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SexoutNG - Stable Release '97


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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 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 allot character 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.

 

An MCM switch... no.

 

A per-call flag to set that says the actors should be unlocked early? Maybe, I need to think about it, sounds possible on the surface.

Guest tomm434
Posted

No I meant that I disable player controls before sex so player only stands in place and scene progresses.

 

For example at one scene I can't have player leaving the cell while sex happens. Earlier  player stood in place, sex happened, then after sex partner went to player and initiated dialogue. Now with new version there could be the case when Actor is pushed away from player and.... scene is broken. That sucks.

 

Knockdown may throw actors out of the range - I've witnessed that sometimes it does(not with player). Also now player can miss dialogue callback not knowing it exists. It was a simple sex scene and I stood in place waiting for another actor to go and do callback . In the end I had to go near actor and activate dialogue callback. Myself. Yep.

I think player have more chances of leaving locked Sexout actor right now that before. Someone could exit the cell thinking that scene has ended and left Actor to stand there.

 

Also I stil didn't get what is restrain used for. Player can leave the cell easily (more easy then before).

Also I've never witnessed that other actor left the cell in the middle of startconversation.

 

Posted

No I meant that I disable player controls before sex so player only stands in place and scene progresses.

I understand.

 

For example at one scene I can't have player leaving the cell while sex happens. Earlier  player stood in place, sex happened, then after sex partner went to player and initiated dialogue. Now with new version there could be the case when Actor is pushed away from player and.... scene is broken. That sucks.

 

Knockdown may throw actors out of the range - I've witnessed that sometimes it does(not with player).

I'd need more details about this, a video would help, and any physics modifying mods. Sexout used to do a "push" to separate the actors afterwards, but it hasn't done that in a looooooooong time. All that happens now is they are given enough fatigue damage to cause them to fall straight down where they are standing. Unless they're on a hillside or there is a bunch of clutter around them that causes them to do crazy-physics, they should never be "thrown."

 

Also now player can miss dialogue callback not knowing it exists. It was a simple sex scene and I stood in place waiting for another actor to go and do callback . In the end I had to go near actor and activate dialogue callback. Myself. Yep.

I think player have more chances of leaving locked Sexout actor right now that before. Someone could exit the cell thinking that scene has ended and left Actor to stand there.

The actors, including the player, are restrained until they are unlocked. None of them are unlocked until after the conversation has happened. The player should not be able to walk away while waiting on a CBDialog, unless something else has unrestrained them -- or if there's a bug in the script somewhere. You're saying you can walk around right now while sexouts log is 'spamming' about conversation attempts, before the conversation happens?

 

Also I stil didn't get what is restrain used for. Player can leave the cell easily (more easy then before).

Sexout has always restrained the actors so they can't accidentally move or get bumped out of the way while the animation is playing. That's always been the case. It initially had nothing to do with the cell issue.

 

What was found back during the v86 beta is that after the act, but before startconversation actually worked, if any actor (not just the player) left the cell, some or all of the involved actors were getting screwed up and not completing the act -- being left locked forever.

 

So the unrestrain was moved to be after the unlock, which incidentally is also after the conversation stuff. I understand how it's causing a problem, but I don't have a good way to fix it yet. I'll try some things today.

 

Also I've never witnessed that other actor left the cell in the middle of startconversation.

If you mean when they're already talking in menumode, that's not what happens. It happens after startconversation is called and the NPC is walking towards the player. The player can run away and leave the cell. If this happens while the actors are under a sexout lock that's waiting on the conversation, then we're up the creek.

Guest tomm434
Posted
You're saying you can walk around right now while sexouts log is 'spamming' about conversation attempts, before the conversation happens?

 

Yeah that's exactly what happens (Stable v86)

Here is the video and debug log captured at the same time. Is this supposted to be like that? As you can see in my video I could have walked out of the cell with no problem leaving locked actor inside.

 

SexoutDialCallbackVideo.rar

 

 

Concerning aftersex "push" - I just tested it with v.86 and I can say that actors tend to stay near. I remember that  was different with v85 when I was first testing scenes - actor could be pushed away from player for a great distance.

 

 

Posted

Ok, that's obviously bugged, and I went through the script stage evolution and I see where the problems are.

 

My only choice to fix this "once and for all" is to unrestrict all actors and unlock all actors as soon as knockdown is done. That means all the conversation problems return, and need solved another way. The only way I can think of right now is to move the conversation stuff into some new quest script array which will just retry until it works or gives up, like it does now.

 

I thought of just leaving the player sexout locked, but that will leave them free to run around with those damn tokens in their inventory. Unacceptable.

 

This is going to take some time to get right, but with luck I can have it out tomorrow. With a lot of luck, later tonight. It has to be written up carefully so it can 'catch' bad things happening, like the NPC dying or being removed before the conversation happens. This will introduce potential weird behavior between mods or even within one mod, that would look like this:

 

1. modA starts actA with CBDialogX on refA

2. actA completes, everyone unlocked and unrestrained, refA walking to player.

3. modB (or even modA again!) starts actB with CBDialogX on refB.

 

Now at this point, what happens if refA is now close enough for the conversation? Will startconversation interrupt the act that is taking place? I can't remember if it does or not.

 

There will also be a potential issue with the "timeout" and I may have to just remove that, and not stop trying the conversation until the actor is dead or soemthing. This will prevent EVERY other CBDialog from working until the previous one clears. If I abort based strictly on the # of tries (as I do now), then there is still the possibility that the actor is still walking towards the player, and may get there.

 

That may or may not cause an issue with the mod that set the CBDialog in the first place.

 

There isn't a right answer to this because startconversation is just not reliable.

 

Fuck you again, startconversation.

Posted

Oh and I guarantee you that the 'push' has been out of sexout since well before v85. It still exists when masturbating with the vibrator, but that pushes the actor away from themselves -- it's not used anywhere in multi-person sex scenes, and hasn't been since... shit my logs don't even go back that far. It wasn't there in 2.4.63 and that's as far back as my log goes.

 

v64 was put out august of 2012.

Posted

ok so I'm having problems where I'm not getting animation with npc, I get the animation with the creature but not with the npc, I have read the tutorials and I have all the requirement for all mods that I got, so I don't know what causing the problem.

Posted

I m having quite lot of trouble with Fallout New Vegas SexoutNG Mod. I first kinda had that infinite stretching penis. I somehow fixed using the forum but now got trouble of the textures being displaced. The Penis texture comes on the thighs now. Plus have problem in the animations. Oral animation is a trouble too, They dont get aligned. I use Amra animations too.
Before when I used Roberts, They worked well. Everything was all good, but now I reinstalled on my other laptop and I cant find roberts so I used Breeze, but its causing all these bugs I m guessing, Need help

Posted

I m having quite lot of trouble with Fallout New Vegas SexoutNG Mod. I first kinda had that infinite stretching penis. I somehow fixed using the forum but now got trouble of the textures being displaced. The Penis texture comes on the thighs now. Plus have problem in the animations. Oral animation is a trouble too, They dont get aligned. I use Amra animations too.

Before when I used Roberts, They worked well. Everything was all good, but now I reinstalled on my other laptop and I cant find roberts so I used Breeze, but its causing all these bugs I m guessing, Need help

 

  • Infinite stretching anything (body wise) usually is a improper or missing skeleton.
  • displaced textures, moving changing etc usually if memory serves me correctly, an archive invalidation issues or simply missing textures. The game can't tell what is suppose to be there.
  • Animations are a problem unless on completely level surface. Often times this isn't the case even if the ground looks level. The characters can become depressed into the ground somewhat and that can cause misalignment. At least I believe that was what happened with my characters. Also body used can cause misalignment. If the body penis is different... the penis will become misaligned. There was a body around there that had the penis placed higher and it caused the penis to poke the nose in a kneeling position even with level ground, using proper official Sexout animation. I forget the number. Once the member changed to using only the proper body provided by Sexout the problem vanished. . Use the body and textures etc from Sexout only until you get more familiar with the process and comfortable with modding FNV ( sexoutwise)
  • In the past Arma's animations used Roberts body thus the reason it worked so well. If you have added animations from elsewhere it isn't an Sexout issue. The issue is from those animations you added. Again only use those files given from Sexout until you confirm that Sexout is working perfectly. Then if you add anything else you will know the problem is coming from that addition not being compatible with Sexout. From that you can remove or if you have the skill or know someone that does, fix the issue.
  • Finally there is a thread here on the forum where you can ask about a mod. Perhaps someone else has a copy of the verison you need. If it is unavailable currently maybe they can PM or post that version so that you can get your game back to the way it was/is on the other computer. Also .. if your "other" laptop has the correct version of the boy perhaps copy those files over and then you can have the proper body on the current or "other" laptop that you are having a problem with.

     

Posted

So if first want to apologize if this has been answered somewhere else and I didn't see it, because I understand how annoying that can be. I have been getting my skyrim mods from LL for about a year now, and just recently (3-4 days ago) started moding up FONV. I'm using the mod manager suggested, but for some reason in this mod, the girls are only in underwear when they are supposed to be naked, and the male nude model is literally just the head, and the hands. While that is really funny to look at sometimes, I was wondering if anyone else has had this problem. I am pretty sure I have all the right mods and they are all up to date, and I did check the little "fix" link thing on the main page but didn't find anyone with this problem. Thanks for yall's time!

Posted

So if first want to apologize if this has been answered somewhere else and I didn't see it, because I understand how annoying that can be. I have been getting my skyrim mods from LL for about a year now, and just recently (3-4 days ago) started moding up FONV. I'm using the mod manager suggested, but for some reason in this mod, the girls are only in underwear when they are supposed to be naked, and the male nude model is literally just the head, and the hands. While that is really funny to look at sometimes, I was wondering if anyone else has had this problem. I am pretty sure I have all the right mods and they are all up to date, and I did check the little "fix" link thing on the main page but didn't find anyone with this problem. Thanks for yall's time!

I am pretty sure you missed somthing. Like Skyrim when floating bodies or modest women occur it is becasue you have missed a step in getting needed resources. The women should be pretty much automatacally nude after installing Sexout Data, The men you have the option to install them or not so that might be the reason for the floating heads there. Try reinstalling Sexout Data. You likely missed that and only installed the "core",( or using the Beta version which won't have these files I believe in them as you need to install this over the stable version if memory serves me correctly. I really need to get back to modding my game. :D.

Posted

Hello, just a quick one:

 

Is it working with monster mod (momod) creatures?

Ii it is not I guess then some of the creatures( vanilla) will work some (mod) wont?

 

I mean how sexout making the calls for the sex acts?

Monsters/creatures can be retextured?

New monsters / creatures added by a mod will work?

How sexout recognizes them?

Posted

iirc the check is done by looking at the used skeleton.
So if an unknown/not supported skeleton is used nothing will happen.

Posted

I have this working fine.  What I would like is to be able to backup further during the animations.  I downloaded a mod that centers the player and allows 3 person depth to go way way out, great for screen shots, but during animations the scroll wheel does not work.  Am i missing something?

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