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2 hours ago, Cthulhe said:

Is there a version of this mod without the animations? So, just the dialogue and business-aspect? That would be great. ^^

I suppose you could turn off undressing and set animations to 1 second in Sexout's MCM.

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I still can't seem to get the right animations to play no matter how many times I've tried. 

This is also true for other mods that use ZAZ animations, like msexVeronica (I'm using the rework version).

 

My Load Order is in the spoiler below.

Spoiler

  0  0     FalloutNV.esm
  1  1     DeadMoney.esm
  2  2     HonestHearts.esm
  3  3     OldWorldBlues.esm
  4  4     LonesomeRoad.esm
  5  5     GunRunnersArsenal.esm
  6  6     ClassicPack.esm
  7  7     MercenaryPack.esm
  8  8     TribalPack.esm
  9  9     CaravanPack.esm
 10  a     FCOMaster.esm
 11  b     Sexout.esm
 12  c     SexoutSlavery.esm
 13  d     SexoutCommonResources.esm
 14  e     SexoutSoliciting.esm
 15  f     SexoutTryout.esm
 16 10     SexoutWorkingGirl.esp
 17 11     NevadaSkies.esm
 18 12     CFWNV.esm
 19 13     SexoutKennel.esp
 20 14     msexBase.esm
 21 15     SexoutStore.esm
 22 16     SexoutPregnancyV3.esm
 23 17     SexoutOffSpring.esm
 24 18     Maternity Pack Overkill.esp
 25 19     DustydistanceNV.esp
 26 1a     zzjayHairsFNV.esp
 27 1b     Mannequin Rce.esp
 28 1c     tyfasterwalk.esp
 29 1d     FCO - NPC Changes.esp
 30 1e     FCO - OHSB NPC Edits.esp
 31 1f     New Vegas Landscape Overhaul.esp
 32 20     SexoutBreeder.esp
 33 21     Sexist Dialogue V1.5.0.esp
 34 22     MPO scriptaddon Base.esp
 35 23     populatedcasino-light.esp
 36 24     SexoutKennelShow.esp
 37 25     SexoutSS_C.esp
 38 26     msexVeronica.esp
 39 27     SexoutSoliciting-DLC.esp
 40 28     MPO scriptaddon OWB.esp
 41 29     MPO scriptaddon HH.esp
 42 2a     Type3 Leather Armors.esp
 43 2b     SexoutSexAssault.esp
 44 2c     MercWanderer.esp
 45 2d     Real Recoil.esp
 46 2e     CFW-DLC.esp
 47 2f     The Mod Configuration Menu.esp
 48 30     HZSuperLight.esp
 49 31     ReputationFixer.esp
 50 32     SexoutAnimManagement.esp
 51 33     SexoutPosNew.esp
 52 34     SexoutLust - anyHUD.esp
 53 35     SexoutSexkey.esp
 54 36     SexoutSpunk.esp
 55 37     SmallerTalk.esp
 56 38     RemoveWorkstationNeeds.esp
 57 39     MPO scriptaddon DM.esp
 58 3a     NevadaSkies - Ultimate DLC Edition.esp

 


 

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This is getting out of scope for Tryouts...

However, quick tutorial...

FOMM BSA extractor. Create a folder. Select extract to that folder. You will only see Meshes, Textures if you see other things on the top folder then you did something wrong.

 

Finally, you have named it correctly if you tried to extract the files called SexoutCommonResources - VegasChokers. You don't need to extract the bsa if it is named that. Just put that into the SCR Resources folder and you should be fine. If you check the check section of the tutorial you will see what the folder should look like. (contents) and if not there, check the downloladable PDF for more details. Can't help you much more than that.

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On ‎10‎/‎28‎/‎2014 at 11:35 AM, Loogie said:

OLD WORLD BLUES

  • Visit the mysterious X-69 Research Station and acquire the most technologically advanced dress in history, created by the Think Tank at BIG MOUNTAIN!
  • Gain the power (or curse!) to become irresistible to lobotomites!

The Social Engineering Dress MK I does nothing.  I equipped it and walked out of X-69 Social Engineering Lab, and the lobotomites attack me on sight. I set the general approach rate to 100% and the lobotomite one to 100%.  What am I missing?  Thanks

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After doing a bit of searching, I'm still unclear on how to complete Golden Whored since the only Khans that will bang me (by talking to them first) are named characters and from what I can tell there aren't 10 named male Khans you can have sex with.  Any suggestions?

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2 hours ago, deluges said:

After doing a bit of searching, I'm still unclear on how to complete Golden Whored since the only Khans that will bang me (by talking to them first) are named characters and from what I can tell there aren't 10 named male Khans you can have sex with.  Any suggestions?

It's been a while, but I think that you aren't supposed to initiate talking yourself. They should approach you and do their thing.

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10 hours ago, dborg2 said:

It's been a while, but I think that you aren't supposed to initiate talking yourself. They should approach you and do their thing.

Yes... THEY have to approach you and start the event. If you start it it doesn't count. (if I remember correctly, but, did have a problem when testing it a long time ago due to this so I am fairly confident this is the case... It was a memorable mistake took me a loonggg time to get through that event.  The same happens with the Pris ion and such as well.

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3 hours ago, RitualClarity said:

Yes... THEY have to approach you and start the event. If you start it it doesn't count. (if I remember correctly, but, did have a problem when testing it a long time ago due to this so I am fairly confident this is the case... It was a memorable mistake took me a loonggg time to get through that event.  The same happens with the Pris ion and such as well.

The prison works fine, they approach and it's obvious, but the Khans always approached me anyway even before I started Golden Whored.  Is there new dialogue from them or does just getting fucked by them count on its own?  Do I need to set their approach rate to zero or is fine as is?  For now I'll try it as you guys suggested and see what happens.  Thanks!

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1 hour ago, deluges said:

The prison works fine, they approach and it's obvious, but the Khans always approached me anyway even before I started Golden Whored.  Is there new dialogue from them or does just getting fucked by them count on its own?  Do I need to set their approach rate to zero or is fine as is?  For now I'll try it as you guys suggested and see what happens.  Thanks!

I believe there is new dialogue, However I believe you have to follow the steps. If I remember correctly you have to get fucked by Pappa or whatever his name is first then he gives a dialogue that you follow. Once you are done I believe you return to him again. The details beyond the fact you have to be approached is fuzzy to me. I do know I made some mistakes before and didn't figure it out until later that I missed a step.

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36 minutes ago, RitualClarity said:

I believe there is new dialogue, However I believe you have to follow the steps. If I remember correctly you have to get fucked by Pappa or whatever his name is first then he gives a dialogue that you follow. Once you are done I believe you return to him again. The details beyond the fact you have to be approached is fuzzy to me. I do know I made some mistakes before and didn't figure it out until later that I missed a step.

Hmmm, well then I done fucked up because I started out with Regis.  It could be a mod conflict, this mod doesn't seem to play nice with... pretty much anything.  I've encountered countless issues so far, but when it works, it's a terrific mod.  Right now I'm working on the NCR one and it's seemed like I've fucked 30 guys without completing the quest, ha.  I completed the first stage of the NCR quest, so that's fine.  Not sure what the deal is with the Khan one, though.  Last time I tried the Legion one was jacked up too, as the quest giver wouldn't get out of the tent and using console commands didn't do anything either.

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9 minutes ago, RitualClarity said:

could be regis but I believe you ahve to do his father or something to start it. Sorry it has been a long time.

Do you know anything about the Red Rocker perk?  I got this after I fucked Papa Khan and I can't find any info about it...  I thought that maybe I completed the quest but it's still in my open quest list.

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10 hours ago, deluges said:

Do you know anything about the Red Rocker perk?  I got this after I fucked Papa Khan and I can't find any info about it...  I thought that maybe I completed the quest but it's still in my open quest list.

No I don't, sorry.

Loogie has been in constant work on this as far as I know and was definitely working on this well after I stopped testing it for him (worked on testing it when he merged the modules into one ESM and shortly afterwards)  So it is possible he added this or I just didn't pay attention to it as I was focused on game play mechanics (animations, quest completion etc) Major parts of the mod.

 

He is regularly here as well as some others that regularly use this mod... perhaps they can give further info.

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10 hours ago, RitualClarity said:

No I don't, sorry.

Loogie has been in constant work on this as far as I know and was definitely working on this well after I stopped testing it for him (worked on testing it when he merged the modules into one ESM and shortly afterwards)  So it is possible he added this or I just didn't pay attention to it as I was focused on game play mechanics (animations, quest completion etc) Major parts of the mod.

 

He is regularly here as well as some others that regularly use this mod... perhaps they can give further info.

 

Sounds good, thank you!

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On 6/26/2018 at 10:02 PM, deluges said:
On 6/25/2018 at 3:27 PM, Mogar73 said:

I just started a play through with this mod cause it seems awesome.

Unfortunately I think I'm having an issue.

I sided with Cobb at Goodsprings, killed Ringo, knocked out Sunny and Trudy and took over the town.

I got the Walk of Shame quest and made my way to NCRCF. I turned over Sunny and got the enslavement dialog and rape scene along with the followup dialog where Eddie has Scrambler fuck me and the dialog describing it.

And that's it.

I regained control of my character and have access to my full inventory which seems wrong for being enslaved. I can talk to Eddie and he acts like he normally does for a character on good terms with the Gangers.

Also Sunny just disappears after the initial rape scene.

I tried turning Sunny over both before and after exhausting all of his dialog and accepting the I Fought The Law quest but the result is the same.

Is this the way it's supposed to be? It feels like there should be more.

Or did something go wrong?

 

Here's my load order if it helps

 

  Reveal hidden contents

 

 


 0  0 FalloutNV.esm
 1  1 DeadMoney.esm
 2  2 OldWorldBlues.esm
 3  3 LonesomeRoad.esm
 4  4 HonestHearts.esm
 5  5 TribalPack.esm
 6  6 MercenaryPack.esm
 7  7 ClassicPack.esm
 8  8 CaravanPack.esm
 9  9 Sexout.esm
10  a SexoutSlavery.esm
11  b SexoutCommonResources.esm
12  c SexoutTryout.esm
13  d SexoutWorkingGirl.esp
14  e GunRunnersArsenal.esm
15  f MikotoBeauty.esm
16 10 UnethicalDeeds.esm
17 11 NevadaSkies.esm
18 12 The Mod Configuration Menu.esp
19 13 CASM with MCM.esp
20 14 SmallerTalk.esp
21 15 SexoutAnimManagement.esp
22 16 SexoutPosNew.esp
23 17 MikotoBeauty.esp
24 18 Bouncing Natural Breasts.esp
25 19 WeaponModsExpanded.esp
      NevadaSkies - TTW Edition.esp
26 1a SexoutConsequences.esp
27 1b NevadaSkies - Ultimate DLC Edition.esp
28 1c SunnyCompanion.esp
29 1d NevadaSkies - Basic Edition.esp
30 1e SexoutFadeToBlack.esp
31 1f UDeedsExtension.esp
32 20 PerkEveryLevel.esp
33 21 Easy Unlocking and Guaranteed Pick Pocket.esp
34 22 NVRefugee Outfits.esp
35 23 bzArmour.esp
36 24 bzBodySuits.esp
37 25 T6M CH Raider Armor.esp
38 26 VegasChokers.esp
39 27 Light Step ED-E.esp
40 28 Sprint Mod.esp
 

 

 

 

Sorry if this has been answered already in this thread, my cursory examination failed to find anything helpful.

Interesting, I've been in the same boat but I finally figured out my problem.  While we shared the exact same issue (or she would fuck the first three guys and then nothing would happen), your load order is missing the mod that I identified as an issue (Sexout Lust and I've also experienced wonkiness with Sexout Spunk as well).  

 

Another cause might be timing.  I've been running into the same problem myself and it happens when Sunny's (or whoever is considered Companion1 by the NCRCFGangbang0n script) rape doesn't end before/concurrently with the player's.  According to the debug spew in the console, the call to SexoutActRunFull fails (Actor invalid, Code 1) because the Powder Ganger that is raping Sunny/Companion1 is still considered "in use" when the call is made (because they haven't been released from their last act) and therefore isn't allowed to move on to the player. 

 

The NCRCFGangbang scripts simply take Eddie, Scrambler, and 6 Powder Ganger Bodyguards and run them as a train through the player and her array of companions, each one moving up the list, eventually getting to the player after they've had a go with Companion1.  Since the scripts lack a recovery state (such as picking another random, available Ganger should the one that's currently queued to have a go with the player still be "in use" from the last round), the Sexout act never runs, which means the dialogue that ends the current round of the gangbang and starts the next round never fires, so the entire thing just stalls.  


My methodology for diagnosing this issue, if anyone really cares:

Spoiler

 

My most recent attempt at this event stalled out after Scrambler took his turn and called for the next guy to come on up.20180726091822_1-crop.thumb.jpg.54a0ed28ca107d67b5b3aaa678333766.jpg

 

So SexoutActRunFull is called by 1404EC59, which according to FNVEdit is the script NCRCFGangbang03.  The script does indeed call SexoutActRunFull with the following:

 


call fnSexoutActRunFull ar_map "actorA"::NCRCFBodyguard01REF "actorB"::PlayerRef "raper"::NCRCFBodyguard01REF "CBDialogA"::SexoutPowderGB04

As I understand this function call (entirely based off inference; I don't actually recognize this language and I keep getting CloudFlare errors when I try to access the API documentation), the arguments break down like this:

  • actorA: the initiator of the SexoutAct
    • NCRCFBodyguard01REF is the RefID of the first Powder Ganger Bodyguard in the list.  I haven't figured out in which script this variable is defined, but for the time being that's irrelevant.
  • actorB: the "receiver"/second participant of the SexoutAct
    • PlayerRef is the player's RefID
  • raper: Tells SexoutNG that this is a rape and who the rapist is
    • NCRCFBodyguard01REF, the same bodyguard who is considered the initiator
  • CBDialogA: the dialog topic to trigger once the SexoutAct is done
    • SexoutPowderGB04 one of the dialogue entries in SexoutTryout.esm (FormID xx04EC61)

If we head on over to that dialog topic in FNVEdit, we can see it has a child (FormID xx04EC67).  That child has a very simple embedded script: 


call NCRCFGangbang04

Which itself is almost identical to NCRCFGangbang03, with only a slightly different SexoutActRunFull call:


call fnSexoutActRunFull ar_map "actorA"::NCRCFBodyguard02REF "actorB"::PlayerRef "raper"::NCRCFBodyguard02REF "CBDialogA"::SexoutPowderGB05

 

So that's how this whole scene is conducted: Eddie talks to the player, which triggers NCRCFGangbang01, which ends with him calling over Scrambler (who just raped Sunny), which triggers NCRCFGangbang02, which ends with Scrambler calling over Bodyguard1 (who just raped Sunny), which triggers NCRCFGangbang03, which ends with him calling over Bodyguard2, etc.  Just one big chain of dialogues calling scripts.

 

However, because the continuation of this chain is predicated on the next SexoutAct actually running (because that's how the next dialogue is triggered), we run into an issue: BodyguardN not being available. 

20180726091826_1_crop.thumb.jpg.248f625eee1ea2bc7c5bf4b83b815a64.jpg

 

As you can see there, Bodyguard1 (RefID 000A5AD7) is "in use".  A few debug spews later, we find out why:

20180726091838_1_crop.thumb.jpg.ffd6783695dccf810db61bdfad809641.jpg

 

He (and Sunny, for that matter) doesn't get cleaned up by SexoutNG until after the calls to SexoutActRunFull are made by NCRCFGangbang03 (1404EC59).  The act fails, and therefore dialogue topic SexoutPowderGB04 doesn't fire.  

 

Adjusting the post-rape KO timers for the rapist and the victim doesn't seem to have any effect on this, since according to the timing of the debug spew, the cleanup and unlocking process doesn't start until after both the rapist and the victim have come out of their KO state.  However, I can't tell which SexoutNG scripts control those timings and when the cleanup process occurs, so I can't verify that observation.  

 

 

It's a pretty typical race condition, and that's what's made it so persistent through years of updates; race conditions don't display regular behavior because when one actually blocks execution is based on uncontrollable factors.  The only sure-fire way to prevent it from stalling the system is removing it entirely with improved code structuring and recovery states.

 

Four resolutions come to mind:

  1. Modifying the NCRCFGangbang scripts to check if the actor queued up next to rape the player is "in use" and, if so, provide an alternate actor to take the place before SexoutActRunFull is called.
    1. This might be done by making a list of 2-4 backup Powder Gangers at the same time the NCRCFBodyguard0nREF variables are defined.  If storage space is a concern, perhaps the number could scale based on how many companions the player has with them (since, if it's just the player and Sunny, only 1 backup Ganger would realistically be required).
  2. Before the next NCRCFGangbang script is run, delay until all actors involved in the last one are confirmed to be cleaned up and unlocked.
  3. Wait for a fixed period before activating the next round of the gangbang, hopefully enough time for the cleanup routine to run. 
    1. This is the easiest to implement but the least advisable method to solve any race condition since it doesn't actually prevent the condition from occurring; it only puts it off in hopes of the other running processes moving on before the condition can occur.  However, uncontrollable changes in execution timing (certain high-priority processes blocking others, for example) could cause the condition to occur anyway.
  4. Reverse the order of the SexoutActRunFull calls in the NCRCFGangbang scripts
    1. Having Companion7 tested for validity and then put into the SexoutAct first, before cascading up to Companion6, etc., to the player could (note the lack of absolute there) create enough of a compounding delay to give the Powder Ganger who raped Companion1 in the last round enough time to get cleaned up before the SexoutActRunFull call is made on the player.  As with #3, though, this doesn't prevent the condition, only give it a smaller window in which to occur under most circumstances.  
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2 hours ago, thatpartoftheinternet said:

Ok and I can put this into the script part of the geck or console command?  I'm trying to get that to happen after I talk to Epstein

Yes, you can. I can't answer the rest of the questions though, as I don't know how that stuff works.

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3 hours ago, dborg2 said:

Yes, you can. I can't answer the rest of the questions though, as I don't know how that stuff works.

Ok, I might have figured out spells only issue now is how do I do a pause on the scripts?  So far I've made it to where the Powder Gangers send you back to your cell when they catch you in Vault 19 but I want to make it to where they rape you THEN send you back.  Right now I put the rape function in the beginning script and the send back function in the end script but all it does now is pick one instead of doing both. 

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