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SexoutNG - Stable Release '97


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Posted

 

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.

 

 

so went i want to take some screenshots i check the mod on the FOMM and then Uncheck to keep playing normal.

Posted

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!! :lol:

If the props are REALLY static then you're absolutely right, and that's been my intention for a long time. Pillories, crosses, etc are all perfect candidates.

 

Any props with moving parts might be more difficult to sync -- but I think there are only one or two of these.

 

Props that are actually toys that move around in their entirety with the actor (gags, etc) need to remain as they are.

Posted

Oh Odessa, the 2nd type above (props with moving parts) can be done with a combination of both methods with some 3D and animator skill.

 

There is a cross with a battery, motor, dildo (fuckingmachines type thing) for example. The cross could be stripped out and placed as a static, and the moving dildo bit extracted and converted to a 'normal' prop. Nothing prevents us from using furniture and props at the same time, it's dead easy in fact, provided someone creates the assets.

Posted

Did you mean "Nessa"? :lol: :lol:

 

I already have the cross with the moving impaler thingy working as a static. So I don't think any real work will be needed for that except for the 180 degree rotation of ZaZ's NPC anims.  It seems to animate just fine as a static. Another alternative could be to use a Moving Static object if some problem crops up. I'll need to check out Zaz's punishment post as well since that has some moving parts too.

 

EDIT: Right, might also have to do collisions on some of this. THAT however I can do in Blender if necessary.

Posted

Yes yes I did sorry. I knew it was.... essa.. heh apologies!

 

The 180 rotation *should* be easy. Open the KF in nifskope, spin the initial spine around 180 degrees (direct edit the value), save, test. This will work if the animation does not translate (read: move) the actor but only spins them around. If it does move them, it needs recreated, or someone has to get elbows deep in nifskope to fix it.

 

Visually it's the difference between the earth spinning in place like a top, and the earth revolving around the sun. The first one is easy to fix/adjust, the second one not so much.

Posted

Heh, I was looking around for Odessa's post at first!! :lol: :lol:

 

It's certainly worth a shot. I'll see what I can do when I have a chance. I'll also go ahead and start trying out the other furniture (pillory, punishment post). For the pillory we might be able to make use of the existing enter/exit stuff just like with the crosses. (Maybe anyway!) :cool:

Guest tomm434
Posted

So now sex in Sexout restricted cells (SexoutListRestrictedCell) won't execute at all, yes?

Posted

Uh... that is one of those questions that I can't answer as asked because of that 'yes' at the end? Or because of the double negative?

 

 

I added those checks and then removed them. They are there for cooperation between mods, I completely forgot about that. The idea behind them was that modA would add actors that they wanted 'exclusive' control over to the list, and other mods would check that list. The mod that added the actors (or cells) can continue to use them as normal, and hopefully other mods will not use them until they're removed from the list.

 

I don't think they ever really took off.

 

Edit: The tl;dr answer to "does sexout itself check the restricted(actor,cell) lists?" is an emphatic NO. It did for a short time during the beta cycle, but that was a mistake.

Guest tomm434
Posted

Great! That really helps a lot.

maybe we should discuss what we need to do with these list - I mean - what are the criteries for adding actors to that list. Actors we don't want any Sexout mod to affect?

 

Now I use restricted cells "against" :D  SexoutRapers because it might interfere with my mod cutscenes.

But I have another mod which lets player kill his\her sex partner - Can I create special condition for Actor being in list (so player can't kil him)? Now I use my own list.

Posted

just updated my sexout and now it wont load, need some links or help to the things im missing please. 

this is what i got on so far:

-sexout core

-typeN_replacer.esp

-NPCS2.esp

-sexout ZAZ.esp

-sexoutbreeder.esp

-MCM menu

-sexoutstore.esm

 

Posted

@tomm: There is a restricted actor list in sexout as well, which you should probably check. There are also some more specific lists in SCR (restricted with player/companions/etc), although I don't think they're used so much.

 

As another option, you could check the source mod of an NPC before killing them:

 

if eval (GetNthModName (GetSourceModIndex SomeNPC)) != "FalloutNV.esm"

 

Although personally I think since you can kill important NPCs in the vanilla game by shooting them, if a player uses your mod to kill someone important its kind of their fault.

Posted

just updated my sexout and now it wont load, need some links or help to the things im missing please. 

this is what i got on so far:

-sexout core

-typeN_replacer.esp

-NPCS2.esp

-sexout ZAZ.esp

-sexoutbreeder.esp

-MCM menu

-sexoutstore.esm

This is not a general tech support thread for getting the other mods up and running. However like Zippy stated there is info on the threads of those files including even the OP of this one where you missed many key requirements that will cause your game to crash.

 

Check out BruceWaynes Tutorial, then check out my tutorial for SCR resources links found in my sig. On my tutorial there are many other links for added help in the 'Step 1" section. Even some of the most basic requirements which you are currently missing. Sexout is a complex multi-part mod that requires research and attention to detail to get to work correctly. All the info you need for a basic Sexout/SCR setup is in those two threads.

 

Posted

Great! That really helps a lot.

maybe we should discuss what we need to do with these list - I mean - what are the criteries for adding actors to that list. Actors we don't want any Sexout mod to affect?

The general idea is that every mod can add actors or cells that it sees fit. Other mods should check those lists before proceeding (I will add UDFs to make this easier), and not proceed if an actor or cell is in the list that the mod did not add.

 

An easy way to do that is to keep your own formlists and when you want to restrict an actor, add it to both lists -- yours and sexouts. Then when you check, you're OK to proceed if the actor is not in either list, or is in both lists.

 

That way you honor other mods 'lock' requests, but don't block yourself on accident. :)

 

Now I use restricted cells "against" :D  SexoutRapers because it might interfere with my mod cutscenes.

But I have another mod which lets player kill his\her sex partner - Can I create special condition for Actor being in list (so player can't kil him)? Now I use my own list.

I don't know what you mean about not being able to kill them.. what's that got to do with sexout? :)

Guest carywinton
Posted

Really great progress and work on this PrideSlayer, I may actually read up on BruceWayne's post on getting this whole thing going and give it a try, again well done and Kudos to you.

Guest tomm434
Posted
I don't know what you mean about not being able to kill them.. what's that got to do with sexout?

Kill them via SexoutKiller I meant.

http://www.loverslab.com/topic/37373-sexout-killer-wip/

 

But the idea of mine won't work. I'd rather use my own block list.

 

 

The thing is - what if someone will add an actor to block him for SexoutRapers  but that actor will be okay for my mod (or any other). Some conflicts may happen in future. Just saying...

 

Posted

Well, the formlists are there for the reason I outlined. They're intended to be used by mods cooperating with each other. Other forms of cooperation can be done other ways, but all of them (including these lists) is imperfect -- mods have to participate for them to work.

 

If a stalker mod like rapers ignores the list, then the list doesn't help at all.

 

My point is that it's not sexout that's checking, because sexout doesn't (can't) know that a banned actor or cell is banned from all mods except "MyMod." I could add something like that, and I've thought a lot about it. The mods (for now) would have to supply their own mod name to a sexout UDF, something like 'call fnSexoutNGRestrictActor refActor "mymod.esp"' and call an associated Release (unrestrict, whatever) when they are done/safe. Sexout would have to also check IsModLoaded on all those so it could automatically release them if the mod is uninstalled.

 

That last bit was just not possible before NVSE v4 since there was no (easy) way for sexout to keep a list of mods and associate other vars with them, as it can do easily now with some arrays. I'll revisit it.

Posted

No vanilla actor or cell should be in any banned list .

Only exception should be some kind of check for rapers (and similar mods about raping) and Tryout & WorkingGirl  and other mods that check for possible fuckers/customers  ... that are not specific/named characters .

And only in a way that it delay their start so that they do not interfere with possible vanilla quests or if you have populated casinos + few mods that check for possible victims/customers (because of to much content) give you CTD .

 

Only time you should not become rape victim is when you are working as whore for some faction and you should be spared only from members of that faction .

If you are enslaved by someone , it is mods task to decide how will your owner react if you are raped by someone (after all that should be same as when someone tried to take his other properties , like weapon or clothes) .

 

Maybe only add limit to cells that are marked as Casinos (and that's partially done in WorkingGirl) about freelancing , where when spotted , someone should come to you and tell you that you are not allowed to freelance , take away part of your money you got by whoring and let you decide will you continue be pimped by them or go away .

Other possible restricted area is for being raped in daylight in front of NCR , Boomer & Brotherhood soldiers , Town Guards (including Kings) & Casino guards .

And only if you are in good condition with them (combat rape doesn't apply here you are attacking them so you can be combat raped no matter what your reputation was before) , and only in daylight .

At night , when not working as whore for them , and when alone with someone of them you could be victim even from them as rapist .  

 

I don't understand way of thinking : "i like Dr. Mitchell . He is good person . He can not be rapist ." Maybe he is having captured children in his basement , and just pretending he is good .

 

What i wanted to say is : You are going into building > building is reloading > named NPCs & Followers have few seconds to start quest lines (for example Veronica could trigger her quest : "Look at them , they are not so hard fighters , but they are still dangerous for Brotherhood") > than rapers/tryout/other mods trigger

 

 

That's my opinion 

 

Cheers  :)

 

Posted

That's my opinion

You have missed the point of the restricted (not banned, that is different) actor/cell lists. They are intended for cooperation between mods. For example, the tryouts add specific behaviors to given factions in an RPish way. Other mods initiating "random" sex can conflict and break immersion, so adding those factions (and their 'home' cells) to the restricted lists prevents that breakage.

 

The list contents are supposed to be temporary and cooperative (between mods). They can only work properly if vanilla cells are used, along with vanilla actors including the player.

Posted

Yep , you're right . My tirade was answer to term banned actor or cell . If they are only restricted , than it is mostly as i suggested .

 

Actually that way it would be good if you make global check , it would ending with less broken mods .

 

 

Cheers   :) 

Guest tomm434
Posted

I got it, pridelsayer, thanks.

Posted

Yep , you're right . My tirade was answer to term banned actor or cell . If they are only restricted , than it is mostly as i suggested .

 

Actually that way it would be good if you make global check , it would ending with less broken mods .

 

 

Cheers   :)

 

No problem. *I* cannot do the global check however, I already explained why. ModA will add the player to the restricted list when it has a series of things it needs to do, without interruption, to the player. ModB..modZ should all be checking the list and not initiating acts with the player if they find the player there. When ModA is done, it removes the player from the list.

 

Sexout can't do the check itself because when an act comes in, it doesn't reliably know if modA (allowed) or some other mod (restricted) is the one initiating the act. Only the calling mod knows that.

 

Banned actors are things like special mod-supplied NPCs that the author doesn't want involved in sex (maybe it breaks the mod somehow), or DLC supplied actors that aren't "real" like the narrator.

 

I got it, pridelsayer, thanks.

Okey dokey. Once the "better" restriction system is in place, I'll certainly be making an announcement. That will be the one that sexout itself checks.

Posted

 

Banned actors are things like special mod-supplied NPCs that the author doesn't want involved in sex (maybe it breaks the mod somehow), or DLC supplied actors that aren't "real" like the narrator.

 

 

Has somebody actually told Ron yet that he's virtually the only dude in sexout who doesn't get laid?

 

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