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Scenes keep being skipped. The actors skip their animations and stand back up as if nothing has happened.


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Posted

Hey there, I'm running into a problem with the latest version of SexoutNV where animations don't seem to be triggering properly, or at least Sexout is skipping them due to deciding that no animations are available.

This seems to be a recurring series of lines.

Quote

SexoutGAI: 12 animations possible for these actors
SexoutGAI: 12 anims left after black list
SexoutGAI: 5 anims left after flag: rape
SexoutGAI: 5 anims left after flag: vaginal
SexoutGAI: 0 anims left after plugin: *Any*, Surface: Sexout Floor Surface
SexoutGAI: No matching results for any plugin. Switching to no animation...
Valid anim choices: 
Sexout.esm: 99999, 
fnSAN: Actor: Yang (Sexout:Start:2::), isAnal: 0, isOral: 1, isVaginal: 1
NGSAN (2): Returning SUCCESS (v 2015-11-21)
CSES (2): initializing actors
fnSoNXClr Sexout:Started:: Feral Ghoul Roamer (00082887)
fnSoCSv: Yang (00000014) 'Sexout:Start:2::' -> Feral Ghoul Roamer (00082887) 'Sexout:Started::'
fnSoNXClr Sexout:Start:2:: Feral Ghoul Roamer (00082887)
fnSoNXClr Sexout:Started:: Yang (00000014)
fnSoCSv: Yang (00000014) 'Sexout:Start:2::' -> Yang (00000014) 'Sexout:Started::'
SexoutNGCS (2): clearing selfkey
fnSoNXClr Sexout:Start:2:: Yang (00000014)
SexoutNGCS (2): kickoff
fnSoCUUID: Cleaning 14_4.7188_378EC5C4

 

 

SexoutNG_Log.txt

Posted

Sounds to me like stuck Sexout Tokens.

 

Did the animations suddenly stop working, or did no animations ever work?

Posted

^I guess just no animations are working from what I've noticed? NPCs that get busy also just skip their animations completely.

Posted
7 hours ago, Darkflip95 said:

^I guess just no animations are working from what I've noticed? NPCs that get busy also just skip their animations completely.

Then you have stuck tokens. You'd need to go back to the save game before the last animation took place.

Posted

Ah okay. I've tried that and it still is running into the issue. The scene sort of starts, as in the actors are teleported to their positions and the stamina bars show up for a brief second before it ends and both actors ragdoll.

Is that still a stuck token issue?

The Sexout Debugger mod's log has what I think is the most relevant entry.

SexoutGAI: 12 animations possible for these actors
SexoutGAI: 12 anims left after black list
SexoutGAI: 5 anims left after flag: rape
SexoutGAI: 5 anims left after flag: anal
SexoutGAI: 0 anims left after plugin: *Any*, Surface: Sexout Floor Surface
SexoutGAI: No matching results for any plugin. Switching to no animation...
Valid anim choices: 
Sexout.esm: 99999, 
fnSAN: Actor: Yang (Sexout:Start:1::), isAnal: 1, isOral: 1, isVaginal: 0
NGSAN (1): Returning SUCCESS (v 2015-11-21)
CSES (1): initializing actors
fnSoNXClr Sexout:Started:: Feral Ghoul (000CD283)
fnSoCSv: Yang (00000014) 'Sexout:Start:1::' -> Feral Ghoul (000CD283) 'Sexout:Started::'
fnSoNXClr Sexout:Start:1:: Feral Ghoul (000CD283)
fnSoNXClr Sexout:Started:: Yang (00000014)
fnSoCSv: Yang (00000014) 'Sexout:Start:1::' -> Yang (00000014) 'Sexout:Started::'
SexoutNGCS (1): clearing selfkey
fnSoNXClr Sexout:Start:1:: Yang (00000014)
SexoutNGCS (1): kickoff
fnSoCUUID: Cleaning 14_2.0490_19C40B33

SexoutNG_Log.txt

If it isn't relevant, I've attached the full log.

Posted (edited)

You seem to be having the same problem as ZTK220: JohnnyGuitar's EditorIDToFormID function doesn't seem to be working for you either.

 

 

In console mode, type:
EditorIDToFormID "GSSunnySmiles" 

 

If this returns 0x0, then you have the same problem, and I would advise you to reply to ZTK220’s post on the JohnnyGuitar plugin bug report section to let them know that you’re also experiencing the same issue.

 


Are you using Vortex?
Have you tried a clean install with only NVSE 6.4.7 (or 6.4.8), JIP 57.30, and JG 5.25?
Have you installed lastest x86 Visual C++ Redistributable ? (required for NVSE 6.4)

Edited by Machiavelique
Posted

Yes, It did return as 0X0 (I would show a screenshot of it, but for some reason my screenshots aren't being taken with the console active). Okay, I'll make a reply to ZTK's post in the bug report section for JohnnyGuitar. I also did just install the latest x86 redistributable and it didn't seem to change anything. 

I am using Mod Organizer, since I don't like using Vortex for Bethesda's games.
I have not tried a clean install yet. But currently I am using the latest NVSE, JIP 57.30 and JG 5.25 - and it still comes up with 0x0.

Posted

Just posting a update. I think it's working now. Sort of.

What I had to do was downgrade from Beta 11 back to SexoutNG 2.10.98 Beta 8, and I tested it out on a new character rather than the existing save I had - and it seems to work sometimes. There are times where my character just sort of disappears and the camera zooms out - and NPCs act like they're still there, but they're invisible.

Posted
6 hours ago, Darkflip95 said:

Just posting a update. I think it's working now. Sort of.

What I had to do was downgrade from Beta 11 back to SexoutNG 2.10.98 Beta 8, and I tested it out on a new character rather than the existing save I had - and it seems to work sometimes. There are times where my character just sort of disappears and the camera zooms out - and NPCs act like they're still there, but they're invisible.

That is a Sexout timing thing, almost as if my character zooms out, off the screen ,as the animation is being sorted. I show up invisible, as the sex pose happens. I have tried different combos of time settings in SO options, but still happens once in while. Make sure you have distance from walls. Do not walk character away from animation start, etc. I just stop the animation when it happens and hope for best, next time. Maybe others will chime in with fix.

  • 2 weeks later...
Posted

Sexout 2.10 versions don't use EditorIDToFormID and don't require JohnnyGuitar. Some people will have to follow your example: use Sexout 2.10 until JG teams fix this issue.
I don't really have any other options myself, aside from replacing EditorIDToFormID with BuildRef or StringToRef, but that will make the ini files unreadable and therefore difficult to work with.
For now, I'd rather wait for them to fix their function.

 

Invisible bodies are mainly caused when the camera collides with an environmental object. This makes the player disappear, and toggling fly cam mode keeps the body invisible. This affects both versions 2.10 and 2.11.
Timing issues with actor positioning could also cause collisions with the camera and result in invisible bodies. This has been fixed in version 2.11 and therefore should only affects 2.10 versions (I never encountered invisible body again due to these collision with sexout NPCs)

Posted
1 hour ago, Machiavelique said:

I don't really have any other options myself, aside from replacing EditorIDToFormID with BuildRef or StringToRef, but that will make the ini files unreadable and therefore difficult to work with.

 

99% of users have no issues with JG and EditorIDToFormID function (including me), so it would be really overkill to destroy already working system because very few have issues (that are probably user error anyway).

Posted (edited)

It also seems a bit premature to me to destroy this whole part, especially as I don’t really have a better option. But I would have appreciated it if they’d at least tried to investigate by attempting to retrieve more data. The JG logs that these two users posted contain no useful information regarding this issue. Both of them tell me they tested using the latest versions of NVSE, official JIP and JG, with no other mods loaded.
If I were in their shoes, I’d be intrigued that GetEditorID works but not EditorIDToFormID, and I’d try to add log entries in the next JG update to understand the source of the problem.

Edited by Machiavelique

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