t3589 Posted April 5, 2016 Author Posted April 5, 2016 Unfortunately NPCs can still be blocked You can see at the end of the debug file, that the activity with the atomic wrangler wache should have ended for quite some while, but somehow this did not happen. Other thing I observed with this version is some kind of "approach stockpiling" A NPC approaches me, but instead of saying something an other approach was added - but before the second NPC arrive, a third NPC approaches and so on. So sometimes I have a whole group of NPCs around me before anyone says something. @MRM18870: You know what I'm going to say here. This one should nail it down. Also, please turn off NPC debug as it isn't needed for this (filthy cheater). @antediluvian: Added the clothing list debug every time you change. The count is 1886 in my game.
MRM18870 Posted April 5, 2016 Posted April 5, 2016 There are still some problems. Tons of "keyed delayed" massages in the TOPS, NPCs approach but do not do anything ConsoleOutputFile - 4_5_2016.txt
t3589 Posted April 5, 2016 Author Posted April 5, 2016 (edited) There are still some problems. Tons of "keyed delayed" massages in the TOPS, NPCs approach but do not do anything Not enough debug. I need to see how the PC got keyed, which happened before your output. EDIT: Try this one. EDITx2: What are your add manager settings? EDITx3: Posted attachment to downloads. Edited April 6, 2016 by t3589
MRM18870 Posted April 5, 2016 Posted April 5, 2016 It started with loading a save, where I just had entered the TOPS. I tried to reproduce the bug, it happened twice, but unfortunately the mod which is recording the debug aborted premature recording. I will continue to try, but I had this problem not again for quite some while now However I had an other problem. The dance activity is glitched in case that you agree to a dance activity while the NPC is still sitting. Only PC will dance, activity seems not to end afterwards. - how often do I have to rebuff someone before he give up? Just wondering? I think If you rebuff someone often enough he should either give up, or become a stalker. Btw is the stalker level variable ( can be changed during gameplay )? I think it may make sense when the stalker level can go up, when you reject someone, but he/she is still interested in you. OTOH stalker level may go down if you have consensual sex with this NPC often enough. - I think an option for even drinking/eating activities to say, lets go somewhere else ( maybe but not necessarily private ) may make sense, because in a crowded casino there are still many interruptions. And a rapist may use this option to lure you to a private place. - I had a group activity where both NPCs wanted to have sex. I think that might be an ideal case to suggest a threesome ( at least I missed this option in that situation ) In other cases you may suggest just a meeting with one NPC after the activity ( maybe at hotel or so ) Edit: Just saw your edit, add manager is set to add all - I will try the new one from now on. Edit2: An other minor problem, I had it several times that short before an activity ended, NPC either offered sex or an other activity, but before it started, the first activity ended and sex/second activity did not started. Strange enough, the sex animation started, when I had later an other activity with this char.
t3589 Posted April 5, 2016 Author Posted April 5, 2016 It started with loading a save, where I just had entered the TOPS. I tried to reproduce the bug, it happened twice, but unfortunately the mod which is recording the debug aborted premature recording. I will continue to try, but I had this problem not again for quite some while now However I had an other problem. The dance activity is glitched in case that you agree to a dance activity while the NPC is still sitting. Only PC will dance, activity seems not to end afterwards. - how often do I have to rebuff someone before he give up? Just wondering? I think If you rebuff someone often enough he should either give up, or become a stalker. Btw is the stalker level variable ( can be changed during gameplay )? I think it may make sense when the stalker level can go up, when you reject someone, but he/she is still interested in you. OTOH stalker level may go down if you have consensual sex with this NPC often enough. - I think an option for even drinking/eating activities to say, lets go somewhere else ( maybe but not necessarily private ) may make sense, because in a crowded casino there are still many interruptions. And a rapist may use this option to lure you to a private place. - I had a group activity where both NPCs wanted to have sex. I think that might be an ideal case to suggest a threesome ( at least I missed this option in that situation ) In other cases you may suggest just a meeting with one NPC after the activity ( maybe at hotel or so ) Edit: Just saw your edit, add manager is set to add all - I will try the new one from now on. Edit2: An other minor problem, I had it several times that short before an activity ended, NPC either offered sex or an other activity, but before it started, the first activity ended and sex/second activity did not started. Strange enough, the sex animation started, when I had later an other activity with this char. So you're saying the approach is working now? NPCs should stand up the second dance is cast on them. Which NPC/location? Are you sure it was a dance activity and not a lap/table dance (which would explain why they aren't getting up)? Will try to recreate. Currently they probably won't ever give up entirely. The mechanism is in place for this, but is disabled until I fine tune it. I don't want the system to automatically remove NPCs that belong to mods built upon this one. Once I figure that out then I may enable permanent auto removals. Though breaking up already does this, I would suggest you not use 'add all' or remove the NPCs from play that you don't want to be bothered by with the NPC manager. It's really that simple. Stalker levels can change. I don't think they go up, but they can go down and even give up on stalking altogether. Follow is the option used to take them somewhere else locally. Granted it could use some refinement and is sort of a generic placeholder that I have yet to expand upon. So this will probably happen more or less as you describe at some point. Threesomes are in, but are only about 30% completed. Currently you can coerce/seduce them into a threesome, but they get to pick the partner. The option for the PC to pick the partner is not yet complete. Just a note, 'add all' is labeled 'use with caution' for a reason. It was added as an option by request with the understanding that if you enable it, you're on your own as far as support. At least until I can go through NPCs, one by one, and account for their quirks. When enabled it makes it extremely difficult to know whether or not a problem is being caused by an NPC that is not supposed to be added. I'll look into the activity end problem. And btw ty for your continued efforts.
MRM18870 Posted April 5, 2016 Posted April 5, 2016 So you're saying the approach is working now? NPCs should stand up the second dance is cast on them. Which NPC/location? Are you sure it was a dance activity and not a lap/table dance (which would explain why they aren't getting up)? Will try to recreate. Currently they probably won't ever give up entirely. The mechanism is in place for this, but is disabled until I fine tune it. I don't want the system to automatically remove NPCs that belong to mods built upon this one. Once I figure that out then I may enable permanent auto removals. Though breaking up already does this, I would suggest you not use 'add all' or remove the NPCs from play that you don't want to be bothered by with the NPC manager. It's really that simple. Stalker levels can change. I don't think they go up, but they can go down and even give up on stalking altogether. Follow is the option used to take them somewhere else locally. Granted it could use some refinement and is sort of a generic placeholder that I have yet to expand upon. So this will probably happen more or less as you describe at some point. Threesomes are in, but are only about 30% completed. Currently you can coerce/seduce them into a threesome, but they get to pick the partner. The option for the PC to pick the partner is not yet complete. Just a note, 'add all' is labeled 'use with caution' for a reason. It was added as an option by request with the understanding that if you enable it, you're on your own as far as support. At least until I can go through NPCs, one by one, and account for their quirks. When enabled it makes it extremely difficult to know whether or not a problem is being caused by an NPC that is not supposed to be added. I'll look into the activity end problem. And btw ty for your continued efforts. At the moment it approach seems to work, i have only problems with some older saves It was not table dance, it happened once in tops, and once in wrangler with a gambler who ask for "dance?" "Add all" is IMHO a good stress test ( if the mod can handle all NPCs, it can easily handle less ) + I prefer to "remove unwanted NPCs" via game play then via settings, IMHO it's part of the game stalker levels going up make IMHO sense too, because stalking can be the result of frustration "follow" is not always an option in the dialogue, IIRC it appears before an activity "Threesome" I did not ask for "picking" so much, it's more "extending" the current group activity ( of course the other NPCs have to agree too )
antediluvian Posted April 5, 2016 Posted April 5, 2016 I've added debug that prints out list counts every time something is added to some of them them. Still need to do the same for the clothing list which could be filling up. EDIT: If you're coming back to this mod from a save with this mod 3 months ago, I'd definitely expect this mod to give you problems. It may not be the cause of the crashing, but it sure won't help you find out what is with such a huge range of changes. Not to mention removed/changed settings that are still hanging about in your cosave. Nope, I wiped all of my saves while updating my own FO3 sexytimes mod and my SOI addon (well before I noticed this problem) when I noticed the variable order had changed in several scripts (purple background in FNVEdit). That said, even 3 months ago I was playing in the Capital Wasteland exclusively, so this problem could have existed for months even with my old mod setup and I just never ran into it -- I had been playing a rather successful character in the Mojave for months in the spring last year, and had no problems with the Wrangler, but that was when I was still running SODRTL rather than SOI and a much older build of SCR (I believe one of my first posts on the SODRTL topic was bitching about the ridiculous dependencies list of SCR, trying to pin down what mod the automatically-added Wasteland Courier outfit came from while simultaneously seething at its torpedo boobs (nipples under clothing do not turn clothing into pyramids, even when really turned on -- I play with NVSE Enhanced Camera and gazing down is usually eye numbing compared to reality ;-)). In any case, I don't think I ever really played SOI in the Wrangler since the earliest versions, so... *shrug* My new character was started March 27th or so (this year -- i.e., about a week or so ago), and I've already checked out the NX .csv and the .fos dump from NVSE ('save "yournamehere" 1' in the console), none of which seem to indicate problems mere instants before the crash. I am convinced that SOI is not the cause and that the cause is something to do with SCR triggering some sort of memory leak, but the specific cause is nearly impossible to nail down without source code to FNV at this point, and I never took the time to learn assembly to step through a debugger. I do find the reserving script in SOI to be a potential target to investigate, but can't see how as I've already experienced the crash with a throwaway new character, with SOI completely disabled (so no lingering scripts to worry about) while still running SCR and 'COC'ing into the cell. With/without ENB, with/without SOI, with/without Precision Collision (which affects a local furniture item), with/without TTW Interiors (merged NV/DC Interiors -- modifies navmesh and adds a load door to player suite), etc. -- I get the crash as long as SCR is there, but absolutely nothing about SCR suggests that it should be doing this. Massive red flag for engine glitch or a possible corruption in the .esm, but FNVEdit doesn't catch a thing either. My dozen or so homebrew mods aren't affecting a thing either. I even tried downgrading NVSE to 5.0b2 to see if it's caused by beta 3, and still get the crash, so none of my plugins (Lutana, JIP, NVAC, etc.) appear to be to blame either... although I only tried without NVAC, so on my list is removing all of the plugins (and mods that use them) and seeing if my mileage varies. Project Nevada's plugin is another one I might have to look at, since PN hasn't been updated in a life age of the universe and I understand the program offsets changed in NVSE 5.0b3 -- I've tried without PN but not with the plugin disabled at the same time. Anyway, I've pretty much given up on the effort and gone back to playing in the Capital Wasteland until I decide to do a scratch reinstall, although every so often I get quirked enough by the idea of losing a fight that I start picking at the problem again. ;-) I'll try the new debug info anyway, on the off chance that a disabled NPC like Caleb is equipping items or something, but suspect I'll get an equally cryptic console log with a crash at a completely random point. =)
t3589 Posted April 6, 2016 Author Posted April 6, 2016 At the moment it approach seems to work, i have only problems with some older saves It was not table dance, it happened once in tops, and once in wrangler with a gambler who ask for "dance?" "Add all" is IMHO a good stress test ( if the mod can handle all NPCs, it can easily handle less ) + I prefer to "remove unwanted NPCs" via game play then via settings, IMHO it's part of the game stalker levels going up make IMHO sense too, because stalking can be the result of frustration "follow" is not always an option in the dialogue, IIRC it appears before an activity "Threesome" I did not ask for "picking" so much, it's more "extending" the current group activity ( of course the other NPCs have to agree too ) Still trying to recreate the dance fail. You might try setrestrained 0 on them in the console and see if they budge. Or removescriptpackage. Actually it isn't a test at all when it's more or less a guarantee that things will break. Add All was included only for people who know how to deal with the problems that are 'certain' to arise while using it. If you're one of those people, by all means, have at it. This mod was never, and will never be, intended to include every NPC in the game. Yes the alpha had add all, but it was never a matter of stress testing. It's a matter of practicality, story context, efficiency, and handling exceptions. In short, it was never meant to be an individualized 'faction reputation' replacement that keeps tabs on your 'friend' or 'not friend' status with every NPC. The only reason NPCs should be added is if the player intends to pursue a sexual relationship with them, otherwise they shouldn't be in the system at all. This includes incompatibles, who may be 'swayed' into a sexual relationship. I've added a persistent follow in the new one. I'll probably tweak the conditions in the next copy to mitigate negatives. It's already extended in that sense. Both NPCs should already know whether or not they would threesome with the other, though they could both have another NPC in mind who is not in the activity at all as well.
t3589 Posted April 6, 2016 Author Posted April 6, 2016 Nope, I wiped all of my saves while updating my own FO3 sexytimes mod and my SOI addon (well before I noticed this problem) when I noticed the variable order had changed in several scripts (purple background in FNVEdit). That said, even 3 months ago I was playing in the Capital Wasteland exclusively, so this problem could have existed for months even with my old mod setup and I just never ran into it -- I had been playing a rather successful character in the Mojave for months in the spring last year, and had no problems with the Wrangler, but that was when I was still running SODRTL rather than SOI and a much older build of SCR (I believe one of my first posts on the SODRTL topic was bitching about the ridiculous dependencies list of SCR, trying to pin down what mod the automatically-added Wasteland Courier outfit came from while simultaneously seething at its torpedo boobs (nipples under clothing do not turn clothing into pyramids, even when really turned on -- I play with NVSE Enhanced Camera and gazing down is usually eye numbing compared to reality ;-)). In any case, I don't think I ever really played SOI in the Wrangler since the earliest versions, so... *shrug* My new character was started March 27th or so (this year -- i.e., about a week or so ago), and I've already checked out the NX .csv and the .fos dump from NVSE ('save "yournamehere" 1' in the console), none of which seem to indicate problems mere instants before the crash. I am convinced that SOI is not the cause and that the cause is something to do with SCR triggering some sort of memory leak, but the specific cause is nearly impossible to nail down without source code to FNV at this point, and I never took the time to learn assembly to step through a debugger. I do find the reserving script in SOI to be a potential target to investigate, but can't see how as I've already experienced the crash with a throwaway new character, with SOI completely disabled (so no lingering scripts to worry about) while still running SCR and 'COC'ing into the cell. With/without ENB, with/without SOI, with/without Precision Collision (which affects a local furniture item), with/without TTW Interiors (merged NV/DC Interiors -- modifies navmesh and adds a load door to player suite), etc. -- I get the crash as long as SCR is there, but absolutely nothing about SCR suggests that it should be doing this. Massive red flag for engine glitch or a possible corruption in the .esm, but FNVEdit doesn't catch a thing either. My dozen or so homebrew mods aren't affecting a thing either. I even tried downgrading NVSE to 5.0b2 to see if it's caused by beta 3, and still get the crash, so none of my plugins (Lutana, JIP, NVAC, etc.) appear to be to blame either... although I only tried without NVAC, so on my list is removing all of the plugins (and mods that use them) and seeing if my mileage varies. Project Nevada's plugin is another one I might have to look at, since PN hasn't been updated in a life age of the universe and I understand the program offsets changed in NVSE 5.0b3 -- I've tried without PN but not with the plugin disabled at the same time. Anyway, I've pretty much given up on the effort and gone back to playing in the Capital Wasteland until I decide to do a scratch reinstall, although every so often I get quirked enough by the idea of losing a fight that I start picking at the problem again. ;-) I'll try the new debug info anyway, on the off chance that a disabled NPC like Caleb is equipping items or something, but suspect I'll get an equally cryptic console log with a crash at a completely random point. =) You're a glutton for punishment. I bet NVAC would help you ignore it. lol Want me to see if mine works without NVAC? I bet mine crashes too. How well does this work in CW? I've never tried ttw.
antediluvian Posted April 6, 2016 Posted April 6, 2016 Nope, I'm using NVAC. I disabled it to see if it was NVAC causing the crashes, since the plugin hasn't been updated for 5.0b3, but it's definitely not it. ;-) Well, keeping in mind I was building against an older version of SOIntimacy for my addon (October-ish), it works wonderfully. I haven't really tried it with the new Casual->Familiar distinction yet, but Include All on initial review seems to be working fine. I had massive glitches in The Pitt since that's just a story on rails with numerous scripted conversations and I think SOI or DRTL (can't remember which I was using then) screwed up Asher entirely -- his lieutenant was talking to him as if carrying on a one-sided conversation while Asher sat there jittering, which was unsettling in a massive number of ways -- but otherwise it works swimmingly. My only true complaint was that it was impossible to befriend Nova because she's a "Prostitute" class, so I wound up doing a manual include on her! Otherwise, in Moriarty's saloon my character had lusty old mechanics staring at her boobs all the time, and Burke tried to rape her (not many characters are more evil than Burke), and aside from those aforementioned working-as-intended horrors it was incredibly fun. I also pointed out a bug with SOI during chargen (which you fixed), where you are a ten-year old when you get your first Pip-Boy; activating SOI at that time so I didn't have to remember later was very squick when the Overseer started flirting with her during her birthday party. In my separate Fallout 3 TTW adult addon I also made sure to set the SOI vars so Dad generates as incompatible, for other obvious reasons... My very last character, pre-wipe, was starting to date Machete in Canterbury Commons, since the 8% chance of lesbian/bisexual managed to strike a positive on her, and it was working brilliantly -- and Machete, dominant girl on the outside in Fallout 3, was actually generated as a very sweet and kind girl who reacted very negatively to trying to rush things. Meanwhile one of the other characters I'd added to the game had a gang level of 1 so he kept trying to hit me up for sexual favors, which I gave into a couple of times... well outside of the sight of Machete, of course, although I imagine the rumours were circulating. =P I've generally avoided the main quest and just played as a scavenger -- I imagine the main quest will be borked all to hell. But otherwise, incredibly stable for free roam gameplay.
darthnoldor Posted April 6, 2016 Posted April 6, 2016 I have a problem of incompatibility with the sex scenes with COMPANION women, with women npc NOT companion should not happen (at least tried with Trudy this problem does not happen) When the sex scenes start npc woman remains naked only for a short time and then again wear his outfit that holds for all of the sex scene .... It happens with all the companion woman ... even in three scenes, with me (pc woman) a npc woman companion and a man npc (the male both companion that no companion), in this case my pc and npc man does not have problem with naked textures, while the npc woman companion after a few moments even wearing the outfits in this threesome scene ... with Men no problem .... I disabled the "sexoutintimacy.esm" through FOMM and this problem does not happen more ... I'm using the latest version downloading recently (I no longer have the old version to try), I try with SexoutNG stable96 and I try also with 97beta.. same problem (also with option "always naked female in MCM sexoutSCR) I initiate the sex with SexoutSex with dialog option... With sexoutintimacy.esp active the problem it appears, I have disabled the "spoi-option.esp" (but non i haved erased the data files) and in any case the problem persists so I think both "intimacy.esp" which creates problems (As dummies method can I do to sex with an intimate companion that can be fine, type Raiders chains mod, but certainly it would be best to let them do nude sex completely heheheh ) an observation that perhaps there enters nothing, the npc woman comapanion the end of sex animation does not fall to the ground as usual will soon rise again, he remains standing firmly on his legs, while my PC does the classic fall to the ground which concludes the sex scene (the npc woman NOT companion while she does the classic fall to the ground) Another minor inconvenience, most of the scenes with women (or companion) have a small positioning issue between my pc and npc in the sex scene, in short, the mouth is not where it needs to be and sometimes the body of the npc woman moves out of position shots (again with men does not happen) Thank you and hope to resolve this issue because I really like this mod, great job !!! ps: sorry for my poor english load order.txt
t3589 Posted April 6, 2016 Author Posted April 6, 2016 I have a problem of incompatibility with the sex scenes with COMPANION women, with women npc NOT companion should not happen (at least tried with Trudy this problem does not happen) When the sex scenes start npc woman remains naked only for a short time and then again wear his outfit that holds for all of the sex scene .... It happens with all the companion woman ... even in three scenes, with me (pc woman) a npc woman companion and a man npc (the male both companion that no companion), in this case my pc and npc man does not have problem with naked textures, while the npc woman companion after a few moments even wearing the outfits in this threesome scene ... with Men no problem .... I disabled the "sexoutintimacy.esm" through FOMM and this problem does not happen more ... I'm using the latest version downloading recently (I no longer have the old version to try), I try with SexoutNG stable96 and I try also with 97beta.. same problem I initiate the sex with SexoutSex with dialog option... With sexoutintimacy.esp active the problem it appears, I have disabled the "spoi-option.esp" (but non i haved erased the data files) and in any case the problem persists so I think both "intimacy.esp" which creates problems (As dummies method can I do to sex with an intimate companion that can be fine, type Raiders chains mod, but certainly it would be best to let them do nude sex completely heheheh ) an observation that perhaps there enters nothing, the npc woman comapanion the end of sex animation does not fall to the ground as usual will soon rise again, he remains standing firmly on his legs, while my PC does the classic fall to the ground which concludes the sex scene (the npc companion woman while she does also the classic fall to the ground) Another minor inconvenience, most of the scenes with women (or companion) have a small positioning issue between my pc and npc in the sex scene, in short, the mouth is not where it needs to be and sometimes the body of the npc woman moves out of position shots (again with men does not happen) Thank you and hope to resolve this issue because I really like this mod, great job !!! ps: sorry for my poor english Already looking into it.
darthnoldor Posted April 6, 2016 Posted April 6, 2016 Already looking into it. Thanks a lot for the moment I equip the companion with lingerie o raiders chains mod beofre sex
t3589 Posted April 6, 2016 Author Posted April 6, 2016 Thanks a lot for the moment I equip the companion with lingerie o raiders chains mod beofre sex How do you accomplish that? Try the new one, though if you initiated sex with some other mod I'm not sure how much I can do for you. SOI doesn't touch sex initiated by other mods in any way. Have you tried initiating sex without equipping things on NPCs?
MRM18870 Posted April 6, 2016 Posted April 6, 2016 Still trying to recreate the dance fail. You might try setrestrained 0 on them in the console and see if they budge. Or removescriptpackage. I've added a persistent follow in the new one. I'll probably tweak the conditions in the next copy to mitigate negatives. hm, before this happens again, or during a glitched dance activity? Actually it isn't a test at all when it's more or less a guarantee that things will break. Add All was included only for people who know how to deal with the problems that are 'certain' to arise while using it. If you're one of those people, by all means, have at it. Well, now I think you underestimate your mod Actually it handled yesterday several hours in two crowd casinos quite well, and there where really a lot of NPCs. Sure FPS drop noticeable, but otherwise? What exactly do you expect to break with too many NPCs? In short, it was never meant to be an individualized 'faction reputation' replacement that keeps tabs on your 'friend' or 'not friend' status with every NPC. The only reason NPCs should be added is if the player intends to pursue a sexual relationship with them, otherwise they shouldn't be in the system at all. This includes incompatibles, who may be 'swayed' into a sexual relationship. If you only pick a few NPCs, you won't have many potential costumers as a prostitute, you have less surprises by stalkers ( if at all ) lurking somewhere where you don't expect them , and you don't have to deal with NPCs you are not interested in but who are after you. It's already extended in that sense. Both NPCs should already know whether or not they would threesome with the other, though they could both have another NPC in mind who is not in the activity at all as well. OK, I did not know that, and did not had this yet. However, still it would be neat to be able to suggest this, they still can disagree if they don't want. And it is quite rude in a group activity if you just leave one alone, but that was what the other NPCs seem to expect always.
t3589 Posted April 6, 2016 Author Posted April 6, 2016 hm, before this happens again, or during a glitched dance activity? Well, now I think you underestimate your mod Actually it handled yesterday several hours in two crowd casinos quite well, and there where really a lot of NPCs. Sure FPS drop noticeable, but otherwise? What exactly do you expect to break with too many NPCs? If you only pick a few NPCs, you won't have many potential costumers as a prostitute, you have less surprises by stalkers ( if at all ) lurking somewhere where you don't expect them , and you don't have to deal with NPCs you are not interested in but who are after you. During glitched dance. Dancing is broken during relax as well in the current copy (fixed for the next one). The number of NPCs isn't the issue. Which NPCs is the issue.
MRM18870 Posted April 6, 2016 Posted April 6, 2016 I thought you have excluded already all problematic NPCs already you are aware of, even if you add all? ( just in case this is a misunderstanding, I just set the add manager to add all, i did not add further NPCs via console ) However, there is one NPC who have a little problem. Sergio from the Kings - he does not go back after sex, now he stands somewhere on the street.
t3589 Posted April 6, 2016 Author Posted April 6, 2016 I thought you have excluded already all problematic NPCs already you are aware of, even if you add all? However, there is one NPC who have a little problem. Sergio from the Kings - he does not go back after sex, now he stands somewhere on the street. lol Sergio. No, reservations aren't finalized (probably 2/3 done).
Deviancy Posted April 6, 2016 Posted April 6, 2016 I'm having just one tiny issue..Victoria at Novac, she's behind one of those missing mesh/texture red boxes, it appears what is missing is her hair since she's bald and her clothing is showing fine. I tried disabling Mikoto's beauty pack to see if that was conflicting but that wasn't it, I also realized the hookers at novac sexout soliciting don't appear unless soliciting is put below intimacy, so I figured that out and t that's a good thing but soliciting isn't why the hair isn't showing since I disabled soliciting as well and still no go. I re-downloaded the data pack and SOI, no such luck. Blowing her head off fixes the issue however. I'll re-check the SOI files and make sure I have everything since isn't it SOI that adds the new NPC's?
MRM18870 Posted April 6, 2016 Posted April 6, 2016 I have the same, but I think the reason for this is that SOIR is not finished yet. There are clothes, hairstyles etc added by this mod. But I think SOI has to be finished before SOIR can be continued
darthnoldor Posted April 6, 2016 Posted April 6, 2016 Thanks a lot for the moment I equip the companion with lingerie o raiders chains mod beofre sex How do you accomplish that? Try the new one, though if you initiated sex with some other mod I'm not sure how much I can do for you. SOI doesn't touch sex initiated by other mods in any way. Have you tried initiating sex without equipping things on NPCs? Thanks for your quick response The problem is that for some reason with "sexoutintimacy.esp" the active FEMALE COMPANION during the sex puts again the armor / outfit that she brings in the moment the sex scene begins. In practice, the companion initially strips and all is well then after a certain number of seconds she puts again her armor / outfit. (with tinitimacy.esp not acitive, via fomm, the problem does not appear) If I change the armor / outfit tha the companion wear, she puts again that .... logically if the companion is already naked at the time at which the sex is naked for al sex scene... This happens to me is starting sex through dialogue (sexout Sex) or using other sexout mod that do arise the lsesso by a button (sexout rapist, sexout hotkey). I do not know if it will happen even with sex emerged from a dialogue of Intimacy but I fear that will happen, indeed, I think some "intimacy.esp" script interferes with the sexout sex scene and delete the script that makes stripping the companion woman when the sex start and the companion dresses (or triggers the script that puts again the armor at companion) I remember that this problem only occurs with companion woman. thanks for your attention to the problem
Deviancy Posted April 6, 2016 Posted April 6, 2016 I have the same, but I think the reason for this is that SOIR is not finished yet. There are clothes, hairstyles etc added by this mod. But I think SOI has to be finished before SOIR can be continued Well its good to know it isn't my load order. I decided to do a clean save and remove sexout soliciting even though it works if loaded after SI. I only used it because I thought it was the mod that re-opened the Primm casino after the beagle/sheriff quests were done, but after doing a clean save without it, I noticed the Primm Casino was still open and operational while Novac lost the brothel, Fanny Mae went poof, and the dialog option for soliciting went bye, bye. In short, maybe Sexout Soliciting used to be the mod that re-opened the casino back in the day and now its part of SexoutNG? Regardless, I'm just glad its not necessary anymore because I never used the Novac brothel. Going back to Intimacy I ran across another issue that made me need to go back a save or two to fix. The initiate key would no longer work, it popped up an error about it being in use or something like that. I checked the console for errors but I had debug enabled for Sexout Spunk so I just saw line after line about Sexout Spunk doing its thing, I couldn't scroll back far enough to find any errors about the initiate key. Has anyone had the issue before and if so, is there a way to fix it without going back to an earlier save or disabling and re-enabling the mod? I'm assuming I hit the key accidentally while at Primm and triggered an npc but didn't realize it when I fast traveled to Goodsprings.
MRM18870 Posted April 6, 2016 Posted April 6, 2016 If you want to see more debug logs, you can use this mod here http://www.nexusmods.com/newvegas/mods/55898/? not 100% reliable, ( sometimes it aborts recording for no obvious reason ) but in ideal case you have the log of the whole game session in one textfile
t3589 Posted April 6, 2016 Author Posted April 6, 2016 I'm having just one tiny issue.. Victoria at Novac, she's behind one of those missing mesh/texture red boxes, it appears what is missing is her hair since she's bald and her clothing is showing fine. I tried disabling Mikoto's beauty pack to see if that was conflicting but that wasn't it, I also realized the hookers at novac sexout soliciting don't appear unless soliciting is put below intimacy, so I figured that out and t that's a good thing but soliciting isn't why the hair isn't showing since I disabled soliciting as well and still no go. I re-downloaded the data pack and SOI, no such luck. Blowing her head off fixes the issue however. I'll re-check the SOI files and make sure I have everything since isn't it SOI that adds the new NPC's? What MRM said. SOI does not add any new NPCs.
t3589 Posted April 6, 2016 Author Posted April 6, 2016 I have the same, but I think the reason for this is that SOIR is not finished yet. There are clothes, hairstyles etc added by this mod. But I think SOI has to be finished before SOIR can be continued Well its good to know it isn't my load order. I decided to do a clean save and remove sexout soliciting even though it works if loaded after SI. I only used it because I thought it was the mod that re-opened the Primm casino after the beagle/sheriff quests were done, but after doing a clean save without it, I noticed the Primm Casino was still open and operational while Novac lost the brothel, Fanny Mae went poof, and the dialog option for soliciting went bye, bye. In short, maybe Sexout Soliciting used to be the mod that re-opened the casino back in the day and now its part of SexoutNG? Regardless, I'm just glad its not necessary anymore because I never used the Novac brothel. Going back to Intimacy I ran across another issue that made me need to go back a save or two to fix. The initiate key would no longer work, it popped up an error about it being in use or something like that. I checked the console for errors but I had debug enabled for Sexout Spunk so I just saw line after line about Sexout Spunk doing its thing, I couldn't scroll back far enough to find any errors about the initiate key. Has anyone had the issue before and if so, is there a way to fix it without going back to an earlier save or disabling and re-enabling the mod? I'm assuming I hit the key accidentally while at Primm and triggered an npc but didn't realize it when I fast traveled to Goodsprings. You can clear the hotkey manually using (nx_clrevfl "SOI:Keyed" 2) on the player.
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