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SexoutNG - Stable Release '97


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Posted

CORE - 2.6.84 released

- 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)

 

------------ new (v3 / udf) calling interface

Works just like the other two (v1/quest, and v2/nx) but offers more protection against simultaneous stuff. Usage is easy. Here's an example, more will follow and the API doc will be updated, The strings are the NX variable names / quest variable names, without namespacing.

 

call fnSexoutActPrep
call fnSexoutActSetInt "anim" 123
call fnSexoutActSetRef "actorA" someRef
call fnSexoutActSetRef "actorB" someOtherRef
call fnSexoutActRun
; OR
call fnSexoutActReset
You'll get errors if you:

- don't call prep first.

- call prep and then do NOT call run or reset before the NEXT time you call prep.

Posted

@wolfboy22: I would suggest asking in the Sexout - Technical Support forum.  Be sure to add your load order under spoilers (exclamation point in a speech bubble icon).

Posted

Thank me after I help you fix it.  :D   (maybe....hopefully...)

 

And if it's not one of my fucking mods that's causing the problem.  : P

Posted

Hello,

I've experienced the following (core version 2.6.84):

1) starting sex with TFC enabled (in extra) - all goes well;

2) starting sex with TFC disabled: other companion start animation, me not (remain standing).

Previously (with previous version) TFC disabling/enabling did not worked (all the times was enabled)...

Is there something I mst do or I'm missing?

 

Thanks,

JD

Posted

Don't disable.  That's been changed to work at the request of a modder.  If you're trying to use it so that you can use the 1st person/see your body view mod, 1st person compatibility hasn't been added.

Posted

Bug

 

Attempting to start a sexout animation too soon after casting "SexoutNGFinishNow" causes a reproducible actor freeze issue. fnSexoutActorInUse returns False too quickly to avoid.

 

Tested ~15 times. I am using the current stable version, with all new (UDF) call method to start acts in a 1-second delay quest script, from debugprint this is the timeline (number = script run):

 

 

~) Start animation via new UDF method, and return script

 

1) Actor.CIOS SexoutNGFinishNow (at some point before duration of act expires)

 

2, 3, 4..) Wait whilst fnSexoutActorInUse returns != 0

 

5) Start another animation via new UDF method, and return script.

 

Forever) Actor (player) is frozen

 

----

 

In this case it is all ZAZ boxed bitch animations, I want multiple acts to play in a row with minimum gap.

 

If I add a 1 second delay between fnSexoutActorInUse returning False and calling the next act, the freeze is avoided.

Posted

Small update on actor freeze bug: It started happening in SexAssault when I updated it to the UDF method, which does not use 'CIOS SexoutNGFinishNow".

 

So, it appears to be a general thing caused by starting a second act immediately after fnSexoutActorInUse returns False. As before, adding a ~1 second delay works around it.

Posted

Ah, SexoutSoliciting (still) uses FinishNow with some heavily scripted stuff. SexAssault is a lot simpler, but sometimes you can have a second act start immediately after the first one ends (like if there are 2+ stalkers)

Posted

SexAssault never used FinishNow, I just wait for the UDF to return 0 before calling any act (with scripts running either every 1 or 3 seconds).

Posted

Well, the UDF does lie a little bit.

 

It boils down to sexout having to clear that flag before it starts attempting the dialog callbacks, since once the dialog succeeds, we're in menumode and the script isn't running any more and thus wouldn't be able to clean up before a chained sex act in a dialog script.

 

So what it does now is unlock the actor after the cumspell and knockdown have finished, but before it starts trying to start the conversation (if any), etc.

 

I have a check for inuse in there myself so that the callback will still happen even if another sex act interrupts the chain that should be catching this, but maybe it's not..

 

If you add a little delay in there, does that fix things? Can you give me the NG debug errors when the new sex act fails?

Posted

Yes, adding a 1 second delay after fnSexoutActorInUse returns False avoids the problem. Without that, the issue always occurs.

 

scof log attached.

 

I have been seeing the same issue at various points from 4 scripts (2 in soliciting + stalker + combat in SexAssault). They all work fine as soon as I add the delay.

Posted

Hey, great mod. Working well here, but my game is crashing kind of often, are there any tips to prevent those:? Load order, mods that are known to not work well together?  mean, I'm trying to use some old mods that don't seem to be getting much support lately, is there a chance those are causing most of those crashes?

 

So what I wanted to know is if I can delete some animations, preventiing them from being used? I don't want to choose the animation I just want some of them to never be picked.

 

Edit: Come to think of it, I can simply rename and replace the animations that I don't want to be picked. Simple solution with little chance of breaking something, I suppose.

Posted

At this point I wouldn't mess with the actual mod. The animations may be called by a mod and if you don't have it.. the mod won't work or might even crash. I don't know.

 

As for the older mods. I would stick with what is in the downloads section until you get a better understanding of the mods and how they work and are willing to spend some time experimenting and testing. Some mods in the Downloads thread are out dated and some might even cause problems. Others are work in process, experiments or even partial mods. All  of which could cause you problems.

 

Get a very clean basic Sexout load working. Use Sexkey to test and see if it works properly. Then add a mod or two as needed (with their requirements) Test and move on to one or two more. It takes time but in the end you will have a very stable and functional Sexout mod list.

Posted

What I wanted to know is if there are mods that are known to not work well with the most recent version of the framework.

 

Now, about the animation replacing, it worked well, I don't think you understood what I did. There is no chance of the mod picking an animation and it not being there - all of the animations are there or at least the file names. 

 

Take a look at Amra72 new animations, it's there that you will find out that it's very simple to replace animations in Sexout, you just replace the files with files with the same name.

 

So for example, if you wanted to see only ONE animation, you could replace ALL files with the same animation, you just have to make sure to rename that animation after every animation file.

 

That's what I did, replaced the animations I didn't wanted to see anymore with the animations that I like. So there will be repeated animations with different file names.

 

Posted

Mr Slayer, is there a way to enable the debug option from the MCM without the MCM?  Like a console command perhaps?

 

For some reason, SexoutNG doesn't give me any options in MCM, just blank.  MCM was working previously, and all other mods with MCM menus still appear and function.  SexoutNG is still working fine, just no menu options.  Not sure what I mucked up, but I'm working on figuring it out.

 

In the meantime I was trying to create a log for bangatron, so I was hoping for an alternate way to enable debug. Thanks!

Posted

I'm concerned about the number of mods that you are running, grifterrik.  That could explain sudden oddities.  If it was from your going back to 84, by all means, go back to 85.

 

Can't speak for enabling debugging in the console.

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