Machiavelique Posted December 6, 2025 Author Posted December 6, 2025 On 12/4/2025 at 11:19 AM, Darkflip95 said: Hey there, I've been asking around, but are there any resources or tools for making custom animations for Sexout? I know how to import and export models and make them, but I've been interested in getting into animation and wanted to try making some for the mod. If you need help with resources/tools for creating animations, Allnarta can definitely help you, as I have absolutely no knowledge on this subject. If, on the other hand, you need help adding these animations to Sexout, you can follow the documentation on AnimDef available in versions of SexoutNG2.11 (DATA\Docs\SexoutNG\AnimDef_Doc.ini), and asking me if the documentation is unclear or if you need help. 1
Allnarta Posted December 7, 2025 Posted December 7, 2025 On 12/6/2025 at 4:08 PM, Machiavelique said: - I'll make sure the Quest Delay is 0.01 seconds (because I still don't understand why yours seems to be 1 second). I can only assume something sets delay manually in some script, as quest itself also has proper (every frame) delay. On 12/6/2025 at 4:08 PM, Machiavelique said: I don't really agree. Agree or not, failing to run sexout act just catastrophically break and ruin mods in a lot of cases. It's that simple.
Allnarta Posted December 8, 2025 Posted December 8, 2025 UPD: setting quest delay manually to 0.01 did fix slow sex start problem and looks like it also fixed post-sex error and SNG breaking too. Looks like quest delay is save-baked thing and when such a drastic changes made, new game is mandatory (or manually updating things by script). I still get issue where character stands still for a few seconds before beginning to play animation though (NPC is fine). I can assume it also related to delay setting, but for different quest?
holytabac Posted December 9, 2025 Posted December 9, 2025 Hello, I want to ask why the males always has limp peepee when having sex. I used Robert S body and extended by allnarta. my character is a female
Machiavelique Posted December 9, 2025 Author Posted December 9, 2025 On 12/8/2025 at 9:35 AM, Allnarta said: I still get issue where character stands still for a few seconds before beginning to play animation though (NPC is fine). I can assume it also related to delay setting, but for different quest? Only the SexoutNGAM script quest manages animations (like a orchestra conductor: it doesn't play animations directly, but directs the steps and casts the necessary scripts so that the entire process runs smoothly from start to finish). For now, all the issues you have reported are logical and can be fixed, excepted the issue of the player still standing for a few seconds while the NPC has already started the animation, which is completely illogical and unexpected. Animations are managed by an object script running on a Token, script iterations are therefore very fast and nothing is done to slow them down. When there are more than one actor, animation of actorB always starts first (cause it's the “focus” actor from which the other actors will be positioned). For my part, I don't have this problem either. No matter how hard I try to use a Male/Female player, actorA/actorB, w/o raper, I don't experience any delays (testest with A-Lust + AllNartaSexoutAnimations). It is therefore better to focus on the problems identified at the moment, and if this issue is still present after the next update, we will try to investigate further. 7 hours ago, holytabac said: Hello, I want to ask why the males always has limp peepee when having sex. I used Robert S body and extended by allnarta. my character is a female Unfortunately, I have no idea. In Sexout, penises are added by equipping the character with a 'Nude Armour' called SexoutNude. This armour is sort of a combination of a naked male body + erect penis. It seems to me that AllNarta also uses SexoutNude in SexoutNGUndressSpellSCRIPT (which undresses the character and equips the naked body), so I don't know why there's this odd thing with Robert S. I haven't taken the time to install every thing to test it, so I can't say whether I'm experiencing the same issue.
Allnarta Posted December 9, 2025 Posted December 9, 2025 Just now, Machiavelique said: For now, all the issues you have reported are logical and can be fixed, excepted the issue of the player still standing for a few seconds while the NPC has already started the animation, which is completely illogical and unexpected. This issue is not present on another game install I got on laptop (with a new game) so I assume it's either consequence of SNG update on existing savegame or some mod incompatibility. First case can be ignored (it is normal for such a drastic framework update to require clean savegame), second case has to be tested and possibly fixed when I will be able to look at it more. Lack of erection on some old animation is issue with that certain animations, not RS. I have scripted solution for that for RS V3+ update.
Allnarta Posted December 9, 2025 Posted December 9, 2025 (edited) Ok, I spotted an issue: latest SNG update mess with A-Lust dynamic facial expressions. You did not reproduce bug because I assume you have no kNVSE installed so ForcePlayIdle function didn't execute and as result didn't mess with player starting sex idles. Looks like I'll have to rewrite dynamic expressions to ActivateAnim animation layers instead of forceplayidle. I anyway was going to do it for next update. Edited December 10, 2025 by Allnarta
Allnarta Posted December 9, 2025 Posted December 9, 2025 Another thing that is not an actual bug, but can be annoying: looks like actors start a scene not in ActorB position as before, but somewhere in other spot now. It does not matter on flat surfaces and open spaces, but... Spoiler As you see, NPC was sitting on a chair, but sex started somewhere inside a building collision. It being not too much of aesthetical is smallest issue here, as after sex character just stucks in building collision. Spoiler Easily fixable by tcl in console, of course, but certainly not intended behaviour.
holytabac Posted December 11, 2025 Posted December 11, 2025 On 12/10/2025 at 2:47 AM, Allnarta said: This issue is not present on another game install I got on laptop (with a new game) so I assume it's either consequence of SNG update on existing savegame or some mod incompatibility. First case can be ignored (it is normal for such a drastic framework update to require clean savegame), second case has to be tested and possibly fixed when I will be able to look at it more. Lack of erection on some old animation is issue with that certain animations, not RS. I have scripted solution for that for RS V3+ update. Where should I write it and what statements to use it ? On the console or mcm?
seethe04 Posted December 12, 2025 Posted December 12, 2025 i just want to let you know I have the same problem with the player in actor A map just standing there when I choose a refSurface. It doesnt happen if I dont have a refsurface defined
Machiavelique Posted December 14, 2025 Author Posted December 14, 2025 The next update is ready and should fix most of the issues. I will probably publish it tomorrow. The only points that have not yet been worked on are: - Issues with A-Lust dynamic facial expression. For the moment, I can't get these facial expressions to work regardless of the NG version used (2.10.98, 2.11.3, or 2.11.4) and w/o KNVSE. I haven't really looked into it yet, but I'll take a look at it for the next update. - NPC sitting on a chair start sex somewhere inside a building collision (I haven't checked this issue yet, but indeed sex should start on actorB as previous versions). 2
Allnarta Posted December 14, 2025 Posted December 14, 2025 1 hour ago, Machiavelique said: - Issues with A-Lust dynamic facial expression. For the moment, I can't get these facial expressions to work regardless of the NG version used (2.10.98, 2.11.3, or 2.11.4) and w/o KNVSE. I haven't really looked into it yet, but I'll take a look at it for the next update. There is no need to worry about it anymore, I re-wrote emotions in more stable and compatible way. Yes, it does require kNVSE, as A-Lust in general has kNVSE as requirement.
Allnarta Posted December 16, 2025 Posted December 16, 2025 UPD about sex start location: I'm not sure 100% yet but I suspect it appears when option to search for bed is active. Looks like when I turn beds off completely it starts in ActorB position as before. This needs a bit more testing though.
seethe04 Posted December 16, 2025 Posted December 16, 2025 latest update fixes the issue where player wont animate when using a refsurface, thanks however I notice a problem where if I press "left alt" to swap positions, a lot of the positioning is completely off, very drastically. some of them are flipped where the player actor and npc actor are facing opposite directions, or just general offset issues
Allnarta Posted December 17, 2025 Posted December 17, 2025 (edited) Looks like ActorA indeed has issues with rotation towards furniture object now: It's probably because actor positioning towards furniture is a bit different in latest version; it's not hard to adjust with zRotA/B settings in anim ini files, but I should know if I'll have to do it for next animation update. Edited December 17, 2025 by Allnarta
seethe04 Posted December 17, 2025 Posted December 17, 2025 yeah I do notice that if I just start a scene without a refsurface, there aren't any bad positionings where the actors are flipped or reversed or have large positional offsets I'm not sure if its because I'm using a refsurface along with a fsurfacez arg so they can be positioning on top of the beds, but I don't get the problem when using the non WIP version
Darkflip95 Posted December 18, 2025 Posted December 18, 2025 On 12/4/2025 at 9:24 PM, Allnarta said: I mean, I gave you a link to fully working humans rig intended and designed to make and export animations for Sexout. That is perfect start for that. I really don't want my last posts to be lost somewhere, as at this moment latest SNG WIP is legitimately broken and non-playable. I only just remembered Sorry, I checked the conversation, but there is no link there.
Allnarta Posted December 18, 2025 Posted December 18, 2025 It's literally there. https://www.loverslab.com/topic/243123-allnartas-sexout-animations-support-topic/page/2/#findComment-7158388
Derekkun0o Posted December 19, 2025 Posted December 19, 2025 I've spent the last 24h troubleshooting this and I cannot get it to work at all So, my main goal was add SOFA 1.6 alongside TryOut/Assault (whichever of the two gives a better slave/sub experience) AND the Vulpine Fox Race mod Downloaded all dependencies, all patches, everything for every mod Made sure the load order was correct and everything sorta-worked fine, but as soon as I fully loaded into a new save, Doc Mitchell would be an anthro fox yes, but would also have a weird stretched texture that went to infinity. So after way too many hours trying different things, I managed to find a sort of solution: removing the Male Vulpine Textures mod That fixed the issue with Doc... but now my character had a complete mess of a texture map So back to the drawing board I went Uninstalled Robert S Body Replacer (not to be confused with the 3.4 version, the one I have has a patch for Devious Wasteland available) And the issue went back to being either: my character gets stretched out to hell and back, or Doc gets the same bug as before Yes, I did try messing around with the skeletons, and managed to only use the correct one for the Vulpine Fox Race mod (The Skeleton, alongside its multitude of patches) but now I honestly don't know what I did, and everything went to shit again I know it's a bad idea, but I'm running everything with Vortex, since it's the one I'm most familiar with. But I honestly give up Someone, please help me
Darkflip95 Posted December 19, 2025 Posted December 19, 2025 18 hours ago, Allnarta said: It's literally there. https://www.loverslab.com/topic/243123-allnartas-sexout-animations-support-topic/page/2/#findComment-7158388 Oh apologies, I thought you were talking about DMs. I sent a DM asking and you replied with what Blender of version you used. All good
Machiavelique Posted December 20, 2025 Author Posted December 20, 2025 (edited) On 12/17/2025 at 12:38 AM, seethe04 said: however I notice a problem where if I press "left alt" to swap positions, a lot of the positioning is completely off, very drastically. some of them are flipped where the player actor and npc actor are facing opposite directions, or just general offset issues I don't see these positioning issues when I swap animations with ‘left alt’, whether I use a refSurface or not. fSurfaceX, fSurfaceY, and fSurfaceZ can be used, and these parameters also work fine when I swap animations. Can you tell me if you observe this issue on specific plugins or specific anims? Otherwise, enable debug messages from the Sexout MCM menu and send me your SexoutNG_Log.txt so I can at least look at the parameters used. But honestly, I don't see what could be causing this issue at the moment, except for a mod that rewrites SexoutNGAnimPositionV3 (which seems unlikely to me) or a mod that forces the SexoutNGAnimPositionV2 script on the SexoutNGAnimPosition token (instead of SexoutNGAnimPositionV3). Just out of curiosity, I tried to see what SexoutNGAnimPositionV2 does with SexoutNG 2.11.4 beta 2, and here's what I got: Here I started an animation on the Victor shack bed Spoiler And here is what I got when I swap animation: Spoiler I can't say for sure that you have a mod that causes this kind of problem, but I don't see it in the current version of Sexout 2.11.4 beta 2. Version 2.10.98 beta 7 still uses a lot of native scripts (including SexoutNGAnimPositionV2), which would explain why a mod that rewrites this script would have no impact. So I think the best thing to do is to test with a minimum number of mods (just SexoutNG, its requirements, and a mod to start an animation on a refSurface). If you are still experiencing these issues, please send me the logs so that I can test them on my end with the same settings. There is no reason why I should not be able to observe this issue with the same settings and the same mods loaded. On 12/17/2025 at 9:52 AM, Allnarta said: It's probably because actor positioning towards furniture is a bit different in latest version; it's not hard to adjust with zRotA/B settings in anim ini files, but I should know if I'll have to do it for next animation update. Indeed, positioning management on refSurfaces is different, and these rotations must now be adjusted in anim ini files (please just don't use XPosB, YPosB, XRotB, YRotB for now, but any other offsets can be used). In SexoutNG 2.11.3 and lower: without refSurface: ActorA and ActorC are focused on ActorB with refSurface: ActorA, ActorB, and ActorC are focused on refSurface In SexoutNG 2.11.4: without refSurface: ActorA and ActorC are focused on ActorB with refSurface: ActorB is focused on refSurface, then ActorA and ActorC are focused on ActorB On 12/19/2025 at 1:43 AM, Derekkun0o said: I've spent the last 24h troubleshooting this and I cannot get it to work at all So, my main goal was add SOFA 1.6 alongside TryOut/Assault (whichever of the two gives a better slave/sub experience) AND the Vulpine Fox Race mod Downloaded all dependencies, all patches, everything for every mod Made sure the load order was correct and everything sorta-worked fine, but as soon as I fully loaded into a new save, Doc Mitchell would be an anthro fox yes, but would also have a weird stretched texture that went to infinity. So after way too many hours trying different things, I managed to find a sort of solution: removing the Male Vulpine Textures mod That fixed the issue with Doc... but now my character had a complete mess of a texture map So back to the drawing board I went Uninstalled Robert S Body Replacer (not to be confused with the 3.4 version, the one I have has a patch for Devious Wasteland available) And the issue went back to being either: my character gets stretched out to hell and back, or Doc gets the same bug as before Yes, I did try messing around with the skeletons, and managed to only use the correct one for the Vulpine Fox Race mod (The Skeleton, alongside its multitude of patches) but now I honestly don't know what I did, and everything went to shit again I know it's a bad idea, but I'm running everything with Vortex, since it's the one I'm most familiar with. But I honestly give up Someone, please help me I have no idea. I know that SOFA adds the SCR, which requires to specify what type of body the player uses, but logically this is only necessary for female characters. I don't know how Vulpine works (the author mentions Robert S, from what I understand). In the MCM menu of SexoutCommonResource, you can try setting Female Body/Shape to Custom-Replace Based WIP, but I have no idea if that will solve your issue Edited December 20, 2025 by Machiavelique
Neutron_rus Posted December 20, 2025 Posted December 20, 2025 On 12/19/2025 at 7:43 AM, Derekkun0o said: Made sure the load order was correct and everything sorta-worked fine, but as soon as I fully loaded into a new save, Doc Mitchell would be an anthro fox yes, but would also have a weird stretched texture that went to infinity. So after way too many hours trying different things, I managed to find a sort of solution: removing the Male Vulpine Textures mod That fixed the issue with Doc... but now my character had a complete mess of a texture map So back to the drawing board I went Uninstalled Robert S Body Replacer (not to be confused with the 3.4 version, the one I have has a patch for Devious Wasteland available) And the issue went back to being either: my character gets stretched out to hell and back, or Doc gets the same bug as before Yes, I did try messing around with the skeletons, and managed to only use the correct one for the Vulpine Fox Race mod (The Skeleton, alongside its multitude of patches) but now I honestly don't know what I did, and everything went to shit again I know it's a bad idea, but I'm running everything with Vortex, since it's the one I'm most familiar with. But I honestly give up Someone, please help me Stretching to infinity is a skeleton problem. Allnarta's Robert S uses custom skeleton that might not work with other mods that require their own custom skeleton models. So if your anthro fox mod requiring unique skeleton not compatible with things, Robert S will be a bad body choice. Problem with Vortex is that it's really hard to set mods deployment in specific order, and shuffling skeleton mods will become a pain. You need to make sure somehow that skeleton or body with skeleton mod you're testing loads as last as possible.
seethe04 Posted December 21, 2025 Posted December 21, 2025 (edited) 13 hours ago, Machiavelique said: I don't see these positioning issues when I swap animations with ‘left alt’, whether I use a refSurface or not. fSurfaceX, fSurfaceY, and fSurfaceZ can be used, and these parameters also work fine when I swap animations. Can you tell me if you observe this issue on specific plugins or specific anims? Otherwise, enable debug messages from the Sexout MCM menu and send me your SexoutNG_Log.txt so I can at least look at the parameters used. But honestly, I don't see what could be causing this issue at the moment, except for a mod that rewrites SexoutNGAnimPositionV3 (which seems unlikely to me) or a mod that forces the SexoutNGAnimPositionV2 script on the SexoutNGAnimPosition token (instead of SexoutNGAnimPositionV3). Just out of curiosity, I tried to see what SexoutNGAnimPositionV2 does with SexoutNG 2.11.4 beta 2, and here's what I got: Here I started an animation on the Victor shack bed Hide contents And here is what I got when I swap animation: Hide contents I can't say for sure that you have a mod that causes this kind of problem, but I don't see it in the current version of Sexout 2.11.4 beta 2. Version 2.10.98 beta 7 still uses a lot of native scripts (including SexoutNGAnimPositionV2), which would explain why a mod that rewrites this script would have no impact. So I think the best thing to do is to test with a minimum number of mods (just SexoutNG, its requirements, and a mod to start an animation on a refSurface). If you are still experiencing these issues, please send me the logs so that I can test them on my end with the same settings. There is no reason why I should not be able to observe this issue with the same settings and the same mods loaded. Just tried it with a minimal load order and I'm still getting the same problem. These are some of the versions of dependencies I'm using: [17:24:03.0543] [1E017787] SCRStartLog:SCR version: 20250420.0 [17:24:03.0549] [1E017787] SCRStartLog:SexoutNG version: 2.11.4 [17:24:03.0553] [1E017787] SCRStartLog:NX version: 19 [17:24:03.0557] [1E017787] SCRStartLog:SCRStartLog:NVSE version: 6.4.4 [17:24:03.0561] [1E017787] SCRStartLog:JIP LN NVSE Version: 57.3 [17:24:03.0565] [1E017787] SCRStartLog:Johnny Guitar NVSE Version: 520 I'm seeing it with just default Sexout.esm anims I'm also not using the SOFA version, I'm installing the full pack along with getting the latest SCR. I also don't see how it can be a conflict with the animposition script, I looked at it and nothing is overriding it. Could it be different behavior caused by different dependency versions or maybe the SOFA version has something the non-SOFA version doesn't? Also, i was reading the mod file page for the WIP and isn't this also a known issue? "- Switching animation can lead position deviation between actors - Native problem that seems worse in previous versions with even cumulative offsets" I've also attached a snippet of the SCR log SCRLogSnippet.txt Edited December 21, 2025 by seethe04
Machiavelique Posted December 21, 2025 Author Posted December 21, 2025 (edited) Thanks for your logs, I tried the same settings as you with the same animation change and I had the same problem. There was indeed a problem in SexoutNGAnimPositionV3, which started by positioning actorA before actorB after the animation change. I don't know why it worked when the player was actorB or if I didn't come across the right animations when I tested it. In any case, I just published the fix. 10 hours ago, seethe04 said: "- Switching animation can lead position deviation between actors - Native problem that seems worse in previous versions with even cumulative offsets" There may be small deviations, but the ones you had were huge. I have not yet determined the cause of these small positioning deviations. I also thought I saw a question about managing nude female bodies in SexoutNG. This requires modifying SexoutNGUndressSpellSCRIPT and cannot be done at this time. It also requires the authors' consent to add their female bodies to Sexout, and if they are not agree I should detect the installed bodies. (I won't be very available in the coming weeks, so I hope to have resolved the main issues.) Edited December 21, 2025 by Machiavelique
alex12345 Posted December 28, 2025 Posted December 28, 2025 On 9/18/2025 at 7:41 PM, 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 MCM Extender also seems to break the SexoutNG MCM. With both installed, SexoutNG MCM options seem to overwrite every mods MCM options. Disabling, one or the other fixes the issue 1
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