RitualClarity Posted September 17, 2014 Posted September 17, 2014 :D And I'm a "beware of code" girl. Never understood even a single line! I am like you.. I don't understand code either.. however I don't know French or Greek as well but that can be fixed provided I decide to learn it
hitman475755sex Posted September 27, 2014 Posted September 27, 2014 can someone tell me how to download from this site
RitualClarity Posted September 27, 2014 Posted September 27, 2014 can someone tell me how to download from this site ?.. That isn't an sexout question...You can get more info on downloading mods here. You may have limited access because you are new.
D_ManXX2 Posted September 28, 2014 Posted September 28, 2014 If only we had emoticon with are animated with sticking out your tongue. kinf like this but animated.As for the question, you navigate to the mod you want to download and click and download. just make sure you have at least fast internet and not dial up modem. Btw i wonder why no one read stickies anymore ?? http://www.loverslab.com/topic/19119-guide-how-to-download-mods-off-this-site/ In the general section there are tutorials you may want to check out.
prideslayer Posted September 28, 2014 Posted September 28, 2014 2.6.86 CORE now available This release brings the current beta out into the light. There are many changes here, hopefully all debugged and working properly. The most obvious change is that ZAZ is no longer required as a separate download. You can and should uninstall both ZAZ and the ZAZ Datapack. This version of CORE includes an empty SexoutZAZ ESP to "trick" mods that are checking for that file -- mod authors should check for IsModLoaded "sexoutZAZ.esp" OR SexoutNG release 86 or greater to determine if ZAZ is present. SexoutNG 2.6.87 will not include the ZAZ ESP!! When it is released, there will be a new DATA update as well, which will move the ZAZ assets from CORE to the DATA BSA where possible. Here is a more detailed changelog: - 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. - 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) - ZAZ datapack files included in CORE.
RitualClarity Posted September 28, 2014 Posted September 28, 2014 So with all the changes I imagine that many of the old mods are now no longer compatible. Correct? Especially those that relied on Zaz being separate install like Tryouts.
prideslayer Posted September 28, 2014 Posted September 28, 2014 So with all the changes I imagine that many of the old mods are now no longer compatible. Correct? Especially those that relied on Zaz being separate install like Tryouts. You imagine.. poorly! Everything should still be compatible, that's why the empty ZAZ esp is included in the first place. Anything not updated by the next release (87) will be incompatible, if it's checking for the ESP. If not enough mods have been updated by then, I'll delay until 88 or later. If you want to help get mods up to date for this change, it's REALLY simple, the perfect sort of thing for someone who "isn't a modder" or just wants to start learning. 1. Open your esm/esp of choice. 2. Search it for "SexoutZAZ.esp". You may find one or more scripts that have something like this: if (IsModLoaded "SexoutZAZ.esp") ; ....... 3. Change all of them you find to this instead: if ((IsModLoaded "SexoutZAZ.esp") || (SexoutNG.nVerRel >= 86)) ; ....... That's it. Test. Submit to author or whatever.
RitualClarity Posted September 28, 2014 Posted September 28, 2014 I am blind... I am truly blind.. when I read the post it looked like the esp was removed. I remembered that you stated it was going to be removed and I guess I just injected that info instead of actually reading.. Even with these big eyes of mine I missed something as plain as day.. ( when I re-read the post) So sorry.. However.. that info is great. I don't have GECK installed or anything yet. Still collecting my mods again. Checking the zip files to make sure they are corrupted ( and hope they really aren't).. I had a massive memory issue. The Memory sticks I had ( crucial memory can you believe it) was bad. They weren't even 3 years old. I have had strange freezes and problems extracting files and such and blamed windows ( not that unbelievable )Had this problem for the better part of a year. Caused all sorts of problems. Does this process require the GECK power up to be set up as well? Let me understand the process. I basically am asking "if" SexoutZaz.esp is present ( do I need the ;.... ?) if (IsModLoaded "SexoutZAZ.esp"); ....... Meaning the Esp or esm In question is going to look for SexoutZaz.esp. Then I want to change the command from what it was before to look for SexoutNG. version that is greater than or equal to .86. if ((IsModLoaded "SexoutZAZ.esp") || (SexoutNG.nVerRel >= 86)); ....... Wait.. Perhaps I might be wrong... it is asking the mod to look for both.. SexoutZaz.esp or SexoutNG version .86 or better. Hence the double )) around the entire command? I assume the || means "or".. at least in this context. In this case the mod would still work if it found Zaz or Sexout .86 or better. Yes.. laugh.. have some fun at my attempts to understand comprehend this.. for the process I would just go down the search results. Change each and every line where if (IsModLoaded "SexoutZAZ.esp") to the new command if ((IsModLoaded "SexoutZAZ.esp") || (SexoutNG.nVerRel >= 86)) Can one use copy paste command there. Or is it required to type this out.. Sorry I am so difficult .. I need to understand before I can do.. Backwards from most individuals.. as they do to understand. Basically I might just go ahead and try to change some mod here that is simple using those instructions. Of course give it to one of you masters to make sure my work is good. A couple of times I should have the hang of it. It is basic grunt work but a challenge for someone with my limited skills and understanding. Wont be able to do much for the better part of this week however come the end of the week / beginning of the weekend baring some RL issues I should be able to do this. I could even do this on my own for practice. .
prideslayer Posted September 28, 2014 Posted September 28, 2014 Sorry to hear about the memory issues. Crucial has a lifetime warranty, FYI. Does this process require the GECK power up to be set up as well? Nothing I'm aware of "requires" PU -- except your sanity. Life without it is rather challenging. Wait.. Perhaps I might be wrong... it is asking the mod to look for both.. SexoutZaz.esp or SexoutNG version .86 or better. Hence the double )) around the entire command? I assume the || means "or".. at least in this context. In this case the mod would still work if it found Zaz or Sexout .86 or better. Yes, that's right. All the mods right now that check for ZAZ are only checking for the ESP. Starting with this version of NG, they don't need to do that -- so you're checking to see if the ESP is present OR if the sexout version is new enough that you don't need it. for the process I would just go down the search results. Change each and every line where if (IsModLoaded "SexoutZAZ.esp") to the new command if ((IsModLoaded "SexoutZAZ.esp") || (SexoutNG.nVerRel >= 86)) Can one use copy paste command there. Or is it required to type this out.. You can use copy/paste, sure. This will work for most mods that support/require ZAZ animations. More complex mods may be statically placing ZAZ assets -- Honestly right now I can't remember if those assets were simply created in ZAZ, or if they were "injected" by ZAZ into NG. If they were injected, then everything will continue to just work. If they were not, then some FNVEdit (formID changing) will be required on mods that use statically placed ZAZ assets. In any case, it's just an esm/esp. You have nothing to lose by just trying it and seeing what happens. Have fun and good luck.
blue1820 Posted September 28, 2014 Posted September 28, 2014 A big thanks for working so hard on this update, after reading carefully maybe a dumb question here but i would rather ask first then suffer latter, so i just remove everything associated with ZAZ and the ZAZ Data pack, uninstall current Sexout version install sexout 2.6.86 and my question is, at this point do i have to edit all my other mods that depend on ZAZ or will it run as is ?, thanks.
prideslayer Posted September 28, 2014 Posted September 28, 2014 A big thanks for working so hard on this update, after reading carefully maybe a dumb question here but i would rather ask first then suffer latter, so i just remove everything associated with ZAZ and the ZAZ Data pack, uninstall current Sexout version install sexout 2.6.86 and my question is, at this point do i have to edit all my other mods that depend on ZAZ or will it run as is ?, thanks. I *think* most mods will be fine. If you run into any issues, notify myself and the mod author, and you can reinstall the real ZAZ esp. There's no need to ever install the ZAZ datapack again.
Nessa Posted September 28, 2014 Posted September 28, 2014 None of my ZAZ enabled mods need the esp techincally anyway. (I think I just had an esp check for LegionVictims but that's a one line change and it's not released yet anyway!) So my upcoming and current stuff is still good. The real thing is going to be adding in the furniture but first the furniture has to be finished.
prideslayer Posted September 28, 2014 Posted September 28, 2014 Are you adding new furniture, or do you mean that 'converstion' of the existing ZAZ animations to use statics? If it's the latter, that's something I'd like to see in sexout itself, if you think we could collaborate there somehow. I've thought that refSurface can do it for a while now but never got around to it.
Nessa Posted September 28, 2014 Posted September 28, 2014 Well there's the conversion of existing ZAZ stuff (cross anims, pillories, etc.) and there's the existing furniture not normally set up to be used in ZaZ. (It's in the folders but not used.) I've got the restraining furniture in a usable state at the moment. (The only negative is that the sitdown and stand up anims play when first getting into it.) And I've got ZAZ's cross working the same way as vanilla crosses EXCEPT I need the anims rotated 180 degrees. Once that's out of the way we'll have ZaZ anims working with furniture. And... an end to complicated setups. Anyway, if that doesn't make any sense I have pictures in the ZaZ thread. It can be a little confusing trying to explain this. :lol: Basically, vanilla crosses use a static cross object and a furniture object to handle the anims. That's the setup I'm aiming for. (Even the pillory from the Pitt is setup this way.) The beauty about ZAZ crosses is we can use the vanilla get up/down anims and they work! Once those are finished I'm going to look into getting everything else going as well. (Punishment post, pillory, etc.) The only part I'm not sure about for the moment are the 2 person anims. I'm not sure how that would work. Best guess currently is an additional condition in the idle anim setup for the furniture. That way the 2 person anim can fire, and after it's over the pillory generic idle takes over again. If that works one could feasibly have NPC's randomly abusing loving other NPC's locked in various gear. Anyway, I'd love to have the furniture put into Sexout once it's done. It's going to simplify my LegionVictims mod immensely. (No more complicated scripts needed. Everything will be furniture based then.)
prideslayer Posted September 29, 2014 Posted September 29, 2014 Worst case with the 2+p stuff, the actors outside the object don't technically have to interact with it at all. They just need to be in the right position and orientation and playing the right anim. It's not really that different from a normal 2p or 3p animation -- despite how it appears, the two actors aren't actually 'related' in any fashion.
RitualClarity Posted September 29, 2014 Posted September 29, 2014 You can use copy/paste, sure. This will work for most mods that support/require ZAZ animations. More complex mods may be statically placing ZAZ assets -- Honestly right now I can't remember if those assets were simply created in ZAZ, or if they were "injected" by ZAZ into NG. If they were injected, then everything will continue to just work.If they were not, then some FNVEdit (formID changing) will be required on mods that use statically placed ZAZ assets.In any case, it's just an esm/esp. You have nothing to lose by just trying it and seeing what happens. Have fun and good luck. Sorry to hear about the memory issues. Crucial has a lifetime warranty, FYI. Yea but I have to test which one(s) are bad and then send them in and wait. These are old first generation DDR3 memory. Slow with very bad latency. I might still do that though. However I don't know if I would ever use those that they sent back. Guess I could always use it for some basic build or gift to someone that needs it. Anyway. Got a nice set of fast low latency Crucial memory. A complete 4 set of matched memory for a good price. Nice and responsive now. Never had a problem before with them so not really holding it against them. Just disappointed. Nothing I'm aware of "requires" PU -- except your sanity. Life without it is rather challenging. So rule of thumb.. get it anyway. My sanity will thank me for it later.. Got ya.. Yes, that's right. All the mods right now that check for ZAZ are only checking for the ESP. Starting with this version of NG, they don't need to do that -- so you're checking to see if the ESP is present OR if the sexout version is new enough that you don't need it. yea. I understood some code.. . So if a user didn't have either of them a warning would pop up.. .. I think I understand this.. ( at least this part not this whole coding thing.. One thing at a time.. You can use copy/paste, sure. This will work for most mods that support/require ZAZ animations.More complex mods may be statically placing ZAZ assets -- Honestly right now I can't remember if those assets were simply created in ZAZ, or if they were "injected" by ZAZ into NG. If they were injected, then everything will continue to just work.If they were not, then some FNVEdit (formID changing) will be required on mods that use statically placed ZAZ assets.In any case, it's just an esm/esp. You have nothing to lose by just trying it and seeing what happens. Have fun and good luck. Cool copy paste it is. I will leave any "injected" issues for the author or someone else with more experience if I should run into those issues. I agree. No harm in messing with the mod. Just keep a copy and if worst comes to worst just re-start. If I can't swing it .. fuggetaboutit.. Are there any mods out there I could look at? Anybody know of something I can play with?
prideslayer Posted September 29, 2014 Posted September 29, 2014 Cool copy paste it is. I will leave any "injected" issues for the author or someone else with more experience if I should run into those issues. I agree. No harm in messing with the mod. Just keep a copy and if worst comes to worst just re-start. If I can't swing it .. fuggetaboutit.. Actually you know what, I think we're fine. I forgot that ZAZ is an ESP, and not even one marked as a (fake) master. This means nobody has been directly placing ZAZ objects in their worlds, I think anyway. Now, some people might be using BuildRef to create and place them dynamically. It's not an absurd idea, but I haven't heard of anyone doing this. You can see if this is true in the mods you look at by looking for GetModIndex "SexoutZAZ.esp" around the same area as the IsModLoaded check. If you see anyone getting the index for ZAZ, speak up.
galgat Posted September 29, 2014 Posted September 29, 2014 A like the description for this Body "Bouncing Natural Breasts" http://www.nexusmods...?id=35047&pUp=1 But it does mention something about changing the skeleton, and I wonder how well it will work with SexOutNG because of this. The boobies are a bit to big for what I like, but they have a lot of nice extras for it. Has anyone tried it to see ? One of the things that makes it appealing it that they have remade all the default armor for it, and added a few extras Oh! I am very new to F_NV so please I am not trying to be trouble just attempting to get a grasp on the sexual content mods here. I love what you have done, it was really pretty much easy to get it working, I had minor self inflicted problems, but Nicely done
D_ManXX2 Posted September 29, 2014 Posted September 29, 2014 check my answer here: http://www.loverslab.com/topic/37445-new-to-sex-mods-in-new-vegas/?do=findComment&comment=940620
prideslayer Posted September 29, 2014 Posted September 29, 2014 Galgat, just use the astymma skeleton. You need no other, no matter what any readme says. Welcome to FNV also. I enjoyed SOAP for Oblivion, though the CraZyTExT did get under my skin at points.
d4nt320 Posted September 29, 2014 Posted September 29, 2014 Hello. I install Poses Mod and SexoutNG animations stopped working. the animation starts but they are looking each other without any sex act. but went i uninstall the poses mod the sex animation start working again so here is my question. All Poses Mod are bad for SexoutNG and what mods are bad for sex animation.
Nessa Posted September 29, 2014 Posted September 29, 2014 Worst case with the 2+p stuff, the actors outside the object don't technically have to interact with it at all. They just need to be in the right position and orientation and playing the right anim. It's not really that different from a normal 2p or 3p animation -- despite how it appears, the two actors aren't actually 'related' in any fashion. OH, well in that case things will probably be pretty simple. I should also mention the player can use the furniture too. During my tests I had the player up on a cross and using all the restraining furniture. Worked in 1st person too for the most part.
prideslayer Posted September 29, 2014 Posted September 29, 2014 Hello. I install Poses Mod and SexoutNG animations stopped working. the animation starts but they are looking each other without any sex act. but went i uninstall the poses mod the sex animation start working again so here is my question. All Poses Mod are bad for SexoutNG and what mods are bad for sex animation. Read the very first post in this thread. All of it.
prideslayer Posted September 29, 2014 Posted September 29, 2014 Worst case with the 2+p stuff, the actors outside the object don't technically have to interact with it at all. They just need to be in the right position and orientation and playing the right anim. It's not really that different from a normal 2p or 3p animation -- despite how it appears, the two actors aren't actually 'related' in any fashion. OH, well in that case things will probably be pretty simple. Yeah. Always keep in mind that under the hood, the actors don't actually have anything to do with one another. With the ZAZ animations (and even the 2p bottle/wrench/pipe 'toy' anims) are: 1. One KF file for one actor + prop. This actor and the prop motion are always in sync. 2. One or more additional KF files for animating other involved actors. These are not linked to any prop. Each actor plays it's own KF file independent of the others. One of them has a magically appearing prop associated with their anim, the others don't.
Nessa Posted September 29, 2014 Posted September 29, 2014 Since that's the case I don't see any reason why we can't convert all of ZaZ's prop animations to use statics + furniture. (Well, I mean prop stuff that uses what should be furniture that is!) Surely it would make things so much easier!!
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