Tiemphyx Posted July 19, 2016 Posted July 19, 2016 Problem: Sexout Anim Mgt. does not list most animations in MCM using Mod Organizer. A single page is displayed showing one (pregnancy) animation. Animations play very well and can be blocked or unblocked during play using hot keys. MCM Listing : Anim management v.5Sub Head : 0 - 1Page Title : Animations for PregnancySingle entry : Anim#1::Birthing By Beck --------------------------------------------------------- Mod Organizer Load Order:FalloutNV.esm (last patch)Sexout.esm 2.10.96SexoutSlavery.esm 2.10.96SexoutCommonResources.esm 2016-07-13MojaveDelight.esp 1.0SexoutPoSNew.esp 2.10.96The Mod Configuration Menu.esp v.1.5SexoutAnimManagement.esp v.5 -------------------------------------------------------- Script Plugins/Handlers, by Priority: NVSE v.0.5.0.2 NVSE Extender v.16.0 Lutana's NVSE Plugin v.16.2 JIP NVSE Plugin v.32.10 NVAC - New Vegas Anti-Crash v.7.4.0.0 NVSR - New Vegas Stutter Remover v.4.1.31 UIO - User Interface Organizer v.1.31 ------------------------------------------------------- Not sure what I'm missing here... Any suggestions you guys might have would be greatly appreciated.
Machiavelique Posted April 23, 2024 Posted April 23, 2024 (edited) For those who don't know, you can display the anims of the various plugins (Sexout.esm", “Sexout-Amra.esp”, “ZAZ”, “Pregnancy”) by using the arrow keys. It was written on the main page, but I never noticed it because version 6 isn't downloadable from this thread (I came across it while analysing the code). Once you are in the MCM Menu, you can use the keys below to run the following features: On 6/3/2015 at 10:10 AM, Guest tomm434 said: Use Arrow keys inside MCM menu Left and right to switch between avaiable plugins Up to see list of blocked anims for current plugin "Q" to store all animation in block list to .ini file-----------------Lutana plugin needed "W" - to restore all animations in block list from .ini file--------Lutana plugin needed ________________________________________________________________________________________________________________ Let's know there are now a version 7 beta1 where you can also see which type of actor might be involved in the animation (Male, Female, Centaur, Dog, Deathclaw etc). Actors: 'MM' 'MF' are Sexout notations, there are 51 in all (if I've counted correctly). Except in special cases, the first letter indicates the gender of actorA, the second letter the gender of actorB and the 3rd letter the gender of actorC. In the example above, animation #616 from sexout.esm can therefore be used with : actorA Male actorB Male or Female As we were talking about functionality earlier... let's know version 7 beta1 offers an interesting feature: The ability to test an animation using the right mouse click. I hope that this will enable people who have problems with animations to carry out quick and easy tests from now on. It might also allow people to share their various problems (positioning, for example), and if they're common, someone might look into updating sexout. SexoutAnimManagement_v7beta1.zip Edited April 24, 2024 by Machiavelique 2
dongding Posted May 20, 2024 Posted May 20, 2024 (edited) That's pretty nice! Are you planning to do configs? Because setting all animations every time I start a new game is pretty ... annoying. Also, which scripts does the mod check to get all the animations into MCM? Because Sexout says I have around 350 animations loaded in, but the animation manager only shows around 227! Edited May 20, 2024 by dongding
Machiavelique Posted May 20, 2024 Posted May 20, 2024 (edited) Thank you! 2 hours ago, dongding said: Are you planning to do configs? Because setting all animations every time I start a new game is pretty ... annoying. I made these changes because I needed a utility to easily test animations. I was planning other small modifications like instantiating the NPCs and deleting them at the end of sex (rather than moving the vanilla NPCs). As well as making the code I've inserted a little cleaner, and trying to get the placeHolder anims to work (I've tested some random parameters but I can't figure out which ones to send, maybe the answer is in the sexout script). Creating an import/export configuration file is an excellent idea. I've never tried to create one, but I know it's technically feasible (Stamina mod offers this possibility), but I have no idea whether it'll be easy or not, as I've analyzed very briefly the scripts in SexoutAnimManagement for now 2 hours ago, dongding said: Also, which scripts does the mod check to get all the animations into MCM? Because Sexout says I have around 350 animations loaded in, but the animation manager only shows around 227! I guess it's because Sexout Anim Management only checks Anims from "Sexout.esm", "Sexout-Amra.esp", "ZAZ", "Pregnancy" Maybe you have Anims from other plugins and AnimManagement would need an Update? Edit: The script you're looking for is AnimBanMCMScript : Let Plugin_Keys := Ar_List "Sexout.esm", "Sexout-Amra.esp", "ZAZ", "Pregnancy" Edited May 20, 2024 by Machiavelique
Machiavelique Posted May 23, 2024 Posted May 23, 2024 I've decided to put the development of SexAssault and Struggle on hold, and focus my work on updating SexoutAnimManagement. I'll try to make the changes mentioned above, but it doesn't mean I want to officially take over this mod. I also plan to make SexoutAnimManagement support Allnarta animations, are there any other functional mods that add animations to SexoutNG? 3
Machiavelique Posted June 8, 2024 Posted June 8, 2024 (edited) SexoutAnimManagement v7 finalised SexoutAnimManagement_v7.zip Requirements: NVSE 5.1beta4 or HIGHER JIP 55.10 or HIGHER MCM Key Binding Right / NumPad6 : Display the next plugin (Sexout.esm -->Sexout-Amra --> ZAZ --> etc) Left / NumPad4 : Display the previous plugin (Sexout.esm <-- Sexout-Amra <-- ZAZ <-- etc) Forward / NumPad8 : Display the blocked anims for the current plugin Right click : Play the selected animation Save/Load AnimManagement configuration using an .INI File In the MCM Menu, use your 'Right Key' or Numpad6 until the last page. Select an .INI file, then choose the Import or export option. By defaut AnimManagement creates a empty file 'Anim_Configuration.ini' where you can export your configuration. This file is located in Data\Config\AnimManagement. If you wish to have several configuration files, you will need to create them manually and place them in this directory (simply create an empty text file and rename its extension to .ini). You can add a maximum of 10 files. Of course, you can create more, but MCM will only display the first 10 (sort in alphabetical order). Display / Block animation in real time Conditions : An animation is running and you are involved in this animation Aim / Block : Display the references of this animation (Plugin name and Anim number) Attack : Block / Unblock this animation Compatibility issue: The animation player manager of AnimManagement works with instantiated NPCs that are destroyed at the end of the sex scene. Destroying NPCs will cause script errors with mods that have spotted these NPCs to start doing stuff with them (example: SexAssault, Unethical Deeds, Hook-up, etc) as the reference of these NPCs will become ‘NULL’ when destroyed. To limit these problems in the future, the NX variable "SO:NotNow" is set on all instantiated NPCs. Mods that do not check the value of this variable before using an NPC will be affected by this problem. Information for mod Authors: Spoiler In AnimManagement, NPCs are destroyed using the following code: rCurrentActor.NX_ClrEVFl "SO:NotNow" rCurrentActor.Kill Let rCurrentActor.Disable Let rCurrentActor.MarkForDelete Problem is MarkForDelete may occurs several frame later, which is why the NPC is also killed and disabled. You generally want to check GetDead and/or GetDisable before using an NPC, so checking "SO:NotNow" || GetDead || GetDisabled before using an NPC should prevent any issue Here are the main changes from v.6 : Spoiler - Cleaning up scripts (there was a lot of dead code and things that will no longer be useful following the changes made in v.7) - Support AllNarta animations - Fixed the multiple ‘shows anim’ windows overlaying each other and the issue of plugins being skipped when the relevant key was held down - The ‘arrow Keys’ (for browsing plugins) are replaced by 'Left', 'Right', 'Forward' (And NumPad4, NumPad6, NumPad8). These changes are essential because they prevent the emergence of a bug inherent in MCM. - Added a "Requirements check" function (check NVSE + JIP versions) to enable/disable AnimManagement - Added Sexout Actor Filters information in MCM Menu - Added 'Right click' feature to play the selected animation - Added 'Save/Load .INI' feature. This feature already exists in previous versions but I don't know if it worked properly because the script doesn't compile. It required an old ‘Lutana NVSE’ plugin (supposedly now included in JIP NVSE, but I suppose the new versions of JIP have made the script obsolete...) - Added pretty little arrows to plugin names to indicate that you can switch plugins (it's really so marvellous^^) Edited June 9, 2024 by Machiavelique 4
Marceline The Mean Queen Posted July 27, 2024 Posted July 27, 2024 On 4/23/2024 at 4:55 PM, Machiavelique said: For those who don't know, you can display the anims of the various plugins (Sexout.esm", “Sexout-Amra.esp”, “ZAZ”, “Pregnancy”) by using the arrow keys. It was written on the main page, but I never noticed it because version 6 isn't downloadable from this thread (I came across it while analysing the code). Once you are in the MCM Menu, you can use the keys below to run the following features: ________________________________________________________________________________________________________________ Let's know there are now a version 7 beta1 where you can also see which type of actor might be involved in the animation (Male, Female, Centaur, Dog, Deathclaw etc). Actors: 'MM' 'MF' are Sexout notations, there are 51 in all (if I've counted correctly). Except in special cases, the first letter indicates the gender of actorA, the second letter the gender of actorB and the 3rd letter the gender of actorC. In the example above, animation #616 from sexout.esm can therefore be used with : actorA Male actorB Male or Female As we were talking about functionality earlier... let's know version 7 beta1 offers an interesting feature: The ability to test an animation using the right mouse click. I hope that this will enable people who have problems with animations to carry out quick and easy tests from now on. It might also allow people to share their various problems (positioning, for example), and if they're common, someone might look into updating sexout. SexoutAnimManagement_v7beta1.zip 13.55 kB · 10 downloads Is there a way to add actors to certain animations? For example, some animations only have "MM" as actors. Can "MF" be added?
Machiavelique Posted July 27, 2024 Posted July 27, 2024 (edited) It can be added, but to be honest, I have no idea what would happen. I'm sure it wouldn't work for Creatures because their skeletons are different, but it seems to me that Male/Female humans use the same skeleton. Perhaps someone has already tried it and could give us an answer? The only way for me to know would be to test it on at least ten animations. EDIT: There may also be rights issues. Probably the people who created these anims deliberately wanted to restrict them to certain types of actor (such as Allnarta's animation, for example) for their own reasons, and this choice must be respected. Edited July 27, 2024 by Machiavelique
Marceline The Mean Queen Posted July 28, 2024 Posted July 28, 2024 (edited) On 7/27/2024 at 2:59 PM, Machiavelique said: It can be added, but to be honest, I have no idea what would happen. I'm sure it wouldn't work for Creatures because their skeletons are different, but it seems to me that Male/Female humans use the same skeleton. Perhaps someone has already tried it and could give us an answer? The only way for me to know would be to test it on at least ten animations. EDIT: There may also be rights issues. Probably the people who created these anims deliberately wanted to restrict them to certain types of actor (such as Allnarta's animation, for example) for their own reasons, and this choice must be respected. Of course, the original author of the animation packs must always be consulted if possible, especially if such a revision would be posted to LL for the masses. Edited July 29, 2024 by hk1234
Machiavelique Posted October 29, 2025 Posted October 29, 2025 SexoutAnimManagement v7.1 SexoutAnimManagement.esp This version provides fixes and will also ensure compatibility with the next version of Sexout (SexoutNG 2.11.4 beta 1). SexoutAnimManagement v7.1 is designed to be compatible with previous versions of Sexout (2.10.97). Requirements: NVSE 6.2.6 or HIGHER JIP 55.10 or HIGHER Release History: Spoiler v7.1 - Fixed AnimBanScript not updating Anim/Plugin when anim was switched. - Fixed AnimBanScript seeing the 'Aim/block' and 'Attack' control keys several times when these keys was holding pressed. - Fixed AnimBanScript delay to capture 'Aim/block' or 'Attack' control keys: delay is now 0.1s instead of 1s. - Fixed AnimBanPlayAnimScript not restrained instanced NPCs which could cause incorrect positioning if they turned hostile (due to combat animation). - Fixed an issue with the 'Play Anim' feature, which would fail once after a normal sexout act. - Fixed AnimBanPlayAnimScript compatibility problem with SexoutNG 2.11.3 and HIGHER due to the fact that an actor may no longer be 'SexoutInUse' without this being the case for all actors (so instanced NPCs was deleted and could cause errors in SexoutNG) - Edited AnimBanMCMScript to support Adding/Removing plugins and keep plugin sorted as follow "Sexout.esm", "Sexout-Amra.esp", "ZAZ", "Pregnancy", "AllnartaSexoutAnimations.esp", "AllTentacles" if present. If arFull contains other plugins, they will appear next. v7 - Cleaning up scripts (there was a lot of dead code and things that will no longer be useful following the changes made in v.7) - Support AllNarta animations - Fixed the multiple ‘shows anim’ windows overlaying each other and the issue of plugins being skipped when the relevant key was held down - The ‘arrow Keys’ (for browsing plugins) are replaced by 'Left', 'Right', 'Forward' (And NumPad4, NumPad6, NumPad8). These changes are essential because they prevent the emergence of a bug inherent in MCM. - Added a "Requirements check" function (check NVSE + JIP versions) to enable/disable AnimManagement - Added Sexout Actor Filters information in MCM Menu - Added 'Right click' feature to play the selected animation - Added 'Save/Load .INI' feature. This feature already exists in previous versions but I don't know if it worked properly because the script doesn't compile. It required an old ‘Lutana NVSE’ plugin (supposedly now included in JIP NVSE, but I suppose the new versions of JIP have made the script obsolete...) - Added pretty little arrows to plugin names to indicate that you can switch plugins (it's really so marvellous^^) 2
Machiavelique Posted November 10, 2025 Posted November 10, 2025 SexoutAnimManagement v7.2 SexoutAnimManagement_v7.2.zip Requirements: NVSE 6.2.6 or HIGHER JIP 55.10 or HIGHER Release History: Hide contents Version 7.2 (November 10 2025) - Fixed AnimBanPlayAnimScript not detroying NPCs when player was not involved. - Add safety measure forcing AnimBanPlayAnimScript to close if Sexout has not started the animation or if the animation is no longer running. Version 7.1 (October 29 2025) - Fixed AnimBanScript not updating Anim/Plugin when anim was switched. - Fixed AnimBanScript seeing the 'Aim/block' and 'Attack' control keys several times when these keys was holding pressed. - Fixed AnimBanScript delay to capture 'Aim/block' or 'Attack' control keys: delay is now 0.1s instead of 1s. - Fixed AnimBanPlayAnimScript not restrained instanced NPCs which could cause incorrect positioning if they turned hostile (due to combat animation). - Fixed an issue with the 'Play Anim' feature, which would fail once after a normal sexout act. - Fixed AnimBanPlayAnimScript compatibility problem with SexoutNG 2.11.3 and HIGHER due to the fact that an actor may no longer be 'SexoutInUse' without this being the case for all actors (so instanced NPCs was deleted and could cause errors in SexoutNG) - Edited AnimBanMCMScript to support Adding/Removing plugins and keep plugin sorted as follow "Sexout.esm", "Sexout-Amra.esp", "ZAZ", "Pregnancy", "AllnartaSexoutAnimations.esp", "AllTentacles" if present. If arFull contains other plugins, they will appear next. Version 7 (June 08 2024) - Cleaning up scripts (there was a lot of dead code and things that will no longer be useful following the changes made in v.7) - Support AllNarta animations - Fixed the multiple ‘shows anim’ windows overlaying each other and the issue of plugins being skipped when the relevant key was held down - The ‘arrow Keys’ (for browsing plugins) are replaced by 'Left', 'Right', 'Forward' (And NumPad4, NumPad6, NumPad8). These changes are essential because they prevent the emergence of a bug inherent in MCM. - Added a "Requirements check" function (check NVSE + JIP versions) to enable/disable AnimManagement - Added Sexout Actor Filters information in MCM Menu - Added 'Right click' feature to play the selected animation - Added 'Save/Load .INI' feature. This feature already exists in previous versions but I don't know if it worked properly because the script doesn't compile. It required an old ‘Lutana NVSE’ plugin (supposedly now included in JIP NVSE, but I suppose the new versions of JIP have made the script obsolete...) - Added pretty little arrows to plugin names to indicate that you can switch plugins (it's really so marvellous^^) 1
RogueFOXHOUND Posted February 14 Posted February 14 (edited) this mod is useless and not at all what it claims to be. the 'blacklist' in mcm is bs. you disable what you are not into, then it ignores it and just continues to rando everything. we can't be expected to go thru hundreds of anims and hit attack button, we would be here forever. the talk of an 'ini creating hotkey', also bs. does not do anything. nor do i see anything at the bottom of the list. isstructions are convoluted. evrything is 100's of cowgirl/doggystle animation, nothing for people who just like vanilla missionary. we are at the mercy of rng. the perks from spunk are useless tto cuz they get ignored. why is everything cowgirl when i took dominant perk? there is just no intelligent control here and it just ruins everything and not even worth keeping the framework imho. true everything after the first two criticisms are not related to this mod, but still true and valid regardless. Edited February 14 by RogueFOXHOUND
Machiavelique Posted February 14 Posted February 14 There are many points, and I'm not sure if I'll be able to give you all the answers. The blacklist is not managed by AnimManagement but by Sexout. AnimManagement simply tells Sexout to “Add this animation to Sexout's blacklist” or “Remove this animation from Sexout's blacklist.” Depending on the version of Sexout, the blacklist is not managed in the same way. From what you've written, I think you're using version 2.10. In version 2.10, Sexout determines a list of available animations based on the type of sex that has been previously selected (by the calling mod, otherwise by Sexout random choice), then the races and genders of the actors involved (man, woman, ghoul, etc.), then any flags that may have been requested (doggy, cowgirl, etc.), and finally the blacklist. Each check reduces the number of available animations. The blacklist is checked at the end. If at this stage it reduces the number of animations to 0, then the blacklist will be ignored. This avoids breaking mods because most of them do not check whether the animation has been started, as Sexout does much more than just manage animations (Sexout can add dialogues to be initiated at the end of sex, add items, trigger scripts, etc.). If the animation does not start, then the rest (for example, a dialogue) will not be started and the user will be stuck because most of the time the calling mod will not check that the animation has not started and that it must repeat its Sexout request. In version 2.11, if the number of available animations is reduced to 0 (by the blacklist or other means), Sexout will perform a “no animation.” No animation will be played and the Sexout request will end as if the animation had been played. This means that everything related to adding dialogues, items, AI packages, actor movements, etc. will be carried out as expected. Regardless of the version of Sexout (2.10/2.11), the blacklist is only used when choosing a random animation. If a mod calls a specific animation, it will be played even if it is on the blacklist (I will probably change this in 2.11 by switching to a random animation if the requested animation is blacklisted). Using the attack button during an animation is just one of three ways to put it on the Sexout blacklist (attack button during an animation, left click from AnimManagement MCM, .ini files). None of these methods are user-friendly since you have to go through all the animations. Before version 7, you had to do this for each playthrough, but since then, you can at least export your list to an .ini file so you can easily import your blacklist into another playthrough. It would probably be easier to block animations if their descriptions were clearer. In Sexout 2.11, you can modify descriptions and flags from the .ini files. Send me your modifications, and if there are any errors/inaccuracies in the descriptions of the current animations, we can discuss them and I will correct them. But Sexout 2.11 is still a WIP and there are currently issues that are still being considered. I will likely release an intermediate 2.11.4 beta4 before releasing a 2.11.4 beta5 that will fix the remaining issues mentioned.
RogueFOXHOUND Posted May 8 Posted May 8 (edited) machiavelique, i appologize if i seemed a bit huffy, it has just been frustrating. i am current not using any other sexout mods other than what is provided with SOFA, minus the slavery plugin. in the mcm, i disable animations and they play randomly anyway. while a bit hard to follow your explaination, if i understood what you were saying, roughly it is that because of how the main sexout handles things faster than the blacklist can be calulated, it makes the list redundant? all i can say in case it helps you refine things in an update, is that using the attack method to block instead of using the mcm method, actually works but will take forever for anyone doing it this way. where the switch off method does nothing and pressing q to save the list never works. nor does it work blacklisting an animation using attack. it is always blank, but somehow retains the blaclikst info for that playthrough. the front page mentions lutana which is supreceded by jip ln, yet when installed still leaves the config blank. additionally, when starting animations with smaller talk/SexoutSexMS, it will always ignore the list. however, if using the older sexout rape game plugin, for the most part it will run what is in the list. so the issue here may lie in the execution. not sure if anything i mentioned will be helpful to you, but hopefully you can hammer it out the mod for a smoother functional experience in any potential updates. for now i guess there's not much we can do. thanks for your reply though. Edited May 8 by RogueFOXHOUND
Machiavelique Posted May 9 Posted May 9 (edited) On 5/8/2026 at 2:25 AM, RogueFOXHOUND said: if i understood what you were saying, roughly it is that because of how the main sexout handles things faster than the blacklist can be calulated, it makes the list redundant? No, not at all. The "problem" is that Sexout ignores your blacklist if it reduces the number of available animations to 0. I put ‘problem’ in quotes because, strictly speaking, it's rather the ‘solution’ introduced in previous version to prevent animation requests from failing. Here's a simple example: A mod makes an animation request with just two actors (A: Male, F: Female). Sexout will randomly select a sex type: - Let's say it chooses anal or vaginal sex;. In that case, you'll definitely get missionary sex if you've blocked all anims that don't have the ‘missionary’ flag. - Let's say it chooses oral sex. In that case you'll definitely won't get missionary cause there is no missionary animation with 2 actors and 'Oral' flag (which makes sense). What's going to happen? Sexout has decided that the animation will be “Oral,” so if your blacklist prevents it from having at least 1 animation available, Sexout will simply ignore your blacklist to proceed the request. This example is a simple request involving only two characters, whose positions and genders (M: Male, F: Female) are already ideal for missionary sex (cause this setup has the most possible “missionary” animations). A different actor filter, additional flags, requested sex types, designation of a rapist etc will also affect the list of available animations. (And I'm not even mentioning the refSurface filter added since version 2.11.4) Blocking animations in an attempt to force 'missionary' sex is a blunt approach that is unlikely to produce the desired result. When the blacklist reduces the number of animations to 0, Sexout behaves differently depending on the version: In version 2.10: The blacklist is ignored In version 2.11: The blacklist is respected but since Sexout is at an impasse, it will trigger a ‘no animation’ (meaning straight ragdoll) The right approach would be to add a ‘miss' flag to every sexout request (which would be perfectly safe since flags were designed for this very purpose) That could be an interesting new feature to add in version 2.11 using an MCM option to add a flag preference (unfortunately not for the next update, but maybe the one after that) ______________________________________________ The next version of SexoutNG significantly improves the way animations are selected. One of the major changes is that the type of sex is no longer determined first, but only after getting the list of available animations (regardless of the sex type). The animations are then sorted by sex type so that SexoutNG can select one from among those available, taking into account the weights in SexoutNG's MCM sex frequency menu or the sex type(s) requested by the calling mod. ______________________________________________ On 5/8/2026 at 2:25 AM, RogueFOXHOUND said: where the switch off method does nothing and pressing q to save the list never works. nor does it work blacklisting an animation using attack. it is always blank, but somehow retains the blaclikst info for that playthrough. When using one of the 3 methods (Attack button during an animation, left click from AnimManagement MCM, Import .ini file), If you notice that the “Available/Blocked” status changes in the AnimManagement MCM menu, that means it's working. AnimManagement reads the blackList from SexoutNG If you see “Blocked", that means the anim is on the SexoutNG BlackList If you see “Available", that means the anim isn't on the SexoutNG BlackList Below is a simplified diagram showing how AnimManagement/SexoutNG works (SexoutNG 2.10) SexoutAnimManagement just reads/writes BlackList SexoutNG simply reads BlackList When sexout request, SexoutNG applies many filter (Actor_Filter, Flag filter, Plugin Filter, BlackList Filter) Some filters (such as Actors_Filter) are critical. If they fail, the request is denied. Others (such as BlackList) are optional. if they fail, the filter is ignored. On 5/8/2026 at 2:25 AM, RogueFOXHOUND said: pressing q to save the list never works Indeed pressing 'q' never works, this feature is mentionned on the main page but was never developed (or was removed in an intermediate version). I've been reworking AnimManagement since version 6, and in version 6, pressing ‘q’ called a script that did nothing (the function was completely empty). So I removed all the code related to the “q” key and added the import/export feature using .ini configuration file. On 5/8/2026 at 2:25 AM, RogueFOXHOUND said: the front page mentions lutana which is supreceded by jip ln, yet when installed still leaves the config blank This page is outdated and does not reflect AnimManagement 7.2 Use this page instead: Note that to use .ini configuration files: [Pregnancy] Anim.1=-1 ; '-1' = Blocked ('0', '1' or any other number = available) [Sexout-Amra.esp] Anim.1=1 ; '1' = Available Anim.2=1 ; '1' = Available On 5/8/2026 at 2:25 AM, RogueFOXHOUND said: when starting animations with smaller talk/SexoutSexMS, it will always ignore the list. however, if using the older sexout rape game plugin, for the most part it will run what is in the list. so the issue here may lie in the execution. As mentioned in the first part of my response, this does indeed depend on the Sexout request. The Sexout “random picker” is designed to return as many animations as possible based on the Sexout request, but it will never be possible to force an animation with a 'miss' flag if the Sexout request does not initially include any animations with that flag. Edited May 9 by Machiavelique
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