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SexoutNG '98 BETA 8


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Posted (edited)

I still had the idea that maybe you had a plugin that breaks JohnnyGuitar, or maybe that having too many mods loaded could cause its EditorIDToFormID function to not work properly. But since you're saying that with only FalloutNV.esm + NVSE 6.4.7 + JohnnyGuitar 5.25 + JIP 57.30, EditorIDToFormID "GSSunnySmiles" return 0x0 I have no idea why it doesn't work.

 

I guess you also have Latest Microsoft Visual C++ 2017–2026 Redistributable ?

 

I think you can now report this issue to JohnnyGuitar mentioning that EditorIDToFormID always return <NULL REF> for you even with only FalloutNV.esm + NVSE 6.4.7 + JohnnyGuitar 5.25 + JIP 57.30. When typing in console EditorIDToFormID "GSSunnySmiles" you got:

EditorIDToFormID "GSSunnySmiles"

EditorIDToFormID >> 0x0

 

 

 

From Nexus JohnnyGuitar page:

Spoiler

Troubleshooting
If JohnnyGuitar NVSE doesn't seem to be working (other mods complain that it's not installed, or you don't see its effects in the game or GECK):

  • Make sure that xNVSE 6.4.4 or newer is installed (can be tested using GetNVSEVersionFull command in game console)
  • If the above didn't help, post nvse.log file (found in game folder) in the comments using pastebin.com.
  • If the above steps were not followed, complaints will be ignored.

 

Edited by Machiavelique
Posted
On 4/20/2026 at 10:44 PM, Machiavelique said:

I still had the idea that maybe you had a plugin that breaks JohnnyGuitar, or maybe that having too many mods loaded could cause its EditorIDToFormID function to not work properly. But since you're saying that with only FalloutNV.esm + NVSE 6.4.7 + JohnnyGuitar 5.25 + JIP 57.30, EditorIDToFormID "GSSunnySmiles" return 0x0 I have no idea why it doesn't work.

 

I guess you also have Latest Microsoft Visual C++ 2017–2026 Redistributable ?

 

I think you can now report this issue to JohnnyGuitar mentioning that EditorIDToFormID always return <NULL REF> for you even with only FalloutNV.esm + NVSE 6.4.7 + JohnnyGuitar 5.25 + JIP 57.30. When typing in console EditorIDToFormID "GSSunnySmiles" you got:

EditorIDToFormID "GSSunnySmiles"

EditorIDToFormID >> 0x0

 

 

 

From Nexus JohnnyGuitar page:

  Reveal hidden contents

Troubleshooting
If JohnnyGuitar NVSE doesn't seem to be working (other mods complain that it's not installed, or you don't see its effects in the game or GECK):

  • Make sure that xNVSE 6.4.4 or newer is installed (can be tested using GetNVSEVersionFull command in game console)
  • If the above didn't help, post nvse.log file (found in game folder) in the comments using pastebin.com.
  • If the above steps were not followed, complaints will be ignored.

 

Reported it two days ago, all quiet on the western front so far

Posted (edited)

They aren't exactly known for being easygoing. I think that since you didn't give them enough information, they probably won't even bother trying to answer, assuming you're using the function incorrectly (for example, someone complained that GetEditorID wasn't working when he was just comparing strings to forms...).

 

 

So if you want to increase your chances of getting a response from them, you need to make sure they take you seriously:

- Follow their procedure by posting your nvse.log using pastebin.com 
- Tell them you use NVSE 6.4.7, JG 5.25, JIP 57.30

- Also post a screenshot using EditorIDToFormID in console command:

   EditorIDToFormID “GSSunnySmiles”

   EditorIDToFormID >> 0x0

- (If possible, also post your load order and specify which mod manager you're using)

 

 

 

In the meantime, try out some of JohnnyGuitar's other functions to see if it's just EditorIDToFormID that isn't working or if it's the entire plugin. In console try:

GetEditorID 14

GetEditorID 104E84

Player.GetBaseScale

 

Also post your JohnnyGuitarNVSE.log. There might be something interesting inside, you never know...

 

JohnnyGuitar 5.15 is still available (that's the version I had been using up until then), you can try installing it in replacement of the 5.25 and see if that works better.

Edited by Machiavelique
Posted
4 hours ago, Machiavelique said:

They aren't exactly known for being easygoing. I think that since you didn't give them enough information, they probably won't even bother trying to answer, assuming you're using the function incorrectly (for example, someone complained that GetEditorID wasn't working when he was just comparing strings to forms...).

 

 

So if you want to increase your chances of getting a response from them, you need to make sure they take you seriously:

- Follow their procedure by posting your nvse.log using pastebin.com 
- Tell them you use NVSE 6.4.7, JG 5.25, JIP 57.30

- Also post a screenshot using EditorIDToFormID in console command:

   EditorIDToFormID “GSSunnySmiles”

   EditorIDToFormID >> 0x0

- (If possible, also post your load order and specify which mod manager you're using)

 

 

 

In the meantime, try out some of JohnnyGuitar's other functions to see if it's just EditorIDToFormID that isn't working or if it's the entire plugin. In console try:

GetEditorID 14

GetEditorID 104E84

Player.GetBaseScale

 

Also post your JohnnyGuitarNVSE.log. There might be something interesting inside, you never know...

 

JohnnyGuitar 5.15 is still available (that's the version I had been using up until then), you can try installing it in replacement of the 5.25 and see if that works better.

Just gotta figure how to upload the log file on Nexus, unless i just have to copy its contents on pastebin

 

ScreenShot16.png

Posted
46 minutes ago, ZTK220 said:

Just gotta figure how to upload the log file on Nexus, unless i just have to copy its contents on pastebin

 

 

Indeed, copy/past on pastebin, then "create new paste" button, then send them the link to your pastebin

 

 

So from your screen:

GetEditorID works

GetBasScale works

 

 

Could you try again:

GetEditorID 104E84

EditorIDToFormID "GSSunnySmiles"

EditorIDToFormID (GetEditorID 104E84)

 

As you can see, GetEditorID is the reverse function of EditorIDToFormID, so it's strange that GetEditorID works while EditorIDToFormID doesn't. I think this new screenshot would be even more valuable to them.

 

Posted
17 hours ago, Machiavelique said:

 

 

Indeed, copy/past on pastebin, then "create new paste" button, then send them the link to your pastebin

 

 

So from your screen:

GetEditorID works

GetBasScale works

 

 

Could you try again:

GetEditorID 104E84

EditorIDToFormID "GSSunnySmiles"

EditorIDToFormID (GetEditorID 104E84)

 

As you can see, GetEditorID is the reverse function of EditorIDToFormID, so it's strange that GetEditorID works while EditorIDToFormID doesn't. I think this new screenshot would be even more valuable to them.

 

 

ScreenShot19.png

Posted

This screen is great cause it shows that EditorIDToFormID doesn't works, however there's a small typo:  EditorIDToFormID "GGSunnySmiles" instead of EditorIDToFormID "GSSunnySmiles"

 

Also, I can't see your pictures on your post on JohnyGuitar  so I don't think they can see them either. Better to just upload your screenshot somewhere then post the url.

Posted (edited)
8 minutes ago, Machiavelique said:

This screen is great cause it shows that EditorIDToFormID doesn't works, however there's a small typo:  EditorIDToFormID "GGSunnySmiles" instead of EditorIDToFormID "GSSunnySmiles"

 

Also, I can't see your pictures on your post on JohnyGuitar  so I don't think they can see them either. Better to just upload your screenshot somewhere then post the url.

The images are accessible by right clicking on the broken image and open in a new tab


Typo fixed, same results

Edited by ZTK220
Posted (edited)
On 4/12/2026 at 6:11 AM, Machiavelique said:

 

Seems problem is a missing NiRefObject:

  Reveal hidden contents

Registry:
 REG |    Value   | DEREFERENCE INFO
 ebp | 0x001AF7B0 |
 ebx | 0x00000001 |
 eax | 0x3D80199E |
 edx | 0x1D832970 | 0x0101DCE4 => Class: NiRefObject
                    Reference Count: 0
                    WARNING: Reference Count is zero, object may be deleted!

 ecx | 0x3D80199E |
 esi | 0x00000000 |
 edi | 0xFFFFFFFE |
 eip | 0x00822B4C |
 esp | 0x001AF7A4 |

 

[...]

 

 19 | 0x410B2618 | 0x01086A60 => RTTI: Character
 25 | 0x1D832970 | 0x0101DCE4 => Class: NiRefObject
                    Reference Count: 0
                    WARNING: Reference Count is zero, object may be deleted!

 29 | 0x3237ECC0 | 0x0109B5AC => Class: NiNode
                    Reference Count: 1
                    Name: "Bip01 Weapon2"
                    Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | ORPHANED_BOUND
                    Owner Reference:
                     Full Name: "NCR Heavy Trooper"
                     FormID: 00179B13 ("McCarranHsuGuard02REF")
                     Flags: MASTER | ALTERED | INITIALIZED | HAS_SPOKEN | PERSISTENT | TARGETED
                     Plugin: "FalloutNV.esm"
                     BaseForm: NPC
                    Parent: NiNode

 

 

Your problem seems to be more related to a mod that alters armor or skeletons, because I've run some tests on my end and everything works fine, no crashes.

I tested with:

- NVSE 6.4.6

- JIP 57.30

- JohnnyGuitar 5.15

- ConsolePaste

- SexoutNG2.11.4b5

(and that's all)

 

I added and equipped a T-51 Power armor + T-51 helmet to Player, then I tried to get sex with Ringo => Both get undressed without crash and sex animation worked fine

Then I tried to get sex with McCarranHsuGuard02REF* => Both get undressed without crash and sex animation worked fine

Then I tried to trigger sex with McCarranHsuGuard02REF and VeronicaREF => Both get undressed without crash and sex animation worked fine

 

McCarranHsuGuard02REF* = The NPC in your log file which should be equipped a PowerNCRSalvaged PowerArmor (excepted if a mod replace it)

I just can tell that SexoutNG skeleton + vanilla armors doesn't crash the game with NVSE 6.4.6 (don't know why the new NVSE update crash your game whereas previous doesn't, )  

Even though it might seem unlikely, the only explanation that comes to mind is that you’ve always had this error, which used to throw an exception that was caught and handled by previous NVSE versions, but that they must have inadvertently changed something, causing that exception to no longer be handled. However, this is just a suggestion, take it with a grain of salt.

 

 

 

No, I didn't know why I mentionned 6.3.4 (probably tired).

I meant 6.4.6 and try to capture log from SexoutAnimManagement. 

One thing I'd be interested in, for example, is knowing the contains of the ‘Animations’ array in AnimBanMCM quest when you get these lines: '#0:           available' since this array is supposed to contain the animation index. I’d expect to see ‘0’ everywhere, but what I’m interested in is seeing what the other SexoutAnimManagement log data returns, and also checking if there are any NVSE errors when running the SexoutAnimManagement scripts that might explain why the ‘Animations’ array contains incorrect data .


Here is my Sexout_Log.txt after opening AnimManagement MCM menu:

SexoutNG_Log.txt 42.07 kB · 1 download

 

I don't have any errors, I have the expected values and everything is working fine.

 

 

I tried again to have the animations play when trying to have sex with power armor users, and now it works. My guess that this was (potentially) from johnny guitar. Though I am not 100% certain.

 

nvm, it's happening again, so I still don't know what causes it to crash when TOTNW is enabled

Edited by Darknut_69
Posted
On 4/28/2026 at 7:19 PM, Darknut_69 said:

nvm, it's happening again, so I still don't know what causes it to crash when TOTNW is enabled

 

I don't know either. Does the game crash when you unequip Power Armor from the McCarran guard ?

 

Stand next to the McCarran guard who caused the crash and type:

McCarranHsuGuard02REF.UnequipItem (McCarranHsuGuard02REF.GetEqObj 2 0 1)

 

(reload your save and repeat several times)

 

 

And also try to disable undress actor (MCM clothes setting -> Set everthing to 'never')

At least that will confirm that the problem is with the undress. For now, it's just a guess.

 

 

For my part, I downloaded TOTNW to run some tests, installed the prerequisites, and created fake DLCs to make up for the ones I don't have. I never experience crashes during the undressing sequence, but I sometimes crash during the ragdoll phase (about 1 in 5 times), but disabling ragdoll prevent this crash.
Sometimes I also get crash when the Power armor NPC re-equipped his weapon, but this crash happens about 1 to 2 seconds after the Sexout act is completely over

 

 

 

 

 

@ZTK220

I see they still haven't responded to your issue; you can try reaching out to them on Discord:

https://discord.com/invite/EebN93s

 

They have a channel related to JhonnyGuitar

 

 

 

Posted
14 hours ago, Machiavelique said:

 

I don't know either. Does the game crash when you unequip Power Armor from the McCarran guard ?

 

Stand next to the McCarran guard who caused the crash and type:

McCarranHsuGuard02REF.UnequipItem (McCarranHsuGuard02REF.GetEqObj 2 0 1)

 

(reload your save and repeat several times)

 

 

And also try to disable undress actor (MCM clothes setting -> Set everthing to 'never')

At least that will confirm that the problem is with the undress. For now, it's just a guess.

 

 

For my part, I downloaded TOTNW to run some tests, installed the prerequisites, and created fake DLCs to make up for the ones I don't have. I never experience crashes during the undressing sequence, but I sometimes crash during the ragdoll phase (about 1 in 5 times), but disabling ragdoll prevent this crash.
Sometimes I also get crash when the Power armor NPC re-equipped his weapon, but this crash happens about 1 to 2 seconds after the Sexout act is completely over

 

 

 

 

 

@ZTK220

I see they still haven't responded to your issue; you can try reaching out to them on Discord:

https://discord.com/invite/EebN93s

 

They have a channel related to JhonnyGuitar

 

 

 

 

So, weirdly enough, when I'm in power armor and I have sex with npcs not in power armor, it works fine. Kinda weird stuff idk.

Posted
11 hours ago, Darknut_69 said:

So, weirdly enough, when I'm in power armor and I have sex with npcs not in power armor, it works fine. Kinda weird stuff idk.

 

I'll keep that in mind.

I only tested TOTNW with Sexout2.11 (if you use 2.10 it could also explain why we don't observe the same behaviour)

 

I've almost finished the new version of Sexout, so I'll be able to spend some time investigating my crash 

I need to figure out  whether Sexout is causing my crash or not (I have a lead to follow), but I have no idea if that will help with yours CTD since I can't reproduce it even with TOTNW installed.

Posted
9 hours ago, Machiavelique said:

 

I'll keep that in mind.

I only tested TOTNW with Sexout2.11 (if you use 2.10 it could also explain why we don't observe the same behaviour)

 

I've almost finished the new version of Sexout, so I'll be able to spend some time investigating my crash 

I need to figure out  whether Sexout is causing my crash or not (I have a lead to follow), but I have no idea if that will help with yours CTD since I can't reproduce it even with TOTNW installed.

I am using 2.11 too so idk either tbh. but I'll get through it 

Posted
On 5/3/2026 at 1:14 PM, Machiavelique said:

 

I don't know either. Does the game crash when you unequip Power Armor from the McCarran guard ?

 

Stand next to the McCarran guard who caused the crash and type:

McCarranHsuGuard02REF.UnequipItem (McCarranHsuGuard02REF.GetEqObj 2 0 1)

 

(reload your save and repeat several times)

 

 

And also try to disable undress actor (MCM clothes setting -> Set everthing to 'never')

At least that will confirm that the problem is with the undress. For now, it's just a guess.

 

 

For my part, I downloaded TOTNW to run some tests, installed the prerequisites, and created fake DLCs to make up for the ones I don't have. I never experience crashes during the undressing sequence, but I sometimes crash during the ragdoll phase (about 1 in 5 times), but disabling ragdoll prevent this crash.
Sometimes I also get crash when the Power armor NPC re-equipped his weapon, but this crash happens about 1 to 2 seconds after the Sexout act is completely over

 

 

 

 

 

@ZTK220

I see they still haven't responded to your issue; you can try reaching out to them on Discord:

https://discord.com/invite/EebN93s

 

They have a channel related to JhonnyGuitar

 

 

 

they replied on the 5th, i just saw it today. Had to post the JG log

Posted

Did you generate this JG log after typing:

EditorIDToFormID "GSSunnySmiles"

 

Or did you just generate the log file after loading your game and exiting?

 

 

Because I think the idea is to call EditorIDToFormID to see if it returns anything in the log file

Posted
On 5/10/2026 at 9:19 AM, Machiavelique said:

Did you generate this JG log after typing:

EditorIDToFormID "GSSunnySmiles"

 

Or did you just generate the log file after loading your game and exiting?

 

 

Because I think the idea is to call EditorIDToFormID to see if it returns anything in the log file

i would presume after typing, sorry, got busy with IRL issues

Posted
On 5/10/2026 at 9:19 AM, Machiavelique said:

Did you generate this JG log after typing:

EditorIDToFormID "GSSunnySmiles"

 

Or did you just generate the log file after loading your game and exiting?

 

 

Because I think the idea is to call EditorIDToFormID to see if it returns anything in the log file

They can't reproduce the issue

Posted
On 7/24/2025 at 8:49 PM, Dakhma said:

Anyone got any clue what mod causes super mutants to have two schlongs? or is that intended? 

 

On 7/24/2025 at 10:01 PM, Dakhma said:

Hahaha thats great then, I guess its a "superior" mutation!

If you (or anyone else) ever wanted to turn this off in the future, I found this solution to work the best for me: If you installed via Mod Organizer 2, right click on SexoutNG and click 'Information...'. When the window opens, expand these files: meshes/creatures/smspinebreaker. Then right click on 'penisprop.nif' and then click the 'hide' option and do the same for smerect.nif. This will remove the penis at the much higher angle, leaving the one that aligns with the animations alone. If you are happy with it, then ignore all of this.

 

If you have installed this manually, then I presume you can just remove the files from the game's meshes folder. The MO2 method is just useful as you can unhide it as you wish.

Posted

Looks like some creatures forcefully use penis animobjects, even when I use dummy mesh as prop for them (my animations use own animated wee for supported creatures so when default prop appears, double dick is what happens).

Posted
On 5/16/2026 at 8:14 PM, ZTK220 said:

They can't reproduce the issue

 

I can't reproduce the problem either; I was hoping they would look into it further

 

At this point, the best thing to do is to disable all your mods (including SexoutNG) and all your plugins.
Keep only NVSE 6.4.7, JIP 57.30, and JG 5.25

Then, type the following again:
EditorIDToFormID “GSSunnySmiles”

 

Also make sure your game version is 1.4.0.525

Also make sure you have installed latest x86 Visual C++ Redistributable version 

 

 

On 5/18/2026 at 2:03 PM, Kisin said:

If you (or anyone else) ever wanted to turn this off in the future, I found this solution to work the best for me: If you installed via Mod Organizer 2, right click on SexoutNG and click 'Information...'. When the window opens, expand these files: meshes/creatures/smspinebreaker. Then right click on 'penisprop.nif' and then click the 'hide' option and do the same for smerect.nif. This will remove the penis at the much higher angle, leaving the one that aligns with the animations alone. If you are happy with it, then ignore all of this.

 

If you have installed this manually, then I presume you can just remove the files from the game's meshes folder. The MO2 method is just useful as you can unhide it as you wish.

 

I'll probably have to rework the positioning of all the animations due to random crashes caused by the ‘SetPosEx’ JIP function and the SexoutSpunk cum effect. So I’ll take this opportunity to check the mutants’ double penises at the same time. I probably need to remove the penis prop creature from some Mutant AnimDef.ini files, or even from all of them. In short, this is an issue that dates back to version 2.11.3 and will take a long time to resolve. I'll probably have to release the new version of Sexout in its current state and fix these SetPosEx crash issues later.

Posted (edited)
20 hours ago, Machiavelique said:

 

I can't reproduce the problem either; I was hoping they would look into it further

 

At this point, the best thing to do is to disable all your mods (including SexoutNG) and all your plugins.
Keep only NVSE 6.4.7, JIP 57.30, and JG 5.25

Then, type the following again:
EditorIDToFormID “GSSunnySmiles”

 

Also make sure your game version is 1.4.0.525

Also make sure you have installed latest x86 Visual C++ Redistributable version 

 

 

 

I'll probably have to rework the positioning of all the animations due to random crashes caused by the ‘SetPosEx’ JIP function and the SexoutSpunk cum effect. So I’ll take this opportunity to check the mutants’ double penises at the same time. I probably need to remove the penis prop creature from some Mutant AnimDef.ini files, or even from all of them. In short, this is an issue that dates back to version 2.11.3 and will take a long time to resolve. I'll probably have to release the new version of Sexout in its current state and fix these SetPosEx crash issues later.

Everything but JIP, NVSE and JG disabled, this is the result.

 

 

I really feel like i am a magnet for unreproducable issues. Had something similar with Nuka-Ride long ago

ScreenShot23.png

Edited by ZTK220
Posted

You think you only have NVSE, JIP, and JG enabled, but the messages on your screen seem to suggest otherwise. Based on my research, this type of message: “XNVSE: failed to precompile script file[...]” comes from players using the Vortex mod manager.

 

I'm not familiar with Vortex, but it seems to install mods in AppData\Roaming\Vortex\falloutnv\mods

so maybe try moving the contents of the “mods” folder somewhere else to make sure nothing is being loaded.

 

I tried installing Vortex and a mod, then clicked ‘Remove’ and checked “delete archive,” but it just got disabled and I can still see it in the AppData\Roaming\Vortex\falloutnv\mods folder. It seems difficult to get a clean install with Vortex.
I also tested EditorIDToFormID “GSSunnySmiles” using Vortex Mod Manager, and it worked


Also check directly in your FNV installation directory to make sure you don’t have any plugins or mods installed there.

So make sure you have no mods installed in Fallout New Vegas\Data

Make sure you have no plugin installed in Fallout New Vegas\Data\nvse\plugins

Make sure you have no scripts in Fallout New Vegas\Data\nvse\plugins\scripts

Delete (or move) all "user_defined_functions" folder located in Fallout New Vegas\Data\nvse
Keep NVSE in Fallout New Vegas directoru

Then just install JIP 57.30 and JG 5.25
Then try again

 

 

 

 

On 5/20/2026 at 9:53 PM, Machiavelique said:

So I’ll take this opportunity to check the mutants’ double penises at the same time

 

I took the time to check all the Spinebreaker animations from [Sexout.esm][1401] to [Sexout.esm][1430] as well as [Sexout-Amra.esp][1430], and I haven't noticed any duplicate penises so far. I don't remember making any prop creature corrections since 2.11.3 beta 1 and 2.11.3 beta 4

Posted

Problem with double penis appear not on vanilla sexout animations, but on those that should not have prop at all (at this point - my animations, which manually add animated dicks to creatures, thus, requires normal prop to be removed). Result is both animated dick and default prop are present.

 

I use dummy empty mesh as prop for such animations (set in in ini files as current prop for actorA), but I still happen to see default prop on some creatures.

Posted (edited)

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.

 

Spoiler

image.png.b9d71eeaf3aa0e5c896829d3ab876850.png

 

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:

 

Spoiler

image.png.5bf1908c0e38e633bdf55853407c33e0.png

 

So, I assume, to fix it, all props should be reset/removed during animation swap before attaching props that set in AnimDef's animation.

Edited by Allnarta
Posted

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

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