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SexoutNG '98 BETA 8


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Posted

Another issue that is pretty much breaking things is that now NPC isn't restrained the moment act should start.

 

It makes them freely wander about two or so seconds, and if they have any AI packages or anything that would make them not just wander around (most common case is AI package or marker or script that makes NPC run to their location and do their things) - they just break a whole act by "You are too far away from scene" thing, and as result everything further is broken.

 

In my case it's Scrambler that is intentionally teleported to player, has few dialogue lines and should start sex act immediately after. As he's tied to his own marker in NCRCF, the moment dialogue ends (and normally in '98 version he is restrained in this exact moment so nothing bad happened), he just begin to immediately run to his linked marker. As result, when act begins he is gone, I get error message, and a whole game is broken after this. I imagine a lot of moments like this in majority of Sexout mods because NPC never should wander when sex act is about to start.

 

 

Spoiler

FalloutNV2025-06-3019-00-44.png.88ccee30d2f8333c22a8b3eaa75de022.png

 

 

It was never a thing with '98 version because NPC are always restrained the moment ActRunFull triggered (and they are restrained for a very solid reasons).

Posted (edited)
9 hours ago, Allnarta said:

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

 

 

It's wierd but the idea is really to alert the user that something has gone wrong and to correct the problem (when possible) rather than doing nothing and ending up losing several hours of gameplay because of a corrupted savegame.

 

 

9 hours ago, Allnarta said:

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:

 

 

Agree, this debug spam wiil be disable

 

 

 

SetRestrained has not been removed in 2.11.3.

It's made in much the same way as the '98, it's mainly the structure that changes:

LEFT = 2.11.3b2

RIGHT = 2.10.98b2

SetRestrained2_11.3_vs_2_10_98.JPG.069a4826f5f4dae916d684660a7dac1e.JPG

 

There are obviously differences, otherwise there's no point in doing this, but it's not easy to describe and justify everything in detail. 
However, there are some things added in 2.11.3 that probably don't need to be done any more, such as teleporting actors to SpellTarget (= the player if involved) when they're too distant. It should be possible to remove this part and it's probably the teleportation effect you're talking about.
I also see some cooldowns between ScriptF stages that are higher in 2.11.3 than in 98, but I don't think that's necessary now.

 

What's absolutely not normal is that scriptF and undressSpellScript can't communicate.
I'm going to try and reproduce the problem to work on it (trigger several ActRunFull containing CB dialogs, and set knocdown OFF, and re-use the same actor sometimes).

Edited by Machiavelique
Posted (edited)
Quote

such as teleporting actors to SpellTarget (= the player if involved) when they're too distant. It should be possible to remove this part and it's probably the teleportation effect you're talking about.

 

You moved SetRestrained a lot lower in a script, and it may be a core problem. Actors are simply restrained too late.

 

Probably you just do not take one important thing in account: Effect Type scripts are wonky and do not work as you expect them to. You expect it to execute full block every frame like GameMode, but it is not what really happens. ScriptEffectUpdate is likely not just every frame refresh for game engine, and I don't know how exactly it decides when Update event happens - probably should ask "NVSE guru's" for more details. This is a reason Sexout `98 beta has a lot of "unnecesary" and "wierd" failsafes - it just deals with engine towards Effect script type.

 

For me effect scripts often fail to properly execute same blocks that GameMode executes flawlessly; actually, half-broken StartConversation is one of them (it fails in half of cases in Effect scripts but always works in GameMode so I had to redesign part of my mod to use GameMode and now it works flawlessly).

 

Effect scripts do their job nicely for what they are designed for (...effects), but for more complicated things (especially interaction with other NPC inside effect script loop) they are wierd at the very least. I would suggest to switch to event and function scripting everywhere where it's technically possible, it could solve most of issues, to be hoest.

 

 

9 hours ago, Machiavelique said:

It's wierd but the idea is really to alert the user that something has gone wrong and to correct the problem (when possible) rather than doing nothing and ending up losing several hours of gameplay because of a corrupted savegame.

 

Savegame was never corrupted on this encounter. It always succesfully started and ended sex and tokens/anything never stuck pre-WIP version. It just works with older Sexout.

Edited by Allnarta
Posted
8 hours ago, Machiavelique said:

However, there are some things added in 2.11.3 that probably don't need to be done any more, such as teleporting actors to SpellTarget (= the player if involved) when they're too distant. It should be possible to remove this part and it's probably the teleportation effect you're talking about.

 

This part seem to also not work. Actors are never teleported before act begins, and often it's just too late and I get an error and game breaks.

Posted

I've just done 50 trials with Ringo and 50 with Sunny, so 100 trials in all, both alternating them and running them in succession. I deactivated KO and did it away from GoodSpring, so that when ActRunFull is called, both Sunny and Ringo are teleported to the player and then walked back to GoodSpring for a while before the act starts.
Result: Out of 100 attempts I didn't have the slightest problem, all the animations worked (apart from the positioning problems where we know we just need to rework the animDefs), and the CB dialogue was always triggered.

 

Mods loaded:
SexoutNG 2.11.3b2
MCM
Spunk
AnimManagement

 

 

Then I spammed the ActFunFull just after the act had finished and I got the same errors as you report.

Spoiler

 

ScreenShot41.jpg.12ad02f5c1394239302dd0778e3f294d.jpg

 

 

ScreenShot40.jpg.41c2d4d20bd480c1e247d89fa6c8cad4.jpg

 

 

ScreenShot42.jpg.33ab8e312985fa293b81c2d9a4f770a9.jpg

 

 

 

 

In the end, you don't need a CB dialogue to get this bug, you just need to spam ActRunFull just after the act has finished.
Ironically, what triggers this bug is the animation controller seeing a problem where there isn't one. Here's what happens:
- ActRunFull starts an animation (let's call it anim[10])
- The Sexout animation ends correctly and the actors become free again for a new animation
- Anim Monitoring has not yet seen that the animation has finished
- ActRunFull is called again with at least one of these actors (this creates anim[11])
- Sexout redoes what it did on these actors (SetRestrained, put tokens, cast the undressSpellScript on the actors etc)
- Anim Monitoring sees that anim[10] is finished, but also sees that tokens are still present on the actors (normal because they were added by anim[11])
- Anim Monitoring does what it has to do, thinking it's correcting Anim[10], but in fact it's messing up Anim[11] (in particular it dispels SexoutNGStartSex on the SpellTarget = the Player).
- Given that SexoutNGStartSex (=SexoutNGEffectBaseScriptF) is dispeled, UndressSpellScript can't receive the info from SexoutNGEffectBaseScriptF that the animation has finished in order to execute the redress, so it remains active and blocked.

 

The fault lies with me, I didn't anticipate this case. AnimMonitoring makes a check every second on average, which is too slow to avoid this problem.

However, there's no way I'm just going to increase the number of checks per second and keep this flaw. I'll fix it in another way by anticipating this case so that it disappears for good.

 

 

 

 

I've also done some tests for actors teleporting to the SpellTarget, and I now remember the reason for this addon.
In fact, in the native versions of Sexout you have this check which is done in CallSortEffectScript

; True for 1 second after menu mode, in case engine moves actors around following sleep/wait, etc
 if SexoutNG.PostMenuDelay
 return
 endif


I've tested it and if the actor is too far away, he won't appear in the animation. However, the “return” does not fix the problem. We need a 'return' to wait for the actors to finish moving and then a 'MoveTo' to put them back close enough to the SpellTarget if they're too far away.
It would be difficult to set the SetRestrained earlier because, as you can see, you also have to deal with actors who are sitting or sleeping. Sexout makes them stand, in particular with the SexoutDoNothing AI package, then applies the SetRestrained. This logic is preserved in 2.11.3

2.11.3 seems to have one step more, but it's just the 'if sexoutNG.PostMenuDelay' part that has been moved to SexoutNGEffectBaseScriptF. This made it possible to definitively delete CallSortEffectScript (because I don't like effect scripts when I can do without them either, even if that's not the main reason for deleting it). So now we have SexoutNGEffectBaseScriptF, which starts up more quickly than in previous versions (because it isn't delayed by CallSortEffectScript), in return, we use SexoutNGEffectBaseScriptF which has an extra step to recreate this delay (which would have been done in CallSortEffectScript if it was still present), so in the end we do the same thing in the same order with the same timing.

If SetRestrained is really a problem because it's applied too late, it's easy to check by adding a delay between SetRestrained and the start of the animation. In terms of timing, 2.11.3 should even be longer, as there are more things done between SetRestrained and the start of the animation than in previous versions of Sexout.

 

 

Regarding scripting effects, I agree that it would be more reliable and stable if we only used Quest/Object scripts. Technically it's feasible, it requires a complete recode of Sexout, but it also requires that Sexout no longer be rewritten by other mods. How would A-Lust and SCR work if I removed the instantiation of UndressSpellScript?
We need to proceed step by step: first, get a stable version of Sexout, then set things up so that other mods no longer need to replace Sexout scripts. Once Sexout is completely free of its own scripts, we can consider deleting all effect scripts. We could even do the same for certain tokens, even though we'll still need to instantiate them for legacy support.

 

 

Conclusion:
There's an error in AnimMonitoring that creates the same bugs you're reporting and it will be fixed for the next version. In the meantime you can try deactivating AnimMonitoring from the MCM menu and see if it's better. I've tried it myself and I no longer have any problems when I spam ActRunFull after the animation has finished. If the CB dialogue hasn't had time to be triggered then it's been added to the stack (and will therefore be triggered twice if you do 2 ActRunFulls with the same dialogue CB).

 

Posted

Turning off AnimMonitoring didn't fix CDDialogueAfter problem, also now I get 100% CTD in a case when actor run away too far. It's good that you found an issue though, so I'll wait for update.

Posted
4 hours ago, Machiavelique said:

've just done 50 trials with Ringo and 50 with Sunny, so 100 trials in all, both alternating them and running them in succession. I deactivated KO and did it away from GoodSpring, so that when ActRunFull is called, both Sunny and Ringo are teleported to the player and then walked back to GoodSpring for a while before the act starts.
Result: Out of 100 attempts I didn't have the slightest problem, all the animations worked (apart from the positioning problems where we know we just need to rework the animDefs), and the CB dialogue was always triggered.

 

Can you check it with A-Lust and all the features turned ON? A-Lust adds bunch of things to End/Ended event handlers, and if new Sexout system appears to not be able to handle complicated End/ed events, it doesn't sound good.

Posted
3 hours ago, Allnarta said:

Can you check it with A-Lust and all the features turned ON? A-Lust adds bunch of things to End/Ended event handlers, and if new Sexout system appears to not be able to handle complicated End/ed events, it doesn't sound good.

Ok, I'll check it. you seem to have quite a few problems, so I think that I may have forgotten a few things to ensure compatibility.

 

 

5 hours ago, Allnarta said:

Turning off AnimMonitoring didn't fix CDDialogueAfter problem, also now I get 100% CTD in a case when actor run away too far. It's good that you found an issue though, so I'll wait for update.

So you must have another problem, can you post the parameters of the ActRunFull function that you use so that I can also try with Scrambler?

I'd also like to know where Scrambler and your character are located when ActRunFull is called.

(I'll also give a try with A-Lust and all feature ON)

Posted
3 minutes ago, Machiavelique said:

So you must have another problem, can you post the parameters of the ActRunFull function that you use so that I can also try with Scrambler?

I'd also like to know where Scrambler and your character are located when ActRunFull is called.

(I'll also give a try with A-Lust and all feature ON)

 

I teleport Scrambler to new location that is added by my mod (the one linked to NCRCF so he does find his way to run to his marker easily).

ActRunFull is pretty much usual there so I don't think there is a problem:

 

call fnSexoutActRunFull (ar_map "actora"::GetSelf, "raper"::GetSelf, "RefSurface"::aNDGPTroubleFuckBedREF,  "actorb"::PlayerREF, "IsAnal"::1, "CBDialogA"::aNDGPTroubledGreetAfter,  "Flags"::Ar_List ("Miss", "Lay", "Rape"))

 

Posted (edited)

I've managed to reproduce the NPC bug that is stuck by the SexoutDoNothing AI Package. The problem is in SexoutNGCleanupEffectSCRIPT and will be fixed in the next version.
I'll also include the deletion of SexoutDoNothing in fnSexoutActorCleanup so that the player can manually and easily unblock the actor in case of trouble.

As for the actor running/walking for a while before being restrained, this will also be fixed as the animation won't work properly if an actor runs off into another cell, and the risk of this happening is indeed too high.


I tried A-Lust with all the features activated and didn't notice any difference, the problem is specific to 2.11.3b1 (b2) with or without A-Lust.

Edited by Machiavelique
Posted
16 hours ago, TheLegendKing27 said:

Please can someone tell me how do I ask NPCs for consensual sex? I installed this mod correctly but there isn't a dialog about that while talking to them

this mod is a framework mod. you need other mods to use it's functions. see my list of mods for suggestions.

Posted
On 6/30/2025 at 7:24 AM, Machiavelique said:

 

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 ?

 

The animations work through the manager, just through smallertalk for some reason
Forgot to state but its edited into the original post
I'm on TTW (3.3.3) and using the  2.10.98 beta 4 SoFa ver 

Posted (edited)

So your Sexout installation works.

I took a look at SmallerTalk, and the reason you can't get sex with Smallertalk is simple:
SmallerTalk doesn't offer this feature. It doesn't call up any Sexout functionality (old or new) and doesn't even depend on Sexout.esm.
I think I've seen screenshots of SmallerTalk offering sex, but in that case there must be another version than the one available here, because version 1.2.6 doesn't include this feature as standard.

 

 

EDIT: 

On 2/3/2013 at 4:10 AM, astymma said:

How SmallerTalk works:
SmallerTalk has a non-vanilla greeting and a non-vanilla response. It hooks the use of the ActivateControl (typically the "E" key) and if the target is not
in combat, is not a creature, is not dead and IS an actor... it performs "StartConversation player, SmallerTalkGreeting" and sets a variable that is used by the greeting as a selection criterion so the NPC uses it. It does NOT in any way alter activation so it won't mess with activation scripts nor stop standard dialogue whatsoever. What it does do is cause a conversation with an NPC who has nothing but "goodbye" flagged dialogue responses that proceeds as follows:

 

NPC: What's up?
YOU: Nothing much... and you?
NPC: Same ol', same ol'...

 

...
and then it does not close the dialogue. Any mods you have that hook into GREETING that would display options such as SewerSlave, SexoutSex,
HowAbout, UseableCigarettes and other mods of that type will then display their dialogue topics.

 

So SmallerTalk can offer sex but requires others mods using SmallerTalk. SmallerTalk only triggers topics, and other mods need to edit the topics to include dialogs that will trigger sex.

Edited by Machiavelique
Posted
On 7/5/2025 at 2:51 AM, Machiavelique said:

So your Sexout installation works.

I took a look at SmallerTalk, and the reason you can't get sex with Smallertalk is simple:
SmallerTalk doesn't offer this feature. It doesn't call up any Sexout functionality (old or new) and doesn't even depend on Sexout.esm.
I think I've seen screenshots of SmallerTalk offering sex, but in that case there must be another version than the one available here, because version 1.2.6 doesn't include this feature as standard.

In hindsight, I know I modded FONV/TTW with sexout before... but the fact I forgot that I needed that mod skipped my head thinking the SOFA pack would have it.
Thank you helping me with that hiccup.

Posted
On 4/21/2025 at 11:47 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
 

Hey did you ever figure out what the issue was?

Posted
5 hours ago, Dakhma said:

Hey did you ever figure out what the issue was?

 

No, he tells he got this problem with only sexout loaded.

If you have the same, can you also try to load only Sexout.esm + AnimManagement + Sexout Positionning (only if you're using Sexout version lower than 2.11) + MCM + 4-5 other mods (ideally Struggle + SexAssault2 + 3 other mods).

 

The idea is to test MCM + Sexout with just a few other mods. As I know how work MCM menu from Sexout, AnimManagement, Sexout Positionning, SexoutStruggle, SexoutSexAssault, debugging will be easier (even if you don't intend to play with Struggle and SexAssault, it's just for testing).

So, if you still have this problem, can you then post a screenshot, save your game in a new location and send me this savegame ?

Posted (edited)

So, I tested latest beta version, and actors are still really messy towards starting After conversation. 


Here's what I catched with debug console spam ON:

 

Spoiler

 

 

ScreenShot5231.jpeg.407962db977d9f282b55b2f1a069e932.jpeg

 

ScreenShot5235.jpeg.512c8a3d45761f222c1bb655ba40f464.jpeg

 

ScreenShot5236.jpeg.fd40fa8f69b4cc2038df68922228e496.jpeg

 

ScreenShot5237.jpeg.06f5aaa08238206d9e6f33223b1392f4.jpeg

 

ScreenShot5238.jpeg.80feaeb7e7ac819953bd9ba1b0189014.jpeg

 

ScreenShot5239.jpeg.804e8443ea4bdd3a91db439463a4dacf.jpeg

 

ScreenShot5241.jpeg.9640f125d1ebea7e9cbf01c9274b7938.jpeg

 

ScreenShot5242.jpeg.23805b254202a7ff8ae6287432ff2683.jpeg

 

 

 

 

Looks like SNG is now confused by thinking that NPC plays an idle (well, he technically does - NPC play any kind of idle 100% of their existance time, be it standing idle, walking, AI package idle etc.) and postponing After dialogue forever.

 

It also worth mentioning that when SNG printed 'Success" on starting dialogue, it was clearly false positive: After dialogue never started, and conversation that SNG took for "success" was just fresh new approach from this NPC.

It also looks like IsActorInUse does not work correctly, because of two factors: Public sex feature (aka NPC reactions) from my WIP mod doesn't work anymore (this one clearly check for IsInUse state every frame), and approaches after sex act happen way too early (long before After dialogue fires up).

On the other side, sex start works properly now - NPC do not wander freely anymore and are restrained immediately as they should be.

Edited by Allnarta
Posted (edited)
On 12/8/2016 at 6:26 AM, aesir150 said:

Is there anyway I can use the Type 3 non nude body during normal game play, then use a nude female body suit during sex only like how the male bodies work?

 

I have Sexout Bodies 1.1.1 installed, but its annoying whenever I loot a dead female npc and the body is always nude, while looting male npcs they always have underwear on.

 

On 12/18/2016 at 11:11 AM, Odessa said:

Sexout uses a 'bodysuit' armor for males to allow them to be naked for scenes, and underweared otherwise.

 

Currently it does not do this for females, but it would be easy to implement using the same approach.

 

I haven't checked GECK, but I believe you could just add a nude female nif path to the existing body suit, then find the script which equips it, and remove the condition: if GetIsSex 'Male'.

 

If you/anyone feels like adding this to sexout, post it :).

 

 

Hi, I am just curious has this suggestion been implemented in SexoutNG '98 BETA 4 for the include Sexout Bodies? It was a suggestion from the  SexoutNG - Stable Release '97 thread.

 

If it hasn't been implemented yet any chance of it being added to Sexout Bodies for SexoutNG 2.11?

Edited by aesir150
Posted
On 7/7/2025 at 3:56 AM, Machiavelique said:

 

No, he tells he got this problem with only sexout loaded.

If you have the same, can you also try to load only Sexout.esm + AnimManagement + Sexout Positionning (only if you're using Sexout version lower than 2.11) + MCM + 4-5 other mods (ideally Struggle + SexAssault2 + 3 other mods).

 

The idea is to test MCM + Sexout with just a few other mods. As I know how work MCM menu from Sexout, AnimManagement, Sexout Positionning, SexoutStruggle, SexoutSexAssault, debugging will be easier (even if you don't intend to play with Struggle and SexAssault, it's just for testing).

So, if you still have this problem, can you then post a screenshot, save your game in a new location and send me this savegame ?

Ok I will try doing that, I do have struggle and assault, nice mods btw! I did have to disable combat sex was a bit crazy for me lol.

Posted (edited)
On 7/8/2025 at 3:30 PM, Allnarta said:

So, I tested latest beta version, and actors are still really messy towards starting After conversation. 


Here's what I catched with debug console spam ON:

 

  Reveal hidden contents

 

 

ScreenShot5231.jpeg.407962db977d9f282b55b2f1a069e932.jpeg

 

ScreenShot5235.jpeg.512c8a3d45761f222c1bb655ba40f464.jpeg

 

ScreenShot5236.jpeg.fd40fa8f69b4cc2038df68922228e496.jpeg

 

ScreenShot5237.jpeg.06f5aaa08238206d9e6f33223b1392f4.jpeg

 

ScreenShot5238.jpeg.80feaeb7e7ac819953bd9ba1b0189014.jpeg

 

ScreenShot5239.jpeg.804e8443ea4bdd3a91db439463a4dacf.jpeg

 

ScreenShot5241.jpeg.9640f125d1ebea7e9cbf01c9274b7938.jpeg

 

ScreenShot5242.jpeg.23805b254202a7ff8ae6287432ff2683.jpeg

 

 

 

 

Looks like SNG is now confused by thinking that NPC plays an idle (well, he technically does - NPC play any kind of idle 100% of their existance time, be it standing idle, walking, AI package idle etc.) and postponing After dialogue forever.

 

It also worth mentioning that when SNG printed 'Success" on starting dialogue, it was clearly false positive: After dialogue never started, and conversation that SNG took for "success" was just fresh new approach from this NPC.

It also looks like IsActorInUse does not work correctly, because of two factors: Public sex feature (aka NPC reactions) from my WIP mod doesn't work anymore (this one clearly check for IsInUse state every frame), and approaches after sex act happen way too early (long before After dialogue fires up).

On the other side, sex start works properly now - NPC do not wander freely anymore and are restrained immediately as they should be.

 

 

UPD: I checked with GetPlayedIdle and, as I suspected, it somehow continue to play ResetFace idle from A-Lust:

 

Spoiler

 

FalloutNV2025-07-0918-41-28.png.ef07b7755ba463e1d47f1f7af19fe558.png

 

 

 

Which means that Sexout probably fails to properly execute Sexout-Ended Event (looks like it stucks forever), as ResetFace idle is played once in Ended event in A-Lust.

 

Actually, having played Idles to block proper SNG functionality sounds like really dangerous to me, because loads of modern mods, including A-Lust and Devious Devices, now use kNVSE functionality, and it often includes actors playing idles forever (layered animations, etc.), including before, during and after sex.

Edited by Allnarta
Posted (edited)

UPD Adding ForceStopIdle to Sexout-Ended event of A-Lust kind of fixes NPCs, but at a same time resetting emotions A-Lust adds to sex acts doesn't work anymore.

Edited by Allnarta
Posted (edited)
On 7/8/2025 at 2:30 PM, Allnarta said:

It also looks like IsActorInUse does not work correctly, because of two factors: Public sex feature (aka NPC reactions) from my WIP mod doesn't work anymore (this one clearly check for IsInUse state every frame), and approaches after sex act happen way too early (long before After dialogue fires up).

I need you to tell me more. What you're describing isn't impossible, but it may be the expected behavior.

eg:

ActorA: NPC1 with CBDialogue1

ActorB: Player

ActorC: NPC2

 

When Sex-Ended, if Player have no KO duration and NPC1/NPC2 have 2 minutes KO duration then IsActorInUse will return false for player (so available for another Sex Start) but will return true for NPC1/NPC2 as long as their Sexout KO duration is not completed. So Player is no longer SexoutInUse, is available for Sex Start again, but can't receive CBDialogue1 as ActorA is still KO.

In previous versions, IsActorInUse returns true as long as at least 1 of the actors is under the Sexout KO duration effect, making it impossible to launch other sex acts for actors who have become available again.

 

In version 2.11.3, the Sexout-Ended event is triggered before the end of the KO duration. In previous versions, it was triggered afterwards.

Indeed it makes more sense to keep it afterwards, once everything is finished. I think I'll be able to change the way it works as previous versions, even if the code will be a bit ugly. We'll have to wait until we replace the effects by quest scripts before it's clean. I also will add more information in Args of Sexout Event as the ActID, raper etc

 

 

On 7/9/2025 at 5:48 PM, Allnarta said:

UPD: I checked with GetPlayedIdle and, as I suspected, it somehow continue to play ResetFace idle from A-Lust:

In previous versions, GetUnconscious, GetKnockedState and IsIdlePlaying were only checked on the player. Not testing them on the NPC seemed like an oversight, so I deliberately added these checks on the NPC.

Although I don't understand why IsIdlePlaying is checked on the player, I chose to keep it, figuring it must have been added for a reason. It seemed a little more logical to me to put it on the NPC, since we probably don't want to see the NPC playing a dance animation or something during the conversation.

Since it's annoying, I'm going to remove this check on the NPC, but I'll keep the GetUnconscious, GetKnockedState because I don't see the point of a NPC triggering a dialog when it's KO/Inconscious.

 

 

On 7/8/2025 at 2:30 PM, Allnarta said:

On the other side, sex start works properly now - NPC do not wander freely anymore and are restrained immediately as they should be.

Good to know.

By the way, thanks for all your feedback, it really helps to improve the WIP version, and the other problems you mention will be corrected too.

 

 

 

 

 

 

On 7/9/2025 at 2:42 AM, aesir150 said:

Hi, I am just curious has this suggestion been implemented in SexoutNG '98 BETA 4 for the include Sexout Bodies? It was a suggestion from the  SexoutNG - Stable Release '97 thread.

 

If it hasn't been implemented yet any chance of it being added to Sexout Bodies for SexoutNG 2.11?

Yes, AllNarta already does the request and it's still in the Old Sexout problems to work on Section

 

Edited by Machiavelique
Posted

@Allnarta 

Regarding the new 2.11.3b4 version I tested a playIdle fe01 (angry) when Sexout-Ended event and it works. I didn't make any changes to the face/body reset, which is done just before the Sexout-End Event as previous versions.

 

However, I really don't like the way I've fixed the Sexout-Ended event dispatch so that it works the same way as in previous versions, so I think I'll at least turn SexoutNGEffectBaseScriptF and SexoutNGCleanupEffectSCRIPT into quest scripts for the next version.

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