Almodo Posted January 4, 2017 Posted January 4, 2017 No, not those ones. The hyperfast ones I encountered I think is a sort of a doggystyle animation. Sorry no screenshots.
nightshad Posted February 5, 2017 Posted February 5, 2017 it wont let me install both data and core for SO any advice it does work so what is the core for exactly?
RitualClarity Posted February 5, 2017 Posted February 5, 2017 You should be able to install it. Make sure you don't already have it installed. You can extract the 7zip folder and see for yourself what is inside.
gizmo1206 Posted February 5, 2017 Posted February 5, 2017 are there animations for the DLC creatures?
nightshad Posted February 9, 2017 Posted February 9, 2017 you must still have SexoutNG Core and SexoutNG Data installed NMM wont let me install both D: how did you do it ummm LOL?! got the male nudes to work but LOL also my character is stuck here cause the dog wont come for her D: any idea what went wrong? its game bracker
cecik Posted February 9, 2017 Posted February 9, 2017 you must still have SexoutNG Core and SexoutNG Data installed NMM wont let me install both D: how did you do it ummm LOL?! got the male nudes to work but LOL also my character is stuck here cause the dog wont come for her D: any idea what went wrong? its game bracker If you have issues with installing all SexoutNG files with NMM, try renaming the donwloaded files, for example: SexoutNG Core --> SNGCore SexoutNG Data --> SNGData SexoutNG Bofies --> SNGBodies When renaming just make sure that (if I remember correctly) the first 5 (five) characters are distinctive. If this doesn't help, you should really consider to switch to FOMM for FONV/Sexout.
ZeroofShadows Posted March 3, 2017 Posted March 3, 2017 It seems this worked for me. All I had to do was disable all the animations, since by default, they're all enabled. And just enable the ones I wanted. Don't know if this works for everybody, though.
Odessa Posted March 17, 2017 Author Posted March 17, 2017 are there animations for the DLC creatures? Animations are based on the skeleton, so some creatures are able to share animations. Tunnelers use spore carrier animations, aliens use feral ghoul animations. Yao Guai do not have any animations yet, sadly. Dead Money ghosts and holograms... I don't think will work. Maybe they could use some other animations, I haven't looked into it.
Odessa Posted March 19, 2017 Author Posted March 19, 2017 Added license information to OP: Sexout is free. Free as in BSD license free, except even freer. This work is public domain. Do whatever the hell you want to do with it. You can even upload it to some other site and claim to be the creator, but that's bad karma, and when it comes back 'round you'll regret the decision. This is not new; it has been in the included 'Readme - SexoutNG.txt' for a long time, probably added by prideslayer, although I am not certain.
Loogie Posted March 21, 2017 Posted March 21, 2017 Looks like "fnSexoutActorInUse" doesn't work right any more. Right after Sexout switched to using NX, the following worked fine to determine if an actor was having sex: "eval !(call fnSexoutActorInUse PlayerREF)" Now when I use it, it says the following in the console: "attempting to call a function on a null refference or base object file sexoutworkinggirl.esp offset 0x0001 command unknownerror in script 15027bfd" Kind of a problem because the approach system is Working Girl is based off of checking if actors are in use. Has this been replaced with another method I wasn't paying attention to?
Loogie Posted March 21, 2017 Posted March 21, 2017 Sure can! scn 00SexoutWorkingGirlEffectScriptV2 ; ; Working Girl Script ; This is a weird frankenscript I've concocted, combining Bromm83's and Prideslayer's scripts. ; If it doesn't work, tell me what stupid I pulled and how to fix it. - Loogie ; globals ref self int abort int reason int started int chasing ref walkAI ref goal int ActorChance int ChanceTest int bRun float elapsed short redirect short chance short num short ChaScore short BarScore short wage float fHeartbeat int loops int bVeronica int bCass int bSunny ref Companion1 ref Companion2 ref Companion3 ref Companion4 ref Companion5 ref Companion6 ref Companion7 ; ***************** ; ScriptEffectStart ; ***************** Begin ScriptEffectStart set Companion1 to TryoutGirlGetterQuest.Companion1 set Companion2 to TryoutGirlGetterQuest.Companion2 set Companion3 to TryoutGirlGetterQuest.Companion3 set Companion4 to TryoutGirlGetterQuest.Companion4 set Companion5 to TryoutGirlGetterQuest.Companion5 set Companion6 to TryoutGirlGetterQuest.Companion6 set Companion7 to TryoutGirlGetterQuest.Companion7 set chance to 100 set num to 1 set self to GetSelf if eval !(call fnSexoutActorInUse PlayerREF) set goal to player set walkAI to SexoutWorkingGirlWalktoPlayer set num to num + 1 set chance to 100 / num endif if IsFormValid Companion1 && eval !(call fnSexoutActorInUse Companion1) && Companion1.GetInSameCell Player if GetRandomPercent < chance Companion1Marker.moveto Companion1 set goal to Companion1 set walkAI to SexoutWorkingGirlWalktoCompanion1 set num to num + 1 set chance to 100 / num endif endif if IsFormValid Companion2 && eval !(call fnSexoutActorInUse Companion2) && Companion2.GetInSameCell Player if GetRandomPercent < chance Companion2Marker.moveto Companion2 set goal to Companion2 set walkAI to SexoutWorkingGirlWalktoCompanion2 set num to num + 1 set chance to 100 / num endif endif if IsFormValid Companion3 && eval !(call fnSexoutActorInUse Companion3) && Companion3.GetInSameCell Player if GetRandomPercent < chance Companion3Marker.moveto Companion3 set goal to Companion3 set walkAI to SexoutWorkingGirlWalktoCompanion3 set num to num + 1 set chance to 100 / num endif endif if IsFormValid Companion4 && eval !(call fnSexoutActorInUse Companion4) && Companion4.GetInSameCell Player if GetRandomPercent < chance Companion4Marker.moveto Companion4 set goal to Companion4 set walkAI to SexoutWorkingGirlWalktoCompanion4 set num to num + 1 set chance to 100 / num endif endif if IsFormValid Companion5 && eval !(call fnSexoutActorInUse Companion5) && Companion5.GetInSameCell Player if GetRandomPercent < chance Companion5Marker.moveto Companion5 set goal to Companion5 set walkAI to SexoutWorkingGirlWalktoCompanion5 set num to num + 1 set chance to 100 / num endif endif if IsFormValid Companion6 && eval !(call fnSexoutActorInUse Companion6) && Companion6.GetInSameCell Player if GetRandomPercent < chance Companion6Marker.moveto Companion6 set goal to Companion6 set walkAI to SexoutWorkingGirlWalktoCompanion6 set num to num + 1 set chance to 100 / num endif endif if IsFormValid Companion7 && eval !(call fnSexoutActorInUse Companion7) && Companion7.GetInSameCell Player if GetRandomPercent < chance Companion7Marker.moveto Companion7 set goal to Companion7 set walkAI to SexoutWorkingGirlWalktoCompanion7 set num to num + 1 set chance to 100 / num endif endif if 0 == goal dispel SexoutWorkingGirlEffect return endif if goal == GetSelf ; should stop working girls from masturbating dispel SexoutWorkingGirlEffect return endif set ActorChance to SexoutWorkingGirl.approach set ChanceTest to GetRandomPercent if ChanceTest > ActorChance ; Failed chance, set cooldown PrintToConsole "WorkingGirl: %i : Roll failed %.0f > %.0f chasing %n" self ChanceTest ActorChance goal CIOS SexoutWorkingGirlFailedEffect set reason to 1 EvaluatePackage dispel SexoutWorkingGirlEffect else PrintToConsole "WorkingGirl: %i : Roll succeeded %.0f <= %.0f chasing %n for %.0fs" self ChanceTest ActorChance goal SexoutWorkingGirl.elapsedMax AddScriptPackage walkAI set elapsed to 0 set started to 0 set chasing to 1 set bRun to 1 endif End ; ScriptEffectStart ; ***************** ; ScriptEffectUpdate ; ***************** Begin ScriptEffectUpdate ;;debug; if fHeartbeat > 0 ;;debug; set fHeartbeat to fHeartbeat - ScriptEffectElapsedSeconds ;;debug; else ;;debug; set fHeartbeat to 1 ;;debug; PrintToConsole "WorkingGirl: %i : Heartbeat chasing %n for %.0fs [%.0f %.0f %.0f %.0f %.0f] %.0f" self goal elapsed bRun chasing started abort redirect loops ;;debug; endif ;;debug; PrintToConsole "WorkingGirl: 0 %i" self if (0 == bRun) || started return endif ;;debug; PrintToConsole "WorkingGirl: 1 %i" self if (0 == abort) ; check and update the chase timer set elapsed to elapsed + ScriptEffectElapsedSeconds if (elapsed >= SexoutWorkingGirl.elapsedMax) CIOS SexoutWorkingGirlFailedEffect set abort to 1 endif endif ;;debug; PrintToConsole "WorkingGirl: 2 %i" self ; check for abort if abort PrintToConsole "WorkingGirl: %i : Aborting %.0f (%.0fs)" self abort elapsed set chasing to 0 if GetIsCurrentPackage walkAI RemoveScriptPackage walkAI endif set bRun to 0 dispel SexoutWorkingGirlEffect EvaluatePackage endif ;;debug; PrintToConsole "WorkingGirl: 3 %i" self ; If self starts having sex with someone else, ignore this target if eval !(call fnSexoutActorInUse Self) set abort to 2 return endif ;;debug; PrintToConsole "WorkingGirl: 4 %i" self if chasing if GetDistance goal < 400 && getDistance goal > 160 ; getting close, start checking for abort if eval !(call fnSexoutActorInUse Goal) ; let's try to redirect set chasing to 0 if GetIsCurrentPackage walkAI RemoveScriptPackage walkAI endif endif return endif if GetDistance goal > 160 ; still chasing, nothing to do. ;;debug; PrintToConsole "WorkingGirl: 41 %i" self set loops to loops + 1 return else PrintToConsole "WorkingGirl: %i : finished chasing %n in %.0fs" self goal elapsed ; the chase is over set chasing to 0 if GetIsCurrentPackage walkAI RemoveScriptPackage walkAI endif return ; makes sure the package change is taken into account endif endif ;;debug; PrintToConsole "WorkingGirl: 5 %i" self if eval !(call fnSexoutActorInUse Goal) if 0 == redirect ; try redirecting once if eval !(call fnSexoutActorInUse PlayerRef) set goal to player set walkAI to SexoutWorkingGirlWalktoPlayer set num to num + 1 set chance to 100 / num set redirect to 1 endif if eval !(call fnSexoutActorInUse Companion1) if GetRandomPercent < chance set goal to Companion1 set walkAI to SexoutWorkingGirlWalktoCompanion1 set num to num + 1 set chance to 100 / num set redirect to 1 endif endif if eval !(call fnSexoutActorInUse Companion2) if GetRandomPercent < chance set goal to Companion2 set walkAI to SexoutWorkingGirlWalktoCompanion2 set num to num + 1 set chance to 100 / num set redirect to 1 endif endif if eval !(call fnSexoutActorInUse Companion3) if GetRandomPercent < chance set goal to Companion3 set walkAI to SexoutWorkingGirlWalktoCompanion3 set num to num + 1 set chance to 100 / num set redirect to 1 endif endif if eval !(call fnSexoutActorInUse Companion4) if GetRandomPercent < chance set goal to Companion4 set walkAI to SexoutWorkingGirlWalktoCompanion4 set num to num + 1 set chance to 100 / num set redirect to 1 endif endif if eval !(call fnSexoutActorInUse Companion5) if GetRandomPercent < chance set goal to Companion5 set walkAI to SexoutWorkingGirlWalktoCompanion5 set num to num + 1 set chance to 100 / num set redirect to 1 endif endif if eval !(call fnSexoutActorInUse Companion6) if GetRandomPercent < chance set goal to Companion6 set walkAI to SexoutWorkingGirlWalktoCompanion6 set num to num + 1 set chance to 100 / num set redirect to 1 endif endif if eval !(call fnSexoutActorInUse Companion7) if GetRandomPercent < chance set goal to Companion7 set walkAI to SexoutWorkingGirlWalktoCompanion7 set num to num + 1 set chance to 100 / num set redirect to 1 endif endif endif if redirect PrintToConsole "WorkingGirl: %i : Redirected (%n)" self goal if (GetDistance goal > 160) AddScriptPackage walkAI set elapsed to 0 set chasing to 1 return endif else ; nobody's available or selected set abort to 4 return endif endif ;;debug; PrintToConsole "WorkingGirl: %i : Caught %n %.0f" self goal redirect ; if here, then sex should be able to start set started to 1 ;;debug; PrintToConsole "WorkingGirl: 6 %i" self if (GetIsSex Male) && (goal.GetIsSex Male) If GetRandomPercent < 50 set Sexout.SexType to Oral set SexoutNG.ActorA to Self set SexoutNG.ActorB to Goal else set Sexout.SexType to Anal set SexoutNG.ActorA to Self set SexoutNG.ActorB to Goal endif else If GetRandomPercent < 40 set Sexout.SexType to Vaginal set SexoutNG.ActorA to Self set SexoutNG.ActorB to Goal elseif GetRandomPercent < 75 set Sexout.SexType to Oral set SexoutNG.ActorA to Self set SexoutNG.ActorB to Goal else set Sexout.SexType to Anal set SexoutNG.ActorA to Self set SexoutNG.ActorB to Goal endif endif CIOS SexoutBegin CIOS SexoutWorkingGirlOldEffect if sexoutworkinggirl.Gom == 1 set ChaScore to (goal.getAV Charisma * SexoutWorkingGirl.ProstitutionLevel) set BarScore to (goal.getAV Barter / 10) set wage to ChaScore + BarScore SexoutWorkingGirlWageBoxREF.additem Caps001 wage if SexoutWorkingGirl.ProstitutionLevel == 1 IncrementScriptedChallenge SexoutWGChallenge elseif SexoutWorkingGirl.ProstitutionLevel == 2 IncrementScriptedChallenge SexoutWGChallenge2 elseif SexoutWorkingGirl.ProstitutionLevel == 3 IncrementScriptedChallenge SexoutWGChallenge3 elseif SexoutWorkingGirl.ProstitutionLevel == 4 IncrementScriptedChallenge SexoutWGChallenge4 else SexoutWorkingGirl.ProstitutionLevel == 5 IncrementScriptedChallenge SexoutWGChallenge5 endif elseif sexoutworkinggirl.Wrang == 1 set ChaScore to (goal.getAV Charisma * SexoutWorkingGirl.ProstitutionLevel) set BarScore to (goal.getAV Barter / 20) set wage to ChaScore + BarScore SexoutWorkingGirlWageBoxREF.additem Caps001 wage if SexoutWorkingGirl.ProstitutionLevel == 1 IncrementScriptedChallenge SexoutWGChallenge elseif SexoutWorkingGirl.ProstitutionLevel == 2 IncrementScriptedChallenge SexoutWGChallenge2 elseif SexoutWorkingGirl.ProstitutionLevel == 3 IncrementScriptedChallenge SexoutWGChallenge3 elseif SexoutWorkingGirl.ProstitutionLevel == 4 IncrementScriptedChallenge SexoutWGChallenge4 else SexoutWorkingGirl.ProstitutionLevel == 5 IncrementScriptedChallenge SexoutWGChallenge5 endif elseif sexoutworkinggirl.Vikki == 1 set ChaScore to (goal.getAV Charisma * SexoutWorkingGirl.ProstitutionLevel) set BarScore to (goal.getAV Barter / 30) set wage to ChaScore + BarScore SexoutWorkingGirlWageBoxREF.additem Caps001 wage if SexoutWorkingGirl.ProstitutionLevel == 1 IncrementScriptedChallenge SexoutWGChallenge elseif SexoutWorkingGirl.ProstitutionLevel == 2 IncrementScriptedChallenge SexoutWGChallenge2 elseif SexoutWorkingGirl.ProstitutionLevel == 3 IncrementScriptedChallenge SexoutWGChallenge3 elseif SexoutWorkingGirl.ProstitutionLevel == 4 IncrementScriptedChallenge SexoutWGChallenge4 else SexoutWorkingGirl.ProstitutionLevel == 5 IncrementScriptedChallenge SexoutWGChallenge5 endif endif dispel SexoutWorkingGirlEffect end ; ******************* ; ScriptEffectFinish ; ******************* Begin ScriptEffectFinish PrintToConsole "WorkingGirl: %i : Done {%n for %.0fs [%.0f %.0f %.0f %.0f %.0f] %.0f}" self goal elapsed bRun chasing started abort redirect loops End ; ScriptEffectFinish
DoctaSax Posted March 21, 2017 Posted March 21, 2017 The thing is, that warning only pops up when you call a reference function on a form that isn't a ref, or don't call it on anything in a script that has no implied ref (ie a quest script for instance). Occasionally, I've also seen it pop up on occasion with parentheses mismatches in compiler override scripts that do weird array/UDF calls but that's not the case here. I had a look at NG's IsActorInUse function and the ones it calls in turn, but nothing there affects anything like that. Because it's a script effect function, I'm ruling out the calls to reference functions that use the implied ref, because the spell presumably runs on a ref or not at all, so I have two guesses about what's happening: - one of your "goal" refs somehow isn't valid in either the GetInSameCell, GetIsSex or GetAV calls. The only reasons it wouldn't be a reference are that it's either not a valid form at all, or not a reference. Because you string together an IsFormValid check, NG's function which includes an IsReference check, and a reference function (GetInSameCell), 'goal' being either an invalid ref or invalid form should make that line return as false, but the trouble is probably with stringing the three together in one if-condition with logical ANDs in the start block. Even if it's an invalid ref or form, that GetInSameCell function will be called on it, so try separating it to a new if-line. In fact, it's probably best to nest all three: - isFormValid - isActorInuse ; prevents NG scripts spitting out errors if it's an invalid form - GetInSameCell ; prevents this ref function being called on an invalid ref - a more esoteric possibility is that by due to the presence of 'eval' in that line, the standard game behavior of assuming 'player' means 'playerref' is somehow overridden, but I'm not really buying that myself.
Loogie Posted March 21, 2017 Posted March 21, 2017 The thing is this worked for at least a few versions after the cut over to NX in Sexout - I've only had this bug reported after the latest stable release of Sexout. I'm currently using the beta; I'll try and see what the latest version of Sexout that works with this is.
Odessa Posted March 21, 2017 Author Posted March 21, 2017 I don't think this is a sexout issue, NVSE is fingering your script. Older versions of NVSE did not have the run time error reporting, possibly it was always failing but silently. Like DoctaSax says, I think the issue is that the engine does not short circuit if lines; all conditions get evaluated even if the the first is false. Splitting into multiple lines will work around this. - Alternatively, sexout actually has UDF to return all the valid companions in the current cell as an array, via the scanner. You could replace the big block that sets the goal ref with something like: array_var Entry ref goal ... if eval !(call fnSexoutActorInUse PlayerREF) && GetRandomPercent < 50 let goal := PlayerREF else foreach Entry <- call fnSexoutGetCompanions if GetRandomPercent < 50 if eval !(call fnSexoutActorInUse *Entry) let goal := *Entry break endif endif loop endif if goal == PlayerREF set walkAI to SexoutWorkingGirlWalktoPlayer elseif goal == Companion1 set walkAI to SexoutWorkingGirlWalktoCompanion1 Companion1Marker.moveto Companion1 elseif goal == Companion2 set walkAI to SexoutWorkingGirlWalktoCompanion2 Companion2Marker.moveto Companion2 ... endif I miss writing FNV scripts .
RitualClarity Posted March 24, 2017 Posted March 24, 2017 Added license information to OP: Sexout is free. Free as in BSD license free, except even freer. This work is public domain. Do whatever the hell you want to do with it. You can even upload it to some other site and claim to be the creator, but that's bad karma, and when it comes back 'round you'll regret the decision. This is not new; it has been in the included 'Readme - SexoutNG.txt' for a long time, probably added by prideslayer, although I am not certain. Yes, I am 99.999 % sure it was added by Pride when he took over what was previous used and started Sexout.
cbvbadlarry Posted March 28, 2017 Posted March 28, 2017 ok so no matter what i do no animations start. the weird thing is they work fin on another character with the same mods, leading me to believe that there is a difference in the 2 MCM. i have been fiddling with the settings for a while with no results. the debug says every actor i try to use sexkey on is invalid. EDIT starting a new character does not have this issue. im going to start over and hope it does not happen again.
Odessa Posted March 28, 2017 Author Posted March 28, 2017 There is a potential issue in the stable where if a sex scene does not end properly (eg: an actor disappears), it never cleans up so the player remains locked. I added a fix for this in the new '98 beta 1. Give it a try and see if it fixes it.
Soheil Posted March 30, 2017 Posted March 30, 2017 There is a potential issue in the stable where if a sex scene does not end properly (eg: an actor disappears), it never cleans up so the player remains locked. I added a fix for this in the new '98 beta 1. Give it a try and see if it fixes it. hi dear Odesa i can not download Sexout 97 stable with torrent file. please if possible for you help me. i am new user. thank you so much for your kindness
Crooltool Posted March 31, 2017 Posted March 31, 2017 on the download page, choose the 3 bottom files.
Dojo_dude Posted April 1, 2017 Posted April 1, 2017 Odessa: "Yao Guai do not have any animations yet, sadly." I might have to try a bighorner test animation and skeleton swap!
Odessa Posted April 3, 2017 Author Posted April 3, 2017 @Soheil: The torrent is relatively well seeded, 12 at moment. Do other torrents work okay for you? If the torrent won't work, I would suggest just downloading the regular way; core, data and bodies.
Dojo_dude Posted April 4, 2017 Posted April 4, 2017 Is the requirement to swap between Breeze and Robert's bodies during certain animations always going to be a thing?Makes, sense.. sometimes a tongue is involved and Breeze does not have one of those!
Odessa Posted April 4, 2017 Author Posted April 4, 2017 There are two male body suits; one for Amra animations and one for all the others. The sexout bodies fomod includes a Breeze version of each; AJ made the regular one and Kendo2 made the Amra aligned one. If you want to use Roberts, you need to do some manual setup. There is a Roberts Amra aligned body by Amra in Sexout beta download section, but there is no regular aligned version. So, you need to find a Roberts erect mesh and put it under the correct file name and folder for use as the sexout body suit. I believe its detailed in the FAQ in OP. You can find a roberts erect mesh here: http://www.nexusmods.com/newvegas/mods/54731/? You can also just duplicate the Amra mesh, but it will have worse alignment. Once upon a time sexout actually included a roberts option in the installer, but it was removed due to dubious permissions.
Dojo_dude Posted April 6, 2017 Posted April 6, 2017 Well thanks! I actually prefer Breeze's and just wanted to make sure I used the Breeze body for all animations, even AMRA's. UPDATED: The Sexout Bodies 1.1.1 "fomod" doesn't appear to include a Breeze AMRA body, it has a Roberts texture AMRA body "outfitmerectamra.nif", there only other bodies include are the T6M BnB bodies.
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