Thenryb Posted January 27, 2016 Posted January 27, 2016 I would not even begin to know how to advise someone who does not use a mod manager. Apart from archive invalidation, how on earth do you fix your load order? However, if you are determined to do archive invalidation without a mod manager, there are some instructions in the description for the BOG mod here;http://www.nexusmods.com/newvegas/mods/34702/?
Almodo Posted January 27, 2016 Posted January 27, 2016 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_invalidationThis 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.
Z0mBieP00Nani Posted January 27, 2016 Posted January 27, 2016 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.
Almodo Posted January 27, 2016 Posted January 27, 2016 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.
Z0mBieP00Nani Posted January 27, 2016 Posted January 27, 2016 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.
Almodo Posted January 28, 2016 Posted January 28, 2016 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'!
Odessa Posted January 30, 2016 Author Posted January 30, 2016 Sexout '97 Beta 4 in OP - 4 new anims by DmanXX2: 402 (irrumatio), 623 (doggy), 936 (cowgirl), 1704 (protectron).- Minor potential bugfix for positioning.
Odessa Posted January 31, 2016 Author Posted January 31, 2016 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.. .
D_ManXX2 Posted February 6, 2016 Posted February 6, 2016 Odessa was wondering: http://www.loverslab.com/topic/17191-d-manxx2-animations-sexoutng-showcase/page-13?do=findComment&comment=1456606 Right now i building new 3some for fallout is there console command or mod available for fallout to quickly test multiple animations like these in game ??
Almodo Posted February 6, 2016 Posted February 6, 2016 SexoutSex with Smaller Talk? Needs two NPCs though.
Odessa Posted February 6, 2016 Author Posted February 6, 2016 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
Odessa Posted February 13, 2016 Author Posted February 13, 2016 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...
Tirloque Posted February 15, 2016 Posted February 15, 2016 @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 !
liniul Posted February 16, 2016 Posted February 16, 2016 @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
dickhad Posted February 17, 2016 Posted February 17, 2016 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
zippy57 Posted February 17, 2016 Posted February 17, 2016 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.
shadow2k Posted February 21, 2016 Posted February 21, 2016 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.
Odessa Posted February 21, 2016 Author Posted February 21, 2016 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
t3589 Posted February 24, 2016 Posted February 24, 2016 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?
Odessa Posted February 24, 2016 Author Posted February 24, 2016 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.
t3589 Posted February 24, 2016 Posted February 24, 2016 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.
nhl Posted March 4, 2016 Posted March 4, 2016 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
RitualClarity Posted March 4, 2016 Posted March 4, 2016 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.
SuperGumby Posted March 14, 2016 Posted March 14, 2016 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.
Guest Posted May 11, 2016 Posted May 11, 2016 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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