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Posted

To my understanding, archive invalidation essentially allows the game to load not only from .bsa files (bethesda softworks archive, essentially a proprietary container akin to 7zip), but also reads from any file inside the data folder, as long as it follows the correct path tree (eg, data/meshes/characters/_male/upperbody.nif). Since these files are not in a bsa, but loosely organized, they are also called loose files.

http://wiki.tesnexus.com/index.php/Archive_invalidation

This should give you some non-mod manager way to enable archive invalidation, but for the love of the Wabbajack, please use a Mod Manager. I mean I install most of my mods manually and I uninstall them manually, directory by directory, but the load ordering and archive invalidating function of FOMM (as well as those rare mods that really needs a .fomod installation like WAR) is just nigh-on essential.

Posted

To my understanding, archive invalidation essentially allows the game to load not only from .bsa files (bethesda softworks archive, essentially a proprietary container akin to 7zip), but also reads from any file inside the data folder, as long as it follows the correct path tree (eg, data/meshes/characters/_male/upperbody.nif). Since these files are not in a bsa, but loosely organized, they are also called loose files.

 

http://wiki.tesnexus.com/index.php/Archive_invalidation

 

This should give you some non-mod manager way to enable archive invalidation, but for the love of the Wabbajack, please use a Mod Manager. I mean I install most of my mods manually and I uninstall them manually, directory by directory, but the load ordering and archive invalidating function of FOMM (as well as those rare mods that really needs a .fomod installation like WAR) is just nigh-on essential.

 

You're saying you use both methods? As far as load order goes I use the latest version of LOOT, it makes things allot easier in that regard.

Posted

Both methods as in?

I tried using LOOT but I honestly don't really like to use automated mod sorters. I essentially remember which mod goes where (weathers go last, patches and fixes go first. Items can go anywhere.) and sort it myself so it comes in groups that I recognize.

Posted

Both methods as in?

 

I tried using LOOT but I honestly don't really like to use automated mod sorters. I essentially remember which mod goes where (weathers go last, patches and fixes go first. Items can go anywhere.) and sort it myself so it comes in groups that I recognize.

 

LOOT has gotten better over time I think. The most current version actually found errors that I didn't know about and gave me links to fixes where nessicary, and it also told me which files needed to be cleaned and how to clean them, all of that showed up in an after report. The Fallout 4 version (or at least I downloaded it from the fallout 4 nexus) of LOOT can be used on multiple games not just Fallout 4, anyway that's the version I'm using.

 

On another note, this mod seems to have fixed the issue I was having.

 

http://www.nexusmods.com/newvegas/mods/35935/?

 

Thanks for the help.

Posted

Wow yeah I found that mod before but I was hesitant to recommend it because the description said some updates broke it and it hasn't been updated.

Oh well, whatever works. Enjoy the humpin'!

Posted

Sexout '97 Beta 4 in OP

 

- 4 new anims by DmanXX2: 402 (irrumatio), 623 (doggy), 936 (cowgirl), 1704 (protectron).
- Minor potential bugfix for positioning.

 

post-158171-0-69394900-1454175416_thumb.jpg    post-158171-0-12408300-1454175420_thumb.jpg

Posted

Sexout '97 Beta 5 in OP

 

- Fix for overenthusiastic 'sexout stopped working' failsafe. This is likely responsible for some peoples reports of positioning not working, and potentially other issues.
- Fix for the 'bugfix' I added to positioning in Beta 4 yesterday... it wasn't a bug, but the fix was.. :blush: .

Posted

The easiest way to test 3P animations is using the SexoutDPMe spell, open console and click on who you want to be ActorB, then:

NX_SetEVFL "Sexout:Start::Anim" 5601
CIOS XX0B16CA

It will grab two random males from the cell and make them actor A and C.

 

Where 5601 is the anim number, and XX is the load order of sexout.esm. This form id for this spell is printed to console whenever you load game.

 

5601 has the least offset adjustments (A has -10 horizontal) if you are overwriting:

 

Characters\_Male\IdleAnims\SexoutNG\givers\kneel\5601a.kf

Characters\_Male\IdleAnims\SexoutNG\takers\lay\5601b.kf

Characters\_Male\IdleAnims\SexoutNG\takers\lay\5601c.kf

 

 

 

Posted

Sexout '97 Beta 6 in OP

 

- Rewrite of actor clean up failsafe code to make it more robust; auto-fix acts that failed and leave ones that are working alone.

 

I think the scripting language may have been choking on the lovecraftian if-monster that that script had become, Its a bit simpler now...

Posted
@Tirloque: The skeleton update in this version might help. I have encountered this with some animations, and it is avoided if you use New Vegas Anti-Crash. Prideslayer also added a note that body by race may not work with sexout, a long time ago. I do not why, and its very possible the reason is outdated, but try disabling it if the above don't work. 

Hi again,

 

Just a few words to say that stable 97' works no problem, « Body by race » or not. It seems i had missed some complementary files in previous beta, the problem was fixed when I could do a clean '97 install. =)

 

Thanks for your dedication, Odessa !

 

Posted

 

@Tirloque: The skeleton update in this version might help. I have encountered this with some animations, and it is avoided if you use New Vegas Anti-Crash. Prideslayer also added a note that body by race may not work with sexout, a long time ago. I do not why, and its very possible the reason is outdated, but try disabling it if the above don't work. 

Hi again,

 

Just a few words to say that stable 97' works no problem, « Body by race » or not. It seems i had missed some complementary files in previous beta, the problem was fixed when I could do a clean '97 install. =)

 

Thanks for your dedication, Odessa !

 

 

Gee this is along time ago but I remember a mod that changed body for raiders, different fraction multiple bodies -busty not so busty etc . If this is body by race it was suspected of messing with fractions and hence any mod that uses fractions - tryout etc

 

Posted

i know this is to match to ask but can som1 explane to me form the start how use sexout....yea im a noob

 

so i get the sexout 97 beta 6 enable it and nothing seem to work any tips?....plz

Posted

i know this is to match to ask but can som1 explane to me form the start how use sexout....yea im a noob

 

so i get the sexout 97 beta 6 enable it and nothing seem to work any tips?....plz

Step 1: If you're a noob you have no reason to be using the beta version. Use the stable release.

Step 2: Sexout is a framework. It does nothing on its own. Download some actual content. A good starting point is usually SexoutSex.

Step 3: If you need further help this is not the place for it. Start a thread in the Technical Support forum unless you can trace your issues back to a specific mod. Be sure to read the various pinned threads there before doing starting a thread.

Posted

This is a bug which seems to be with Sexout, specifically Positioning.

 

Bug Description:

SexoutAnimManagement does not appear to be getting updated by Positioning when using Positioning's change position button.  I suspect that the cause of this issue may actually be causing some other issues as well, including the problem with Pregnancy preventing Positioning from working all together.  Even if it's not, it's worth looking into.

 

To reproduce:

You need to have SexoutAnimManagement installed as well as a version of Sexout that includes Positioning.  (I'm currently using Beta 6)

 

Start a scene, preferably one with several different possible Positions.  If you use the Anim Management key to add or remove the position, it works fine.

 

Change positions and then try to add or remove the position using anim management.  It will try to add or remove the original position, not the new one.

 

Also, if you have Pregnancy installed, you'll either need to disable it or turn it off on the player as it will prevent Positioning from recognizing that the player is in the sex scene.

 

The issue with Pregnancy interfering with Positioning has been discussed on the Pregnancy thread and the current theory is that Pregnancy is not the culprit, but rather something in Positioning.  I've looked at Pregnancy's code myself and I can't see anything that would cause it, so it very well could be Positioning.

Posted

Anim Management v6 in OP

- Updated Tomm434's plugin to fix issue not detecting anim changes, show animation flags as MCM mouse over text, various UX improvements
 

----

 

@shadow2k: Anim Management was checking legacy tokens which I don't bother to update when position changes. I've fixed it to check the NX var. This won't have caused any issues beyond blocking the wrong anim though.

 

I need a debug log to figure out why positioning isn't working for you, please:

 

- Enter into console: scof "debug.txt"

- In the MCM, enable debug for sexout, scanner debug spam and positioning debug

- Start a sex scene, and let it run for a little while

- If positoning failed, upload the file "debug.txt" from your FNV main directory

Posted

I'm trying to acquire the new anim number during the act when the anim is changed via positioning.  The wiki says "The new animation information is accessible via the "Sexout:Started::XXX" NX variables".

 

However, I keep getting the same anim number (though the anim has clearly changed).  Is it supposed to update the nx vars automatic?  Or do I need to do something so it sets the new anim in nx?

Posted

I just tested it and it works for me:

 

NX_GetEVFl "Sexout:Started::Anim"

 

This is what sexout uses internally to change the anim, so if it hasn't changed the anim won't have either.

 

Checking the script, it does not update the per actor "AnimA|B|C" versions or the token count. These are not actually used by sexout, although I suppose if they get set once they ought to be reset.

Posted

I just tested it and it works for me:

 

NX_GetEVFl "Sexout:Started::Anim"

 

This is what sexout uses internally to change the anim, so if it hasn't changed the anim won't have either.

 

Checking the script, it does not update the per actor "AnimA|B|C" versions or the token count. These are not actually used by sexout, although I suppose if they get set once they ought to be reset.

 

That explains it.  I was trying to read from AnimA, B etc. after the anim change.  Ty.

 

  • 2 weeks later...
Posted

Heya,

Before getting to the point, I'd like to take the time to thank every mod-maker and mod-user here for your wonderful helpfulness and dedication to the hobby. You're the main reason I can't seem to be able to put FNV aside for long. I can't really really contribute or give back to the community in any meaningful way, but you have my sincere thanks, for what they're worth.

Now for the nitty-gritty. Like some in this thread, since the code rewrite integrated in the '96 build, I've been having a few intermittent problems with act validation that I've been trying to pinpoint the cause of. I can't reproduce the issue reliably, so I do not know how useful an unabridged debug log would be, but I can provide one if the excerpts I'll be quoting here (and the attached abridgment) are not sufficient. If anyone is curious, here is my load order:

 

 

Active Mod Files:

00  FalloutNV.esm
01  DeadMoney.esm
02  HonestHearts.esm
03  OldWorldBlues.esm
04  LonesomeRoad.esm
05  GunRunnersArsenal.esm
06  YUP - Base Game + All DLC.esm
07  Sexout.esm
08  SexoutSlavery.esm
09  oHUD.esm
0A  Detect Traps.esm
0B  NVEC Complete + NVCE.esm
0C  Advanced Recon Tech.esm
0D  SexoutCommonResources.esm
0E  Interior Lighting Overhaul - Core.esm  [Version 6.9.0]
0F  NVInteriors_Core.esm
10  Sortomatic.esm
11  Weapons.of.the.New.Millenia.esm
12  FreesideOpen.esm
13  New Vegas Redesigned 3.esm
14  FCOMaster.esm
15  Run the Lucky 38.esm
16  Factions Reloaded - Merge.esm
17  NVInteriors_ComboEdition.esm
18  Lucky38Suite_Reloaded.esm
19  Tales from the Burning Sands.esm  [Version 1.31b]
1A  FINAL Seachlight Airport NCR.esm
1B  SexoutTryout.esm
1C  Tuneable Radios.esm
1D  Another-Kick-in-the-Head.esm
1E  The New Bison Steve Hotel.esm
1F  VanessaFollowerNV.esm
20  drgNV - Melissa Companion.esm  [Version 0.88]
21  Lunette.esm
22  Project Nevada - Core.esm
23  JIP Selective-Fire.esm
24  Project Nevada - Equipment.esm
25  Caliber.esm
26  DWCNV.esm
27  MikotoBeauty.esm
28  NVStripOpen.esm
29  Novac Public Library.esm
2A  More Perks - DLC.esm
2B  Project Nevada - Extra Options.esm
2C  Afterschool Special.esm  [Version 2.01]
2D  SexoutDrugging.esm
2E  SexoutPregnancyV3.esm
2F  SexoutOffSpring.esm
30  SexoutSoliciting.esm
31  SexoutStore.esm
32  GRARG.esm
33  SexoutIntimacy.esm
34  UnethicalDeeds.esm
35  NVInteriors_ComboSerchLightAP_NCR.esp
36  SexoutWorkingGirl.esp
37  Project Nevada - Rebalance.esp
38  Gomorrah Redesigned.esp
39  Project Nevada - Cyberware.esp
3A  BodyMorph.esp
3B  GBMM - Gun Behavior Mod Merge.esp
3C  The Weapon Mod Menu.esp  [Version 1.2]
3D  Project Nevada - Rebalance Complete.esp
3E  FlashlightNVSE.esp
3F  JIP Fast-Travel Anywhere.esp
40  BodyMorphSelector.esp
41  Reload Speed Game Start Fix.esp
42  JIP Realistic Weapon Overheating.esp
43  DYNAVISION 3.esp
44  SexoutDamagedOutfitSwapping.esp
45  Interior Lighting Overhaul - Ultimate Edition.esp  [Version 6.9.0]
46  Project Nevada - All DLC.esp
47  The Mod Configuration Menu.esp  [Version 1.5]
48  Project Nevada - Cyberware Additions.esp
49  SecretStash80.esp
4A  SexoutSound.esp
4B  DarNifiedUINV.esp
4C  JIP Companions Command & Control.esp
4D  New Vegas Redesigned 3.esp
4E  NVInteriors Addon.esp
4F  The Lucky 38 Empire.esp
50  50sFFFLVJODTheStrip.esp
51  NVEC NVCE PN COMBO Patch.esp
52  SexoutSpunk.esp
53  XFO - 9a - Enemies - AI revamp.esp
54  dD - Enhanced Blood Main NV.esp
55  BennyReturns.esp
56  SexoutEZ.esp
57  delilah.esp
58  WeaponModsExpanded.esp
59  CNR_Beta.esp
5A  TrooperOverhaul-Dragbody.esp
5B  RaestlozFactionArmorEnhancement.esp
5C  Legion Quests Expanded.esp
5D  SexoutConsequences.esp
5E  SexoutFadeToBlack.esp
5F  SexoutClothingEval.esp
60  FNV Realistic Wasteland Lighting - Enhanced - Interior Sounds.esp
61  SOI-Options.esp
62  SexoutSS_C.esp
63  Radio Hotkey.esp
64  ILO - YUP Patch.esp  [Version 1.0]
65  JIP Improved Recipe Menu.esp
66  Clean-QuickSave.esp
67  SexoutPosNew.esp
68  K2_HonestHeartsTribals.esp
69  SexoutLoversBed.esp
6A  SexoutSoliciting-DLC.esp
6B  Sexout-Another-Kick-Extension.esp
6C  SexoutSex.esp
6D  Shake-The-Dope-Out.esp
6E  Near Death.esp
6F  JASPM - YUP.esp
70  Sexout-Orphan-Tycoon.esp
71  bzArmour.esp
72  pipboy2500_edisleado.esp
73  NXInsight.esp
74  FNV Realistic Wasteland Lighting - Enhanced.esp
75  ADAM Complete.esp
76  PittGalStatsFix - DarnUI.esp
77  AMS.esp
78  Enhanced Item Info.esp
79  NVEC+NVCE-Expansion-CNR.esp
7A  SunnyCompanion.esp
7B  Sexout-Wear-And-Tear.esp
7C  NCRTrooperOverhaul.esp
7D  Mega Merge.esp ; custom merge of compatibility patches and small, simple plugins
7E  Bashed Patch, 0.esp
7F  Post Bashed Patch.esp





The issue manifests as follows: at the beginning of random animations, Positioning does not initiate and all arousal scripts from Spunk shut down for my PC. Neither of these plugins will then apply to my character in any subsequent act, nor will any Pregnancy script update. It sometimes happens to NPCs, but it's far more difficult to realize it in their cases. Heck, if not for the Arousal HUD and the occasional (thwarted) attempt to align actors, I probably wouldn't have caught it on my PC since the animations play just fine. Everytime this happens, I find a set of legacy tokens in my inventory when I check in the console after the actors get back up. Reverting to a save made before the problem appeared always fixes the situation, and engaging in sexual acts in relatively quick succession seems to increase the likelihood of the problem appearing, either because of the greater number of opportunities to fail or because of the shorter delays.

 

Those were the apparent symptoms. See the attachment for the log (the "good parts" version, abridged: the scene was pretty busy, as I was stressing the system to trigger the issue - a female PC with 4 female companions in a populated, full-roster Atomic Wrangler running amok with WorkingGirl and Soliciting as well as Sexout-Sex to pick up the slack), but it's fair to say the sailing was smooth until one call to fnSexoutActValidation:

 

 

 

Sexout Legacy Begin (2015-11-23): Started for Old Ben (0015968B)
Converting SexoutNG Quest Call
SexoutActRunFull (v2016-02-13) Called by: 070C1A3D
** Dumping Array #1518 **
Refs: 2 Owner 07: Sexout.esm
[ actorA ] : Old Ben (0015968B)
[ actorB ] : Nalya (00000014)
Sexout: Locked actor 'Old Ben' (0015968B) at: 86170.
Sexout: Locked actor 'Nalya' (00000014) at: 86170.
fnSARF: Invoking CallSort CIOS on Nalya (00000014)
fnSAVa: Nalya (00000014) Lock present but invalid (code: 8), clearing.
fnSoNXClr Sexout:Started:: Nalya (00000014)
fnSAVa: Nalya (00000014) Returning 0 (Reason: 8)

 

 

 

Having determined that the actor 'Nalya' does not have the Spell Target variable because the sanitizer did not confirm the cancellation of the act, the script proceeds to cancel and clean up the act. Except it doesn't (it eventually launches anim 404):

 

 

 

CSES: (v 2016-01-09) Starting for: Nalya(00000014)
Sexout Version is: '97(b6)
CSES: Normalize finished, checking sanitizer.
 : fnSexoutGetArArgs Nalya(00000014), Sexout:Start:63::
NGSAN (63): RandomSextype rndA 87
NGSAN: Validating animation choices
fnSoRandAct: In randomizer
fnSoRandAct: 2 actors, skeletons: MF
 : fnSexoutGetArArgs Nalya(00000014), Sexout:Start:63::
Sexout Random Picker: 183 animations possible for these actors
Sexout Random Picker: 36 animations left after filtering on flag: oral
Sexout Random Picker: 14 animations left after filtering on plugin: *Any* (No furniture)
Sexout Random Picker: 14 animations left after filtering against black list
Valid anim choices: 201, 202, 203, 204, 205, 401, 402, 403, 404, 201, 202, 203, 401, 402,
fnSAN: Actor: Nalya (Sexout:Start:63:, isAnal: 0, isOral: 1, isVaginal: 0
NGSAN (63): Returning SUCCESS (v 2015-11-21)
CSES (63): initializing actors

 

 

 

But maybe it did, since Positioning can't find a valid actor?

Pos: Player still not sexout in use. Aborting

(Neither can Spunk for that matter, regularly complaining in the background that it's waiting for the arousal spell)

 

And then, when the player is involved in another act, this is what happens:

 

 

 

SexoutActRunFull (v2016-02-13) Called by: 070B5361
** Dumping Array #4787 **
Refs: 1 Owner 07: Sexout.esm
[ ActorA ] : Nalya (00000014)
Sexout: Locked actor 'Nalya' (00000014) at: 86250.
fnSARF: Invoking CallSort CIOS on Nalya (00000014)
fnSAVa: Nalya (00000014) Lock present but invalid (code: 3), clearing.
fnSoNXClr Sexout:Started:: Nalya (00000014)
fnSoAC: Removing 1 QST: LEGACY Sexout Anim Position B(07019330)'s from Nalya(00000014)
fnSoAC: Removing 404 QST: LEGACY: Sexout Anim Number(0701932D)'s from Nalya(00000014)
fnSoAC: Removing 1 QST: LEGACY: Sexout Actor Token(07000ADE)'s from Nalya(00000014)
fnSAVa: Nalya (00000014) Returning 0 (Reason: 3)
CSES: (v 2016-01-09) Starting for: Nalya(00000014)
Sexout Version is: '97(b6)
CSES: Normalize finished, checking sanitizer.
 : fnSexoutGetArArgs Nalya(00000014), Sexout:Start:66::

 

 

 

 

For every future act, the character is flagged as not in use by Sexout (code 3: the actor does not have the SexoutNGStartSex spell on them) while being used by Sexout.

 

There you have it. I'm far, far from having charted the flow of Sexout's scripts and variables and I've got no idea why the cleanup process initiated by fnSAva did not obtain, so I'll leave my betters to ponder that mystery. One thing I did notice in that particular script, however, is what I think is a conditional error in the block eventually leading to let iReason := 8 if my take on Odessa's comments is accurate.

 

"lock less than 10 seconds old" (emphasis mine) doesn't equate to:

if LockTime < (TimeStamp - 10)

(that would be "lock more than 10 seconds old") but to:

if LockTime > (TimeStamp - 10)

As it stands, it seems that the code validates locks that happened more than 10 seconds before the timestamp but invalidates locks that happened less than 10 seconds ago, which runs counter to the intention expressed in the comment. If I'm mistaken, please accept my apologies. This is just an uneducated guess. Once again, thank you for evrything you're doing.

SexoutDebugLogNHL20160304.txt

Posted

 

I can't really really contribute or give back to the community in any meaningful way,

^ your post above is exactly what you can do to give back to the community in a meaningful way. Testing and proper reporting is one of the major ways to give back to the community ;). Without proper feedback and reporting mods can't be fixed quickly and easily and the author has to spend great deal of time working to fix a randomly reported problem.

  • 2 weeks later...
Posted

Odessa, thank you so much for your hard work! It's very appreciated. I hope my following observation regarding the difficulties some are having with positioning helps others and perhaps can be further validated. I too lost all positioning control recently upon updating to the latest beta. I have verified that all other items were up to date. To troubleshoot, I started a new game and added mods one at a time. Sure enough as others have mentioned, SexoutPregnancy appears to be causing interference. I managed to further isolate the moment of interference to be at the end of sex with a bighorn (perhaps any animal)? So long as I kept to people, everything is fine but after one round with the bighoner (thanks to Fertile Breeder), I lose positioning. It does work for the first encounter, that's why I say the problem appears to be at the end of the sex act. Perhaps it is not releasing/resetting something? I'll copy and paste this to the pregnancy thread tomorrow as it's late. Perhaps your programming can force some sort of reset on your end? I also noted that the trouble with the arousal meter for Spunk was also affected at the same time.

  • 1 month later...
Posted

Not sure, it can be my bad or something, but I noticed that new Sexout versions cannot properly call ZAZ animations - it is replaced by usual random picker and plays just random sex anim. All other things and anims work just fine. I tested it with old version of SO (the one where ZAZ it still separate .esp) and it worked, erm, almost fine. The thing that anim finally showed up.

 

Details are in this thread: http://www.loverslab.com/topic/61685-sexout-everything-works-except-zaz-animations/

 

Sorry if it is just because of my dullness and not because of mod but I decided that this information could be useful. x)

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