prideslayer Posted July 29, 2014 Posted July 29, 2014 It's using the cell check yes. The outdoor cells are usually pretty large so I hadn't thought that would be a problem, but not having that check causes other problems -- that's why I added it. I can enhance the check though so it will only do that if you're in an indoor cell, I think. All of the outdoor cells are 'wilderness' or something right? Or descend from it? Check the nvse.log and nvse_extender.log for perhaps more info on the crash. The SCOF can't really catch it and there's no telling how much more stuff happened between that SCOF line and the crash.
Odessa Posted July 29, 2014 Author Posted July 29, 2014 Okay, here are my logs. NVSE-NX-logs-odessa-29-jul-2014.zip I notice this in nvse.log: Loading strings WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat): Sexout.esm (302 strings)NVSE DLL DoLoadGameHook: Save 2416 Odessa Novac 111 10 32.fosplugin didn't finish reading chunk (this line repeats a lot of time) -------------- On GetInSameCell, one possibility is checking IsInInterior, GetParentWorldSpace and GetDistance: int iDist if eval !(ActorA.GetInSameCell ActorB) if ActorA.IsInInterior || ActorB.IsInInterior ; Abort elseif ActorA.GetParentWorldSpace != ActorB.GetParentWorldSpace ; Abort else ; * in case you fast travel let iDist := ActorA.GetDistance ActorB ; * I am paranoid about using this function in a condition if iDist > 1000 ; Abort endif endif endif A bit messy, there may be a better way. There is a poorly documented function 'HasLoaded3D', not sure if it might be useful. Possibly GetDistance returns something meaningful for non-sequential cells.
prideslayer Posted July 29, 2014 Posted July 29, 2014 Well those logs just leave me with a sort of dumbfounded stare.. as in, there's information, but it doesn't seem to be helpful. What about other possible log files like MCM or other NVSE plugins? It doesn't look like the problem was in NX at least. I do wish there was some kind of call stack for UDFs and such that I could dump. I only call fnSexoutCopyStartvars (that is the src of that last SCOF line) in two places and never in a situation where both of those strings could be null.. If you open up the geck/fnvedit with your full load order and check usage on that udf, can you see if some other mod is using it by chance? I don't think there's a problem with the sexout strings, but I'll check for missing destructors.
Odessa Posted July 29, 2014 Author Posted July 29, 2014 Okay, I posted here based on the final SCOF line being sexout with NULL strings, but I think this could be an NVSE issue, I am using the beta 4.5.6 and just got an exception CTD I just posted in the NVSE thread. I also installed Lutana plugin today and its broken (Its GetVersion function works but the other 2 I've tried either CTD / do nothing), reported it to author- nothing uses it in my load order, but it was still installed when I got the fail. EDIT: Opened full load order in FNVEdit, Sexout.esm references it twice, but nothing else
prideslayer Posted August 1, 2014 Posted August 1, 2014 Yeah sounds like NVSE is probably to blame. I haven't tried a new version in longer than I'd like to admit, try rolling back (if you can) and see if that fixes the issue.
Thenryb Posted August 1, 2014 Posted August 1, 2014 Yeah sounds like NVSE is probably to blame. I haven't tried a new version in longer than I'd like to admit, try rolling back (if you can) and see if that fixes the issue. I get that same kind of a log with 4.2.
prideslayer Posted August 1, 2014 Posted August 1, 2014 That just.. flabbergasts me. Maybe the issue has been there that long, or maybe it's something else. The two places I call that UDF, at least one of the parameters is a string literal -- it's impossible for it to be null unless something has gone wrong with NVSE, I'd imagine.
randompeep Posted August 2, 2014 Posted August 2, 2014 Now that Breeze's body is the one being used primarily, how would you suggest going about switching clothing/armor from Robert body conversions/versions of mods? Does Roberts body really make alignment seem horribly off? I haven't seen what breezes looks like, but I'd be pressed if I had to remove/reinstall every clothing mod that used Roberts body. Sometimes using the incorrect body mod will make the textures of arms seem really messed up.
prideslayer Posted August 2, 2014 Posted August 2, 2014 The textures between the two are incompatible. You can install roberts if you want, but unless you install an erect nude mesh to the right location (I forget exactly, look in the sexout esm for the bodysuit) sexout won't work properly. It's meshes/sexoutng/upperbody_erect.nif or something like that. If you get that all installed correctly, then it's just alignments that will be off.
Guest Posted August 3, 2014 Posted August 3, 2014 I have a personal mesh i use for male and female, however the male body disappears during sex. I would like to avoid using any other body mod if possible. if someone can give me a folder extension on were to place the meshes or textures that be amazing.
prideslayer Posted August 4, 2014 Posted August 4, 2014 I updated the OP to indicate what you need to do.
Guest Posted August 4, 2014 Posted August 4, 2014 Folder dose not exist in my folders. i even tried the name and it isnt working.
prideslayer Posted August 4, 2014 Posted August 4, 2014 It doesn't exist because you need to create it. With the sexout built in body, it's in the BSA.
Guest Posted August 4, 2014 Posted August 4, 2014 Thanks must have missed that. Thanks but now it wants to crash every time i have my mesh in the folder , the other mesh works tho. i don't know how a mesh could cause it to crash...
NicoleDragoness Posted August 6, 2014 Posted August 6, 2014 Some questions: About Working Girl: 1. Does the percentage of sex act type work? (I set the oral one to zero and still have a lot of them). 2. Even if I set female NPCs as straight, they still have sex with me or my female followers. Is this a bug? 3. Maybe unrelated but see question #1 in the following "General". General: 1. My skills NEVER change even if I already had more than hundred sexs. 2. I set both after sex KOs to none and the timers to 1 sec (to avoid problems with other mods). But there is still the "ragdoll" scene at the end. Are they unrelated?
KainsChylde Posted August 6, 2014 Posted August 6, 2014 After-sex ragdoll and rape KOs are unrelated. Ragdoll is a reset function for the characters normal animations and ai. As for the rest, dunno.
prideslayer Posted August 6, 2014 Posted August 6, 2014 Some questions: About Working Girl: 1. Does the percentage of sex act type work? (I set the oral one to zero and still have a lot of them). You mean the Sexout MCM setting? That's only used when the mod requests a random type. WG may be using its own system to choose. General: 1. My skills NEVER change even if I already had more than hundred sexs. What skills? 2. I set both after sex KOs to none and the timers to 1 sec (to avoid problems with other mods). But there is still the "ragdoll" scene at the end. Are they unrelated? There is no 'after sex' KO setting, only after rape. If they're disabled, actors are knocked down for 2 seconds regardless of rape or consensual sex -- which is the same as the consensual time. There are no problems with other mods and the knockdown that I'm aware of. It's done simply via damage to fatigue.
NicoleDragoness Posted August 6, 2014 Posted August 6, 2014 What skills? In the "stats" tab (if I remember well, or in the "experience" tab). The first voice is Skills = 0. In my case, it's always 0 even with my "long run" sexes. About the KO, thank for the response. I misunderstood the difference between the "standard" ragdoll at th end and the "KO ragdoll". They seem to be tha same. Ok. Finally, another question: with the latest stable version (2.6.85 and 2.6.81 Data) I noticed a lot of misalignements in some animations that, with previous versions, were well aligned. For example, one doggy with female laying face down. This happens also with most the new Amra's animation pack. It seems, mainly, a problem with the man's penis that is not "pointing" in the right direction (often it's too nearby man's abdomen). Another example is one of the normal cowgirl animation.
prideslayer Posted August 6, 2014 Posted August 6, 2014 The skills stuff in sexout is always empty. The counters should go up I think but I'm not sure. The rest of that is leftover from old versions of sexout and is just there for other mods to use if they want to. You'll have to check in with amra about that, make sure you've installed the right bodies over there. Test without it and make sure alignment is good -- if it is, then it's not Sexout that is misaligned. If it is, note down the anim #s and make sure you test on a solid flat surface away from any obstructions.
Guest Posted August 8, 2014 Posted August 8, 2014 is there any ideas on making SexoutNG more lore-friendly? Also thought i would share this Mod i found that Brings back jimmy hats from fallout 2. http://www.nexusmods.com/newvegas/mods/42826/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D42826&pUp=1
Odessa Posted August 8, 2014 Author Posted August 8, 2014 Given that SexoutNG is a modders resource that doesn't really do anything on its own, I don't see how it can be lore unfriendly.
Thenryb Posted August 8, 2014 Posted August 8, 2014 Given that SexoutNG is a modders resource that doesn't really do anything on its own, I don't see how it can be lore unfriendly. I have to say that "lore issues" make me yawn. Perhaps it is because I never played any of the games prior to Fallout 3 and really do not know the lore like some of the "lore junkies" do, and even they have wildly different opinions of what is or is not "lore friendly".
prideslayer Posted August 8, 2014 Posted August 8, 2014 Given that SexoutNG is a modders resource that doesn't really do anything on its own, I don't see how it can be lore unfriendly.I have to say that "lore issues" make me yawn. Perhaps it is because I never played any of the games prior to Fallout 3 and really do not know the lore like some of the "lore junkies" do, and even they have wildly different opinions of what is or is not "lore friendly". I'm more or less with you here, but as was stated, Sexout itself doesn't impact lore one way or the other. A big problem with "lore" is everyone who is hung up on it assumes that everything they read in game that isn't 3rd party narration, and everything another NPC (or book, terminal, etc) ever says to them, is the gospel truth. As my avatar said, "everybody lies."
Guest Posted August 9, 2014 Posted August 9, 2014 I meant most current mods that use SexoutNG content that could be made Lore-Friendly but are not executed in such ways. Sorry i probably should of specified. Honestly i know nothings going to be perfect but some things can easily be made to fit the concept of fallout. A lot of sexual content has already been added to The Fallout-Lore and was mostly shown in Fallout 2. things like a Porn studio and sexual items like condoms, ball Gag and even a Sex doll. I wouldn't mind making a SexoutNG mod but unfortunately i am only a Texture artist and minor mesh editor. currently practicing on improving my mesh editing skill.
prideslayer Posted August 9, 2014 Posted August 9, 2014 I meant most current mods that use SexoutNG content that could be made Lore-Friendly but are not executed in such ways. Sorry i probably should of specified. Honestly i know nothings going to be perfect but some things can easily be made to fit the concept of fallout. A lot of sexual content has already been added to The Fallout-Lore and was mostly shown in Fallout 2. things like a Porn studio and sexual items like condoms, ball Gag and even a Sex doll. Those mods are all written by individual authors, none of whom are me. If you have problems with a specific sexout mod not being lore friendly, read the thread for that mod, and contact the author about it. Read first because they might say outright that they aren't concerned with lore.
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