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[Help] Sexout Actors "Twerking" after Sex animation ended


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Posted

Fallout-NewVegasScreenshot2025_05.09-00_30_36_38.png.77ea532386c11549d358c19db1306c29.png
As shown in the screenshot - Both actors will Twerk in seemingly bounded animations after animation ends. This will eventually fix itself - after about 15 seconds, which might relate to my time set for the sex animations.
Sometimes only 1 actor will stuck in Twerking and I will get the notification (Actor is Knocked out) , sometimes both actors will be fine. 
Below is my modlist, I'm running latest Sexout NG + SCR, as well as NVSE 6.3.8 + NVSE Extender 19.

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
Sexout.esm
SexoutCommonResources.esm
SexoutSlavery.esm
FalloutTTWquestoverhaul.esp
SexoutSoliciting.esm
SexoutTryout.esm
Weapon Mod Expansion.esm
SexoutWorkingGirl.esp
SexoutKennel (1).esp
Another-Kick-in-the-Head.esm
Lings.esm
SexoutStore.esm
AllnartaSexoutAnimations.esp
WME - DLCs.esm
WMIMNV.esp
BodyMorph.esp
BodyMorphPlugin.esp
Clean-QuickSave.esp
PrnOut.esp
NVEC Reduce CTD.esp
All Weapon Sounds Overhaul .esp
Sexist Dialogue V1.5.1.esp
SexoutConsequences.esp
Sexout-Wear-And-Tear.esp
SexoutSoliciting-DLC.esp
SexoutSS_C.esp
Sexout-Another-Kick-Extension.esp
Creature Test Area.esp
LingsPrettyThings.esp
MyClothWorld01.esp
Naked_gun.esp
PrnGun.esp
SexoutSpunk.esp
SexoutAftermath.esp
SexoutAssassin.esp
SexoutBangatron.esp
SexoutCharacterResize.esp
RemoveWorkstationNeeds.esp
SexoutAnimManagement.esp
SexoutPosNew.esp
SexoutClothingEval.esp
SexoutCrowdsB.esp
SexoutDiscounts.esp
SexoutHookupsAlt.esp
SexoutLust.esp
SexoutRapist.esp
SexoutSexAssault.esp
SexoutRex.esp
SexoutSexkey.esp
SexoutStraponSex.esp
SexoutYield.esp
SexoutZAZ.esp
SmallerTalk.esp
SexoutSound.esp
The Mod Configuration Menu.esp
Weapon Mod Expansion.esp
WME - DLCs Arenovalis.esp
WME - DLCs.esp
Weapon Retexture Project.esp
The Weapon Mod Menu.esp
AN94.esp
M14.esp
Mateba.esp
PKM.esp
RagingBull.esp
Vanilla UI Plus.esp
VK_VGExtraIconsNV_DLC.esp
HairPatcher.esp
Mannequin Rce.esp
OldWorldBlues_K2LobotomiteMaleFix.esp
FalloutNV_lang.esp

Would really appreciate if someone can help me out! Thanks!

Posted (edited)

The above load order was filtered through LOOT, currently running NVSE via MO2.
The fact that strange Twerking + about the time I set for animation + all the dialogues returns normal after Twerking automatically ended, makes me feel like this might due to sex animation being called Twice?

Edited by awp32
Posted

make sure that your game runs at 60 fps (up to 120 if you applied correct patches that allows that), if fps if above that limit then physics will break.
knockdown timer setting in mcm also may affect amount of time actors lay on the ground, decrease that if need.

Posted (edited)
On 5/9/2025 at 4:04 AM, Neutron_rus said:

make sure that your game runs at 60 fps (up to 120 if you applied correct patches that allows that), if fps if above that limit then physics will break.
knockdown timer setting in mcm also may affect amount of time actors lay on the ground, decrease that if need.

Alright I thought it worked but it doesn't, setting knockdown low or high doesn't seems to affect things, the only way it was working was a hard reboot of the game, then starting from the second sceneit was back to what it was, strange hip movement with weapon sticking out of my neck. For 60fps stuff, I haven't tested it at perfect 60 FPS, sometimes 61, but I tried locking it at 50fps and still has those broken hip movements. Thanks for your effort tho!

Edited by awp32
Posted
20 hours ago, awp32 said:

Alright I thought it worked but it doesn't, setting knockdown low or high doesn't seems to affect things, the only way it was working was a hard reboot of the game, then starting from the second sceneit was back to what it was, strange hip movement with weapon sticking out of my neck. For 60fps stuff, I haven't tested it at perfect 60 FPS, sometimes 61, but I tried locking it at 50fps and still has those broken hip movements. Thanks for your effort tho!

 

It sounds like another consequence of removing reset.kf in newer Sexout versions. 99% of animations aren't designed to properly reset themselves, and weapon stucking out of neck is a thing you will get in 99.99% of cases when animation isn't reset correctly.

Posted
33 minutes ago, Allnarta said:

 

It sounds like another consequence of removing reset.kf in newer Sexout versions. 99% of animations aren't designed to properly reset themselves, and weapon stucking out of neck is a thing you will get in 99.99% of cases when animation isn't reset correctly.

I don't understand but the description matches and that makes sense, as everytime I got KO'd instead of climbing up I either get immediately up (no animation) or starting to thrust. However, for whomever future encounter similar problems:

I use console player.PushActorAway player, 10 to launch myself out of the animation.
Then, I use resurrect to refresh the NPC out of unconscious (for some reason they're considered unconscious.)

It's annoying, but it works. 

Also,
@Allnartawould you recommend backtracking to Sexout 97' instead of 98 beta to solve this? Or do I need to go even further back?

 

Posted
1 minute ago, awp32 said:

I either get immediately up (no animation) or starting to thrust.

 

Turn KO's on in SNG MCM, it will return older algorhitm with knocking actors down after sex, and will likely fix an issue.

 

@Neutron_rus you may want to look into this, as another issue with no KO's after sex option in latest SNG.

Posted (edited)
32 minutes ago, Allnarta said:

 

Turn KO's on in SNG MCM, it will return older algorhitm with knocking actors down after sex, and will likely fix an issue.

 

Seems like KO do be on (R word KO? and check the box?) and was setting at 6 for R and 8 for V, but still the actors are having issues. Turning it on possess no physical changes from my observation.
Even if I uncheck the KO box, actors still get ragdolled after animation. Maybe there's some scripting error on my end?

Edited by awp32

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