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SexoutNG - Stable Release '97


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Posted

Shardoom

If you have the time and patience make a thread with your intent. I am confident many modders and coders here would help you with this mod. It would definitely be an awesome addition.

In the end the community would be actually writing the mod. :D You would just be inputting the info in and taking suggestions. ;) Would indeed be a great learning experience.

 

I would even be interested in playing around with making it. However I don't have the time right now to do such a thing. AS soon as I even start to get close something goes wrong and puts my RL back a few steps and I have to focus on other things... Each time I get a little closer.

Posted

I am not sure of the complexity of creating a skeleton however with the current rework of animations that might be able to be placed into sex-out later, Issues with one of the bodies needing some work with the skeleton etc, perhaps a rework of the skeleton can be done as well? If someone here can rework a proper skeleton for what we need that is compatible with various mods used by members here it can then be donated, freely distributed with proper credit. Sexout only redistribution of course.

 

Of course this might actually be a bigger task than I could possibly know.

I actually don't think it would be all that difficult for someone with the knowhow. The issue is that the "easy way" to do it is to just open up the existing skeletons and start copy/pasting. If you create one from 'scratch' but make sure all the bones in position X have the same names as the existing ones in that position, it would be fine.

 

To be honest, I think most (if not all) of the skeletons people made, that astymma copied into his, are probably copy/paste hack jobs on the original skeleton -- and themselves in violation of the copyright from Bethesda. Two wrongs and all that though, so now that I see my error, I'm not going to compound it.

 

Edit: meant Zenimax, not Beth, they own the copyrights I believe.

Posted

Yeah, as I've said to Pride before. Actual modding is beyond my capabilities. I was just able to see what the other guy was talking about, conveying the 'actual' request in a more clear fashion to Pride, that's all.

 

I enjoy playing Fallout, testing the mods and even working to make them play nicely together in my load order.

I have no interest in actually making one myself though, no matter how hard I'm badgered about it. lmao

 

Shardoom

If you have the time and patience make a thread with your intent. I am confident many modders and coders here would help you with this mod. It would definitely be an awesome addition.

In the end the community would be actually writing the mod. :D You would just be inputting the info in and taking suggestions. ;) Would indeed be a great learning experience.

 

I would even be interested in playing around with making it. However I don't have the time right now to do such a thing. AS soon as I even start to get close something goes wrong and puts my RL back a few steps and I have to focus on other things... Each time I get a little closer.

 

Posted

@ PrideSlayer

 

ritualclarity, on 25 Feb 2014 - 3:19 PM, said:

I am not sure of the complexity of creating a skeleton however with the current rework of animations that might be able to be placed into sex-out later, Issues with one of the bodies needing some work with the skeleton etc, perhaps a rework of the skeleton can be done as well? If someone here can rework a proper skeleton for what we need that is compatible with various mods used by members here it can then be donated, freely distributed with proper credit. Sexout only redistribution of course.

Of course this might actually be a bigger task than I could possibly know.


I actually don't think it would be all that difficult for someone with the knowhow. The issue is that the "easy way" to do it is to just open up the existing skeletons and start copy/pasting. If you create one from 'scratch' but make sure all the bones in position X have the same names as the existing ones in that position, it would be fine.

To be honest, I think most (if not all) of the skeletons people made, that astymma copied into his, are probably copy/paste hack jobs on the original skeleton -- and themselves in violation of the copyright from Bethesda. Two wrongs and all that though, so now that I see my error, I'm not going to compound it.

Edit: meant Zenimax, not Beth, they own the copyrights I believe.

 

 

So even if someone copy and pasted the skeletons together for a compatibility they would likely still be violation the original creators work anyway. So the only real legit way of doing it would be to actually create a skeleton from scratch. However also wouldn't having all the bones in the same place and their names the same essentially be copying the original authors work. How would someone be able to tell what you did from what they did?

 

@Shardoom

 

 

Yeah, as I've said to Pride before. Actual modding is beyond my capabilities. I was just able to see what the other guy was talking about, conveying the 'actual' request in a more clear fashion to Pride, that's all.



I enjoy playing Fallout, testing the mods and even working to make them play nicely together in my load order.

I have no interest in actually making one myself though, no matter how hard I'm badgered about it. lmao

 

No problems and I understand completely it is daunting to even begin to start to mod and if your interest isn't in it you would become quickly burned out anyway and stop. It takes a very special person to constantly fiddle with the game and create content, and deal with all the individuals that say all manner of things about the work you spent hours working on. ;)

 

One can hope that you were inspired but that was put out for anyone else here that reads this thread. There is lots of help and I have seen threads where someone was working on a mod and asked for guidance and many of the big names here stepped in and gave guidance, scripts and various other assistance that they needed. This is one of the few communicates where if you have a dream and are truly willing to work on it you can get guidance and some help to get you there.

 

Try to do that on the Nexus... :dodgy:

Posted

I don't think it is just a copy paste thing in nifscope and your done. If you really want to make good skeleton you need blender, you need to know the angle of a bone is, and bone roll etc.. Once all of that is complete you should see that meshes and skeleton actually work right when you start to rotate the bone. or else it is back to square 1 and start weight painting the mesh again.

Posted

@ PrideSlayer

 

So even if someone copy and pasted the skeletons together for a compatibility they would likely still be violation the original creators work anyway.

Not "likely", definitely.

 

So the only real legit way of doing it would be to actually create a skeleton from scratch. However also wouldn't having all the bones in the same place and their names the same essentially be copying the original authors work. How would someone be able to tell what you did from what they did?

There will almost certainly be differences in the actual files due simply to creating the elements in a different order, using different tools, and other nuances that affect such things. If the files ended up absolutely identical I'd be so suspicious of fraud I wouldn't include it anyway.

Posted

Thanks D_Mann. I thought it would be way more complex than first looks. :(

 

Thanks Pride. I now understand. Between you and D_MannXX2 post I realize that skeletons are more complex than I first thought.

 

 

I am thinking of some simple things that I might be able to do to start modding and getting my green alien feet wet. :P I thought about this with help but it is probably far outside of my abilities:( . Also I saw some hints elsewhere on this site that someone might be working on something along these lines as well. Could be hearsay, or I could even be mistaken. Likely I will first start changing mods that already exisit to suit my taste. Then maybe move to some old discarded Sexout mods to further gain some experience.

Currently I am a cheerleader for a group working on a project. :lol: Not much help I am giving them but they are helping me immensely understanding the process.

 

 

As always thanks for the clarifications. I might not always understand what is being said :lol: but I have been gaining more and more understanding as I go.

Posted

Hey Prideslayer,

 

I've been using your "How to add animations to Sexout" written tutorial to add some of AJ's and Amra72's modder resources animations into SexoutSex, which can be triggered easily through dialogue. However, I've hit a problem. For one of the animations, one of the actors is facing 90 degrees the wrong way.

 

Your guide says to "In the ESP, make the adjustments in the script SexoutNGAnimPositionScript, around line 118.  There's a big if/ifelse statement here checking the anim and setting two offset values."

 

But I can't find SexoutNGAnimPositionScript anywhere. Did its name get changed to something else, or is it deprecated?

Posted

Hey Prideslayer,

 

I've been using your "How to add animations to Sexout" written tutorial to add some of AJ's and Amra72's modder resources animations into SexoutSex, which can be triggered easily through dialogue. However, I've hit a problem. For one of the animations, one of the actors is facing 90 degrees the wrong way.

 

Your guide says to "In the ESP, make the adjustments in the script SexoutNGAnimPositionScript, around line 118.  There's a big if/ifelse statement here checking the anim and setting two offset values."

 

But I can't find SexoutNGAnimPositionScript anywhere. Did its name get changed to something else, or is it deprecated?

Doh, remind me where that post is and I'll fix it. The file you need to adjust is "SexoutNGAnimPositionSCRIPTV2" and it starts around line 136.

 

There is a massive if-else statement in there that checks the animation #s and performs the adjustments.

 

However the right thing to do is contact Amra and ask him to fix that animation so it doesn't require such tweaks. The more of them that go in there, the bigger (and slower) the script gets, and it will eventually run out of space like all GECK scripts do, and I'll have to monkey around with splitting it up.

 

The animators *can* fix that issue, and it's fairly easy to do for animations they've created. It's a major pain for preexisting ones which is why so many are in there.

 

Also don't make the if..else too long or it'll stop working entirely (script crash). I already had to split it up into two blocks once because of that.

Posted

When you download Sexout, it comes with a SexoutNG Documentation folder. It's a word file in there.

 

Also, it's a kissing anim by A.J. But she assures me it is working in her game, which she invokes through a script. So I thought maybe it was Sexout doing something. Which quest is it? There are no quests called "SexoutNGAnimPositionSCRIPTV2" and I couldn't find it inside any of SexoutNG's existing one's.

 

 

Posted

Heh no not all scripts are in quests, there are several different types of scripts.

 

Just type that name into the filter box on the left of the geck, then in the tree go to Miscellaneous -> Script

Posted

@Krem:  There are object, effect, and quest scripts.  Object scripts are for both NPC and items (e.g., lovely, lovely tokens).  Effect scripts are for spell/base effects and (could be wrong on this) weapon and ammo effects.  Seems like when you want to create a new script, it defaults to the object type.  This totally never causes me problems when I create a quest and then wonder why in the hell my script isn't showing in the drop-down.  : P

 

EDIT:  If you have a "loose" script (i.e., not attached to something), it's never going to execute.  This doesn't apply to player-defined functions added in the latest NX/NVSE/LMNOP, which would be called within another script that's attached to something (although, this is me guessing at how those work since I haven't fully investigated them).

Posted

You need astymma's sexout positioning mod for that. You can sidestep it by setting it yourself on one of the actors but I'm not sure what impact that would have on the positioning mod itself.

 

The values you'd have to set are Sexout:RotChanged to 1, and Sexout:RotZ (or X, or Y). I'm pretty sure it's Z anyway.

 

Seriously you and amra need to hash out what's going on there.. ;)

Posted

Hmmn... that complicates thing. I know, but A.J assures me it works for her in her game (where she calls the anim through a script) and I believe her. So I was hoping for a "quick" fix through SO. 

 

Nevermind, I'll think of something. Thanks!

Posted

This one.

 

It's not even a "Sexout" animation, I just wanted to add the option to kiss into SexoutSex. The animation is called perfectly via dialogue thanks to your comprehensive tutorial, it's just facing the wrong direction.

Posted

This one.

 

It's not even a "Sexout" animation, I just wanted to add the option to kiss into SexoutSex. The animation is called perfectly via dialogue thanks to your comprehensive tutorial, it's just facing the wrong direction.

Ah shoot why did I think it was an amra thing.

 

I'll check it out now and see whats up.

Posted

 

This one.

 

It's not even a "Sexout" animation, I just wanted to add the option to kiss into SexoutSex. The animation is called perfectly via dialogue thanks to your comprehensive tutorial, it's just facing the wrong direction.

Ah shoot why did I think it was an amra thing.

 

I'll check it out now and see whats up.

 

 

Probably because the words "consensual kiss" don't sound like they belong in the same sentence as SexoutSex!  :D

 

Anyway, good luck.

Posted

It's definitely got one of the actors facing the wrong way and if the actor was rotated around the center of the scene that would account for the distance between them as well.

 

I might be able to fix it in the kf's. *might*. Looking.

Posted

The Male side is being rotated 90degrees to the right around the center of the scene, and the female is being rotated 90degrees to the left around the scene.

 

I deleted all the translations and rotations on bip01 in nifskope, but it had no effect. I'm not sure if spine and/or pelvis need done too, and if AJ used "bake constraints" then I can't fix it in nifskope period (you have to edit every frame). It's probably just a simple export problem though, and he did include the blend file. Someone else who knows what they're doing can re-export it in blender.

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