Machiavelique Posted February 8 Author Posted February 8 On 2/2/2026 at 12:47 PM, sirris_83 said: I've janked fallout mod manager to work and it tells me Sexout is 0b but I can't get it to spawn the holotape so I can edit the sexout settings. anyone got any ideas? You need MCM to edit SexoutNG setting 18 hours ago, maddadicusrex said: Biggo problemo! I installed the new updated Sexout. Could not get it to work because game said update failed. Been running older versions for years without issues. That rejection was not the problem. When I wanted to delete the file, vortex gave me a delete error and said it couldnot because files were write protected. WTF! EVEN IN DISABLED MODE, my game would not load Sexout older files, in game. I TRIED ANY METHOD OF FINDING AND KILLING THE FILES, BUT THEY WOULD NOT GO AWAY. AS WE SPEAK, I AM REINSTALLING GAME WITH MY MODS DISABLED. Any ideas of what is going on? Thanks I don't know how Vortex works, but Sexout is just a set of files that the mod manager has to run over FalloutNV. I don't see any reason why you shouldn't be able to delete the files (even manually). I sometimes have this same kind of problem with Windows when applications encounter an issue and don't close properly. Some files remain in use by scripts running in the background, making it impossible to delete them. Restarting the computer fixes the problem. If you were able to reinstall everything, it means you were able to delete those files. I don't think I can say why Vortex caused these problems, but I would be curious to know why the Sexout update failed. 4 hours ago, Vexserval said: Sorry for the stupid question but if anyone has an answer it would be appreciated. Installed the 3 packs on to vortex but am getting a notification saying im missing plugin 'sextryout.esm' not sure where to get it,or if i made some sort of mistake. You have install a mod requing SexoutTryout Either install SexoutTrout and all its requirements (including SCR, which can be very difficult to install correctly if you are a beginner), or don't install mods that require SexoutTryout or SCR. Installing SOFA may be a better alternative to installing SexoutTryout as SOFA comes with SexoutNG and SCR. SOFA is easier to install than SCR but requires a little care and attention to the installation procedure.
maddadicusrex Posted February 8 Posted February 8 3 hours ago, Machiavelique said: You need MCM to edit SexoutNG setting I don't know how Vortex works, but Sexout is just a set of files that the mod manager has to run over FalloutNV. I don't see any reason why you shouldn't be able to delete the files (even manually). I sometimes have this same kind of problem with Windows when applications encounter an issue and don't close properly. Some files remain in use by scripts running in the background, making it impossible to delete them. Restarting the computer fixes the problem. If you were able to reinstall everything, it means you were able to delete those files. I don't think I can say why Vortex caused these problems, but I would be curious to know why the Sexout update failed. You have install a mod requing SexoutTryout Either install SexoutTrout and all its requirements (including SCR, which can be very difficult to install correctly if you are a beginner), or don't install mods that require SexoutTryout or SCR. Installing SOFA may be a better alternative to installing SexoutTryout as SOFA comes with SexoutNG and SCR. SOFA is easier to install than SCR but requires a little care and attention to the installation procedure. I reinstalled Vortex and it seemed to allow me to delete Sexout on steroids, finally! I have all the gear needed to successfully run stable 97 Sexout version. I am wondering what I missed in this setup? Vortex kept giving me Admen Required errors, etc. ................WAIT, It was suggested by another to change Vortex options in settings to bulldoze through any permissions restrictions. I am guessing that did it.
PanzerOfThyLake Posted February 15 Posted February 15 I have this mod, sexout struggle, and sexout assault 2, but for some reason I cant have sex with radscorpions and mole rats despite them acting as sexors and initiating struggles. I looked in the animations management tab of the configuration menu, and it seemed as if the radscorpion and mole rat animation were missing. Am I missing some files, or do I have to get those animations from a seperate mod? thanks.
dborg2 Posted February 17 Posted February 17 On 2/15/2026 at 6:25 PM, PanzerOfThyLake said: I have this mod, sexout struggle, and sexout assault 2, but for some reason I cant have sex with radscorpions and mole rats despite them acting as sexors and initiating struggles. I looked in the animations management tab of the configuration menu, and it seemed as if the radscorpion and mole rat animation were missing. Am I missing some files, or do I have to get those animations from a seperate mod? thanks. those animations have never been made.
Machiavelique Posted February 22 Author Posted February 22 Indeed the problem lies in SexAssault cause Sexout doesn't have animations for these creatures. I'll prevent the radscorpions and mole rats from being stalkers.
Machiavelique Posted February 23 Author Posted February 23 Minor update for SexoutNG 2.10.98 and 2.11.4 Only added an MCM option “Fade to Black” when sex starts/ends. This may seem basic, but it will allow me to have complete control over a script and finalize the 2.11.4b5 version. 1
Katgirl19 Posted February 23 Posted February 23 When i disable Sexoutposnew, it would crash. what do i do? mod say to delete it. But deleting/disable it cause ctd while enabling cause a popup to uninstall it.
Machiavelique Posted February 28 Author Posted February 28 (edited) Sexout will not do anything if SexoutPosNew is loaded, which is probably why you are not getting crash. Make sure you don't load any mods that rewrite Sexout scripts (versions 2.10 are very slightly modified and will be less sensitive to this problem, but this is not at all the case for versions 2.11). How can you check this? There is no simple solution. The best thing to do is to load only Sexout without any other mods and see if you still get the CTD. If you still have it, I don't see what could be causing this crash. Based on what you've said, the problem seems to occur after checking the Sexout requirements (so perhaps when loading anim definitions). I don't have this problem on my end, and you seem to be the first to have it. The only way I can locate it is to put log entries in a file during the different stages of loading Sexout. The CTD will necessarily be between the last log entry and the missing one. This will allow me to pinpoint exactly which line of code in Sexout is causing the CTD, but it will take several steps: I'll send you a modified version of Sexout and you send me your logs, then I'll send you another version and you send me your logs again, and so on until I find the line that is causing the CTD. And for this to work, I need to be sure that your Sexout scripts are not being rewritten by other mods. Edited February 28 by Machiavelique
Allnarta Posted March 2 Posted March 2 Another thing I noticed that seem to never get attention: creatures scale. SNG does have SetScale process to make sure animations line up properly when creatures are non-default scale, but... SetScale only takes in account current reference scale and not base creature scale. This is why sometimes, despite SNG should take care of that, creatures animations are still do not line up (cases when base creature record has non-1.0 scale value, but reference itself has 1.0, so SetScale just does not do what it expected to). What could be done about it is SetCreatureBaseScale / GetBaseScale commands that adress exactly base scale value set in form base record, as addition to normal SNG SetScale behaviour. Only issue is they are from ShowOff NVSE, which would add another requirement to SNG framework. On the other side, 90% of players should already have it installed anyway.
Darknut_69 Posted March 2 Posted March 2 I wanted to know if there is some option or mod that i can keep my hat/helmet on during sex. I've used clothing eval but it needs SCR and i wanted to know if there was one that didnt require SCR.
gunthererickson Posted March 7 Posted March 7 Got a problem with Vanessa, Willow and Hope Lies. When Involving any of them in a 3some, many of their most important dialogue topics get missing, and sometimes their main dialogues don't work at all. Anyone has experienced this issue?
Machiavelique Posted March 8 Author Posted March 8 Indeed, SNG 2.10 does not handle creature scaling very well. These issues are supposed to be fixed in 2.11, where scaling is done taking into account GetBaseScale (this is done during initialization in fnSexoutNGInitAnim). The idea is to act directly on the scale of each creature rather than on their BaseScale (in case there are several sex scenes with creatures that have the same BaseScale and do not start/end at the same time). GetBaseScale only requires JohnnyGuitar, which was already required by SNG 2.11 for other reasons (as EditorIDToFormID). 1
Darknut_69 Posted March 25 Posted March 25 (edited) I have a couple of issues. When sleeping with vanilla new vegas characters, animations wont play and will fade to black. Trying to have sex with prostitute npcs results in instantly ragdolling and no sex animations playing. I do have beta 5 as well Edit: i think i was able to solve the fade to black thing. Despite having naughty deeds it didnt remove the fade to black so i used fade to black revamp. however there is still the issue trying to have sex with prostitute npcs. Edit 2: seems like it's the prostitutes in the lower brimstone at gomorrah that dont work. haven't had issues with the ones at the courtyard or issues with Dazzle. The mod did break on me one time but i chalk it up to new vegas deciding it wanted to break Edited March 28 by Darknut_69
Machiavelique Posted March 28 Author Posted March 28 SexoutNG can also generate a fade to black (MCM General/Use Fade to Black). If this option is disabled, it means that the fade to black you see is not caused by SexoutNG. Instant ragdolling issues will continue to occur until I have the logs that will allow me to add the base forms required by the old mods to the new AnimDef files. So when someone got an instant ragdoll issue, they post their logs, I check which mod is making the sexout request, and then I review the entire mod to add all the BaseForms furniture they need. The next version of SexoutNG will include AnimDef extensions. This will allow mods to add BaseForm furniture to AnimDefs even if they don't own the AnimDefs, and therefore won't require any SexoutNG updates Of course, for older mods, I’ll take care of adding these BaseForms myself if you send me the logs. I’ll likely add them to a plugin on the mod’s page containing only the BaseForms for that mod (to make it compatible with SexoutNG 2.11), as well as to a plugin on the SexoutNG page containing the BaseForms for all mods (less elegant but easier for the user).
Machiavelique Posted March 28 Author Posted March 28 On 3/24/2026 at 4:14 PM, ZTK220 said: Anything i can do to solve this? Either you don't have any AnimDef files in Data\Config\Sexout\AnimationsDef, or something is going wrong when loading the AnimDef files and none are being loaded. The problem should be more or less identifiable from the logs. After seeing this message, if you go to the MCM menu in Sexout AnimManagement, do you see the lists of available sexout animations, or is it empty?
ZTK220 Posted March 28 Posted March 28 3 hours ago, Machiavelique said: Either you don't have any AnimDef files in Data\Config\Sexout\AnimationsDef, or something is going wrong when loading the AnimDef files and none are being loaded. The problem should be more or less identifiable from the logs. After seeing this message, if you go to the MCM menu in Sexout AnimManagement, do you see the lists of available sexout animations, or is it empty? I decided to downgrade it to the previous version which works now
Allnarta Posted April 1 Posted April 1 So, tested lates SNG beta a bit and it tend to work really nice. Only issue I got now is the one that is also long-stanting - flags do not work properly. I constantly get "cowgirl" animations appear when I use "miss"+"lay" flags, and so on. I remember that it was issue Neutron fixed at some point, but I suspect it was overlooked and wasn't merged properly.
BruceWayne Posted April 1 Posted April 1 The latest version (2.11.4b5) breaks 1st Person animations for me after any sexout scene. Pistol is invisible, aiming raises the player body mesh in front of the camera. Only game restart fixes it. Reload of an older save before this occurs isn't working. Hasn't been a problem with 2.10.97 (my last used version) I use NV Compatibility Skeleton https://www.nexusmods.com/newvegas/mods/68776 since a couple of other mods I use depend on it. Also, UFO Cam isn't toggling reliably. It's fixed 3rd Person with player char visible sometimes and sometimes not. I got it to work with 2.5 seconds delay. (was working consistently with the same load order on 2.10.97) I'm using the most current non-sofa version from OP.
Allnarta Posted April 1 Posted April 1 1 hour ago, BruceWayne said: The latest version (2.11.4b5) breaks 1st Person animations for me after any sexout scene. Pistol is invisible, aiming raises the player body mesh in front of the camera. I got similar issue with aiming (weapon is in normal position but aim is wacked), but changing weapon fixes it right away. 1
Machiavelique Posted April 4 Author Posted April 4 On 4/1/2026 at 5:04 PM, Allnarta said: Only issue I got now is the one that is also long-stanting - flags do not work properly. I constantly get "cowgirl" animations appear when I use "miss"+"lay" flags, and so on. I remember that it was issue Neutron fixed at some point, but I suspect it was overlooked and wasn't merged properly. I tested the following request: Call fnSexoutActRunFull (Ar_Map "ActorA"::RingoREF, "ActorB"::PlayerREF, "Flags"::(Ar_List "miss", "lay")) SexoutGAI: 204 animations possible for these actors SexoutGAI: 202 anims left after black list SexoutGAI: 34 anims left after flag: miss SexoutGAI: 32 anims left after flag: lay SexoutGAI: 32 anims left after plugin: *Any* (Except ZAZ), Surface: Sexout Floor Surface Valid anim choices: Sexout-Amra.esp: 701, 702, 703, 704, 705, Sexout.esm: 603, 701, 702, 703, 704, 705, 706, 707, 708, 709, 710, 711, 718, 719, 740, 743, 744, 745, 746, 748, 749, 750, 751, 752, 753, 754, 755, Then I checked the Sexout.esm and Amra AnimDef and there is no cowgirl flag for the above selection . So I think at least one them look like cowgirl animation and need a cowgirl flag. But adding this cowgirl flag in AnimDef won't solve your problem. You either need to add more flag in your request or a "NoFlags" Params to exclude specific flags. On 4/1/2026 at 8:38 PM, BruceWayne said: The latest version (2.11.4b5) breaks 1st Person animations for me after any sexout scene. Pistol is invisible, aiming raises the player body mesh in front of the camera. Only game restart fixes it. Reload of an older save before this occurs isn't working. Hasn't been a problem with 2.10.97 (my last used version) I use NV Compatibility Skeleton https://www.nexusmods.com/newvegas/mods/68776 since a couple of other mods I use depend on it. I ran some tests today and didn't notice any issues (with and without the NV Compatibility Skeleton), whether it was with aim wacked or the pistol becoming invisible or the player 3D model placed in front of the camera when aiming. Player becoming transparent and then invisible is caused by the “UFO” camera when it collides with an environmental object (a wall, a tree, a rock, an NPC, etc.). You don't need a mod to observe this behavior; just switch to third-person view and move backward toward an obstacle. Since the camera can't pass through it, it will stick to the obstacle and collide with the player. The developers of FNV chose to make the player invisible when this happens. When the player is invisible, switching to fly cam mode will keep them invisible. If they were half-transparent, they will keep their level of transparency. Finally, if they were in first-person view (and therefore invisible to the camera), they will be invisible when switching to fly cam mode. So, some measures have been taken to reduce the issue of bodies appearing transparent or invisible such as sequencing the steps "switching to third-person view, switching to fly-cam, moving the characters On 4/1/2026 at 8:38 PM, BruceWayne said: Also, UFO Cam isn't toggling reliably. It's fixed 3rd Person with player char visible sometimes and sometimes not. I got it to work with 2.5 seconds delay. (was working consistently with the same load order on 2.10.97) Indeed, the UFO cam isn't working as expected. When "Use TFC during sex" is checked,: - Fly cam is turned ON during animation - Fly cam is turned OFF after animation (but also turned OFF if you was in fly cam before animation starts) When "Use TFC during sex" is unchecked,: - Fly cam is turned OFF during animation (but turned ON if you was in fly cam before animation starts) - Fly cam is turned OFF after animation Also when "Use TFC during sex" is unchecked and player is in 3rd-person view before a sexout animation starts, the player switching in 1st person view (instead of 3rd-person view) Reds messages indicate unexpected behavior and will be fixed. I think the last one is related to your message, but it doesn't cause the pistol to disappear or any other issues. 1
Allnarta Posted April 5 Posted April 5 On 4/4/2026 at 10:00 PM, Machiavelique said: Then I checked the Sexout.esm and Amra AnimDef and there is no cowgirl flag for the above selection . So I think at least one them look like cowgirl animation and need a cowgirl flag. But adding this cowgirl flag in AnimDef won't solve your problem. You either need to add more flag in your request or a "NoFlags" Params to exclude specific flags. It does not matter, I constantly get straight up wrong results, for example if I use "miss", "lay" flags, I constantly get standing or cowgirl animations appearing when changing animation, which should never happen normally and did not happen on older SNG versions.
Machiavelique Posted April 6 Author Posted April 6 (edited) Once gain I tested this request: Call fnSexoutActRunFull (Ar_Map "ActorA"::RingoREF, "ActorB"::PlayerREF, "Flags"::(Ar_List "miss", "lay")) Then I switched animation several time (about 50) and didn't get any cowgirl or standing (excepted for Sexout.esm[746] which have a standing phase in its file animation). And the list of animations available when switching animations is the same as the one provided by the random picker That's Curious, I need to understand why NG selects cowgirl and standing animation on your side and works fine on my side. Can you send me your logs ? And if you get a cowgirl/standing animation, can you tell me which one ? Edited April 6 by Machiavelique
Darknut_69 Posted April 6 Posted April 6 I have one question (not anything major or anything) but is there a way where i have my character and other npcs keep their headwear on during sex scenes? I've used ClothingEval but I wanted to see if there was another way so I don't have to use SCR.
Machiavelique Posted April 6 Author Posted April 6 (edited) Yes, there is a way, but it's not really something a regular user can do. NG allows you to keep certain clothes on if they're in the following lists: SexoutNGSafeClothesM (list of male clothing) SexoutNGSafeClothesF (list of female clothing) Then, in the SexoutNG MCM menu, under the “clothes” menu, you must select “Use undress list”. So the challenge lies in adding items to these lists, which is something better suited for a mod author. For example, creating a mod that adds all “headwear” baseforms to these safe clothes lists. Edited April 6 by Machiavelique
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