelique Posted June 27 Author Posted June 27 (edited) NEW 2.11.5 VERSION Regarding random straight ragdoll issue Since version 2.11.4, Sexout has introduced a major change in how it works compared to previous versions causing straight ragdoll with mods using refSurface in Sexout calls. Previous Sexout versions allowed any animation to be played on any surface, which isn't great cause some animations are visually inappropriate which specific surface (as ZaZ animations or standing animations) or seems to require a specific surface (as [Sexout.esm][821] which seems to require a wall). Furthermore, not establishing compatibility between surfaces and animations prevents any future creation of animations on certain specific surfaces. That's why this development is necessary and must be maintained. What's more, this will enable a better selection of sexout animations by the random picker. Sexout 2.11.5 resolves these issues by allowing mods to add additional authorised refSurfaces to Sexout Anim Definition. Of course, as most mods are no longer maintained, I would be responsible for updating them to make them fully compatible with the new refSurfaces restrictions imposed by version 2.11 (The mod's code will remain unchanged, the update will simply involve adding some .ini files). I just need you tell me what mod need to be updated. Furthermore, when a mod makes an animation request with an incompatible refSurface, Sexout will attempt to replace it with a nearby bed (provided the bed is compatible with the animation and the Sexout Bed MCM option is enabled). Otherwise, Sexout will attempt to play the animation on the floor. If even the floor is not compatible with the animation, Sexout will fall back to the random picker, using the same priority rule: RefSurface -> Nearby bed -> SexoutFloor So if you notice that a mod isn't playing the animation on the usual refSurface, let me know and I'll update either Sexout or the mod (depending on what the refSurface refers to). @Allnarta I have changed the folder structure of AnimsDef as follows: In Data\Config\Sexout\ AnimationsDef +AnimsDef +Pregnancy +Sexout.esm +Sexout-Amra.esp +ZAZ +AnimsDefExt +AnimsPatch Could you update AllNarta's Sexout Animations so that it follows the new Sexout folder structure? I’ve made sure that Sexout 2.11.5 supports both structures, to give you time to carry out the update without it affecting users. Edited June 27 by Machiavelique
Jijodebuta189 Posted Wednesday at 04:39 PM Posted Wednesday at 04:39 PM (edited) Well. Hello! I'm using the latest BETA version and having a bug when the sex scene finalizes, where pc start bouncing, sometimes blows up the air, and falls to her death haha no crash, and after a couple of seconds pc get up just fine. This happens on tryout scenes and sex assault ones, so I don't believe that has anything to do with another Sexout mod call. Here is my plugins list: Spoiler FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm YUP - Base Game + All DLC.esm Strip Lights Region Fix.esm YUPDate.esm Unofficial Patch NVSE Plus.esp PerformanceOfTheTitans.esm fixy crap ue.esp NVMIM.esp NVMIM - YUP Patch.esp NVMIM - YUPDate Patch.esp Bad Touch.esm SomeguySeries.esm Functional Post Game Ending.esm DLC Enhancements.esp Functional Post Game Ending - YUP Patch.esm CheckpointGary.esm Trooper Uncut.esm TLD_Travelers.esm NVInteriors_Core.esm Factions Reloaded Legion.esp NVInteriors_ComboEdition.esm Sexout.esm SexoutSlavery.esm SexoutCommonResources.esm SexoutTryout.esm AguaFria.esm Trooper Uncut - FPGE Patch.esm AltStart.esm Tryout alt start patch.esm tryout alt start patch 2.esm tryout alt start patch 3.esm PerformanceOfTheTitans - YUP Patch.esm Performance of the titans - YUP.esp NewVegasBountiesII.esm A World of Pain Revised.esm Sweet Pain NV.esm NewVegasBountiesIII.esm RetributionMod.esp Retribution2.esp TheInheritance.esm SexoutWorkingGirl.esp Russell.esm TLD_Travelers - YUP Patch.esp The Living Desert - YUP Patch.esp mil.esp Better Brotherhood.esm Mojave NPCs.esm Mojave Wildlife.esm Russell - YUP Patch.esm NewVegasBounties.esm NewVegasKiller.esm Trooper Uncut - AWOP Revised Patch.esm Badmothafucka.esm ThePlatinumVault.esm LegionRadio.esp SD_Fatigue.esp mil_Add-On.esp Another Millenia - YUP Patch.esp Alt-YUP.esp DryWellsReloaded.esm SD_Capture.esp TheBetterAngels.esm Trooper Uncut - TLD Patch.esm AWOP Revised Russell Patch.esm Trooper Uncut - YUP Patch.esm Trooper's YUP Tweaks.esm Trooper Uncut - NV Ints Remastered Patch.esm Faction Wasteland Presence.esm mil-Shop.esp MFGBetaRestoration.esm PointThatSomewhereElse!.esm Bad Mofo Update3DAlt.esm Sunshine On My Shoulders.esm FiendsVictims.esm SexoutStruggle.esm Character Expansions Revised.esm Atomic Hair FNV.V.esm Beloved Race - Master.esp QwibDrifterOutfit.esm Legion Huntress.esm Vanilla UI Plus.esp Sunnysmilescompanionsexout.esp ItemBrowserReborn.esp B42Descriptions.esp Hymn of The New West.esp Performance Of The Gods.esp The Mod Configuration Menu.esp ncr cf cell alo patch.esp nukacolaviciuswastespatch.esp SexoutConsequences.esp NVBIII TTW.esp NewVegasBountiesII - TTW.esp SunnyCompanion.esp LegionArenaExpanded.esp Classic Fallout Weapons Remastered v1.2.esp CottonwoodCoveSlaveMarket.esp CUS_CottonwoodCoveSlaveMarket-Patch.esp FPGE - Lonesome Road.esp T6M Unique Item.esp ALT-TLD.esp ALT_SMIM.esp JIP Companions Command & Control.esp SexoutFadeToBlack.esp SexoutSS_C.esp SmallerTalk.esp SexoutSS_C_Revised.esp Better Brotherhood - FPGE Patch.esp LightUpAndSmokeThoseCigarettes_edisleado.esp JustAssortedMods.esp Enhanced Movement.esp Titans of The New West.esp Subjugation - Slave Collar Crafting Recipes.esp FPGE-Rebuild Vegas.esp FPS Weapon Lowering.esp Casino Exchange All with ncr money.esp Hymn of Dry Wells.esp DryWellsReloadedFootlocker.esp Dry Wells Imperium Radio patch.esp LegateDoesntRun.esp B42Inspect.esp HitVATS.esp zzzBlankets.esp B42Bash.esp mil_Coral_Tweaks.esp JSRS.esp mil_Coral_Tweaks_JSRS_Patch - No Music.esp HitDrugs.esp HitMisc.esp SexoutAnimManagement.esp zzClothes.esp SexoutSexAssault.esp Bad Mothafucka - Sexout Patch.esp Retribution - Sexout Patch.esp AradiaKatoArmor.esp Character Expansions Revised - Extras.esp HairPatcher.esp T6M Under Wear.esp T6M Jeans Outfit.esp T6M Combat Uniform NV.esp T6M CH Raider Armor.esp ThreadsforLadySix.esp NEVECbodysuit.esp MrShersh Functional Backpack.esp MrShersh JAM Edits.esp Idle Variety.esp VK_VGExtraIconsNV_DLC.esp RemoveWorkstationNeeds.esp SexoutLust.esp SexoutSpunk.esp Atmospheric Lighting Tweaks.esp Platinum Vault - ALT Patch.esp CC - Rain.esp PD: I'm using NV compatibility skeleton, but it is redundant with Sexout NG; is it not necessary? Edited Wednesday at 04:46 PM by Jijodebuta189
7xxoo Posted Wednesday at 11:27 PM Posted Wednesday at 11:27 PM hi im having an issue where sexout soliciting doesn't seem to recognize this newest version as being correct, ive tried different load orders but it doesnt seem to work. anyone have a fix??
VinnyPexeba Posted Thursday at 01:28 AM Posted Thursday at 01:28 AM Having some Issue with Animations regarding Big Town Characters. The Animations don't play, the PC stays undressed while the other NPC disappears. I guess it's because they have a different skeleton? Anyway, is there a way to fix it?
Machiavelique Posted Thursday at 11:01 AM Author Posted Thursday at 11:01 AM 16 hours ago, Jijodebuta189 said: Well. Hello! I'm using the latest BETA version and having a bug when the sex scene finalizes, where pc start bouncing, sometimes blows up the air, and falls to her death haha no crash, and after a couple of seconds pc get up just fine. The only times I’ve experienced this sort of problem in the past were when: - SetGhost was enabled during the animation by an external mod (However SexoutNG 2.11.5 seems to support this, as I’ve just tried it and can’t reproduce the issue) - Using Update3D on a NPC during a Sexout animation whereas PC was in cell very far from the sexout animation. Eg: a sexout animation occurs in the wastleland with NPCs only and PC is in interior cell. If using Update3D and then go back to wasteland, this may cause a flying NPC which then crash to the ground and die. -SexoutNG 2.10.98 beta 2 detected a problem (often a false problem caused by incorrect handling of the ‘sexout’ pause feature) and attempted to stop the sexout animation, but failed to stop it properly I don’t think any of the above issues apply to you. I don’t think any of the above issues apply to you, so I’m afraid I don’t know at the moment. And I don’t think the sexoutNG logs will be of any help, but you’re welcome to send them anyway. The only thing I can suggest is that you disable as many mods as possible to see if the problem still occurs, and ideally identify the mod causing the issue. As a point of information: I have tested SexoutNG 2.11.5 with other mods, including Tryout (and all its requirements) and SexAssault, as well as NV Compatibility Skeleton, and I haven’t encountered any issues. 16 hours ago, Jijodebuta189 said: PD: I'm using NV compatibility skeleton, but it is redundant with Sexout NG; is it not necessary? The NV compatibility skeleton overwrittes the skeleton.nif files in Meshes\characters\_male\skeleton.nif and Meshes\characters\_1stperson\skeleton.nif These files are also overwritten by SexoutNG. This is not redundant cause the skeletons.nif files in NV compatibility skeleton are not the same as those in SexoutNG. The skeletons.nif files in SexoutNG 2.11.5 are the same as those in SexoutNG 2.10.97. NV Compatibility was released well after SexoutNG 2.10.97 and claims to be compatible with the latest mods, so there should be no problem using it with lastest SexoutNG. As the author mentions, it must be loaded last so that it replaces the skeletons.nif files from other mods. Please note that this mod has not been updated since January 2023, so even though it is called 'NV Compatibility Skeleton', there is no guarantee that it will be compatible with skeletons released after that date. These .nif files are like a black box to me, I have absolutely no idea how they work or how the author can ensure compatibility with the various skeletons used by other mods. 11 hours ago, 7xxoo said: hi im having an issue where sexout soliciting doesn't seem to recognize this newest version as being correct, ive tried different load orders but it doesnt seem to work. anyone have a fix?? I'm going to take a look at SexoutSoliciting 9 hours ago, VinnyPexeba said: Having some Issue with Animations regarding Big Town Characters. The Animations don't play, the PC stays undressed while the other NPC disappears. I guess it's because they have a different skeleton? Anyway, is there a way to fix it? According to my research, Big Town is a location in Fallout 3, so I can’t test it myself. But the SexoutNG logs might be of help here. Can you trigger a Sexout animation and send me your SexoutNG_Log.txt ? A few tests to try as well: In console mode, select the NPC and type: NX_GetSkeletonPath and let me know if it returns _Male Do the same with your character: switch to third-person view, then in console mode select your character and type: NX_GetSkeletonPath and let me know if it returns _Male From the MCM menu in SexoutAnimManagement, try running anim 101: Male standing if your character is male, or anim 111: Female lying on back fingering if your character is female and let me know how it goes 1
VinnyPexeba Posted Thursday at 10:06 PM Posted Thursday at 10:06 PM 10 hours ago, Machiavelique said: According to my research, Big Town is a location in Fallout 3, so I can’t test it myself. But the SexoutNG logs might be of help here. Can you trigger a Sexout animation and send me your SexoutNG_Log.txt ? A few tests to try as well: In console mode, select the NPC and type: NX_GetSkeletonPath and let me know if it returns _Male Do the same with your character: switch to third-person view, then in console mode select your character and type: NX_GetSkeletonPath and let me know if it returns _Male From the MCM menu in SexoutAnimManagement, try running anim 101: Male standing if your character is male, or anim 111: Female lying on back fingering if your character is female and let me know how it goes The Issue Happens with Bittercup only, Kimba and others play animations as normally. Bittercup on NX_GetSkeletonPath returns as Male And here's my logger, as asked. SexoutNG_Log.txt
Machiavelique Posted 23 hours ago Author Posted 23 hours ago On 7/3/2026 at 12:06 AM, VinnyPexeba said: The Issue Happens with Bittercup only, Kimba and others play animations as normally. Bittercup on NX_GetSkeletonPath returns as Male And here's my logger, as asked. I think I see where the problem is coming from, but it should have been detected by fnSexoutActRunFull. So either I missed something in my analysis, or fnSexoutActRunFull isn't doing its job for some unknown reason. What’s happening is partly expected behavior. Here is a mod that will modify sexout.esm to clarify all this (it will not fix it). Can you load this mod last in your load order, try triggering sex with Bittercup again, and send me your logs once more? TestDebugNG_1.zip You can try this mod with SexoutNG 2.11.5 beta 1 or the new version I’m about to publish (2.11.5 beta 2)
VinnyPexeba Posted 16 hours ago Posted 16 hours ago 7 hours ago, Machiavelique said: I think I see where the problem is coming from, but it should have been detected by fnSexoutActRunFull. So either I missed something in my analysis, or fnSexoutActRunFull isn't doing its job for some unknown reason. What’s happening is partly expected behavior. Here is a mod that will modify sexout.esm to clarify all this (it will not fix it). Can you load this mod last in your load order, try triggering sex with Bittercup again, and send me your logs once more? TestDebugNG_1.zip 13.93 kB · 0 downloads You can try this mod with SexoutNG 2.11.5 beta 1 or the new version I’m about to publish (2.11.5 beta 2) There you go. Tested on SexoutNG 2.11.5 beta 1 SexoutNG_Log.txt
Machiavelique Posted 10 hours ago Author Posted 10 hours ago This confirms my suspicions. NG's native protection is triggered because it detects that one of the actors is a child. Pride has added safeguards in various places to prevent sex with children, and I was surprised that ActRunFull didn't reject the request right from the start. The reason is that when ActRunFull checks the characters, Bittercup isn’t a child (I have two log entries in two different scripts that clearly demonstrate this). So ActRunFull is doing its job correctly. The problem is that Bittercup becomes a child shortly after the sexout request. So my opinion is that you must have a mod that changes Bittercup’s adult/child status, you should try to find that mod in order to disable it.
Machiavelique Posted 10 hours ago Author Posted 10 hours ago (edited) On 7/2/2026 at 1:01 PM, Machiavelique said: On 7/2/2026 at 1:27 AM, 7xxoo said: hi im having an issue where sexout soliciting doesn't seem to recognize this newest version as being correct, ive tried different load orders but it doesnt seem to work. anyone have a fix?? I'm going to take a look at SexoutSoliciting Fixed here Edited 10 hours ago by Machiavelique
Machiavelique Posted 49 minutes ago Author Posted 49 minutes ago Regarding the recent SNG 2.11 updates Version 2.11.5 introduced numerous changes, along with a number of issues that I hadn’t anticipated. That’s why I had to quickly release another major update to address the problems in 2.11.5 and complete the work I’d started. However, version 2.11.6 b1 deviates slightly from Sexout’s native functionality, so I will now be working on correcting this. Here is what is planned: - Removal of non-genital flags - Removal of the NonGenital constant variable - Sorting of animations into vaginal, anal, oral, masturbation and other - Keeping masturbation and other stats - Restoring sex flags as priority flags (vaginal, anal, oral, masturbation) when they are specified in Params[‘flags’]. - Decide whether to retain the new distinction between sex types that use the Params-based method ("isVaginal"::1) or the Flags-based method ("Flags"::Ar_List "vaginal"). I’m still undecided on this point
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