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SexoutNG '98 BETA 8


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Posted (edited)

No it doesn't require .esm to function properly, it's mainly meshes and texture files (.nif and .dds) which are compiled under a .bsa extension.
You can manually extract these files and copy/paste them in the right folder and it will work in the same way.

 

Regarding to your issue, I did the following test

- I created a new instance of FNV in MO2

- I installed and disabled NX NVSE V.20

- I Installed and disabled SexoutNG2.10.97 Data

- I Installed and disabled SexoutNG2.10.97 Core

- I Installed and disabled SexoutNG2.10.97 Body 1.1.1

 

Then I loaded a savegame without any mod loaded. I went to Prospector saloon in GoodSpring, save my game in a new location (let's call it save_100) and exit

 

Then:

- I enabled NX NVSE V.20

- I enabled SexoutNG2.10.97 Data

- I enabled SexoutNG2.10.97 Core

- I enabled SexoutNG2.10.97 Body 1.1.1

 

Then I loaded save_100 and didn't notice any glitch problem. I also run a Sexout animation => Everything OK, so I saved my game in a new location (save_101) and left the game

Sexout-NG-2-10-97.jpg

 

 

 

Then:

- I disabled SexoutNG2.10.97 Data

- I disabled SexoutNG2.10.97 Core

- I disabled SexoutNG2.10.97 Body 1.1.1

- I disabled NX NVSE V.20

- I installed JIP 57.30

- I Installed SexoutNG2.10.98 beta 6

 

Then I loaded save_101. In the console, the upgrade from 2.10.97 to 2.10.98 beta 6 was successful and din't notice any glitch issue. I also run a Sexout animation => Everything OK, so I left the game.

 

Update-to-2-10-98.jpg

 

 

below my MO2 modList test:

MO2-mod-list.jpg

 

Disabling/Enabling the following mod to switch SexoutNG version
- nvse_extenderV20, SexoutNG - Data, SexoutNG - Core, SexoutNG - Bodies for 2.10.97

- JIP, SexoutNG 2.10.98 beta 6 for 2.10.98 beta 6

 

 

It's hard to say why you're getting this glitch. If you got it after several updates, you need to determine which update(s) caused it. From my tests, I don't get any glitches when I update from 2.10.97 to 2.10.98 beta 6. So I don't think problem is the SexoutNG upgrade.

I recommend creating a new instance and performing all your installation/mod update tests there. That way, you won't affect your original instance.

If you can go back (before all the updates), I recommend starting by updating SexoutNG only and testing it in-game.


If going back is too complicated, you can easily downgrade SexoutNG 2.10.98 beta 6. Simply disable SexoutNG 2.10.98 beta 6 and install SexoutNG 2.10.97 DATA + CORE + BODIES from Odessa's thread + NVSE Extender V.16 or higher (but you need at least NVSE extender V.19 if you use lasted NVSE versions, V16 will work only if you use old NVSE versions as 5.1 beta 4).


You can also create a new instance (call it “FNV Test”), delete all its content, and duplicate the content of your current instance.
This way, you will have a copy of your current instance in which you can test disabling/enabling mods.
In the past, when everything seems to be messed up, the first thing I do is to deactivate all my mods and see if everything returns to normal (without glitches or errors of any kind), and strangely enough, I no longer have any problems. Then I reactivate them one by one to find the culprit mod.

Edited by Machiavelique
Posted

Thank you for all the time and effort you expended in helping me with this issue/glitch/conflict. 

 

I disabled and uninstalled every mod, leaving only FONV, the 4 DLC's and 5 equipment packs (tribal, mercenary, classic, caravan, and gunrunners), the started a new game.... below is a screen shot of the results. At this point I must conclude that the problem is much deeper than any caused by yours and/or any other mod. Looks like reloading the base game and starting over my be my only option. 

 

Thank you once again.

 

-BadMoon

ScreenShot495.jpeg

Posted
2 hours ago, BadMoon said:

Thank you for all the time and effort you expended in helping me with this issue/glitch/conflict. 

 

I disabled and uninstalled every mod, leaving only FONV, the 4 DLC's and 5 equipment packs (tribal, mercenary, classic, caravan, and gunrunners), the started a new game.... below is a screen shot of the results. At this point I must conclude that the problem is much deeper than any caused by yours and/or any other mod. Looks like reloading the base game and starting over my be my only option. 

 

Thank you once again.

 

-BadMoon

ScreenShot495.jpeg

That's a skeleton issue. either you are missing a required skeleton, or it is overwritten by something.

Posted

I agree that it's most likely a skeletal issue. 

 

I manually placed the mesh files from SexoutNG 2, and although it did correct the skeletal issues with the PC, poor old Pete (and other male NPC's) still has "wood from hell". 

 

In a reply to manta28 on 3/4/2022 you suggested trying NV Compatibility Skeleton. Currently all mods are disabled and uninstalled except for NV Compatibility skeleton, which I just installed, so not only is it the last mod installed by the only mod installed. The results are below.

 

One would think that with all mods disabled and uninstalled the game would revert to its original parameters. Perhaps this not the case.

 

I am of the opinion at the moment that I may be dealing with a corrupted file, and the only resolution may be to reinstall the game from scratch.

ScreenShot498.jpg

Posted

You're right, if you still have this problem without any mods loaded, it's a good idea to reinstall FNV. I don't think it's your save file that's causing the problem, but you can try creating a new game to see.

Posted
On 9/16/2025 at 1:34 AM, BadMoon said:

I agree that it's most likely a skeletal issue. 

 

I manually placed the mesh files from SexoutNG 2, and although it did correct the skeletal issues with the PC, poor old Pete (and other male NPC's) still has "wood from hell". 

 

In a reply to manta28 on 3/4/2022 you suggested trying NV Compatibility Skeleton. Currently all mods are disabled and uninstalled except for NV Compatibility skeleton, which I just installed, so not only is it the last mod installed by the only mod installed. The results are below.

 

One would think that with all mods disabled and uninstalled the game would revert to its original parameters. Perhaps this not the case.

 

I am of the opinion at the moment that I may be dealing with a corrupted file, and the only resolution may be to reinstall the game from scratch.

ScreenShot498.jpg

If you use Allnarta's Robert S replacer for males, use it's own custom skeleton, not NVCS. As by the looks of it after installing regular NVCS you fixed pelvis for females, but not males, and Robert S models uses extra bones there that is not present in NVCS.

Posted (edited)

@Allnarta

I am currently working on implementing furniture support and need to confirm some points.

 

 

I reread the thread and, to summarize, what you mainly need is to define animations that require furniture so that if SexoutNG has to choose a random animation, it cannot select an animation requiring furniture unless a furnitureREF has also been sent and matches with one of the animation's furniture BaseForms.
 

 

The AnimDef part has already been implemented by Neutron and is functional. We can easily add new array for any animation
Data\Config\Sexout\AnimationsDef\Sexout.esm\AnimDef.ini

Spoiler

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

NewArray=SubCouch01F,  SubCouchDirty01F

 

The green line will add in SexoutNGTASQ.ArFull :

SexoutNGTASQ.ArFull["Sexout.esm"][101]["NewArray"][0] = SubCouch01F
SexoutNGTASQ.ArFull["Sexout.esm"][101]["NewArray"][1] = SubCouchDirty01F.

 

 

To take a more concrete example

Data\Config\Sexout\AnimationsDef\AllnartaSexoutAnimations.esp\AnimDef.ini

[450]
actors=MM, MF
desc=Allnarta's Lying with B legs crossed
flags=lay, miss, anal, vaginal
path=a:Characters\_Male\IdleAnims\SexoutNG\Allnarta\AllSex001aV.kf, b:Characters\_Male\IdleAnims\SexoutNG\Allnarta\AllSex001bV.kf
pos=A:kneel, B:lay

furn=SubCouch01F,  SubCouchDirty01F, SubQueenBed01R, NVbedtwin01


 

;*** Specific animation ***;
if eval Call fnSexoutActRunFull (Ar_Map "ActorA"::TheKingREF, "ActorB"::PlayerREF, "Plugin"::"AllnartaSexoutAnimations.esp", "Anim"::450)
  ; Will return false cause anim 450 from AllnartaSexoutAnimations.esp require a refSurface matching with furn BaseForm specified
endif


if eval Call fnSexoutActRunFull (Ar_Map "ActorA"::TheKingREF, "ActorB"::PlayerREF, RefSurface::VFSTheKingsBedREF, "Plugin"::"AllnartaSexoutAnimations.esp", "Anim"::450)
  ; Will return false cause VFSTheKingsBedREF belongs to BedHeart BaseForm, so not match with furn BaseForm for anim 450
endif


if eval Call fnSexoutActRunFull (Ar_Map "ActorA"::TheKingREF, "ActorB"::PlayerREF, RefSurface::DoctorUsanagiBedRef, "Plugin"::"AllnartaSexoutAnimations.esp", "Anim"::450)
  ; Will return true cause DoctorUsanagiBedRef belongs to NVbedtwin01 BaseForm
endif





;*** Random animation ***;
if eval Call fnSexoutActRunFull (Ar_Map "ActorA"::TheKingREF, "ActorB"::PlayerREF, "Plugin"::"AllnartaSexoutAnimations.esp")
  ; Sexout will choose one random animation from all those in AllnartaSexoutAnimations.esp except anim 450 because no refSurface has been specified.
endif


if eval Call fnSexoutActRunFull (Ar_Map "ActorA"::TheKingREF, "ActorB"::PlayerREF, RefSurface::DoctorUsanagiBedRef, "Plugin"::"AllnartaSexoutAnimations.esp")
  ;  Sexout will choose one random animation from all those in AllnartaSexoutAnimations.esp including anim 450 cause refSurface match with furn Anim 450 BaseForm.
endif

 

 

I have finished implementing the iFindBed feature for the upcoming 2.11 version, and for now I am assuming that any animation that does not have a “Furn” key can be played on the floor or on any bed (except for BedFrame01Bunk, which may cause problems for some animations). The list of beds can be modified via SexoutNGListBedsFloor FormList (for beds floor level as BedMattress01R, SafeHouseCoat etc) and SexoutNGListBedsNonFloor FormList (for real bed = beds that are not at floor level).

 

There will be an exception for Zaz, which will ignore refSurfaces because most (perhaps even all) of them would not be compatible and must be executed at ground level. However, regarding ZaZ, I am considering adding a “UseZazPlugin” option that will allow Sexout to choose ZaZ animations during random sex. This option would be configurable with the following values: <Disable>, <Rape>, <Consensual>, <Both>.

Edited by Machiavelique
Posted

Ideally, having a way for Sexout to randomly (Optionally with a set chance) choose to play furniture anim (if furniture relevant to installed AnimDef's is present nearby) would be great, but it can be a next step after making it initially work.

I think main goal here is to make furniture lists to be universal, aka being able to add mod's furniture to them too, as doing it straight in animation is not the best idea (what if I want to patch some-furniture-mod coaches to be able to use my animation, but not everyone has them installed). Probably something like animation tags we have now, but for furniture, and a way (ini or formlists) to add non-vanilla statics to them

For example, having "dumpster" tag for animation, and also having specific ini file (s) or list that will allow us to add not only vanilla dumpsters but those added by mods (that fit animation) in compatible way without editing AnimDef file directly.

So I'd say something like this
 

[450]
actors=MM, MF
desc=Allnarta's Lying with B legs crossed
flags=lay, miss, anal, vaginal
path=a:Characters\_Male\IdleAnims\SexoutNG\Allnarta\AllSex001aV.kf, b:Characters\_Male\IdleAnims\SexoutNG\Allnarta\AllSex001bV.kf
pos=A:kneel, B:lay

furn=Couch

Where Couch indicates list of baseforms that would pass (and these forms should be able to be edited externally, aka either array, formlist with ListAddForm or ini file)


Or 

 

[450]
actors=MM, MF
desc=Allnarta's Lying with B legs crossed
flags=lay, miss, anal, vaginal, couch
path=a:Characters\_Male\IdleAnims\SexoutNG\Allnarta\AllSex001aV.kf, b:Characters\_Male\IdleAnims\SexoutNG\Allnarta\AllSex001bV.kf
pos=A:kneel, B:lay

 

Where Couch tag does same as previous example.
 

 

 

23 minutes ago, Machiavelique said:

I have finished implementing the iFindBed feature for the upcoming 2.11 version, and I am assuming that any animation that does not have a “Furn” key can be played on the floor or on any bed (except for BedFrame01Bunk, which may cause problems for some animations).

 

This is also very needed feature that Lovers and Sexlab have, so appreciated. :)

Posted (edited)

@Machiavelique
While bugtesting breeder mod, I found out that furniture offset variables doesn't carry over to positioning script, putting characters inside the object. I did edited surface math, but seems like forgot to rewire it after multiple rewriting of positioning code.

SexoutNGEffectBaseScriptF

fSurfaceX = NX_GetEVFl "Sexout:Started::fSurfaceX"
fSurfaceY = NX_GetEVFl "Sexout:Started::fSurfaceY"
fSurfaceZ = NX_GetEVFl "Sexout:Started::fSurfaceZ"

if refSurface
  refSurface.GetPosEx sX sY sZ
  refSurface.getangleex focusx focusy focusz
  sX += fSurfaceX
  sY += fSurfaceY
  sZ += fSurfaceZ
  
foreach Entry <- Actors
  actor = *Entry
  
  ;old code was sending final sX sY sZ to position script, now it's skipped and calculated in position script.
  ;actor.NX_SetEVFl "Sexout:Started::focusX", sX
  ;actor.NX_SetEVFl "Sexout:Started::focusY", sY
  ;actor.NX_SetEVFl "Sexout:Started::focusZ", sZ
  
  ;what it sends now
  if refSurface
    actor.NX_SetEVFo "Sexout:Started::focus", refSurface
  else
    actor.NX_SetEVFo "Sexout:Started::focus", actorFocus
  endif
  
  
SexoutNGAnimPositionV3

focus = actor.NX_GetEVFo "Sexout:Started::focus"
focus.GetPosEx fXO fYO fZO ;if surface is used, no offsets are added


;possible fix
fSurfaceX = actor.NX_GetEVFl "Sexout:Started::fSurfaceX"
fSurfaceY = actor.NX_GetEVFl "Sexout:Started::fSurfaceY"
fSurfaceZ = actor.NX_GetEVFl "Sexout:Started::fSurfaceZ"

fXO += fSurfaceX
fYO += fSurfaceY
fZO += fSurfaceZ

 

Edited by Neutron_rus
Posted (edited)
21 hours ago, Allnarta said:

Ideally, having a way for Sexout to randomly (Optionally with a set chance) choose to play furniture anim (if furniture relevant to installed AnimDef's is present nearby) would be great, but it can be a next step after making it initially work.

 

I agree, I'd also prefer to see that later, but I'll keep that idea in mind when developing the furniture support so that it can be easily implemented.

 

 

21 hours ago, Allnarta said:

I think main goal here is to make furniture lists to be universal, aka being able to add mod's furniture to them too, as doing it straight in animation is not the best idea (what if I want to patch some-furniture-mod coaches to be able to use my animation, but not everyone has them installed). Probably something like animation tags we have now, but for furniture, and a way (ini or formlists) to add non-vanilla statics to them

 

You're right, the possibility that you can yourself define lists of furniture to use is much better.

Currently, SexoutNG2.11 updates animations at each game load (by reading them from .ini files) and I plan to use the same logic for defining tags.I will make sure that these lists (eg: MyCouch01, MyBed01 etc) are cleared and reloaded at each game load. The script will attempt to rebuild a BaseForm from the string lists entered in the .ini file. If it is not possible to rebuild the BaseForm, it will simply not be added to the current game, allowing you to declare furniture from other mods without worrying about whether the user has installed them or not. If no furniture could be reconstructed, SexoutNG will still store an initialized but empty furniture array or will not store the anim at all (so that NG  cannot use this anim).

 

 

It is highly likely that I will add this tag system to all animations in order to standardize everything and also allow for the customization of each animation.

eg:

Data\Config\Sexout\AnimationsDef\Sexout.esm\AnimDef.ini

Spoiler

[101]
actors=M
desc=Male standing
flags=masturbation, stand
path=a:Characters\_Male\IdleAnims\SexoutNG\solo\stand\102a.kf
pos=A:stand
furn=SexoutFloor, SexoutBed, MyCouchChoice1, CouchAddedByThisMod


In Data\Config\Sexout\AnimationsDef\TagsDef.ini

SexoutBed=BedHeart, BedHeartSexy, BedQueenBothSides, BedQueenLeft, BedQueenRight, BedTwin01L, BedTwin01R, DukovsBed01, EnclaveBedL01, EnclaveBedR01, GomorrahBed01, HD01BedHeart, HD01DukovsBed01SingleSide, HD01PlayerBed02, HD02PlayerBed02, HotelBedQueenBothSides, HotelBedQueenLeft, HotelBedQueenRight, L38BedHeart, NovacQueenBedRight, NVbedqueen01, NVbedqueen01RedLucy, NVbedtwin01, NVBedTwinOnBack01L, NVBedTwinOnBack01R, NVBedTwinOnBackRestricted01L, NVBedTwinOnBackRestricted01R, SafehouseBed01, SafehouseBed02, SubQueenBed01BothSides, SubQueenBed01DirtyBothSides, SubQueenBed01DirtyR, SubQueenBed01R, SubSingleBed01DirtyL, SubSingleBed01DirtyR, VBedSingle01, VBedSingle01L01, VBedSingleL01, VBedSingleR01

 

MyCouchChoice1=SubCouch01F, SubCouchDirty01F

 

CouchAddedByThisMod=NewCouch01, NewCouch02

 

 

So users could define their own lists of furniture in GlobalTagsDef.ini, which would have global scope and could be used in the animDef.ini of any plugin. Anim creators could create their own LocalTagsDef.ini in their plugin, which would only have local scope (in order to limit duplicate name issues).
If a list name is in both GlobalTagDef.ini and LocalTagDef.ini, priority will likely be given to GlobalTagDef.ini and an error message will be returned.

 

Data\Config\Sexout\AnimationsDef

  +Pregnancy
  +Sexout.esm
  -Sexout-Amra.esp
    AnimDef.ini
  +ZAZ
  -AllnartaSexoutAnimations.esp
    AnimDef.ini
    LocalTagsDef.ini
  +AllTentacles
  GlobalTagsDef.ini

 

 

 

Now there are some caveats to what I wrote above. To rebuild a BaseForm from an EditorID string, I don't see any other way than to use EditorIDToFormID. I tested this function today, and it works very well on vanilla BaseForms as well as those added by other mods. However, it has limitations. If two different mods add a BaseForm with the same EditorID (e.g., MyBaseFormTest01), EditorIDToFormID will have to decide and will return the BaseForm from the highest ModIndex.

 

This problem can be avoided by using GetFormMods / BuildRefStringToRef instead of EditorIDToFormID but we lose readability in the ini file:

MyCouchChoice1=FalloutNV.esm:8D34E, FalloutNV.esm:8D34F

 

instead of:

MyCouchChoice1=SubCouch01F, SubCouchDirty01F

Edited by Machiavelique
Posted (edited)

I'm pretty much sure you don't have to worry about identical EditorID's, because it's never used, as it can cause bugs even for vanilla game and GECK. A lot of authors widely use EditorIDToFormID nowadays o it's considered good choise for scripted mods.

Edited by Allnarta
typo .-.
Posted
3 hours ago, Neutron_rus said:

While bugtesting breeder mod, I found out that furniture offset variables doesn't carry over to positioning script, putting characters inside the object. I did edited surface math, but seems like forgot to rewire it after multiple rewriting of positioning code.

 

Ok thanks.

I'll try to start an animation with a refSurface and sending X,Y, Z offset to see how it currently works and how it works with your fix.

Posted

While updating nvse plugins and trying new ones, on accident found a reason of why mcm breaks for some people. It happens if 'Vanilla Plugins+' is installed, I found link for it on fork of JIP LN plugin https://www.nexusmods.com/newvegas/mods/88687
https://plugins-plus-pistol-projects.vercel.app/mod
https://www.moddb.com/mods/vanilla-plugins-plus

image.png.485f2763ecc5ef19ec66854ed9ca7cb7.png

Right now don't know what in sexout mcm code can cause this, but it's a minor bug, fixes itself after clicking on any other mod in menu, annoying part is that it happens every time you open mcm

Posted (edited)

It sounds really wierd, as there is no way VPP+ can clash with MCM. o_O

 

UPD I confirm that it's related to VPP+, but sexout is only mod I know of that has it. Pistol looks into it now so probably we'll find exact reason of why it happens.

Edited by Allnarta
Posted (edited)

It's good that we finally have an idea of which mods are responsible for this bug.

I seem to remember that some users also experienced this issue with version 2.10.97.

 

I agree that SexoutNG's MCM menu is nothing special, but the same cannot be said for AnimManagement, which has a highly personalized structure.

 

 

At the moment, I don't have time to run tests with VPP+ to identify the cause of the problem. I'm already behind schedule on implementing furniture support due to very old Sexout issues that hadn't been resolved until now and for which I recently identified the cause.

Bodies will no longer randomly become transparent or invisible, which will also mean that the 4 SporePlant animations will be functional.

The trade-off is that I will certainly need to impose TFC [ON] during the animations (note that TFC is already ON by default).

Edited by Machiavelique
Posted

How can I get mods like TTW Encounters and TTW Quest Overhaul to count my character as female for the purpose of initiating conversations that are normally locked to male characters? I already tried the PlayerREF.CIOS SexoutSheMaleEffect command in the console, but that didn't seem to do anything. 

Posted (edited)

PlayerREF.CIOS SexoutSheMaleEffect will only work for Sexout animations, meaning that an animation reserved for a female character can be used by a male character who benefits from the SexoutSheMaleEffect Spell. This spell has no effect on conversations or anything else.

 

 

There is no simple way to achieve what you are trying to do. To understand the problem properly: Your character is defined as Male or Female according to a variable, and the dialogues reserved only for Males/Females control the status of this variable.
Therefore, you cannot have this variable set to “Male” and have access to the dialogue reserved only for Females; it is impossible.

 


To remedy this, I see two approaches:
- Create a mod that removes the conditions from all dialogues in the game that are reserved exclusively for females (or both sexes).
- Create a mod that creates a new Female race with meshes and textures corresponding to those of a Male (I don't think it will be enough to replace FemaleUpperBody.NIF with UpperBody.nif, FemaleLeftHand.NIF with LeftHand.nif, etc., otherwise someone would surely have already done it). But even if someone managed to do that, your character would now be considered Female, so you would no longer have access to dialogues reserved exclusively for Males.

 

 

The only thing you can do, but it won't be great, is to change your gender before starting a dialogue with

PlayerREF.SexChange

PlayerREF.SexChange Male

PlayerREF.SexChange Female

Edited by Machiavelique
Posted (edited)

Currently you can't

Switching to 3rd person view is required by NG to un/redress Player.

Currently the only way is to set the 'Undress Player C' 'Undress Player R' options on 'Never'. So, you will not swtich from 1st to 3rd person but you won't be undress either.

 

 

I'll add a fix in the next 2.11 version that will restore the person's view once the animation is complete.
This problem is not serious enough to warrant an update to 2.10.98b7. Furthermore, the next 2.11 version will begin to approach a stable release, and there will be no more significant changes to the core or the animation loader (at least until the implementation of “stage animation support”, which will happen much further down the line).
The objective will be to continue implementing/improving features to motivate people to use 2.11. The goal will be to continue implementing/improving features to encourage people to use 2.11, then declaring a stable version during 2026. To do this, the new NG will need to be tested by everyone and the various other mods that people use. If it has no or fewer problems than 2.10.97, it can be declared as a stable version.

Edited by Machiavelique
  • 1 month later...
Posted

Unfortunately, no.

SexoutNG is not compatible with Fallout 3, mainly cause it requires functions added by several New Vegas Script Extender plugin (xNVSE, JIP NVSE, JohnyGuitar NVSE and NX NVSE).

 

I don't have Fallout 3 and don't know much about the differences between the native features of FO3 and FNV.
From what I understand, FNV uses the same engine as FO3 with additional features. So even if NG didn't use any NVSE plugins, it probably wouldn't work on FO3.

 

Probably just meshes/textures can be copied from FNV to FO3. It seems sexout animation could work too if you install JoshNZ's Animated Prostitution mod According to vpig's post

 

On 11/25/2014 at 5:58 AM, vpig said:

Important- You need to install the .dll files from JoshNZ's Animated Prostitution mod! The anims will not work right without these files. These files should be put in the FO3 folder, not the data folder. Overwrite originals.

 

 

So FO3 has an xNVSE equivalent called FOSE and as has an SexoutNG FO3 version, I therefore think the best way is someone update  SexoutNG FO3 version to get something closer to the SexoutNG FNV version. But I don't think FOSE can add as much functionality as xNVSE, JIP, JohnyGuitar, and NXVSE combined. 

  • 2 weeks later...
Posted

Is it possible to upgrade a running game from 2.10.98 Beta 6 to 2.11.3 Beta 5 ?

Because I got a lot of errors when I tried.

 

First I got zillions of these errors:

[04:23:07.0436] [23019334] Error in script 230E29E1 (fnSexoutEndedEventCheck) in mod Sexout.esm
ForEach expression failed to return a value
[04:23:07.0437] [23019334] Error in script 230E29E1 (fnSexoutEndedEventCheck) in mod Sexout.esm
Operator <- failed to evaluate to a valid result
Script line approximation:  ##entry <- SexoutNG.animsSexoutEndToAddList## (error wrapped in ##'s)
	Where entry=uninitialized array, SexoutNG.animsSexoutEndToAddList=uninitialized array
    File: Sexout.esm Offset: 0x0015 Command: <unknown>
[04:23:07.0451] [23019334] Error in script 230E29E1 (fnSexoutEndedEventCheck) in mod Sexout.esm
ForEach expression failed to return a value
[04:23:07.0452] [23019334] Error in script 230E29E1 (fnSexoutEndedEventCheck) in mod Sexout.esm
Operator <- failed to evaluate to a valid result
Script line approximation:  ##entry <- SexoutNG.animsSexoutEndToAddList## (error wrapped in ##'s)
	Where entry=uninitialized array, SexoutNG.animsSexoutEndToAddList=uninitialized array
    File: Sexout.esm Offset: 0x0015 Command: <unknown>
[04:23:07.0465] [23019334] Error in script 230E29E1 (fnSexoutEndedEventCheck) in mod Sexout.esm
ForEach expression failed to return a value

 

Then I changed the script fnSexoutEndedEventCheck, so that the array SexoutNG.animsSexoutEndToAddList is initialized on the fly if it is None, but after that, I got other errors (see below), so I finally gave up. I tried to upgrade because in '98 beta 6 the 3rd person camera origin often gets screwed up after sex scenes (too high), at least this seems to be fixed in 2.11.3 beta 5.

 

[06:40:25.0975] [25000B5F] talking effect starting
[06:40:25.0983] [230D0E47] Positioning Active. Robbi B selected
[06:41:29.0317] [23082D04] Error in script 23082D04 (SexoutNGCleanupEffectSCRIPT) in mod Sexout.esm
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let ##SexoutNGConvCBQuest.arTodoAdd[iTmp]## := ar_Construct "stringmap" (error wrapped in ##'s)
	Where SexoutNGConvCBQuest.arTodoAdd=uninitialized array, iTmp=-1
    File: Sexout.esm Offset: 0x0DE2 Command: Let
[06:41:29.0318] [23082D04] Error in script 23082D04 (SexoutNGCleanupEffectSCRIPT) in mod Sexout.esm
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let ##SexoutNGConvCBQuest.arTodoAdd[iTmp]##["actor"] := (cbActor.RefToString) (error wrapped in ##'s)
	Where SexoutNGConvCBQuest.arTodoAdd=uninitialized array, iTmp=-1, cbActor=[id: 13D5BF, edid: "VStripNCRTrooperBREF", name: "NCR Trooper"]
    File: Sexout.esm Offset: 0x0E0B Command: Let
[06:41:29.0318] [23082D04] Error in script 23082D04 (SexoutNGCleanupEffectSCRIPT) in mod Sexout.esm
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let ##SexoutNGConvCBQuest.arTodoAdd[iTmp]##["topic"] := (RefToString CBDialog) (error wrapped in ##'s)
	Where SexoutNGConvCBQuest.arTodoAdd=uninitialized array, iTmp=-1
    File: Sexout.esm Offset: 0x0E32 Command: Let
[06:41:29.0318] [23082D04] Error in script 23082D04 (SexoutNGCleanupEffectSCRIPT) in mod Sexout.esm
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let ##SexoutNGConvCBQuest.arTodoAdd[iTmp]##["actid"] := nActId (error wrapped in ##'s)
	Where SexoutNGConvCBQuest.arTodoAdd=uninitialized array, iTmp=-1, nActId=0
    File: Sexout.esm Offset: 0x0E5C Command: Let
[06:41:52.0749] [2700220D] NGreets: NCR Military Police : Timer expired (120.004)

 

 

 

 

 

 

Posted

"Unknown" and "Let" yet again leads me to think that you still have something messed up in your game install, and you have issues in exact same block type (ForEach).

I have zero errors in console with SNG also. And yes you can upgrade a ongoing savegame game to latest WIP without a single issue, I did this myself.

Posted (edited)

I remember seeing these errors during an upgrade too (I think it was also from 2.10.98 beta 6 to 2.11.3 beta 5, but it worked from 2.11.3 beta 4 to 2.11.3 beta 5 iirc). 
Anyway, fnSexoutEndedEventCheck is a temporary function to apply a simple fix to 2.11.3 beta 4. To be honest, this function was pretty ugly and I wasn't very proud of it.

 

In the next version, the core has been worked and this function has been removed, so you won't have to worry about it anymore.
Until now, NG 2.11 versions were WIP that were not recommended for use in gameplay, but rather to assist us in development by reporting bugs.

The next version has a much more stable structure, has been tested more thoroughly, and will also be easier to install. It may be recommended for use in game rather than for testing purposes. That's why it takes so long to come out.

 

As you may have seen, a major new update to SOFA is in the works. It will simplify the installation of SexoutNG (for the new 2.10.98 and 2.11 versions).
Here is what is currently planned:
- Validate the new 2.10.98 beta 7 and new AnimManagement 7.2
- Waiting for the release of the new SOFA
- Updating the installation procedure for 2.10.98 beta 7
- Releasing SexoutNG 2.11.4 beta 1 and updating the installation procedure 

Edited by Machiavelique
Posted
9 hours ago, Allnarta said:

"Unknown" and "Let" yet again leads me to think that you still have something messed up in your game install, and you have issues in exact same block type (ForEach).

I have zero errors in console with SNG also. And yes you can upgrade a ongoing savegame game to latest WIP without a single issue, I did this myself.

I don't think the reason is that something is wrong with my installation, otherwise I would have more errors than these (normally I don't have errors in the console), but I could imagine something is baked into the savegame which makes upgrading impossible, that's why I asked the question above. About <unknown>: Maybe a foreach expression is something like an anonymous function without an op-code/name ? And maybe "Let" is really a command ? Don't know.

 

What I don't understand is, that  fnSexoutEndedEventCheck looked like this:

	foreach entry <- SexoutNG.animsSexoutEndToAddList
		Ar_Append SexoutNG.animsSexoutEndList, *entry
	loop
	SexoutNG.animsSexoutEndToAddList = Ar_Construct "array"        

So, I should have got the "uninitialized array" error only once, because after the loop it gets reinitialized. But this error repeated endlessly, which makes me think that somewhere else SexoutNG.animsSexoutEndList is just declared as an array variable, but not initialized with an empty array. So, I thought, something is fundamentally wrong when upgrading a running game, and it's better not to try this.

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