NazWeed Posted October 13, 2014 Share Posted October 13, 2014 I tried to have have intercourse with Ringo (my character is a woman). So he lead me to the bathroom in the Saloon, so my character took off all her clothes. But Ringo didn't, and he went back to his normal life, my character looked like she was in a bound position, and stayed that way. Strangely I could still move, just sliding across the floor naked. Â Â Link to comment
galgat Posted October 19, 2014 Share Posted October 19, 2014 I have ran into this one, and my problem was a left over token from another sex act that did not clear.  0. First strip down to nothing take everything off your player, just makes it easier to spot worn stuff.  1. Then in console click on your character to be sure you had her selected  2. then type "show inventory" with out quote's.  3. you may then use the "Page up" & "Page Down" keys to scroll up and down in your Item list.  4. Look for and Item in the list with something like "DO NOT BUY OR TAKE" on it's name.  5. Once found In console type "Player.removeitem xxxxxxxx 1"  6. The XXXXXXXX's are the Item number, and the "1"one is the quanity of the items you wish to remove. If you had more than one you would want to use that number such as 2, 4, 5, 1000 what ever.  7. May not be your problem, and I have found that Items do not always list right in FONV with showinventory command, FONV seems to have gotten less support from the makers on Script extender's, and the game is of course not supported by Bethesda in any major way now.  I was just trying to help.  8. As to load order I have been having pretty good luck with this load order, but still sometimes Tokens get stuck.    [X] FalloutNV.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] GunRunnersArsenal.esm [X] CaravanPack.esm [X] ClassicPack.esm [X] MercenaryPack.esm [X] TribalPack.esm [X] T6M Equipment Replacer NV.esm [X] MikotoBeauty.esm [X] Sexout.esm [X] SexoutCommonResources.esm [X] SexoutSlavery.esm [X] SexoutLegion.esm [X] TheSkeleton-CorpseFix.esm [X] SexoutStore.esm [X] SexoutSoliciting.esm [X] msexBase.esm [X] The Mod Configuration Menu.esp [X] SexoutZAZ.esp [X] SexoutKings.esp [X] SexoutNCR.esp [X] SexoutFiends.esp [X] SexoutKhans.esp [X] SexoutPowderGangers.esp [X] SexoutWorkingGirl.esp [X] TheSkeleton-CorpseFix (LR).esp [X] TheSkeleton-CorpseFix (OWB).esp [X] TheSkeleton-CorpseFix (HH).esp [X] TheSkeleton-CorpseFix (DM).esp [X] Slave In Pose NV Edition.esp [X] SmallerTalk.esp [X] MikotoBeauty.esp [X] Further3rdPersonCamera.esp [X] Type 6.esp [X] T6M Old World Blues Replace.esp [X] T6M Under Wear.esp [X] T6M CH Raider Armor.esp [X] T6M Jeans Outfit.esp [X] T6M Combat Uniform NV.esp [X] MadCatT6MGeckoMetal.esp [X] PinkPrincessSuitEN.esp [X] SexyTacticalOutfitT6M.esp [X] populatedcasino-light.esp [X] msexVeronica.esp [X] msexFort.esp [ ] Sexout.esp [ ] SexoutSCRDebug.esp [ ] GGXX_VaultWhore.esp [ ] GG_Enslaved.esp   But I can not say iot is dead on. Link to comment
NazWeed Posted October 19, 2014 Author Share Posted October 19, 2014 An item like that ended up in my inventory after I looted a gecko, however the problem happened before that item was in my intentory. Link to comment
prideslayer Posted October 20, 2014 Share Posted October 20, 2014 How in the hell are you guys getting these in your inventory? They only appear there during sex, and they disappear as soon as it's over. Was the gecko having sex when you killed and looted it? Â There are only two exceptions to that, that I've ever heard of. Â 1. EXTREMELY old versions of sexout store would add them to vendors. I'm talking versions over a year old. Â 2. People or misbehaving mods dicking around with actors during a sex scene. Link to comment
NazWeed Posted October 20, 2014 Author Share Posted October 20, 2014 Actually maybe it was having sex, and the animations simply were not playing. But I really legit got it off a gecko! Link to comment
prideslayer Posted October 20, 2014 Share Posted October 20, 2014 Well if you got it off the gekco while it was having sex that makes perfect sense. You should have heeded the "DO NOT TAKE OR ....." note. Link to comment
NazWeed Posted October 20, 2014 Author Share Posted October 20, 2014 It's just a habit to press a when I loot something sorry. I'm going to follow the instructions the other person. Also why does that item even exist? Link to comment
prideslayer Posted October 20, 2014 Share Posted October 20, 2014 It's a token. An item put into a characters inventory with a script attached to it, that runs as soon as they get it. Sexout and other mods use them for some persistent effects because they're more reliable than spells. You also can't detect two of the same spells on a single person, but getting a count of items in inventory is easy. One thing sexout uses them for is tracking which animation the character is running, so if you aren't careful, you might pick up 10,000 of them. Â The best thing for you to do is just not kill or otherwise interact with creatures or people that are in the middle of sex. It's just rude anyway. Link to comment
Guest tomm434 Posted October 20, 2014 Share Posted October 20, 2014 The best thing for you to do is just not kill or otherwise interact with creatures or people that are in the middle of sex. It's just rude anyway. Thought about adding a script to token which checks if a person is wearing it locked by Sexout and automatically delete itself? Â or maybe add another option in MCM menu which checks if player character has tokens but shouldn't have them and delete them (also can have scanner for any actors in cell)? Â Â EDIT: Â or use "OnAdd" block for them so they automaticly delete themselves if an actor who took them is not locked by Sexout? Link to comment
prideslayer Posted October 20, 2014 Share Posted October 20, 2014 The OnAdd would be much better, I'll think about that and do some checking. All the tokens checking themselves in the gamemode script would probably kill the engine, some of the anims have thousands of positioning tokens. Link to comment
galgat Posted October 21, 2014 Share Posted October 21, 2014 If the tokens have scripts attached, I am not real up on how you detect every thing in sexout Yet.  but top of token script might have something like this, "Only Example"    Begin Gamemode  if sexoutNG.sexAct >= 1 ;Sexact is just what ever you use to determine event, I don't know that   return endif   removeMe END  that might keep the token in place, and insure its removal after the act without causing to much frame rate hammering  the return could be placed far down in the token script, or where ever was needed to keep the token there until you knew it needed to be removed.  just and example of and Idea, not functional, you know you program better than me.  Might need a delay timer if Token is thrown in to PC before sexact starts, say a 10 sec. loop. and zero time just before the Removeme, so be ready for next act. Link to comment
prideslayer Posted October 21, 2014 Share Posted October 21, 2014 Something like that can possibly work, but I'm trying to avoid it for now because of the potential script load increase -- and more importantly, I'm trying to eliminate tokens, not make them more complex. Right now they are required for two reasons. Â 1. PickIdle needs them. It uses conditions in the idle animations to check the count of them in inventory. That's one of the few things I can check on a per actor basis with an unlimited number of potential actors running at once. I'm not going to add scripts to every NPC, and I don't think the conditionals can "look inside" an NVSE array. They can't check arbitrary NX vars either. If there IS a way to look inside an NVSE array, that would work. Â 2. Many mods still look for them rather than checking InUse. There are a lot of mods, with a lot of code, that need to be changed. I try to stay backwards compatible as much as possible with existing mods. The original sexout code was all in the 00SexoutActor token, and some mods still look for that, so it's still handed out though it is not scripted. Link to comment
galgat Posted October 21, 2014 Share Posted October 21, 2014 I understand, I was just thinking out loud, of possible fixes. I know you understand this way better than me. Link to comment
prideslayer Posted October 21, 2014 Share Posted October 21, 2014 Don't get me wrong.. I want to make sure they are always cleaned up, and they always are, barring a bug in sexout or some other mod (or the player via console) interfering with them. However cleaning them up automatically is difficult. Probably the best I can do that is sure to work is to add a cleanup routine to the existing scanner. If it finds actors that are not marked InUse, it can remove all the tokens from them, and even dispell sexout spells. Â Again though, I think this is really a niche problem, and I'm not sure the cost we'd all pay in script load is worth addressing it -- especially not when I am already planning to stop using them. Link to comment
galgat Posted October 21, 2014 Share Posted October 21, 2014 By the way this has not happened to me in Quite awhile {Knock on wood }Â I probably had some disorders in my install's I am very new to FONV. Link to comment
jaam Posted October 21, 2014 Share Posted October 21, 2014 You should be able to test an arbitrary NX var with NX_GetQvEvFl but is there much difference in keeping track of tokens and keeping track of NX vars ? Â Also in order to look inside arrays in conditions, that means un obfuscating the array_var type and explicitly use it as an integer , or maybe use the same indirection trick I used for NX_GetQvEvFl. Â Link to comment
prideslayer Posted October 21, 2014 Share Posted October 21, 2014 You should be able to test an arbitrary NX var with NX_GetQvEvFl NX_GetQvEvFl won't work here -- every act would need the quest var set to something different (the anim #), and multiple acts can and do run concurrently. If two actors hit pickidle at the same time and are supposed to be running different animations, I don't see how NX_GetQvEvFl can help. Â but is there much difference in keeping track of tokens and keeping track of NX vars ? If I can use an NX var or something like that, then I can stop handing out the tokens -- and that means people don't accidentally pick them up. NX vars are also cleared right away, and even if they aren't, left over values there won't screw up subsequent animations since they're in different namespaces. Â Also in order to look inside arrays in conditions, that means un obfuscating the array_var type and explicitly use it as an integer , or maybe use the same indirection trick I used for NX_GetQvEvFl. Yeah I figured that was the case. It's no big deal. The existing system works, and playidle won't need that shit when I finally get around to switching to that. Link to comment
jaam Posted October 21, 2014 Share Posted October 21, 2014 The quest var holds the name of the NX key that would hold the anim #, so you only need a static one for all the cases. Link to comment
prideslayer Posted October 21, 2014 Share Posted October 21, 2014 The quest var holds the name of the NX key that would hold the anim #, so you only need a static one for all the cases. Right. That's several hundred entries, and growing. I'll pass. Link to comment
jaam Posted October 21, 2014 Share Posted October 21, 2014 no, you only need one.  Set ONE quest String var with "Sexout::Started:NoAnim", assume it is var n°3 of your quest.  Use NX to set SexOut:Started:NoAnim on each participant.  Use NX_GetQvEvFl QuestName 3 == noAnim in your Idle condition.  You do have to edit every idle though  Link to comment
prideslayer Posted October 21, 2014 Share Posted October 21, 2014 OH.. well that's interesting. Such a var already exists on each participant, once the sanitizer is done with them and the scene is about to start. I'll do some testing once the current beta cycle is out of the way and see how it goes. If it works then at least I don't have to change them all at once, as long as I keep handing out the tokens until all of the conditions are converted. Link to comment
NazWeed Posted October 23, 2014 Author Share Posted October 23, 2014 Why don't you just make NPCs essential during animations? Link to comment
prideslayer Posted October 23, 2014 Share Posted October 23, 2014 Why don't you just make NPCs essential during animations? I might toy with that idea, but it's not a complete solution. The npc (or player) will just die when the animation is done, if they take enough damage. I could possibly save their health status before and restore it after, and maybe auto-end the act, if either party gets into combat while it's running. Link to comment
NazWeed Posted November 1, 2014 Author Share Posted November 1, 2014 Ok I finally removed that thingy, and it still won't play animations. Link to comment
NazWeed Posted November 1, 2014 Author Share Posted November 1, 2014 Could it be a plugin that is causing the problem? Link to comment
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