Odessa Posted June 22, 2014 Posted June 22, 2014 My ZAZ boxed bitch test plugin unfortunately still fails the same way with b8 (animation doesn't play). I also tested it with 2 actors and the same thing happens. With ZAZ, the prop does not spawn immediately, could this issue be related to the animation trying to start before it has appeared?
jaam Posted June 22, 2014 Posted June 22, 2014 I am having a repeatable case of invisible strapon with B8. It is a change from the disappearing strapon I was experiencing until then This happens in this sequence: Player RemoveItem a strapon NPC AddItem the same Strapon. NPC EquipItem the strapon. NPC fucks player with the strapon (using callVer 2). The strapon is detected on the NPC so anal is valid option, but the strapon is no longer equipped during sex (INV does not show "worn" on the strapon line). I'll look at the UDF to see where the issue is.
jaam Posted June 22, 2014 Posted June 22, 2014 Tracing does not show the penetrator as being removed during undress, but Veronica is classified as male, so the strapon effect was applied during sanitized :-(
jaam Posted June 22, 2014 Posted June 22, 2014 I will classify that as a modder error Somewhere between Sanitize and Undress Veronica inventory got re evaluated, and the strapon was replaced by her panties. I will forbid unequiping the strapOn during equiping.
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 My ZAZ boxed bitch test plugin unfortunately still fails the same way with b8 (animation doesn't play). I also tested it with 2 actors and the same thing happens. With ZAZ, the prop does not spawn immediately, could this issue be related to the animation trying to start before it has appeared? Is this the thing that works fine with the NX calls but not the UDF? I will classify that as a modder error Somewhere between Sanitize and Undress Veronica inventory got re evaluated, and the strapon was replaced by her panties. I will forbid unequiping the strapOn during equiping. Veronica can be as big a PITA as Sunny when it comes to equipment.
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 Odessa, I think I've found the problem there. It's an oversight on my part regarding zaz. Beta9 will be along shortly.
Guest tomm434 Posted June 22, 2014 Posted June 22, 2014 pridelsayer, I saw your post about Beta8. Don't know if this helps - here is my log again. I did clean save from v84 and it's worse(Scene does't progress after first stage at all) SexoutRotunda.rar
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 Odessa, here's an updated freeztest script that delays and restrains actors to avoid the invisibility and wander-off issue. It also includes a call to use zaz that will not work in beta8 but will work in beta9 which I'm putting up in just a second. scn SexoutFreezeTestScript ref rActorA array_var aActors array_var aEntry int Init float fDelay float fElapsed int rX int rY int nZaz Begin GameMode let fElapsed := GetSecondsPassed if fDelay > 0 let fDelay -= fElapsed Return endif if (0 == init) let fDelay := 5 let init := 1 PrintC "Freeze: Delaying 5s" Return elseif (1 == init) let fDelay := 2 let init := 2 PrintC "Freeze: Moving actors and delaying 2s" let aActors := Ar_List VFSTheKingREF, SunnyREF, KlamathBobREF foreach aEntry <- aActors let rX := Rand 20 30 let rY := Rand 20 30 let rActorA := aEntry["value"] rActorA.MoveTo PlayerREF rX rY loop Return elseif (2 == init) let fDelay := 1 let init := 3 PrintC "Freeze: Restraining actors and delaying 1s" foreach aEntry <- aActors let rActorA := aEntry["value"] rActorA.SetRestrained 1 loop Return elseif (3 == init) let rActorA := aActors[(Rand 0, 3)] if eval (call fnSexoutActorInUse PlayerREF) return endif if eval (call fnSexoutActorInUse rActorA) return endif let nZaz := Rand 0 2 call fnSexoutActPrep call fnSexoutActSetRef "ActorA", rActorA call fnSexoutActSetRef "ActorB", PlayerREF call fnSexoutActSetInt "nUseZAZ" nZaz if (nZaz) call fnSexoutActSetInt "Anim" 150 endif PrintC "FreezeTest: Starting sex for player + %n, ZAZ: %g" rActorA nZaz call fnSexoutActRun endif End
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 2.6.85b9 in OP - Bugfix for calling zaz via UDFs - new NX/UDF flag "nAnimGroup" -- to use ZAZ you can use the old "nUseZAZ" flag OR set this new flag to 1. This is to support future zaz-like extensions by #, ZAZ being #1. Works only in UDF calling convention. - NGSAN errors out with 12.0 if sexout is initiated and all actors are not in the same cell.
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 Tomm the final act in your log aborted due to a 2.0. This happens when sexout is called but none of the actor vars have been set. ; Check minimum required settings if actorA || actorB || actorC ; continue else set bAbort to 1 set fReason to 2.0 Return endif If you try to start the act before the previous one on the target actor is completed, this will happen, since the cleanup for the previous act clears all the NX vars. Prior to that (line 156 in your log), it aborted due to 6.2 -- that error no longer exists in this beta, are you sure you updated? It used to mean that the actor is already in use (locked by sexout), not currently in cleanup, and not locked by the UDF. Try again with beta9 please, and make sure you are: 1. not locking the actors yourself. 2. waiting for them all to become available before trying to use them in an act.
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 FYI 5.2/6.2/7.2 were all the same (for different actors) and are now 7.1, 7.2, 7.3. That error is thrown when: 1. The actor is locked. 2. The actor is not currently affected by sexouts main effect. 3. The UDF interface is not what locked the actor (it prelocks before the sanitizer).
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 Little more spam from the log. This is lines 145-154 CSE: ActID 34 CSE: SES CV1 CSE: SEU stage 1 on Heelka (00000014) CSE: SES stage 0 from <no name> (0) CSE: SES0 on Doug (26151B83) CSE: SES is actor CSE: ActID 35 CSE: SES CV1 CSE: SEU stage 1 on Doug (26151B83) CSE: SEU stage 2 on Heelka (00000014) That's sexout being started twice, via the NX interface, on the same actor (Heelka). One of the calls is bound to fail.
Guest tomm434 Posted June 22, 2014 Posted June 22, 2014 is there something wrong with that code? (my version) playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1 playerREF.NX_SetEVFo "Sexout:Start::ActorA" MS15SuperMutant01RotundaRef playerREF.NX_SetEVFo "Sexout:Start::ActorB" playerREF playerREF.CIOS SexoutBegin MS15SuperMutant06RotundaRef.NX_SetEVFl "Sexout:Start::CallVer" 1 MS15SuperMutant06RotundaRef.NX_SetEVFo "Sexout:Start::ActorA" MS15SuperMutant06RotundaRef MS15SuperMutant06RotundaRef.NX_SetEVFo "Sexout:Start::ActorB" MS15SydneyRef MS15SuperMutant06RotundaRef.NX_SetEVFo "Sexout:Start::CBDialogA" aaMS15MutantLeaderCB2 MS15SuperMutant06RotundaRef.CIOS SexoutBegin Before me It was like that (made by Loogie). When this started happening I changed it to my version just in case if something's wrong with actorX {Loogie version} playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1 playerREF.NX_SetEVFo "Sexout:Start::ActorA" MS15SuperMutant01RotundaRef playerREF.NX_SetEVFo "Sexout:Start::ActorB" playerREF playerREF.NX_SetEVFo "Sexout:Start::ActorX" MS15SuperMutant06RotundaRef playerREF.NX_SetEVFo "Sexout:Start::CBDialogX" aaMS15MutantLeaderCB3 playerREF.CIOS SexoutBegin MS15SuperMutant03RotundaRef.NX_SetEVFl "Sexout:Start::CallVer" 1 MS15SuperMutant03RotundaRef.NX_SetEVFo "Sexout:Start::ActorA" MS15SuperMutant06RotundaRef MS15SuperMutant03RotundaRef.NX_SetEVFo "Sexout:Start::ActorB" MS15SydneyRef MS15SuperMutant03RotundaRef.CIOS SexoutBegin in both cases I got 7.1-7.2 errors. This scene starts after the first scene and all actors seem to be free of sex animation. Sexoutbeta94check.rar
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 is there something's wrong with that code? (my version) playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1 playerREF.NX_SetEVFo "Sexout:Start::ActorA" MS15SuperMutant01RotundaRef playerREF.NX_SetEVFo "Sexout:Start::ActorB" playerREF playerREF.CIOS SexoutBegin MS15SuperMutant06RotundaRef.NX_SetEVFl "Sexout:Start::CallVer" 1 MS15SuperMutant06RotundaRef.NX_SetEVFo "Sexout:Start::ActorA" MS15SuperMutant06RotundaRef MS15SuperMutant06RotundaRef.NX_SetEVFo "Sexout:Start::ActorB" MS15SydneyRef MS15SuperMutant06RotundaRef.NX_SetEVFo "Sexout:Start::CBDialogA" aaMS15MutantLeaderCB2 MS15SuperMutant06RotundaRef.CIOS SexoutBegin in both cases I got 7.1-7.2 errors. This scene starts after the first scene and all actors seem to be free of sex animation. That looks fine however "all actors seem..." is no substitute for actually checking. Especially since the second act has a dialog callback, which may take quite some time to actually fire. Checking your attachment now.
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 Thanks Odessa, everything seem clear on your end? Working through Tomm's issue now, there may be an issue with that 7.x check, I'm looking into it.
Guest tomm434 Posted June 22, 2014 Posted June 22, 2014 Thanks. if you need anything on my end(another log, video, esp, screenshot) just ask.
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 Thanks. Can you give me the dialog script you're using in the conversation as well?
Odessa Posted June 22, 2014 Posted June 22, 2014 My first problem script worked fine. The second where I use boxed bitch failed differently: - Solo boxed bitch started correctly for player - I cast finish now- and the anim finished - I start a 2P boxed bitch anim with player and someone else -- The second animation failed to start, a little later I checked the player inventory and discovered 2 stuck tokens: 1 - DO NOT BUY OR TAKE: Debug: Sexout Ac (0E000ADE)1 - DO NOT BUY OR TAKE: ZAZ animation token (0E06DCA2) -- -- The relevant part of the scof probably starts at 'Sol: HOQ (101) - Boxed Bitch stage: 2', where I call the solo act. The earlier ('Sol: DBS..') acts worked as expected.
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 Ok I'm looking into why the tokens might have been left around, but in that "Boxed Bitch stage: 2" act, I'm not seeing an actorB. Only the player is locked, and only actorA is present in the fnSAR block that follows. Was this supposed to be a solo ZAZ animation, or did you mean it when you said "someone else"? I don't see any sexout aborts in the log anywhere, and sexout itself doesn't actually care if those tokens are present or not so it should have went on (and I see more following acts) in the log. Did sexout crash, freeze, or otherwise fail.. or was it just that an anim didn't play when it should have for one of the acts?
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 Tomm, I know what's causing your problem (I think). May be a little bit before it's fixed.
Guest tomm434 Posted June 22, 2014 Posted June 22, 2014 Script is {Dialogue which starts scene - Result Script end} setstage aams15Rotunda 11 {DialogueEND} {Stage11} playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1 playerREF.NX_SetEVFo "Sexout:Start::ActorA" MS15SuperMutant06RotundaRef playerREF.NX_SetEVFo "Sexout:Start::ActorB" playerREF playerREF.NX_SetEVFo "Sexout:Start::CBDialogA" aaMS15MutantLeaderCB1 playerREF.CIOS SexoutBegin MS15SuperMutant01RotundaRef.NX_SetEVFl "Sexout:Start::CallVer" 1 MS15SuperMutant01RotundaRef.NX_SetEVFo "Sexout:Start::ActorA" MS15SuperMutant01RotundaRef MS15SuperMutant01RotundaRef.NX_SetEVFo "Sexout:Start::ActorB" MS15SydneyRef MS15SuperMutant01RotundaRef.CIOS SexoutBegin set aaquest.sexexpirience to Rand 10 50 player.rewardxp aaquest.sexexpirience set aaquest.aamutantsex to aaquest.aamutantsex +1 {Stage11End} {Dialogue aaMS15MutantLeaderCB1 -resultScriptEND} setstage aams15Rotunda 12 {Dialogue end} {Stage12} playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1 playerREF.NX_SetEVFo "Sexout:Start::ActorA" MS15SuperMutant01RotundaRef playerREF.NX_SetEVFo "Sexout:Start::ActorB" playerREF playerREF.NX_SetEVFo "Sexout:Start::ActorX" MS15SuperMutant06RotundaRef playerREF.NX_SetEVFo "Sexout:Start::CBDialogX" aaMS15MutantLeaderCB2 playerREF.CIOS SexoutBegin playerref.NX_SetEVFl "Sexout:Start::CallVer" 1 playerref.NX_SetEVFo "Sexout:Start::ActorA" MS15SuperMutant06RotundaRef playerref.NX_SetEVFo "Sexout:Start::ActorB" MS15SydneyRef playerref.CIOS SexoutBegin set aaquest.sexexpirience to Rand 10 50 player.rewardxp aaquest.sexexpirience set aaquest.aamutantsex to aaquest.aamutantsex +1 {Stage 12 END} So, 12 stage doesn't work, no sex scene with Sydney ot Player. Update: Ok. thanks
Odessa Posted June 22, 2014 Posted June 22, 2014 The other acts going on that do not involve the player are all working correctly (its very busy, sorry) The first act I call for player is solo ZAZ 1021, (At HOQ (101)), this looks like it ends at 'HOQ (147)', but from what I can tell from my debug, I did not cast finish now. This is odd, because the duration should have been 240 , and my script updates its number every second, implying it lasted ~46, which sounds accurate to my recollection. I call the 2P ZAZ act at 'Sol: HOQ (234)', which didn't play. I checked the player inv after that, so the tokens could have been added then instead.
prideslayer Posted June 22, 2014 Author Posted June 22, 2014 The tokens are added in fnSexoutActorLock which is called by the sanitizer in the non-UDF interfaces, or the run UDF. They're removed by the cleanup UDF, called by the the cleanup effect script, a spell the main effect casts towards the end (that I'm adjusting now to fix tomm's problem). FinishNow just sets the elapsed timer equal to the runtime so that the effect finishes naturally -- this means that if something is leaving the tokens around, it can't have anything to do with finishnow. Something else is just interfering with cleanup. Of course they remain present in inventory if the act never fully completed and cleanup wasn't called (or crashed).
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