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Odessa

SexoutNG - Stable Release '97

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CORE: 2.10.97 -- 23-December-2016
DATA: 2.10.97 -- 23-December-2016
BODIES: 1.1.1 -- 25-July-2015

 

MIRROR - SexoutNG.torrent - All files also available via bit torrent. May be faster, and saves loverslab bandwidth. You need a bit torrent client, such as qBitTorrent.

 

Sexout code is hosted here on the GitLab. Please use the Issues link to report confirmed bugs in Sexout, or to ask for features!

 

The sexout BETA can be found here, if there is one. Note that to use the beta, you must still have SexoutNG Core and SexoutNG Data installed.

 

Requirements

  • Fallout New Vegas. Should be obvious, but a few people have tried to use it with Fallout 3 (works with TTW).
  • NVSE 5.0b2 or later; This is now the stable version.
  • NX 16 or later (NVSE Extender)
  • SexoutNG - CORE and DATA.
  • SexoutNG - Bodies OR Nude male and/or female bodies manually installed, see spoiler below.


Since '94, a compatible skeleton (AJ's BodyMorph) is included with 'Core'. Astymma's compatability or Deede's The Skeleton will also work if you prefer.


No 3rd party nude bodies are required if you install SexoutNG - Bodies.

 


A male nude body (underwear) and bodysuit (erect) are included (Breezes) and used when appropriate, and a female nude body (T6M BnB) is included within the BSA. Of course if you do install a female nude body, it will be used without issue, and there will be no install conflicts. Installing breezes is entirely "pointless" now, though if you want the other textures/meshes, you can install them.

 

Standalone body suit meshes for Breeze (same ones as in "SexoutNG - Bodies 1.1.1") and Roberts are available in the Sexout Beta thread, if you prefer to manually install. The texture is whatever male texture you have installed.

 

If you you wish to use a male mesh other than those provided, you must duplicate the nude (erect) meshes for the sexout bodysuit as well. These file are located:

 

Regular: data/meshes/armor/SexoutBodysuits/OutfitMErect.nif
Amra: data/meshes/armor/SexoutBodysuits/OutfitMErectAmra.nif

 

You can use whatever male nude meshes you want, so long as the file names and locations are as above. You may get infinity dicks if the Amra version does not support the penis 'bone'.
---
OR if your default male body is erect, you can select 'NONE' as the Male bodysuits option in MCM.

 

 

Known issues

  • The German (no-gore) version is know to have problems with sexout. Buy the North American version, the Austrian version, or search the forums for how to get it working (if possible) with the "un-cut" patch.


 

 


FAQ / Troubleshooting - Read this before posting support questions

 

First, please read the requirements section above carefully.

 

The game doesn't even start, it freezes before main menu!

 

==> Usually corrupted plugin. Disable all plugins except Sexout. If it works, sexout is innocent. If not, validate your install via STEAM, and try downloading sexout again.

 

The game starts, but sex doesn't work!

 

==> Did you install NVSE? Press '~' to open the console in game, and type GetNVSEVersion. If it does not return a number you did not install it correctly. Check the instructions for it and try again.

 

====> GetNVSEVersion works! ....but I also get this annoying message box appearing every time I start game!

 

======> Maybe try reading it ;). You have not installed the requirements correctly. Sexout requires NVSE 5.0 or later, and NX 16 or later. It will not work without them. See above for links.

 

~~~> But I installed NVSE and NX!

 

=====> No. You didn't. There are no exceptions. If you think you did, you installed them wrong, check their own respective instructions and try again.

 

==> ...Okay, NVSE and NX installed. Uhhh, how do I actually start sex?

 

====> Sexout is just a framework for other mods to use. It does nothing on its own. Try installing some sexout mods.

 

==> ...I have sexout mods, but the actors just stand still inside each other! (maybe with sounds)

 

====> Usually a conflicting mod that adds idle animations in an inconsiderate way. Disable all mods except sexout. If it works, enable them one by one to figure out which is guilty. More info:


A few known offenders are (Note: these may work since '94, try if like):

  • -- Body by Race. Too much 'body magic'. Try it if you want, YMMV.
  • -- 7dancefnv.esp by Umpa. Stops NG animations from playing.
  • -- Groovatron. Stops NG animations from playing.
  • -- JIP's Selective Fire. Old versions stop animations playing, update to the latest version should fix it.


The fix for other animation and pose mods (like dance and groovatron) is to open the offending ESP or ESM in fnvedit, navigate to 'idle animations', and look for any modified records. Any that you find, click on them. If the only difference between them and vanilla is that the "Related Idle Animations" field(s) have changed, delete the record from the mod and save.

 


BruceWayne has an example of doing this here but NOTE: It is not always the knockdown idle that needs changed, and it is not always just one idle -- sometimes there are several.

 

The issue is that when adding a new idle animation in the geck, dragging it around to reorder it modifies adjacent vanilla records as well. It is these modifications that need to be removed for sexout to function.

 

==> I definitely definitely definitely disabled all mods except FalloutNV.esm and Sexout.esm, and actors still stand inside each other but no animations!

 

====> Did you install 'SexoutNG - DATA'? Because, that's where the animations are.

 

======> Yes, with NMM!

 

========> Use FOMM. NMM has known issues with Fallout New Vegas mods in general.

 

Animations work, except...

 

==> Infinity tits!

 

====> You do not have a compatible skeleton installed correctly. See requirements section

 

==> Infinity dicks!

 

====> You do not have a compatible skeleton installed correctly, or you do not have a compatible male body suit installed. See requirements / Bodies section above.

 

==> Invisible male bodies / big red boxes‽‽

 

====> You do not have meshes for one or both of the sexout body suits installed. Either install "SexoutNG - Bodies" or manually add them- see the spoiler in the requirements section above for more information.

 

More Useful Posts:

 


Modders:

 

- Want to make your own sexout mod? (or modify an existing one). First stop is the API guide. See also: Tips and Tricks.
- See the Gitlab project for more info on sexout status, or if you want to contribute.
- API documentation is a WIP, if you can't find/understand something, please post here on loverslab.

 

License:

 

Sexout is free. Free as in BSD license free, except even freer. This work is public domain. Do whatever the hell you want to do with it. You can even upload it to some other site and claim to be the creator, but that's bad karma, and when it comes back 'round you'll regret the decision.

 

Release History


'96 Release Highlights (January 9, 2016)

 

- New updated skeleton by AJ (also used by bodymorph)
- 8 new animations by DManXX2, including Securitron!
- Bugfix for sleep/wait sex calls
- Merged Sexout-Amra.esp into Sexout fully, this .esp is no longer required.
- Better legacy support, and various code improvements.
- Modders: New UDF: 'let MyArray := call fnSexoutGetCompanions'. Returns all local companions (GetPlayerTeammate == 1), via the sexout scanner.

 

2.10.95
- Now requires NVSE 5.0+. At time of release, this is the beta version.
- 8 New animations by DManXX2.
- Positioning switching added via 'Left Alt' key.
- New 'animation info' feature, click on a sex actor with the console open to show.
- Fixed infinite animation bug if an actor died mid-coital.
- Fixed NPC Redressing despite MCM settings bug.
- Lots of performance improvements, and misc fixes.

 

Modders/Technical:
- Complete rewrite of scanner to be massively more efficient, old interface still supported. New features: 'Sexout-Scan' event dispatched whenever scan completed, UDF: fnSexoutGetLocalActors returns all local sexout-valid actors, cached from last scan or fresh if the cell has changed.
- New events to replace the old Start/End hooks (these will remain supported however): 'Sexout-Started' just before animation starts, 'Sexout-End' when it ends, but before clean up, and 'Sexout-Ended' after clean up, when actors are unlocked. All include args "ActorA", "ActorB", "ActorC".
- Event 'Sexout-Change' fires whenever an animation changes midway.
- fnSexoutGetSkeleton now returns the effective gender ('M' or 'F', modified for strapon/genderbending effects) if called on a non-creature.
- New Orientation UDF, usage: 'let my_string := call fnSexoutGetOrientationSt ActorREF'. Returns 'hetero', 'bi', 'homo'. If no orientation has been set for an NPC, it returns the MCM default option.
- New UDF fnSexoutChangeAnim, to change the current sexout animation, see '95b7 section of change log for details
- New convenience UDF: 'call fnSexoutAnyInUse Actors:array' returns true if any actors in passed array are sexout in use.
- New UDF: "let Anim_Defs_array := call fnSexoutGetAnimsForActors Actors:array(eg: Ar_List SunnyREF, PlayerREF)". Returns all possible animations for the specified actor combination, specified in the order A, ( B), ©, (D ;)).. Returns 0 if no animations available.
- New UDF ArrayToString. Converts array values to comma seperated string. Useful with NX_GetEVSt.
- !!! Renamed dead and _Legacy_ spells and tokens. Mods still referencing them will continue to work, but scripts will not recompile without update.
- !!! Feature removed: It was previously possible (..maybe?) to specify different animations numbers for each actor involved. I do not think anyone has ever used this feature, and I suspect it didn't even work properly. It has been a major PITA to support this, especially with new animation switching code added, so its removed. The NX values "AnimA|B|C" are still set on sex actors in case mods are checking for them, but they will always be the same as "Anim". If you want to create new animations from the existing ones, you can just add them as new animation records.
2.10.94
- Switched from PickIdle to PlayIdle- this should greatly reduced mod conflict issues (where actors stand still inside each other without animations) and opens up more possibilities down the line.
- 9 New animations by DManXX2 (3 Protectron, 6 human).
- A whole bunch of animation alignment fixes.
- Added support for Supermutant Overlords and Behemoths (use regular supermutant animations).
- MCM option to enable 'placeholder' animations for any creature that doesn't have any (human side will be animated, creature will not). This allows support by mods like Pregnancy.
- Mesh/texture fixes for Breeze body and supermutant penis by Imperfection.
- Compatible skeleton now bundled (AJ's BodyMorph).
- Disabled some obsolete and broken fields in MCM, and broken Save/Load option in positioning (may return fixed in later version).
- Lots of misc performance improvements, tweaks and fixes.
- (For modders) New UDF 'fnSexoutGetAnimDef' to return animation information, see script comments for details.
- (For modders) Sound customization call parameters added: "SoundsA|B|C"::"Silent|Scream|Angry|Normal", and "bNoSlop"::1 to disables slop sounds.
- (For modders) Added new convenience started var: let my_string_var := ActorRef.NX_GetEVSt "Sexout:Started::Actor" ; # 'A', 'B', 'C' or 'X'
- (For modders) New "Pos" data added to AnimDefs by DoctaSax, describing position of each actor (see AddAnim scripts for more info), and a bunch of Flags/Pen fixes.
2.10.93
- New animation registry system, providing a much more powerful API for modders. Most tokens are no longer used by sexout.
- Shiny new customizable random picker.
- 22 new animations by DManXX2
- 61 (~new) animations by Amra72 added by Sexout-Amra.esp (bundled in core). This includes the 40 former 'replacers' as non replacers, and 21 modders resource.
- Fixed alignment of lots of animations, including Donkey's long lost 3Ps.
- Support for multiple bodysuits to fix Amra vs Sexout alignment conflict.
- New weighted Breeze erect meshes by AJ (standard) and Kendo2 (Amra-aligned).
- New skeleton reset by AJ.
- Support for aliens (use feral ghoul animations) and street trogs (use spore carrier anims).
- New masturbation and vibrator code. Keys now customizable via MCM.
- Orifice flags are now accurate (*global to animation, not per actor)
- Sexout Positioning v2 (SexoutPosNew.esp) bundled
- SexoutZAZ.esp stub removed (it was empty since ZAZ got merged into sexout a year or so ago)
- Lots of other bug fixes and tweaks.
2.9.92
- Additional logging related to undress delay.
- Fixed a logging error.
- Simplified player undress determination code.
- A smarter InUse check that can clear (most) invalid locks.
- The sound token script no longer checks InUse.
- Duplicate animation files removed, duplicate idles updated to use single file.
- All AP animation KFs are included in DATA.
- 5 animations from AP enabled. 610, 611, 715, 716, 717. None are in the random picker yet. 716 and 717 are the only ones I've been able to align properly.
- MCM option to use or not use male bodysuits returns.
2.9.91
- New sexual orientation system, slider values from -1 (homo) to +1 (hetro) in steps of 0.1.
- Blanked some scripts that are unused
- Removed non-working old npc-reset key hook
- SetFlag and GetFlag new param (temp flag)
- Rotation support for refSurface
- Added rotation fixes for three ZAZ cross animations (1004-1006)
- Additional debug mode logging in CSE and SAN
- Undress token replaced with undress spell
- Clear temp flags at end of act.
- Variable04 stuff gone.
- Raper stuff moved away from tokens, now available via 'call fnSexoutGetFlag <ref> "Raped" 1' (or "Raping") during the act.
- Fixed a case where unlock would not happen if SAN/CSE returned an error.
- "Noanim" flag now ignored.

 

2.8.90
- All items (Armor, Ammo, Weapon, Misc) in main item formlist. Modders should add items they want removed to this list, via a script. Cleanup is called during Unlock, at the end of an act.
- Cleanup UDF now removes all items in the main sexout item formlist.
- fnSexoutActRunFull -- This is a standalone UDF you can call to prep, set, and run an act all at once. It takes a single argument, a (string)map array. See the wiki for more details.
- Pause, Resume, and FinishNow use NX vars rather than tokens.
- New fnSAR (fnSexoutActRun) debuglog at start and finish.

 

2.8.89
- SexoutCharacterResize.esp check added to literacy checker.
- startconversation retry delay set to 1.5s
- Better refSurface support, including ZAZ items and activators.
- ZAZ mesh root nodes converted from NiNode to BSFadeNode where appropriate (not weapons/gear).
- Meshes moved to separate download, fomod ready.
- Anim 601 kf file paths corrected. (Thanks DMan!)
- Actor scaling to 1.0 during sex scenes. NOTICE: Now incompatible with SexoutCharacterResize.esp.
- New CBDialog handler. Thanks for the bugfind, tomm434.
- SexoutNG.bSexoutReady actually works now. Use it! This var is set to 0 every time sexout starts, and set back to 1 once any sexout updates are complete. You MAY need a small delay in your script, initially, to wait for the sexout quest to set it from 1 to 0 on game load. This will be augmented at a later date with a UDF or something that you can call whenever you want, to provide it with a udf/spell of your own, for it to call/cast when it's ready.
- Stop casting SexoutCumming if bUseLust == 1

 

2.8.88
- ZAZ assets moved from CORE to DATA.
- Roberts BSA removed (the option has been gone for a while).
- Ver bumps all around.

 

2.7.87
- Supermutant random picker for oral fixed.

 

2.8.86
- sv_destruct refactoring in some scripts.
- remove unused vars in some scripts.
- new CBDialog conversation handler.
- ZAZ now fully integrated.
- Blanked out unused camera spell.
- Actors not unrestrained until end of unlock. Issue #21.
- ActorB copy/paste fix. Issue #19.
- Version update script ordering fixed.
- Actor readiness UDF implemented.
- Smarter TFC handling. Sex initiated when already in TFC should work. Savegames made during sex in TFC should also load fine. (beta6)
- New UDF : fnSexoutCopyListItems list:From list:To int:iMode (0 = 1:1, 1 = deep copy, 2 = ignore sublists)
- Removed errant restricted cell check, oops!
- Additional debugging to actor lock UDF.
- Removed errant restricted actor check, oops!
- Augment SameCell check with distance check (100yd).
- Betas should work properly with clean saves.
- Sanitizer now checks fnSexoutActorValid fully.
- BaseEffect stage 1 now checks for sitting as well as sleeping.
- SexoutListRestrictedCell list now honored (12.1 - 12.3 SAN errors)

 

2.6.85
- DATA: version bump to 81
- DATA: Breezes now default
- NX required version string more descriptive for 'v0'.
- New UDFs.
- New quest and script to hold new anim related vars.
- Masturbation animations RENUMBERED. 101-110 for males, 111-120 for females.
- Updater changed to ensure it gets run whenever going from beta->beta, release->beta, or beta->release
- random picker adjusted to include the supermutant oral anim (1430)
- Idle animation renaming for consistency. Creature 'a' anims renamed from 'SNG....x' to 'SNG....a'. Some misc renames of things like SexoutNG123a to SNG123a. Sexus old idles renamed from e.g. 'Stage251x' to 'SNG....x'.
- Added evp's to main effect to force SexoutDoNothing to run.
- Sexout beta version now reported in console at startup, if it is a beta.
- Minor positioning adjustments for breezes as default body
- Fixed bug in fnSexoutActRun (Thanks jaam!)
- Added missing undress list check.
- Main effect now waits on cleanup to finish (again).
- InUse UDF only returns 0 or 1 now
- New validity UDF: fnSexoutActorValid. Returns 1 if valid, < 0 if invalid (-4 child, -3 dead, -2 not actor, -1 not ref)
- Bugfix for calling zaz via UDFs
- new NX/UDF flag "nAnimGroup" -- to use ZAZ you can use the old "nUseZAZ" flag OR set this new flag to 1. This is to support future zaz-like extensions by #, ZAZ being #1. Works only in UDF calling convention.
- NGSAN errors out with 12.0 if sexout is initiated and all actors are not in the same cell.
- CSE and SAN rewrite recombination
- Remove SCR related literacy checks WRT Slavery, Legion.
- Massive overhaul in un/redressing, act queuing in sanitizer, etc.
- Removed broken creature scan stuff (thanks tomm434).

 

2.6.84
- Baseline UDFs (a list will follow)
- Some cleanup and sanitizer fixes from jaam (thanks!)
- Sexout no longer uses Variable04 for tracking actor locks, it uses an NX flag. V04 and the 00SexoutActor token will continue to be set and cleared for a few releases, but sexout itself does not honor them.
- New UDF based calling system.
-- fnSexoutActPrep
-- fnSexoutActSetInt string:name int:val
-- fnSexoutActSetFloat string:name float:val
-- fnSexoutActSetRef string:name ref:val
-- fnSexoutActRun
-- fnSexoutActReset int:caller (set to 0 for 'this' act)
- Rewritten core using UDFs.
-- above plus:
-- fnSexoutSetFlag
-- fnSexoutGetFlag
-- fnSexoutSetFVal
-- fnSexoutSetRVal
-- fnSexoutGetFVal
-- fnSexoutGetRVal
- Finish renumbering of Mavia's anims (removed old numbers)
- Nightstalker uses 1931 and 1932 anims now instead of dog (may be alignment issues)
- Mavia animation offsets updated post-renumbering.
- Use TFC flag in MCM now honored -- do not use this!
- Feral Ghoul animation 1203 removed from random picker due to bad rotation.
- DMan's anims removed (new ones will appear shortly)
- DATA no longer includes Roberts

 

2.6.83
- New anims (thanks D_Manxx2!) 402 (dman's 618), 611-629. There are five more included (637-641) that are not in the random picker, as they are 'dupes' of 618 running at different speeds. All #s are the same as his except 618 (his# = 630) and 402 (his# = 618).
- Mavia's animations renumbered. See this thread for details.
- Random picker now uses NX_GetRandom NX v14+ Required!
- Git issues 1, 2, 3, 5, 6.
- Ver bump to build 83.
- Fixed supermutant blowjob.
- Undress bug fix for actorZ.
- Vibrator plug renamed effects fix.
- SexoutNGReset animation properly called.

 

2.6.82
- Skeleton removed.
- Sexout quest version vars reverted to hard edits rather than referencing the globals.
- Global version vars all set to 0.
- Crash on exit of game/geck fixed.

 

2.6.81r2
- SSR removed.
- Skeleton included!

 

2.6.81
- SSR depreciated. Still included for compatability but modders should not use.
- FOMOD install script updated.
- SexoutSlavery included, without SCR or SSR as a dependency.

 

2.6.78
- Deathclaw 1305 and 1306 human-side fixed.
- Ref to move to after sex implemented, per actor. Set NX variable "Sexout:Start::refMoveATo" (or B, or C) to move the actor to the reference after sex, just before callbacks are made. There are matching SexoutNG quest vars for the old (non-NX) call style.
- SexoutSharedResources.esm (SSR) included and handled by fomod script for ordering.
- Nightstalkers (Donkey - 1931 and 1932) added (not yet in random picker)
- tefnacht's 3ways added. All are MMF -- and all "bugged." Can't seem to align, and can't select repeat in geck, so not in random picker:
-- 5001 = TFATR4 ("Flying" spitroast)
-- 5305 = TFATR2 (Cowgirl DP)
-- 5401 = TFATR3 (Reverse cowgirl DP, our first!)
-- 5602 = TFATR1 (sitting F fingered by one guy while blowing another)
-- 5603 = TFATR5 (Blowjob with limp dude watching)
- Put all nude bodies and body meshes in BSAs.
- DATA now includes both Roberts and Breezes nudes in separate BSAs.
- The FOMOD script for DATA allows choice of male body type.
- Default rape KO to off and durations to 1s in MCM. Reset them upon update to .78.
- Change ant animations (user29) - now uses only 1002b for the human side, and the ants special alert idle. -- 1941, untested.
- Remove unused enchantments and unused base effects.

 


 

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New CORE download.

 

2.6.81r2 is a minor point release, so minor it does not merit a version # bump. Two changes I thought I'd make while converting this to a "real" download.

 

- SexoutSharedResources.esm has been removed.

- Astymma's compatability skeleton (BnB / BX / FAFF) is now included.

 

According to Astymmas instructions on the download page on Nexus, if he goes two weeks without responding, the skeleton can be used however you see fit. I asked him for permission to include it on October 10th, about six weeks ago. No reply so far, so sexout users rejoice -- one more 3rd party download requirement eliminated!

 

Thanks for the awesome skeleton, astymma!

 

 

 

Look ma, a real "download"! Now stop pestering me. ;)

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Congrats on your foray into using the download system :P

This is the second one, jerk! I did the NVSE beta yesterday.

 

Of course you probably didn't see it because you don't ever look in the non-adult download sections. Perv.

 

:D

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In the process of simply extracting the NG core fomod, deleting SSR, removing the SSR message, and upping the fomod version... did I screw the whole thing somehow?

 

I have a nonexistant SexoutNG MCM menu right now. I'e updated some other mods and am checking that none of them are to blame but I want to checkin here with anyone that's downloaded the new core file.

 

edit: also added the skeletons, that's the only other change between this version of core and the last one.

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Hmm, I'm running the latest beta's of NVSE, Extender etc & pretty much every plugin available except this SexoutNG update and I just checked, SexoutNG Menus still look ok for me. I usually give updates a day or too to reduce confusion as I create my own personal errors, quirks & CTD's :)

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Yeah I got them back after undoing my other recent changes..

- added scr

- added lust

- replaced NMCs med. texture pack with the large (yay new video card!)

- added 'BP wastes overhaul'

- added 'Companion de-equipable'

 

Whatever it was managed to mess up the last autosave so even after disabling everything above, the MCM menus for sexout are still missing when I load that save -- loading an earlier save works though.

 

Though now I have revenge of the "crashes on quit" bug.

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Great balls of fire I'm an idiot. I had just checked in game and saw that I was back on .78.

 

I'm going to promote that to release right now.

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When using FOMM if you uninstall the old one and install the new, rather than doing an update/upgrade, you can tell it to not overwrite the ones that are already there. Of course I'd back them up just to be on the safe side. They haven't changed so you can just copy the whole directory out and then back in.

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yes i had to backup the entire folder,since i made allot of custom animation re-placers for sexout.

Witch brings to my next question, i remember topic about crawling animations have you been able to get it to work right under sexout ??

 

Or was it all a failed attempt ??

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Failed so far. As far as I could find, you can only have one set of movement per skeleton.

 

The workaround I did not have time to test, would be:

   To duplicate the _male folder under a new name at the same level.

   Replace the movement animation with the crawling ones in the new folder.

   Lastly use FNVEdit to change the skeleton on some NPC to use the copied one.

With any luck, that NPC should be stuck crawling.

 

If it works like that, then we can refine the process from there. :)

 

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Someone else I thought did get crawling somewhat working, but I was never able to via the normal animation mechanism.

 

If what jaam said to try works, then we can probably do something like end up with a system where NX creates a _malecrawl directory from your current _male directory (so textures and other anims get copied over) and copies the crawling anims in there, and then exposes a flag to change which directory the actor is using.

 

OBSE can do this somehow, so maybe looking at the source there would be worthwhile.

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Oblivion is a game where different NPC can have different skeleton in vanilla, so they had to allow for different animations groups. But that is part of what they removed with Fallout3.

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Ah, ok. Well those get/set path things you sent may work for us to do this, or the file intercept stuff. That second way may be better actually. We could set the skeleton to some bogus name and whenever the engine tries to load it, NX could intercept it automatically and just serve up the crawling animation -- or whatever other animation you were trying to use.

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"Intercepting" won't be easy. Whenever the engine encounters a new skeleton name, it preloads all the existing animation in the skeleton directory, after that first time the animation is called directly.

As we don't want to duplicate all the animations for all the possible case, I thought about hard or soft linking them in an appropriate directory (similar to what ModOrganizer does).

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In that case, if I generate a unique skeleton name every time, then intercepting (i'm thinking a filter driver or other filesystem level hook -- simpler, I could give them a specific extension like .nvse_extender, and add a registry entry setting a "debugger" that calls into NX to handle it. This is pretty standard stuff for windows to do WRT things like AV scanners, transparent file en/decryption programs, etc.) should still be possible. The engine will never have heard of the skeleton until it's used.

 

All that hoop jumping is just me thinking of any way around doing any potentially harmful filesystem modifications -- especially ones that will stick around if/after sexout is uninstalled if someone is trying to make a clean save to fix problems -- like all actors somehow got stuck perpetually crawling.

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It would be so nice if you managed to allow a different skeleton by NPC.

 

I remember all the Oblivion I played with NPC large, small, skinny, big ...

 

In fallout all women are the same, even the aged seem to come out from holliwood studios with the breasts they had when young :/

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The engine allows for it, there is just no way to specify it in the GECK, but I think that the specific skeleton will survive editing in the GECK.

 

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Maybe I am wrong, but AFAIK different body-shapes do not need different skeletons, they need different meshes.

(like SetBody for Oblivion does)

But sadly I do not know anything about moddeling, so ... I may be wrong.

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Unless the different bodies are so different they can't share the same skeleton.

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