D_ManXX2 Posted March 9, 2014 Posted March 9, 2014 Thanks will test this with my own reset see if i could get it working. btw RSV from Russia created body extender witch already has many animation even a correct reset that should work correctly even with astyma skeleton. The only problem is used to have 1.0 witch has a better readme but somehow stupid nexus took the file down. This one is the latest 1.2 but there is suppose to be a button to make penis erect and flacid but there is no description on how to activate it even witch button it used to be. if anyone still has the readme or knows witch button to press please reply. NVBodyExtender_and_anims.rar
prideslayer Posted March 9, 2014 Author Posted March 9, 2014 Thanks will test this with my own reset see if i could get it working. btw RSV from Russia created body extender witch already has many animation even a correct reset that should work correctly even with astyma skeleton. Just to explain publicly what I already told you in PM, for everyones benefit, just using the BX reset animation is not enough -- that will reset all the BX bones, but it won't reset the BnB bones. The sexout reset animation needs to reset all the bones in astymma's skeleton. That is: - All the vanilla bones like the standard reset idle. - All the additional BX bones (penis, breasts, tongue, etc). - All the additional BnB bones (just breasts I think?). One animation that resets all of those should work fine. The BX penis bone must reset to ERECT as noted previously.
prideslayer Posted March 9, 2014 Author Posted March 9, 2014 Oh to clarify that, I mean all the bones EXCEPT the FAFF ones. I'm not sure if we should reset those or not right now, so I'm saying no for now, to prevent there being yet another 'thing' resetting the facial expressions and making testing of that side of things more difficult.
prideslayer Posted May 10, 2014 Author Posted May 10, 2014 Beta 6 in OP - Random picker now uses NX_GetRandom NX v14+ Required!
prideslayer Posted May 11, 2014 Author Posted May 11, 2014 Beta7 in OP - Mavia's animations renumbered. See this thread for details.
Thenryb Posted May 17, 2014 Posted May 17, 2014 Planned features: - MCM toggle to enable random switching animations when starting with a random one. - Full evaluation of random picker, seems still a bit broken. Yes!!
prideslayer Posted May 17, 2014 Author Posted May 17, 2014 If any of you testers have found any show stoppers and kept your mouths shut, now's the time to speak up. Otherwise, current beta is being promoted to release tomorrow (well today in my TZ, technically).
Thenryb Posted May 17, 2014 Posted May 17, 2014 Individual tastes being what they are, I am hard pressed to consider certain of the new animations which I simply do not like and which I think look bad and which "seem" to play too often to be show stoppers. Animation is obviously hard work and few are capable of doing it right and so I am simply going to use whatever version is available and wait for a version which allows switching if an animation pops up which is not wanted recognizing that it will not happen tomorrow.
prideslayer Posted May 17, 2014 Author Posted May 17, 2014 Getting a system in to enable/disable specific animations in the random picker is on my TODO list, but I have some other things I need to get done first. The next beta will probably have that functionality in a week or two.
nyaalich Posted May 17, 2014 Posted May 17, 2014 Given the amount of animations there are, that sounds tedious/complicated as hell (unless you're talking about building it in so that modder's can use it, not users via MCM or some such).
prideslayer Posted May 17, 2014 Author Posted May 17, 2014 I'm talking about users via MCM, much like sexlab for skyrim has. It's not going to be as tedious as you think..
prideslayer Posted May 17, 2014 Author Posted May 17, 2014 Heh thanks. Doctor is in, time to get to work.
sidfu Posted May 17, 2014 Posted May 17, 2014 i havent found any major issues. just occasionly when use a mod for hotkeyed rape the animation dont play but its very random. ony had happen 3 times so not big probaly just due to one of my mods messing with it. would check which one but cant play till tuesday when get new vid card. only other thing is seems every game atlast 1 npc would get start/stop sex tokens stuck. doctor usagi is very bad for getting them. might be cause something with her ai and me using the rape game mod to have hotkeyed sex. probaly cause i have 2 other mods that add 2 quests to her so thats might be what it is for her. i see np with it being promoted to stable as it is. only last thing is with armas animations might want to add that they uninstall before installng sexout or upgrading found that sometimes if u dont uinstall and just upgrade sexout animation dont work dont know why no error occured and dont happen every time but better safe than sorry
RitualClarity Posted May 17, 2014 Posted May 17, 2014 i havent found any major issues. just occasionly when use a mod for hotkeyed rape the animation dont play but its very random. ony had happen 3 times so not big probaly just due to one of my mods messing with it. would check which one but cant play till tuesday when get new vid card. only other thing is seems every game atlast 1 npc would get start/stop sex tokens stuck. doctor usagi is very bad for getting them. might be cause something with her ai and me using the rape game mod to have hotkeyed sex. probaly cause i have 2 other mods that add 2 quests to her so thats might be what it is for her. i see np with it being promoted to stable as it is. only last thing is with armas animations might want to add that they uninstall before installng sexout or upgrading found that sometimes if u dont uinstall and just upgrade sexout animation dont work dont know why no error occured and dont happen every time but better safe than sorry If it is one of the older mods like Rape game or Rape key one. I forget theone right now.. As the game continues some reason the key gets less and less responsive. This mod is using the / ? key (the one that I am talking about). There is a command that is on that thread to restart the mod again. If this isn't the mod then please disregard my comments.. I experienced that several times as far back as I can remember. It would even happen with no other mods installed except the bare minimum required to get it to work.
Thenryb Posted May 17, 2014 Posted May 17, 2014 I have the same issue with rape game occasionally. Usually the animations do not trigger if I am too far away or too close. I cannot even find the download for that particular mod at the moment, let alone any thread.
nyaalich Posted May 17, 2014 Posted May 17, 2014 IIRC, it's still in Downloads, but it's a bitch to hunt down.
prideslayer Posted May 17, 2014 Author Posted May 17, 2014 2.6.84b1 in OP Features done, available in the beta, and fully tested: - Baseline UDFs (a list will follow) Features done, available in the beta, partially tested: - Rewritten core using UDFs. Features done, available in the beta, untested: - Finish renumbering of Mavia's anims (removed old numbers) - Nightstalker uses 1931 and 1932 now instead of dog. The main thing here is that Sexout is now internally using UDFs to manage some things. If testing goes well, more things will be converted, but baby steps as this is my first adventure into the wonderful land of NVSE v4. There are four UDFs in sexout now, though only one is meant for public consumption : fnSexoutActorInuse. All modders should use this instead of Variable04 or the 00SexoutActor token. This will allow me to change how the actor locking/marking works without requiring you to change your mods, at long last. The token and variable will still be set for the next couple of releases, but eventually, they will be abandoned. Please hop on the bandwagon and help me test this out. Other than the nightstalker fix and the mavia bit, there should be no difference playing with this version vs. release, but I could have broken things wildly. For modders, that UDF will return up to 4 (at preset) values. 0 if the actor is not in use by sexout. 1 if the actor is in use by sexout. 2 if the reference is not valid 3 if the reference is not an actor So in general you want to use it like this: if eval 0 == call fnSexoutActorInuse ref ; .. actor is not in use .. else ; .. actor is in use .. endif Go forth and fornicate!
prideslayer Posted May 17, 2014 Author Posted May 17, 2014 In an upcoming beta, hopefully this weekend but perhaps a bit later, there is going to be a new (3rd) calling convention for Sexout introduced, based around UDFs. As with the introduction of the NX convention, initially it will simply be an alternate way of invoking sexout, without any new functionality. As time goes by however, new functionality will make it into the new system that may not be reflected in the NX or quest+spell based interfaces. The basic outline for the new calling convention will look like this: call fnSexoutPrepareAct call fnSexoutSetRef actorA someRef call fnSexoutSetRef actorB someOtherRef call fnSexoutSetInt sextype Vaginal call fnSexoutRunAct A lot of the other things sexout does internally via spells are going to be migrated to UDFs as well such as (un)dressing, the post-sex KO, callback registration, and so on. It should make working on mods for sexout much simpler, and the scripts will be smaller as well without all the NX oriented strings in them. More to follow.
prideslayer Posted May 17, 2014 Author Posted May 17, 2014 b2 just put up, messed up pause/resume/finishnow in b1.
RitualClarity Posted May 17, 2014 Posted May 17, 2014 I have the same issue with rape game occasionally. Usually the animations do not trigger if I am too far away or too close. I cannot even find the download for that particular mod at the moment, let alone any thread. IIRC, it's still in Downloads, but it's a bitch to hunt down. http://www.loverslab.com/topic/15748-sexoutrapegame/?do=findComment&comment=352034 This has nothing to do with Sexout beta. If you still have some problems please post a new thread.
prideslayer Posted May 18, 2014 Author Posted May 18, 2014 BETA 3 available in OP - Sanitizer and Cleanup fixes from jaam (thanks!) - New UDF calling convention fleshed out! (thanks for all your help, DoctaSax - More internal UDF use. Notes on the new calling convention (API will be updated when released) This release of Sexout introduces a new (3rd) calling convention, that uses UDFs rather than spells to start sex acts. There are a few advantages to the new system, but the most important is an evolution in making Sexout easier to use for everyone. Note that the beta is a little spammy with the console, but it's not that bad, 3-4 prints per act, that will be removed in release. To start off using/testing it in your mods, the translation from the Quest based interface or the NX based interface is very simple. All three of these examples are equivalent: Quest based set SexoutNG.ActorA to someRef set SexoutNG.ActorB to someOtherRef set SexoutNG.SexType to Vaginal ; ... more settings ... someRef.CIOS SexoutBegin NX based someRef.NX_SetEVFl "Sexout:Start::CallVer" 1 someRef.NX_SetEVFo "Sexout:Start::actorA" someRef someRef.NX_SetEVFo "Sexout:Start::actorB" someOtherRef someRef.NX_SetEVFl "Sexout:Start::isVaginal" 1 someRef.CIOS SexoutBegin New, UDF based call fnSexoutActPrep call fnSexoutActSetInt "isVaginal" 1 call fnSexoutActSetRef "actorA" someRef call fnSexoutActSetRef "actorB" someOtherRef call fnSexoutActRun The new UDFs for this calling convention:- fnSexoutActPrep - fnSexoutActSetInt(string:name, int:value) - fnSexoutActSetFloat(string:name, float:value) - fnSexoutActSetRef(string:name, reference:value) - fnSexoutActRun Using the new system is simple. 1. Call fnSexoutActPrep which gets sexout "ready" to accept the settings to follow. This function will throw an error into the console if you've already prepped an act in the same calling script and not executed it yet. 2. Call whatever 'set' functions you need, to set the act parameters. Anything accepted by the NX convention will work here -- in fact... 3. Call fnSexoutActRun ... which simply converts the call to an NX call, and does the CIOS for you. There are only a few "rules" to follow to use this new system without problems. 1. Always call Prep first 2. Only call prep once before calling Run 3. Make all calls for the same act, from the same script. You cannot call 'prep' and the sets in one script, and 'run' from a different script. 4. You must call run after calling prep. Calling prep a second time without calling run will result in an error in the console. I may change this behavior. Sexout tracks your settings internally, based on the ID of the calling script. This means that variables set this way will not conflict with or be overwritten by other mods or scripts, even if you prep an act and do not execute until several seconds (or minutes) later. TBD in a future beta: - fnSexoutActClear (to let you clear a prepped act without running it). - fnSexoutActSave (to save a prepped act so you can run it repeatedly later without having to set it up again) e.g. if the run failed due to an in use actor or something.
prideslayer Posted May 18, 2014 Author Posted May 18, 2014 Beta4 in OP - Changed some Prints to DebugPrints. - fnSexoutActReset int:caller (set to 0 for 'this' act) This was quick enough to do, so it's in and tested. If you call prep, you can call this instead of run. It takes one argument, an int, which you should always set to 0, e.g. call fnSexoutActPrep ; .. do some stuff .. ; .. decide you don't want to actually run the act .. call fnSexoutActReset 0
prideslayer Posted May 18, 2014 Author Posted May 18, 2014 With the release of beta4, This beta cycle is now frozen and only bug fixes and must-have features will go in before it's promoted to release, hopefully by next weekend, to give everyone time to test. I want to do a bunch more stuff, but I also want to get this one promoted to release quickly so modders can start depending on the new interface and using it without requiring people to have the beta installed. Let me know if there are any show stoppers or big issues introduced by this beta. As usual, longstanding bugs that also exist in the release are not high priority until the next beta cycle.
prideslayer Posted May 18, 2014 Author Posted May 18, 2014 Beta5 in OP - Added some sv_destruct to clean up strings. Thanks DoctaSax.
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