Odessa Posted March 20, 2014 Posted March 20, 2014 The beta: http://www.loverslab.com/topic/8655-sexoutng-beta-2683b5-release-thread/ The undress bug is fixed in it. You can add a sexout version check to a mod for compatibility with both.
Guest tomm434 Posted March 22, 2014 Posted March 22, 2014 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" 1playerREF.NX_SetEVFo "Sexout:Start::ActorA" mq01ambushmutantrefplayerREF.NX_SetEVFo "Sexout:Start::ActorB" playerREFplayerREF.NX_SetEVFo "Sexout:Start::CBDialogA" 11mq01smarcus9playerREF.CIOS SexoutBeginmq01schoolmutant03.NX_SetEVFl "Sexout:Start::CallVer" 1mq01schoolmutant03.NX_SetEVFo "Sexout:Start::ActorA" mq01schoolmutant01mq01schoolmutant03.NX_SetEVFo "Sexout:Start::ActorB" mq01sarahrefmq01schoolmutant03.CIOS SexoutBeginmq01reddinref.NX_SetEVFl "Sexout:Start::CallVer" 1mq01reddinref.NX_SetEVFo "Sexout:Start::ActorA" mq01schoolmutant03mq01reddinref.NX_SetEVFo "Sexout:Start::ActorB" mq01reddinREFmq01reddinref.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?
nyaalich Posted March 27, 2014 Posted March 27, 2014 @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?
prideslayer Posted March 27, 2014 Author Posted March 27, 2014 @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).
nyaalich Posted March 27, 2014 Posted March 27, 2014 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:
Halstrom Posted March 27, 2014 Posted March 27, 2014 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: That is one very handy table, you should post it into the SexoutSutra thread too
nyaalich Posted March 27, 2014 Posted March 27, 2014 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.
nyaalich Posted March 28, 2014 Posted March 28, 2014 @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. YEEEEEEEEEEAAAAAAAAAAAH!
prideslayer Posted March 28, 2014 Author Posted March 28, 2014 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.
DoctaSax Posted March 28, 2014 Posted March 28, 2014 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.
prideslayer Posted March 28, 2014 Author Posted March 28, 2014 Hah thanks for that doc. Honestly I thought I already did that in the first post of the main NG thread. Must have only done FOMM. Willfix.
nyaalich Posted March 28, 2014 Posted March 28, 2014 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.
ChianasGeek Posted March 28, 2014 Posted March 28, 2014 @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
Odessa Posted March 29, 2014 Posted March 29, 2014 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
nyaalich Posted March 29, 2014 Posted March 29, 2014 Are you bypassing the KO effect between animations, or are you trying to go directly between animations?
Odessa Posted March 29, 2014 Posted March 29, 2014 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.
nyaalich Posted March 29, 2014 Posted March 29, 2014 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?
DoctaSax Posted March 29, 2014 Posted March 29, 2014 @Odessa: not sure if it's worth anything, but maybe you need to have a bunch of returns in there every time you advance the stage?
Odessa Posted March 29, 2014 Posted March 29, 2014 @ 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.
DoctaSax Posted March 29, 2014 Posted March 29, 2014 @ 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.
nyaalich Posted March 30, 2014 Posted March 30, 2014 How do we use callbacks with the NX notation? For CBSpell or CBItem, for example.
prideslayer Posted March 30, 2014 Author Posted March 30, 2014 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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