sen4mi Posted March 4, 2012 Author Posted March 4, 2012 Ouch, I had forgotten how bad quicksave was in fallout. *sigh* Ok, I am starting from the begining again, this time without quicksave and without autosave, because bethesda forgot to put a global lock on the game to protect the integrity of these saves. That will be after I finish crying, and maybe after a good night's sleep. Edit: I wonder if using "Player Body" instead of one of the standard races can cause problems for sexout?
sen4mi Posted March 4, 2012 Author Posted March 4, 2012 So... since this keeps happening to me, I have decided that I need to take a deeper look into what is happening here. So far, I think that I have discovered that SexoutNG thinks that it is being asked to animate animation 0, which it replaces with 605. Except, of course, 605 is not taking effect. And, in the context of save file that has seen some gameplay, 605 fails when I try to start it from the console. To understand this, I think I need to understand how PickIdle works, how Sexout intends for it to work, and the rules it uses, so I can trace through the things I am seeing to understand what it is that I am seeing. I am noticing, for example, that when anims are working (with an utterly minimal save and minimal game), pickidle on the guy gives me: pickidle GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 1.00 GetItemCount >> 1.00 GetItemCount >> 0.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 1.00 Picked Idle 'SNG605a' (0101C9DD) file: Characters\_Male\IdleAnims\SexoutNG\givers\lay\605a.kf Where, when things are not working (but with a game with a "good save" -- where the character has never been sullied by QuickSave or AutoSave), it looks like this: pickidle GetItemCount >> 0.00 GetItemCount >> 1.00 GetItemCount >> 1.00 GetItemCount >> 1.00 GetItemCount >> 0.00 GetItemCount >> 1.00 GetItemCount >> 0.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 605.00 GetItemCount >> 1.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 GetItemCount >> 0.00 Get Knocked State >> 0.00 GetSitting >> 0.00 GetSleeping >> 0.00 IsGreeting the player >> 0.00 MenuMode 1 >> 0.00 Player is in Cannibal action >> 0.00 GetSitting >> 0.00 GetSleeping >> 0.00 GetVATSValue 6, 15 -> 0.00 GetIsUsedItemActivate >> 0.00 Procedure >> 0.00 Procedure >> 0.00 Procedure >> 0.00 GetActorValue: LeftMobilityCondition >> 100.00 GetActorValue: RightMobilityCondition >> 100.00 Procedure >> 0.00 MenuMode 1009 >> 0.00 Procedure >> 0.00 Procedure >> 0.00 Is Weapon Out >> 0.00 GetEquipped >> 0.00 Procedure >> 0.00 is not in combat GetIsRef >> 0.00 Procedure >> 0.00 Procedure >> 0.00 GetEquipped >> 0.00 is not in combat is not sneaking GetRandomPercent >> 59.00 GetRandomPercent >> 41.00 GetFactionRank >> -1.00 GetFactionRank >> -1.00 Six is not unconscious Current Process >> 0.00 Procedure >> 0.00 GetIsID >> 1.00 Is Weapon Out >> 0.00 So I can see that Things Are Not Right... but I do not have a clue what I am looking for. I am noticing that when I load GECK and use the Gameplay-> Idle Animations ... feature with Sexout.esm active, I get a lot of complaining from Powerup. Stuff like: MODEL ERROR: Could not load file 'Characters\_Male\IdleAnims'. ORIGIN: 004C1A4A (most of the anims I click on give me this, though if I go down far enough I get other "files" not being loadable.) (I also got some complatins about anims that were looping that were not supposed to loop.) Another thing I have noticed is that three sexout .esp files explicitly reference .kf files. Here are my informal counts of distinct .kf file references: Sexout.esm 318 SexoutSS.esp 3 SexoutBrutalRapers.esp 1 SexoutZAZ.esp 95 So... if a plugin activates an idle file, does that break sexout? If so, what could I look for, to determine what is broken? Meanwhile, I keep getting distracted by stuff like: http://geck.bethsoft.com/index.php/Idle_Collection Anyways, I am sorely in need of clues. Does anyone have any extras they would not mind sharing?
prideslayer Posted March 4, 2012 Posted March 4, 2012 Your second quote is what happens when the idle animation file is missing; the KF cannot be found, and the idle animation is set to "must return file", so it "falls out" of the sexout idle group and continues searching for a valid animation to play. Powerup is confirming this with the error "Could not load file 'Characters\_Male\IdleAnims'" which would seem to indicate that your entire idle animations directory (data\meshes\characters\_male\idleanims) is missing. This will happen if you deleted the whole directory or if you're trying to run the geck from a directory other than the fallout NV directory. So... if a plugin activates an idle file, does that break sexout? You mean 'adds', not 'activates', and No. Those other ESPs are working as designed. Something is wrong with your install of the animations download for sexout, or you have junk tokens on your character in the savegame. You can clear out your inventory via the console, or you can make a clean save without sexout, to see if that's the problem.
sen4mi Posted March 5, 2012 Author Posted March 5, 2012 Your second quote is what happens when the idle animation file is missing; the KF cannot be found' date=' and the idle animation is set to "must return file", so it "falls out" of the sexout idle group and continues searching for a valid animation to play. Powerup is confirming this with the error "Could not load file 'Characters\_Male\IdleAnims'" which would seem to indicate that your entire idle animations directory (data\meshes\characters\_male\idleanims) is missing. This will happen if you deleted the whole directory or if you're trying to run the geck from a directory other than the fallout NV directory.[/quote'] Except I am able to load files from within that directory just fine. It contains 987 kf files, including the .kf file which was listed in my first quoted result from pickidle. So I do not think the directory is missing. So... if a plugin activates an idle file' date=' does that break sexout? [/quote'] You mean 'adds', not 'activates', and No. Those other ESPs are working as designed. Something is wrong with your install of the animations download for sexout, or you have junk tokens on your character in the savegame. You can clear out your inventory via the console, or you can make a clean save without sexout, to see if that's the problem. I will try cleaning my inventory. (Unless there's some kind of two-stage process, where I load a save without my plugins then save then load it again, I think that I have already tried the clean game approach.)
prideslayer Posted March 5, 2012 Posted March 5, 2012 Except I am able to load files from within that directory just fine. It contains 987 kf files' date=' including the .kf file which was listed in my first quoted result from pickidle. So I do not think the directory is missing. [/quote'] Permissions could be wrong or something then. If it's there and has the right structure. There should only be a dozen or so files in that directory, along with about as many subdirectories (and that pattern continues). If you actually have 987 kf files in one directory, we're back to "you installed it wrong." I will try cleaning my inventory. (Unless there's some kind of two-stage process' date=' where I load a save without my plugins then save then load it again, I think that I have already tried the clean game approach.) [/quote'] That last bit is a clean save, and it is the defacto way to reset all the mods. Doing that is just like starting your game over completely without the mods, except for any mods you had that screwed up actual actor values. These cannot be fixed by loading/unloading mods because they are not dependent on features in the mod -- they modify the player directly.
sen4mi Posted March 5, 2012 Author Posted March 5, 2012 Except I am able to load files from within that directory just fine. It contains 987 kf files' date=' including the .kf file which was listed in my first quoted result from pickidle. So I do not think the directory is missing. [/quote'] Permissions could be wrong or something then. If it's there and has the right structure. There should only be a dozen or so files in that directory, along with about as many subdirectories (and that pattern continues). If you actually have 987 kf files in one directory, we're back to "you installed it wrong." Permissions! Ok, I will check permissions. I have 14 files that are in that directory, if i ignore subdirectories. The count of 987 includes subdirectories. I will try cleaning my inventory. (Unless there's some kind of two-stage process' date=' where I load a save without my plugins then save then load it again, I think that I have already tried the clean game approach.) [/quote'] That last bit is a clean save, and it is the defacto way to reset all the mods. Doing that is just like starting your game over completely without the mods, except for any mods you had that screwed up actual actor values. These cannot be fixed by loading/unloading mods because they are not dependent on features in the mod -- they modify the player directly. But I am able to reproduce the problem with these being the only .esm/.esp files in my data directory: FalloutNV.esm MikotoBeauty.esm Body by Race.esp Sexout.esm But I will try doing a save with just the first three, to see if that fixes my problem. Meanwhile, I cleaned out my inventory, so I only had this: Six (00000014) has 10 items: 1 - P Pip-Boy 3000 (00015038) (100000,100.00%) - Worn 1 - Bison Steve Maintenance Key (000AFF3D) 1 - Caravan Deck (0015F8C3) 1 - :Sexout Pregnancy Scanner (380010B1) 1 - :: Imp's More Complex Needs :: (1E000ADD) (100,100.00%) 1 - :: Check Needs Levels :: (1E001967) 1 - Coriolanus (37003FF1) 1 - Macbeth (37003FF3) 1 - Distinctive Cigarette Butt (00115F04) 1 - Snow Globe - Goodsprings (0015DB3A) And, during the broken blow job, this became: Six (00000014) has 21 items: 1 - P Pip-Boy 3000 (00015038) (100000,100.00%) - Worn 1 - Bison Steve Maintenance Key (000AFF3D) 1 - Caravan Deck (0015F8C3) 1 - :Sexout Pregnancy Scanner (380010B1) 1 - :: Imp's More Complex Needs :: (1E000ADD) (100,100.00%) 1 - :: Check Needs Levels :: (1E001967) 1 - Coriolanus (37003FF1) 1 - Macbeth (37003FF3) 1 - Distinctive Cigarette Butt (00115F04) 1 - Snow Globe - Goodsprings (0015DB3A) 1 - Debug: Sexout Ac (08000ADE) 1 - ZAZ animation token (0806DCA2) 1 - SexoutNGAnimPositionB (08019330) 1 - SexoutNGAnimPosition (0801932E) 1 - SexoutNGTokenUndress (0801932C) 1 - A nude body (080027A6) (100,100.00%) - Worn 1 - U No Weapon (0800FDBE) (2,99.90%) - Worn 605 - SexoutNGAnimCounter (0801932D) 1 - SexoutNGSoundToken (0802649F) Does this reveal anything about my problem?
prideslayer Posted March 5, 2012 Posted March 5, 2012 Yes. You are trying to play a ZAZ animation, and you do not have the ZAZ ESP loaded. You might also be missing the ZAZ datapack, which contains its own animations. Try again with both of those installed.
prideslayer Posted March 5, 2012 Posted March 5, 2012 Also how do you have any "Imp's More Complex Needs" and the pregnancy scanner if: But I am able to reproduce the problem with these being the only .esm/.esp files in my data directory: FalloutNV.esm MikotoBeauty.esm Body by Race.esp Sexout.esm If you don't have imp's and pregnancy (and thus SCR) loaded, it's impossible for those things to find their way into your inventory.
sen4mi Posted March 5, 2012 Author Posted March 5, 2012 Yes. You are trying to play a ZAZ animation' date=' and you do not have the ZAZ ESP loaded. You might also be missing the ZAZ datapack, which contains its own animations. Try again with both of those installed. [/quote'] I believe I have both installed, for this test. Here's the list I am testing with. ZAZ gets hex prefix 36: Active Mod Files: 00 FalloutNV.esm [CRC: 26D5B980] 01 DeadMoney.esm [CRC: D70F165B] 02 HonestHearts.esm [CRC: DCB574C7] 03 OldWorldBlues.esm [CRC: 7F8F8225] 04 LonesomeRoad.esm [CRC: 30073D50] 05 Primary Needs HUD.esm [CRC: D5F10B4D] 06 Lings.esm [CRC: BB01584F] 07 MikotoBeauty.esm [CRC: B64F8CC0] 08 Sexout.esm [CRC: 44B9EA52] 09 SexoutCommonResources.esm [CRC: 1B4BB982] 0A SexoutLegion.esm [CRC: A2E337C6] 0B SexoutSlavery.esm [CRC: 5A0CF35D] 0C The Mod Configuration Menu.esp [Version 1.2] [CRC: CADD67E1] 0D MikotoBPWastersOverhaul.esp [CRC: B3D73331] 0E FactionIDCards.esp [CRC: 898A6BE4] 0F populatedcasino.esp [CRC: 9EAE96FF] 10 CompanionDe-Equip.esp [CRC: 87615BCA] 11 DrugsAreBadMKay.esp [Version 0.3] [CRC: 8608DD53] 12 FeelingIrradiated.esp [CRC: 7BDE6AA3] 13 bzArmour.esp [CRC: 3F0CACE8] 14 DIM TYPE3clothesRETAIL_NV.esp [CRC: 5D16E467] 15 Mantis07Reflex - Realism.esp [Version 2.4] [CRC: 8A1FB117] 16 Type3 Leather Armors.esp [CRC: 32BC4113] 17 VegasChokers.esp [CRC: 1E2D635B] 18 Armor by Race w Undies.esp [CRC: 019CE041] 19 Body by Race.esp [CRC: 14DB2477] 1A CompanionDisguises.esp [CRC: BEF1A64C] 1B SunnyCompanion.esp [CRC: B6DAB011] 1C UnlimitedCompanions.esp [CRC: B10AB30B] 1D Delay DLC - DM + HH + OWB + LR.esp [CRC: A3D2029D] 1E Imp's More Complex Needs.esp [CRC: DCF94369] ++ IMCNNV - Sorted.esp [CRC: CB8BA614] 1F keepcompanionperks.esp [CRC: B769FA21] 20 More Realistic Aiming.esp [CRC: 6DAF3391] 21 MikotoBeauty.esp [CRC: 4DA5C54E] 22 SexoutKings.esp [CRC: F2396B32] 23 SexoutKhans.esp [CRC: 083E412A] 24 SexoutNCR.esp [CRC: 024A27C4] 25 SexoutDrugs.esp [CRC: 95B54C6E] 26 SexoutPowderGangers.esp [CRC: 711064F3] 27 SexoutWorkingGirl.esp [CRC: AE84D564] 28 SexoutFiends.esp [CRC: 51967C5B] 29 Sexout LevelUp.esp [CRC: 1203B297] 2A SmallerTalk.esp [CRC: 6D9FF130] 2B SexoutDiscounts.esp [CRC: 8CB5A719] 2C SexoutIMCNNV.esp [CRC: 0A3D9BEA] 2D SexoutLust.esp [CRC: 5C30CAC7] 2E SexoutSS.esp [CRC: 7CE9A124] 2F SexoutTestForSTDsMKII.esp [CRC: 44BF00BA] 30 Jet Classic.esp [CRC: 8153A1AF] 31 SexoutBribes.esp [CRC: C9BAEDF4] ++ keepcompanionperks_deadmoney.esp [CRC: FD68D4F4] ++ keepcompanionperks_honesthearts.esp [CRC: AED6E768] ++ keepcompanionperks_lonesomeroad.esp [CRC: ECE95DE7] ++ keepcompanionperks_oldworldblues.esp [CRC: 9719E4D0] ++ sexysleepwearreplacera.esp [CRC: CEF7B195] 32 SexoutBrutalRapers.esp [CRC: CABFD27C] 33 MantisZeroSuit_ForNV.esp [CRC: 07D296C4] 34 SexoutOrientationExpress.esp [CRC: 68D4D59E] 35 AlienSymbiot.esp [CRC: B3EE3A14] 36 SexoutZAZ.esp [CRC: 40AF9BF5] ++ OWB Valence Mask.esp [CRC: 7FDB8970] ++ OWB Stealth Field Suit.esp [CRC: 31ED2B18] ++ OWB Moddable FIDO.esp [CRC: 2BB702B3] ++ SexoutLust - pHUD.esp [CRC: B858803F] 37 SexoutStore.esp [CRC: CDFC8FF9] 38 SexoutPregnancyNG.esp [CRC: CE9B500E] 39 Bashed Patch, 0.esp [CRC: ECEF6863] Also how do you have any "Imp's More Complex Needs" and the pregnancy scanner if: But I am able to reproduce the problem with these being the only .esm/.esp files in my data directory: FalloutNV.esm MikotoBeauty.esm Body by Race.esp Sexout.esm If you don't have imp's and pregnancy (and thus SCR) loaded' date=' it's impossible for those things to find their way into your inventory. [/quote'] That was a different test (actually, a different set of tests). Most of the time, I am using my full suite of mods. The above list of four was when I was manually running 605 from the console. Since I was able to reproduce the problem with just those four, I went back to using everything because that made testing simpler (and representative of my game problem). Anyways, I just ran two additional tests. In one test, I took my current save, loaded it with only FalloutNV.esm MikotoBeauty.esm Body by Race.esp And then saved and then then quit fallout, re-enabled everything, then loaded my newest save. In this case, the animation worked, and my character gave Dawes a blowjob. In my other test, I took my previous save, loaded it with only FalloutNV.esm MikotoBeauty.esm Body by Race.esp Sexout.esm And then saved and and then quit fallout, re-enabled everything, then loaded my newest save. In this case, the animation did not work, and my character stood inside of Dawes. So I think that the problem is in the state information which is associated with Sexout.esm. Also, since I have a working and non-working version of the same character, I can go back and forth between them and I can hopefully isolate the problem. (This is not going to be fast, though, since I am so ignorant of Sexout's inner workings.)
prideslayer Posted March 5, 2012 Posted March 5, 2012 Most of the time' date=' I am using my full suite of mods. The above list of four was when I was manually running 605 from the console. Since I was able to reproduce the problem with just those four, I went back to using everything because that made testing simpler. [/quote'] You didn't actually reproduce the problem. There is no animation 605 in sexout, that is coming from ZAZ. To test it you need to load at least Sexout.esm and SexoutZAZ.esp, and you need the ZAZ datapack installed as well. When you call the spell from the command line you need set bUseZAZ to 1 on the sexoutNG spell (xx019333) as well. You'll always get an anim that doesn't play if you manually set the anim # to one that doesn't exist within sexout. EDIT: I take that back, there is a 605 in core sexout also, which is a doggystyle sex animation -- not a blowjob.
prideslayer Posted March 5, 2012 Posted March 5, 2012 Once again I must reiterate: You are going to get nowhere unless you follow the debugging instructions to the letter. For all the questioning and guesswork and general effort you're putting into finding the cause of your problem, you have yet to just perform the debugging steps I've laid out in this thread a few times already, and also linked to in the sticky thread here in this forum. - Disable all your mods via the FOMM package manager except for MCM and the sexout ones. - Yes, that means all of them. - No, really, I mean all of them. - Test. - If the problem occurs, report in. - If not, enable One (1) mod via the package manager, and go back two steps. There is no need to mess around with any savegame stuff. Just load whatever savegame you want to. You're doing all kinds of guessing and attempting to perform tests that, to be frank, are behond your ability given your limited understanding of the game in general and sexout in particular. This would have been solved days ago if you'd just followed the directions. I'm getting frustrated. I think it's past time to make that clear. Why ask for help if you aren't going to heed the instructions given?
sen4mi Posted March 5, 2012 Author Posted March 5, 2012 Most of the time' date=' I am using my full suite of mods. The above list of four was when I was manually running 605 from the console. Since I was able to reproduce the problem with just those four, I went back to using everything because that made testing simpler. [/quote'] You didn't actually reproduce the problem. There is no animation 605 in sexout, that is coming from ZAZ. To test it you need to load at least Sexout.esm and SexoutZAZ.esp, and you need the ZAZ datapack installed as well. When you call the spell from the command line you need set bUseZAZ to 1 on the sexoutNG spell (xx019333) as well. You'll always get an anim that doesn't play if you manually set the anim # to one that doesn't exist within sexout. EDIT: I take that back, there is a 605 in core sexout also, which is a doggystyle sex animation -- not a blowjob. I am not sure where I got 605 from. I was using it with only two files enabled: FalloutNV.esm Sexout.esm I used it like this: set "01000dc0".anim to 605 set "01019333".actora to getself set "01019333".actorb to player cios 010027A8 This worked. But I cannot load my save file without Bodies by Race, because my player's race is Player Body. So I also used this approach with FalloutNV.esm MikotoBeauty.esm Body by Race.esp Sexout.esm In that case, I used 605 like this: set "02000dc0".anim to 605 set "02019333".actora to getself set "02019333".actorb to player cios 020027A8 Here, with a fresh game, 605 worked. Here, with my game where I had played my character for a few hours, 605 did not work. So that was one set of tests... Meanwhile, I also had my character parked outside near Dawes the powderganger. I have been testing there, using a dialog option with him, which I think comes from SexoutBribes. I have determined using this approach that a clean save (without sexout, with bodies by race) lets that dialog option work on that character. So, basically, I have been running a lot of tests and I have not been clear enough in distinguishing results from them. I apologize for that.
prideslayer Posted March 5, 2012 Posted March 5, 2012 Thank you for the clarification. Here' date=' with a fresh game, 605 worked. Here, with my game where I had played my character for a few hours, 605 did not work. [/quote'] This bit makes no sense, unless you were also continuing to do other stuff during those "few hours". When/if it stops working, check your inventory again. So, basically, I have been running a lot of tests and I have not been clear enough in distinguishing results from them. I apologize for that. You need to start right where you left off, where dawes was working, and start slowly enabling mods one at a time and repeating the test. Keep an eye on the console (the 'tdt' command will print console messages to the screen without having to have it open). That is, of course, if you cannot repeat the "after a few hours" problem, which does not make any sense to me anyway, unless sexoutbribes itself has a limit on the dialog -- which is something you need to be specific about. Did you get the dialog, and then sex did not work, or did you not even get the dialog. The classic bribes plugin only allowed you to bribe someone once a day.
sen4mi Posted March 5, 2012 Author Posted March 5, 2012 I'm getting frustrated. I think it's past time to make that clear. Why ask for help if you aren't going to heed the instructions given? Re-reading those instructions, I have problems with steps 4, 5 and 6 (of the main set, not the CTD set). I am having problems on step 4. "Install everything with FOMM". FOMM only knows how to install certain mods (.fomod). So I have been using wrye bash to install my mods. And some files (for example those I download that are not in packages) I install manually. Hypothetically speaking, I could package everything up into one or more .fomods, myself, but these would be non-standard mods of my own creation, and I have not found any instructions, yet, on how to make such mods. That said, I see now that FOMM's load order report is different, qualitatively, from the load order information which I have been providing. Here is FOMM's copy-to-clipboard report (which seems less informative than wrye bashes): FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm Primary Needs HUD.esm Lings.esm MikotoBeauty.esm SexoutCommonResources.esm SexoutLegion.esm SexoutSlavery.esm Sexout.esm The Mod Configuration Menu.esp MikotoBPWastersOverhaul.esp FactionIDCards.esp populatedcasino.esp CompanionDe-Equip.esp DrugsAreBadMKay.esp FeelingIrradiated.esp bzArmour.esp DIM TYPE3clothesRETAIL_NV.esp Mantis07Reflex - Realism.esp Type3 Leather Armors.esp VegasChokers.esp Armor by Race w Undies.esp Body by Race.esp CompanionDisguises.esp SunnyCompanion.esp UnlimitedCompanions.esp Delay DLC - DM + HH + OWB + LR.esp Imp's More Complex Needs.esp keepcompanionperks.esp More Realistic Aiming.esp MikotoBeauty.esp SexoutKings.esp SexoutKhans.esp SexoutNCR.esp SexoutDrugs.esp SexoutPowderGangers.esp SexoutWorkingGirl.esp SexoutFiends.esp Sexout LevelUp.esp SmallerTalk.esp SexoutDiscounts.esp SexoutIMCNNV.esp SexoutLust.esp SexoutSS.esp SexoutTestForSTDsMKII.esp Jet Classic.esp SexoutBribes.esp SexoutBrutalRapers.esp MantisZeroSuit_ForNV.esp SexoutOrientationExpress.esp AlienSymbiot.esp SexoutZAZ.esp SexoutStore.esp SexoutPregnancyNG.esp Bashed Patch, 0.esp Total active plugins: 58 Total plugins: 58 And, here is FOMM's other load order report (which is maybe saying something interesting): Mod load order report ! Warning: current load order template contains 252 duplicate entries FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm Primary Needs HUD.esm Lings.esm MikotoBeauty.esm Sexout.esm * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutCommonResources.esm * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutLegion.esm * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutSlavery.esm * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. The Mod Configuration Menu.esp MikotoBPWastersOverhaul.esp FactionIDCards.esp populatedcasino.esp CompanionDe-Equip.esp DrugsAreBadMKay.esp FeelingIrradiated.esp bzArmour.esp DIM TYPE3clothesRETAIL_NV.esp Mantis07Reflex - Realism.esp Type3 Leather Armors.esp Designed for the Type3 Female Body Replacer. VegasChokers.esp Armor by Race w Undies.esp Body by Race.esp CompanionDisguises.esp SunnyCompanion.esp UnlimitedCompanions.esp Delay DLC - DM + HH + OWB + LR.esp ! This plugin requires 'deadmoney.esm, honesthearts.esm, oldworldblues.esm, lonesomeroad.esm', which was not found Imp's More Complex Needs.esp keepcompanionperks.esp More Realistic Aiming.esp ! This plugin requires 'nvse', which was not found MikotoBeauty.esp SexoutKings.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutKhans.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutNCR.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutDrugs.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutPowderGangers.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutWorkingGirl.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutFiends.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. Sexout LevelUp.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SmallerTalk.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutDiscounts.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutIMCNNV.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutLust.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutSS.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutTestForSTDsMKII.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. Jet Classic.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutBribes.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutBrutalRapers.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. MantisZeroSuit_ForNV.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutOrientationExpress.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. AlienSymbiot.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutZAZ.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutStore.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. SexoutPregnancyNG.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. Bashed Patch, 0.esp That said, note that the above is the load order report for my preferred set of mods, and not the load order report for some of my tests involving fewer mods (where I am physically moving the .esp/.esm files out of the data directory, but changing nothing else). I hope the above is adequate for step 5. But perhaps I should redo some of my tests with a load order report for each of them? As for step 6... I have been reading, and re-reading the various posts referenced in step 6. I am not sure how to tell if I am done with this step. That's a lot of reading material to wade through, and missing even a single sentence could be a problem.
prideslayer Posted March 5, 2012 Posted March 5, 2012 I'm getting frustrated. I think it's past time to make that clear. Why ask for help if you aren't going to heed the instructions given? Re-reading those instructions' date=' I have problems with steps 4, 5 and 6 (of the main set, not the CTD set). I am having problems on step 4. "Install everything with FOMM". FOMM only knows how to install certain mods (.fomod). [/quote'] Not true. It will also install "FOMOD Ready" archives; .zip, .7z, .rar, etc are supported. Every sexout mod will install just fine this way. "FOMOD Ready" means the zip file internally follows the directory structure of FONV. I have not found any instructions, yet, on how to make such mods. For archives that don't follow the standard layout, follow that mods manual install instructions, but install all the files into an EMPTY data directory somewhere away from fallout. When you're done, zip up that directory. BOOM. You now have a "FOMOD Ready" .zip that you can install with FOMM. Bashed Patch, 0.esp This is almost certainly bad. There are very very few cases where you need a "bashed patch" in FONV. Most of the time, they just fuck things up. They are guaranteed to fuck things up if you make one with Sexout stuff in it, or with any mod that uses MCM, or otherwise depends on resources being in specific mods that are not masters. The duplicate entries order is probably coming from that as well. That said, note that the above is the load order report for my preferred set of mods, and not the load order report for some of my tests involving fewer mods (where I am physically moving the .esp/.esm files out of the data directory, but changing nothing else). This is why I've repeatedly said to use the FOMM package manager, which will do this for you -- but will also move out OTHER files that mod installed. It was only just now that you mentioned wrye bash. As for step 6... I have been reading, and re-reading the various posts referenced in step 6. I am not sure how to tell if I am done with this step. That's a lot of reading material to wade through, and missing even a single sentence could be a problem. Them's the breaks. If you didn't read the OP and follow the instructions when you downloaded the mod, there is not much any of us can do for you.
sen4mi Posted March 5, 2012 Author Posted March 5, 2012 Thank you for the clarification. Here' date=' with a fresh game, 605 worked. Here, with my game where I had played my character for a few hours, 605 did not work. [/quote'] This bit makes no sense, unless you were also continuing to do other stuff during those "few hours". When/if it stops working, check your inventory again. I am not understanding what you are saying, here, which tells me that you also did not understand what I was saying. So I will try again. I have saves representing two characters. One character is named "TEST". Save #0049 Goodsprings has this character right outside Dr. Mitchell's door for the first time. Play Time: 000.13.12. This character has only FalloutNV.esm and Sexout.esm and no other mods. One character is named "Six". Save #0083 Mojave Wasteland has this character right outside the gate for powdergangers hq. Play Time: 003.45.44. This character has the big huge mod list that I have been reporting. Save #0084 Mojava Wasteland is this same character in the same place. Play time: 003.45.49. This save was made "clean" without sexout. With only FalloutNV.esm, MikatoBeauty.esm and Body by Race.esp Save #0085 Mojave Wasteland is this same character in the same place. Play Time: 003.45.55 This save was made "clean" With only FalloutNV.esm, MikatoBeauty.esm, Sexout.esm and Body by Race.esp Each of these save files has tests associated with them. TEST has been using a Goodspring Settler for her sex partner. Six has been using Dawes for her sex partner. TEST is limited to using the console to initiate sex. Six can have sex initiated through the console or through dialog. The "hours" I was refering to were "playtime on the character" hours. So' date=' basically, I have been running a lot of tests and I have not been clear enough in distinguishing results from them. I apologize for that. [/quote'] You need to start right where you left off, where dawes was working, and start slowly enabling mods one at a time and repeating the test. Keep an eye on the console (the 'tdt' command will print console messages to the screen without having to have it open). That is, of course, if you cannot repeat the "after a few hours" problem, which does not make any sense to me anyway, unless sexoutbribes itself has a limit on the dialog -- which is something you need to be specific about. Did you get the dialog, and then sex did not work, or did you not even get the dialog. The classic bribes plugin only allowed you to bribe someone once a day. When I am using the dialog, I am loading from a save which was made before the dialog happens for the first time. But the minium set of mods installed for the problem to happen prevents me from using that dialog. I have to initiate sex from the console to see the problem. That set of mods is: FalloutNV.esm MikatoBeauty.esm Sexout.esm Body by Race.esp And note that this problem does not appear when I start from save #0084. It appears when I start from save #0083 or save #0085.
prideslayer Posted March 5, 2012 Posted March 5, 2012 It sounds like you loaded save 83 with a bunch of stuff disabled, but sexout enabled, and then saved it as 85. That is not a "clean save." Since you left sexout enabled, any stray tokens you had in your inventory from sexout were saved in 85. Stray tokens in the inventory will potentially break animations. In any case, the proper procedure for making clean saves and testing is outlined in the sticky post. You need to first make the clean save. This is a save without only *required* mods installed. If your game crashes trying to load a save without body by race, then leave it enabled -- and also contact the body by race author and yell at him. I suspect however that this just happens because your "disabling" method is incorrect -- you're just moving the ESMs and ESPs out, but not fixing all the other files that mod touched. I explained that in my last post related to FOMM. Leaving half a mod laying around is a sure way to crash or introduce other subtle corruptions. Simply removing or disabling an esp or esm is not enough. So what you need to do is erase #85 and start over from #84. Enable one more mod, load save 84, and test. If everything works, quit the game (do not save), enable another mod, and test again loading save 84. Repeat this until you enable a mod and the system stops working.
sen4mi Posted March 5, 2012 Author Posted March 5, 2012 I'm getting frustrated. I think it's past time to make that clear. Why ask for help if you aren't going to heed the instructions given? Re-reading those instructions' date=' I have problems with steps 4, 5 and 6 (of the main set, not the CTD set). I am having problems on step 4. "Install everything with FOMM". FOMM only knows how to install certain mods (.fomod). [/quote'] Not true. It will also install "FOMOD Ready" archives; .zip, .7z, .rar, etc are supported. Every sexout mod will install just fine this way. "FOMOD Ready" means the zip file internally follows the directory structure of FONV. How can I make this work? When I click on the Package Manager button on the right hand side of the main window, it gives me a list of 4 mods. When I manually look in the mod directory which it has configured in settings under the Fallout New Vegas tab, I see 97 mods: 43 .7z 31 .zip 19 .rar 4 .fomod I have not found any instructions' date=' yet, on how to make such mods. [/quote'] For archives that don't follow the standard layout, follow that mods manual install instructions, but install all the files into an EMPTY data directory somewhere away from fallout. When you're done, zip up that directory. BOOM. You now have a "FOMOD Ready" .zip that you can install with FOMM. If it would let me install .zip files, I would try this. Bashed Patch' date=' 0.esp [/quote'] This is almost certainly bad. There are very very few cases where you need a "bashed patch" in FONV. Most of the time, they just fuck things up. They are guaranteed to fuck things up if you make one with Sexout stuff in it, or with any mod that uses MCM, or otherwise depends on resources being in specific mods that are not masters. The duplicate entries order is probably coming from that as well. That duplicate entries thing is in the BOSS list, not in my mods. But that is a good point about MCM and looking for mods by name. I'll fix that. That said' date=' note that the above is the load order report for my preferred set of mods, and not the load order report for some of my tests involving fewer mods (where I am physically moving the .esp/.esm files out of the data directory, but changing nothing else). [/quote'] This is why I've repeatedly said to use the FOMM package manager, which will do this for you -- but will also move out OTHER files that mod installed. It was only just now that you mentioned wrye bash. As for step 6... I have been reading, and re-reading the various posts referenced in step 6. I am not sure how to tell if I am done with this step. That's a lot of reading material to wade through, and missing even a single sentence could be a problem. Them's the breaks. If you didn't read the OP and follow the instructions when you downloaded the mod, there is not much any of us can do for you. I am trying... and I am not entirely an idiot. I am working on verifying that the needed files are in place, and are installed correctly, and I would really prefer to sort this through myself rather than ask for help. But the way things are organized right now it's taking a lot of time (more time on that than on testing, actually, but I'm working on reversing that ratio).
sen4mi Posted March 5, 2012 Author Posted March 5, 2012 It sounds like you loaded save 83 with a bunch of stuff disabled' date=' but sexout enabled, and then saved it as 85. That is not a "clean save." Since you left sexout enabled, any stray tokens you had in your inventory from sexout were saved in 85. Stray tokens in the inventory will potentially break animations. In any case, the proper procedure for making clean saves and testing is outlined in the sticky post. You need to first make the clean save. This is a save without only *required* mods installed. If your game crashes trying to load a save without body by race, then leave it enabled -- and also contact the body by race author and yell at him. I suspect however that this just happens because your "disabling" method is incorrect -- you're just moving the ESMs and ESPs out, but not fixing all the other files that mod touched. I explained that in my last post related to FOMM. Leaving half a mod laying around is a sure way to crash or introduce other subtle corruptions. Simply removing or disabling an esp or esm is not enough. So what you need to do is erase #85 and start over from #84. Enable one more mod, load save 84, and test. If everything works, quit the game (do not save), enable another mod, and test again loading save 84. Repeat this until you enable a mod and the system stops working. [/quote'] Starting from #84, I can enable everything and the problem does not reappear. Of course, there are other issues with that save. For example, Dawes is naked because his gear has been clean saved out from underneath him. But the animations work.
prideslayer Posted March 5, 2012 Posted March 5, 2012 How can I make this work? ... If it would let me install .zip files' date=' I would try this. [/quote'] It does let you. You're making assumptions and not following directions. 1. Click package manager. 2. Click "add fomod". 3. browse to wherever you downloaded the mod, and select it. You'll notice that NOT only FOMOD files show up - .zip, .7z, and .rar files do as well. The .zip file (or whatever) will be installed. When it asks if you want to make a copy, say "yes" or else it will delete the .zip file you downloaded after it converts it to a fomod, stages, and installs it. I am trying... and I am not entirely an idiot. I am working on verifying that the needed files are in place' date=' and are installed correctly, and I would really prefer to sort this through myself rather than ask for help. But the way things are organized right now it's taking a lot of time (more time on that than on testing, actually, but I'm working on reversing that ratio). [/quote'] I understand that. You need to slow down, take a breath, and drop all of your assumptions, because you're operating on a bunch that are incorrect and they're leading you to incorrect guesses and conclusions. You are probably best served at this point by simply reinstalling FONV. This will not affect your savegames, but you should back them up just in case. After FONV is installed, use FOMM to install All of the mods, as I outlined above. It will install .zip files just fine, you've just assumed that it doesn't let you, and I don't know why. I don't WANT to suggest reinstalling FONV, but it's obvious at this point that there is tons of junk in your data directory and you don't know what files go with what mods. If you do, or more importantly, if you know what files came with the vanilla game and which didn't, you can try just deleting all the non-vanilla ones -- then move on to installing all your mods with FOMM. Don't just install them right now with FOMM, because all that crap in the data directory.. well FOMM doesn't know it's "crap" either and will back it all up for you (that's what it does), so that when you uninstall a mod that overwrote one of those files, it will restore the "vanilla" file for you -- and thus you won't actually be uninstalling or disabling anything. For FOMM to work correctly, it needs to start from a clean slate.
prideslayer Posted March 5, 2012 Posted March 5, 2012 Starting from #84' date=' I can enable everything and the problem does not reappear. Of course, there are other issues with that save. For example, Dawes is naked because his gear has been clean saved out from underneath him. But the animations work. [/quote'] Oh good grief. Well just start there then and give him back all his stuff manually, or start from an earlier one before he lost his stuff. The objective with the clean saves is not to create one to *play* from, except in specific instances like certain upgrades to mods -- and then you only need to clean out that mod, not all of them.
sen4mi Posted March 5, 2012 Author Posted March 5, 2012 Starting from #84' date=' I can enable everything and the problem does not reappear. Of course, there are other issues with that save. For example, Dawes is naked because his gear has been clean saved out from underneath him. But the animations work. [/quote'] Oh good grief. Well just start there then and give him back all his stuff manually, or start from an earlier one before he lost his stuff. The objective with the clean saves is not to create one to *play* from, except in specific instances like certain upgrades to mods -- and then you only need to clean out that mod, not all of them. (In your second paragraph here), your first sentence seems to contradict your second sentence. If the point of the clean save is not to create one to play from, why should I be giving him back his stuff? Alternatively, if the point is to play from that save, there will be a lot of other damage to the game. The clothes things was just an illustration of the kind of problem which could arise if I were to try to treat the clean save as a solution to the problem. Meanwhile, I have renamed my fallout directory and am reinstalling fallout new vegas. I'll start working on re-installing the mods and so on tomorrow. But I am wondering about loose loaded files. In a number of cases (like sexout, itself), there's no "mod" to install, just the raw file. Am I supposed to create an individual zip file for each one of those, so that FOMM can install it?
prideslayer Posted March 5, 2012 Posted March 5, 2012 Alternatively' date=' if the point is to play from that save, there will be a lot of other damage to the game. The clothes things was just an illustration of the kind of problem which could arise if I were to try to treat the clean save as a solution to the problem. [/quote'] Ok then, lets not do that. I want you to forget all these saves except whichever one has everything working how you want except for the sex. You can keep them, delete them, whatever you want -- just don't mention them in the context of solving this problem. Meanwhile' date=' I have renamed my fallout directory and am reinstalling it. But I am wondering about loose loaded files. In a number of cases (like sexout, itself), there's no "mod" to install, just the raw file. Am I supposed to create an individual zip file for each one of those, so that FOMM can install it? [/quote'] You already have a zip file, that's what you get when you download it here. Why would you have to create one? Just install the zip file you downloaded.
sen4mi Posted March 5, 2012 Author Posted March 5, 2012 Alternatively' date=' if the point is to play from that save, there will be a lot of other damage to the game. The clothes things was just an illustration of the kind of problem which could arise if I were to try to treat the clean save as a solution to the problem. [/quote'] Ok then, lets not do that. I want you to forget all these saves except whichever one has everything working how you want except for the sex. You can keep them, delete them, whatever you want -- just don't mention them in the context of solving this problem. That would be save #83. But save #84 and #85 are not useless for solving this problem, from my point of view. I understand that you do not want to deal with them, but they are full of clues. I do not know yet if they contain enough clues, because I have not followed them, yet, to where they lead. (I was gradually instrumenting my copy of Sexout.esm scripts with PrintToConsole statements, starting the game, loading each one with scof active ("good.log" and "bad.log") to record the load and then finding where the differences occurred between them. Since there are a finite number of relatively short scripts, and since the only difference I cared about between them was the animation difference, I would be able to find the problem eventually, even without understanding the architecture of Sexout (and probably building up some understanding of that architecture in the process). I was hoping that you could describe that architecture and save me some time. My current plan is rebuilding the game using FOMM and then starting over from the beginning, again, and see if that reproduces the problem for me or if that lets me play for longer than a few hours without having to start over again with another character. If it does not work, and you get frustrated and give up on me, I am probably going to restore my old instance of the game and resume trying to isolate the problem there. Or maybe you will have some plan for fixing the problem without a clean save, in which case I might be able to play forward instead of starting over again. And I already know that the pickidle thing is not the only difference (the "clean-ish but bad" instance is trying to use ZAZ). Anyways, there is a decent chance that the problem will not reappear if I start over. For example, I will not be using bashed patch. And, for example, six had in her history a couple hours of play before I realized that I had not installed the meshes from AR4SCR20120301.7z. So I am also conducting an exhaustive search of files referenced from Sexout and plugins referencing Sexout, to make sure that all of the .nifs and .kfs are present. So far, Sexout.esm itself seems to be ok -- every string that has .kf or .nif in it and which also contains a \ exists. This does not seem to be the case, however, for SexoutCommonResources.esm and I need to inspect individual cases to see if they are missing content or if they are something else. Anyways, there is also the possibility that this thread, and ensuring that all meshes and animations are present, will not lead me to a fix, and I want to be as prepared as I can be for that eventuality -- and, generally speaking, I want to do everything I can to make sure this gets fixed.) Meanwhile' date=' I have renamed my fallout directory and am reinstalling it. But I am wondering about loose loaded files. In a number of cases (like sexout, itself), there's no "mod" to install, just the raw file. Am I supposed to create an individual zip file for each one of those, so that FOMM can install it? [/quote'] You already have a zip file, that's what you get when you download it here. Why would you have to create one? Just install the zip file you downloaded. For example, Sexout.esm was not contained in a zip file. Many .esm and .esp files I download from here were not contained in .zip files.
prideslayer Posted March 5, 2012 Posted March 5, 2012 For example' date=' Sexout.esm was not contained in a zip file. Many .esm and .esp files I download from here were not contained in .zip files. [/quote'] Oh, the beta. You can just zip it up first with those.
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