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New sexout incompatibility


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Posted

Hello everyone i was installing new mods to my new vegas, and i noticed the animations stopped working, so i uninstalled all my  animation mods (animation replaces) but still didn't work. So then i started uninstalling alot of mods that i thought could be causing the problem but i soon found out that while running..

 

Vault 101 revisited ttw the animations dont work. Just thought i should let some people know.

Posted

any mods that touch animations can potentially have a dirty record that stuck animations. But if you load a "cleaned" ESP after them, it should solve

Posted

 

let pos := actor.NX_GetEVSt "Sexout:Started:Actor"
if eval (call fnSexoutGetSkeleton actor) != actor.NX_GetSkeleton
  let modifier := actor.NX_GetSkeleton
elseif eval (actor.NX_GetEVST "Sexout:Started::Plugin") == "ZAZ" && (actor.NX_GetEVFo "Sexout:Started::RefSurface")
  let modifer := "np"
else
  let modifer := ""
endif
 
let Anim_Def := call fnSexoutGetAnimDef (Ar_Map "actor"::actor)
let idle_anim := Anim_Def["idle"] + pos + modifier
 
actor.PlayIdle $idle_anim
 
Hey, I figured out how to switch from PickIdle to PlayIdle... Next beta may have less compatibility issues ;).
Posted

if youre using mod organizer would the load order have to be different for the animations to work or is it something else?

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