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SexoutNG - Beta (2.10.93b10) release thread


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Posted

I should have the Tryouts datapack up tonight with a new beta.

 

I don't want to require the SCR datapack as a download for Tryouts right now given it's size, but if you wanted to copy the files into the SCR datapack, I don't think loogie would have a problem with that. Giving the files a new directory/name would prevent any questions about "can/should I overwrite this?!" during install.

Forgive me and think of this as an educational exercise. ;)

 

Doing the above won't cause conflicts but it will create multiple versions of what is essentially the same thing? Also any mod that uses SCR then would have to change the records that they are accessing, correct? In this case wouldn't it be just as good if the files overwrote each other? That's because essentially it would be harmless if they do overwrite or don't because they are essentially the same thing? :unsure:

 

Even if you packed up the data pack into a BSA the loose files of SCR would just overwrite the BSA anyway, correct? That wouldn't or at least shouldn't cause any problems.Correct?

 

 

Giving the files a new directory/name would prevent any questions about "can/should I overwrite this?!" during install.

 

Not sure if that's the best way - the only mod guaranteed to use all of them is tryout, so whichever data pack adds the data should probably just reflect the filepath expected in the tryout plugins?

The issue if I am understanding Prideslayer intent correctly is those that don't want to install the Tryouts mod wouldn't have the "filepath expected" from the mod. It is very possible that Prideslayer might be considering continuing packing the mod in a FOMOD so that he can be assured that the requirements have been met and lessen the chances of support issues later. I have put a bandaid on the issue with the little [sCR]Tryouts data pack that I uploaded recently (with Prideslayer's and Loogies blessing) when I realized that individuals might be missing the needed files for Sexout Store and thus SCR.

Posted

Overall my thoughts now are it's safer to leave it as a separate download and just a requirement for SCR, in reality it probably should actually just be a requirement for the mods using them like Pregnancy or Tryouts etc. Otherwise if anyone updates any meshes/textures later there would be confusion over fixes if both weren't updated.

Posted

in reality it probably should actually just be a requirement for the mods using them like Pregnancy or Tryouts etc

 

This is good; I think we should probably move over to dependent mods saying which data resource packages they actually use, rather than go "SCR & the huge list of requirements" maybe? SCR can still hold the form entries etc, no problem.

Posted

What about this idea.
 
A central download of the data required for the various mods provide at this site or free to use.
 
Tryouts,
Toy Pack,
GSBmodders
Julia Chang
RaiderChains
and any thing else missed
 
I have packed all the requirements into a zip file for SCR. It works quite well and is quite large. I am sure that the files that we need here should be a heck of a lot smaller. less than 90mb with all listed above. Very much able to be done.

 

 

Then if I understand correctly all mods can reference the file paths regardless of who or what is needing the files. Shouldn't be that hard and I can do it. I have done it for about half of the needed files already anyway.
 
What do you think.
 
@Prideslayer. Loose files of course. ;):D

Posted

This whole conversation is going side by side with a thought iv been mulling over bringing up in some of the other threads related to all of the "extras" required by scr and pregnancy to work and show everything and that the current files we have are structured really horribly. (Duplicates in extra folders, zip file of backups inside a lower directory, etc in the main maternity clothes file for example) and then the references to the old SCS (now defunct?) which has a completely different file structure which is also missing content.    Hopefully getting to some kind of format standard, having all the files and references and links in one place, and maybe newly packaged files might help. 

 

@RC

- i was going to pm you about your self mad BSA's and how those are structured/working with all the mess that oringally the maternity files, scs files, and their extras all are formatted as, and wondered how everything works.. but.. couldnt really figure out how i wanted to word it.... these last few posts works ;).  Apparently you were already thinking the same kind of things.

Posted

@cortex

Works just fine. There are issues related to BSA packing that is quite complex but if set up correctly it works just fine. I will be going back to the loose files for the two mods that I am currently watching for SCR. The issues for that decision is unrelated to file structures. FYI the BSAs still contain the same folder structure as the original files, nothing has changed. It is nothing but a fancy zip folder.

 

Also keep in mind that those files are created by other individuals for SCR. Halstrom has no control over the structure or way it is presented for use. He can try to encourage a "format" however that most likely will fall on death ears of the creators. They will do the work that the set out the way they want to do it. Thus the files structure will be different. Don't focus on that. When extracted to the proper folders they work. Trust me. I have been fooling around with the files for over a year. I also have been restructuring and creating BSA's and all sorts of mayhem on the game files.

 

I have all the requirements, I extract them to the desktop folder named SCRResources recently. I then move the mesh, texture, sounds to this folder. When I got it all together I open the folder and use 7zip to compress them into a nice file to use. Now I can load them up into FOMM anytime I want and the all work just fine except one. That one is being worked on. Not an issue with the file structure. An issue where I can't find the file in the files required. Other than that one file I can go to SexoutStore and use any clothing there.

Posted

Yea i know it was multiple authors, getting everything in line.. would take huge effort.  The main thing im concerend of, its yea i know the file structure itself doesnt matter. .but at least for a given item, doesnt its mesh and texture paths need to be the same in their respective folders? (either as loose or in a BSA?)

 

LIke:

meshes/armor/coolitem/(mesh files)

and

textures/armor/coolitem/(tex files)

 

If they were not in the same path type in both locations will that cause issues with missing texture or meshes in game, or is that really up to how the lists are made in Sexout/SCR/etc?

Between all the currently required files, extras, and the main downloads for Scr/preg/store, is just that, they dont line up even for the same item in all cases, or there are duplicates of some files and wonder if that will cause issues with things showing in game, at least in the past thats been my experience. I know theres been alot of changes to how things are done in Sexout/SCR and the various lists/variables/etc, and wonder if its less of a concern now or not.

Posted

It is how the esm esp references the files.

 

Some rules apply true.

 

I don't know all of those rules. I do know that SCR works even with the folder structure.

 

As interesting as this line of conversation is, I believe we are deviating a bit too far from the OP discussing the bad file structures of SCR. If you have any more questions I watch both threads and will happy to continue this on that thread.

 

Another option if your interested is to create a thread of your own related to files and management and how the esps work and such. I find it interesting as well myself. If you do that let me know and I would like check that post out as well.

Posted

 

in reality it probably should actually just be a requirement for the mods using them like Pregnancy or Tryouts etc

 

This is good; I think we should probably move over to dependent mods saying which data resource packages they actually use, rather than go "SCR & the huge list of requirements" maybe? SCR can still hold the form entries etc, no problem.

 

Yeah, I should change a lot of those requirements list to just something like supported data. I have a few like condom textures that are used by more than one plugin, so those smaller ones would remain in the SCR data pack, there was a couple of ZAZ animations in there too.

Posted

 

I should have the Tryouts datapack up tonight with a new beta.

 

I don't want to require the SCR datapack as a download for Tryouts right now given it's size, but if you wanted to copy the files into the SCR datapack, I don't think loogie would have a problem with that. Giving the files a new directory/name would prevent any questions about "can/should I overwrite this?!" during install.

Forgive me and think of this as an educational exercise. ;)

 

Doing the above won't cause conflicts but it will create multiple versions of what is essentially the same thing? Also any mod that uses SCR then would have to change the records that they are accessing, correct? In this case wouldn't it be just as good if the files overwrote each other? That's because essentially it would be harmless if they do overwrite or don't because they are essentially the same thing? :unsure:

 

The outfits themselves are already duplicated -- one set in Legion, one set in SCR. They just reference the same Mesh and Texture files at present. Having them reference different meshes and textures will just make the split between the two outfits more clean.

 

There will be no more conflicts than there are already. For example, pregnancy will not currently work on on the outfits in Tryouts (beta), because Tryouts references the armor items in Legion while Pregnancy references those that are in SCR. What this means (last I checked) is that if someone wearing a Tryout outfit gets pregnant, the visual part of their pregnancy will not progress -- and they may get the "too tight outfit" or whatever messages.

 

Until/unless SCR and Tryouts are unified again, I don't see the point in them sharing those meshes though. It's only going to cause confusion for users if Tryouts or SCR require each others datapacks, but not the mods.

 

 

Prideslayer might be considering continuing packing the mod in a FOMOD so that he can be assured that the requirements have been met and lessen the chances of support issues later.

This is basically it. I want to eliminate support issues, not create more of them. Sexout requires the skeleton, and Tryouts requires ZAZ and the Spectrum Warrior toypack. I don't want to add even more external requirements to any mods I'm responsible for maintaining.

 

I may eventually move Tryouts back to requiring SCR. If/when that happens, I'd like to see the tryouts data moved there as well, and perhaps even ZAZ.

 

The initial idea was for ZAZ to be optional in all mods that support it. Sexout checks for the ESP and sets a var if it's present or not, that other mods can (and should be) checking before using those animations. Most mods these days don't check though, and just require it.

Posted

Yea i know it was multiple authors, getting everything in line.. would take huge effort.  The main thing im concerend of, its yea i know the file structure itself doesnt matter. .but at least for a given item, doesnt its mesh and texture paths need to be the same in their respective folders? (either as loose or in a BSA?)

 

LIke:

meshes/armor/coolitem/(mesh files)

and

textures/armor/coolitem/(tex files)

 

If they were not in the same path type in both locations will that cause issues with missing texture or meshes in game, or is that really up to how the lists are made in Sexout/SCR/etc?

They can be in differeht paths to an extent. If they're for a creature, they must be in the creature's directory. If they're armor, they must both be below armor (I think). Below that level, I don't think it matters.

Posted

Overall my thoughts now are it's safer to leave it as a separate download and just a requirement for SCR, in reality it probably should actually just be a requirement for the mods using them like Pregnancy or Tryouts etc. Otherwise if anyone updates any meshes/textures later there would be confusion over fixes if both weren't updated.

This is true, though keeping them separate means a fix for a mesh or texture in one mod won't "break" another. If I were to change the body of an NPC in tryouts and replace the textures and mesh to match, this would change any other NPC, from any mod, referencing those files.

 

It's not the case right now, but I'm fairly certain you can do this by just making a custom race, since races have their own upperbody and hand mesh references. BBR works this way I believe, and I think the bodyshop or whatever it's called (that mod that lets you switch between bodies on the fly, in game) does as well.

Posted

 

Forgive me and think of this as an educational exercise. ;)

Doing the above won't cause conflicts but it will create multiple versions of what is essentially the same thing? Also any mod that uses SCR then would have to change the records that they are accessing, correct? In this case wouldn't it be just as good if the files overwrote each other? That's because essentially it would be harmless if they do overwrite or don't because they are essentially the same thing? :unsure:

The outfits themselves are already duplicated -- one set in Legion, one set in SCR. They just reference the same Mesh and Texture files at present. Having them reference different meshes and textures will just make the split between the two outfits more clean.

 

There will be no more conflicts than there are already. For example, pregnancy will not currently work on on the outfits in Tryouts (beta), because Tryouts references the armor items in Legion while Pregnancy references those that are in SCR. What this means (last I checked) is that if someone wearing a Tryout outfit gets pregnant, the visual part of their pregnancy will not progress -- and they may get the "too tight outfit" or whatever messages.

 

Until/unless SCR and Tryouts are unified again, I don't see the point in them sharing those meshes though. It's only going to cause confusion for users if Tryouts or SCR require each others datapacks, but not the mods.

Thanks for the clarification. I wasn't sure that there would be issues on the mesh, texture level if accessed by different mods.

Posted

I've made a post in the NVSE Extender thread with details of a new NVSE Beta download that I'd like people to test, who feel comfortable doing so. Please see that post for details. Cross-posting here because this thread and the adult section in general get a lot more traffic than the non-adult downloads section.

Posted

Astymma made some changes in my absence to how enable/disable playercontrols is handled. Before I spend too much time investigating them (my gut says to just revert them), I'm wondering if anyone knows when/why this change was made?

 

The code I had in there saved the state of the controls being enabled or disabled, and restored them to that state after the act. This way if an act took place while the players controls were disabled, they would remain disabled after the act. This has been changed to the "old" way where playercontrols are disabled before the act (which sexout always does), but then blindly reenabled after the act, which may result in sex enabling player controls when it shouldn't.

 

If anyone has insight on why this functionality was removed, can you let me know?

 

Astymma is unavailable at present and isn't sure if or when he will be able to return.

Posted

New BETA in OP

- Sexout qust version vars reverted to hard edits rather than referencing the globals.

- Global version vars all set to 0.

 

Notes

I'm not sure why, but while astymma was babysitting Sexout, he modified the main script to use Globals to track the current sexout version, rather than updating the version vars in the quest script. This was probably done so he could update version #s in FNVEdit rather than the GECK, if I had to guess.

 

I've changed these back to hard integer values in the quest script, and zero'd out all the globals. I'd remove them, but we all know what kind of problems that can cause if any mods are using them. No mods SHOULD be using them, but you never know, so I'll leave them but set to zero now -- at least this will ensure that any mods using them 'cleanly' break when they check for a recent enough sexout version and get back a zero.

 

Specifically, for modders, these are the changes:

 

- SexoutNG.nVerMaj, nVerMin, and nVerRel now (again) set explicitly.

- SexoutNG.nVerRel bumped to 82.

- 00SexoutQuestScript.newVer reset back to 11120801. This is an old (pre-NG) version var that is no longer used.

- Globals (note, globals, these are not quest vars) are set to 0. These var names are SexoutVersion, SexoutVersionMajor, SexoutVersionMinor, and SexoutVersionRevision. If you're using any of these in your mod, switch to the SexoutNG quest vars instead.

 

 

Edit: Oh as for the 'why' I am reverting the globals, I track all the SexoutNG scripts in a subversion (svn) repo. Changes to the values show up there, but they do not show up in the ESM since subversion doesn't understand the format and I don't keep track of it in svn -- only the scripts are kept there.

Posted

Pride.. to answer your question on the enable controls thing.. both that glitch where the controls are not automatically renabled and the crash on exit glitch started after the first or 2nd update astymma did once you went on hiatus.   To this day i still have to renable controls manually -MOST- of the time anything its done thru sexout.   Once in a while things will happen and it wont lock the controls out, and i know it invovled in certain order of actions as far as camera controls and movement controls, but never been able to repetitively reproduce the results.  Didnt get a chance much to mess with the game since the crash out fix.. but i opened and closed the game a few times testing out mod combo loads and was pleased when exiting the game, i didnt have to take an extra 30 seconds to close the game and find where my mouse cursor would go while drwatson would try to handle FNV's exit-crash.

 

Im basicly starting over the game now with a fairly fresh early start, abandoning my saves, as 1) i dont even know fully what i did and didnt do in the game now, and 2) even doing a clean load on some of those saves will probably leave hidden glitches in the save data,  so might as well start over.

 

Anything you want tested in particular let me know as well and il see what i can get for you.

Posted

Well the crash on exit is fixed now in the beta. I was going through all the scripts and making sure my local textfile copies were up to date, then looking at the diffs to see what changed, when I found the control enable/disable stuff. I don't know what version that appeared in, and finding it will be a bit tedious. I believe the last version I produced before astymma took over was 68, which is in the backups directory included in core.

 

If you want to test that one and see if it also causes problems for you with player controls, let me know, along with a modlist (and a test with just sexout to see if it's that or a mod interaction). This is the first I've heard that playercontrols routinely have to be reenabled with the current version. :(

 

I'm tempted to just revert it and release that as a new beta. AFAIK the system I had in place for that was working fine when I took my break.

Posted

I can tell you with a pretty high assurance, that your last version didnt have the issue, at least not chronicly like now.  I wonder how many mods i can break reverting to .80 ;)

 

I think even with just sexoutsex i can test it.. let me figure some stuff out.  Gonna backup the gigs of whatever my data directory is and muck with it.

 

*edit i meant .68..... working on testing*

 

doing some forum digging.. your last might have been CORE: 2.6.76 -- 1-Mar-2013 0700h UTC

 

or maybe not.. was an edited post it looks like.

 

 

I am uploading this on prideslayer's behalf since he is currently inactive.
CORE: 2.6.72 (10-Oct-2012), DATA 1.3.0 (07-Oct-2012 0320h UTC) and BETA merged into one file. (Upgraded to release status 4-Feb-2012 2250h UTC)

 

posted by zippy on Posted 04 February 2013 - 03:50 PM

he reposted at that time since you were already gone.

 

.72 isnt in the backup. .so will try .71

 

Posted

Ok. just took current load of mods i had and dropped in .71.  No crashout on exit, and.. i didnt have to type in enableplayercontrols to get the camera to take me out of 3rd person view.  F key to switch 1st/3rd person worked great.

 

Heres the mod list i had used.  I didnt move out any BSA's/ESM's or anything.. all i did is take the current 82b2 beta.. and drop in .71.   Amazing enough even though i left some of the esms running, i didnt get any versioning errors and the game loaded.  I used a "pre sexout existing" save game. So sexout had not ran on that save at all prior to loading it, no cleaning of the file required.  Default settings as well.

 

[X] FalloutNV.esm
[X] CaravanPack.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] FNVToolkit.esm
[X] oHUD.esm
[X] Vault-HQ1_NV.esm
[X] Sexout.esm
[X] SexoutCommonResources.esm
[X] SexoutPregnancyV3.esm
[X] SexoutSlavery.esm
[X] SexoutLegion.esm
[ ] SexoutStore.esm
[ ] msexBase.esm
[ ] msexTopsOffice.esm
[ ] SexoutSharedResources.esm
[X] DarNifiedUINV.esp
[X] FPSWeaponWheel.esp
[X] GrenadeHotkey.esp
[X] GrenadeHotkey - DeadMoney.esp
[X] The Mod Configuration Menu.esp
[X] The Weapon Mod Menu.esp
[X] HZFollowerCheatMenu.esp
[X] CASM.esp
[X] Centered 3rd Person Camera.esp
[X] Casino Anti Anti Cheat.esp
[X] VirusHuntV3.esp
[X] HigherCompanionLevelCap.esp
[X] populatedcasino-light.esp
[X] KDC_Companions_Removable_Armors.esp
[X] SaveCass.esp
[X] Mission Mojave - Ultimate Edition.esp
[X] MMUE POP.esp
[X] High Roller Suite.esp
[X] NVWillow.esp
[ ] SexoutWillow.esp
[ ] SexoutAffairs.esp
[ ] SexoutOffspringDialogue.esp
[ ] SexoutZAZ.esp
[ ] Sexout-Wear-And-Tear.esp
[ ] SexoutFadeToBlack.esp
[ ] msexCourtesan.esp
[ ] msexVeronica.esp
[ ] SexoutSoliciting.esp
[X] SexoutSex.esp
[X] SmallerTalk.esp
[ ] SexoutKhans.esp
[ ] SexoutKings.esp
[ ] SexoutNCR.esp
[ ] SexoutWorkingGirl.esp
[ ] SunnyCompanion.esp
[ ] SexoutBreeder.esp
 

 

dropped in .73.. breaks the F key, but does not have the crashout exit.

.74 - reads as .73 still in game - F key works, no crashout on exit.

.75 - also reads as .73 in game - F key broken, crashes on exit.

 

cant directly test with .68 as i need sexoutsex to test, (dont know of any other simple sexitup mods) and it needs SCR...current version SCR will not run with .68 as with just the .68 sexout esm and the SCR esm, (all other sexout esms were removed in this case) game hangs during the intro music/graphics before the main menu loads. and i cant seem to find old enough SCR downloads to test.   Tried the SexoutCommonResources-20130328.1.zip   also hangs during load.

Posted

Yes.. using 82b2 esm, current version scr and only sexoutsex.esp.. moved all the other sexout related esms and esps out....  F key doesnt work unless i do enable controls.

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