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Weird, but I've removed all of the fail-safes and can't seem to reproduce this particular behavior on the latest build of Sexout. The PC is now restrained back correctly and is not stuck. Might have been a timing conflict between different calls which solved itself when you changed other stuff?

I'd say I probably might have had some bugs in my scripts, but previously the PC got stuck even on a simple test call:

let rActor := GetCrosshairRef
if eval (IsFormValid rActor) && (rActor.IsActor)
  DisablePlayerControls 1 1 1 0 0 0 1
  call fnSexoutActRunFull (Ar_Map "ActorA"::rActor "ActorB"::PlayerRef "Flags"::(Ar_List "rape") "Raper"::rActor "bDontRedressA"::1 "bDontRedressB"::1)
endif
So, let's assume it's solved for now :)

 

 

The PC still gets kicked out of his conditional idles on act start, but I'll look into it, maybe the animation itself is bugged, or an engine issue. Not sure how to check the latter although...

 

EDIT:

Never mind about animations, I've looked through some info on them, and poking around a little in NifScope seems to have done the trick (although I can't just use vanilla versions now). The weird thing is that the "bug" seemed to be synchronized with Sexout animations start, maybe the game reevaluates animations in packs or something?

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Okay, the problem with stuck controls + package still RANDOMLY persists, so it might actually be a timing issue. Here is the debug log, I've prefixed my own comments with a ">>>>".

 

 

SetConsoleOutputFilename >> '__SO_Log_001.log'
____________________________
___let rActor := GetCrosshairRef
___DisablePlayerControls 1 1 1 0 0 0 1
___call fnSexoutActRunFull (Ar_Map "ActorA"::rActor "ActorB"::PlayerRef "Flags"::(Ar_List "rape") "Raper"::rActor "bDontRedressA"::1 "bDontRedressB"::1)
fnSARF: Locked actor (14000EC4 -- Butch).
fnSARF: Locked actor (00000014 -- Alex).
fnSARF: Invoking CIOS on Alex (00000014)
____________________________
CSES: Starting for: Alex(00000014)
Sexout Version is: '95(b4)
fnCSE (93): from Alex (00000014) on Alex (00000014)
fnCSE (93): is actor
fnCSE (93): CV2
fnSoCSv: Alex (00000014) 'Sexout:Start::' -> Alex (00000014) 'Sexout:Start:93::'
fnSoNXClr Sexout:Start:: Alex (00000014)
fnCSE (93): Returning 1
fnSNNXA: T:Alex (00000014), K:Sexout:Start:93::
fnSNNXA: Final A:Butch(14000EC4)
fnSNNXA: Final B:Alex(00000014)
fnSNNXA: Final C:<no name>(00000000)
fnSNNXA: Final X:<no name>(00000000)
CSES: Normalize finished, checking sanitizer.
 : fnSexoutGetArArgs Alex(00000014), Sexout:Start:93::
NGSAN: Validating animation choices
fnSoRandAct: In randomizer
fnSoRandAct: 2 actors, skeletons: MM
 : fnSexoutGetArArgs Alex(00000014), Sexout:Start:93::
Sexout Random Picker: 162 animations possible for these actors
Sexout Random Picker: 28 animations left after filtering on flag: rape
Sexout Random Picker: 28 animations left after filtering on plugin: *Any* (No furniture)
Sexout Random Picker: 28 animations left after filtering against black list
Valid anim choices: 204, 404, 603, 604, 631, 634, 707, 901, 931, 203, 603, 604, 606, 607, 608, 615, 631, 632, 633, 634, 635, 636, 638, 639, 648, 821, 905, 909, 
fnSAN: Actor: Alex (Sexout:Start:93:, isAnal: 1, isOral: 0, isVaginal: 0
NGSAN (93): Returning 0.000000: SUCCESS
CSES: SES done with CSE=1 SAN=0.000000, Stage=0 SEU next.
CSES: ActorB validity is 1
fnSAVa: Lock present but invalid, clearing.
CSES: ActorA validity is 1
fnSAVa: Lock present but invalid, clearing.
CSES (93): initializing actors
CSES (93): init actorA Alex (00000014), Butch (14000EC4), Alex (00000014)
fnSoNXClr Sexout:Started:: Butch (14000EC4)
fnSoCSv: Alex (00000014) 'Sexout:Start:93::' -> Butch (14000EC4) 'Sexout:Started::'
fnSoNXClr Sexout:Start:93:: Butch (14000EC4)
CSES (93): init actorB Alex (00000014), Alex (00000014), Alex (00000014)
fnSoNXClr Sexout:Started:: Alex (00000014)
fnSoCSv: Alex (00000014) 'Sexout:Start:93::' -> Alex (00000014) 'Sexout:Started::'
CSES (93): clearing selfkey
fnSoNXClr Sexout:Start:93:: Alex (00000014)
CSES (93): kickoff
CSES (93): Transitioning from 0 -> 1000
fnSoCUUID: Cleaning 189_16.3746_1B53D700
uuid1[189_16.3746_1B53D700][0] = rape
uuidkeys:[sexout:started::arargs:flags] = 189_16.3746_1B53D700
CSES (93): Transitioning from 1000 -> 1001
fnSAL: 14000EC4 (Butch) initial lock state: 0
fnSAL: 14000EC4 (Butch) final lock state: 1 0
Scaling A from 1.000000 to 1.0
fnSAL: 00000014 (Alex) initial lock state: 0
fnSAL: 00000014 (Alex) final lock state: 1 0
Scaling B from 1.000000 to 1.0
fnSoNXClr Sexout:Core:Cleanup Butch (14000EC4)
fnSoNXClr Sexout:Core:Cleanup Alex (00000014)
SexoutNGBES (93): SES: Setting global hook vars.
SexoutNGBES (93): SES: Global hook triggered, SES moving to BES stage 0.
SexoutNGBES (93): SEU: Stage 0.026001 0 -> 10
SexoutNGPCQ: PCFd1: 1 1 1 0 0 0 1
soAPS: Start
NGCBQ1: Casting Start PosControl (2E000AE8) on Alex (00000014)
NGCBQ1: Casting Start PosControl (2E000AE8) on Alex (00000014)
NGCBQ1: Casting Start PosControl (2E000AE8) on Alex (00000014)
NGCBQ1: Casting Start Sexout Sound (2F001935) on Alex (00000014)
soAPS: Start
SexoutNGBES (93): SEU: Stage 0.106659 10 -> 11
SexoutNGBES (93): Casting undress on player.
Pos: Waiting for Butch to gain sexout PosX
SexoutNGBES (93): SEU: Stage 0.035004 11 -> 12
SNGUndress (93): Found Alex's Leather Jacket (35002254) on Alex (00000014)
SNGUndress (93): Added Alex's Leather Jacket (35002254) on Alex (00000014)
SNGUndress (93): Found Alex's Cool Sunglasses (35002255) on Alex (00000014)
SNGUndress (93): Found A Cigarette (28003D54) on Alex (00000014)
SNGUndress (93): Alex (00000014) undress stage transition from 0 -> 10
SNGUndress (93): Removing 'Alex's Leather Jacket' from Alex (00000014)
SNGUndress (93): Alex (00000014) undress stage transition from 10 -> 20
SNGUndress (93): Alex (00000014) undress stage transition from 20 -> 100
SNGUndress (93): Alex (00000014) undress stage transition from 100 -> 110
SexoutNGBES (93): SEU: Stage 0.534012 12 -> 13
Pos: Waiting for Butch to gain sexout PosX
SexoutNGBES (93): SEU: Stage 1.024063 13 -> 14
Pos: Waiting for Butch to gain sexout PosX
SexoutNGBES (93): SEU: Stage 1.035080 14 -> 15
SexoutNGBES (93): SEU: Stage 0.130020 15 -> 16
SexoutNGBES (93): SEU: Stage 0.018997 16 -> 100
soAPS - Plugin: Sexout.esm, anim: 648
soAPS: ActorA is: Butch. mX: -0, mY: 0, mZ: 0, heading: 309
Sexout: Butch (14000EC4) PlayIdle SNG648A
SNGUndress (93): Found Tunnel Snake Outfit (14000EB8) on Butch (14000EC4)
SNGUndress (93): Added Tunnel Snake Outfit (14000EB8) on Butch (14000EC4)
SNGUndress (93): Found Pip-Boy Glove (00025B83) on Butch (14000EC4)
SNGUndress (93): Added Pip-Boy Glove (00025B83) on Butch (14000EC4)
SNGUndress (93): Found Marksman Carbine (00106FEA) on Butch (14000EC4)
SNGUndress (93): Added Marksman Carbine (00106FEA) on Butch (14000EC4)
SNGUndress (93): Found Aviator Sunglasses Black with golden frame (27012D1C) on Butch (14000EC4)
SNGUndress (93): Added Aviator Sunglasses Black with golden frame (27012D1C) on Butch (14000EC4)
SNGUndress (93): Found A Cigarette (28003D54) on Butch (14000EC4)
SNGUndress (93): Butch (14000EC4) undress stage transition from 0 -> 10
SNGUndress (93): Removing 'Tunnel Snake Outfit' from Butch (14000EC4)
SNGUndress (93): Removing 'Pip-Boy Glove' from Butch (14000EC4)
SNGUndress (93): Removing 'Marksman Carbine' from Butch (14000EC4)
SNGUndress (93): Removing 'Aviator Sunglasses Black with golden frame' from Butch (14000EC4)
soAPS - Plugin: Sexout.esm, anim: 648
soAPS: ActorB is: Alex. mX: -0, mY: 0, mZ: 0, heading: 309
Sexout: Alex (00000014) PlayIdle SNG648B
SexoutNGBES (93): SEU: Stage 0.020004 100 -> 101
SNGUndress (93): Butch (14000EC4) undress stage transition from 10 -> 20
Positioning Active. Alex ( selected
** Dumping Array #7 **
Refs: 1 Owner 2E: SexoutPosNew.esp
[ A ] : Butch (14000EC4)
[ B ] : Alex (00000014)
SNGUndress (93): Butch (14000EC4) undress stage transition from 20 -> 100
SNGUndress (93): Butch (14000EC4) undress stage transition from 100 -> 110
Sexout: Alex (00000014) PlayIdle SNG648B
SexoutNGBES (93): SEU: Stage 15.005981 101 -> 200
SexoutNGBES (93): SEU: Stage 0.018997 200 -> 201
SexoutNGBES (93): SEU: Stage 0.291992 201 -> 300
NGK Knockdown Butch 382
NGK Knockdown Alex 977
SexoutNGBES (93): SEU: Stage 0.523041 300 -> 301
fnSoNXClr Sexout:Start:: Alex (00000014)
NGClean (93 0): Started on 'Butch' (14000EC4)
NGClean (93 20): T=Butch (14000EC4) CBD=<no name> (00000000)
fnSoNXClr Sexout:Started:: Butch (14000EC4)
NGClean (93 20): stage 0 -> 20 for Butch (14000EC4)
NGClean (93 0): Started on 'Alex' (00000014)
NGClean (93 20): T=Alex (00000014) CBD=<no name> (00000000)
fnSoNXClr Sexout:Started:: Alex (00000014)
NGClean (93 20): stage 0 -> 20 for Alex (00000014)
SexoutNGBES (93): SEU: Stage 0.018005 301 -> 1000
NGClean (93 30): stage 20 -> 30 for Butch (14000EC4)
SNGUndress (93): Butch (14000EC4) undress stage transition from 110 -> 1000
SNGUndress (93): Butch (14000EC4) undress stage transition from 1000 -> 2000
NGClean (93 31): stage 30 -> 31 for Butch (14000EC4)
NGClean (93 40): stage 31 -> 40 for Butch (14000EC4)
NGClean (93 200): stage 40 -> 200 for Butch (14000EC4)
NGClean (93 1000): stage 200 -> 1000 for Butch (14000EC4)
NGClean (93 30): stage 20 -> 30 for Alex (00000014)
SNGUndress (93): Alex (00000014) undress stage transition from 110 -> 1000
SNGUndress (93): Alex (00000014) undress stage transition from 1000 -> 2000
NGClean (93 31): stage 30 -> 31 for Alex (00000014)
NGClean (93 40): stage 31 -> 40 for Alex (00000014)
NGClean (93 200): stage 40 -> 200 for Alex (00000014)
NGClean (93 1000): stage 200 -> 1000 for Alex (00000014)
SexoutNGBES (93): SEU: Stage 7.265442 1000 -> 1001
SexoutNGBES (93): SEU: Stage 0.014999 1001 -> 3001
fnSoNXClr Sexout:TFlags Butch (14000EC4)
fnSAU: 14000EC4 (Butch) initial lock state: 1
fnSoAC: Removing 1 DO NOT BUY OR TAKE: Debug: Sexout Ac(0E000ADE)'s from Butch(14000EC4)
fnSoAC: Removing 1 SexoutNG nude body M1(0E0027A6)'s from Butch(14000EC4)
fnSAU: 14000EC4 (Butch) final lock state: 0
fnSoNXClr Sexout:Core:Cleanup Butch (14000EC4)
Rescaling A to 1.000000
fnSoNXClr Sexout:TFlags Alex (00000014)
fnSAU: 00000014 (Alex) initial lock state: 1
fnSoAC: Removing 1 DO NOT BUY OR TAKE: Debug: Sexout Ac(0E000ADE)'s from Alex(00000014)
fnSoAC: Removing 1 SexoutNG nude body M1(0E0027A6)'s from Alex(00000014)
fnSAU: 00000014 (Alex) final lock state: 0
fnSoNXClr Sexout:Core:Cleanup Alex (00000014)
Rescaling B to 1.000000
SexoutNGBES (93): SEU: Stage 0.000000 3001 -> 3002
SexoutNGPCQ: PCFe1: 1 1 1 0 0 0 1
SexoutNGPCQ: PCFe2: 1 1 1 0 0 0 1
NGCBQ1: Casting Finish PosControl (2E000AEC) on Alex (00000014)
NGCBQ1: Casting Finish PosControl (2E000AEC) on Alex (00000014)
NGCBQ1: Casting Finish PosControl (2E000AEC) on Alex (00000014)
NGCBQ1: Casting Stop Sexout Sound (2F006ED3) on Alex (00000014)

>>>> Here the PC ends stuck in a pose from my screenshot.

GetPlayerControlsDisabled
GetPlayerControlsDisabled: 1.00
     Movement - Disabled
     Looking - Enabled
     Pipboy - Disabled
     Fighting - Disabled
     POV Switch - Enabled
     Rollover Text - Enabled
     Sneaking - Disabled
GetCurrentPackage
GetCurrentPackage >> [00000000] 
GetRestrained
Alex is not restrained

>>>> Enabling controls

EnablePlayerControls
GetPlayerControlsDisabled
GetPlayerControlsDisabled: 0.00
     Movement - Enabled
     Looking - Enabled
     Pipboy - Enabled
     Fighting - Enabled
     POV Switch - Enabled
     Rollover Text - Enabled
     Sneaking - Enabled
GetCurrentPackage
GetCurrentPackage >> [00000000] 
GetRestrained
Alex is not restrained

>>>> Now the PC is still in the pose, but can also jump on place.

RemoveScriptPackage

>>>> After RemoveScriptPackage the pose is gone, the PC acts as normal.
 
GetPlayerControlsDisabled
GetPlayerControlsDisabled: 0.00
     Movement - Enabled
     Looking - Enabled
     Pipboy - Enabled
     Fighting - Enabled
     POV Switch - Enabled
     Rollover Text - Enabled
     Sneaking - Enabled
GetCurrentPackage
GetCurrentPackage >> [00000000] 
GetRestrained
Alex is not restrained

 

 

And here is the log when I don't use "DisablePlayerControls 1 1 1 0 0 0 1" before RunFull. Visually I've noticed that the PC briefly plays something similar to the pose from the screenshot after the act is finished (a reset animation maybe?), so probably the controls are being forced on him mid-animation, and it screws something up engine-wise?

 

 

SetConsoleOutputFilename >> '__SO_Log_002.log'
____________________________
___let rActor := GetCrosshairRef
___call fnSexoutActRunFull (Ar_Map "ActorA"::rActor "ActorB"::PlayerRef "Flags"::(Ar_List "rape") "Raper"::rActor "bDontRedressA"::1 "bDontRedressB"::1)
fnSARF: Locked actor (14000EC4 -- Butch).
fnSARF: Locked actor (00000014 -- Alex).
fnSARF: Invoking CIOS on Alex (00000014)
____________________________
CSES: Starting for: Alex(00000014)
Sexout Version is: '95(b4)
fnCSE (93): from Alex (00000014) on Alex (00000014)
fnCSE (93): is actor
fnCSE (93): CV2
fnSoCSv: Alex (00000014) 'Sexout:Start::' -> Alex (00000014) 'Sexout:Start:93::'
fnSoNXClr Sexout:Start:: Alex (00000014)
fnCSE (93): Returning 1
fnSNNXA: T:Alex (00000014), K:Sexout:Start:93::
fnSNNXA: Final A:Butch(14000EC4)
fnSNNXA: Final B:Alex(00000014)
fnSNNXA: Final C:<no name>(00000000)
fnSNNXA: Final X:<no name>(00000000)
CSES: Normalize finished, checking sanitizer.
 : fnSexoutGetArArgs Alex(00000014), Sexout:Start:93::
NGSAN: Validating animation choices
fnSoRandAct: In randomizer
fnSoRandAct: 2 actors, skeletons: MM
 : fnSexoutGetArArgs Alex(00000014), Sexout:Start:93::
Sexout Random Picker: 162 animations possible for these actors
Sexout Random Picker: 28 animations left after filtering on flag: rape
Sexout Random Picker: 28 animations left after filtering on plugin: *Any* (No furniture)
Sexout Random Picker: 28 animations left after filtering against black list
Valid anim choices: 204, 404, 603, 604, 631, 634, 707, 901, 931, 203, 603, 604, 606, 607, 608, 615, 631, 632, 633, 634, 635, 636, 638, 639, 648, 821, 905, 909, 
fnSAN: Actor: Alex (Sexout:Start:93:, isAnal: 1, isOral: 0, isVaginal: 0
NGSAN (93): Returning 0.000000: SUCCESS
CSES: SES done with CSE=1 SAN=0.000000, Stage=0 SEU next.
CSES: ActorB validity is 1
fnSAVa: Lock present but invalid, clearing.
CSES: ActorA validity is 1
fnSAVa: Lock present but invalid, clearing.
CSES (93): initializing actors
CSES (93): init actorA Alex (00000014), Butch (14000EC4), Alex (00000014)
fnSoNXClr Sexout:Started:: Butch (14000EC4)
fnSoCSv: Alex (00000014) 'Sexout:Start:93::' -> Butch (14000EC4) 'Sexout:Started::'
fnSoNXClr Sexout:Start:93:: Butch (14000EC4)
CSES (93): init actorB Alex (00000014), Alex (00000014), Alex (00000014)
fnSoNXClr Sexout:Started:: Alex (00000014)
fnSoCSv: Alex (00000014) 'Sexout:Start:93::' -> Alex (00000014) 'Sexout:Started::'
CSES (93): clearing selfkey
fnSoNXClr Sexout:Start:93:: Alex (00000014)
CSES (93): kickoff
CSES (93): Transitioning from 0 -> 1000
fnSoCUUID: Cleaning 189_16.3381_06C37198
uuid1[189_16.3381_06C37198][0] = rape
uuidkeys:[sexout:started::arargs:flags] = 189_16.3381_06C37198
CSES (93): Transitioning from 1000 -> 1001
fnSAL: 14000EC4 (Butch) initial lock state: 0
fnSAL: 14000EC4 (Butch) final lock state: 1 0
Scaling A from 1.000000 to 1.0
fnSAL: 00000014 (Alex) initial lock state: 0
fnSAL: 00000014 (Alex) final lock state: 1 0
Scaling B from 1.000000 to 1.0
fnSoNXClr Sexout:Core:Cleanup Butch (14000EC4)
fnSoNXClr Sexout:Core:Cleanup Alex (00000014)
SexoutNGBES (93): SES: Setting global hook vars.
SexoutNGBES (93): SES: Global hook triggered, SES moving to BES stage 0.
SexoutNGBES (93): SEU: Stage 0.027000 0 -> 10
SexoutNGPCQ: PCFd1: 0 0 0 0 0 0 0
soAPS: Start
NGCBQ1: Casting Start PosControl (2E000AE8) on Alex (00000014)
NGCBQ1: Casting Start Sexout Sound (2F001935) on Alex (00000014)
soAPS: Start
SexoutNGBES (93): SEU: Stage 0.109667 10 -> 11
SexoutNGBES (93): Casting undress on player.
Pos: Waiting for Butch to gain sexout PosX
SexoutNGBES (93): SEU: Stage 0.030001 11 -> 12
SNGUndress (93): Found Alex's Leather Jacket (35002254) on Alex (00000014)
SNGUndress (93): Added Alex's Leather Jacket (35002254) on Alex (00000014)
SNGUndress (93): Found Alex's Cool Sunglasses (35002255) on Alex (00000014)
SNGUndress (93): Found A Cigarette (28003D54) on Alex (00000014)
SNGUndress (93): Alex (00000014) undress stage transition from 0 -> 10
SNGUndress (93): Removing 'Alex's Leather Jacket' from Alex (00000014)
SNGUndress (93): Alex (00000014) undress stage transition from 10 -> 20
SNGUndress (93): Alex (00000014) undress stage transition from 20 -> 100
SNGUndress (93): Alex (00000014) undress stage transition from 100 -> 110
SexoutNGBES (93): SEU: Stage 0.559002 12 -> 13
Pos: Waiting for Butch to gain sexout PosX
SexoutNGBES (93): SEU: Stage 1.040997 13 -> 14
Pos: Waiting for Butch to gain sexout PosX
SexoutNGBES (93): SEU: Stage 1.029991 14 -> 15
SexoutNGBES (93): SEU: Stage 0.136999 15 -> 16
SexoutNGBES (93): SEU: Stage 0.018000 16 -> 100
soAPS - Plugin: Sexout.esm, anim: 638
soAPS: ActorA is: Butch. mX: -0, mY: 0, mZ: 0, heading: 304
Sexout: Butch (14000EC4) PlayIdle SNG638A
SNGUndress (93): Found Tunnel Snake Outfit (14000EB8) on Butch (14000EC4)
SNGUndress (93): Added Tunnel Snake Outfit (14000EB8) on Butch (14000EC4)
SNGUndress (93): Found Pip-Boy Glove (00025B83) on Butch (14000EC4)
SNGUndress (93): Added Pip-Boy Glove (00025B83) on Butch (14000EC4)
SNGUndress (93): Found Marksman Carbine (00106FEA) on Butch (14000EC4)
SNGUndress (93): Added Marksman Carbine (00106FEA) on Butch (14000EC4)
SNGUndress (93): Found Aviator Sunglasses Black with golden frame (27012D1C) on Butch (14000EC4)
SNGUndress (93): Added Aviator Sunglasses Black with golden frame (27012D1C) on Butch (14000EC4)
SNGUndress (93): Found A Cigarette (28003D54) on Butch (14000EC4)
SNGUndress (93): Butch (14000EC4) undress stage transition from 0 -> 10
SNGUndress (93): Removing 'Tunnel Snake Outfit' from Butch (14000EC4)
SNGUndress (93): Removing 'Pip-Boy Glove' from Butch (14000EC4)
SNGUndress (93): Removing 'Marksman Carbine' from Butch (14000EC4)
SNGUndress (93): Removing 'Aviator Sunglasses Black with golden frame' from Butch (14000EC4)
soAPS - Plugin: Sexout.esm, anim: 638
soAPS: ActorB is: Alex. mX: -0, mY: 0, mZ: 0, heading: 304
Sexout: Alex (00000014) PlayIdle SNG638B
SexoutNGBES (93): SEU: Stage 0.023001 100 -> 101
SNGUndress (93): Butch (14000EC4) undress stage transition from 10 -> 20
Positioning Active. Alex ( selected
** Dumping Array #48 **
Refs: 1 Owner 2E: SexoutPosNew.esp
[ A ] : Butch (14000EC4)
[ B ] : Alex (00000014)
SNGUndress (93): Butch (14000EC4) undress stage transition from 20 -> 100
SNGUndress (93): Butch (14000EC4) undress stage transition from 100 -> 110
Sexout: Alex (00000014) PlayIdle SNG638B
SexoutNGBES (93): SEU: Stage 15.011974 101 -> 200
SexoutNGBES (93): SEU: Stage 0.016998 200 -> 201
SexoutNGBES (93): SEU: Stage 0.288006 201 -> 300
NGK Knockdown Butch 382
NGK Knockdown Alex 977
SexoutNGBES (93): SEU: Stage 0.524994 300 -> 301
fnSoNXClr Sexout:Start:: Alex (00000014)
NGClean (93 0): Started on 'Butch' (14000EC4)
NGClean (93 20): T=Butch (14000EC4) CBD=<no name> (00000000)
fnSoNXClr Sexout:Started:: Butch (14000EC4)
NGClean (93 20): stage 0 -> 20 for Butch (14000EC4)
NGClean (93 0): Started on 'Alex' (00000014)
NGClean (93 20): T=Alex (00000014) CBD=<no name> (00000000)
fnSoNXClr Sexout:Started:: Alex (00000014)
NGClean (93 20): stage 0 -> 20 for Alex (00000014)
SexoutNGBES (93): SEU: Stage 0.021999 301 -> 1000
NGClean (93 30): stage 20 -> 30 for Butch (14000EC4)
SNGUndress (93): Butch (14000EC4) undress stage transition from 110 -> 1000
SNGUndress (93): Butch (14000EC4) undress stage transition from 1000 -> 2000
NGClean (93 31): stage 30 -> 31 for Butch (14000EC4)
NGClean (93 40): stage 31 -> 40 for Butch (14000EC4)
NGClean (93 200): stage 40 -> 200 for Butch (14000EC4)
NGClean (93 1000): stage 200 -> 1000 for Butch (14000EC4)
NGClean (93 30): stage 20 -> 30 for Alex (00000014)
SNGUndress (93): Alex (00000014) undress stage transition from 110 -> 1000
SNGUndress (93): Alex (00000014) undress stage transition from 1000 -> 2000
NGClean (93 31): stage 30 -> 31 for Alex (00000014)
NGClean (93 40): stage 31 -> 40 for Alex (00000014)
NGClean (93 200): stage 40 -> 200 for Alex (00000014)
NGClean (93 1000): stage 200 -> 1000 for Alex (00000014)
SexoutNGBES (93): SEU: Stage 7.075024 1000 -> 1001
SexoutNGBES (93): SEU: Stage 0.015999 1001 -> 3001
fnSoNXClr Sexout:TFlags Butch (14000EC4)
fnSAU: 14000EC4 (Butch) initial lock state: 1
fnSoAC: Removing 1 DO NOT BUY OR TAKE: Debug: Sexout Ac(0E000ADE)'s from Butch(14000EC4)
fnSoAC: Removing 1 SexoutNG nude body M1(0E0027A6)'s from Butch(14000EC4)
fnSAU: 14000EC4 (Butch) final lock state: 0
fnSoNXClr Sexout:Core:Cleanup Butch (14000EC4)
Rescaling A to 1.000000
fnSoNXClr Sexout:TFlags Alex (00000014)
fnSAU: 00000014 (Alex) initial lock state: 1
fnSoAC: Removing 1 DO NOT BUY OR TAKE: Debug: Sexout Ac(0E000ADE)'s from Alex(00000014)
fnSoAC: Removing 1 SexoutNG nude body M1(0E0027A6)'s from Alex(00000014)
fnSAU: 00000014 (Alex) final lock state: 0
fnSoNXClr Sexout:Core:Cleanup Alex (00000014)
Rescaling B to 1.000000
SexoutNGBES (93): SEU: Stage 0.000000 3001 -> 3002
SexoutNGPCQ: PCFe1: 0 0 0 0 0 0 0
SexoutNGPCQ: PCFe2: 0 0 0 0 0 0 0
NGCBQ1: Casting Finish PosControl (2E000AEC) on Alex (00000014)
NGCBQ1: Casting Stop Sexout Sound (2F006ED3) on Alex (00000014)

 

 

I've compared the two in Beyond Compare, and the only significant difference between them is in 4 additional calls in the first log:

...
NGCBQ1: Casting Start PosControl (2E000AE8) on Alex (00000014)
NGCBQ1: Casting Start PosControl (2E000AE8) on Alex (00000014)
...
NGCBQ1: Casting Finish PosControl (2E000AEC) on Alex (00000014)
NGCBQ1: Casting Finish PosControl (2E000AEC) on Alex (00000014)
...
Oh, and it most frequently happens after casting SexoutNGFinishNow.
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Sexout '95 beta 5 in OP

 

- 2 new anims by DManXX2, 742: fast fuck, 822: foot fuck
- ActRunFull now supports Anim_Defs as an alternative to number for "anim" key, if you pass an Anim_Def it fills in plugin/idx number for you. This may be convenient combined with GetAnimsForActors. (Untested).
- Added missing "pen" data to some of the 3Ps (thanks t3589)

 

---

 

@nkAlex: I haven't forgotten your controls issue, but no fix yet.

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ActRunFull now supports Anim_Defs as an alternative to number for "anim" key, if you pass an Anim_Def it fills in plugin/idx number for you. This may be convenient combined with GetAnimsForActors. (Untested).

Is it supposed to be used something like that?

let arrAnims := GetAnimsForActors (...)
let animDef := arrAnims[0]
call fnSexoutActRunFull (... "Anim"::animDef)
Does it check for an exact animDef match, or work like flags, returning everything suitable for filled in parameters?

 

@nkAlex: I haven't forgotten your controls issue, but no fix yet.

Not pushing or anything, just sharing more details in case it may be helpful :)

There are a couple of working workarounds for that — either unrestrain the PC pre-act and then re-restrain him via a post-act spell, or execute a PlayerRef.RemoveScriptPackage a couple of seconds after an act has finished.

And it doesn't happen all the time, I guess certain timing conditions between function/spell calls should be met.

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It should be used like that, yes.

 

It doesn't fill in flags, it is just a shortcut for pulling the anim number and plugin from the anim_def manually (the keys actually have different names ( :s ) so it saves confusion too).

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argh.... this is so frustrating... 

i keep having my character and other npc having "QST: DO NOT BUY OR TAKE: Debug: Sexout Ac" item in our inventory. and remove it doesn't recover the animation making me have to restore from savefile and try the animation and PRY it doesnt leave "QST: DO NOT BUY OR TAKE: Debug: Sexout Ac" item in out inventory slot...
anyway to make sure i wont have this problem? 
i have currently having 112 active plugin and having all latest sexout plugin

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Most those tokens no longer do anything, and having them in your inventory shouldn't cause problems any more.

 

If sexout is interrupted (usually by cell change) before it finishes, it should clean itself up after a little while or when a new act is attempted.

 

So, what exactly is happening, and could you upload a debug log?

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it was use as a quest that make me and a few other npc to engage in sex however, other npc has that token in them. 

example:1
mostly the problem come from interuption. example. when my char was timeskip, the pregnancy and lust for masturbation trigger at the same time causing the pregnancy constant damage to apply thus making the whole game break. also leaving the token there...

example:2

when a npc was engaging sex, i move to other area or someone(npc) try to talk to them.

example:3

sometime when engage in sex, one of them(if one was pc, one was npc, the npc was gone. if 2 was npc, one of them was gone) gone mid animation forever while the animation still running. even after ragdoll, the npc didnt comeback and leave the token in the one that didnt gone.
 

the weird things about that token is that... when the token is there, i reload my save then play through the same senario, now, there are no problem... its just come and gone... so it was hard for me to provide a debug log as the previous problem just fix by itself? i did nothing... just reload save file and gone through the same thing again... i was confused...

 

this is one of them.

 

SexoutSCRLog-2015-8-22-15-57.txt

SexoutSCRLog-2015-8-22-16-28.txt

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Odessa,

I'm getting invalid animation messages and it is reverting to the random picker. From what I can tell, these should work. Am I doing something wrong.

 

Screenshots:

 

 

 

post-553572-0-27708900-1440356777_thumb.jpg

post-553572-0-27419500-1440357317_thumb.jpg

 

 

 

I'm using the SexoutActRunFull call as follows:

 

 

 

call fnSexoutActRunFull (Ar_Map "ActorA"::PlayerREF,"ActorB"::TorresREF, "Plugin"::"Sexout-Amra.esp", "Duration":: 30, "Anim"::234)

 

call fnSexoutActRunFull (Ar_Map "ActorA"::NolanMcNamaraREF, "ActorB"::PlayerREF, "Plugin"::"Sexout-Amra.esp", "Duration":: 30, "Anim"::706)

 

 

 

Thanks for your help.

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Sexout '95 Bleeding Edge Beta 6 attached

 

- New anim info feature: click a sex actor in console and it will display info about the animation.
- Animation changing code added and working. Required a lot of changes and may have broken things. API info and SexoutPositioning support coming soon. Not finalised yet.
- Fixed IsAnimInvalid checking for a boolean instead of an index (broken in earlier '95 betas only) (thanks packprof).
- New UDF ArrayToString. Converts array values to comma seperated string. Useful with NX_GetEVSt.
- Removed many dead scripts and base effects from sexout. There is no logical reason any dependent mod would need them.
- !!! Renamed dead and _Legacy_ spells and tokens. Mods still referencing them will continue to work, but scripts will not recompile without update.
- !!! Feature removed: It was previously possible (..maybe?) to specify different animations numbers for each actor involved. I do not think anyone has ever used this feature, and I suspect it didn't even work properly. It has been a major PITA to support this, especially with new animation switching code added, so its removed. The NX values "AnimA|B|C" are still set on sex actors in case mods are checking for them, but they will always be the same as "Anim". If you want to create new animations from the existing ones, you can just add them as new animation records.

Any mods still referencing the legacy spells/tokens will work fine (formIDs unchanged), but won't recompile unless you update as follows:

 

- if actor.GetItemCount 00SexoutActor    => if eval (call fnSexoutActorInUse actor)
- if actor.GetItemCount SexoutNGSpinlock => if eval (call fnSexoutActorInUse actor)
- actor.GetItemCount SexoutNGAnimCounter => actor.NX_GetEVFl "Sexout:Started::Anim"
- if actor.GetItemCount SexoutNGZAZToken => if eval "ZAZ" == actor.NX_GetEVSt "Sexout:Started::Plugin"
- if actor.GetItemCount SexoutNGAnimPositionA|B|C => if eval "A|B|C" == actor.NX_GetEVSt "Sexout:Started::Actor"
- if actor.GetItemCount 00SexoutRaper    => if eval (call fnSexoutGetFlag actor, "Raping", 1)
- if actor.GetItemCount 00SexoutRapee    => if eval (call fnSexoutGetFlag actor, "Raped", 1)

There are more, but I can't see any logical reason why anyone would be referencing them. Check GECK for full list (DONOTUSE or LEGACY prefix added).

 


 

Please post if any of these changes will cause you problems- I can revert before going stable if you have a good reason.

 

 

----

@packprof: Thanks, fixed in beta 6.

 

(attachment removed)

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Sexout '95 beta 7 in OP

 

- Position switching works, added as feature to SexoutPositioning, press 'Left Alt' to change to a new random position. Note: switching is disabled if the current animation was not random, and new anim choices honor the original flags.
- New UDF fnSexoutChangeAnim:
---
Position Switching API:

call fnSexoutChangeAnim Target:SexActorRef, Params:StringMap

Current options for params are "anim", "plugin" and "flags", used as with ActRunFull. Omit them for random choice using the original flags.

Target must be an actor currently sexout-in-use, but can be any actor A, B or C- It will apply to all involved regardless.  
---

 

Position switching is a WIP.

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- Position switching works, added as feature to SexoutPositioning, press 'Left Alt' to change to a new random position. Note: switching is disabled if the current animation was not random, and new anim choices honor the original flags.

 

Most awaited feature since the dawn of Sexout. Haven't tested extensively yet but working fine so far.

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Nice! Gave it a quick spin, I just noticed that every now and then, it repeats the same animation that is already playing (happened a few times if I press the key to masturbate) and also realised that if you use it a few times, the orientations become warped, ie the player faces the wrong direction by 180 degrees. This then happened with all following anims.

 

Also, anim 643 is still pretty badly misaligned - one actor is like 4 meters ahead of the other one. 

 

All in all though, amazing work to get the anim randomizer to work! Does it also work with Tomm's mod to blacklist anims? So if one is blacklisted, will it still get picked? 

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I'm not sure where to report this, so here goes nothing!

 

Using beta5 (no idea if beta7 will also give this problem) Sex Assault will randomly stop. I tried switching over to Unethical deeds, but when using the agressor function of the mod, it reports that the npc is blacklisted. I'm saying that here because every npc (generic or otherwise) gets added to the blacklist randomly.

 

Btw, I concluded that only because I noticed Sex Assault stopped functioning, then I accidentally turned on Unethical deeds while turning off Assault for a mod reset. Unethical deed was broken with all npc in the blacklist so yeah, there.

 

A hard save reset of SexoutNG itself would be the only way to fix it. Now I'm on my way to test if that would persist on beta7. If it does appear, I'll be back with actual logs.

 

Edit: Hmm, it's not coming back, the problem is. I'll just post when I manage to break the game again.

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Is anyone else experiencing some pretty serious drop in performance with beta 7? I'm finding I'm dropping to a 20-30 FPS inside buildings when generally it is a smooth 80+. Only noticed it with the latest version, so thought maybe something was going on?

 

Here is my load order, and attached are some debug logs:

 

 

 

 

FalloutNV.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Cyberware.esp
Project Nevada - Extra Options.esm
Project Nevada - Rebalance.esp
CoitoErgoSum.esm
Sexout.esm
SexoutCommonResources.esm
SexoutStore.esm
SexoutSoliciting.esm
UnethicalDeeds.esm
CFWNV.esm
WMR.esm
rePopulated Wasteland.esm
Caliber.esm
CaliberXhonesthearts.esm
CaliberXgunrunners.esm
ELECTRO-CITY - Highways and Byways.esm
ELECTRO-CITY - CompletedWorkorders.esm
Lone Gunman's Tools of Trade.esm
AWorldOfPain(Preview).esm
AWOPDeadMoney.esm
SomeguySeries.esm
SaxxonsQuestPack.esm
oHUD.esm
NSkies URWLified.esm
Niner.esm
NVWillow.esp
New Vegas Redesigned 3.esm
Gomorrah Redesigned.esp
RHKGilbertCompanion.esm
JIP Companions Command & Control.esp
The Mod Configuration Menu.esp
Readius_NV.esp
EVE FNV - ALL DLC.esp
Vurt's WFO.esp
SexoutAnimManagement.esp
SexoutClothingEval.esp
SexoutSoliciting-DLC.esp
SexoutConsequences.esp
The Weapon Mod Menu.esp
WeaponModsExpanded.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - Rebalance Uncapped Max Level.esp
Project Nevada - All DLC.esp
Project Nevada - Cyberware Additions.esp
PNxEO MCMScriptFixes.esp
Project Nevada - WMX.esp
Project Nevada - EVE All DLC.esp
WMX-DLCMerged.esp
WMX-EVE-AllDLCMerged.esp
WMX-POPMerged.esp
WMRUE.esp
WMR - WMX Edition.esp
CFW-DLC.esp
CFW-PN.esp
CFW-PN-DLC.esp
Caliber-PN.esp
Caliber-CFW.esp
Integration - Couriers Stash.esp
Cass Barks.esp
ItemBrowser.esp
AWOPLowLootAll.esp
AWOPDeadMoneyVendorPatch.esp
AWOP - EVE AllDLC.esp
AWOP-WMX-EVE AllDLCMerged.esp
AWOPCaliberXAmmoPatch.esp
AWOP Revs - Extra Gear.esp
AWOP Revs - You Are The Hero.esp
Mission Mojave - Ultimate Edition.esp
MMUE POP.esp
MMUE-CP-AWOP.esp
MMUE-CP-EVE.esp
MMUE-CP-rePopulated.esp
MMUE-CP-WMX.esp
MMUE-CP-PNALLDLC.esp
MMUE-CP-PNEquipment.esp
MMUE-CP-PNRebalance.esp
MMUE-CP-PNCore.esp
MMUE-CP-Electrocity.esp
SW_Recipes_v07.esp
Laurens_Bathroom_poetry.esp
WorkingCrimsonCaravanTraders.esp
Delay DLC - DM + HH + OWB + LR + GRA.esp
CONELRAD 640-1240.esp
MojaveExtended100.esp
CourierCacheWSE.esp
DarNifiedUINV.esp
Tailor Maid - NV.esp
NewVegasBounties.esp
TheInheritance.esp
1nivVSLArmors.esp
1nivPNSLPatch.esp
DIM TYPE3clothesRETAIL_NV.esp
Neckchains.esp
distributed_necklaces_and_chains_neck_seam_concealer.esp
StockingsNV.esp
T3Belts_BootsNV2.esp
DYNAVISION 3.esp
SmallerTalk.esp
NSkies URWLifiedDM.esp
NSkies URWLifiedHH.esp
NSkies URWLifiedOWB.esp
PrnOut.esp
Tess.esp
Sexout-Amra.esp
MoreNiner.esp
delilah.esp
NVWillow - Project Nevada Rebalance.esp
Cass alternate version.esp
PickCompanionArmorandWeapons.esp
Shake-The-Dope-Out.esp
UseableToilets.esp
UseableToiletsUninstalled.esp
SexoutPosNew.esp
New Vegas Redesigned 3.esp
 
Total active plugins: 126
Total plugins: 146
 

 
 

Sexout.txt

Soliciting-Debug-Dump--2015-8-25--19-23-0.txt

UnethicalDeeds-Debug--2015-08-25--19-23-13.txt

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Is anyone else experiencing some pretty serious drop in performance with beta 7? I'm finding I'm dropping to a 20-30 FPS inside buildings when generally it is a smooth 80+. Only noticed it with the latest version, so thought maybe something was going on?

 

 

 

Wow thats a lot of mods.  Seeing as your no stranger to mods/modding I can assume your FPS has only been happening since you grabbed the Beta?   If so try reverting to the previous Beta and see if it still happens, if not then yes your having an issue with the new one.  If not then the fps drop could be due to too many scripts firing at the same time.  Seeing as I don't even know what some of your mods are ( actually searching nexus/google for some I don't recognize) I can't honestly guess how many scripts you have going even when your PC is stationary and doing nothing.

 

When testing / using Beta mods I like to keep a folder with all current and previous releases of them to make it easier for me to revert back to a workable version or for testing conflicts with new versions.  Not sure if you do the same thing but would suggest doing so.

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@Lifariz: If it happens again, please post a debug log of a sex call that failed.

 

---

@CK: Position switching uses the regular random picker, so black list is supported just the same.

 

Will look into fixing the misaligned anims. In theory, the positions are reset then updated when you switch position, so it shouldn't cause alignment issues itself (unlike the old pre-93 position switcher).

 

Caveat: The male body suit does not change Amra <-> regular on switch, which may cause penis misalignment. I could update it, but the switch might look a bit odd.

 

You are using an old version of Sexout-Amra.esp (your log says version 5, current is 7 and included with sexout '94 CORE). This means you are missing out on some alignment fixes and performance optimizations.

 

Can't think of any reason for slowdowns entering interiors in latest beta vs older ones. The scanner will update for the a new cell, but that wouldn't cause a consistent drop in frame rate. I suspect the cause is elsewhere, only thing in your log is the actor OnLoad events firing a few times. I will probably remove this feature, because they don't seem to fire as often as I'd hoped and are kind of redundant with the scanner anyway.

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@ Odessa,

 

My bad, it had nothing to do with Sexout. The update coincided with when I entered a "rogue" AWOP cell. I have no idea why, but it's an "Underground" cell which just eats up resources. As I said, usual "interior" FPS is a solid 80+, unless it has a ridiculous number of NPCs. This one must have had about 5. But there must have been something in there eating up resources. As soon as I exited, it was fine again. Even GS, for example, so that's how I know it's not Sexout.

 

Hmmn, I didn't realise I was using an old version of Amra. I've only been updating the Beta lately, as I thought I had all the recent CORE stuff. I'll reupdate it, thanks!  :)

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 Is that the AWOP location in the Capitol Wasteland with all the mental asylum stuff going on?

If so, that's a known problem area, DJMystro basically said 'I don't know what the hell is wrong

with this cell, any ideas?' Might just be he tried to stuff 20 lbs. of shit into a 10 lb. bag :lol:

 

@ Odessa,

 

My bad, it had nothing to do with Sexout. The update coincided with when I entered a "rogue" AWOP cell. I have no idea why, but it's an "Underground" cell which just eats up resources. As I said, usual "interior" FPS is a solid 80+, unless it has a ridiculous number of NPCs. This one must have had about 5. But there must have been something in there eating up resources. As soon as I exited, it was fine again. Even GS, for example, so that's how I know it's not Sexout.

 

Hmmn, I didn't realise I was using an old version of Amra. I've only been updating the Beta lately, as I thought I had all the recent CORE stuff. I'll reupdate it, thanks!  :)

 

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Good job on the new version. just noticed there is a small feet problem. any idea why sexout is refucing using the tfik console commands ?? I thought prideslayer mentioned previously that sexout auto switches tfik off. but seem it is not working automatticly but manually seems to fix this though.

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