KainsChylde Posted June 22, 2015 Posted June 22, 2015 SKSE is for Skyrim. It should be NVSE. To quote the Mythbusters, "There's your problem."
RitualClarity Posted June 22, 2015 Posted June 22, 2015 Huh, looks like I've figured out the bloody source of the headache. sf_plugin.dll in /SKSE/Plugins/ from JIP Selective-Fire version 1.01 (this mod: http://www.nexusmods.com/newvegas/mods/49478/?) for some reason messes up animations in the beta release of SexoutNG (the stable release works perfectly). Is this something tthe SexoutNG devs/Odessa be able look into (or make sense of)? I've uninstalled JIP S-F for the time being, it would be mighty swell if this issue can be sorted one day. Wish I'd figured out it was an SKSE plugin issue sooner, what with the .esp/.esm load order not making a difference - would've saved me so much frustration. P.S. Going back to NMM for the SexoutNG installation seems to be fine too, which I'll be doing for the sake of organization. EDIT: Whoops, just in time for the transition to Stable. I'll give that one a try again to see it magically fixed itself. EDIT 2: Yep, JIP-SF definitely kills things SKSE is for Skyrim. It should be NVSE. To quote the Mythbusters, "There's your problem." I hope that is a typo.. and you really have NVSE.. because if you don't you will have many more problems going forward than what you currently experienced.
Rattlesnark Posted June 22, 2015 Posted June 22, 2015 ... SKSE is for Skyrim. It should be NVSE. To quote the Mythbusters, "There's your problem." I hope that is a typo.. and you really have NVSE.. because if you don't you will have many more problems going forward than what you currently experienced. Whoops, what a blunder. Spent far, far more hours playing/modding Skyrim than FNV. I shall reassure that mistakenly installing SKSE onto FNV is at the rock bottom of my list of potential mistakes. Certainly a much more severe lack of playability would follow an attempt to run skse_loader from within FNV's directory
D_ManXX2 Posted June 24, 2015 Posted June 24, 2015 I am having a bit of difficulty aligning protectron with a human animation is there some script i need to check to be able to fit these 2 better together ?? http://www.loverslab.com/topic/17191-d-manxx2-animations-sexoutng-showcase/page-11?do=findComment&comment=1222620 Currently i use a mod named position switch to be able to fit them better but the human side needs to be adjustes somewhat up to be able to get where he she suppose to be. maybe sexout is somewhat changing the height ??
t3589 Posted June 24, 2015 Posted June 24, 2015 Currently i use a mod named position switch to be able to fit them better but the human side needs to be adjustes somewhat up to be able to get where he she suppose to be. maybe sexout is somewhat changing the height ?? I think it resizes to scale doesn't it?
D_ManXX2 Posted June 24, 2015 Posted June 24, 2015 I thought so but some how something else was messing with the protectron side of the animation tried making a new animation and it seem to have triggered better not sure why it would mess up the angle of the blowjob and hard fuck was working as intended.
ChancellorKremlin Posted June 24, 2015 Posted June 24, 2015 So just to clarify - the breeze mesh 9th June 2015 (with all the A.J/Amra bone fixes) is included as default in Sexout - Bodies so you don't need to install it separately if you just install the default Sexout?
Odessa Posted June 25, 2015 Author Posted June 25, 2015 @DMan: I think sexout scales all actors to 1.0 and moves actors to same spot (for 3-somes, actorB. Otherwise player or actorA(?) if player not involved) with A + C facing the angle of B+180degrees. If an animation has offsets specified it also applies them. @CK: Correct. 'SexoutNG - Bodies 1.1.0' includes the meshes from 'meshes - breeze' (in the Breeze.bsa) and 'SexoutNG - Data 2.10.93' includes the new reset. So, the meshes attached to the beta OP are only useful if you want to manually install a male body.
ChancellorKremlin Posted June 25, 2015 Posted June 25, 2015 Thanks! Also, I'm guessing it has already been reported that 603 is pretty badly aligned? The NPC is about 4-5 meters ahead of the player.
Odessa Posted June 26, 2015 Author Posted June 26, 2015 Yes, I think in the transition of the animation system, some of the offsets got reversed or lost. All the known issues are listed in OP.. there are probably a few more.
Odessa Posted June 27, 2015 Author Posted June 27, 2015 Sexout '94 Beta 1 in OP Changes: - Added 6 new anims by DManXX2 : 3x Protectron: 1701 (irrumatio), 1702 (suspended congress), 1703 (missionary?), and 3 human: 613 (doggy), 648 (pronebone), 741 (acrobatic) - Sexout delays calls if not ready (eg: you make call ~1 seconds after loading game). - Moved Amra animation scripts into sexout to synchronize readiness. - Fixed alignment of anims: 603, 632, 1001, 1301, 1402, Amra702 (thanks tomm). - Improved script performance some. Known Issues: - The protectron penis prop is set up as an AnimObject like the others, but for some reason it doesn't appear. I think the .nif needs modifying somehow, by comparison to other props. Anyone know how to fix it?
Halstrom Posted June 27, 2015 Posted June 27, 2015 Can you please add the pregnancy birthing animation to Sexout animations in a future update so I can call it from Sexout, for whatever reason I can't get it to work relaibly for NPC's with my coding. It's file name is Data\Meshes\characters\_male\idleanims\BirthingByBeck.kf It's in the Pregnancy Data pack. It's a single actor animation.
Odessa Posted June 28, 2015 Author Posted June 28, 2015 Sexout '94 beta 2 in OP Changes - Added sounds customization! => "SoundsA|B|C"::"Silent|Scream|Angry|Normal", and "bNoSlop"::1 to disables slop sounds. - Added new convenience started var: let pos := ActorRef.NX_GetEVSt "Sexout:Started::Actor" ; # 'A', 'B', 'C' or 'X' - Added birthing animation for pregnancy - Fixed alignment of Amra933 --- Sexout sounds are now customizable directly, per actor: Example: (call fnSexoutActRunFull ...) "SoundsA"::"Silent", "SoundsB"::"Angry", "SoundsC"::"Scream", "bNoSlop"::1 ActorA plays no sounds. ActorB plays 'angry' sounds, ActorC plays 'scream' sounds. The slop sounds are disabled. If unspecified (eg: existing mods) it defaults to how it was before- which is that it would play "normal" sounds, unless the "rape" flag was set, in which case raper="angry" and rapee="scream". ----- @Halstrom: I suggest calling the birthing animations like this: call fnSexoutActRunFull (Ar_Map "ActorA"::MotherRef, "Plugin"::"Pregnancy", "Anim"::1, "SoundsA"::"Scream", "bNoSlop"::1, "duration"::YourMCM.Setting) You could also use the random picker... although there is only 1 choice right now . let Flags := Ar_List "birthing" call fnSexoutActRunFull (Ar_Map "ActorA"::MotherRef, "Flags"::Flags, "SoundsA"::"Scream", "bNoSlop"::1, "duration"::YourMCM.Setting) Or, you could use "SoundsA"::"Silent" and play your own sounds.
ChancellorKremlin Posted June 28, 2015 Posted June 28, 2015 Hey Odessa, A small request, if it is possible - with the "fast" key for SexoutPositioning, would it be possible to bind that key so that when you press it the first time, the speed increases (by the current number), if you press it again, it increases say, 100%, and if again, 200%, and if again, it resets to the first value? I'm just thinking of a way to increase the speed in increments that wouldn't require binding 3 different keys. Sometimes I just want the chars moved a little, and sometimes I want them all across the room, hence the request. Thanks!
Halstrom Posted June 28, 2015 Posted June 28, 2015 Sexout '94 beta 2 in OP Changes - Added sounds customization! => "SoundsA|B|C"::"Silent|Scream|Angry|Normal", and "bNoSlop"::1 to disables slop sounds. - Added new convenience started var: let pos := ActorRef.NX_GetEVSt "Sexout:Started::Actor" ; # 'A', 'B', 'C' or 'X' - Added birthing animation for pregnancy - Fixed alignment of Amra933 --- Sexout sounds are now customizable directly, per actor: Example: (call fnSexoutActRunFull ...) "SoundsA"::"Silent", "SoundsB"::"Angry", "SoundsC"::"Scream", "bNoSlop"::1 ActorA plays no sounds. ActorB plays 'angry' sounds, ActorC plays 'scream' sounds. The slop sounds are disabled. If unspecified (eg: existing mods) it defaults to how it was before- which is that it would play "normal" sounds, unless the "rape" flag was set, in which case raper="angry" and rapee="scream". ----- @Halstrom: I suggest calling the birthing animations like this: call fnSexoutActRunFull (Ar_Map "ActorA"::MotherRef, "Plugin"::"Pregnancy", "Anim"::1, "SoundsA"::"Scream", "bNoSlop"::1, "duration"::YourMCM.Setting) You could also use the random picker... although there is only 1 choice right now . let Flags := Ar_List "birthing" call fnSexoutActRunFull (Ar_Map "ActorA"::MotherRef, "Flags"::Flags, "SoundsA"::"Scream", "bNoSlop"::1, "duration"::YourMCM.Setting) Or, you could use "SoundsA"::"Silent" and play your own sounds. Cool, I'll give it a go tommorrow
packprof Posted June 28, 2015 Posted June 28, 2015 Odessa, I have 2 requests for your consideration. Since you've included animations for Aliens and Protectrons, could you add a form list for each (like other creatures)? You do a nice job of describing the changes in each beta. Could you dump that into a .txt file and include it in the zip? Just makes it a little easier to keep track of things. Thanks
Odessa Posted June 28, 2015 Author Posted June 28, 2015 I could, but those form lists ('SexoutCList...') are not actually used by Sexout any more. Their original purpose was to find out what skeleton creatures were using, for animation picking, but sexout now checks that directly (*more or less: see fnSexoutGetSkeleton). What is your intended use for it? WIll add change log .txt to next version. --- @CK: I'll put it on my to-do list. You can already adjust the speed in MCM too.
ChancellorKremlin Posted June 28, 2015 Posted June 28, 2015 Hi Odessa, Thanks, I didn't know there was a speed button. I'll take a gander!
Thenryb Posted June 28, 2015 Posted June 28, 2015 Is the "sounds customization" added something for modders? I see nothing in the menu. I just disable "voices" altogether to avoid the dreaded "slop sounds".
packprof Posted June 28, 2015 Posted June 28, 2015 I could, but those form lists ('SexoutCList...') are not actually used by Sexout any more. Their original purpose was to find out what skeleton creatures were using, for animation picking, but sexout now checks that directly (*more or less: see fnSexoutGetSkeleton). What is your intended use for it? WIll add change log .txt to next version. --- @CK: I'll put it on my to-do list. You can already adjust the speed in MCM too. It is just an easy way to figure out what kind of creature you are dealing with. I'll check out the fnSexoutGetSkeleton. Push come to shove I can always add my own form list if needed. Thanks
Odessa Posted June 28, 2015 Author Posted June 28, 2015 They aren't necessarily accurate for that, since sexout only cares about skeletons (NightKin == Supermutant, Tunneler == SporeCarrier, etc). I think SCR has some form lists which may be better; I'd suggest asking Halstrom/DoctaSax how they figure out species, since I got a feeling they know all the ins and outs of it . @Thenryb: yup.
packprof Posted June 28, 2015 Posted June 28, 2015 They aren't necessarily accurate for that, since sexout only cares about skeletons (NightKin == Supermutant, Tunneler == SporeCarrier, etc). I think SCR has some form lists which may be better; I'd suggest asking Halstrom/DoctaSax how they figure out species, since I got a feeling they know all the ins and outs of it . @Thenryb: yup. Thanks Odessa. I look at their mods and contact them if I need to. I have another question. A little while ago, you said I needed to use " fnSexoutActRunFull" to be able to use specific Amra anmiations. I put it in place and it worked perfectly in 93. With 94, it no longer works. You mentioned in the first beta moving the Amra animation scripts into Sexout. Would that have impacted this?
Odessa Posted June 28, 2015 Author Posted June 28, 2015 No, unless you use the beta SexoutAmra with the release Sexout '93*. You still need to have "Sexout-Amra.esp" loaded (the animations are still in there). I just tested and it works for me. *Perhaps you are using a new mod where the author accidentally hit 'recompile all scripts'.
packprof Posted June 28, 2015 Posted June 28, 2015 No, unless you use the beta SexoutAmra with the release Sexout '93*. You still need to have "Sexout-Amra.esp" loaded (the animations are still in there). I just tested and it works for me. *Perhaps you are using a new mod where the author accidentally hit 'recompile all scripts'. Thanks for confirming Odessa. As with most problems, operator error caused the issue. Since the Amra.esp was packed with the new beta, I deleted my old Amra folder, forgetting the animations were there. Loaded in the new Sexout data file and all is good.
Halstrom Posted June 28, 2015 Posted June 28, 2015 They aren't necessarily accurate for that, since sexout only cares about skeletons (NightKin == Supermutant, Tunneler == SporeCarrier, etc). I think SCR has some form lists which may be better; I'd suggest asking Halstrom/DoctaSax how they figure out species, since I got a feeling they know all the ins and outs of it . @Thenryb: yup. Currently on the female side Pregnancy just does a GetRace check and also maybe those SexoutCreature lists for Female Supermutants I think is the only creature Pregnancy works on. I do add all the Offspring to the appropriate Sexout lists too On the Male side I just read the sperm SexoutSpunk adds to an actor.
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