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Posted

Was wondering if sexout not have facial expression reset after animation ends like the regular skeleton reset the animations afterwards maybe it needs to have also facial reset added to it.

Posted

Is there a reason why the form list "SexoutListBannedActor" has entries?  Did these three do something so bad they are banned for life from Sexout?  Both the beta and stable version is like this.

 

 

 

post-553572-0-89426400-1435592125_thumb.jpg

Posted

Yeah it's missing Tabitha and RonTheNarrator too

Cheyenne is definitely female from the game lore but it didn't stop some peoples mods having her hump Sunny like a hound :)

Posted

I actually have a mod that does that if it isn't corrupted.. It is old. don't even know who made it..

Sunny Does Cheyenne..

 

So I assume that it is the author that follows the "bannedlist" or not.

 

edit:

http://www.loverslab.com/topic/8655-sexoutng-beta-21093b10-release-thread/page-21

wardminator made it.. only 62 people ever downloaded it..

 

Chances are.. there will be a whole lot more soon.. :P

Posted

Are you sure?

 

Sexout should not start sex with any actor in SexoutListBannedActor, unless there is a bug. 'call fnSexoutActorValid CheyenneREF' should return -7 (invalid).

 

Would have to check prideslayer's change log to figure out when that was added.

Posted

Not sure what changed.  I'm getting all kinds of wrong anim type specification after installing the beta.  ie. ref.NX_GetEVFl "Sexout:Started::isOral"  returns positive when called on a sexout call with the flags 'vaginal' and 'miss'.  What did I miss?

Posted

Yeah, I noticed something strange happening as well. In theory nothing changed :(.

 

Will look into it, it should be down to this madness:

 

 

   ; * Validate orifices if we got an anim. Reset plugin/anim in case they changed
      if fReason == 0
        let plugin := call fnSexoutNXGetEVSt self, nxKey+"Plugin"
        let animA  := call fnSexoutNXGetEVFl self, nxKey+"animA"

        ; if oral flag is set on anim, then it isOral. Simple.
        let isOral := eval (Ar_BadNumericIndex != (Ar_Find "oral", SexoutNGTASQ.arFull[plugin][animA]["flags"]))

        ; if vaginal or anal flag is set, check they are valid
        if isVaginal || isAnal
          let isVaginal := eval (VaginalChance && isVaginal && (Ar_BadNumericIndex != (Ar_Find "vaginal", SexoutNGTASQ.arFull[plugin][animA]["flags"])))
          let isAnal := eval (AnalChance && isAnal && (Ar_BadNumericIndex != (Ar_Find "anal", SexoutNGTASQ.arFull[plugin][animA]["flags"])))
        endif

        ; if neither is set but the anim has the flags, set one if valid (nb: all anims tagged vaginal are also anal)
        if eval !(VaginalChance || AnalChance)
          ; Pass
        elseif eval !(isVaginal || isAnal)
          if eval (Ar_BadNumericIndex != (Ar_Find "vaginal", SexoutNGTASQ.arFull[plugin][animA]["flags"]))
            if VaginalChance && AnalChance
              if actorC && 0 == isOral ; * Double anal/vaginal IS possible but only if set manually
                let isVaginal := 1
                let isAnal := 1
              else
                let iRndMax := VaginalChance + AnalChance
                if (Rand 0, iRndMax) < VaginalChance
                  let isVaginal := 1
                else
                  let isAnal := 1
                endif
              endif
            elseif VaginalChance
              let isVaginal := 1
            elseif AnalChance
              let isAnal := 1
            endif
          endif
        endif
        ; These are correct!
        call fnSexoutNXSetEVFl self, nxKey+"isAnal", isAnal
        call fnSexoutNXSetEVFl self, nxKey+"isVaginal", isVaginal
        call fnSexoutNXSetEVFl self, nxKey+"isOral", isOral
        PrintD "fnSAN: Actor: "+$self+", isAnal: "+$isAnal+", isOral: "+$isOral+", isVaginal: "+$isVaginal
      endif
    else
      set fReason to 9.3
      let reason := "No sex possible with those actors"
    endif

 

 

 

...Yeah :s .

Posted

"Flags" are regular arrays, aren't they. Not sure why he bothered with Ar_BadNumericIndex when it's easier to just go -1 < ar_Find, in terms of readability.

Posted

@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)

 

I've never actually called sex to occur before in a mod, so assuming I set the suration to something like 600 seconds because I want the animation to continue till I call it to stop after the last birthing

What is the command then to stop birthing?

Posted

Sexout '94 Beta 3 in OP

 

Changes

- Fix isVaginal/Oral/Anal flags that were broken in beta 2
- Fix alignment for anims: 605, 634, 701, 702, Amra607, 1601

 

----

 

The flags should be fixed now. They were only broken in '94 beta 2, looks like I reverted a change in SAN script by mistake :blush: .

Posted

do i need amras files or are they includet in the new sexout? for some reason they dont play. the older sexout anims work.

Posted

do i need amras files or are they includet in the new sexout? for some reason they dont play. the older sexout anims work.

Animations for Amra are included in the Sexout Data file (SexoutNG - Stable Release '93).
Posted

SexoutNG is just a framework and is not intended to add any content to the game itself. If you're looking for something to override vanilla fade-to-black sequences you'll want a mod like SexoutFadeToBlack.

Posted

 

do i need amras files or are they includet in the new sexout? for some reason they dont play. the older sexout anims work.

Animations for Amra are included in the Sexout Data file (SexoutNG - Stable Release '93).

 

 

thanks, did a complete reinstalation now everything works fine.

Posted

 Animations # 603 and 604 have the actors displaced about the length of a small car.

 I have yet to trigger a 3-way with the very latest Sex Assault. I couldn't get any 3 way

action in Unethical Deeds either. I'll see if anything happens using Strapon Sex, which

is positively ancient but has worked surprisingly well with later versions of Sexout.

 

 Other than that, it's running really smoothly. I would swear that the stutter I used to get

around Goodsprings after first exiting the schoolhouse is gone, in fact I didn't notice any

stutter anywhere. I'm going to keep lobbying for AJ's Preset Facial Expressions to be

integrated, because they would improve the quality of the older animations and be useful

with DManns new stuff until he figures out how to add expressions.

 

 I just keep coming back to Sexout; the lighting in Skyrim looks like shit and it's a royal

pain in the ass to mod without breaking something. Thanks for fixing things around here.

Posted

I think I found a bug in Sexout, I'm not sure as I haven't got FONV working to test it, but have a quick look and see whether it's possible.

 

I am using this to start birthing:

Set SexoutP0QVAR.iBirthDuration to 100
Call fnSexoutActRunFull (Ar_Map "ActorA"::rActor, "Plugin"::"Pregnancy", "Anim"::1, "SoundsA"::"Silent", "bNoSlop"::1, "duration"::(SexoutP0QVAR.iBirthDuration * iBabyCount))
Then this to finish it:

rActor.CIOS SexoutNGFinishNow
Which appears to work fine, but one of my other scripts checks this before it will run:

if iOkToRun > 0 && eval(0 == call fnSexoutActorInuse rActor)
And it seems to take a while (3 hours game time) before it clears, possibly the animations duration setting?
Posted

Hey Odessa, I have two animation reports.

 

First, I want to confirm what pantercom said: anims 603 and 604 have the actors way far from eachother. As said, about the length of a small car.

Also I noticed that with anim 638, the receiver (male) has his peen on his back (?). I dunno if that is related to the anim or something else though.

 

Lastly, is it possible that repositioning doesn't store the new positions? When I adjust an anim and press + to store, I get the message that the positions are stored, but when it plays again, the positioning is off again. Or am I missing a step in saving the positions?

 

Other than that, everything is working incredibly smoothly. Thank you for all your hard work!

 

- Moo.

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