Roarke Posted January 19 Posted January 19 (edited) I fired up New Vegas again and downloaded some companion replacers by vaanknight. The replacers come with custom armor and I wanted to create pregnancy stages for them. I managed to make some crude but workable versions for Cass. Before I get further, is there a tutorial to get these implemented into Sexout Pregnancy? VK_CassBase_Maternity.7z Cass Outfit P1 Cass Outfit P3 Edited February 2 by Roarke
dborg2 Posted January 20 Posted January 20 On 1/19/2026 at 9:55 PM, Roarke said: I fired up New Vegas again and downloaded some companion replacers by vaanknight. The replacers come with custom armor and I wanted to create pregnancy stages for them. I managed to make some crude but workable versions for Cass. Before I get further, is there a tutorial to get these implemented into Sexout Pregnancy? VK_CassBase_Maternity.7z 8.2 MB · 0 downloads Cass Outfit P1 Cass Outfit P3 If I EVER finish Maternity Pack Overkill 3.0, it should be as easy as having the correct folder structure. for now it means creating the outfits in GECK, Creating a SORTED FormIDlist, and telling SexoutPregnancy to use the list. 1
Roarke Posted January 21 Author Posted January 21 That's a daunting task but it's great that there's still ongoing support for Sexout. MPO is practically essential for a full Sexout build for New Vegas and I'm glad it's included in SOFA. Making pregnancy outfits is almost too easy now. I used BodySlide and Outfit Studio and Sattyre's Type4 body References with Sliders to import armor in Outfit Studio and export into Nif after making slider adjustments for each stage. Having a folder structure to drop the Nif files in would make modding custom pregnancy armors very simple. For now, I'll open GECK and create the esp that SexoutPregnancy needs to find.
Roarke Posted January 31 Author Posted January 31 After much difficulty getting GECK to function right, I finally made some progress in including the mesh edits I made for modded outfits. By looking at examples in SCR, I added the armor as separate stages, put them in ascending form lists, made a new script based on MPOCustom, and put it all together in a new esp. Sunny is wearing her outfit but it isn't swapping to the next stage. Could anyone take a look at this script? Spoiler scn aaaVKOutfitsSCR ref rGloballist ; Given a reference, returns a reference to equipable item Begin Function {ref rActor, int iCurrBellySize} ref rSwapUpperBody = NVFakeGolfBall ref rCurr = rActor.GetEquippedObject 2 ; Check if equipped is in formidlist and return P# outfit from that formlist ;---Cass Outfits--- rGloballist = aaaVKCassOutfits rSwapUpperBody = Call SexoutP5SBodySwapSub rCurr iCurrBellySize rGloballist 7 ; ^^^^ call <> (current outfit, Current Belly size, the globallist, Maxsize) if (rSwapUpperBody != NVFakeGolfBall ) SetFunctionValue rSwapUpperBody return endif ;---Veronica Outfits--- rGloballist = aaaVKVeroOutfits rSwapUpperBody = Call SexoutP5SBodySwapSub rCurr iCurrBellySize rGloballist 7 ; ^^^^ call <> (current outfit, Current Belly size, the globallist, Maxsize) if (rSwapUpperBody != NVFakeGolfBall ) SetFunctionValue rSwapUpperBody return endif ;---Sunny Smiles Outfits--- rGloballist = aaaVKSunnyOutfits rSwapUpperBody = Call SexoutP5SBodySwapSub rCurr iCurrBellySize rGloballist 7 ; ^^^^ call <> (current outfit, Current Belly size, the globallist, Maxsize) if (rSwapUpperBody != NVFakeGolfBall ) SetFunctionValue rSwapUpperBody return endif ;---EXAMPLE--- ; <--- The globallist you need to add your outfit lists to ; rSwapUpperBody = Call SexoutP5SBodySwapSub rCurr iCurrBellySize rGloballist 3 ; ^^^^ call <> (current outfit, Current Belly size, the globallist, Maxsize) ; if (rSwapUpperBody != NVFakeGolfBall ) ; SetFunctionValue rSwapUpperBody ; return ; endif ; This just makes the script return the results, without continuing to scan ; ; See also SexoutP5SBodySwapOutfit for more examples ; Less items in the list as Maxsize will cause disappearing outfits and other unwanted bugs SetFunctionValue rSwapUpperBody End Spoiler
dborg2 Posted February 1 Posted February 1 (edited) I think you are doing it too complicated. My apology, I wrote these scripts 5-10 years ago. ***note: It took my a while to remember my own programming*** Look at script SexoutSCR00SAddDLCStuff for examples on how I added the Sierra Madre Armor to do swapping. Quote Set rItem to BuildRef iModIndex 58352 ; *** Sierra Madre Armor ListAddForm SexoutSLClothTypeTightToWear rItem ListAddForm SexoutSLClothAppearNonPowerArmor rItem ListAddForm SexoutSLOutfitSierraMadreArmor rItem 0 ; Add to front ListAddForm SexoutSLClothAppearPregnantP0 rItem You'll need to do that for every stage (P0-P7) and do a ListAddForm to add your aaaVKSunnyOutfit to MPOGlobalM7 ---- This will have MPO do the swapping for you. Edited February 1 by dborg2 1
Roarke Posted February 2 Author Posted February 2 (edited) After even more difficulty learning how to script, I somehow made it work. Behold! Unfortunately, I'm still not convinced I did this correctly. After following your instructions and making a quest similar to SCR Add DLC Stuff, here's the quest script I put together. Spoiler scn aaaVKOutfitsSCR ;--- Adds VK Outfits to SCR formlists int iModIndex ref rItem Begin GameMode ;--- VK Outfits Mod if (IsModLoaded "VK_PinupOutfitsSCR.esp") iModIndex = GetModIndex "VK_PinupOutfitsSCR.esp" ;--- Sunny Smiles Outfits rItem = BuildRef iModIndex 15932 ; *** Huntress (P0) ListAddForm aaaVKSunnyOutfits rItem 0 ; Add to front ListAddForm SexoutSLClothAppearPregnantP0 rItem ;--- Cass Outfits rItem = BuildRef iModIndex 45931 ; *** CassOutfit (P0) ListAddForm aaaVKCassOutfits rItem 0 ; Add to front ListAddForm SexoutSLClothAppearPregnantP0 rItem ;--- Veronica Outfits rItem = BuildRef iModIndex 31567 ; *** Veronica Base (P0) ListAddForm aaaVKVeroOutfits rItem 0 ; Add to front ListAddForm SexoutSLClothAppearPregnantP0 rItem endif StopQuest aaaVKoutfitsSCRQuest End At first, I believed the number after iModIndex meant I had to find and use the FormID of the armor, but then I couldn't save the script. Apparently, any random number can work? I don't know, I'm missing critical information about scripting in GECK. I also have to learn how to edit armor correctly instead of just stretching meshes in Outfit Studio. Either way, it just works. Edited February 2 by Roarke
dborg2 Posted February 2 Posted February 2 good to hear it works. the numbers are the base-10 numbers of the hexidecimal outfit-ID numbers. 1
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