prideslayer Posted March 13, 2015 Posted March 13, 2015 yes, 707 is the right #, and the only thing I need when there's an alignment issue, as long as the version is up to date and there aren't other pose/aim plugins installed.
RitualClarity Posted March 13, 2015 Posted March 13, 2015 yes, 707 is the right #, and the only thing I need when there's an alignment issue, as long as the version is up to date and there aren't other pose/aim plugins installed. Cool so if a zaz goes wonky, or a body don't align when they really should (even ground etc) that 3, 4 digit number is all you need along with a very brief explanation of what happened. .. Simplicity at its finest
reepyr Posted March 16, 2015 Posted March 16, 2015 Tried a bunch of different things but haven't been able to use a different erect male body in SexoutNG animations. I have the latest versions of SexoutNG and Sexout Common Resources and I have tried some of the suggestions in this thread such as creating a meshes/armor/sexoutbodysuits/OutfitMerect.nif of the Roberts body (which I installed the flaccid version which is working fine for the male standard mesh) I also put upperbodymale-erect.nif in the /mesh/characters/_male folder but sexout is not switching to the erect mesh when running an animation, it is staying with the flaccid upperbodymale.nif mesh. My only options through the MCM are None and Sexout - Bodies. I have tried both options but nothing so far has worked. Am I missing something easy that will fix this issue?
Imperfection Posted March 16, 2015 Posted March 16, 2015 The erect mesh goes here \meshes\armor\sexoutbodysuits\OutfitMerect.nif not \mesh\characters\_male
reepyr Posted March 16, 2015 Posted March 16, 2015 The erect mesh goes here \meshes\armor\sexoutbodysuits\OutfitMerect.nif not \mesh\characters\_male I tried that first. Was in the first sentence of my post. Unfortunately that didn't work for me.
prideslayer Posted March 16, 2015 Posted March 16, 2015 That's the correct location. You can also set bodysuits to none and then it will use whatever standard nude male you have installed.
Imperfection Posted March 16, 2015 Posted March 16, 2015 The erect mesh goes here \meshes\armor\sexoutbodysuits\OutfitMerect.nif not \mesh\characters\_male I tried that first. Was in the first sentence of my post. Unfortunately that didn't work for me. The first sentance of your post implied you tried the flacid mesh in that location I dont see where you installed the erect mesh there since you then say you installed it somewhere else.
reepyr Posted March 17, 2015 Posted March 17, 2015 The first sentance of your post implied you tried the flacid mesh in that location I dont see where you installed the erect mesh there since you then say you installed it somewhere else. Sorry if I wasn't clear about what I have tried. I have; meshes/characters/_male/upperbody.nif as Roberts flaccid default meshes/characters/_male/upperbody-erect.nif as Roberts erect version (doesn't change during SexoutNG animations) meshes/characters/_male/upperbodymale-erect.nif as Roberts erect version(doesn't change during SexoutNG animations) meshes/armor/sexoutbodysuits/OutfitMerect.nif (does not work when set as none or Sexout - Bodies in MCM which are my only options) I did just notice that it does use the correct mesh when set as Sexout - bodies, but only for about 1 second and then it reverts to the default flaccid mesh. Very strange. Attached installed mods in case there is a problem in it.
HanPL Posted March 17, 2015 Posted March 17, 2015 @reepyr. Try to make topic in tech section. but did you make sure you have everything on this list ? Requires: 1. Fallout New Vegas. 2. The New Vegas Script Extender, aka NVSE, v4.5+ available at http://nvse.silverlock.org/ 3. My NVSE Extender, available at http://www.loverslab.com/files/file/27-nvse-extender/ 4. Astymma's combined skeleton or AJs Bodymorph skeleton. 5. Sexout - CORE 6. Sexout - DATA If so then install DATA + CORE in FOMM (Prideslayer version ) then SexoutNG Bodies then in FOMM > Tools > Archive Invalidation off/on
prideslayer Posted March 17, 2015 Posted March 17, 2015 meshes/characters/_male/upperbody.nif as Roberts flaccid default This is the correct location when 'none' is selected for bodysuit. Males will appear the same when naked no matter if they're having sex or not. meshes/armor/sexoutbodysuits/OutfitMerect.nif (does not work when set as none or Sexout - Bodies in MCM which are my only options) This is the correct location when 'sexout' is selected for bodysuit. Males will use this mesh during sexout animations, and the normal upperbody nif at other times. I did just notice that it does use the correct mesh when set as Sexout - bodies, but only for about 1 second and then it reverts to the default flaccid mesh. Very strange. You apparently have a conflicting plugin that is removing the bodysuit. Start disabling them until you figure out which one it is.
reepyr Posted March 17, 2015 Posted March 17, 2015 Thanks for the help and suggestions, right now I have it set to None and just have erect all the time but I will work on this some more to try and get it to work. If I run into any other problems I will post in the tech topic rather than here. Thanks! Edit: Looks like Sexout Positioning is the culprit. Disabling it fixes the issue and everything works as expected.
EvilG. Posted March 21, 2015 Posted March 21, 2015 I have a problem with Sexout. When the animation starts the characters disappear and when the animation ends they are falling through the ground. Has anyone the same problem or a solution?
NicoleDragoness Posted March 23, 2015 Posted March 23, 2015 Technical information. Maybe it's an issue, I don't know. After deep investigation, it seems that whatever female body texture I install (general, for Player and NPCs except the ones who have their own race folder), the one included in the "Sexout - T6M.bsa" archive has always priority, even "outside" sex. The female body I choose for in game females is the BnB T6M and, of course, I have the needed skeleton. But this shouldn't matter. The problem is only with textures. I tought that loose files texture should override the ones included inside the bsa archives but, maybe, it's not the case. I also tried to unpack the bsa, changing the upperbodyfemale dds, n-dds, but I ended up with my toon badly texturized and with a sort of underwear "painted" on her body. So, I'm asking for some help.
prideslayer Posted March 23, 2015 Posted March 23, 2015 The loose files do override whatever is in the BSA. The only reason they wouldn't is if they're installed with the wrong names or in the wrong place or something like that. If you're seeing underwear it's more likely you've installed some other body stuff than your texture and the two are conflicting somehow. Edit: Or you don't have archive invalidation enabled in the mod manager, or you DO but you somehow corrupted it and need to reset it.
NicoleDragoness Posted March 23, 2015 Posted March 23, 2015 I installed SexoutNG full version using only "your" custom FOMM (14). I let Fomm's inside Boss to make the Load Order. I checked one by one all mods to avoid missing masters, bad load order and everything other. I HAVE ArchiveInvalidation active. (I have also unchecked-checked it once). I saw strange underwear ONLY when I tried to unpack your Sexout-T6M.bsa, then I replced the two textures upperbodyfemale.dds and upperbodyfemale_n.dds with two I found here in Loverslab site that are made for T6M BnB bodies. Then I repacked the bsa. (Noth unpack and repack made with the tools included in Fomm). Of course, I made a backup of the original Sexout-T6M.bsa. After the changes, I checked in game and I saw the strange distorted textures with painted underwear. So, I deleted the new bsa I made and I restored the original one. With the original one in place, everything seems normal (no strange textures, no painted underwear, no different colour tones between body and faces, ALL normal). Except the fact that the upperbodyfemale.dds (and the _n.dds) ARE NOT the ones I placed in the correct folder Texture/charachters/female. The ones I choosed are HD textures with pubic hair. The ones I have in game on my toon are always the ones included inside your Sexout-T6M.bsa.
prideslayer Posted March 23, 2015 Posted March 23, 2015 It sounds like the textures you tried to include aren't correct for the body or something. Try some other textures first just to see how it goes. I don't use the included one myself, I extracted the reelfeel textures from that mod and made my own fomod to install them, and they work fine. The included texture is really pretty ugly, but it was the only "free to use" T3 compatible texture I could find.
NicoleDragoness Posted March 23, 2015 Posted March 23, 2015 But the question is still the same. If I already have the textures I want in the Data/textures/characters/female folder as loose files, why the ones I see in game are not these but the ones in the bsa?
prideslayer Posted March 23, 2015 Posted March 23, 2015 The answer is still the same too. You did something wrong. Putting the loose files in the DATA directory "just works" as long as archive invalidation is on.
NicoleDragoness Posted March 23, 2015 Posted March 23, 2015 Found it! For some reasons I don't know, an old mod I tried and then unistalled (reloading then a previous savegame), left behind it a mesh femaleupperdoby.nif that had something wrong. It seems to me that this nif "pointed" to the wrong body texture. I replaced it with the correct BnB T6M bodymesh and everything works fine now. Thanks for your assistance.
ChancellorKremlin Posted March 26, 2015 Posted March 26, 2015 Quick question to Pride, Are there any plans to merge SexoutPositioning with SexoutNG? Seems like the kind of functionality a master plugin could make use of. Just curious.
Halstrom Posted March 27, 2015 Posted March 27, 2015 Silly question, how do I check if an actor is engaged in sex so I can block any outfit swapping? I've been doing this, but now I just realised I'm comparing a form to an integer so it probably isn't right. (rActor.NX_GetEVFo "Sexout:Started::spellTarget" == 0)
prideslayer Posted March 27, 2015 Posted March 27, 2015 Quick question to Pride, Are there any plans to merge SexoutPositioning with SexoutNG? Seems like the kind of functionality a master plugin could make use of. Just curious. Yes and no. The plan is to let positioning handle the actual adjustments, but modify sexout so that the offsets that have been setup with positioning can be saved separately from everything else and then shared/traded amongst users. So one person could setup the the offsets for certain body/size pairings in positioning and then give the export file to someone else without positioning and sexout would load it. Silly question, how do I check if an actor is engaged in sex so I can block any outfit swapping? I've been doing this, but now I just realised I'm comparing a form to an integer so it probably isn't right. (rActor.NX_GetEVFo "Sexout:Started::spellTarget" == 0) Call the fnSexoutActorInuse UDF. if eval(0 == call fnSexoutActorInuse) ; .. actor not in use .. endif
ChancellorKremlin Posted March 27, 2015 Posted March 27, 2015 Yes and no. The plan is to let positioning handle the actual adjustments, but modify sexout so that the offsets that have been setup with positioning can be saved separately from everything else and then shared/traded amongst users. So one person could setup the the offsets for certain body/size pairings in positioning and then give the export file to someone else without positioning and sexout would load it. Thanks Pride. That's actually a pretty neat solution. In a somewhat (related) question, what about an anim picker/toggle? I vaguely thought I read somewhere with the old/Amra's anims being integrated something like this was in the works, but I think I am mistaken, so I thought I'd confirm.
prideslayer Posted March 27, 2015 Posted March 27, 2015 MCM to enable/disable individual animations in the random picker on a per-plugin basis is in the works. Note that this will NOT entirely disable animations -- it just adds/removes them from the valid pool for the random animation picker. Mods that use a specific sexout animation by number will still play that animation even if it's "disabled" via MCM. The next beta won't have the MCM, but it will have the animation registration stuff, and I suspect Odessa will release the Amra plugin shortly after. That will at least get all those animations back into sexout, via the random picker, along with some new ones that Amra created but never updated the plugin to use. The MCM will come some time after that.
ChancellorKremlin Posted March 27, 2015 Posted March 27, 2015 MCM to enable/disable individual animations in the random picker on a per-plugin basis is in the works. Note that this will NOT entirely disable animations -- it just adds/removes them from the valid pool for the random animation picker. Mods that use a specific sexout animation by number will still play that animation even if it's "disabled" via MCM. The next beta won't have the MCM, but it will have the animation registration stuff, and I suspect Odessa will release the Amra plugin shortly after. That will at least get all those animations back into sexout, via the random picker, along with some new ones that Amra created but never updated the plugin to use. The MCM will come some time after that. You guys are my heroes! On a related note, Amra is asking some pertinent questions in his thread which I think you can probably instruct him better than I. Seeing as he is returning with new Anim requests I thought I'd bring it up before he starts.
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