prideslayer Posted June 3, 2014 Author Posted June 3, 2014 Well balls, that doesn't seem to be working. Begin ScriptEffectStart set refCaller to GetCallingScript DebugPrint "CSE: SES stage %g from %n (%i)" bInit refCaller refCaller ... CSE: SES stage 0 from <no name> (00000000) That's from a dialog initiated CIOS (via sexoutsex). There must be some other way to handle this.  Odessa and others, feel free to try the current beta anyway and see if it resolves any of your issues. If not, full debugmode SCOF's top to bottom please, with the nx .csv at the point of failure if you can manage it.
prideslayer Posted June 3, 2014 Author Posted June 3, 2014 Oh, FYI for the curious, the current (new) cleanup effect stages:  -------- <30 : unchanged  30 : Remove SexoutDoNothing script package, reset sporeplant alert, reset restraint, resize bighorner(1), redress(1), moveto(1)  40 : Unlock, return if no callbacks, else: kickoff cbdialog(2), adds any CBPack, adds any CBItem, casts any CBSpell  120 : This is the stage where cbdialog is retried/checked, if it was started in stage 40.  200 : Unlock (3), dispel.  1000 : waiting on dispel.  --------  (1) If any of these must take place, the delay before stage 40 is 0.1s instead of 1 frame. (2) If the player is unconscious, knocked down, etc, immediately delays 0.5s and tries the stage again. (3) The script can jump from anywhere straight to 200 if the actor is dead or not an actor(4). Still needs unlocked if 40 was never hit. (4) Lulz footnote to a footnote. There is a bug here in that stage 1000 will never actually be reached. No harm in it, but unlock will keep getting called every frame until dispel takes effect. Local copy updated to not do this jump if already at stage 1000.
grifterrik Posted June 3, 2014 Posted June 3, 2014 I gave 85b3 a try, but went back to the release. Â I did a scripted oral scene and ended up with Anal. Â Once I was back at the release version i redid the scene and it was again oral. Â I figured it was because of the animation number changes, so maybe that info isn't newsÂ
RitualClarity Posted June 3, 2014 Posted June 3, 2014 Looks like you are finally getting the hang of it.. Â Or something very bad is going to happen... Â Â
Thenryb Posted June 3, 2014 Posted June 3, 2014 Have tried 85b3 and notice that in animation 401 (Amra's) the female turns her head to the side and is giving great head to the air next to the PC's quivering Johnson.
LukeDuke Posted June 3, 2014 Posted June 3, 2014 ''- Offsets adjusted (minor) to assume breeze's as default body.''  So what if I'm using Robert's male body for FNV (+Amra's animations with he's patch for Robert's bodys). I should stay away from this update?
Odessa Posted June 3, 2014 Posted June 3, 2014 Odessa, I'm looking for a "full trace" if you can get me one. My personal procedure for making these.. Â 1. Get a save that is on it's own working fine. 2. turn on scof 3. turn on sexout debug mode 4. start the initial act. Â The last debug you sent me had a few successful acts that appeared to be chained followed by the explosion.. I wanted "that" but with the little additional debugging I put in the alpha ESM. This new one starts after the successful acts have already finished. Â That will of course need a new save at the end, so the NX CSV is up to date with what's "wrong". I can't tell if the CSV you sent is boned or not because all the sexout debugging messages that should match up to it are missing in the scof file since scof started 'late'. Â That all said, the initial "gonna get sideways" error is an indication that a script called fnSexoutActPrep once, then called it again -- without calling fnSexoutActRun or fnSexoutActReset first. One script calling prep twice in a row without running or clearing the act is a bomb waiting to go off. Â That is what it looks like, but it is actually the same script I used both that time and previously, and there is nothing wrong with my sexout calls. I retested and rechecked my script, and starting sex via NX in console worked as expected. However, when tried the test from a different savegame, it did not repeat. Â To narrow things down, I created a new simple test plugin. I then loaded a savegame upon leaving Doc Mitchel's house, set sex duration to 6 seconds, and hit the actor freeze quickly. Scof, csv, + the test plugin I used attached (just load it up and wait ~5 seconds if you want to test for yourself) Sexout-Freeze-Odessa.zip
prideslayer Posted June 3, 2014 Author Posted June 3, 2014 Have tried 85b3 and notice that in animation 401 (Amra's) the female turns her head to the side and is giving great head to the air next to the PC's quivering Johnson. It's possible it's from Amra, I don't remember. If it is, I'll remove it from the random picker -- he tends to animate the penis, and the penis in the included bodies cannot be animated.   ''- Offsets adjusted (minor) to assume breeze's as default body.''  So what if I'm using Robert's male body for FNV (+Amra's animations with he's patch for Robert's bodys). I should stay away from this update? Not unless you want to stay away from all future releases as well. If the adjustments threw off any of your alignments, use SexoutPositioning to adjust.  That is what it looks like, but it is actually the same script I used both that time and previously, and there is nothing wrong with my sexout calls. I retested and rechecked my script, and starting sex via NX in console worked as expected. However, when tried the test from a different savegame, it did not repeat.  To narrow things down, I created a new simple test plugin. I then loaded a savegame upon leaving Doc Mitchel's house, set sex duration to 6 seconds, and hit the actor freeze quickly. Scof, csv, + the test plugin I used attached (just load it up and wait ~5 seconds if you want to test for yourself) Hmmmmm ok. I'll grab the file and look again. You can turn on SCOF when you're at the main menu, before you load your save. That's when I normally do it. Turn on sexout's debugging in mcm, save game, quit, start, turn on scof, load game. Makes sure everything gets caught.
nyaalich Posted June 3, 2014 Posted June 3, 2014 There's also an auto SCOF mod @ Nexus that was released semi-recently. Starts at load. I forget what the resulting file name format is, but it's something practical w/ the date.
panthercom Posted June 3, 2014 Posted June 3, 2014 Â The issue with animation 401 could be what I mentioned in another post, where the NPC headtracking is fucking up the sex animations. Is this occurring only when an NPC is giving head?
DoctaSax Posted June 3, 2014 Posted June 3, 2014 Â Have tried 85b3 and notice that in animation 401 (Amra's) the female turns her head to the side and is giving great head to the air next to the PC's quivering Johnson. It's possible it's from Amra, I don't remember. If it is, I'll remove it from the random picker -- he tends to animate the penis, and the penis in the included bodies cannot be animated. Â Thenry probably means he's installed an amra replacer, not that that the 401 that comes with sexout is originally his.
Thenryb Posted June 3, 2014 Posted June 3, 2014 Â The issue with animation 401 could be what I mentioned in another post, where the NPC headtracking is fucking up the sex animations. Is this occurring only when an NPC is giving head? Yes, it occurs when the NPC is giving head. And I am using Amra's replacer for 401, as DoctaSax suggested. Prior to the start the NPC is not looking at the player character. It sounds like the headtracking issue you earlier mentioned. I did not experience this prior to this beta.
prideslayer Posted June 3, 2014 Author Posted June 3, 2014 The headtracking thing is on my todo list, if that addresses that particular animation or not, you'll have to tell me once it's in. I'm not using or testing those animations, but we're discussing solutions to integrating them elsewhere.
prideslayer Posted June 3, 2014 Author Posted June 3, 2014 Odessa, thanks for the ESP. I'm digging in now. I'll get this straightened out.
prideslayer Posted June 3, 2014 Author Posted June 3, 2014 Well that was quick. Â The assumption was that inuse is returning the actor is available when they aren't, but that's not what's happening. fnSexoutActRun does not lock the actors itself -- it casts the old SexoutBegin. The delay between that CIOS and the next loop of the quest script is resulting in another sexout call *before* the actors are locked. Â You can see it in the debug in this segment: NGClean (00000014) : stage 200 -> 1000 'Wyoming' NGClean (00104E85) : stage 40 -> 200 'Sunny Smiles' NGClean (00104E85) : stage 200 -> 1000 'Sunny Smiles' FreezeTest: Starting sex for player + Sunny Smiles Setting EVFO 'Sexout:Start::ActorA' on '00104E85' = 00104E85 Setting EVFO 'Sexout:Start::ActorB' on '00104E85' = 00000014 CSE: SES stage 0 from <no name> (0) CSE: SES0 on Sunny Smiles (00104E85) CSE: SES is actor CSE: ActID 4 CSE: SES CV1 CSE: SEU stage 1 on Sunny Smiles (00104E85) FreezeTest: Starting sex for player + Sunny Smiles Setting EVFO 'Sexout:Start::ActorA' on '00104E85' = 00104E85 Setting EVFO 'Sexout:Start::ActorB' on '00104E85' = 00000014 CSE: SES stage 0 from <no name> (0) You can see in those two colored lines.. the first one indicating that the main sexout effect has just started from the previous call to fnSexoutActRun, the second one indicates a new act is being setup.. before the actors are locked from the previous call. Â Working on a fix now.
prideslayer Posted June 3, 2014 Author Posted June 3, 2014 Well.. put some code in to make the UDF interface callver2, and have it prelocking the actors now. Main code changed to not abort if the actors are locked and we're on callver 2. Â That kicked the can down the road, and now the cleanup issue I've been discussing has happened, even with the new staging. During cleanup the stage gets to 40 (where the unlock is) and then the quest fires off another act (and another, and another) while cleanup is still moving to 1000. Â I'm ditching the stage 40 cleanup unlock and going to test with that. Any mods that check InUse will get the truth this way. Dialog callbacks that start sex should still work fine as long as they do NOT check InUse or any of that. Which I guess they shouldn't anyway -- if you're in a conversation, you can't possibly be having sex as well unless something has gone completely awry.
prideslayer Posted June 3, 2014 Author Posted June 3, 2014 2.6.85b4 in OP - Some lock/unlock/inuse refactoring. Â Â Odessa, tried this version with your demo ESP, kept going through 6-7 acts and I stopped watching, think it's okay now. Might have introduced bugs in some, many, or all other mods though by moving that unlock until after the callbacks and so on. We'll see. Â I also now have cleanup wait until the actor is not still unconscious, knocked down, or playing an idle. If that is *stil* not enough let me know. Â The UDF interface seems to undress and get into the sex a LOT faster, somehow. Weird since it just does the CIOS anyway and basically makes an NX call. I had a few times where the player or another actor was invisible or semi-visible, which is an artifact of not waiting long enough after the TFC toggle is issued to start playing the anim. Â I'll adjust the default value of that up, and make sure the MCM knob for it is still working.
prideslayer Posted June 4, 2014 Author Posted June 4, 2014 2.6.85b4 in OP - Some lock/unlock/inuse refactoring. Â Â Odessa, tried this version with your demo ESP, kept going through 6-7 acts and I stopped watching, think it's okay now. Might have introduced bugs in some, many, or all other mods though by moving that unlock until after the callbacks and so on. We'll see. Â I also now have cleanup wait until the actor is not still unconscious, knocked down, or playing an idle. If that is *stil* not enough let me know. Â The UDF interface seems to undress and get into the sex a LOT faster, somehow. Weird since it just does the CIOS anyway and basically makes an NX call. I had a few times where the player or another actor was invisible or semi-visible, which is an artifact of not waiting long enough after the TFC toggle is issued to start playing the anim. Â I'll adjust the default value of that up, and make sure the MCM knob for it is still working. Report in you... 13.. brave souls. How we looking with beta4?
LukeDuke Posted June 4, 2014 Posted June 4, 2014 I'm completely reinstalling my FNV now, will report later... And I hope that this 13 brave souls will have some fun with this new beta lol.
prideslayer Posted June 4, 2014 Author Posted June 4, 2014 I'm completely reinstalling my FNV now, will report later... And I hope that this 13 brave souls will have some fun with this new beta lol. It's dangerous to go alone. Take this.
Eradawn Posted June 4, 2014 Posted June 4, 2014 newest beta release freezes for when I start a sex act with a npc. after 5 seconds its start lagging and then freezes and crashes after that. Â Â
prideslayer Posted June 4, 2014 Author Posted June 4, 2014 What mod are you using to start the sex scene?
Eradawn Posted June 4, 2014 Posted June 4, 2014 It was normally through soliciting at primm with Mcgee from Nrc prison mod from the nexus. but well it was a Soliciting dialog. So it must be from this or maybe a conflict of nrc prison ? but he uploads always a Sexout version of his mod too. / Macaca22
prideslayer Posted June 4, 2014 Author Posted June 4, 2014 If he's not active here it's probable that he hasn't updated to take the removed records, animation renumbering, or other things into account. He'll update it eventually if he's following along, but it's just mods from LL that I'm concerned with.
Thenryb Posted June 4, 2014 Posted June 4, 2014 A question about installing these beta esms. I used FOMM to install the core and data files and to install betas 83b5 and 83b7. With respect to the subsequent esms, I have just dropped them into the data file overwriting the esms installed by FOMM, and not deactivating the earlier betas using FOMM. Am I doing this correctly?
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