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SexoutNG '98 BETA 8


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Posted
31 minutes ago, FalloutNeo said:

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

as example
call fnSexoutActRunFull (Ar_Map "ActorA"::player, "anim"::101)

better use dedicated mods for that, as by itself sexout won't do much, unless you know api calls

but in case if you want to create mods or something, you can get old api docs here https://www.loverslab.com/files/file/548-sexoutng-stable-release-97/

discord server where I usually helping with sexout things - https://discord.gg/KXq6SX6

 

Posted

AnimManagement for some reason is still playing anims I have blocked. I went throuh and disabled all but 2 or 3, but it still plays anims I have blocked not only in a preset .ini, but in the MCM as well.

Posted

The problem is rather with Sexout. AnimManagement just adds/removes anims to Sexout's BlackList. Need to look how Sexout manages the blacklist, iirc this blacklist is only used for ‘random’ animations and does not allow you to block direct calls to specific animations.

Posted

I don't know if this is this mods fault or not, but sometimes when in the middle of sex, the npc or creature will despawn. I know it despawns because I can't move him to me through console commands. Just wanted to post a bug. thanks for the work.

Posted
10 minutes ago, mc117 said:

I don't know if this is this mods fault or not, but sometimes when in the middle of sex, the npc or creature will despawn. I know it despawns because I can't move him to me through console commands. Just wanted to post a bug. thanks for the work.

 

Yeah, I've seen that too with a companion disappearing. It's pretty rare and I don't know what causes it. I was messing around with the STD settings, but I doubt that caused it.

I was able to get the character to reappear if I still had his id, or had previously selected him in console. I think I had to do a resetActor, resurrect, disable, enable or whatever combination thereof. However, when he reappeared, I couldn't talk to him anymore. I have a somewhat busy load order, so I thought it was just some issue with my setup and I reverted back to an earlier save.

Posted
40 minutes ago, mc117 said:

I don't know if this is this mods fault or not, but sometimes when in the middle of sex, the npc or creature will despawn. I know it despawns because I can't move him to me through console commands. Just wanted to post a bug. thanks for the work.

It's a problem with stuck tokens. Usually happens during long play sessions (1-2+ hours), if it did happen, then fully restart the game and load previous save file or it will continue happening to every other npc as well

Posted

I'm going to work on implementing a procedure for monitoring animations are running correctly as well as a function to end the animation properly ( resetting idle, deleting tokens etc).
Just be aware that these changes will only be effective in SexoutNG 2.11 and that you will have to wait a little longer before the release of a finalised and highly tested version.

Posted
6 hours ago, Machiavelique said:

I'm going to work on implementing a procedure for monitoring animations are running correctly as well as a function to end the animation properly ( resetting idle, deleting tokens etc).
Just be aware that these changes will only be effective in SexoutNG 2.11 and that you will have to wait a little longer before the release of a finalised and highly tested version.

 

Fixing Token Issues would be greatly appreciated. Again, thanks for the work.

Posted (edited)
On 4/13/2025 at 5:56 AM, FalloutNeo said:

I went throuh and disabled all but 2 or 3, but it still plays anims I have blocked not only in a preset .ini, but in the MCM as well.


In fact, if you block too many anims, Sexout will ignore the blackList:

    if eval (Ar_Size Working) < 1
        Print "Sexout Random Picker: Warning! Black list ignored- All matching animations were black listed."
    else
        let Result := Working
        PrintD "Sexout Random Picker: "+$(Ar_Size Result)+" animations left after filtering against black list"
    endif

 

This seems logical because for mods like tryout, if the animation hasn't started, the dialogue that's supposed to follow won't start either (although this problem can be worked around, and maybe the latest CB dialogue fixes added by Neutron_rus in SexoutNG 2.11 can force the dialogue to start again). In any case, inhibiting this part and/or taking into account the blackList when calling a specific anims needs to be carefully thought through.

Edited by Machiavelique
Posted

I did something wrong I guess... I interact with people, pressing E and get nothing. They just say hi and creatures too and no sex dialog. Is it a bad idea to put this stuff in NV extened?

Posted
36 minutes ago, nexus228 said:

I did something wrong I guess... I interact with people, pressing E and get nothing. They just say hi and creatures too and no sex dialog. Is it a bad idea to put this stuff in NV extened?

sexout doesn't add dialogs by itself, so there won't be any sex dialogs at all, unless you have mods that adds them, sexout sex and sexout sex lite as example

Posted
52 minutes ago, Neutron_rus said:

sexout doesn't add dialogs by itself, so there won't be any sex dialogs at all, unless you have mods that adds them, sexout sex and sexout sex lite as example

Can explain a little if you can? i really dont understand what to do with creatures. 

Posted (edited)

@Machiavelique

SOFA just got updated. and I put in the requirements that this BETA needs to be installed afterwards/overwrite SOFA.

Newest version of Spunk (from the Spunk page) has been added.

 

If the beta is 'stable' and updates are unlikely (and ofcourse approval from you and others that worked on this) I will add the BETA to SOFA itself.

Edited by dborg2
Posted (edited)

98‘b3 is for sure more stable than 98’b2. However, I haven't made a comparison between ‘97 and 98’b2 and I can't tell you whether 98‘b2 is more stable than 97’ or not.



What is certain is that they all have stability problems that have been hidden until now by NVAC.

Removing NVAC will reveal these stability problems and cause crashes in versions 97' to 98'b3 (not idea for previous as 96' 95').

 

 

If SOFA no longer contains NVAC and FaceReset, I can release a 98'b4 which will add the latest AllNarta and Neutron fixes to the animation files as well as the Neutron creatures props fix. And also include the faceReset in Sexout scripts.

 

The 98'b4 could therefore be a better option until 2.11 is finalised.

Edited by Machiavelique
Posted

Hey there, I've been having a longstanding problem where my MCM menu is completely jumbled up and it won't scroll down. For some reason when it opens, Sexout's settings are already open and are essentially covering the rest of the option tabs for each mod.

As far as I can tell, with every other mod turned off except for Sexout Framework, it seems to be a issue or clash stemming from Sexout itself. I've tried looking for any conflicts I can find using MO2, but nothing has worked so far despite clearing them.20250303030511_1.webp.34c00a2b56fbc8cae43eedda88a0d251.webp
 

Posted
7 minutes ago, flipdarkfuture said:

Hey there, I've been having a longstanding problem where my MCM menu is completely jumbled up and it won't scroll down. For some reason when it opens, Sexout's settings are already open and are essentially covering the rest of the option tabs for each mod.

As far as I can tell, with every other mod turned off except for Sexout Framework, it seems to be a issue or clash stemming from Sexout itself. I've tried looking for any conflicts I can find using MO2, but nothing has worked so far despite clearing them.

can be any ui mod that's installed incorrectly

Posted
10 hours ago, Machiavelique said:

What is certain is that they all have stability problems that have been hidden until now by NVAC.

Removing NVAC will reveal these stability problems and cause crashes in versions 97' to 98'b3 (not idea for previous as 96' 95').

 

 

If SOFA no longer contains NVAC and FaceReset, I can release a 98'b4 which will add the latest AllNarta and Neutron fixes to the animation files as well as the Neutron creatures props fix. And also include the faceReset in Sexout scripts.

 

 

Just in case there is doubt. There is no NVAC or FaceReset mod in SOFA. 

NVAC was until now a requirement, but with the solutions of Allnarta, Neutron and you, it can finally be removed. NVAC tends to break save-games for long runs.

 

 

Posted

My mistake, I thought these files were included in previous versions of SOFA.

So there shouldn't be any more crash problems than before. I'm going to work on a version 2.10.98b4 which I think is necessary to correct these old crash problems so that users don't have to wait for 2.11 to be finalised.

  • 3 weeks later...
Posted

After extensive testing yesterday, I found out one very important thing: turning off ragdoll for NPC severely breaks their post-sex functionality. In my case it was broken functions (StartConversation for ex.), I assume it may be a lot worse with more testing/other mods involved.

Turning ragdoll on (as it always was before) fixed problem completely. Thus, I would recomment leaving ragdoll ON as default value with option to turn it off and warn user that it's breaking things, because leaving it OFF as default value will 100% lead to a lot of reports about broken NPC.

Posted
2 hours ago, Allnarta said:

After extensive testing yesterday, I found out one very important thing: turning off ragdoll for NPC severely breaks their post-sex functionality. In my case it was broken functions (StartConversation for ex.), I assume it may be a lot worse with more testing/other mods involved.

Did you tried suggested cbdialog option though? As this is something most mods actually use. 

And I'm planning to add ragdoll off/on as variable in actrunfull, so if you don't plan to rework your thing, all you will be need to do is add extra variable in actrunfull

Posted (edited)
55 minutes ago, Neutron_rus said:

Did you tried suggested cbdialog option though? As this is something most mods actually use. 

And I'm planning to add ragdoll off/on as variable in actrunfull, so if you don't plan to rework your thing, all you will be need to do is add extra variable in actrunfull

 

I do not plan to use such specific extra variables in act calls, as I want calls to be simple and stable all the time; there is also no need, as option is going to stay there anyway and I will just state that using ragdoll is essential for my mods to work. 

Core issue here is not my specific case not working, but the fact that it does work with ragdoll on. It means that something in NPC's breaks internally when ragdoll is off, and it's way more important to take in account than me just redoing dialogue call (which is simple enough).

Edited by Allnarta
Posted
19 minutes ago, Allnarta said:

I do not plan to use such specific extra variables in act calls, as I want calls to be simple and stable all the time; there is also no need, as option is going to stay there anyway and I will just state that using ragdoll is essential for my mods to work. 

Core issue here is not my specific case not working, but the fact that it does work with ragdoll on. It means that something in NPC's breaks internally when ragdoll is off, and it's way more important to take in account than me just redoing dialogue call (which is simple enough).

Edited 11 minutes ago by Allnarta

The only thing that disabled ragdoll do is removes fatigue damages to set x delay and unrestrains actors early, I don't see anything that can possibly break built-in sexout functionality. Unless of course you use different ways of interacting with sexout that I have no idea how they actually work.

And if adding variable to ar map doesn't work for you, then modify global variable at runtime to ensure that it will always work when using your mods.
Sexout.bEnableKOCons - 0 ragdoll off, 1 on

We already talked with Machiavelique like a month ago about if we should bloat main sexout with small patches to ensure that it works with x mods, or that it's x mods that should be updated to support latest sexout, we have come to conclusion that it's x mods should be updated and not sexout.
Anyway, beta 2-4 of 2.10 is still available, test version of 2.11 is still a test version and nothing else, updating mods to support it or not is up to you, all tools is also provided.

Posted

 

Quote

we have come to conclusion that it's x mods should be updated and not sexout.

 

It will make 90% of sexout mods to become unusable with update, wich breaks a whole update purpose. Why making something that noone will use because mods literally will not work with it? Considering sexout playerbase is tiny even now, this will just reduce playerbase of 2.11+ versions to... Zero,

 

8 minutes ago, Neutron_rus said:

Anyway, beta 2-4 of 2.10 is still available

 

Should stay like this forever then, otherwise a whole thing will go to nowhere and everyone will just return to Beta 2.

 

The fact that turning ragdoll of does break NPC's internally is proven on practice, and it has nothing to do with sexout - I suspect that a lot of cases with broken NPC packages, breaking scripts, AI, vanilla behaviour, will appear eventually. It's a shame that you refuse to believe me, but okay.

 

5 minutes ago, Neutron_rus said:

Sexout.bEnableKOCons - 0 ragdoll off, 1 on

 

This sounds pretty relevant as I can simply call it every game restart/reload. :) Thinking of everything above though, looks like I will have to stay on either beta 4, or, if it will be gone, return to beta 2.

Posted

UPD After long discussion, real culprit of an issue was finally found.

 

Sexout-Ended event works incorrectly when Ragdoll is OFF, because it fires too early. Description of event from API guide:

"Dispatched when clean up is complete and actors are unlocked and ready for another go. "Sexout:Started::XXX" NX variables are cleared at this point."

 

Clearly says that it sholuld fire when all act participants are fully unlocked from any SNG functionality. With ragdoll OFF, if fires too early, so anything that is reliant on being used after actors are freed, will break because SNG still thinks they are restrained.

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