JerseyWalrus Posted January 4, 2015 Posted January 4, 2015 Can't really tell you if you can call anims from console and such but I do know that there is a list of the animations when you install SexoutNG. It should be in a folder called SexoutNGDocs located within the Data folder in your New Vegas directory (the place where all your .esms and .esps are located)
prideslayer Posted January 4, 2015 Posted January 4, 2015 You can run sexout fine from the console. You need to read the API information, and using it in the console is basically the same. If you don't understand anything about scripting a mod then you're going to have a tough time -- the console IS scripting, it just compiles and runs the lines immediately. Â You need to use the legacy interface from the console, so only basic testing is possible. e.g. Â set <<refid of sexoutng quest>>.actora to someref set <<refid of sexoutng quest>>.actorb to someotherref someref.cios <<refid of sexoutbegin spell>> Sexout prints the refids you need in the console when it first starts.
Arcturus7777 Posted January 4, 2015 Posted January 4, 2015 Ok, thanks a lot. I have not done any scripting, but if I can get the syntax format, I can figure it out. I can program in 5 computer languages, so I can do the logic. Maybe I should look at that scr you put out also.  By syntax I mean is it getnvseversion or nvse.getversion, or tell me the darn version you stupid computer, as examples lol  Thank you the answer, I will be reading for awhile.
prideslayer Posted January 4, 2015 Posted January 4, 2015 The NVSE functions are mostly documented on the geck wiki as are the NX functions, and normal game functions. Many of them you can run from the console. What you can't do in the console is declare and use variables, and I haven't found a way to call UDFs from the console yet either.
MrComplex Posted January 5, 2015 Posted January 5, 2015 has anyone found that the standing doggy animation is no longer being selected in the random picker, i also cant get it to run with bangatron
prideslayer Posted January 5, 2015 Posted January 5, 2015 Do you know the Anim #? Are you sure it's a sexout animation and not one from a 3rd party like Amra or even SI/wsex?
DoctaSax Posted January 5, 2015 Posted January 5, 2015 If it's 601, I can't seem to be able to preview it in the geck either. Looks like it's not pointing to a correct path.
Tiberius Septim Posted January 5, 2015 Posted January 5, 2015 Are you planning to include additional cazador animation ? http://www.loverslab.com/topic/1301-sexout-additional-animations/page-23?do=findComment&comment=68256
MrComplex Posted January 6, 2015 Posted January 6, 2015 Do you know the Anim #? Are you sure it's a sexout animation and not one from a 3rd party like Amra or even SI/wsex? Â Â If it's 601, I can't seem to be able to preview it in the geck either. Looks like it's not pointing to a correct path. Â yes i think its 601 if i select it in bangatron it moves and strips the characters but no animations play, im pretty sure the animation is one of the old wsex animations that were ported over, its definatley been in sexout for a while if that helps.
prideslayer Posted January 7, 2015 Posted January 7, 2015 601 is working fine for me testing here. I'm testing with the beta (turning that into a release as we speak) but I don't think I changed anything there.
prideslayer Posted January 7, 2015 Posted January 7, 2015 Actually.. I take that back. This is in the beta notes.. Â Anim 601 kf file paths corrected. (Thanks DMan!) Â I'm updating the main sexout now to 89, standby.
prideslayer Posted January 7, 2015 Posted January 7, 2015 New CORE: 2.8.89 Â - SexoutCharacterResize.esp check added to literacy checker. - startconversation retry delay set to 1.5s - Better refSurface support, including ZAZ items and activators. - ZAZ mesh root nodes converted from NiNode to BSFadeNode where appropriate (not weapons/gear). - ZAZ meshes are included, as is an empty Sexout_ZAZ.esp. - Anim 601 kf file paths corrected. (Thanks DMan!) - Actor scaling to 1.0 during sex scenes. NOTICE: Now incompatible with SexoutCharacterResize.esp. - New CBDialog handler. Thanks for the bugfind, tomm434. - SexoutNG.bSexoutReady actually works now. Use it! This var is set to 0 every time sexout starts, and set back to 1 once any sexout updates are applied. You MAY need a small delay in your script, initially, to wait for the sexout quest to set it from 1 to 0 on game load. This will be augmented at a later date with a UDF or something that you can call whenever you want, to provide it with a udf/spell of your own, for it to call/cast when it's ready. - Stop casting SexoutCumming if bUseLust == 1 Â The ZAZ integration is in CORE for now, I will move it to DATA once any bugs are ironed out, and remove the empty ESP as well. Â There are two ways mods using ZAZ with SexoutNG can detect the presence of ZAZ: 1. They can use the wantZAZ interface provided by sexout. 2. They can check for the presence of the ESP themselves. Â They should all have been doing #1 but in case any are doing #2, I've created an empty ZAZ esp and included it with CORE. If you're using a mod that requires ZAZ and it says that ZAZ is not present (or otherwise fails in the ZAZ stuff) -- try it with the included ZAZ ESP. If that fixes the issue, contact the mod author and tell them they only need check that the sexout version is >= v89 now. Â YOU NO LONGER NEED TO DOWNLOAD AND INSTALL THE SEPARATE ZAZ PLUGIN OR DATAPACK.
Deviancy26 Posted January 9, 2015 Posted January 9, 2015 Hah, are you saying prior to this update, I was supposed to download and install the separate zaz plugin and datapack? Because well, I never did with the last version of NG since I figured since it came with the zaz esp, I didn't need to.As for the new NG, I've only toyed with it for 20 minute so far but I found one small issue, its something Odessa is most likely going to have to fix though. With Wear and Tear, when the PC is still "fresh" and has sex, the pc will make a "ow" sound after having sex, usually right after the npc says what they're going to say. WIth the new version of NG, I'm not getting that "ow". I also noticed that the text that appears on top that says if the pc's mouth, ass, or vayjay is hurt (which can be enabled or disabled) now pops up before the npc says what they're going to say after the sex act, where before it said that after the NPC said what they're going to say.I'm playing on an entirely clean save, I disabled every sexout mod and did a clean save before installing the new NG, so I'm going to have to assume something in NG impacts the way Wear and Tear's "ow" and dialog and that Odessa will have to adjust it.I'll try toying with it a bit more though in the meantime to make sure it isn't a PEBKAC issue.
prideslayer Posted January 9, 2015 Posted January 9, 2015 ZAZ was integrated in the last release (89). This release added the ZAZ statics, which required a different download (SexoutNG Beta Meshes) which is now also no longer required, and gone. Â The "ow" sounds like a hit reaction, like some spell isn't set to have "not painful" on it as it should. I don't think I changed anything to do with that in sexout, but it's possible I fudge fingered something somewhere.
markiplier111 Posted January 10, 2015 Posted January 10, 2015 i don't know how to get animations working help Â
D_ManXX2 Posted January 10, 2015 Posted January 10, 2015 you need other mods for that this is just the framework. try sexoutsex or other mods.
RitualClarity Posted January 10, 2015 Posted January 10, 2015 Try sexkey. simple and direct. Good for testing sexout. Requires nothing but Sexout and what Sexout requires.
Arcturus7777 Posted January 11, 2015 Posted January 11, 2015 Should I install the new update now, or wait for the other sexout mods to catch up?
prideslayer Posted January 11, 2015 Posted January 11, 2015 Huh? Â There is never a reason to "wait" when installing a new sexout version unless I explicitly say so. I do my best to make it 100% backwards compatible except in rare cases.
DoctaSax Posted January 11, 2015 Posted January 11, 2015 In fact, it's always a good thing to update asap. You get the benefit of old bugs being fixed, and new bugs, if any, are found out and fixed more quickly too.
RitualClarity Posted January 11, 2015 Posted January 11, 2015 Many times it is the mod that isn't forward compatible.. . That is not updated Most of those are abandoned or no longer in development.
prideslayer Posted January 18, 2015 Posted January 18, 2015 New CORE: 2.8.90 Â - All items (Armor, Ammo, Weapon, Misc) in main item formlist. Modders should add items they want removed to this list, via a script. Cleanup is called during Unlock, at the end of an act. - Cleanup UDF now removes all items in the main sexout item formlist. - fnSexoutActRunFull -- This is a standalone UDF you can call to prep, set, and run an act all at once. It takes a single argument, a (string)map array. See the wiki for more details. - Pause, Resume, and FinishNow use NX vars rather than tokens. - New fnSAR (fnSexoutActRun) debuglog at start and finish.
sniper17 Posted January 19, 2015 Posted January 19, 2015 (edited) After updating from 2.8.89, the game crashes on me when trying to talk to any NPC, even ones you wouldn't need to use smalltalk or smallertalk for. Any ideas? Edited January 19, 2015 by sniper17
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