AnimeHuntress Posted March 18, 2025 Posted March 18, 2025 Is there a way to stop them from ragdolling? It's super annoying and I have the KO option off. I've gone through the mods and for the life of me can't figure out which is doing it or how to stop it. I thought I had succeeded but apparently not. 2
Machiavelique Posted March 22, 2025 Author Posted March 22, 2025 It may be possible, but it's certainly on the list of things to work on: - (Average) Fix NPC often refuse to use TFIK if player is not involved in an act, which leads to them being misplaced or just sink in the ground. - (Average) Fix the CBDialog functions which can fail to start dialogue if the NPC wake up before the player - (Average) Reset face animation when sex end - (Average) Reworking anim position and Sexout flags for 'Amra' & 'ZAZ' plugins. - (Average) Fix Offset Param in ActRunFull call, which multiplies every time you change animation. - (Average) Fix the closure of SexoutNG when something goes wrong (timeStamp in AcValidity, actor turning 'Invalid' during animation...) - (Minor) adding bodysuit option for females - (Minor) Allowing disable Ragdoll (via MCM option) and ensure there is no impact on any mod calling Sexout animation. - (Minor) Add animation stages support - (Minor) Add animation furniture support I admit I haven't tried to do anything on these subjects yet, I still need some time before I get going. For the time being, I'm just noting the issues so that I can deal with them later. I still haven't contacted Neutron_rus either, if he's still willing to help, his help would be greatly appreciated (it's really me who's slowing down on this project).
Neutron_rus Posted March 22, 2025 Posted March 22, 2025 15 minutes ago, Machiavelique said: - (Average) Fix NPC often refuse to use TFIK if player is not involved in an act, which leads to them being misplaced or just sink in the ground. I have tried to fix it, but from multiple tests it doesn't really work the same way as it does when player is involved. In case of npcs it only fixes feet placements, not pushing the whole body out. 17 minutes ago, Machiavelique said: - (Minor) Add animation furniture support I was thinking to reuse refSurface for this one and just add a separate 'adj' line to ini file to separate offsets when furniture is used or not I was also thinking to modify sexoutpos plugin to modify ini files and apply changes at runtime, instead of just printing out offsets 35 minutes ago, Machiavelique said: - (Average) Reset face animation when sex end - (Minor) Allowing disable Ragdoll (via MCM option) and ensure there is no impact on any mod calling Sexout animation. This 2 possibly can be solved in one go, but I don't have a solution in mind yet
Neutron_rus Posted March 30, 2025 Posted March 30, 2025 test build 2.11.1b1 (copy paste of what I send to @Machiavelique) -reorganized most if statement conditions to increase accuracy and to be able to better track errors in code structure -fixed cbdialogs (at least I haven't noticed anything strange) -added new method to reset animations and camera (possibly faces too, but not tested) -added experimental option to disable knockdown/ragdoll, can be found in mcm KO menu, global switch for now -- (delay for walking, redressing and cbdialog is decreased if KO is disabled) -semi working/broken attempt to fix tfik, by default enabled for all actors, can be changed in mcm General menu -- as I used a bit different way of doing it, even player model will be clipping from time to time -added version check for Johnny Guitar plugin v5.12 (forgot to do so before) -small cleanup of old code -decreased amount of crashes (gets even more stable with disabled ragdoll) Sexout.esm new found bugs -actorx doesn't get restrained and can continue doing their own thing, that includes walking out to another location (cbdialog will still play, when player enter the same location, but possibly lock out characters until this dialog is triggered) my current plans for now -make api for staged anims -furniture support rework -mod 'sexout pos' for easy offset modifications + add separate offsets for furniture support ini for possible staged anims [1] ;anim with 4 stages, all values are random anim=101,111,123,1 plugin=sexout.esm,sexout.esm,zaz,pregnancy duration=10,15,10,20 furn=bed01,chair01,xmarker,0 ;possibly make it so all of this can be send with just an api call, leaving this ini format as default thing for random picker 1
Dmir Posted March 30, 2025 Posted March 30, 2025 Hello everyone. I installed SexoutNG '98 +SOFA, according to the instructions, but nothing happens, except that the main character's lust grows and many try to talk to her, but nothing happens. What am I doing wrong? Apparently, I need some other .esp? Please help!
Neutron_rus Posted March 30, 2025 Posted March 30, 2025 20 minutes ago, Dmir said: Hello everyone. I installed SexoutNG '98 +SOFA, according to the instructions, but nothing happens, except that the main character's lust grows and many try to talk to her, but nothing happens. What am I doing wrong? Apparently, I need some other .esp? Please help! For +SOFA one, you need to have SOFA package itself first. If you don't have SOFA, then go for FULL package. Also Sexout doesn't do much on it's own, you need other mods that will utilize it's functions.
Evilhomer Posted March 31, 2025 Posted March 31, 2025 With regard to positioning, it was always a bit annoying that the adjustments you made were reset the next time the animation played. With the updates you guys have made the positioning is much much better, so maybe it isn't needed but it would still be nice if you could save adjustments you make, like you can with sexlab......if its possible that is.
Machiavelique Posted April 1, 2025 Author Posted April 1, 2025 (edited) In AnimPositionning, there was some code to allow the user to modify and save the offsets, but it wasn't working at all and I didn't want to try and restore this functionality for 2 reasons: - the offsets returned by AnimPositionning currently lack precision: I've noticed a difference of 2 to 3% on average (a difference that can be reduced to around 0.5% by increasing the step: which makes me think that there's a timing problem between Sexout and AnimPositionning, but I'm not entirely sure). For many animations I therefore had to calculate these offset a second time to apply a correction. - As I was planning to modify it, I would also have had to create the possibility of saving these offsets in an .ini (so that you could use them from one save to the next). To sum up: With the developement of SexoutNG 2.11, thanks to Neutron, these offsets are already saved and loadable from .ini files. In my opinion: just need to merge AnimPositionning with Sexout and develop the function to save these offsets. Modifying these offsets from Sexout will be more reliable, and this functionality is more the role of Sexout than that of an external plugin Edited April 1, 2025 by Machiavelique 1
Allnarta Posted April 4, 2025 Posted April 4, 2025 I tend to have a lot of crashes with beta 3 lately; sadly, those who could spot an issue are extremely biased and toxic ones, so I will not dare to ask there for advice. But it, sadly, becomes totally unplayable now. Here's few of today's crash logs (it CTD's legit every three or so sex acts; sometimes it's beginning of an act, sometimes switching pose), I don't think it will help, but anyway. CrashLogger.2025-04-04-15-49-59.log CrashLogger.2025-04-04-14-09-53.log CrashLogger.2025-04-04-10-27-55.log CrashLogger.2025-04-04-09-49-31.log CrashLogger.2025-04-04-09-39-54.log
Neutron_rus Posted April 4, 2025 Posted April 4, 2025 5 hours ago, Allnarta said: Here's few of today's crash logs (it CTD's legit every three or so sex acts; sometimes it's beginning of an act, sometimes switching pose), I don't think it will help, but anyway. I sent my notes in dborg's discord with reply, might help to track it, might not, idk, I can't really read them properly
Machiavelique Posted April 5, 2025 Author Posted April 5, 2025 (edited) I don't have any crash problems on my side and can switch anims without any problems either. The only thing common to your logs is ‘EXCEPTION_ACCESS_VIOLATION (C0000005)’. However, after a long search I haven't come to the slightest conclusion. But I finally managed to reproduce the crashes on my side with the same error, just by ‘uninstalling NVAC’. I'm using the "Wash Yourself" mod and I have very frequent crashes as soon as I look at a bathtub (before even trying to activate it) and NVAC prevents that. At the moment it's late and I don't have time to dig (pb with new NVSE / Sexout2.10.98b3 / already present in 2.10.98b2 ?), in the meantime can you try with NVAC to see if it actually prevents crashes? Edited April 5, 2025 by Machiavelique
Allnarta Posted April 5, 2025 Posted April 5, 2025 6 hours ago, Machiavelique said: ‘uninstalling NVAC’. That's the first thing you had to do. NVAC corrupts savegames in a long term because, while it has amount of useful and non-harmful fixes, some of it's CTD preventions are harmful to savegame. NVAC is not recommended to use nowadays and CTD issues should be fixed in mods themselves. Of course my crashes are without NVAC, I thought it's obvious.
Allnarta Posted April 5, 2025 Posted April 5, 2025 6 hours ago, Machiavelique said: I'm using the "Wash Yourself" mod and I have very frequent crashes as soon as I look at a bathtub (before even trying to activate it) and NVAC prevents that. I have same issues with my "blush" shader, without NVAC it causes CTD the moment it applied in most of cases. Something going on there with shaders, and it would be good to find out what it is, to be honest. Actually, thinking of it, I can suspect that my CTDs can be caused by... Shell shader too. I.e. cum chader from A-Lust. I'll dig into that deeper.
Machiavelique Posted April 5, 2025 Author Posted April 5, 2025 46 minutes ago, Allnarta said: and CTD issues should be fixed in mods themselves. Totally agree. Don't worry, I don't want to conceal the issues with NVAC. Just needed to know if I was on the same issue as you (the idea was just to put the dll, load a game, test an animation, quit the game without saving and remove the dll). 1
Machiavelique Posted April 5, 2025 Author Posted April 5, 2025 (edited) For now I also get crash with 2.10.98b2 and 2.10.97 as well as date files from SOFA than those of 2.10.98b3 Full Pack EDIT: Apparently, this seems to be a very old problem. I tested a new FNV installation with MO2 and started a new game with: - NVSE 5.1.b4 - Nx NVSE v.16 (and also v.18) - SexoutNG 2.10.97 (since Odessa post, so with DATA + CORE + BODY) And I still have crashes... Rather than trying to find a stable installation, I'm going to try and find out what is causing these crashes (but this CTD issue isn't with the sexout updates). Edited April 5, 2025 by Machiavelique
Allnarta Posted April 5, 2025 Posted April 5, 2025 (edited) We found one of CTD culprits - it's emotion morphs in some .kf files, which are set-up incorrectly (last key timestamp do not match last anim frame timestamp). Removing it fixes CTD for affected animation files. Edited April 5, 2025 by Allnarta
Allnarta Posted April 5, 2025 Posted April 5, 2025 Here's idles folder with fixed animations from SexoutNG folder (deleted all emotion-related morphs that caused CTD). I didn't do Ampa animations, as they supossedly should not cause this, but if they will cause sraches - I can remove emotes from them too (A-Lust anyway adds dynamic scripted emotions to actors lol). idleanims.7z
Machiavelique Posted April 5, 2025 Author Posted April 5, 2025 (edited) Unfortunately, at the moment I don't know how to work directly on animations (open .kf files etc), and I don't have the time to get started and learn. Will be great if you or Neutron (cause I know he has some knowledge of how to edit animation files) could fix this. @Neutron_rus For your information: Without NVAC, the fault occurs systematically with SNG744. I think the first thing to do is to correct these errors in the animation files. If there are still crashes but due to the scripts, I can take a look. Edit: Thanks ! You anticipated my request to correct the animations. I'll be testing the new files you've uploaded tomorrow morning, cause as I'm running out of time. Edited April 5, 2025 by Machiavelique
Allnarta Posted April 5, 2025 Posted April 5, 2025 11 minutes ago, Allnarta said: Here's idles folder with fixed animations from SexoutNG folder (deleted all emotion-related morphs that caused CTD). I didn't do Ampa animations, as they supossedly should not cause this, but if they will cause sraches - I can remove emotes from them too (A-Lust anyway adds dynamic scripted emotions to actors lol). idleanims.7z 47.19 MB · 1 download ^^^
Neutron_rus Posted April 5, 2025 Posted April 5, 2025 25 minutes ago, Machiavelique said: Will be great if you or Neutron (cause I know he has some knowledge of how to edit animation files) could fix this. My role in all this was running around and spamming anims to confirm that some animations are indeed broken, and knowledge of how modern blender works with meshes pointed me to look at NiGeomMorpherController (caused a lot of headache when we were making maternity outfits with dborg). Everything else did Allnarta (fixing and figuring out what is actually broken). I had 1 crash with patched files, but it was not related to animations, so we will see how it will go.
Machiavelique Posted April 6, 2025 Author Posted April 6, 2025 @Allnarta I've tested your fix for Anim files and it works really well ! No more crashes for the moment. The whole community can be grateful to you for this. It's good to still have people with the experience and skills to work on the animation side. Having other people like you and Neutron involved gives me a boost of motivation. 3
FalloutNeo Posted April 11, 2025 Posted April 11, 2025 (edited) I know the sub-header says for advanced users only, but... Could someone give me a crash course on how to install my own bodies? Do I need to mimic the .BSAs in the Sexout - Bodies fomod? I use type 6 anyways, but I'm not a huge fan of breezes, and would rather use Improved Vanilla Male Bodies. Edit: After viewing the files in BAE, it looks like I'm just gonna be packing all the IVMB stuff into a BSA and rewording the script inside the Bodies.fomod a tad? I'll try this myself and check back on the forum incase I was wrong. Edited April 11, 2025 by FalloutNeo typo, edit message
FalloutNeo Posted April 11, 2025 Posted April 11, 2025 (edited) 1 hour ago, FalloutNeo said: I know the sub-header says for advanced users only, but... Could someone give me a crash course on how to install my own bodies? Do I need to mimic the .BSAs in the Sexout - Bodies fomod? I use type 6 anyways, but I'm not a huge fan of breezes, and would rather use Improved Vanilla Male Bodies. Edit: After viewing the files in BAE, it looks like I'm just gonna be packing all the IVMB stuff into a BSA and rewording the script inside the Bodies.fomod a tad? I'll try this myself and check back on the forum incase I was wrong. I was wrong LOL. I mimicked the filepath of "Sexout - Breezes.bsa" but swapped out the .nif's and .dds's with the ones from Improved Vanilla Male Bodies, and the body was invisible. I'll keep bumbling through this on my own, ala "throwing spaghetti on a wall", but some guidance is always appreciated. Edit: So I just set the undress settings in the MCM to not use bodysuits, and I'm just gonna use separate plugins for the bodies. Thinking back, that's likely what I should have done in the first place lol. Edited April 11, 2025 by FalloutNeo
Neutron_rus Posted April 11, 2025 Posted April 11, 2025 3 hours ago, FalloutNeo said: Could someone give me a crash course on how to install my own bodies? Install bodies as any other mod, files from BSA archives will get overwritten by loose files (if archive invalidation is enabled). If body supports sexout bodysuit, set it in mcm, if not, then not.
FalloutNeo Posted April 11, 2025 Posted April 11, 2025 33 minutes ago, Neutron_rus said: Install bodies as any other mod, files from BSA archives will get overwritten by loose files (if archive invalidation is enabled). If body supports sexout bodysuit, set it in mcm, if not, then not. Ye i got that figured out, now I'm just stuck on how to play specific animations. I've tried using both of the setanim commands and the values i found in geck, but honestly, no one here is able to explain it in a clear manner
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