Lord Ariakas Posted November 4, 2014 Share Posted November 4, 2014 Hello guys, Â Is anybody knows how sexout works? Â Is it working with monster mod (momod) creatures? Ii it is not I guess then some of the creatures( vanilla) will work some (mod) wont? Â How sexout making the calls for the sex acts? Monsters/creatures can be retextured and would be still a valid target for the call? New monsters / creatures added by a mod will work? How sexout recognizes them? Link to comment
zippy57 Posted November 4, 2014 Share Posted November 4, 2014 Is anybody knows how sexout works?I certainly hope so.  How sexout making the calls for the sex acts?Like this.  Monsters/creatures can be retextured and would be still a valid target for the call?Yes.  How sexout recognizes them?By the skeleton being used, I believe. EDIT: Ignore the above, it is inaccurate. Link to comment
prideslayer Posted November 4, 2014 Share Posted November 4, 2014  How sexout recognizes them?By the skeleton being used, I believe. I tried that for a while but there were some problems, I don't remember exactly what.  Sexout currently uses formlists for creature recognition, in combination with NX_IsInList. All supported creatures of a given type have been added to the appropriate formlist. Additional creatures need added via a supporting mod script, if they're not covered -- e.g. if some DLC adds new creature types that are compatible with dogs, but don't descend from the dog base types, an ESP is needed that has a script to add them to the dogs formlist. Link to comment
Lord Ariakas Posted November 4, 2014 Author Share Posted November 4, 2014 soo...what is with monster mod and similar mods? These new creatures on the form list or need to have a patch? Link to comment
DoctaSax Posted November 4, 2014 Share Posted November 4, 2014 They need patching.  Spunk actually checks skeletons, and give or take some finetuning after the first check works fine. Anything using a dog skeleton will be seen as some sort of dog, and any creature in FNV, FO3 (TTW) and any of its DLCs is accounted for. NG itself probably would need less finetuning because it doesn't care about the distinction between let's say a golden gecko and a green gecko or a regular mutant and a nightkin just to figure out the applicable anims, whereas that is of some importance to spunk and pregnancy. NG probably does have to worry about things like scale though. Link to comment
zippy57 Posted November 4, 2014 Share Posted November 4, 2014 I stand corrected, and apologize for the inaccurate information. Link to comment
RitualClarity Posted November 4, 2014 Share Posted November 4, 2014 Â but don't descend from the dog base types, I don't understand what is being communicated by this statement.. Link to comment
Lord Ariakas Posted November 5, 2014 Author Share Posted November 5, 2014 Then my last question is if these mods need patching, there is an existing patch for monster mod/monster wars ttw awop? (I don't know if ttw and awop has any new monsters.) Â I have not seen any patches anywhere for it but obviously nexus won't have them listed under these mods. Â So has ever been patch created for these and sexout? Â Or they are not playable with sexout? Link to comment
Lord Ariakas Posted November 6, 2014 Author Share Posted November 6, 2014 I guess this is a no. Link to comment
zippy57 Posted November 6, 2014 Share Posted November 6, 2014 The answer to both your questions: They need patching. Link to comment
Lord Ariakas Posted November 6, 2014 Author Share Posted November 6, 2014 Oh...so that means they 'still' need patching, so there is no patch. Sorry I was a bit brainless:) Â That is a shame as I can see modders are concentrating on more fresh games ( new vegas mods not flowing anymore rather just dripping) probably it won't happen in this universe. Link to comment
Odessa Posted November 6, 2014 Share Posted November 6, 2014 @Metaton:   Sexout currently uses formlists for creature recognition, in combination with NX_IsInList. All supported creatures of a given type have been added to the appropriate formlist. Additional creatures need added via a supporting mod script, if they're not covered -- e.g. if some DLC adds new creature types that are compatible with dogs, but don't descend from the dog base types, an ESP is needed that has a script to add them to the dogs formlist.  This would make a great first mod, because its very simple to do. Create a quest with a script:  if GetGameLoaded || GetGameRestarted    ListAddForm SexoutCreatureList, MyNewCreature ; replace itallics as appropriate    ... endif  You should be able to figure the rest out . Link to comment
D_ManXX2 Posted November 6, 2014 Share Posted November 6, 2014 Formlist alone is not enough. if they made slight changes to any vanilla skeleton and you use that the animation for vanilla creatures may not work right. Because of the missing bones the edited skeleton. So it needs formlist but also a skeleton check to have it work right. Link to comment
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