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SexoutNG '98 BETA 8


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Posted
20 minutes ago, Allnarta said:

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.

 

i'm sure there is a more elegant way to add a delay on the code instead of making our characters spasm uncontrollably on the ground 😆

Posted

Another test I made fully proved my suspitions: ActorInUse for SNG retures 1 when Sexout-Ended event fires. It always runs too early.

 

FalloutNV2025-05-0718-55-35.jpg.f433619ab20f3920228dccef13d5f85f.jpg

 

Most likely ragdoll state fires just in time to prevent "InUse" restriction and event failing because on engine level game postpones execution to post-ragdoll state.

Posted (edited)

Let's see what happens with the next release of SexoutNG2.11.
I've been working for a while on fixes from the ActRunFull part to the post-sex treatment, and many things have been corrected/improved/simplified (including the CBDialog part).

 

Sexout-ended in the current versions (2.10.97 until 2.11.2b5) is problematic because it can't be triggered until all the actors have finished their cleanup so are conscious again. This means that if actorA is knocked out for 180s, actorB (Player) is conscious, actorC is knocked out for 180s, then actorB can't be sexout unlocked, meaning s/he is not allowed for sexout stuff (other sexout act, CBDialog) until its partners wakeup. What's more, if player changes cell and is too far away from the other actors (A or C), the cleanupsSpell of actorsA/ActorsC will block the Player's main script, as it will continue to wait for a response that it will never get.

 

 

So I've decided to enhance fluidity in the next versions, while avoiding the many problems you mentioned above.

The only point I hadn't noticed is that, on next release, 'Sexout-ended' will often be triggered before the cleanup is finished.

'Sexout-ended' will now just mean: "I, the main script, indicate that the animation is finished, I've done everything I had to do to restore 99% of the variables and actors status, and delegate to Cleanup Spell to do the rest." I can always change it if necessary, but it won't cause any problem if people test fnSexoutActorInUse as they should.


You'll just need to query fnSexoutActorInUse (as you usually do) to find out if the actor is really unlocked. As long as he's under the sexout KO effect (ragdoll), fnSexoutActorInUse will return true. However, I can guarantee that this will not generate any CBdialogues issue (this part has been completely reworked and is much safer).

 

Edited by Machiavelique
Posted

I do not use CBDialogue in my case, but StartConversation (actor who talks to player is not involved in current act but rather watcher). I tested it a lot today, and I can say that with ragdoll OFF, Ended event fails to execute in 50% of times.

 

After a whole day of discussion with Neuton, I was able to prove that ragdoll is something whole SNG functionality was buit on for years, and removing it can easily break things. We agreed to leave ragdoll to be default option in MCM, with player always being able to enable it if he/she wicsh to.

 

If you say that you actually re-wrote a whole thing from ground-up and not just tried to duct-tape current framework, then I can believe it will work.

Posted

I want it to work with CBDialogues as well as if you use 'StartConversation' yourself (CBDialogue uses StartConversation anyway).

If you say you don't receive the event 50% of the time, it's 99.9% certain that it's just SexoutNGEffectBaseScriptF which does not trigger it.
I've just done a dozen Ragdoll activation/deactivation tests and the event is always triggered for the next release.

  • 2 weeks later...
Posted

Hey does anyone know why my Sexout isn't using all the animations installed?

Most Amra, ZaZ and Allnarta animations aren't being called on. They all work when tested in Anim-management but they won't be used for any sex scenes regardless of the mod calling on them.

I even had a scene with a gecko only have 1 animation it could call on but I know there are more working animations installed.

 

It prefers to cycle through the same small handful of animations with humans too. 

 

Posted

Most of my animations will not work on female character. Only some consensual human+human will be avaible.

 

For ZAZ, most of mods just don't use most of ZAZ animations.

Posted
18 minutes ago, Allnarta said:

Most of my animations will not work on female character. Only some consensual human+human will be avaible.

 

For ZAZ, most of mods just don't use most of ZAZ animations.

Hey, thanks for responding but it also doesn't call on many Amra animations either. Ones I have seen in previous installations such as basic oral animations. 

Posted (edited)
3 hours ago, datguyjack said:

Hey does anyone know why my Sexout isn't using all the animations installed?

Most Amra, ZaZ and Allnarta animations aren't being called on. They all work when tested in Anim-management but they won't be used for any sex scenes regardless of the mod calling on them.

I even had a scene with a gecko only have 1 animation it could call on but I know there are more working animations installed.

 

It prefers to cycle through the same small handful of animations with humans too. 

Depends on what version of sexout you're using, but from my tests animation swap button won't allow to swap to another plugin, probably it will also lock to x type of act currently running (for example: only vaginal, anal, oral), but I'm not really sure.

If you don't want to rely on random picker, add more arguments to actrunfull call to specify what you want to get and from what plugin.
If question about why other mods doesn't call x animations, then possibly they're designed to only work with x list of animations and ignoring your list.

As for gecko, there's only 1 animation for gecko in base sexout, don't remember if Allnarta's anims have any
Looks like Amra also have 1 gecko animation, but if I'm correct, then you won't be able to cycle to it, only to call new act.

Edited by Neutron_rus
Posted

Anim swap button does use locked sex type - to be more certain, it's locked inside tags that set in ActRunFull event that runs current act (which is totally correct, it's how it has to be), but  for me it always swapped between plugins (mine, Ampa, internal SNG animations) inside one act just fine.

 

My pack does include 2 gecko animations, but they are restricted against female character too (my principle is restrict anything that is on more aggresive side to not spread even more misoginy than it's already is in FNV adult modding; all animations that are softcore are always avaible for both sexes).

Posted
On 5/16/2025 at 5:58 PM, Allnarta said:

Anim swap button does use locked sex type - to be more certain, it's locked inside tags that set in ActRunFull event that runs current act (which is totally correct, it's how it has to be), but  for me it always swapped between plugins (mine, Ampa, internal SNG animations) inside one act just fine.

 

My pack does include 2 gecko animations, but they are restricted against female character too (my principle is restrict anything that is on more aggresive side to not spread even more misoginy than it's already is in FNV adult modding; all animations that are softcore are always avaible for both sexes).

Can I edit those animations in anyway to include female pc btw? My character is a guy who's race is using the female gender so that I can use all the female only mods. 

Posted (edited)

Theoretically it's possible, you can ofc change your own definition of Anims. You can say that such and such an anim is used with ActorA Male/Female ActorB Male/Female, you can even say ActorA need to be a dog. However, you're well aware that this could cause problems if the skeletons aren't compatible with the animations.


You say you have a mod that lets you play a male character and detected as a female by FNV to unlock female content. If you haven't had any problems with the animation, that seems to mean that the Male/Female skeletons are close enough to be compatible (I don't know anything about skeletons, so I'd rather let AllNarta and Neutron answer you on this point). So maybe you could risk modifying the AnimsDef for the sex of the Male/Female actors, but don't try it with creatures because I'd be surprised if it worked.


To modify them in the SexoutNG2.10 versions:

Spoiler

You need to directly modify the animsDefs fnSexoutAddInternalAnimsA, fnSexoutAddInternalAnimsB, fnSexoutAddInternalAnimsC etc
example:
In fnSexoutAddInternalAnimsA

Begin Function{}

  let M  := ar_List "M" ; Male
  let F  := ar_List "F" ; Female
  let MB := ar_List "MM", "MF" ; Male both
  let FB := ar_List "FM", "FF" ; female both

  ; Masturbation
  let flags   := ar_List "masturbation" "stand"
  let Pos     := ar_Map "A"::"stand"
  let animDef := ar_Map "idx"::101 "idle"::"SNG101" "desc"::"Male standing" "actors"::M "flags"::flags, "pos"::Pos

  call fnSexoutAddAnim animDef

 

You can edit

let animDef := ar_Map "idx"::101 "idle"::"SNG101" "desc"::"Male standing" "actors"::M "flags"::flags, "pos"::Pos


To:

let animDef := ar_Map "idx"::101 "idle"::"SNG101" "desc"::"Male standing" "actors"::F "flags"::flags, "pos"::Pos

 

To tell this anim should be played by female only (instead of Male only)

Then update the Sexout version in SexoutNGMain to force your change to be upgraded

 

To modify them in the SexoutNG2.11 versions:

Spoiler

It's easier since Neutron_rus put all Sexout AnimDef in ini files

 

In Data\Config\Sexout\AnimationsDef\Sexout.esm open the AnimDef.ini

[101]
actors=M
desc=Male standing
flags=masturbation, stand
path=a:Characters\_Male\IdleAnims\SexoutNG\solo\stand\102a.kf
pos=A:stand

 

and just change this line

actors=M

to

actors=F

 

Then upgrade the Sexout version in SexoutNGMain

 

 

 

You can use

"M"

"F"

"MM"

"MF"

"FM"

"FF

"MMM"

"MMF"

"MFM"

"FMM"

"MFF"

"FFM"

"FMF"

"FFF"

 

If animation only use 1 actor (eg: "M"), don't add a second actor (eg "MF")

Same if animation use 3 actor, (eg: "MFM"), don't remove an actor (eg "MF")

 

 

 

 

On 5/16/2025 at 1:15 PM, datguyjack said:

Most Amra, ZaZ and Allnarta animations aren't being called on. They all work when tested in Anim-management but they won't be used for any sex scenes regardless of the mod calling on them.

 

As you've already understood Zaz is only used if requested by the calling mod.

When the calling mod makes an animation request to Sexout it will send the actors and possibly other parameters: rape, sextype (vaginal, anal, oral), plugin, anim etc
You should know that even if the mod only sends the actors, Sexout will first define the type of sex (vaginal, anal, oral) before listing all the compatible anims through all the plugins.

 

So if the sex has been chosen as “oral” by Sexout, you'll only have access to all the oral anims that are compatible with the types of actors sent (Male/Female/Creature) and their position in the animation (ActorA, ActorB, ActorC).
If you have 10 anims from the ‘sexout.esm’ plugins, 3 from the ‘Sexout-Amra’ plugins and 4 from ‘AllnartaSexoutAnimations.esp’ you can swith through 17 anims. If you also had 20 vaginal anims and 10 Anal anims, you won't have access to them because sex has been defined as "Oral".

Edited by Machiavelique
  • 4 weeks later...
Posted (edited)
On 4/22/2025 at 12:47 AM, 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.20250303030511_1.webp.34c00a2b56fbc8cae43eedda88a0d251.webp
 

i got same problem and already try changing ui mod. following all the installation step correctly. but no success. although i use the sofa version instead of full one

Edited by GhostThick
stating my problem and what i did, so people not mistaking me as stating if i found the solution.
Posted (edited)

I'm coming back from over a year long break for New Vegas with Sexout. That's enough time for me to forgot much about how to play with mods, but the thing is I have not changed anything. (I launch the game via Mod Organizer 2.50 and NVSE)

 

Now when I go back to game sex animations are way off. When I choose vaginal, anal etc. from the Sexout Sex Lite dialogue, there is only blowjob animations (or the wrong animations in general) and women are suddenly wearing strap-ons etc.

 

Everything used to work just fine and like I said I have not changed a thing. Is updating the whole SexoutNG for the new version mandatory (I like to avoid the hassle if possible) or could it be that something else is outdated?

Edited by Witchfinder69
Posted (edited)
On 6/12/2025 at 2:37 PM, GhostThick said:

i got same problem and already try changing ui mod. following all the installation step correctly. but no success. although i use the sofa version instead of full one

Someone has already had the same problem and said.

"I'm going to try disabling all of the Sexout mods and see if that fixes it, I just have a feeling that the framework's menu is bugging out and I'm not sure why. Tried it on a new game as well and it has the same issue regardless."

 

We don't get any feedback after that, so I assume he's found and disabled the mod that's causing this MCM bug.

 

 

On 6/15/2025 at 2:00 PM, Witchfinder69 said:

I'm coming back from over a year long break for New Vegas with Sexout. That's enough time for me to forgot much about how to play with mods, but the thing is I have not changed anything. (I launch the game via Mod Organizer 2.50 and NVSE)

 

Now when I go back to game sex animations are way off. When I choose vaginal, anal etc. from the Sexout Sex Lite dialogue, there is only blowjob animations (or the wrong animations in general) and women are suddenly wearing strap-ons etc.

 

Everything used to work just fine and like I said I have not changed a thing. Is updating the whole SexoutNG for the new version mandatory (I like to avoid the hassle if possible) or could it be that something else is outdated?

 

If you're still using an old version of Sexout (2.10.97) and you're having these problems whereas you didn't have them before, then I advise you to stay on the old version of Sexout until you've identified the cause of the problem.
If you haven't changed anything you should have the same functionality as before, so I think you have installed/updated mods.


I don't know how Sexout Sex Lite works, but if you have a dialogue that triggers Sex vaginal, it's up to Sexout Sex Lite to tell SexoutNG to trigger a vaginal animation and then SexoutNG to do the job. I can assure you that from SexoutNG 2.10.97 to 2.10.98b4 it works very well (not tested in 2.11.3 but there's no reason why it shouldn't work).
The same goes for strapons. It's up to the calling mod to manage the addition/deletion of strapons. SexoutNG doesn't manage them, Sexout would have to depend on the SCR to manage strapons (which isn't the case, it's the SCR that depends on Sexout).


So I'd advise you to start a game by activating only Sexout Sex Lite and all its required mods. If you find that it's working as before, add other mods until you find what's wrong.
If 2 mods make a Sex request almost at the same time (one by Sex Lite, the other by another mod), it is possible that you have the impression that the animation is triggered by Sexout Sex Lite when it is perhaps triggered by another mod

Edited by Machiavelique
Posted

Hi. I'm going to post this here as well since it's relevant to both threads (that being this one about '98 and the "List of Sexout Mods" thread). I hope this doesn't bother anyone.

 

Is Sexout NG AND Sexout NG Beta required? Their descriptions sort of imply that you can't have both. The install instructions of Beta say to:

"  - Disable and uninstall any previous version of SexoutNG (CORE + DATA + BODIES)

    - Disable and uninstall any version of SexoutPosNew.esp, SexoutAnimManagement.esp, SexoutSlavery.esm, NX NVSE

    - Install "SexoutNG 2.10.98 beta 4 - Full Pack" "

 

and the List of Sexout Mods is set up like this:

 Sexout NG (=Fallout New Vegas version of Skyrim’s Sexlab, or Sims KinkyWorld, Oblivion’s Lovers with PK, or Fallout 4’s AAF)

 Sexout NG BETA3- Fixes bugs and crashes.

"

 which implies (at least to me) that both are required. 

 

Please let me know if that's just a remnant of that thread not being updated. Thanks. 

Posted (edited)
9 hours ago, Mark657 said:

 

 Sexout NG (=Fallout New Vegas version of Skyrim’s Sexlab, or Sims KinkyWorld, Oblivion’s Lovers with PK, or Fallout 4’s AAF)

 Sexout NG BETA3- Fixes bugs and crashes.

"

 which implies (at least to me) that both are required. 

 

Indeed it's not up to date, both contains full version of SexoutNG

First link is for 2.10.97

Second link is for 2.10.98 beta 4 

 

There are 2 thread, cause the 2.10.97 is Odessa thread. Odessa maintained SexoutNG for several years but unfortunately no longer seems to be active. That's why I created a second thread (actually SexoutNG 2.10.98 beta4)  to continue SexoutNG updates.

 

if you want to play with SexoutNG 2.10.97, follow the installation guide on SexoutNG 2.10.97 page

if you want to play with SexoutNG 2.10.98 beta 4 or SexoutNG 2.11.3 WIP follow the guide on the SexoutNG 2.10.98 beta4

Edited by Machiavelique
Posted (edited)
On 6/17/2025 at 12:25 PM, Machiavelique said:

 

 

 

If you haven't changed anything you should have the same functionality as before, so I think you have installed/updated mods.

 

 

That is pretty much impossible. Like said, I have not played the game for a long time and I don't casually install mods.  

 

Thanks anyway for the clarification how SexoutNG works so that is not likely the issue. This seems to be a similar kind of fubar as I had with Skyrim a few years ago. Then too I had a good time both with the game itself and with sex mods, but after a long pause from playing, it refused to even launch the game since something was outdated (according to MO2). I was never able to find out which mod(s) were outdated so I had to ditch the whole game. (Took originally like weeks to get the mods I like and get them to work how I like, so I had no interest to start all over again.) 

 

This time I can at least play the game and other (non-adult) mods seem to work. And since my New Vegas run is near the end, I just play it without fapping. Not a that big deal.   

Edited by Witchfinder69
typo
  • 2 weeks later...
Posted

So I got interesting quirk: looks like Sexout 2.11 fails to initialize animations array during first mod initialization. When I re-load game with already installed SO, it pops-up message about empty array and re-initialization, and works normally after that.

 

Here's what I get when SO installed and run first time:

 

Spoiler

ScreenShot5168.jpeg.c48c17d950e72eba149e9b3c31dbb183.jpeg

 

ScreenShot5169.jpeg.f3b1f32cd34dee36f2756645eff29289.jpeg

 

 

 

 

 

Here's second game load with installed SO:

 

 

Spoiler

ScreenShot5171.jpeg.6db16145f35c8f3cd0afff691b4b8878.jpeg

 

ScreenShot5172.jpeg.715a3e319fa9daf8bab122afcc1004fe.jpeg

 

 

 

It does looks like issue is one-time-problem, aka it appears only when you run a save game that didn't have Sexout installation before. After saving and loading same game, SO re-initializes and works further.

Posted (edited)

For some reason I'm having an issue trying to get acts happenimage.jpeg.6729a5313ffbc1d29f10058d607e60a2.jpegFollowed the guide and all that appears is this.
idk if TTW is an issue (3.3.3) or if I'm placing things in the wrong place

forgot to say that I'm using the 2.10.98 beta 4ver

Edited by Judgementexe
Posted (edited)

version 2.11.3 beta 2
-moved animation loader to run after 'sexout is ready' flag is set (should fix problem with first loading of sexout or upgrade from 2.10)
-added failsafe check to temporary animation array to make sure it's ready to be used

Sexout.esm

 

Edited by Neutron_rus
Posted (edited)

So, after some time of testing, I confirm that sometimes CBDialogue now fails to execute to the end.

 

Like, it's 10 normal succesfull encounters, but on some occasion NPC just doesn't approach player after sex ended.

 

Checking his current AI package, he seems to still have Dialogue package executing:

 

Spoiler

 

FalloutNV2025-06-2812-11-32.png.91563ae6547f70b24cf2ae256ab8e34f.png

 

 

1F is Sexout in my load order, so he does execute sexout-related AI package (and stuck in it).


But probably something prevents him to actually execute it as he should.

 

I also have a suspition that this tends to appear when player has sex with current NPC for the second time, as it feels that something isn't cleaned completely after first player-NPC sex ended.

 

I tested it with and without knokdowns, and looks like it doesn't matter.

 

With current 98 Beta 4, I do not experience this issue.

 

 

 

UPD: looking in details, package that stucks is SexoutDoNothing package. 

 

UPD: Looks like NPC that stuck, return UndressSpell value 1:

 

ScreenShot5196.jpeg.e786bda17c529b63888d40dca8647645.jpeg

 

Looks like something goes wrong during redress process?

 

UPD UPD: I confirm that correlation between two looks valid. NPC that stuck all return UndressSpell:1. Normal NPC return 0.

 

FalloutNV2025-06-2812-54-55.png.743310ad9b8a7f3895be263de90e7a0b.png

 

 

Edited by Allnarta
Posted (edited)

 

Uploaded 2.11.3 beta 2 on download files page.

 

 

 

 

 

 

 

On 6/27/2025 at 8:11 PM, Judgementexe said:

For some reason I'm having an issue trying to get acts happenimage.jpeg.6729a5313ffbc1d29f10058d607e60a2.jpegFollowed the guide and all that appears is this.
idk if TTW is an issue (3.3.3) or if I'm placing things in the wrong place

forgot to say that I'm using the 2.10.98 beta 4ver

 

It seems to be more SmallerTalk that doesn't allow sex with him, but I don't know why because I don't know how SmallerTalk works.

Can you try starting sex with AnimManagement to ensure that SexoutNG works ?

 

 

 

 

 

 

 

 

 

 

 

On 6/28/2025 at 11:17 AM, Allnarta said:

So, after some time of testing, I confirm that sometimes CBDialogue now fails to execute to the end.

 

Like, it's 10 normal succesfull encounters, but on some occasion NPC just doesn't approach player after sex ended.

 

Checking his current AI package, he seems to still have Dialogue package executing:

 

  Hide contents

 

FalloutNV2025-06-2812-11-32.png.91563ae6547f70b24cf2ae256ab8e34f.png

 

 

1F is Sexout in my load order, so he does execute sexout-related AI package (and stuck in it).


But probably something prevents him to actually execute it as he should.

 

I also have a suspition that this tends to appear when player has sex with current NPC for the second time, as it feels that something isn't cleaned completely after first player-NPC sex ended.

 

I tested it with and without knokdowns, and looks like it doesn't matter.

 

With current 98 Beta 4, I do not experience this issue.

 

 

 

UPD: looking in details, package that stucks is SexoutDoNothing package. 

 

UPD: Looks like NPC that stuck, return UndressSpell value 1:

 

ScreenShot5196.jpeg.e786bda17c529b63888d40dca8647645.jpeg

 

Looks like something goes wrong during redress process?

 

UPD UPD: I confirm that correlation between two looks valid. NPC that stuck all return UndressSpell:1. Normal NPC return 0.

 

FalloutNV2025-06-2812-54-55.png.743310ad9b8a7f3895be263de90e7a0b.png

 

Indeed, something seemed to go wrong before the redress process and at random.

I don't think it's the presence of the SexoutNGUndressSpellSCRIPT on the NPC that's blocking you, but that its presence is more collateral damage.

 

In my mind, this script is blocked at nSetupStage 110, you can try to do it on the actor concerned:
NX_SetEVFl "Sexout:TFlags:Undress", 1
or
NX_SetEVFl "Sexout:TFlags:Undress", 2

(1 for redress, 2 for don't redress)

 

This should allow the script to finish cleanly but I don't think it will solve the CB dialogue problem (just to confirm this UndressScript is just a collateral damage) .

 

 

By the way, have you had any Sexout messages box error messages ?

 

 

 

Regarding CB dialogue issue

Can you also activate Sexout's debug messages, the messages I'd be interested in are all those starting with “NGCCBQ: ” (from actors affected by the problem).

Also, I'd like to know what values GetUnconscious, GetKnockedState, GetSitting, IsIdlePlaying  return on these actors?

Edited by Machiavelique
Posted (edited)
1 hour ago, Machiavelique said:

By the way, have you had any Sexout messages box error messages ?

 

I got this, but in very different conditions:


 

Spoiler

FalloutNV2025-06-2801-00-03.png.6bde19ac1c5fa77053980ba25b1f13af.png

 

FalloutNV2025-06-2801-00-55.png.efd6bfa55952c01dfd472a4b0bb480b1.png


I never got this on older versions on this same encounter, so it's really wierd.

 

ClearUp/Undress spell console spam is too intense so most of console dump related to current act with actor that bugged after is lost. Here's what it catched between spam though:

 

 

Spoiler

 

ScreenShot5205.jpeg.8bd57d912928bf7da18a1ec361bce7e3.jpeg

 

ScreenShot5206.jpeg.a9a5f89c1fcf0b108a46243a4ae62ab4.jpeg

 

 

68340 is bugged one here. He also returns Undress value 1.

 

Quote

Also, I'd like to know what values GetUnconscious, GetKnockedState, GetSitting, IsIdlePlaying  return on these actors?


All those values return 0.

 

NX_SetEVFl "Sexout:TFlags:Undress", 1/NX_SetEVFl "Sexout:TFlags:Undress", 2 didn't do anything to NPC, he continues to execute SexoutdoNothing package.

 

 

 

To me it does look like issue tends to occur mostly with knockdown being turned off though. I did test it with knockdown ON for about half a hour and had zero bugged out After dialogues; should I turn knockdown off I triggered After dialogue bug with two or three encounters. It may be a coincidence though, I can't confirm it's 100% legit.

Edited by Allnarta

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