thatpartoftheinternet Posted September 26, 2018 Posted September 26, 2018 Hey Ritual, I know I could probably ask this somewhere else but what command do I type in to kill the current sexout run? Having issues with the game thinking I'm already in a sex act that ended but Sexout didn't register as ended.
RitualClarity Posted September 26, 2018 Posted September 26, 2018 Don't know.. never really killed the animation before. Never really needed it..
ninth_alt Posted September 29, 2018 Posted September 29, 2018 So does the vault 19 rescue actually happen after a while? Found some references to it in scripts but nothing that would actually trigger it.
TiredGerman Posted October 3, 2018 Posted October 3, 2018 Found an imcompability with SunnyCompanion! Should you have Wasteland Warrior installed (https://www.nexusmods.com/newvegas/mods/57786?tab=description) then it will overwrite Sunny as a potential companion. I dunno how this happens, I guess I'd have to check it in FNVEdit or whatever it's called. Just so you know
Loogie Posted October 3, 2018 Author Posted October 3, 2018 Load the sunny companion esp after it then.
Guest Posted October 7, 2018 Posted October 7, 2018 Hey just curious which body textures and face mods are being used in the screenshots?
fireloncha Posted October 12, 2018 Posted October 12, 2018 On 7/26/2018 at 10:55 AM, Lithobraker said: 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: Reveal hidden contents My most recent attempt at this event stalled out after Scrambler took his turn and called for the next guy to come on up. 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. As you can see there, Bodyguard1 (RefID 000A5AD7) is "in use". A few debug spews later, we find out why: 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: 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. 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). Before the next NCRCFGangbang script is run, delay until all actors involved in the last one are confirmed to be cleaned up and unlocked. Wait for a fixed period before activating the next round of the gangbang, hopefully enough time for the cleanup routine to run. 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. Reverse the order of the SexoutActRunFull calls in the NCRCFGangbang scripts 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. I found a temp solution that can get the quest done with minimum trouble. By default the Key to pause animation timer is Num Pad 0. Wait for Sunny to finish then then resume the scene by pressing Num Pad 0 again.
Loogie Posted October 12, 2018 Author Posted October 12, 2018 Or you could just click the set act duration checkmark in SexoutSpunk.
eren7341 Posted October 27, 2018 Posted October 27, 2018 scanner is working and legionaries are approaching me but nothing happens
AcidLight Posted November 18, 2018 Posted November 18, 2018 I'm experiencing a bug with the chloroform option for Sunny and Trudy and I can't figure out whats causing the problem. Whenever I chloroform them, they just disappear from the world, leaving the quest objective active. Here's my load order: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm YUP - Base Game + All DLC.esm JIP Selective-Fire.esm Interior Lighting Overhaul - Core.esm Interior Lighting Overhaul - L38PS.esm New Vegas Redesigned 3.esm ELECTRO-CITY - CompletedWorkorders.esm TheDeterrent.esm Sexout.esm SexoutSlavery.esm SexoutCommonResources.esm SexoutSoliciting.esm DFB - Random Encounters.esm More Perks.esm More Perks for Dead Money.esm ELECTRO-CITY - Highways and Byways.esm Gomorrah Redesigned v2.esp Bitter Springs Redesigned.esp More Perks for Honest Hearts.esm SomeguySeries.esm Lings.esm jokristinascloset.esm Active Wasteland.esm NevadaSkies.esm KhanInitiation.esp More Traits.esm ZionTrail.esm Weapons.of.the.New.Millenia.esm More Perks for Old World Blues.esm More Perks for Companions.esm Daughters of Ares.esp SexoutTryout.esm SexoutWorkingGirl.esp YUP - NPC Fixes (Base Game + All DLC).esp SexoutStraponSex.esp SexoutSpunk.esp SexoutPosNew.esp Daughters of Ares - Lings Patch.esp Daughters of Ares - CouriersStash.esp Vurt's WFO.esp NaturalWaters.esp More Perks for Companions Update.esp More Perks for Dead Money Update.esp Clarity.esp ILO - PipBoy Light.esp Weapons.of.the.New.Millenia.Leveled.Lists.esp SignatureWeapons.esp The Mod Configuration Menu.esp The Weapon Mod Menu.esp MojaveDelight.esp SignatureArmorBalanced.esp BetterSafehouses.esp Smalltalk.esp New Vegas Redesigned 3.esp Uncut Wasteland.esp Level100PerkPerLevel.esp Active Wasteland - Vanilla Replacements.esp EVE FNV - ALL DLC.esp dD - Enhanced Blood Main NV.esp ILO - YUP Patch.esp L38Improved.esp Eliza.esp TLD_Travelers.esp More Perks Update.esp delilah.esp WeaponModsExpanded.esp LingsPrettyThings.esp WMX-ArenovalisTextures.esp Active Wasteland - Dead Money Replacements.esp WMX-DLCMerged.esp Active Wasteland - Coffee Maker.esp Bouncing Natural Breasts.esp Weapons.of.the.New.Millenia.Store.esp ARESproject.esp SexoutSex.esp ZionTrail-NV.esp SexoutConsequences.esp BLMedical.esp SunnyCompanion.esp Companion Sandbox Mode3.esp New Vegas Trade Center.esp Tutorial Killer.esp NewVegasBounties.esp NewVegasBountiesII.esp TheInheritance.esp NewVegasBountiesIII.esp More Traits Update.esp More Perks for Honest Hearts Update.esp More Perks for Old World Blues Update.esp dressup.esp UnlimitedCompanions.esp SexoutFadeToBlack.esp CasinoHeists.esp TheCollector.esp Kozzz_LC(en).esp Kozzz_SC(en).esp 188Veronica.esp 5 Level SPECIALs.esp Hanlon dialogue fix.esp Active Wasteland - Dead Money Goggle Tints.esp WMX-POPMerged.esp WMX-EVE-AllDLCMerged.esp Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp LFox Bottle That Water.esp Active Wasteland - Goggle Tints.esp Active Wasteland - Dead Money Coffee Maker.esp DFB - Random Encounters - Update - MCM.esp NevadaSkies - Brighter Nights.esp AresQuestPatch.esp Cn - BlackMamba.esp Ghost Variants Safe.esp SexoutAnimManagement.esp SexoutLust - anyHUD.esp Sexout - KissKey.esp SexoutLust.esp SexoutCompanions.esp Interior Lighting Overhaul - Ultimate Edition.esp ILO - GS Shack.esp SexoutSexAssault.esp NevadaSkies - Ultimate DLC Edition.esp bzArmour.esp Total active plugins: 130 Total plugins: 139
Oleai Posted December 3, 2018 Posted December 3, 2018 Well, I dug everywhere I could think to dig and I cannot find it. So after dealing with the nightmare that is compiling the SRC, at some point I failed to get the meshes for the various slave collars used by Tryouts. The NCRCF and Legion Slave Collars give me the big red ! in game. I noticed that the meshes folder for Tryouts doesn't actually contain those meshes, can anyone point me to them or DM them at me? Thank you. EDIT: I popped Tryouts.esm into NVVEdit and found that the "PGSlaveCollar" and "SexoutLegionCollarSlave" entries (The entries that I noticed fail to find the right mesh) are being pointed at "ST\collars\collar_01.nif" and "ST\collars\collar_03_chain.nif" respectively, while every other armor entry in the module (Which all function) are pointing at proper file paths\files that exist in the SRC. Did I miss a file to install somewhere? Does anyone know where those files are or why the module is pointing at some strange ST folder? EDIT2: I found them! They were in [SCR] Spectrums Toy Pack. Apparently while compiling my SCR folder I somehow missed this package. Gonna leave this here for record's sake.
expertgamer Posted December 22, 2018 Posted December 22, 2018 Where is SexoutSlavery? Can't seem to find it. Always points me to SCR. I have it installed but most mods still have SexoutSlavery as Masters? What do I do? Edit: I got it now. What a mish-mash of requirements and dependencies. LOL. Just what I expected of modding.
hhh7773 Posted January 6, 2019 Posted January 6, 2019 Actually having the same issue with the objective of Chloroforming Sunny/Trudy not ticking after done. If anyone knows some solid incompatibilities for this that'd be great, same with load orders and such. Gonna go ahead and start unticking things to see if I can't happen to fix it, as both starting a new game and validating game files didn't manage to fix it. If I find a specific mod that might cause the issue I'll list it here. Edit: Seems disabling Project Nevada managed to fix it. Had the patch listed downloaded as well, so not sure if its meant to fix things related to this, but thankfully this did the trick for me anyways finally in getting things to work. That or it could have simply been the way I had my load order setup between the two, not entirely sure honestly.
TsukiDragon Posted January 15, 2019 Posted January 15, 2019 During the NCRF courtyard scene anytime the PC is used (No other companions are present) all 350 other convicts approach and want a piece of the action. My computer can't handle 30 or 40 (Okay only 5 or 6) convicts standing around masturbating (that many animations is causes an immediate CTD). Is there some way to limit the number of approaches at any one time? Never mind.....you would think by now I would know better (I've been installing mods in games since 1995). I was using an outdated Main file, and to compound the mistake I installed the meshes, textures and audio AFTER the main (which has a later date). DUH!
Molevalence Posted January 31, 2019 Posted January 31, 2019 Just wanted to let people know about the prostitution ability in Sexout Working Girl (part of Sexout Tryout) that after you hit max level (have sex with 100 patrons and get the perk) my character was unable to interact with any sexual animations. I reloaded a bunch of saves and it only occurred after I got the perk which lead to this conclusion. Companions still work fine still though. Legion NPCs will still approach you and demand sex but after you select the dialog they just walk away. Would there happen to be a fix for this (console command or character reset?)
dborg2 Posted January 31, 2019 Posted January 31, 2019 4 hours ago, Molevalence said: Just wanted to let people know about the prostitution ability in Sexout Working Girl (part of Sexout Tryout) that after you hit max level (have sex with 100 patrons and get the perk) my character was unable to interact with any sexual animations. I reloaded a bunch of saves and it only occurred after I got the perk which lead to this conclusion. Companions still work fine still though. Legion NPCs will still approach you and demand sex but after you select the dialog they just walk away. Would there happen to be a fix for this (console command or character reset?) Did you have stuck tokens? (Enable debugging in SCR and then check inventory for 'DO NOT DELETE' items.)
Loogie Posted January 31, 2019 Author Posted January 31, 2019 Prostitute level is totally unrelated to that. You have a Sexout token stuck on your character.
Molevalence Posted January 31, 2019 Posted January 31, 2019 Apologies. I came to that conclusion when I backtracked the last thing I remember doing. I did the debug and found no tokens. I did some research and tried a few console commands which got the animations working again on the character but only once and then my character was unable to move. Even after typing console commands. So going to bite the bullet and revert to a previous save where the animations were still working fine.
BadMoon Posted February 3, 2019 Posted February 3, 2019 I have only been playing Fallout NV for 7 months or so, and have only been working with Mods to the game for about 5.5 months. My normal approach when I can't get something to work is to read, re-read, and re-read again the Mod description and installation notes until I get it to work, if I am still having problems I read all the "Get Support" pages to find the answer. This usually serves me well.....however Tryout has 100 pages in the "Get Support" section (of which I've read 60, so far). With Tryout the "PN and NV Redesigned compatibility patches" download contains 3 separate patches : pn and tryout.esp, Redesigned36andTryout.esp, and Redesigned36 and Tryout and PN.esp. Are all of these plus their requirements necessary to get the Mod to work correctly??
Guest Posted February 3, 2019 Posted February 3, 2019 No, only one of those patches. Depending on what mods you have installed.
Potato_Skill Posted February 3, 2019 Posted February 3, 2019 1 hour ago, BadMoon said: I have only been playing Fallout NV for 7 months or so, and have only been working with Mods to the game for about 5.5 months. My normal approach when I can't get something to work is to read, re-read, and re-read again the Mod description and installation notes until I get it to work, if I am still having problems I read all the "Get Support" pages to find the answer. This usually serves me well.....however Tryout has 100 pages in the "Get Support" section (of which I've read 60, so far). With Tryout the "PN and NV Redesigned compatibility patches" download contains 3 separate patches : pn and tryout.esp, Redesigned36andTryout.esp, and Redesigned36 and Tryout and PN.esp. Are all of these plus their requirements necessary to get the Mod to work correctly?? Hi, may I ask if you've downloaded PN or Redesigned36 before or not ? You see, the .esp files provided in the "Tryout compatibility patches" are only there to make these mods work together, which means that each of them has to be able to work properly in the first place. If this is your fresh install then install everything, then replace those two mods' .esp files with the ones provided by Loogie.
BadMoon Posted February 3, 2019 Posted February 3, 2019 In late December I totally wiped Fallout VG from my system, due to some issues I was having, and reinstalled every thing from scratch. I also added all the all various DLC addons at this point so I could use Tryout. Although Tryout was working I was having some issues....while trying to resolve a separate issue the other day I noticed that these 3 esp.'s were not active, so I installed PN, Redesigned 3.7 and their associated requirements. I noticed that with all 3 esp.'s active my crash rate dramatically increased.....now that I have read you answers, thought about your replies, and reviewed the material I understand where I went wrong, and hopefully this will eliminate most of my crash issues. Thank you for your help. Now back to trying to figure out my other problem......
Potato_Skill Posted February 3, 2019 Posted February 3, 2019 Ahh, we all make mistakes, as long as them can be resolved, it's no big deal. Hope you'll get your problems solved soon, pal.
BadMoon Posted February 5, 2019 Posted February 5, 2019 In late December I totally wiped Fallout VG from my system, due to some issues I was having, and reinstalled every thing from scratch. I also added all the all various DLC addons at this point so I could use Tryout. In addition I added some other mods that looked interesting. For some reason I cannot complete the starter quest "Ghost Town Gunfight", I do all the required steps, but when I approach Ringo, to set everything in motion, nothing happens, I never get the "Lets go..." dialogue. Run "Goodsprings, Run", seems to work fine. I read through the "get support" section (yes all 100+ pages), and haven't seen anyone ask about a similar problem. I uninstalled Sexout Tryout, to see if I could get the Quest to run that way....no luck. Tried uninstalling A World of Pain.... that didn't help either. I'm guessing its either a load order issue or a mod conflict?? Load Order: Fallout NV Old World Blues Lonesome Road Dead Money Honest Hearts Tribal Pack Mercenary Pack Classic Pack Caravan Pack Gunrunners Arsenal AWorldOfPain Sexout Sexout Common Resources Sexout Slavery Sexout Druggung Sexout Pregnancy V3 Sexout Offspring Maternity Pack Overkill Sexout Store Lings Project Nevada-Core Project Nevada-Equipment Momod Unethical Deeds Sexout Soliciting Immersive Lactation Fertile Breeder FB Captured Sexout Kennel Mikoto Beauty MD_Gold_AA msex base munnibhai T3 Outfits Project Nevada-Rebalance Project Nevada-Cyberware SexoutTryout SexoutWorkingGirl Jewelry Remove Workstation Needs Sexout Spunk MPO scriptaddon Base MPO scriptaddon OWB MPO scriptaddon DM MPO scriptaddon HH VegasOutfits SexoutPosNew The Mod Configuration Menu SmallerTalk Vert's WFO AWOP Monster Patch 1nivVSLArmors SexoutCheckMeOut msexVeronica BrigComp SexoutLust-any HUD SexoutFleshedOut GGNaughtyTrading Sexout-Wear-and-Tear Momodlorfreindly SexoutAnimManagement GGNaughtyTradingSlavery AdvancemedicalScanner AMS SexoutSex SexoutStraponSex Sexout-Kisskey Sexout Consequence's SexoutFadeToBlack SexoutLust SexoutSoliciting-DLC SexoutLoversBed SexoutSexAssault Twistedminds UDeedsExtention SexoutKennelShow SexoutRex Sexist Dialogue V1.0.1 Sexist Dialogue V1.2.0 Sexist Dialogue V1.2.1 Sexist Dialogue V1.3.0 Sexist Dialogue V1.3.1 Sexist Dialogue V1.4.0 Sexist Dialogue V1.4.1 Sexist Dialogue V1.4.2 Sexist Dialogue V1.5.0 Mikoto Beauty MojaveDelight MojaveDelighted Women of new vegas - Billboards epock Babydoll SitAnywhere ClassyVeronica SexoutClothingEval 1Earrings VegasVariations K2-Cali Boods Sexy Leather K2_MolinaOutfits_NV T3Belts_Boots_NV theDudeAbidesNV Xaphan searchforcouriers Any_Armor Kozz_SexyClothingVol2(en) PlayableCompanionClothes mycassiepoo SunnyCompanion Fiona Armor V3NV Type 3 Leather Armors PURELUST-port NimrodsDresses pn and tryout
dborg2 Posted February 6, 2019 Posted February 6, 2019 Why do you have 9 versions of Sexist dialogs.. Also I think at least one of the versions had issues with dialogs.
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