Thenryb Posted June 28, 2014 Posted June 28, 2014 It is working swimmingly for me at the moment with the following mods: SexKey, StraponSex,SexoutSex,SexoutRapeGame,SexoutPositioning,SexoutWillow, and wsex (the SI override). I have SCR installed.
prideslayer Posted June 29, 2014 Author Posted June 29, 2014 Ok. I'm going to reset the betaversion to 0 and pack up the fomod for release. Then bring on 86b1!
prideslayer Posted August 3, 2014 Author Posted August 3, 2014 2.6.86b1 in OP - sv_destruct refactoring in some scripts. - remove unused vars in some scripts. - new CBDialog conversation handler. The conversation handler menumode piece now adds new conversation parters to an array, as it sees them, if the player is involved in the act. The gamemode script checks this array for the target actor to determine if the CBDialog hook was successful or not, and clears the array. The intention here is to fix an issue where a conversation topic started by a CBDialog in turn starts a conversation with a different actor before returning to gamemode -- causing sexout to 'miss' that the CBDialog took place and repeat the attempt. Tested OK with console manual start w/ dialog, and in the Marissa tour in Legion Tryout. Had a CTD in TTW overhaul at the Butch/Amata scene but not sure if it's related, and the TTW takes so damn long to load that testing is pretty frustrating.
prideslayer Posted August 3, 2014 Author Posted August 3, 2014 2.6.86b2 in OP - Updated new CBDialog conversation handler. This beta fixes a problem in the new CBDialog handler, which was causing CBDialogs to not function if the player was not one of the actors involved in the act. Thanks to Tomm343 for finding the issue and testing the fix!
prideslayer Posted August 3, 2014 Author Posted August 3, 2014 2.6.86b3 in OP - Updated new CBDialog conversation handler, again Sexout now removes the actor from the conversation partner array immediately upon a match rather than waiting until the end. Helps compatibility in the event that a simultaneous act is trying to use the same actor, though I've never actually seen this.
panthercom Posted August 4, 2014 Posted August 4, 2014 Has Positioning functionality been restored in 2.6.86B_ ?
prideslayer Posted August 4, 2014 Author Posted August 4, 2014 The functionality never went away, but the NX namespace for the vars changed. I thought I updated the positioning mod to fix that a while back and posted in that thread?
panthercom Posted August 4, 2014 Posted August 4, 2014 If your talking about the post in the Positioning support thread on page 4, I have that installed and that does not fix the problem with 2.6.85 I've been using the bat playerdispel workaround that SaotomeRanma described in that thread; the NPC redressing bug when using the Pause hotkey is worse than ever, though... perhaps a byproduct of the workaround?
Odessa Posted August 5, 2014 Posted August 5, 2014 It works for me with Sexout '85 hit and miss with no obvious correlation to the sexout call in question, and was the same in previous sexout versions. I have a vague feeling its more reliable in interiors. From what I infer from glancing at its scripts, positioning works by making sexout cast a spell on sex start/end and this is its only interaction with sexout: if (GetGameLoaded || GetGameRestarted) ListAddForm SexoutNGFLGlobalCBStartS SexoutPosSpMain ListAddForm SexoutNGFLGlobalCBEndS SexoutPosSpTerminate Panthercom, if you enable sexout debug and upload a scof of an act where positioning didn't work, then Prideslayer can probably tell you if the issue is at his end.
prideslayer Posted August 5, 2014 Author Posted August 5, 2014 I'll look into it more when I have some time, unless someone else wants to take a crack at it. The basic premise is pretty simple. It works by adjusting "internal" sexout NX vars related to offset. It captures keystrokes and applies internal offsets to it's own tracking vars (to use again with the same anim later on), and then applies these to sexout's internal vars during the act. It only works reliably when on solid ground, away from any obstacles. Too close to anything and it fights the collision mechanics, and it'll also fight collision with the ground if you're adjusting an actor the 'wrong' way.
prideslayer Posted August 5, 2014 Author Posted August 5, 2014 2.6.86b4 in OP - ZAZ now fully integrated. This beta contains a zipfile (fomod ready) with 86b4 and an empty sexoutzaz.esp. All records from zaz have been moved into the sexout esm. You do still need the zaz datapack, at least until I've created a new core fomod for sexout. Please test, seemed ok from this end. The empty ESP is there because many mods check for it with ismodloaded. All mods doing so should be updated to check that sexoutzaz.esp is present OR that the sexout version (SexoutNG.nVerRelN) >= 86. If this tests out ok then the internal zaz checks in sexout itself will be cleared as well, they are still present in this beta.
prideslayer Posted August 5, 2014 Author Posted August 5, 2014 Take note, this is upcoming: Features done, but not in the current download: - fnSexoutActorValid now returns -6 for restricted actors, -7 for banned actors. - Sanitizer now checks fnSexoutActorValid fully. I was going to add the restricted cell check as well.. then I discovered there seems to be no way to get the cell that an actor is currently in. Doh!
prideslayer Posted August 5, 2014 Author Posted August 5, 2014 Maybe. My brain filtered that out automatically, assuming it was only meant to be called on cell refs you already have, to see if they are 'contained' within another cell. Maybe not? I'll check.
prideslayer Posted August 5, 2014 Author Posted August 5, 2014 Seemed to work OK doc, though disappointing it doesn't from the console so had to bugger up a script. The wasteland cell doesn't seem to return anything sensible (0x0000AEB9) but it worked fine inside the goodsprings saloon. Me and my assumptions.. I'll learn some day.
jaam Posted August 5, 2014 Posted August 5, 2014 if not InInterior, you can call GetParentWorldspace on GetParentCell
prideslayer Posted August 5, 2014 Author Posted August 5, 2014 Oh wait jaam.. that wasn't what I mean't. The interior cell ID is fine, it's the thing I want. When the actor is in an exterior cell, the result of GetParentCell appears to be a nonsense refID -- 0xAEB9. I couldn't find an ID anywhere in the FalloutNV ESM with that value. The only value ending with that is some jacobstown sound file. If I consistently get that value when outdoors then that just means the banned cell list won't work outside.
prideslayer Posted August 5, 2014 Author Posted August 5, 2014 I typo'd it when writing it down anyway, it's 0xDAEB9 which is fine.. it's a WastelandNV block. All is well.
Odessa Posted August 26, 2014 Posted August 26, 2014 Dialogue callback sex seems to be failing for SOFO, whenever a second act is called via callback from first it refuses to start. Tested 4 times. Using 86b4 and NVSE 4.5.7. Have never tested it with other versions. Log attached.
Nekocode Posted August 30, 2014 Posted August 30, 2014 When sex begins characters are invisible ( or even somewhere in another place which I can't see ). How to fix it? Using the newest version ( 86 )
RitualClarity Posted August 30, 2014 Posted August 30, 2014 Make sure that you selected to install the male body with the installation of sexout. This solved the problems before. Either that or install your own bodies however sometimes that might not align with the animations as they are not optimized for other bodies.
Odessa Posted September 2, 2014 Posted September 2, 2014 Animations do not work for the player if TFC toggled is on when they are called, because when sexout toggles it, it goes off. With NVSE 4, it is now possible to check for this with GetTFC. I would like to request this feature, it would allow chaining idles.
prideslayer Posted September 4, 2014 Author Posted September 4, 2014 Animations do not work for the player if TFC toggled is on when they are called, because when sexout toggles it, it goes off. With NVSE 4, it is now possible to check for this with GetTFC. I would like to request this feature, it would allow chaining idles. GetTFC? Yay! Sorry for delays again people. Got busy.. then yesterday 500 errors.. now today, LL has forgotten all my thread 'positions' again (all threads are 'unread'). Playing catch up.
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