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SexoutNG '98 BETA 9


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Posted

I’ve rechecked the log you sent me using TestDeBugNG_2.esp, and one detail had escaped my notice: when the animation is supposed to end, Bittercup is reclassified as an adult for a brief moment, then reclassified as a child for a brief moment, and then reclassified as an adult again.

 

This could be a sign that a mod is checking the spells/tokens/events used by NG and is doing this deliberately, though I can’t say for certain.

 

Try running a test anyway by disabling as many mods as possible. Ideally, just keep all DLC, Fallout3, TTW, sexout and its requirements (so no TestDebugNG_3.esp), then type:

Call fnSexoutActRunFull (Ar_Map "ActorA"::PlayerREF, "ActorB"::BittercupREF)

 

And I think it should work

Posted (edited)
55 minutes ago, Machiavelique said:

I’ve rechecked the log you sent me using TestDeBugNG_2.esp, and one detail had escaped my notice: when the animation is supposed to end, Bittercup is reclassified as an adult for a brief moment, then reclassified as a child for a brief moment, and then reclassified as an adult again.

 

This could be a sign that a mod is checking the spells/tokens/events used by NG and is doing this deliberately, though I can’t say for certain.

 

Try running a test anyway by disabling as many mods as possible. Ideally, just keep all DLC, Fallout3, TTW, sexout and its requirements (so no TestDebugNG_3.esp), then type:

Call fnSexoutActRunFull (Ar_Map "ActorA"::PlayerREF, "ActorB"::BittercupREF)

 

And I think it should work

okay, I disabled most everything, and tried again. I used the call string you listed. Everyone in the courtyard disappeared. I re-enabled testdebug 2 and tried again, everyone was there. However, I still can not seem to get full debug logs for you for some reason now. None are showing the list of mods esm and esp. I retried again with no testdebug active, and again everyone disappears the only difference is Bittercup does not have any after sex dialog now. I will include the ng debug log even though it shows no mods enabled.

 

Other than fallout 3, NV and TTW with the dlc's and only base NEEDED files for TTW, these 3 screenshots show the only enabled mods when I tested this last time. 

 

https://gyazo.com/bda13b1b39aa9bf89eef8805544013d8

 

https://gyazo.com/e5f2669ca3b14ecf5e9252fdd85958b9

 

https://gyazo.com/f3648104a4d2ec7b5aa57ca0861c36b1

SexoutNG_Log.txt

Edited by Tattman
Posted (edited)

Try this one

TestDebugNG_4.esp

 

But in my haste, I’ve reworked everything using TestDebugNG_3.esp, which has created a dependency on this mod. You’ll therefore need to load TestDebugNG_3.esp and then TestDebugNG_4.esp (TestDebugNG_4.esp completely rewrites TestDebugNG_3.esp anyway...)

 

This time, I’ve redirected the logs I’m interested in to a new file called “SexoutNG_Log2.txt”, that way, the NVSE bug will, at worst, delete the contents of “SexoutNG_Log.txt” but not the other one. Try sending me both anyway 'SexoutNG_Log.txt' + 'SexoutNG_Log2.txt'

 

 

I’ve also made sure that Sunny appears next to you when you load your game, and I’ve added two shortcut keys

- Hold down the “o” key to start a sexout animation with you and Sunny

- Hold down the “p” key to start a sexout animation with you and Bittercup

 

Try it first with Sunny, then with Bittercup, let me know what you notice and send me the two log files

Edited by Machiavelique
Posted (edited)
4 hours ago, Machiavelique said:

Try this one

TestDebugNG_4.esp 167.06 kB · 0 downloads

 

But in my haste, I’ve reworked everything using TestDebugNG_3.esp, which has created a dependency on this mod. You’ll therefore need to load TestDebugNG_3.esp and then TestDebugNG_4.esp (TestDebugNG_4.esp completely rewrites TestDebugNG_3.esp anyway...)

 

This time, I’ve redirected the logs I’m interested in to a new file called “SexoutNG_Log2.txt”, that way, the NVSE bug will, at worst, delete the contents of “SexoutNG_Log.txt” but not the other one. Try sending me both anyway 'SexoutNG_Log.txt' + 'SexoutNG_Log2.txt'

 

 

I’ve also made sure that Sunny appears next to you when you load your game, and I’ve added two shortcut keys

- Hold down the “o” key to start a sexout animation with you and Sunny

- Hold down the “p” key to start a sexout animation with you and Bittercup

 

Try it first with Sunny, then with Bittercup, let me know what you notice and send me the two log files

okay, I tried with Sunny. Nobody disappeared, and I could see them having sex animations. However, the timer on screen was still going when sex ended. The timer is the one that has both peoples names, black bars that turn pink before each person has orgasm. I will add the logs here for Sunny, and will do another try with Bittercup next.

SexoutNG_Log.txt SexoutNG_Log2.txt

Edited by Tattman
Posted (edited)

This time, with Bittercup, nobody disappeared, no animations were shown, and the timer on screen stopped when sex ended as normal. I will include both logs below,          The ng log was cut short again for some reason

SexoutNG_Log.txt SexoutNG_Log2.txt

Edited by Tattman
Posted
On 9/9/2026 at 9:26 PM, Izolenta said:

Is there any way to get the Enhanced Camera working while UFO is disabled?

 

Normally, you can't move the camera while a sexout animation is in progress and UFO is disabled, because that seems to cause weird camera movements. I can try not to force the view to reset when UFO cam is disabled, which would let you move the camera, but I think there was a reason why that was disallowed. 
In any case, for now with the current NG 2.11, I don’t see any difference with or without Enhanced Camera when UFO Cam is disabled.

 

 

 

 

On 9/9/2026 at 1:30 AM, Tattman said:

This time, with Bittercup, nobody disappeared, no animations were shown, and the timer on screen stopped when sex ended as normal. I will include both logs below,          The ng log was cut short again for some reason

 

I rushed to send you the ESPs, and as a result, I made a mistake in formatting the value. So I don't have any values in SexoutNG_log2.txt

I'm going to change my approach to speed things up. I'm going to disable some NG features in addition to retrieving the logs, which will definitely break NG, therefore do not save your game when using TestDebugNG_5.esp

TestDebugNG_5.esp

 

Just send me the logs (SexoutNG_Log.txt + SexoutNG_Log2.txt). For now, I need you to test it only with Bittercup (by holding down the ‘p’ key), and let the game run for about 10 seconds before sending me your log files.

Posted (edited)
On 9/12/2026 at 7:02 AM, Machiavelique said:

 

Normally, you can't move the camera while a sexout animation is in progress and UFO is disabled, because that seems to cause weird camera movements. I can try not to force the view to reset when UFO cam is disabled, which would let you move the camera, but I think there was a reason why that was disallowed. 
In any case, for now with the current NG 2.11, I don’t see any difference with or without Enhanced Camera when UFO Cam is disabled.

 

 

 

 

 

I rushed to send you the ESPs, and as a result, I made a mistake in formatting the value. So I don't have any values in SexoutNG_log2.txt

I'm going to change my approach to speed things up. I'm going to disable some NG features in addition to retrieving the logs, which will definitely break NG, therefore do not save your game when using TestDebugNG_5.esp

TestDebugNG_5.esp 66.48 kB · 0 downloads

 

Just send me the logs (SexoutNG_Log.txt + SexoutNG_Log2.txt). For now, I need you to test it only with Bittercup (by holding down the ‘p’ key), and let the game run for about 10 seconds before sending me your log files.

Okay, I was not sure if you wanted testdebug 3 and 4 active, but I left them active just in case. The ng log seems short to me, but hopefully it has your info. When I press P, nothing visible happens. Bittercup walks past me like I am not there.  I did try with testdebug 3 and 4 disabled, but the ng log was shorter, and again there were no sex animations shown, and she walked past me like I had never touched the P key.

SexoutNG_Log.txt SexoutNG_Log2.txt

Edited by Tattman
Posted

 

Okay, so this part works fine

Can you now test with TestDebugNG_6.esp (you don't need to load previous TestDebugNG, just only load TestDebugNG_6.esp)

TestDebugNG_6.zip

 

Pretty much the same test, just hold 'p' key to trigger sex with  Bittercup, then let the game run for about 10 seconds, then type:

PlayerREF.CIOS SexoutNGStartSex

 

then let the game run for about 10 seconds, then send me the logs (SexoutNG_Log.txt + SexoutNG_Log2.txt)

Posted
5 hours ago, Machiavelique said:

 

Okay, so this part works fine

Can you now test with TestDebugNG_6.esp (you don't need to load previous TestDebugNG, just only load TestDebugNG_6.esp)

TestDebugNG_6.zip 6.07 kB · 0 downloads

 

Pretty much the same test, just hold 'p' key to trigger sex with  Bittercup, then let the game run for about 10 seconds, then type:

PlayerREF.CIOS SexoutNGStartSex

 

then let the game run for about 10 seconds, then send me the logs (SexoutNG_Log.txt + SexoutNG_Log2.txt)

Done. Bittercup stopped walking and looked at me, did not undress to have sex animation, but I got both logs for you. Log 2 has one underlined in red.....

SexoutNG_Log.txt SexoutNG_Log2.txt

Posted

We're getting close. The entire call section is working fine. Now we just need to test the initialization section, because the problem starts at the very beginning of execution.

Can you now test with TestDebugNG_7.esp (no need to load previous TestDebugNG)

TestDebugNG_7.zip

 

 

Pretty much the same test, just hold 'p' key to trigger sex with  Bittercup, then let the game run for about 10 seconds, then hold 'i' Key until sexout animation starts*, then wait the sexout animation ends, then send me the logs (SexoutNG_Log.txt + SexoutNG_Log2.txt)


sexout animation starts* Here the 'visual' animation will not trigger to prevent Bittercup from being deleted, but sexout will handle everything else. 

Posted
54 minutes ago, Machiavelique said:

We're getting close. The entire call section is working fine. Now we just need to test the initialization section, because the problem starts at the very beginning of execution.

Can you now test with TestDebugNG_7.esp (no need to load previous TestDebugNG)

TestDebugNG_7.zip 23.47 kB · 0 downloads

 

 

Pretty much the same test, just hold 'p' key to trigger sex with  Bittercup, then let the game run for about 10 seconds, then hold 'i' Key until sexout animation starts*, then wait the sexout animation ends, then send me the logs (SexoutNG_Log.txt + SexoutNG_Log2.txt)


sexout animation starts* Here the 'visual' animation will not trigger to prevent Bittercup from being deleted, but sexout will handle everything else. 

Got it done, logs attached. I am glad you are stubborn lol.

SexoutNG_Log.txt SexoutNG_Log2.txt

Posted

Let's just say that anything that works on 2.10.97/2.10.98 but no longer works on 2.11 intrigues me and needs to be fixed. I want to understand what's going on, and it would be a shame to give up so close to the finish line.

In your latest tests, I disabled very few things, and Biterrcup wasn’t considered a child.

 

I think it’s the scaling of the actors that’s causing the problem.

 

Can you test with TestDebugNG_8.esp (no need to load previous TestDebugNG)

TestDebugNG_8.zip

 

Jusst hold 'p' key to trigger sex with  Bittercup, then wait the sexout animation ends,

 

Once the animation is finished, can you type:

Print "SAV1: " +$(Call fnSexoutActorValid BittercupREF)
Print "Scale: " +$(BittercupREF.GetScale)
Print "BaseScale: " +$(BittercupREF.GetBaseScale)
Print "Scale: " +$(BittercupREF.SetScale 1)

 

then let the game run for about 5 seconds, then type

Print "SAV2: " +$(Call fnSexoutActorValid BittercupREF)

then send me the logs (SexoutNG_Log.txt + SexoutNG_Log2.txt)

Posted
7 hours ago, Machiavelique said:

Let's just say that anything that works on 2.10.97/2.10.98 but no longer works on 2.11 intrigues me and needs to be fixed. I want to understand what's going on, and it would be a shame to give up so close to the finish line.

In your latest tests, I disabled very few things, and Biterrcup wasn’t considered a child.

 

I think it’s the scaling of the actors that’s causing the problem.

 

Can you test with TestDebugNG_8.esp (no need to load previous TestDebugNG)

TestDebugNG_8.zip 18.97 kB · 0 downloads

 

Jusst hold 'p' key to trigger sex with  Bittercup, then wait the sexout animation ends,

 

Once the animation is finished, can you type:

Print "SAV1: " +$(Call fnSexoutActorValid BittercupREF)
Print "Scale: " +$(BittercupREF.GetScale)
Print "BaseScale: " +$(BittercupREF.GetBaseScale)
Print "Scale: " +$(BittercupREF.SetScale 1)

 

then let the game run for about 5 seconds, then type

Print "SAV2: " +$(Call fnSexoutActorValid BittercupREF)

then send me the logs (SexoutNG_Log.txt + SexoutNG_Log2.txt)

Okay, done. as for size, she looks slightly scaled down from my player characters size. Shorty however, seems like his coloration is brighter than normal, like he has a light shining on him and he definitely appears like his character is scaled down smaller than normal. The NG log was messed up, however when typing in line by line, it said her scale and scale + base is 0.91. After the 4th line typed in, final result said scale: 0. After multiple times trying, I finally got some logs larger than 1kb.

SexoutNG_Log.txt SexoutNG_Log2.txt

Posted (edited)

I only disabled rescaling for the “human” actors, and the logs show that Bittercup remains valid.

 

I also wanted to confirm this by asking you to force the rescaling to 1 (as NG should have done) to see if Bittercup becomes invalid again, but I made a mistake in what I asked you to do.

 

Can you try to load your game but don’t press the ‘p’ key this time, just type (without closing the console):

Print "SAV1: " +$(Call fnSexoutActorValid BittercupREF)
BittercupREF.SetScale 1
Print "SAV2: " +$(Call fnSexoutActorValid BittercupREF)

 

Then close the console, let your game running for 5 seconds, open the console and type:

Print "SAV3: " +$(Call fnSexoutActorValid BittercupREF)

 

Then can you give me the value ?

SAV1:

SAV2:

SAV3: 

Edited by Machiavelique
Posted
1 hour ago, Machiavelique said:

I only disabled rescaling for the “human” actors, and the logs show that Bittercup remains valid.

 

I also wanted to confirm this by asking you to force the rescaling to 1 (as NG should have done) to see if Bittercup becomes invalid again, but I made a mistake in what I asked you to do.

 

Can you try to load your game but don’t press the ‘p’ key this time, just type (without closing the console):

Print "SAV1: " +$(Call fnSexoutActorValid BittercupREF)
BittercupREF.SetScale 1
Print "SAV2: " +$(Call fnSexoutActorValid BittercupREF)

 

Then close the console, let your game running for 5 seconds, open the console and type:

Print "SAV3: " +$(Call fnSexoutActorValid BittercupREF)

 

Then can you give me the value ?

SAV1:

SAV2:

SAV3: 

SAV1: 1

SAV2: 1

SAV3: 1

Posted

Something isn't right. Your test shows that even SetScale doesn't affect Bittercup's child status. This means that, as it stands, everything is working properly.

Try TestDebugNG_9 using 'p' key to trigger sexout animation with Bittercup and send me SexoutNG_Log.txt + SexoutNG_Log2.txt. This time I’ve kept actor rescaling disabled, but I’ve re-enabled sexout animations.

TestDebugNG_9.zip

 

 

If the sexout animations work with Bittercup, please try again without TestDebugNG_9.esp (so just sexoutNG2.11.6 b4 and the same load order).

Posted (edited)
5 hours ago, Machiavelique said:

Something isn't right. Your test shows that even SetScale doesn't affect Bittercup's child status. This means that, as it stands, everything is working properly.

Try TestDebugNG_9 using 'p' key to trigger sexout animation with Bittercup and send me SexoutNG_Log.txt + SexoutNG_Log2.txt. This time I’ve kept actor rescaling disabled, but I’ve re-enabled sexout animations.

TestDebugNG_9.zip 8.43 kB · 0 downloads

 

 

If the sexout animations work with Bittercup, please try again without TestDebugNG_9.esp (so just sexoutNG2.11.6 b4 and the same load order).

TEST DEBUG 8 LOGS BELOW.     Okay, I tried again (for probably the 10th time) and again I got 1,1,1 for all 3 SAV outputs. I then tried with just testdebug 9, and something interesting, shorty seems taller than he has been. Like he has been re-scaled back up in size to where I am used to seeing him, and the glow brightness seems gone from him. He really did look like a small child size before we started the testing. Here are the logs from 8. I will include logs for debug 9 in my next message.

SexoutNG_Log.txt SexoutNG_Log2.txt

Edited by Tattman
Posted (edited)

Below are Test Debug 9 Logs. This time the sex animations went fine with debug9 active, Nobody disappeared, Shorty still seems as tall as he should be. I will include the logs now, and test without debug 9 active. I truly have not adjusted or changed anything in my load order.  NGlog has a massive hangup on my daughters nameholder control. I have not seen that before. I also keep getting a message now about "pregnancy will not occur without sperm tracking turned on." I have not touched that, but whatever, I am sure I can get that sorted out after Bittercup. 

 

I did as you asked, and tried again without the debug9, and Bittercup and everyone in the courtyard disappeared again. The logs below are from debug9 ACTIVE. I did not include any from debug 9 inactive. I suppose I will do that now in another message and hope you may find a difference between the 3 sets of logs.  I'm sorry, I know this must be wrecking your brain lol. It would mine.

SexoutNG_Log.txt SexoutNG_Log2.txt

Edited by Tattman
Posted (edited)

This is the NG log from NO debug being active. Bittercup and everyone in the courtyard disappeared and I was standing there with no sex anims, but people came out of the houses. Bittercup showed up after sex was over, but anyone who disappeared (Other than Bittercup) has not shown back up. 

SexoutNG_Log.txt

Edited by Tattman

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