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SexoutNG - Beta (2.10.93b10) release thread


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Pride, have you had any issues (or been made aware through anyone else) of characters falling through the floor when a sex anim starts?

 

At first I thought it was Soliciting, but apparently it's something on my end, but a reinstall of Sexout hasn't fixed it, this was using 2.6.86b4 and 2.6.85, and using NVSE Extender 15 and the latest NVSE version uploaded. 

 

Just wondering if its an issue you've come across before?

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I've seen it on occasion, it's not a sexout specific issue, just a general game glitch. Try to track down where it's happening, and if it's just a specific subset of animations or completely random ones, if you can.

 

There may be some animations that could cause it to happen more frequently if they're vertically adjusting the positions. If so I can add some positive vertical offset to them.

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Wow.. well in general it's not happening to me in testing, with the console or with tryouts. I'm not using/testing any of the 3rd party animations or anything like that.

 

My general/testing load order export:

 

 

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

CaravanPack.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

Lings.esm

T6M Equipment Replacer NV.esm

Sexout.esm

SexoutSlavery.esm

SexoutLegion.esm

Type 6.esp

PerkEveryLevel.esp

Armor Replacer Child NPC Fix.esp

FalloutNVCheatTerminal.esp

sexybouncingrobe.esp

Project Hat+Hair.esp

SexyTacticalOutfitT6M.esp

WastelandCourier.esp

populatedcasino.esp

Project13 - Populated Wasteland.esp

VyntageVeronica02.esp

VyntageCass02.esp

UnlimitedCompanions.esp

UnlimitedCompanions SCRIPT FIX.esp

Centered 3rd Person Camera - Unraised.esp

SexoutZAZ.esp

SexoutSS_C.esp

SexoutFiends.esp

LingsPrettyThings.esp

SexoutKhans.esp

SexoutKings.esp

SexoutNCR.esp

SexoutWorkingGirl.esp

SexoutPowderGangers.esp

SmallerTalk.esp

The Mod Configuration Menu.esp

pipboy2500_edisleado.esp

SexoutSexLite.esp

PracticeMakesPerfect.esp

 

Total active plugins: 44

Total plugins: 51

 

 

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2.6.86b6 in OP

- Smarter TFC handling. Sex initiated when already in TFC should work. Savegames made during sex in TFC should also load fine. (beta6)

 

I left beta5 in place as well since it's hardly been tested yet, and this TFC thing has potential to break stuff. It was ok in my testing but I didn't spend long.

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Awesome.

---

 

I figured out a way to avoid the invisible player issue, which happens when TFC starts and the player has their back near an obstacle. It seems reliable.

 

It works by forcing 1st person (if 3rd), then forcing 3rd person, waiting 1 frame, then enabling TFC- because in that first frame after switching to 3rd, the player's 3D is loaded- it disappears as soon as the camera hits the obstacle.

 

 

 

(Object script)

scn TSolSetTFC

; * Toggles TFC, if not already enabled, with no invisible player, and moves
; * camera out of their head

int iStage
float fTimer
int BackwardsKey

Begin GameMode

    if iStage == 0
        if GetTFC ; already in TFC, so we can skip this script
            let iStage := 100
        elseif IsPC1stPerson ; force 3rd person if already in 1st, via POV control
            TapControl 13
            let iStage := 30 ; skip ahead to TFC pre-step
        else
            DisablePlayerControls 0, 0, 0, 1 ; * Force 1st person if in 3rd
            let iStage := 10
        endif
    elseif iStage == 10
        EnablePlayerControls 0, 0, 0, 1
        let iStage := 20
    elseif iStage == 20
        TapControl 13 ; force 3rd person again, if started in 3rd
        let iStage := 30
    elseif iStage == 30
        let iStage := 40 ; delay 1 frame for player 3D to load
    elseif iStage == 40
        Con_TFC ; * TFC with no invisible player
        let iStage := 50
    elseif iStage == 50
        let BackwardsKey := GetControl 1 ; * game localization independent
        HoldKey BackwardsKey ; * start moving camera backwards, so out players head
        let iStage := 60
    elseif iStage == 60
        if fTimer > 1 ; wait until camera is out players head..
            ReleaseKey BackwardsKey
            let iStage := 100
        else
            let fTimer += GetSecondsPassed
        endif
    elseif iStage == 100
        let iStage := 999
        RemoveMe ; all done
    endif

End

 

 

 

This script also moves the camera backwards for 1 second, so you don't see the inside of your characters head.

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Odessa, the telephoto option in MCM does basically what you describe; I couldn't think of a better name back when I wrote it. It will hold down the 'backup' key to zoom out for however long the MCM setting says. It's not enabled by default though.

 

As for ActorA issue, for some reason the log says that the doc wasn't locked..

 

I wonder why the system continued on at all. Might be related to that restricted actor/cell stuff. Is this bug consistent with Doc, in that location?

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It seems to be specific to Doc Mitchel, it works with other NPCs, but fails for Doc both in his house and outside.

 

---

I didn't know about the telephoto setting, it does the camera moving out the player's head already. Actually, my script does something extra- if you call TFC with your back too close to an obstacle (wall, NPC, fence, etc) then the player is invisible until you disable TFC and move, because the game engine hides your 3D, presumably so it doesn't block your view in 3rd person. By calling TFC 1 frame after going between 1st -> 3rd person, the engine does not have time to hide you, so you remain visible for the animation.

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2.6.86b7 in OP

- New UDF : fnSexoutCopyListItems list:From list:To int:Mode (0 = 1:1, 1 = deep copy, 2 = ignore sublists)

- Removed errant restricted cell check, oops!

- Additional debugging to actor lock UDF.

 

I left beta5 in place as well since it's hardly been tested yet, and this TFC thing has potential to break stuff. It was ok in my testing but I didn't spend long.

 

 

The new udf works as described above. It copies formlists from FROM to TO according to MODE. The mode can be one of:

0: Sublists are copied as-is.

1: Sublists (infinite recursion warning!) are iterated and their contents copied.

2: Sublists are entirely ignored.

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Well Odessa, something is definitely weird here. It looks like doc is being cleared for some reason and the act is actually running as a simple 1 actor anim (masturbation).

 

I see him getting cleared twice in the script, once as actorA and once as actorC. It doesn't look like actorC was ever set though, so that part is a bit confusing. A bug like that should be affecting every act, not just the doc.

 

The spell you cast in the console to start this says it's using CV2, the new prep/run system. Is that right?

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