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 Friday at 08:02 PM Author Posted Friday at 08:02 PM (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 Friday at 08:07 PM by Machiavelique
Machiavelique Posted Friday at 08:07 PM Author Posted Friday at 08:07 PM (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 Friday at 08:28 PM by Machiavelique
Machiavelique Posted Friday at 08:20 PM Author Posted Friday at 08:20 PM 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 Friday at 08:47 PM Posted Friday at 08:47 PM 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 1 hour ago Author Posted 1 hour ago 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 42 minutes ago Author Posted 42 minutes ago 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
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