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The Sexoutng Api (How-To For Modders)


prideslayer

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Guest tomm434
Posted

Hello. I'm a modder and I've got this problem with Sexout.

 

Sometimes sex scenes don't start. I mean they randomly don't start when they should. If I reload the savegame they might start. And I ecnountered it while heavily editing vanilla quest.(yes, so after specific stage of the quest I set new variable to 1 and I added condition with definition of 0 to all vanilla NPC packages which are used in this quest after)

 

To explain this new condition is Cond1. I set it to 1 if player chooses particular topic.

 

Then I add Cond1==0 to all vanilla npc scripts packages and Scripts in Quest stages and Quest scripts. And also this quest don't proceed(It stays at the same stage as it was before player has chose dialogue). And after all Sexout scenes(my scenes) happen this vanilla quest is continued(After all happens I set Cond1 to 0 again).

I understan that this is not perfect but it works good. It's just sometimes Sexout scenes don't play.

 

 

 

 

After a dialogue in Result script section I set
 

 

"setstage aamutant 30"

 

and in that stage I have a script

 

playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1
playerREF.NX_SetEVFo "Sexout:Start::ActorA" mq01ambushmutantref
playerREF.NX_SetEVFo "Sexout:Start::ActorB" playerREF
playerREF.NX_SetEVFo "Sexout:Start::CBDialogA" 11mq01smarcus9
playerREF.CIOS SexoutBegin

mq01schoolmutant03.NX_SetEVFl "Sexout:Start::CallVer" 1
mq01schoolmutant03.NX_SetEVFo "Sexout:Start::ActorA" mq01schoolmutant01
mq01schoolmutant03.NX_SetEVFo "Sexout:Start::ActorB" mq01sarahref
mq01schoolmutant03.CIOS SexoutBegin

mq01reddinref.NX_SetEVFl "Sexout:Start::CallVer" 1
mq01reddinref.NX_SetEVFo "Sexout:Start::ActorA" mq01schoolmutant03
mq01reddinref.NX_SetEVFo "Sexout:Start::ActorB" mq01reddinREF
mq01reddinref.CIOS SexoutBegin
 

 

 

And sometimes the scene with player doesn't start(but other two scenes with npc work.)

It also happened once when there was only 1 sex scene(but with 3 actors).

 

Does anyone know what can I do to optimize scripts to make sure they work 100%? Some additional checks maybe? Revaluation of packages, anything?

Posted

@pride:  Do you have a list of the current anims numbers that are used or reserved by SO?  I've looked at SexoutNGRandomizeScript, but I was curious if there were other ones for ZAZ or other modder's resources like Amra's new anims, which I know SO Sex is using now, etc

 

EDIT:  Creature anims work for males too, yes?

Posted

@pride:  Do you have a list of the current anims numbers that are used or reserved by SO?  I've looked at SexoutNGRandomizeScript, but I was curious if there were other ones for ZAZ or other modder's resources like Amra's new anims, which I know SO Sex is using now, etc

 

EDIT:  Creature anims work for males too, yes?

All the values are reserved.

 

ZAZ animation numbers are independent of sexout -- ZAZ animations are played if the actor has a SexoutNGZAZToken in their inventory.

 

If other animators want to extend the system as ZAZ does they can ask me to reserve a specific range for them, or they can ask me for a token or NX var (I intend to switch ZAZ to use NX when I get around to integrating it).

 

The sort-of exception to this is the range 10001-20000 (inclusive). Those are reserved for modders to use in developing (but not releasing!) mods -- meaning they will never be used by sexout itself. Of course the exception itself has an exception.

 

The point of that range was for animators to send me their animations and ESPs using them so I could easily test, and if they worked ok, I would copy the ESP into the sexout ESM and give them new numbers. While I was on one of my little vacations, mavia made such a mod with I think 3 or so animations using values in the 12000 range and sent the mod in to whoever was maintaining sexout at the time. The anims were added but their values not modified.

 

That is also something I'm going to fix as soon as I have the time.

 

Creatures can fuck males (sexout does not care much about gender).

Posted

I RTFMed and learned some more.

 

Sexout Anims as of March 2014 (Super Fucking Huge Image)

 

 

qqJd5Mj.jpg

 

 

 

EDIT:  This is from the Stable version.

 

EDIT EDIT:  Or perhaps you'd prefer the more organized and categorized version:

 

 

NimMQTe.jpg

 

 

Posted

I RTFMed and learned some more.

 

Sexout Anims as of March 2014 (Super Fucking Huge Image)

 

EDIT:  This is from the Stable version.

 

EDIT EDIT:  Or perhaps you'd prefer the more organized and categorized version:

 

 

NimMQTe.jpg

 

 

That is one very handy table, you should post it into the SexoutSutra thread too  :)

Posted

Will do.  I was typing while looking at the GECK, so there's one duplicated value and a few out of order values.

 

I also need to eventually resolve the "unknown" ones.  The ones under 2p Toys/Unknown appear to mostly be missionary, but not all of them are in the sutra, so I need to verify the rest in game.

Posted

@pride:  Comparing the anims list to SexoutNGRandomizeScript, there's a potential discrepancy for nightstalkers.

 

In  SexoutNGRandomizeScript, you've got them using the generic dog anims.

          ; Nightstalkers
          elseif (0 < (NX_IsInList SexoutCListNightStalker actorA))
            if rndValA <= 49
              set anim to 1001
            else
              set anim to 1002
            endif

But looking at the anim list, they've got 1931 and 1932.

 

EDIT:  So it looks like people might be getting shafted, but not in all the ways that they want to be.  :cool:   YEEEEEEEEEEAAAAAAAAAAAH!

Posted

The random picker.. can't seem to keep it up to date. I'll try to remember this for the next release.

 

I'm about to resort to begging people to report actual bugs like this in the git issue tracker. ;)

Posted

The random picker.. can't seem to keep it up to date. I'll try to remember this for the next release.

 

I'm about to resort to begging people to report actual bugs like this in the git issue tracker. ;)

 

It might help if you posted a url to there in the ng threads. ;)

Posted

Do you have to be given permissions to add issues there?  I registered, damnit.  : P

 

EDIT:  Unless those nightstalker anims need to be tested.

 

EDIT EDIT:  And while I'm on the subject, has anyone reported issues with creature sex that the penis is nowhere near the character?  A good 6" down or so?

 

EDIT^3:  And if it isn't clear, I'm only ever supposed to come across as cheeky, not as an asshole.

Posted

@Pride

 

Maybe bung a link in your .sig too?

 

@nyaalich

 


EDIT^3:  And if it isn't clear, I'm only ever supposed to come across as cheeky, not as an asshole.

 

We know :heart:

Posted

I am trying to script a complex sequence involving 3 parties and several consecutive animations (changing between various 2-person + 1-person, or 3-way). I am casting sex animations with a duration of 99, then casting finish after ~15 seconds (concealing the pause with an imod), and then casting another animation.

 

To ensure the previous animation is finished before casting a subsequent one, I have tried:  just waiting 2 seconds after the finish spell, checking item count for SexoutNGAnimCounter token, and checking item count of 00SexoutActor token. None of these has been reliable- either the sex aborts with a 5.2 or a 6.2, or the animation number played is the previous one again instead of what I set it to, although the actors are updated.

 

Is there an easier way of scripting animation changes, and is there a better way to check whether a sexout animation is finished, so I can start another?

 

Just in case, the (long) code I've currently got is here, but its probably better explained above already.

 

 

Quest script with 1 second delay.

scn SexoutSolDuntonBrotherSexScript

int Init
ref rZActor
ref rChuck
ref rBuck
int iStage

int MyWay

int iTimeOut

Begin GameMode

    if 0 == Init
        set rZActor to Player
        set rChuck to SexoutSolDuntonChuckREF
        set rBuck to SexoutSolDuntonBuckREF
        set iStage to 0
        set iTimeOut to 0
        set Init to 1
    endif

    if iTimeOut > 3
        DebugPrint "Sol: DBS Timeout = %g" iTimeOut   
    endif


    if iStage == 0
        rBuck.Enable
        rChuck.Enable
    
        rZActor.MoveTo SexoutSolDBSMarkPlayer
        rBuck.MoveTo SexoutSolDBSMarkOral
        rChuck.MoveTo SexoutSolDBSMarkCumOn
        ;rZActor.SetRestrained 1
        ;rBuck.SetRestrained 1
        ;rChuck.SetRestrained 1
        
        set iStage to 100

    ; * You fellate Buck
    elseif iStage == 100
        rBuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rBuck.NX_SetEVFo "Sexout:Start::ActorA" rBuck
        rBuck.NX_SetEVFo "Sexout:Start::ActorB" rZActor
        rBuck.NX_SetEVFl "Sexout:Start::duration" 99
        rBuck.NX_SetEVFl "Sexout:Start::isOral" 1
        rBuck.NX_SetEVFl "Sexout:Start::Anim" 401
        rBuck.CIOS SexoutNGBegin
        set iStage to 197
        DebugPrint "Sol: DBS %g - fellate" iStage

    ; * Chuck faps while hes waiting
    elseif iStage == 200
        rChuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rChuck.NX_SetEVFo "Sexout:Start::ActorA" rChuck
        rChuck.NX_SetEVFl "Sexout:Start::duration" 99
        rChuck.CIOS SexoutNGBegin
        set iStage to 201
        DebugPrint "Sol: DBS %g - fap" iStage
    
    ; ****
    elseif iStage == 216
        imod SexoutSolDuntonISFX
        let iStage += 1
        DebugPrint "Sol: DBS %g - fade" iStage
    elseif iStage == 217
        rChuck.CIOS SexoutNGFinishNow
        let iStage += 1
        DebugPrint "Sol: DBS %g - stop" iStage
    elseif iStage == 218
        rBuck.CIOS SexoutNGFinishNow
        set iStage to 300
        DebugPrint "Sol: DBS %g - stop" iStage

    ; * Chuck performs cunnilingus, Buck faps
    elseif iStage == 300
        if rZActor.GetItemCount 00SexoutActor || rChuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rChuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rChuck.NX_SetEVFo "Sexout:Start::ActorA" rZActor
        rChuck.NX_SetEVFo "Sexout:Start::ActorB" rChuck
        rChuck.NX_SetEVFl "Sexout:Start::duration" 99
        rChuck.NX_SetEVFl "Sexout:Start::isOral" 1
        rChuck.NX_SetEVFl "Sexout:Start::Anim" 235
        rChuck.CIOS SexoutNGBegin
        
        set iStage to 301
        DebugPrint "Sol: DBS %g - cunny + fap" iStage
    elseif iStage == 301
        if rBuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rBuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rBuck.NX_SetEVFo "Sexout:Start::ActorA" rBuck
        rBuck.NX_SetEVFl "Sexout:Start::duration" 99
        rBuck.CIOS SexoutNGBegin
    
        let iStage += 1
        DebugPrint "Sol: DBS %g - cunny + fap" iStage

    ; ****
    elseif iStage == 306
        MessageEx "Chuck is poking at your asshole"
        let iStage += 1
        DebugPrint "Sol: DBS %g - poke ass" iStage
    elseif iStage == 312
        imod SexoutSolDuntonISFX
        let iStage += 1
        DebugPrint "Sol: DBS %g - fade" iStage
    elseif iStage == 313
        rChuck.CIOS SexoutNGFinishNow
        set iStage to 400
        DebugPrint "Sol: DBS %g - stop" iStage

    ; * Chuck sodomizes you or you cowgirl (buck carries on)
    elseif iStage == 400
        if rZActor.GetItemCount 00SexoutActor || rChuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rChuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rChuck.NX_SetEVFo "Sexout:Start::ActorA" rChuck
        rChuck.NX_SetEVFo "Sexout:Start::ActorB" rZActor
        rChuck.NX_SetEVFl "Sexout:Start::duration" 99
        if MyWay
            rChuck.NX_SetEVFl "Sexout:Start::isVaginal" 1
            rChuck.NX_SetEVFl "Sexout:Start::Anim" 901
        else
            rChuck.NX_SetEVFl "Sexout:Start::isAnal" 1
            rChuck.NX_SetEVFl "Sexout:Start::Anim" 603
        endif
        rChuck.CIOS SexoutNGBegin

        set iStage to 401
        DebugPrint "Sol: DBS %g (MyWay: %g) - sodomy/cowgirl" iStage MyWay

    ; ****
    elseif iStage == 415
        imod SexoutSolDuntonISFX
        rBuck.CIOS SexoutNGFinishNow
        let iStage += 1
        DebugPrint "Sol: DBS %g" iStage
    elseif iStage == 416
        rChuck.CIOS SexoutNGFinishNow
        set iStage to 500
        DebugPrint "Sol: DBS %g - stop" iStage

    ; * Buck takes your cunny
    elseif iStage == 500
        if rZActor.GetItemCount 00SexoutActor || rBuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rBuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rBuck.NX_SetEVFo "Sexout:Start::ActorA" rBuck
        rBuck.NX_SetEVFo "Sexout:Start::ActorB" rZActor
        rBuck.NX_SetEVFl "Sexout:Start::duration" 99
        rBuck.NX_SetEVFl "Sexout:Start::isVaginal" 1
        rBuck.NX_SetEVFl "Sexout:Start::Anim" 634
        rBuck.CIOS SexoutNGBegin

        set iStage to 501
        DebugPrint "Sol: DBS %g - doggy... " iStage
    elseif iStage == 501
        if rChuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rChuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rChuck.NX_SetEVFo "Sexout:Start::ActorA" rChuck
        rChuck.NX_SetEVFl "Sexout:Start::duration" 99
        rChuck.CIOS SexoutNGBegin

        set iStage to 502
        DebugPrint "Sol: DBS %g - ... + fap" iStage

    ; ****
    elseif iStage == 514
        imod SexoutSolDuntonISFX
        rChuck.CIOS SexoutNGFinishNow
        let iStage += 1
        DebugPrint "Sol: DBS %g - fade" iStage
    elseif iStage == 515
        rBuck.CIOS SexoutNGFinishNow
        set iStage to 600
        DebugPrint "Sol: DBS %g - stop" iStage

    ; * 3-some
    elseif iStage == 600
        if rZActor.GetItemCount 00SexoutActor || rChuck.GetItemCount 00SexoutActor || rBuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rChuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rChuck.NX_SetEVFo "Sexout:Start::ActorA" rChuck ; Vaginal
        rChuck.NX_SetEVFo "Sexout:Start::ActorB" rZActor ; Lucky You
        rChuck.NX_SetEVFo "Sexout:Start::ActorC" rBuck ; Anal
        rChuck.NX_SetEVFl "Sexout:Start::duration" 99
        rChuck.NX_SetEVFl "Sexout:Start::isVaginal" 1
        rChuck.NX_SetEVFl "Sexout:Start::isAnal" 1
        rChuck.NX_SetEVFl "Sexout:Start::Anim" 5301
        rChuck.CIOS SexoutNGBegin
        
        set iStage to 601
        DebugPrint "Sol: DBS %g - 3 some" iStage

    ; ****
    elseif iStage == 620
        imod SexoutSolDuntonISFX
        let iStage += 1
        DebugPrint "Sol: DBS %g - fade" iStage
    elseif iStage == 621
        rChuck.CIOS SexoutNGFinishNow
        let iStage += 1
    elseif iStage == 623
        rZActor.MoveTo SexoutSolDBSMarkPlayer
        rBuck.MoveTo SexoutSolDBSMarkCumOn
        rChuck.MoveTo SexoutSolDBSMarkOral
        set iStage to 699
        DebugPrint "Sol: DBS %g - moveto" iStage

    ; * You fellate Chuck while buck faps
    elseif iStage == 700
        if rZActor.GetItemCount 00SexoutActor || rChuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rChuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rChuck.NX_SetEVFo "Sexout:Start::ActorA" rChuck
        rChuck.NX_SetEVFo "Sexout:Start::ActorB" rZActor
        rChuck.NX_SetEVFl "Sexout:Start::duration" 99
        rChuck.NX_SetEVFl "Sexout:Start::isOral" 1
        rChuck.NX_SetEVFl "Sexout:Start::Anim" 401
        rChuck.CIOS SexoutNGBegin

        set iStage to 701
        DebugPrint "Sol: DBS %g finale p1a" iStage
    elseif iStage == 701
        if rBuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rBuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rBuck.NX_SetEVFo "Sexout:Start::ActorA" rBuck
        rBuck.NX_SetEVFl "Sexout:Start::duration" 99
        rBuck.CIOS SexoutNGBegin

        set iStage to 702
        DebugPrint "Sol: DBS %g finale p1b" iStage
    
    ; ****
    elseif iStage == 708
        imod SexoutSolDuntonISFX
        let iStage += 1
        DebugPrint "Sol: DBS %g - fade" iStage
    elseif iStage == 709
        rBuck.CIOS SexoutNGFinishNow
        let iStage += 1
    elseif iStage == 710
        rChuck.CIOS SexoutNGFinishNow
        let iStage += 1
    elseif iStage == 712
        rZActor.MoveTo SexoutSolDBSMarkPlayer
        rBuck.MoveTo SexoutSolDBSMarkOral
        rChuck.MoveTo SexoutSolDBSMarkCumOn
        set iStage to 799

    ; * You fellate Buck while Chuck cums onto you
    elseif iStage == 800
        if rZActor.GetItemCount 00SexoutActor || rBuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rBuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rBuck.NX_SetEVFo "Sexout:Start::ActorA" rBuck
        rBuck.NX_SetEVFo "Sexout:Start::ActorB" rZActor
        rBuck.NX_SetEVFl "Sexout:Start::duration" 99
        rBuck.NX_SetEVFl "Sexout:Start::isOral" 1
        rBuck.NX_SetEVFl "Sexout:Start::Anim" 401
        rBuck.CIOS SexoutNGBegin
        
        set iStage to 801
        DebugPrint "Sol: DBS %g finale p2a" iStage
    elseif iStage == 801
        if rChuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rChuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rChuck.NX_SetEVFo "Sexout:Start::ActorA" rChuck
        rChuck.NX_SetEVFl "Sexout:Start::duration" 99
        rChuck.CIOS SexoutNGBegin

        let iStage += 1
        DebugPrint "Sol: DBS %g finale p2b" iStage

    ; *****
    elseif iStage == 810
        rBuck.CIOS SexoutNGFinishNow
        let iStage += 1
        DebugPrint "Sol: DBS %g Duntons come" iStage
    elseif iStage == 811
        rChuck.CIOS SexoutNGFinishNow
        set iStage to 900
        DebugPrint "Sol: DBS %g Duntons come" iStage
    
    ; * You are tingling again, so you fiddle
    elseif iStage == 900
        if rZActor.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rZActor.NX_SetEVFl "Sexout:Start::CallVer" 1
        rZActor.NX_SetEVFo "Sexout:Start::ActorA" rZActor
        rZActor.NX_SetEVFl "Sexout:Start::duration" 99
        rZActor.CIOS SexoutNGBegin
        let iStage += 1
        DebugPrint "Sol: DBS %g - you fiddle" iStage
    
    ; *****
    elseif iStage == 906
        imod SexoutSolDuntonISFX
        let iStage += 1
        DebugPrint "Sol: DBS %g - fade" iStage
    elseif iStage == 907
        rZActor.CIOS SexoutNGFinishNow
        let iStage += 1
        DebugPrint "Sol: DBS %g - atop" iStage

    ; * You are licked to completion
    elseif iStage == 909
        if rZActor.GetItemCount 00SexoutActor || rBuck.GetItemCount 00SexoutActor
            let iTimeOut += 1
            return
        endif
        set iTimeOut to 0
        rBuck.NX_SetEVFl "Sexout:Start::CallVer" 1
        rBuck.NX_SetEVFo "Sexout:Start::ActorA" rZActor
        rBuck.NX_SetEVFo "Sexout:Start::ActorB" rBuck
        rBuck.NX_SetEVFl "Sexout:Start::duration" 99
        rBuck.NX_SetEVFl "Sexout:Start::isOral" 1
        rBuck.NX_SetEVFl "Sexout:Start::Anim" 242
        rBuck.CIOS SexoutNGBegin
        let iStage += 1
        DebugPrint "Sol: DBS %g queening" iStage
    
    ; ****       
    elseif iStage == 920
        rBuck.CIOS SexoutNGFinishNow
        set iStage to 999
        DebugPrint "Sol: DBS %g - finishing" iStage


    ; * Finish up
    elseif iStage == 1000
        rZActor.SetRestrained 0
        rBuck.SetRestrained 0
        rChuck.SetRestrained 0
        set iStage to 0
        set MyWay to 0
        StopQuest SexoutSolDuntonBrothersSexQuest
        return

    ; ** Otherwise, increment the timer
    else
        let iStage += 1
    endif


End

 

 

Posted

I am not bypassing the KO (can you?), I am trying to check the KO is over before I start the next animation. It is written as several unique individual acts, but with minimum gap between them. I conceal the KO with an image space modifier.

Posted

In Resize, I use GetKnockedState....Snippet below:

 

 

	if ((0 == iInit) && (0 < rActor.getitemcount SexoutNGAnimCounter))
      	set fSize to rActor.getScale
;		MessageBoxEx "Get and Set Size: iInit is %g and %n's starting size is %3.2f" iInit rActor fSize
		rActor.setScale 1
		Set iInit to 1
	elseif ((1 == iInit) && (1 == rActor.GetKnockedState))
		Set iInit to 2
;		Set itest to rActor.GetKnockedState
;		MessageBoxEx "iInit is %g and Get KnockedState is %g" iInit itest
	elseif ((2 == iInit) && (0 == rActor.GetKnockedState))
etc.....

 

 

 

EDIT:  No fucking clue if you can bypass KO.  Due to all of the vars, I would guess that they need to be cleaned out first?

Posted

@ nyaallich: Thanks, I'll give it a try. I think the knocked state may not correlate with whether the sex is over (cleaned up) though.

 

@ DoctaSax: How do you mean? The stage checks are all in the same if-elseif-else block, so surely only one can evaluate per script run.

Posted

 

 

@ DoctaSax: How do you mean? The stage checks are all in the same if-elseif-else block, so surely only one can evaluate per script run.

 

sorry, I'm usually pretty confused looking at other people's scripts - for instance, I see iStage being set to values that don't lead to others and don't know whether that's an issue or whether you're just not posting it all (I should really learn to concentrate on stuff). With the returns, I mean for instance stages 700 & 701 seem to flow into each other during the same script iteration, but casting the same spell on different actors in the same frame can sometimes mess things up, and I think that's probably especially true with NGBegin.

 

Posted

Everything that can be set in the non-NX way can also be set with NX with the same name.

 

In fact when you make a non-NX call to sexout, the first thing it does internally is convert it to an NX call.

 

 

 

From SexoutNGCallSortEffectScript:

          NX_SetEVFo "Sexout:Start::spellTarget" self
          NX_SetEVFo "Sexout:Start::raper" raper
          NX_SetEVFl "Sexout:Start::duration" duration
          NX_SetEVFl "Sexout:Start::isAnal" isAnal
          NX_SetEVFl "Sexout:Start::isVaginal" isVaginal
          NX_SetEVFl "Sexout:Start::isOral" isOral
          NX_SetEVFo "Sexout:Start::actorA" actorA
          NX_SetEVFo "Sexout:Start::actorB" actorB
          NX_SetEVFo "Sexout:Start::actorC" actorC
          NX_SetEVFo "Sexout:Start::actorX" actorX
          NX_SetEVFl "Sexout:Start::animA" animA
          NX_SetEVFl "Sexout:Start::animB" animB
          NX_SetEVFl "Sexout:Start::animC" animC
          NX_SetEVFl "Sexout:Start::fHOffsetA" fHOffsetA
          NX_SetEVFl "Sexout:Start::fHOffsetB" fHOffsetB
          NX_SetEVFl "Sexout:Start::fHOffsetC" fHOffsetC
          NX_SetEVFl "Sexout:Start::fVOffsetA" fVOffsetA
          NX_SetEVFl "Sexout:Start::fVOffsetB" fVOffsetB
          NX_SetEVFl "Sexout:Start::fVOffsetC" fVOffsetC
          NX_SetEVFl "Sexout:Start::bDontUndressA" bDontUndressA
          NX_SetEVFl "Sexout:Start::bDontUndressB" bDontUndressB
          NX_SetEVFl "Sexout:Start::bDontUndressC" bDontUndressC
          NX_SetEVFl "Sexout:Start::bDontRedressA" bDontRedressA
          NX_SetEVFl "Sexout:Start::bDontRedressB" bDontRedressB
          NX_SetEVFl "Sexout:Start::bDontREdressC" bDontREdressC
          NX_SetEVFo "Sexout:Start::bodyA" bodyA
          NX_SetEVFo "Sexout:Start::bodyB" bodyB
          NX_SetEVFo "Sexout:Start::bodyC" bodyC
          NX_SetEVFo "Sexout:Start::CBDialogA" CBDialogA
          NX_SetEVFo "Sexout:Start::CBDialogB" CBDialogB
          NX_SetEVFo "Sexout:Start::CBDialogC" CBDialogC
          NX_SetEVFo "Sexout:Start::CBDialogX" CBDialogX
          NX_SetEVFo "Sexout:Start::CBSpellA" CBSpellA
          NX_SetEVFo "Sexout:Start::CBSpellB" CBSpellB
          NX_SetEVFo "Sexout:Start::CBSpellC" CBSpellC
          NX_SetEVFo "Sexout:Start::CBSpellX" CBSpellX
          NX_SetEVFo "Sexout:Start::CBItemA" CBItemA
          NX_SetEVFo "Sexout:Start::CBItemB" CBItemB
          NX_SetEVFo "Sexout:Start::CBItemC" CBItemC
          NX_SetEVFo "Sexout:Start::CBItemX" CBItemX
          NX_SetEVFo "Sexout:Start::CBPackA" CBPackA
          NX_SetEVFo "Sexout:Start::CBPackB" CBPackB
          NX_SetEVFo "Sexout:Start::CBPackC" CBPackC
          NX_SetEVFo "Sexout:Start::CBPackX" CBPackX
          NX_SetEVFo "Sexout:Start::refSurface" refSurface
          NX_SetEVFl "Sexout:Start::fSurfaceX" fSurfaceX
          NX_SetEVFl "Sexout:Start::fSurfaceY" fSurfaceY
          NX_SetEVFl "Sexout:Start::fSurfaceZ" fSurfaceZ
          NX_SetEVFl "Sexout:Start::fSurfaceAngle" fSurfaceAngle
          NX_SetEVFl "Sexout:Start::noAnim" noAnim
          NX_SetEVFl "Sexout:Start::nUseZAZ" nUseZAZ
          NX_SetEVFl "Sexout:Start::bActorAmale" bActorAmale
          NX_SetEVFl "Sexout:Start::bActorAblockCrotch" bActorAblockCrotch
          NX_SetEVFl "Sexout:Start::bActorBmale" bActorBmale
          NX_SetEVFl "Sexout:Start::bActorCmale" bActorCmale
          NX_SetEVFl "Sexout:Start::bCanOral" bCanOral
          NX_SetEVFl "Sexout:Start::bCanVaginal" bCanVaginal
          NX_SetEVFl "Sexout:Start::bCanAnal" bCanAnal
          NX_SetEVFo "Sexout:Start::refMoveATo" refMoveATo
          NX_SetEVFo "Sexout:Start::refMoveBTo" refMoveBTo
          NX_SetEVFo "Sexout:Start::refMoveCTo" refMoveCTo

 

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