Cthulhe Posted July 15, 2018 Posted July 15, 2018 Is there a version of this mod without the animations? So, just the dialogue and business-aspect? That would be great. ^^
RitualClarity Posted July 15, 2018 Posted July 15, 2018 55 minutes ago, Cthulhe said: Is there a version of this mod without the animations? So, just the dialogue and business-aspect? That would be great. ^^ No. The purpose of Tryouts is to have the animations... Â
Loogie Posted July 15, 2018 Author Posted July 15, 2018 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. 1
DeliveryGod Posted July 16, 2018 Posted July 16, 2018 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  Â
RitualClarity Posted July 16, 2018 Posted July 16, 2018 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. Â 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.
davidalangrier Posted July 19, 2018 Posted July 19, 2018 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
deluges Posted July 24, 2018 Posted July 24, 2018 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?
dborg2 Posted July 24, 2018 Posted July 24, 2018 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.
RitualClarity Posted July 24, 2018 Posted July 24, 2018 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.
deluges Posted July 25, 2018 Posted July 25, 2018 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!
RitualClarity Posted July 25, 2018 Posted July 25, 2018 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.
deluges Posted July 25, 2018 Posted July 25, 2018 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.
RitualClarity Posted July 25, 2018 Posted July 25, 2018 could be regis but I believe you ahve to do his father or something to start it. Sorry it has been a long time.
deluges Posted July 25, 2018 Posted July 25, 2018 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.
RitualClarity Posted July 25, 2018 Posted July 25, 2018 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.
deluges Posted July 26, 2018 Posted July 26, 2018 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)Â 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. Â He is regularly here as well as some others that regularly use this mod... perhaps they can give further info. Â Sounds good, thank you!
Loogie Posted July 26, 2018 Author Posted July 26, 2018 You get the Red Rocker perk after you've fucked a certain number of Khans, I forget what it is.
thatpartoftheinternet Posted July 26, 2018 Posted July 26, 2018 Anyone know how to force equip an outfit? I think force equipping that NCR prostitute outfit in Vault 19 after you get enslaved would be a quick fix to ensure the Powder Gangers are hostile when you try to escape. Maybe add a token in the locker to remove it. I'll do it if someone tells me how
dborg2 Posted July 26, 2018 Posted July 26, 2018 [ActorRefID].EquipItem ObjectID:ref NoUnequipFlag:int{0, 1} HideEquipMessage:int{0, 1} so player.equipitem itemname/number 1 1
Lithobraker Posted July 26, 2018 Posted July 26, 2018 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.  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.  1
thatpartoftheinternet Posted July 27, 2018 Posted July 27, 2018 On 7/26/2018 at 1:17 AM, dborg2 said: [ActorRefID].EquipItem ObjectID:ref NoUnequipFlag:int{0, 1} HideEquipMessage:int{0, 1} so player.equipitem itemname/number 1 1 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
thatpartoftheinternet Posted July 27, 2018 Posted July 27, 2018 On 7/26/2018 at 1:17 AM, dborg2 said: [ActorRefID].EquipItem ObjectID:ref NoUnequipFlag:int{0, 1} HideEquipMessage:int{0, 1} so player.equipitem itemname/number 1 1 Also, how do I conduct spell effects on the subject (NPC talking to me) I'm in the process of making the escape sequence immersive
dborg2 Posted July 27, 2018 Posted July 27, 2018 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.
thatpartoftheinternet Posted July 27, 2018 Posted July 27, 2018 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.Â
thatpartoftheinternet Posted July 27, 2018 Posted July 27, 2018 4 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. Nevermind, I figured it out
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