nyaalich Posted June 29, 2014 Posted June 29, 2014 Personally, I give pride ( ) and Odessa ( ) and tomm ( ) a heart for bravery in the face of debugging.
Guest tomm434 Posted June 29, 2014 Posted June 29, 2014 And thanks you too for your hard work, Prideslayer.
Odessa Posted June 29, 2014 Author Posted June 29, 2014 I second that, thanks for all your hard work, Prideslayer. I am sorry: 1) Scof (see end of file) attached but debug was not enabled, because I did a load game and forget to reset it. Error in script 0e08c337Invalid array access - expected string index, received numeric. File: Sexout.esm Offset: 0x00B6 Command: Let---- 2) I also had an act fail to start, actors just stood inside each other 3) I have seen failures like this for one of my save games always, but it seemed to work fine for a different save. Possibly this is not at your end. fnSAP: WARNING! Caller 52009FFC (<no name>) already has an act prepped, gonna get sideways!SA: PR - Sexout Anim CallError in script 0e08c33aOperator [ failed to evaluate to a valid result File: Sexout.esm Offset: 0x005A Command: LetError in script 0e08c33a
prideslayer Posted June 30, 2014 Posted June 30, 2014 1) Scof (see end of file) attached but debug was not enabled, because I did a load game and forget to reset it. 1-no debug-mode-nvse-array-error.txt Error in script 0e08c337 Invalid array access - expected string index, received numeric. File: Sexout.esm Offset: 0x00B6 Command: Let That script is fnSexoutActPrep. It's saying the first param passed to it wasn't a string, as it should be, e.g. fnSexoutActPrep "actora" someref. I couldn't tell you what script called prep, but sexout doesn't call that itself except in SexoutNGDoPlayerVaginal which I doubt anything is really using. 2) I also had an act fail to start, actors just stood inside each other no-anim.jpg 2-anim didnt play.txt Anim 601, I think I saw that fail once here too, but forgot to check it. It rings a bell. 3) I have seen failures like this for one of my save games always, but it seemed to work fine for a different save. Possibly this is not at your end. 3-already-prepped.txt fnSAP: WARNING! Caller 52009FFC (<no name>) already has an act prepped, gonna get sideways! SA: PR - Sexout Anim Call Error in script 0e08c33a Operator [ failed to evaluate to a valid result File: Sexout.esm Offset: 0x005A Command: Let Error in script 0e08c33a Possibly, could also be related to the first issue. Something in your load order isn't using the sexout UDFs correctly it seems.
Odessa Posted June 30, 2014 Author Posted June 30, 2014 Perhaps the issue is that the save game I loaded was upgrading from some earlier beta without a clean save. I notice when I loaded the game that worked fine, it printed "soUP: Updating to v85", but the one thats been breaking didn't get that. The array error is fnSexoutActPrep, but that does not take any arguments, you are thinking fnSexoutActSetRef. I've triple checked and all my sexout calls are sane. I'll let you know if I see it again from a clean save.
prideslayer Posted June 30, 2014 Posted June 30, 2014 Oh right, sorry. Prep doesn't take arguments, I'll look again. The update strategy changed with v85 since the beta cycle was so long. The updating message appears whenever the main version # changes *or* the beta # changes. Previous versions didn't track the beta #.
prideslayer Posted June 30, 2014 Posted June 30, 2014 Looking at that again, you're probably right. A clean save isn't needed, but the savegame was probably made in the middle of a sexout script running. I think the old prep version did use a stringmap rather than an integer map for the prep array.
KainsChylde Posted July 1, 2014 Posted July 1, 2014 Encountering a strange new problem. Since updating to the new core version, sex teleports me to greyspace. Latest NVSE and Extender, installed where they're supposed to be. FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmNovac Public Library.esmELECTRO-CITY - CompletedWorkorders.esmELECTRO-CITY - Highways and Byways.esmMore Perks.esmProject Nevada - Core.esmProject Nevada - Equipment.esmNVInteriors_Core.esmNVInteriors_ComboEdition.esmNVR-Strip.esmURWLNV-001-Weather.esmProject Nevada - Rebalance.espProject Nevada - Cyberware.espProject Nevada - Extra Options.esmPip-Phone.esmStrangers Abroad.esmLings.esmjokristinascloset.esmNVWillow.espfwv.esmT6M Equipment Replacer NV.esm11K2_Tops Pool.esmSexout.esmSexoutCommonResources.esmSexoutSlavery.esmSexoutLegion.esmSexoutDrugging.esmSexoutSoliciting.esmmsexBase.esmSexoutPregnancyV3.esmSexoutOffSpring.esmSexoutStore.esmCoitoErgoSum.esmNVEC Complete.esmREZBajaIslandHome.espKainsArmory.esmType 6.espDarNifiedUINV.espCASM.espThe Mod Configuration Menu.espThe Weapon Mod Menu.espNVR-NPCs.espNVR-ELECTRO-CTIY_Patch.espNVR-Version_10.espNVFR-Version_2.espXFO - 4bb - Perks - Two per level.espProject Nevada - Cyberware Additions.espProject Nevada - Rebalance Complete.espProject Nevada - All DLC.espxatmosSkillPerks.espPip-Phone Old World Blues.esppipboy2500_edisleado.espMojaveReborn.espNovac Reborn - Electro-City Fix Patch.espADAM - Complete.esp1nivVSLArmors.esp1nivPNSLPatch.espNCR Rearmament v1.5.espLevelersHouse.espVurt's WFO.espBulk Ammo For NVEC.espELECTRO-CITY - Inventory Sorters Compatibility Patch - RegularCATEYEvalue.espLean Starting Gear - All-In-One.espCNR_Beta.espSmallerTalk.espMojaveDelight.espMojaveDelighted.espIzzy.espjokriss.espSkynet Companion.espfwv.espTheSinkRemodel.esp50sFFFLVJOD-Freeside.espSexoutSTDs.espSexoutSex.espSexoutWillow.espSexoutRapist.espSexoutAffairs.espSexoutAffairsMojaveDelight.espSexoutCrowdsB.espSexoutCheckMeOut.esp11K2_Tops Pool.espSexoutSpunk.espSexoutLust.espSexoutCompanions.espSexoutZAZ.espSexoutSexAssault.espSexoutEZ.espSexoutConsequences.espmsexVeronica.espSexoutFadeToBlack.espNew Vegas Error Corrections Extras.espNVEC-Expansion-CNR.espNVEC-Expansion-NVInt.espNVEC-Expansion-ElectroCity.espNVEC PN COMBO Patch.espNVEC Complete Lings Patch.espURWLNV-007-Interiors.espURWLNV-002-DeadMoney.espURWLNV-003-HonestHearts.espURWLNV-004-OldWorldBlues.espURWLNV-005-LonesomeRoad.espNVDrugLab.espGibsonShackCleanup.espDry Canyon.espTotal active plugins: 114Total plugins: 115
prideslayer Posted July 1, 2014 Posted July 1, 2014 Run an fnvedit conflict check, look for anything modifying sexout scripts. There was one such thing in sexoutsex that's fixed now, but other people might have been modifying them too for some reason. If you're using sexoutpositioning make sure you get the one I attached in that thread, it had a similar issue.
Guest tomm434 Posted July 1, 2014 Posted July 1, 2014 Encountering a strange new problem. Since updating to the new core version, sex teleports me to greyspace. Latest NVSE and Extender, installed where they're supposed to be. I've got this bug in TTW but that happened if sex happened at particular place in CItadelBRing. Have you tried changing the cell or something?
KainsChylde Posted July 1, 2014 Posted July 1, 2014 Ok, more detail. First of all, the NPC involved doesn't matter. It happens with anyone. Second, it only happens in interior cells. The conversation ends, the characters strip, they vanish and I'm in an empty room for a moment, then a bunch of random blurs with the sex sound effects in greyspace. If I try to have sex outdoors I get a second of loading screen like I just went indoors or fast traveled and then crash to desktop.
prideslayer Posted July 1, 2014 Posted July 1, 2014 Last post still stands. There is a known problem exactly like what you describe with the official sexoutsex. Other mods could possibly have the same problem.
van_gelis Posted July 1, 2014 Posted July 1, 2014 ok I also have the same issue, as kainschylde has,with an almost clean TTW - expect sexoutng and sexoutsex 1.6a - installation please don't blame the nood -me- but i have the feeling that Coito Ergo Sum mod have something to do with it .
nyaalich Posted July 1, 2014 Posted July 1, 2014 That's a non Sexout mod. I could see it causing other issues with Sexout mods in general, but not happy times on Mt. Where The Fuck Are We? Sexout Sex had an issue, which was corrected and uploaded in the OP. Sexout Positioning has an issue, which pride provided a fixed version in the support thread (I haven't looked to see where it's been placed, but that is my guess per what he did with SO Sex).
randompeep Posted July 1, 2014 Posted July 1, 2014 Is anyone still having a problem with the latest release? >.< I still have to roll back to .83, this time around I wasn't able to find the "actor is already having sex/busy" thing in the console though.
nyaalich Posted July 1, 2014 Posted July 1, 2014 What does "problem" mean in-game? EDIT: And you'd have to have Sexout NG's MCM setting for debugging turned on (but not debugging for the scanner because....just no).
randompeep Posted July 2, 2014 Posted July 2, 2014 Sorry, the same problem I have had since my posts 1 or 2 pages back. I'm still using .83, and I decided to install TTW (which works fine btw). I didn't have debugging turned on then, and my current save is functional but refuses to expand the options for SexoutNG in the MCM; though, my previous save does fortunately.
Mdy Posted July 2, 2014 Posted July 2, 2014 Btw, is there a way to adjust the speed of the animations?
nyaalich Posted July 2, 2014 Posted July 2, 2014 @randompeep: Your load order shifted stuff for MCM. I am not well versed in the solution. @Mdy: Nope.
Thenryb Posted July 2, 2014 Posted July 2, 2014 Sorry, the same problem I have had since my posts 1 or 2 pages back. I'm still using .83, and I decided to install TTW (which works fine btw). I didn't have debugging turned on then, and my current save is functional but refuses to expand the options for SexoutNG in the MCM; though, my previous save does fortunately. I have had that issue with MCM not displaying options for SexoutNG but eventually it worked itself out-wish I knew how.
Imperfection Posted July 2, 2014 Posted July 2, 2014 Btw, is there a way to adjust the speed of the animations? Actually you can do it in nifskope but have to do it on a per kf file basis so its time consuming, if you have matched pairs of animations then you would have to match the speed of both to even have chance of keeping them in sync. In nifskope select the NiControllerSequence node, in the block details find node called Frequency, default is 1.000. Adust to lower number to slow animation, higher to speed up. You milage may vary.
D_ManXX2 Posted July 2, 2014 Posted July 2, 2014 That will not look right, if you adjust the frequency of an animation it may not look right if it too slow or too fast animation will have weird twists happening the best way to do it is in blender not nifscope. just import the animation in blender then open action editor and scale the animation left to speed it up or move right to slow it down. it is actually frames and setting for blender fps that makes it so if an animation plays fast or slower. lower the frames to make it faster or increase the frames to slow the animations down. if you have an animation at 31 frames and create frame starting at frame 1 and end at 31 frames you can have several frames in between to make the animation more fluent the less will make it slower lets say 1 and end 31 you can then have 1 8 16 24 and ending at 31 this will make the animation play faster then only have it set like 1 15 31 This is slower animation.
prideslayer Posted July 2, 2014 Posted July 2, 2014 I'm still using .83 No support unless you update. Them's the rules.
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