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SexoutNG '98 BETA 8


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Posted (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

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:

 

  Reveal hidden contents

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.

 

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 by Machiavelique
Posted

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. 

Posted (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 by voodooman
  • 2 weeks later...
Posted

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

Posted

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).

Posted

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?

  • 2 weeks later...
Posted (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 by Machiavelique
Posted (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 by Machiavelique
Posted
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).

Posted
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.

Posted
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).

Posted
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

image.png.485f2763ecc5ef19ec66854ed9ca7cb7.png

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

 

 

Issue-Plugin-Plus.jpg

 

 

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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