DoctaSax Posted February 17, 2025 Posted February 17, 2025 Personally, I'd opt to add stage info to the overall ini section, which leaves room for intel for more than one animation in a single file: stages=int stagelength=string ; string of floats stageids=string ; string of animIDs or filepaths for the stages  I worry that a folder structure like "DATA/Config/Sexout/DefAnimations/Sexout.esm/1501/1501.ini" basically assigns an entire folder and file to a single anim id. That seems like overkill and might slow down any reading of intel. Imo, you can easily park a bunch of them in a single file. I do think it's a good call to make any import stuff to be something that's toggled from MCM rather than something that's always on as I suggested.
Atreides__ Posted February 17, 2025 Posted February 17, 2025 Apologies for interrupt your animation conversation but now that you mention it. I wonder if you could take a look to the animation manager function to make the animations list more clear, like for example if I want to disable sexout animations and leave amra animations activate alone. I am honestly confused what animations I am disabling or enabling so if you don't mind the suggestion some updating on this part could be come handly if you have some time. Â Again thanks for the updates!
Machiavelique Posted February 17, 2025 Author Posted February 17, 2025 1 hour ago, DoctaSax said: Personally, I'd opt to add stage info to the overall ini section, which leaves room for intel for more than one animation in a single file: stages=int stagelength=string ; string of floats stageids=string ; string of animIDs or filepaths for the stages    You'd opt for somthing like this?: Data\Meshes\characters\_male\idleanims +Sexout.esm (All sexout .kf) +Sexout-Amra.esp (All Amra .kf) +ZAZ (All ZAZ .kf) +Pregnancy (All Pregnancy .kf) +AllNartaSexoutAnimations.esp (All AllNarta .kf) +AllTentacles (All AllTentacles .kf)  DATA/Config/Sexout/AnimationsDef Sexout.ini Amra.ini ZAZ.ini Pregnancy.ini AllNarta.ini AllTentacles.ini        DATA/Config/Sexout/AnimationsDef/Sexout.ini [Anim.111] Actors = F PosA = lay Flags = masturbation, lay Desc = Female laying on back fingering ;Furniture = [Anim.1501] Actors = nvsporecarrierM, nvsporecarrierF PosA = squat PosB = proneup PosC = stand AdjA = HOffset:63.984, HAngle:-173.719, VOffset:6.4, ZRot:6.6 AdjC = ; ActorC will need offsets to be determined for this animation Flags = nvsporecarrier, doggy, lay, vaginal, anal, rape Desc = Doggystyle hands bound behind Furniture = Bed001, Bed005 StageAnim = 1501.1, 1501.2, 1501.3 Duration = 17.5, 72.5, 10 Path = Sexout.esm, Sexout.esm, Sexout.esm ; "characters\_male\idleanims" will be add as suffix   Indeed, that sounds better 😉
Machiavelique Posted February 17, 2025 Author Posted February 17, 2025 (edited)   2 hours ago, Atreides__ said: Apologies for interrupt your animation conversation but now that you mention it. I wonder if you could take a look to the animation manager function to make the animations list more clear, like for example if I want to disable sexout animations and leave amra animations activate alone. I am honestly confused what animations I am disabling or enabling so if you don't mind the suggestion some updating on this part could be come handly if you have some time.  Again thanks for the updates!     On the picture you have the list of all the anims of sexout (sexout.esm), as they are too numerous they are divided in different tabs (0-35 ; 35-70 etc). You know you're in the Sexout anim list because at the top of the right-hand window you have ‘Sexout.esm’, if you press ‘RIGHT’ (the key assigned to the direction your character to go "right") you'll access the next plugin, i.e. the ‘Sexout-Amra’ anim list, which also contains tabs.  If you want to block all the anims in a plugin you have to block all the anims in all the tabs.    You can also import/export your AnimManagement configuration from an .ini file. In AnimManagment's MCM menu, if you keep pressing ‘RIGHT’ you'll come to this menu. You can even edit this file with a text editor. Here's what you'll find in AnimManagement.ini [Pregnancy] Anim.1=-1 [Sexout-Amra.esp] Anim.1=1 Anim.2=1 Anim.21=1 Anim.22=1 Anim.41=1  1 means 'available' -1 means 'blocked'  This file is located in Data\Config\AnimManagement (or overwrite\Config\AnimManagement if you use MO2) Here are 2 additionals files: - UnblockAll.ini - BlockSexout.ini (block all anims from "Sexout.esm" )  AdditionalIni.zip  You can paste them in Data\Config\AnimManagement (or overwrite\Config\AnimManagement if you use MO2) Then import BlockSexout.ini   Edited February 17, 2025 by Machiavelique 1
Atreides__ Posted February 17, 2025 Posted February 17, 2025 (edited) 36 minutes ago, Machiavelique said:       On the picture you have the list of all the anims of sexout (sexout.esm), as they are too numerous they are divided in different tabs (0-35 ; 35-70 etc). You know you're in the Sexout anim list because at the top of the right-hand window you have ‘Sexout.esm’, if you press ‘RIGHT’ (the key assigned to the direction your character to go "right") you'll access the next plugin, i.e. the ‘Sexout-Amra’ anim list, which also contains tabs.  If you want to block all the anims in a plugin you have to block all the anims in all the tabs.    You can also import/export your AnimManagement configuration from an .ini file. In AnimManagment's MCM menu, if you keep pressing ‘RIGHT’ you'll come to this menu. You can even edit this file with a text editor. Here's what you'll find in AnimManagement.ini [Pregnancy] Anim.1=-1 [Sexout-Amra.esp] Anim.1=1 Anim.2=1 Anim.21=1 Anim.22=1 Anim.41=1  1 means 'available' -1 means 'blocked'  This file is located in Data\Config\AnimManagement (or overwrite\Config\AnimManagement if you use MO2) Here are 2 additionals files: - UnblockAll.ini - BlockSexout.ini (block all anims from "Sexout.esm" )  AdditionalIni.zip 1.94 kB · 0 downloads  You can paste them in Data\Config\AnimManagement (or overwrite\Config\AnimManagement if you use MO2) Then import BlockSexout.ini    Wonderful! I appreciate the time you take for this. I just want to note I didn't know about the RIGHT key feature, I may miss it after reading the readme, so apologies. Definetly ,I will try it later and thanks again! Edited February 17, 2025 by Atreides__ 1
Allnarta Posted February 22, 2025 Posted February 22, 2025 Just in case, another thing you may look into at some point: NPC often refuse to use TFIK if player is not involved in an act, which leads to them being misplaced towards each other or just sink in the ground.  Spoiler    Not sure if it's easy or even possible to fix, but still. 1
Neutron_rus Posted February 22, 2025 Posted February 22, 2025 (edited) On 2/18/2025 at 3:36 AM, Machiavelique said: AdjA = HOffset:63.984, HAngle:-173.719, VOffset:6.4, ZRot:6.6 Don't know if this will be useful or not, but I made a simple parser for this part (but of course simplifying this whole part with individual sections would be more efficient)  test ini "data\config\1.ini" [Anim.1501] AdjA = HOffset:63.984, HAngle:-173.719, VOffset:6.4, ZRot:6.6 AdjB = HAngle:-12, HOffset:22, ZRot:15.6, VOffset:6.0 test script scn aaainiparsertest string_var AdjA string_var AdjB array_var arAdj array_var arAdjextra begin function{}    AdjA = GetINIString "Anim.1501:AdjA" "1.ini" ; AdjA string from ini    AdjB = GetINIString "Anim.1501:AdjB" "1.ini" ; AdjB string from ini    arAdj = call aaaadjparsertestfn AdjA "A" ;initial Adj parsing    arAdjextra = call aaaadjparsertestfn AdjB "B" ;extra Adj for testing    ar_Cat arAdj arAdjextra ; merging arrays together, in case if need    printc "HOffsetA: %.3f" (arAdj["HOffsetA"])    printc "HAngleA: %.3f" (arAdj["HAngleA"])    printc "VOffsetA: %.3f" (arAdj["VOffsetA"])    printc "ZRotA: %.3f" (arAdj["ZRotA"])    printc "HOffsetB: %.3f" (arAdj["HOffsetB"])    printc "HAngleB: %.3f" (arAdj["HAngleB"])    printc "VOffsetB: %.3f" (arAdj["VOffsetB"])    printc "ZRotB: %.3f" (arAdj["ZRotB"])       arAdj = arAdjextra = Ar_null    Sv_Destruct AdjA, AdjB end parsing script scn aaaadjparsertestfn begin function{string_var Adj, string_var Char} ; Adj is input string to parse, Char is additional letter to add in order to match what sexout used before (like HOffsetA - HOffsetB - HOffsetC) array_var Entry array_var artemp = sv_split Adj ", " ; splitting strings on pairs by comma and cut extra space array_var artemp2 array_var Ar_Out = ar_Construct StringMap   foreach Entry <- artemp       artemp2 = (sv_split $(Entry["value"]) ":") ; splitting pairs by colon     let Ar_Out[(artemp2[0]+$Char)] = #(artemp2[1]) ; "Variable+Char" = float number    loop    SetFunctionValue Ar_Out    Sv_Destruct Adj    Entry = artemp2 = artemp = Ar_Out = Ar_null end console log output call aaainiparsertest HOffsetA: 63.984 HAngleA: -173.719 VOffsetA: 6.400 ZRotA: 6.600 HOffsetB: 22.000 HAngleB: -12.000 VOffsetB: 6.000 ZRotB: 15.600  Edited February 22, 2025 by Neutron_rus 1
Machiavelique Posted February 23, 2025 Author Posted February 23, 2025 Thanks, I appreciate your help. Indeed it's always useful. By the way, I'd love to hear your opinion on how the .ini should look? I suggested this form to make it simple and readable for the user, despite the resources. Do you think it should be done this way or would another form be more appropriate ?
Neutron_rus Posted February 23, 2025 Posted February 23, 2025 (edited) 9 hours ago, Machiavelique said: By the way, I'd love to hear your opinion on how the .ini should look? I suggested this form to make it simple and readable for the user, despite the resources. Do you think it should be done this way or would another form be more appropriate ? Outside of 'Adj' part that ini format looks more or less fine and simple to implement. As for if it should be 'all in one' ini or multiple in separate folders, I'm not really sure, multiple files might be better for modders, but I just don't know how much overhead both versions will cause at a larger scale anyway. I can modify 'fnSexoutAddAnim' to convert all existing animation settings into ini files for both folder formations, then will be need to set both samples to work in order to check with script profiler what's better or not. Also if there's no problem with adding extra plugins like 'ShowOff', then we can try ini caching functions and/or json functions. One more possible folder formation with mix of both, global ini for easier initialization and file tracking after + small ini files that will hold the data (don't know how ini files themselves should be structured yet) +Sexout +DefAnimations +Sexout.esm AnimList.ini +DefAnim 1.ini 2.ini 1501.ini 1502.ini +NewPluginAnimations AnimList.ini +DefAnim 1.ini 2.ini 3001.ini 3002.ini  Example of possible ini structure  AnimList.ini ;contains key features [Anim.1501] Actors = nvsporecarrierM, nvsporecarrierF Flags = nvsporecarrier, doggy, lay, vaginal, anal, rape Desc = Doggystyle hands bound behind StageAnim = 1501.1, 1501.2, 1501.3 ; alternative version that can call external animations Required = NewPluginAnimations ; can use extra animations from this folder StageAnim = 1501.1, 1501.2, 1501.3, 3001.3, 3002.6, 1502.2 ; 1501.1, 1501.2, 1501.3 are parsed from it's dedicated file, 3001.3/3002.6 from external files (3001.ini/3002.ini) with given folder to scan, 1502.2 will use external file (1502.ini), but same folder.  1501.ini ;gets parsed when animation called, contains everything that animation requires [1501.1] PosA = squat PosB = proneup PosC = stand AdjA = HOffset:63.984, HAngle:-173.719, VOffset:6.4, ZRot:6.6 Furniture = Bed001, Bed005 Duration = 17.5 Path = Sexout.esm, Sexout.esm, Sexout.esm [1501.2] PosA = squat PosB = proneup PosC = stand AdjA = HOffset:64, HAngle:-173, VOffset:6.4, ZRot:6.6 AdjB = ZRot:20 Furniture = Bed001, Bed005 Duration = 72.5 Path = Sexout.esm, Sexout.esm, Sexout.esm [1501.3] PosA = stand PosB = stand PosC = stand Duration = 10 Path = Sexout.esm, Sexout.esm, Sexout.esm  Edited February 23, 2025 by Neutron_rus
Neutron_rus Posted February 23, 2025 Posted February 23, 2025 (edited) First rough iteration of animation to ini converter. was injected in the beginning of fnSexoutAddAnimToMod script     array_var Entry  string_var filename = "Sexout/AnimationsDef/" + $sPlug + ".ini"  string_var name = "Anim." + $(animDef["idx"])    foreach Entry <- animDef ;TypeOf "String", "Number", "Form", "Array", "StringMap", "Map"   string_var nametemp = $name + ":" + $(Entry["key"])   if eval (TypeOf Entry["value"]) == "Number" && eval (TypeOf Entry["value"]) != "StringMap"    if eval Entry["key"] == "idx"     continue    else     float ftemp = #Entry["value"]     SetINIFloat $nametemp ftemp $filename    endif   endif   if eval (TypeOf Entry["value"]) == "String" && eval (TypeOf Entry["value"]) != "StringMap"    string_var stemp    if eval Entry["key"] == "idle"     nametemp = $name + ":" + "path"     string_var sanim = $(Entry["value"])     foreach string_var sletter <- "abcx"      ref anim = EditorIDToFormID ($sanim + $sletter)      if GetType anim == 72       stemp += GetIdleAnimPath anim       if eval sletter != "x"        stemp += ", "       endif      else if eval (sv_RegexMatch stemp ".*(\,\s+)$") ;fixed part stemp = sv_RegexReplace stemp "$1|(.*)\,\s+$" endif       break      endif     loop    else     stemp = $Entry["value"]    endif    SetINIString $nametemp $stemp $filename    sv_Destruct stemp, sletter   endif   if eval (TypeOf Entry["value"]) == "Map" || eval (TypeOf Entry["value"]) == "Array"    foreach array_var atemp2 <- Entry["value"]     string_var stemp3 += $atemp2["value"]     if eval atemp2["key"] != ar_Last (Entry["value"])      stemp3 += ", "     endif    loop    SetINIString $nametemp $stemp3 $filename    ftemp = 0    sv_Destruct stemp, stemp3   endif   if eval (TypeOf Entry["value"]) == "StringMap"    foreach array_var atemp <- Entry["value"]     string_var stemp2 += $atemp["key"] + ":" + $atemp["value"]     if eval atemp["key"] != ar_Last (Entry["value"])      stemp2 += ", "     endif    loop    SetINIString $nametemp $stemp2 $filename    ftemp = 0    sv_Destruct stemp, stemp2, stemp3   endif  loop updated output ini files after fix AnimationsDef.7z Edited February 23, 2025 by Neutron_rus fixed kf parsing part to not add extra comma on 3 actor animations
Machiavelique Posted February 23, 2025 Author Posted February 23, 2025 I'm feeling embarrassed because I haven't done much at the moment and I'd also like to make a contribution and start working on implementing the code, or even if we can work together and divide up the tasks. The problem is that I know I won't be working on it at the moment and that bothers me because I don't want to hold you up. I wouldn't be against the idea that you could also own this topic and publish updates (if possible and if you want to).   I like your approach because it gives us something to work with (and allows us to start looking at response times). I wasn't convinced by the use of 2 ini files (AnimList and Animdef) but on reflection it has the advantage of having the same structure for ‘classic animations’, ‘stage animations’ and ‘scene animations'.  Although I'm still thinking about whether it wouldn't be better to separate everything (Classic anim from StageAnim from SceneAnim) 14 hours ago, Neutron_rus said: +Sexout +DefAnimations +Sexout.esm ClassicAnim.ini StageAnim.ini SceneAnim.ini +NewPluginAnimations ClassicAnim.ini StageAnim.ini SceneAnim.ini    However, for the moment I'm more convinced by what you're proposing: an AnimList file that declares all the anims and .ini files that contain the anims' configuration. Concerning adj, It seems clearer to me that  adj = HOffsetA:13, HAngleA:-90, VOffsetA:5, VOffsetB:2.5, ZRotC:-2.3   would be preferable to adjA, AdjB
Neutron_rus Posted February 23, 2025 Posted February 23, 2025 (edited) 2 hours ago, Machiavelique said: I'm feeling embarrassed because I haven't done much at the moment and I'd also like to make a contribution and start working on implementing the code, or even if we can work together and divide up the tasks. For now I just do rough prototyping of generating ini files for future fine tuning and have no idea where I'll be injecting all this ini files yet. (will be need to do more reverse engineering later) And I was actually thinking about something github/gitlab-like, but for now I decided to use separate plugin instead, should be simple to compare differences with fnvedit later. Feel free to ping me in dborg's discord if need.  2 hours ago, Machiavelique said: The problem is that I know I won't be working on it at the moment and that bothers me because I don't want to hold you up. I wouldn't be against the idea that you could also own this topic and publish updates (if possible and if you want to). I'm more on a technical side, rather than creative, so I'm not sure if I will be able to lead it any better. I usually just send all patches for SCR/SOP/MPO/other mods to dborg to publish.  2 hours ago, Machiavelique said: adj = HOffsetA:13, HAngleA:-90, VOffsetA:5, VOffsetB:2.5, ZRotC:-2.3  this is how current iteration of animation to ini converter doing it  2 hours ago, Machiavelique said: Although I'm still thinking about whether it wouldn't be better to separate everything (Classic anim from StageAnim from SceneAnim) I think there can be extra variable that can be detected to know if it's legacy or not. Upcoming problem I found while exploring ZAZ stuff is will be about how to set up animation objects in the future? Should people add all this objects in geck before trying the animation in game, or does sexout should generate dynamic animated objects with assigned animation (dynamic idle animations should be implemented as well) at the runtime and mostly remove any need to enter geck at all?  Edited February 24, 2025 by Neutron_rus
Allnarta Posted February 24, 2025 Posted February 24, 2025 Another thing I found that if you sert Offset straight in ActRunFull call, this offset multiplies every time you change animation. Offsets (specificaly HOffset for calling animation on bed) are needed sometimes, so maybe it can be addresset by not injecting offset value constantrly when animation switches?
Neutron_rus Posted February 24, 2025 Posted February 24, 2025 (edited) Okay, first iterations of 'ini to sexout' parser + dynamic animation loader is done. Next step will be to fix positional bugs(done) and add support of dynamic animated objects.  dynamic animated objects will increase requirements of xnvse to 6.3.6  current folder formation +Sexout +AnimationsDef +Sexout-Amra.esp AnimDef.ini +Pregnancy AnimDef.ini +Sexout-Amra.esp AnimDef.ini +ZAZ AnimDef.ini +Newplugin AnimDef.ini  ini sample (removed Anim. part for more easier parsing) [708] actors=MM, MF adj=HOffsetA:-7 desc=Missionary with B's hips up and legs crossed flags=miss, vaginal, anal, lay path=A:Characters\_Male\IdleAnims\SexoutNG\givers\lay\708a.kf, B:Characters\_Male\IdleAnims\SexoutNG\takers\lay\708b.kf pos=A:kneel, B:layup [709] actors=MM, MF adj=HOffsetA:-6, VOffSetA:10, VOffsetB:10 desc=Missionary with B legs around A's waist flags=miss, vaginal, anal, lay path=A:Characters\_Male\IdleAnims\SexoutNG\givers\lay\709a.kf, B:Characters\_Male\IdleAnims\SexoutNG\takers\lay\709b.kf pos=A:fours, B:layup  Edited February 25, 2025 by Neutron_rus 1
Neutron_rus Posted February 26, 2025 Posted February 26, 2025 (edited) Finished making dynamic animated objects and made a few runs, so I think it should be fine to release test version. It's still very rough and buggy, use at your own risk.  changelog -added animation loader from ini files -added functions to create dynamic animation (animation information is parsed from ini files, no geck required) -added functions to create dynamic animated objects (for now supports up to 5 models per actor, zaz ones only uses up to 2, so full functionality is not tested) -slightly rewrote old code, but overall everything remains the same -version 2.98.4 known issues -crashes, usually happens indoors (from multiple tests it's most likely related to dynamic animated objects models that game removes from the memory, resulting in crash tested even w/o anim objects and still crashes, so I have no clue for now about how to fix it yet) -camera bug on animation reset for some animations (can be fixed by doing another animation) -penis model might not appear if actor was not naked (possibly because not all animations have penis props) Notes There's no checks on if prop model and/or animation files are exist when animation is called, and if nothing will be found, it will spam some errors in console. (in case of package that includes ini for allnarta's animations, make sure to have files from original mod installed) Since animations are dynamically generated, external plugins doesn't really required to use animations. For now there's no dynamic 'reset' animation, so some animations will consistently result in bugged camera after the act. (may add this function later)  Note to Allnarta I removed animation loader code from 'fnSexoutAddAnimToMod', now it's only purpose is to generate ini files. I commented out 'call fnSexoutAddInternalAnimsAllnarta' in 'AllnartasAnimationsQuestScript', to not regenerate ini on load. This call will now be done by sexout itself if main animation folders is empty (and only if plugin is enabled in load order), manual call of commented script in console will regenerate ini files as well (with exception of tentacle prop). Prop parser is in 'fnSexoutParseAnimObjects'. ini sample (from zaz, as it was the most complex thing to parse) [307] actors=MMM, MFM desc=Pillory fast + Spank + Thumb Hold Hump ActA / Lickky Fwd ActC flags=bound, pillory, spitroast, oral, vaginal, anal, stand, fast, analingus path=a:characters\_male\idleanims\BondageAnimations\ZAZ\Sex Anims\Pillory 3p\05PillorySX3pA.kf, b:characters\_male\idleanims\BondageAnimations\ZAZ\Sex Anims\Pillory 3p Nsx\03Pillory3pB.kf, c:characters\_male\idleanims\BondageAnimations\ZAZ\Sex Anims\Pillory 3p Nsx\03Pillory3pC.kf, aNP:characters\_male\idleanims\BondageAnimations\ZAZ\Sex Anims\Pillory 3p\05PillorySX3pA.kf, bNP:characters\_male\idleanims\BondageAnimations\ZAZ\Sex Anims\Pillory 3p Nsx\03Pillory3pB.kf, cNP:characters\_male\idleanims\BondageAnimations\ZAZ\Sex Anims\Pillory 3p Nsx\03Pillory3pC.kf pen=ain:genital, ato:b, cin:mouth, cto:b pos=A:stand, B:bend, C:bend prop=b2NP:ZAZ\AnimObjects\SX\Other\Tongue Anim Object.nif, b2:ZAZ\AnimObjects\SX\Other\Tongue Anim Object.nif, b:ZAZ\AnimObjects\SX\Pillory\01PillorySXProp.nif [1234] ; anim number actors= ; actors desc=text ; description adj = HOffsetA:13, HAngleA:-90, VOffsetA:5, VOffsetB:2.5, ZRotC:-2.3 ;adjust offsets for actors flags=oral, vaginal, anal, stand, fast ; flags for picker? path=a:A.kf, b:B.kf, c:C.kf, aNP:A.kf, bNP:B.kf, cNP:C.kf ; animations paths, NP part is from zaz NoProp flag pen=ain:genital, ato:b, cin:mouth, cto:b ;seems like it's tags for spunk to figure out what goes where, used in three actor anims pos=A:stand, B:bend, C:bend ; poses, don't know what they do prop=b2NP:Some.nif, b2:Some.nif, b:Some.nif, a:Some.nif, a2:Some.nif, a3:Some.nif, a4:Some.nif, a5:Some.nif ; paths to prop models, up to 5 models per actor, NP flag is for zaz  AllnartaSexoutAnimations-testsngfix.esp test sexout+ini.7z test sexout+ini+including allnarta animations.7z Edited February 27, 2025 by Neutron_rus 3
Allnarta Posted February 26, 2025 Posted February 26, 2025 Little bit of offtop from .ini features update: I remembered that Sexout always lacked a equality for females when it got to underwear/nudity in normal game/sex. Males use bodysuit, which allows players to have non-nude male body out of sexout functionality, while females have to be always use naked base body. Â I think adding bodysuit option for females, same as for males, would be very easy and fast thing, because I remember that I did add it for myself few years ago.
Neutron_rus Posted February 26, 2025 Posted February 26, 2025 19 minutes ago, Allnarta said: Little bit of offtop from .ini features update: I remembered that Sexout always lacked a equality for females when it got to underwear/nudity in normal game/sex. Males use bodysuit, which allows players to have non-nude male body out of sexout functionality, while females have to be always use naked base body. Â I think adding bodysuit option for females, same as for males, would be very easy and fast thing, because I remember that I did add it for myself few years ago. I might look into that when I'll be checking if distance based TFIK will work on npcs or not. And I'm sure it's because of SCR, SCR have various female body types naked and not (with pregnancy support), so there wasn't really a need for that. 1
Allnarta Posted February 26, 2025 Posted February 26, 2025 1 minute ago, Neutron_rus said: I might look into that when I'll be checking if distance based TFIK will work on npcs or not. And I'm sure it's because of SCR, SCR have various female body types naked and not (with pregnancy support), so there wasn't really a need for that. Â That will be great! A lot of people do not use SCR, so I think this feature will look better in a framework itself.
Machiavelique Posted March 2, 2025 Author Posted March 2, 2025 Good job! I haven't looked at what you've done yet but I've just tried it and it looks pretty good. If you load them into cache memory every time you load a game, I don't see any latency, which is pretty impressive. I also haven't seen any crashes yet, just Spunk's Arousal not working. I'll pm you on DBorg2 discord for more details. Â Since most of the framework is redesigned, I think it's better to release it as SexoutNG 2.11.0 beta X. If you agree I can release your version as 'WIP SexoutNG 2.11.0 beta 1' on the main page. This way, anyone who is interested in testing this new SexoutNG version can help by reporting issues. 1
Neutron_rus Posted March 2, 2025 Posted March 2, 2025 (edited) 17 minutes ago, Machiavelique said: I haven't looked at what you've done yet but I've just tried it and it looks pretty good. If you load them into cache memory every time you load a game, I don't see any latency, which is pretty impressive. Right now it just generates similar structured array like in the old system, so most things working more or less fine w/o extra changes to the main code (at least on sexout side)  17 minutes ago, Machiavelique said: Since most of the framework is redesigned, I think it's better to release it as SexoutNG 2.11.0 beta X. If you agree I can release your version as 'WIP SexoutNG 2.11.0 beta 1' on the main page. This way, anyone who is interested in testing this new SexoutNG version can help by reporting issues. Sure, just make a note for people who uses Allnarta's animations to use patched esp, as otherwise it will be regenerating Allnarta's animations ini files on every load. Edited March 2, 2025 by Neutron_rus 1
maddadicusrex Posted March 2, 2025 Posted March 2, 2025 I want to thank every one involved in this discussion. I have no clue, tech wise, what you are talking about, but that you are talking about a wonderful thing for gamers, faithful to a long ago published game. Congrats to your knowledge, abilities and comradeship in pursuing this goal. 2
Allnarta Posted March 5, 2025 Posted March 5, 2025 On 2/26/2025 at 7:25 AM, Neutron_rus said: I commented out 'call fnSexoutAddInternalAnimsAllnarta' in 'AllnartasAnimationsQuestScript', to not regenerate ini on load. Â I will update mod and remove function script completely, when ini-related update will become official release. 2
Machiavelique Posted March 5, 2025 Author Posted March 5, 2025 SexoutNG 2.11.0 beta 1 from Neutron_rus is now available since the main page. I've just edited sexoutUpgrade and added 2 scripts to allow portability of versions 2.10.X to 2.11.X 1
Neutron_rus Posted March 6, 2025 Posted March 6, 2025 6 hours ago, Machiavelique said: I've just edited sexoutUpgrade and added 2 scripts to allow portability of versions 2.10.X to 2.11.X I tried to do version switching myself, but ended up triggering spunk's version check that sexout have wrong version. Good that your edit works, I'll just transfer my code to there then.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now