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SexoutNG - Stable Release '97


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Posted

Ok, I'm pretty sure this is a problem in sexout.

 

The issue is that we have no oral animations for any creatures except supermutants, and only one for them. So a 'shortcut' was to just restrict oral for creatures before the randomizer ever gets called. Obviously this has problems for SMs.

 

I'm adding a subcheck there for SMs for now which should solve the issue.

Posted

Ok, tested and working. Will be in the next beta. If you want to patch for now, in fnSexoutSAN replace this (at line 172)

      if eval ((0 == blocksB["blockO"]) && (0 == blocksA["blockC"]) && (0 == actorA.GetIsCreature))
        set bCanOral to SexoutNG.nRndOral
      endif
With this

      if eval ((0 == blocksB["blockO"]) && (0 == blocksA["blockC"]))
        ; SM check
        if ((0 == actorA.GetIsCreature) || (0 < (NX_IsInList SexoutCListSupermutant actorA)))
          set bCanOral to SexoutNG.nRndOral
        endif
      endif
Posted

2.7.87 CORE now available

- Fixes supermutant oral anim in random picker.

- Minor rev bump (2.7 series now) that should have been done with rel86 for the ZAZ stuff.

 

Again, sorry about CORE file size. I'll get ZAZ assets moved to DATA download for the next release.

Posted (edited)

Thank you sir.  You are both humble and lovable.

 

EDIT: Oops.  I didn't mean to hijack the announcement.  I should have thought about that sorry.

 

EDIT EDIT: Tested.  Confirmed working now.

Edited by t3589
Posted

One of those might be true. naaaaaah.

 

 

Quoting for page falloff on the last page so soon:

 

2.7.87 CORE now available

- Fixes supermutant oral anim in random picker.

- Minor rev bump (2.7 series now) that should have been done with rel86 for the ZAZ stuff.

 

Again, sorry about CORE file size. I'll get ZAZ assets moved to DATA download for the next release.

Posted

2.7.87 CORE now available

- Fixes supermutant oral anim in random picker.

- Minor rev bump (2.7 series now) that should have been done with rel86 for the ZAZ stuff.

 

Again, sorry about CORE file size. I'll get ZAZ assets moved to DATA download for the next release.

Are you putting the Gynochair assets in there too?
Posted

The Gynochair is part of Halstrom's downloads under SCR. Don't know why it is there but it is ;).

 

Let me help my buddy Halstrom... :D

 

FYI. It is a piece of furniture..Haven't seen it or at least not sure if I have.. So perhaps it does belong there. Also while on this and with you adding resources.. What about SporeRaceData? Spore Creature? I am sure that someone could find that quite useful as a resource if they create some mods using this.. Currently I believe Breeder uses it but since it is basically a body and such other mods might find it useful. Just a thought.

 

If you are interested for a quick peek here is the file as well. It is small and of course Halstrom would have to agree. I am only suggesting it because it does fit the requirements for Sexout main data at least in my opinion.

 

 

 

Posted

Hal PM'd me the chair already, thanks though! I have the spore stuff in sexout already, I've never tested it or seen it in action so no idea if it's working or not.. or is this something different from the normal sporecarrier and sporeplant?

Posted

 

Hal PM'd me the chair already, thanks though!

No problem. Didn't want progress to be slowed down due to time zones..

 

I have the spore stuff in sexout already, I've never tested it or seen it in action so no idea if it's working or not..

I am not sure if I used the assets from Sexout or from Halstrom ( through Breeder) it was such a long time ago .. Yea I now remember that you do have spore plant in the main Sexout..

 

or is this something different from the normal sporecarrier and sporeplant?

That I am not sure of either.. that is something you two experts will have to decide.. :D.

 

It might just be one of those items that I found that was duplicated. It is a Breeder resource so it is very likely is different.. If it is good or useful to become a resource for all Sexout I don't know.. The reason I brought that up since you were tweaking and adding resources now is the time to inquire.. ;).

Posted

2.7.88 CORE now available

2.7.82 DATA now available

- ZAZ assets moved from CORE to DATA.

- Roberts BSA removed (the option has been gone for a while).

- Ver bumps all around.

 

There is no need to download this if you have the previous two files, nothing has changed except the version #s. However, all versions from here on in will require this datapack or newer.

 

You CANNOT use 2.7.88+ CORE with a 2.6 DATA.

You CAN use 2.7.87 CORE with a 2.6 DATA.

 

If you use a 2.7.88+ CORE with a 2.6 DATA, all of the ZAZ meshes and textures will be missing.

 

You have been warned.

 

Sorry, no gyno chair yet. It may be a little while for that to make it in. It has several animations for transitioning into and out of the chair, and an idle while in the chair for before/after the exam in the chair. I want to try and get some smooth animation transition support in sexout before just slamming this in there.

 

Haven't looked at the sporething yet, sorry.

Posted

The Gynochair has been in SCR for a long time but only the furniture and not used, there are also duplicate copies of the furniture pillory, crosses in SCR etc. The only one using them as far as I know is Odessa in Soliciting, when she has changed over to use the SexoutNG versions I'll delete them from SCR. aq thought just occurred to me, is there any use for a formlist in SexoutNG containing all the Furniture items?

 

The SporeRace is a Spore Hybrid race, I think it's just textures, green texture skinned humans and their offspring, only Breeder used it, I can delete them in the current SCR Alpha too. I don't think it belongs in SexoutNG being a race.

Posted

The Gynochair has been in SCR for a long time but only the furniture and not used, there are also duplicate copies of the furniture pillory, crosses in SCR etc. The only one using them as far as I know is Odessa in Soliciting, when she has changed over to use the SexoutNG versions I'll delete them from SCR. aq thought just occurred to me, is there any use for a formlist in SexoutNG containing all the Furniture items?

I can't think of one. Do you have one?

 

The beds and all that will need some lists (well, now arrays) to do refSurface stuff, and ZAZ devices are included in that, but one list with "everything" I don't think is needed. Right now, they aren't even assets in the ESM, so they can't be added to any lists or anything anyway.

 

When mods want to place ZAZ statics in the world, I think they currently just add their own furniture objects with the NIFs. All the items actually used during sexout scenes are animobjects, not furniture. That will be changing as well once the refSurface work is done.

 

The SporeRace is a Spore Hybrid race, I think it's just textures, green texture skinned humans and their offspring, only Breeder used it, I can delete them in the current SCR Alpha too. I don't think it belongs in SexoutNG being a race.

Yeah I'm not soure sexout is the right place for that either. There are plenty of custom race mods out there, this strikes me as just another one. Maybe they belong in pregnancy, if the point is for the player to have half-spore children or something?

Posted

 

The SporeRace is a Spore Hybrid race, I think it's just textures, green texture skinned humans and their offspring, only Breeder used it, I can delete them in the current SCR Alpha too. I don't think it belongs in SexoutNG being a race.

Yeah I'm not soure sexout is the right place for that either. There are plenty of custom race mods out there, this strikes me as just another one. Maybe they belong in pregnancy, if the point is for the player to have half-spore children or something?

 

Yea.. actually that might be a better place if there is a possibly for spore children with Pregnancy mod.. That would be one of the few hybrid models you would have Halstrom..

 

Posted

I forgot to send you the file which contains the Asset tags, I'm sending it by PM, feel free to rename them, my thoughts were if there's only one normal Pillory cross etc, it might save confusion down the track later.

 

Yeah, I'll move SporeRace into Pregnancy, not sure I'll even use it for a while till I work out how to get them to work with Spunk.

Posted

What do you mean 'asset tags'?

Sorry Tag's is a SCADA term, the first file I sent you had only the nifs or kf's

The second file is the GECK furniture assets using the pillory/gynochair nifs just to save you creating them you can merge them into Sexout & rename them

That way unless people want to create a special pillory/gynochair, they can all use the one in Sexout and it would save people changing when you eventualy do add the furniture animations stuff.

Guest tomm434
Posted

Pridelslayer, have you deliberately changed the way dialogue callback works? Now actors stand in their place like if they are setrestrained and wait for player to come. Then dialogue starts.

 

If so, then why?

Posted

That was done a few versions back. 2.6.86. From the release notes, highlighted.

2.6.86

- 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. (beta6)

- 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)

Issue #21 was related to cell changes. If the actors are waiting on a CBDialog and there is a cell change/load, they get orphaned and all the sexout stuff on them gets lost/abandoned, like the tokens and such.

 

I assume this is preventing one actor from walking over to another to initiate the dialog or something along those lines? Just popped into my head since you asked.

Guest tomm434
Posted

Well it sucks in my opinion. They don't even turn around to player and what if I disable player controls (Like I do in lab quest many times) and actor gets thrown out at the end of Sex - what then?

I haven't replayed lab with new version but that can happen easily. The distance of dialogue is about 250-300? After sex actor can be pushed much farther I think.

Posted

Sexout itself disables the player controls, so there's no need to do that yourself. If they are already restrained, or controls are already disabled when it starts, those settings are saved and reset to whatever they were before.

 

If you have an alternate suggestion other than simply "it sucks" I'm listening. I must prevent the actors from moving into different cells until sexout has completely cleaned up after itself, or things are going to (and were) get stuck on the actors and break them for every following scene they are involved in.

 

Having their heads not turn is preferable to having the actor get trashed and require cleanup in the console to fix. They should not be getting "flung" anywhere, they should just collapse where they are. The "punt" knockdown that sent them flying has been removed for over a year.

 

-----------

 

What I really need is a RELIABLE way to start conversations. ALL of this revolves around the fact that startconversation itself is NOT reliable. If the actor is in the middle of playing some other idle (like starting to sit in a chair), it fails. If something else interrupts the actor (like another startconversation, a package, whatever), it fails. If you look at it wrong, it fails.

 

Because of that I'm forced to keep the actors sexout-locked until after the conversation has happened, or until sexout gives up after some number of retries (60 right now, 1 second delay between attempts).

 

That introduces the problem that the restrain is fixing -- preventing one of the actors from leaving the cell. If an actor leaves the cell holding the actor that the main effect script is running on, that actor is never cleaned up, and things fall apart.

Posted
Sexout itself disables the player controls, so there's no need to do that yourself. If they are already restrained, or controls are already disabled when it starts, those settings are saved and reset to whatever they were before.

 

Can i have a wish list ?? what about an mcm option to have this part enabled instead of disabled ?? if you ever played sexus, and saw the animation it will allow player character/ npc to defend or attack during animation play. This could be added in as a feature. Witch could work well with the other mod named Sexout Assault.

Posted

As I am thinking, I MIGHT be able to do this another way, again with NVSE to the rescue, by making a list (array) of pending conversations and the NPC that is initiating them, in a quest (so it never gets lost/stuck). This will allow me to just add the stuff I need there, and then process it, removing items as they are successful.

 

This can introduce issues of its own, and almost certainly will, like NPCs forever following the player trying to start a conversation that the player doesn't know is supposed to happen -- a situation where modA starts an act with CBDialog, and before the conversation, modB (or even modA in another path) starts another act with CBDialog. The modB dialog might potentially take place before the modA one -- or teleport the player or other actors somewhere else -- or who knows what.

 

Fuck you, startconversation.

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