D_ManXX2 Posted June 29, 2015 Posted June 29, 2015 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.
packprof Posted June 29, 2015 Posted June 29, 2015 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.
zippy57 Posted June 29, 2015 Posted June 29, 2015 Those entries are all there because they are female creatures, which Sexout does not support.
RitualClarity Posted June 29, 2015 Posted June 29, 2015 Funny.. cheyenne gets some action with some of the mods that are out there. Does mods ignore this banned list. (I just noticed cheyenneis on the list. )
Halstrom Posted June 29, 2015 Posted June 29, 2015 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
RitualClarity Posted June 29, 2015 Posted June 29, 2015 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..
zippy57 Posted June 30, 2015 Posted June 30, 2015 Sexout really should be respecting that list. I wonder how long it hasn't been doing that.
RitualClarity Posted June 30, 2015 Posted June 30, 2015 Since the beginning. Way before that post. Sexkey will cause Cheyenne to have sex like a male dog since I started. I thought this was a known thing.
Odessa Posted June 30, 2015 Author Posted June 30, 2015 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.
t3589 Posted June 30, 2015 Posted June 30, 2015 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?
Odessa Posted June 30, 2015 Author Posted June 30, 2015 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 .
DoctaSax Posted June 30, 2015 Posted June 30, 2015 "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.
Halstrom Posted July 1, 2015 Posted July 1, 2015 @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 birthingWhat is the command then to stop birthing?
Odessa Posted July 2, 2015 Author Posted July 2, 2015 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 .
Guest Posted July 3, 2015 Posted July 3, 2015 do i need amras files or are they includet in the new sexout? for some reason they dont play. the older sexout anims work.
packprof Posted July 3, 2015 Posted July 3, 2015 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).
DragoonKing555 Posted July 3, 2015 Posted July 3, 2015 Hi Odessa is there a chance you can input sexout animations on beds and the vanilla sex scene? If not I understand you're busiest time. Also I meant to say great mod.
zippy57 Posted July 3, 2015 Posted July 3, 2015 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.
Guest Posted July 4, 2015 Posted July 4, 2015 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.
panthercom Posted July 4, 2015 Posted July 4, 2015 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.
Halstrom Posted July 6, 2015 Posted July 6, 2015 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 SexoutNGFinishNowWhich 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?
ButchDiavolo Posted July 6, 2015 Posted July 6, 2015 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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