Odessa Posted June 5, 2015 Author Posted June 5, 2015 Attention Modders: Incoming Sexout Changes 1) Currently if you don't set "Vaginal", "Oral" or "Anal", sexout always picks one of them for the animation, randomly. However, a number of animations in ZAZ (whipping, crucifying..) and Amra (kissing, handjobs, footjobs...) do not fit in any of these categories. By setting them, it screws up the new random picker (Search "handjob" and you get nothing, since none of handjob anims are also flagged "vaginal", etc). In Beta 18, the isVaginal, isAnal and isOral flags will be accurate for the animation played, in other words potentially all 0. 2) Currently when you set an animation number, sexout gives you the benefit of the doubt and assumes it is valid for the actors. So, if you call an animation that doesn't exist or with the wrong species of actor, it fails and you get actors frozen inside each other. Until '93 there wasn't really an alternative, but since animations are now registered it is easy to validate them. In Beta 18, Sexout will ignore invalid or unregistered animation choices and default to the random picker, with a console message explaining why. This means if you want to use sexout to play custom animations, you will need to register them (which is easy). A similar deal will apply to plugin and flags, you can set them to to whatever you want, and sexout will just ignore any that don't match anything. ---- I think this will make life easier for everyone, but please speak up if otherwise.
Halstrom Posted June 6, 2015 Posted June 6, 2015 Good move Odessa, thanks for carrying on with Sexout
Arcturus7777 Posted June 6, 2015 Posted June 6, 2015 I was wondering if there are molerat animations and are they working. They are not working for me, but I am at my limit of mods, and this may be a too many mods problem if they work for you guys. How do you tell the number of the animations that are being used. and if I see one should I post a picture here, or what would you like.
Guest tomm434 Posted June 6, 2015 Posted June 6, 2015 In Beta 18, the isVaginal, isAnal and isOral flags will be accurate for the animation played, in other words potentially all 0. How does it affects existing mods? If I had sex scene and didn't specify anim type actors can end up kissing each other or whipping each other?
Odessa Posted June 6, 2015 Author Posted June 6, 2015 @Arcturus7777: I'm afraid the poor mole rats have no animations right now . If someone made one I could add it in. Otherwise I plan to add optional fade-to-black for creatures without animations in '94. @tomm434: Good point, I'll make it so that if you don't specify any flags it sets oral/vaginal/anal randomly like before, but if you do set them it doesn't.
panthercom Posted June 6, 2015 Posted June 6, 2015 Click on one the actors having sex while in the console and type inv to show their inventory; you'll see the animation number listed there. I was wondering if there are molerat animations and are they working. They are not working for me, but I am at my limit of mods, and this may be a too many mods problem if they work for you guys. How do you tell the number of the animations that are being used. and if I see one should I post a picture here, or what would you like.
Odessa Posted June 7, 2015 Author Posted June 7, 2015 Sexout '93 Beta 18 in OP Changes - Completed transition to new system and refactored several scripts (should be faster). Most tokens are no longer used, although still handed it for legacy mod support. - ZAZ fully integrated, and supports random picker (ZAZ is blocked from regular sex calls, like before) - Animation call validation improved, and sexout now defaults to the random picker for bad calls whenever possible. - Plugin, flag and black list choices are validated. If they would mean that no animations are left available, they are ignored (rather than causing failure) - The isVaginal / isOral / isAnal flags are now accurate for the animation (*they are global for the animation, not per actor- significant for 3P only). - Fixed alignment of anims 1203, 1401 and ZAZ crucifixion - Support for alternative male nude bodies for Amra vs Sexout, to fix alignment conflict. Meshes Breeze / Roberts updated Sexout now supports alternative male body suits as non-replacers, which combined with the new reset should finally end the Amra vs Sexout alignment conflict. To use Sexout-Amra.esp with beta18+ you need to install 'Meshes Breeze', or if you use the Roberts body, 'Meshes Roberts'. Otherwise all Amra's men will be big red boxes .
qoq Posted June 7, 2015 Posted June 7, 2015 Dling in hopes I can make this thing work. So far with all the latest NVSE stuff and everything installed, all i get is noises and looking down at boobies.Oh,and seeing my own teeth. Maybe someone can spot something wrong? FalloutNV.esmCaravanPack.esmClassicPack.esmMercenaryPack.esmTribalPack.esmGunRunnersArsenal.esmLonesomeRoad.esmHonestHearts.esmOldWorldBlues.esmDeadMoney.esmCompanion Core.esmCompanion Share & Recruit.esmSomeguySeries.esmNosCo Companion System.esmNCCS Nos' Premade Companions.esmBrahmin Bess.esmNooraCompanion.esmVanessaFollowerNV.esmSexout.esmNVWillow.espCoitoErgoSum.esmRun the Lucky 38.esmWARZONES - Misanthropy Pure.esmMoonQuest.esmwsex.esmJasmineforNCCS.espAWorldOfPain(Preview).esmNewVegasBountiesII.espCompanion Share & Recruit Companions.espAllCompanionsEssential 2.0.espLFox Infinite Companion Ammo.espLFox Infinite Companion Ammo Repair.espThe Lucky 38 Empire.espInfinite Intense Training.espWeaponModsExpanded.espJoanaCompanion.espLevel100PerkPerLevel.espbzArmour.espbzBodySuits.espAK47.espAUTORIFLE.espWasteland Defense.espUnlimitedCompanions.espdelilah.espsniper.espVSS_Vintorez.espM14.espG3SG1.espExtendedNVRadio.espKatieNPC_eng.espSexoutSexLite.espMAC.espwsexInnuendoNPCs.esppopulatedcasino.espwsexInnuendoAnims.esppipboy2500_edisleado.espThe Mod Configuration Menu.espwsex_workgirl_tryout.espCompanion Tutorial.espCAGE 1.9.3.1.espNewVegasBounties.espK2_GomorrahGirls.espcrierfix.espNouk's Hairs.espTotal active plugins: 64Total plugins: 79
Odessa Posted June 7, 2015 Author Posted June 7, 2015 Sexout '93 Beta 19 in OP Changes The isVaginal / isOral / isAnal flags are now accurate for the animation.. for real this time.Also, removed some debug spam and made Sexout-Amra.esp start up quicker. --- @qoq: If you can't get the stable version working, don't try the beta. Do a forum search or look around tech support section.
qoq Posted June 7, 2015 Posted June 7, 2015 Sexout '93 Beta 19 in OP Changes The isVaginal / isOral / isAnal flags are now accurate for the animation.. for real this time.Also, removed some debug spam and made Sexout-Amra.esp start up quicker. --- @qoq: If you can't get the stable version working, don't try the beta. Do a forum search or look around tech support section. Screw it. 1/2 day trying to get it to work,uninstalled and running around the wasteland. It loads,options are available,annndd no anims.
D_ManXX2 Posted June 7, 2015 Posted June 7, 2015 http://www.loverslab.com/topic/17191-d-manxx2-animations-sexoutng-showcase/page-10?do=findComment&comment=1204580 Do i need a special method in order too add new animations using the newer beta of sexout ?? i want to try new creatures animations next. but did anything else change in order too add them to the list ??
Loogie Posted June 7, 2015 Posted June 7, 2015 You're updating this faster than I can try them out. Pun intended. I'm seconding D_Man's question - there's a bunch of human male animations that will work with Swamp Folk from Point Lookout. I'm also guessing they might work with aliens. It would be good to know how to add custom anims so I can play around with that.
Odessa Posted June 7, 2015 Author Posted June 7, 2015 In beta 19, creatures are checked for validity against a form list, so you can't add animations for creatures that don't have any already, but.... Sexout '93 Beta 20 in OP Changes: Creature validity is now based on a skeleton check, not form list presence. Should be faster and more powerful. ---- Note: To add creature animations to sexout, their skeleton must be in their flags. (I know this seems a little obscure, but it makes filtering and checking much simpler). Example to add a creature animation: ; spore plant let actors := ar_List "nvsporeplant" "female" let flags := ar_List "nvsporeplant" "doggy" "stand" "vaginal" "anal" let animDef := ar_Map "idx"::1504 "idle"::"SNG1504" "desc"::"Standing doggystyle, fondling tits" "actors"::actors "flags"::flags call fnSexoutAddAnim animDef Change "nvsporeplant" to creature skeleton, as appropriate. Would you like the 'lying fuck' (and/or any others that are ready) adding to sexout?
D_ManXX2 Posted June 7, 2015 Posted June 7, 2015 Would you like the 'lying fuck' (and/or any others that are ready) adding to sexout? yes add them too sexout. I need some time too get new creatures animations done in blender. Thanks. I am still confused by the sample, don't i need to edit idle list anymore in the ck ??
Odessa Posted June 7, 2015 Author Posted June 7, 2015 Ah, yes you still need to add them to the idle animations section of GECK too.
Guest tomm434 Posted June 7, 2015 Posted June 7, 2015 Creature validity is now based on a skeleton check, not form list presence. Should be faster and more powerful. Odessa, is it backward compatible? I created new supermutant soldiers back in TTW quest overhaul and added them to formlist. Or is it your instructions is for people who want to add sexout anims for creatures who don't have sexout anims at the moment?
panthercom Posted June 7, 2015 Posted June 7, 2015 If they work with Swamp Folk and Aliens, then maybe they'll also work with Tunnelers and Troglodytes too? I'm not sure I'm ready to see naked Swamp Folk but I have a banjo (and I know how to play it) if somebody decides to build a sex mod with them I'm really glad you're working on Sexout, Odessa. You get stuff FIXED and you've done extensive modding. People who start out as technicians always make the best engineers... You're updating this faster than I can try them out. Pun intended. I'm seconding D_Man's question - there's a bunch of human male animations that will work with Swamp Folk from Point Lookout. I'm also guessing they might work with aliens. It would be good to know how to add custom anims so I can play around with that.
Halstrom Posted June 7, 2015 Posted June 7, 2015 Can you add a female creatures list into Sexout for future use, there currently are a few vanilla creatures like Cheyenne and DeathclawMother, Lily, Coyote Den Mother and Co that I have in a Female creatures list in SCR, currently SCR adds them and all Pregnancy's female Offsspring to Sexouts banned lists, but if you also add a Formlist for them, we can later cross check that for animations if needed especially if we expand The fade to Black thing for them later.
RitualClarity Posted June 7, 2015 Posted June 7, 2015 Sexout '93 Beta 19 in OP Changes The isVaginal / isOral / isAnal flags are now accurate for the animation.. for real this time.Also, removed some debug spam and made Sexout-Amra.esp start up quicker. --- @qoq: If you can't get the stable version working, don't try the beta. Do a forum search or look around tech support section. Screw it. 1/2 day trying to get it to work,uninstalled and running around the wasteland. It loads,options are available,annndd no anims. If you are commited to this.. Nuke your install. Install clean Follow Bruce Waynes tutorial (in my sig) Install Sexkey or Sexout Light Test for animations. Make backup of data folder/game folder install the rest of your mods testing every mod or every other mod. when finshed you will have a fully modded game with animations. Note if you use SCR.. follow the tutorial for SCR Resources Folder creation (also in my sig.). This will give you the assest for SCR to work properly. No harm will happen if you screw something up with that.. only giant red triangles.. The game will still work until you fix the assets correctly. Last step to get a fully functional SExout game running. There are many tutorials (also listed in my sig) that can help shed some light on when and where you went wrong. They are detailed and informative. Many here look and watch those threads and if you need clairfication on any step .. be specific on which step needs clarification and someone will be willing to help clarify (one such clarification is Bruce Waynes tutorial states a manual way to install NX extender. It isn't necessary now as it is packages up in a fmod format.. just use your mod manager to install and you would be good to go. ) If you aren't committed.. Don't download or install SExout and sexout supported mods. Try Animated Prositiution from Nexus..
Loogie Posted June 7, 2015 Posted June 7, 2015 If they work with Swamp Folk and Aliens, then maybe they'll also work with Tunnelers and Troglodytes too? I'm not sure I'm ready to see naked Swamp Folk but I have a banjo (and I know how to play it) if somebody decides to build a sex mod with them I'm really glad you're working on Sexout, Odessa. You get stuff FIXED and you've done extensive modding. People who start out as technicians always make the best engineers... Tunnelers and Trogs use the same skeleton as spore carriers and should be capable of the same animations. Unless I'm misunderstanding the way the system is identifying anims by skeleton type, they should work.
Veniat Posted June 7, 2015 Posted June 7, 2015 Do Ghosts from Dead Money use a skeleton matching anything existing? As much as it's against the in-game lore I've been wanting sex anims for them for ages.
panthercom Posted June 7, 2015 Posted June 7, 2015 How are strap-ons going to be handled? Are we going to get a way to toggle them on off or choose female/female only animations? That would be nice. So Tunnelers and Trogs just need dicks then? Didn't Kendo do a nude body for the Trogs already? I just had a vision of the little alien workers running around with boners saying 'onegai, onegai!' (That's Japanese for 'please' for those who don't watch anime, and what the workers appear to be saying if you attack them)
Loogie Posted June 7, 2015 Posted June 7, 2015 So Tunnelers and Trogs just need dicks then? Didn't Kendo do a nude body for the Trogs already? Tunnelers and trogs and spore carriers all share the same animations, so yes. Only mods that might accidentally puke on themselves from this are spunk and pregnancy - my bet is the coding will automatically assume all three are spore carriers. My understanding would be tunnelers produce eggs and trogs would be a live birth.
Odessa Posted June 7, 2015 Author Posted June 7, 2015 The new creature validity check should be 100% backward compatible- the purpose of the old form lists was just to tell sexout what skeleton a creature was using, and with NX 16 and the new system, sexout can now check this directly. The form lists still exist in sexout for legacy support, but sexout no longer checks them- custom/TTW/DLC creatures should work 'out the box'. ---- Glancing in the GECK idle animations, StreetTrog and Alien won't work because they have unique skeletons (engine always uses skeleton as first condition for idles), although it may just be the file name that is different- in which case I can work around it by duplicating the entries. ---- I'll add a female creature list. ---- Strapons should make the wearer count as male, although I haven't tested it so let me know if its seems broken. Each human actor in an animations is registered as either "male", "female" or "both" (unisex) and the random picker selects appropriately.
D_ManXX2 Posted June 7, 2015 Posted June 7, 2015 yes you weren't joking about the street trog: http://www.loverslab.com/topic/17191-d-manxx2-animations-sexoutng-showcase/page-1?do=findComment&comment=401416 The skeleton for that creature took allot of time to get it to work right in blender. the first time i got in and exported back again i notcied it was rotated sideways. so i had to make a different way to get to animate right in blender.
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