prideslayer Posted September 15, 2014 Author Posted September 15, 2014 That' 2 more than I made of b8! Looked easy enough in the code, what could go wrong?!
Nessa Posted September 22, 2014 Posted September 22, 2014 I'm getting 9.3 errors on everything now on Beta 6 and just again on the latest beta 8. Is there anything wrong with the following code?    scn RobarTTWRQAffairScript Begin Function {} if playerRef.GetInWorldSpace Wasteland ; ** Player is outside, arrange things! ** PlayerREF.MoveTo RobarTTWRQAffairOutsideMarker PlayerREF.NX_SetEVFl "Sexout:Start::CallVer" 1 PlayerREF.NX_SetEVFo "Sexout:Start::ActorA" RobarTTWRoachQueenREF PlayerREF.NX_SetEVFo "Sexout:Start::ActorB" PlayerREF PlayerREF.CIOS SexoutBegin elseif playerRef.GetInCell RobarTTWRQHome ; ** Player is in Queen's place! ** PlayerREF.MoveTo RobarTTWRQHeroMarker PlayerREF.NX_SetEVFl "Sexout:Start::CallVer" 1 PlayerREF.NX_SetEVFo "Sexout:Start::ActorA" RobarTTWRoachQueenREF PlayerREF.NX_SetEVFo "Sexout:Start::ActorB" PlayerREF PlayerREF.CIOS SexoutBegin else printc "RobarTTW Error: Bad RobarTTWRQAffairScript call!!" endif End    Also, the next function used to work awhile ago. (I did a whole bunch of testing with it.) Now it's giving me 9.3's as well:    scn RobarTTWDDPlantAffairFunction int iType ; 0 == self love, == 1, plant love Begin Function { iType } if iType == 0 ; ** Self Love ** playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1 playerREF.NX_SetEVFo "Sexout:Start::ActorA" playerREF playerREF.NX_SetEVFo "Sexout:Start::ActorX" RobarTTWC9EvilPlantREF if GetPCIsSex Male playerREF.NX_SetEVFl "Sexout:Start::Anim" 101 else playerREF.NX_SetEVFl "Sexout:Start::Anim" 114 endif playerREF.NX_SetEVFo "Sexout:Start::CBDialogX" RobarTTWDialogDDPlant2Greet playerREF.CIOS SexoutBegin else playerREF.NX_SetEVFl "Sexout:Start::CallVer" 1 playerREF.NX_SetEVFo "Sexout:Start::ActorA" RobarTTWC9EvilPlantREF playerREF.NX_SetEVFo "Sexout:Start::ActorB" playerREF playerREF.NX_SetEVFo "Sexout:Start::raper" RobarTTWC9EvilPlantREF playerREF.NX_SetEVFo "Sexout:Start::CBDialogA" RobarTTWDialogDDPlant3 playerREF.CIOS SexoutBegin endif End    Am I doing something consistently wrong here?
Guest tomm434 Posted September 23, 2014 Posted September 23, 2014 I received a bug report with 9.3 error too (2 humans don't start sex). But I have b4 and everything is fine.
Nessa Posted September 23, 2014 Posted September 23, 2014 Well something is fishy. Now I'm getting 9.3 errors on ALL sexout sequences. I think tomorrow I'll try reverting to the standard SexoutNG and see if that solves it.
prideslayer Posted September 23, 2014 Author Posted September 23, 2014 Nessa the MoveTo is not instant. You should delay after that until it's completed, before trying to start sexout.
Nessa Posted September 23, 2014 Posted September 23, 2014 I was wondering about moveto actually. I'll get rid of that in the next test. But that doesn't explain the second script which had all kinds of testing previously. I'll try and do some more tests today and see what's going on.
ztuck Posted September 23, 2014 Posted September 23, 2014 Hi!  I have had some problems with SNG 2.6.86b8 and ttwquestoverhaul and tomm434 asked me to print a scof and post it here since he can't find any indication that it is ttwqovh that breaks. No animation starts and actors get unresponsive, console prints NGSAN 9.3  Hope it helps in your debuging of the beta.   ButchSex.7z
Nessa Posted September 23, 2014 Posted September 23, 2014 Hmm... I'm getting the same exact 9.3 errors as above again today. Even without the moveto. I'm going to revert to the non-beta and see what happens. Â EDIT: OK, I'm officially wierded out. 2.6.85 is giving 9.3's on everything as well. What causes a 9.3 abort error? Something is clearly interfering though why it would suddenly pop up I have no idea. I guess the only thing to do is narrow it down. That sounds like a job for.... some other day! :lol:
Guest tomm434 Posted September 23, 2014 Posted September 23, 2014 Sexout 86b4 doesn't give me 9.3 error with Butch scene (the scene with which ztuck is having this issue)
Nessa Posted September 23, 2014 Posted September 23, 2014 I just tried the Butch scene and it's giving me 9.3 as well. I can't get any Sexout anims working at all now. The only thing to do is figure out what's interfering but that's what doesn't make sense. I haven't changed anything from when I was doing all my testing from last week. WEIRD! Â EDIT: OK, anyone have a copy of beta4? I'd like to try that one. (I tried looking at the GitHub thingy but that was... confusing. And I'm already confused as it is today! )
prideslayer Posted September 24, 2014 Author Posted September 24, 2014 The 9.3 error is "no sex possible between these actors." It happens when the sextype isn't set, which itself happens when sexout couldn't pick one at random (or fallback from an invalid script-supplied choice) due to blocking effects on the actors (plugs/gags/etc).
prideslayer Posted September 24, 2014 Author Posted September 24, 2014 2.6.86b9 in OP - Augment SameCell check with distance check (100yd). Â If actors are not in the same cell, their distance is checked. They must be within 100yd (300ft, 91m, 6400 units) of one another.
Guest tomm434 Posted September 24, 2014 Posted September 24, 2014 Pridelslayer, Thanks for new beta! Â What exactly are these blocking effects? Can you recognize them through log?
prideslayer Posted September 24, 2014 Author Posted September 24, 2014 Pridelslayer, Thanks for new beta!  What exactly are these blocking effects? Can you recognize them through log? I don't *think* there's anything in the log indicating it, but they are present on different kinds of worn items, like the gender bending effects effects. If you look in fnSexoutGetActorBlocks you can see all the checks it does there. It's mostly IsSpellTarget checks for SexoutChastityEffect, SexoutDualChastityEffect, and so on.  Here's the full script   scn fnSexoutGetActorBlocks ; Gets actor block crotch etc values ; args ref rActor ; ret array_var blocks ; internal int bActorMale int bActorBlockO int bActorBlockC int bActorblockV int bActorBlockA Begin Function{rActor} let blocks := ar_Construct StringMap let blocks["Male"] := 0 let blocks["BlockO"] := 0 let blocks["BlockC"] := 0 let blocks["BlockA"] := 0 let blocks["BlockV"] := 0 if rActor.GetIsCreature set bActorMale to 1 if (0 == (NX_IsInList SexoutCListSupermutant rActor)) set bActorBlockO to 1 endif else set bActorMale to ((rActor.GetIsSex male) && (0 == rActor.IsSpellTarget SexoutHeFemaleEffect)) set bActorMale to bActorMale || (rActor.IsSpellTarget SexoutSheMaleEffect) set bActorMale to bActorMale || (rActor.IsSpellTarget SexoutStraponEffect) set bActorMale to bActorMale || (rActor.IsSpellTarget SexoutStraponButtPlugEffect) set bActorBlockC to (rActor.IsSpellTarget SexoutChastityEffect) || (rActor.IsSpellTarget SexoutDualChastityEffect) set bActorBlockC to bActorBlockC || (rActor.IsSpellTarget SexoutVibratorEffect) set bActorBlockV to bActorMale || bActorBlockC set bActorBlockA to (rActor.IsSpellTarget SexoutDualChastityEffect) || (rActor.IsSpellTarget SexoutButtPlugEffect) set bActorBlockA to bActorBlockA || (rActor.IsSpellTarget SexoutStraponButtPlugEffect) set bActorBlockA to bActorBlockA || (rActor.IsSpellTarget SexoutVibratorPlugEffect) set bActorBlockO to (rActor.IsSpellTarget SexoutGagEffect) || (rActor.IsSpellTarget SexoutGagStraponEffect) endif let blocks["Male"] := bActorMale let blocks["BlockC"] := bActorBlockC let blocks["BlockV"] := bActorBlockV let blocks["BlockA"] := bActorBlockA let blocks["BlockO"] := bActorBlockO SetFunctionValue blocks End   This is called for each actor. The different blocks are C = Crotch, V = Vagina (always blocked for 'male'), A = Anal, O = Oral. The result of these calls is checked in fnSexoutSAN. For example, if a script specifies vaginal sex for actorA and actorB, but actorA has BlockC *AND/OR* actorB has blockV, sexout will pick a different type (oral, anal).  When there is no possible combination for the actors, due to these blocks, you get the 9.3.
Nessa Posted September 24, 2014 Posted September 24, 2014 I'm lost at this point. Latest beta is still giving me 9.3 on everything. Is there a possibility that these blocks you mention could be inadvertently applied to all NPCs somehow? Some conflicting mod or something? The trouble is I still get 9.3's even when I turn off everything but sexout mods. I've tried the PC, NPC and NPC, nothing is working now. Â For the life of me, I can't think of a thing I've changed since all my tests last week either. But if this is working for everyone else I've obviously changed something!
Nessa Posted September 24, 2014 Posted September 24, 2014 I have found the problem!! :lol: Â It seems there are setting under the misc section in the MCM window for Anal, Vaginal, and Oral. These were inexplicably all 0. Changing this gets rid of strange 9.3s!! :D Â So now my question is, what could have caused them all to default to 0? (I've tried several new games and each time they default to zero.) Is there an .ini somewhere? I've never previously messed with those settings before.
prideslayer Posted September 24, 2014 Author Posted September 24, 2014 If you click 'default' or 'reset' or whatever in MCM, does it set them back to the proper values for you? They should default to oral=30, vag=60, anal=10. I think I've seen cases in the past where if you go into an MCM menu before the init script has run, the values are ALL 0 for everything, and don't get set to the default by the init script. Â I *did* change the order of a block in the upgrade script to make things consistent but I don't think it would affect this. Â Can you (and I will also) try making a sexout-free clean save, then reactivate sexout, load the save, and test? It should set everything to default values -- not 0.
Nessa Posted September 24, 2014 Posted September 24, 2014 Did a clean save. Results when reactivating Sexout: Full sexout mods in lineup: defaults to 0 No sexout mods (Sexout esm only): defaults to 0
prideslayer Posted September 24, 2014 Author Posted September 24, 2014 hmmmmmm ok. that's not working as intended then.
prideslayer Posted September 24, 2014 Author Posted September 24, 2014 Was that after the sexoutNGMain version message showed up in the console? I'm having real trouble seeing how this is possible.. Â NGMain basically looks like this.. if (GetGameRestarted || GetGameLoaded) ... call fnSexoutUpgrade ... (prints the NGMain formid stuff) endif And fnSexoutUpgrade's relevant bit.. (nVerRel defaults to 0, nVerRelN is e.g. 86) if ((SexoutNG.nVerRelN > SexoutNG.nVerRel) || (1 == iBetaTrans)) if (SexoutNG.nVerRel < 53) MessageEx "New versioning system, all settings reset." ; ... set SexoutNG.nRndOral to 30 set SexoutNG.nRndVag to 60 set SexoutNG.nRndAnal to 10 endif endif Those three vars are the ones MCM uses.
prideslayer Posted September 24, 2014 Author Posted September 24, 2014 Oh shit.. I see it. Standby for new beta argh.
prideslayer Posted September 24, 2014 Author Posted September 24, 2014 FYI the problem should only manifest if you're running the beta from a clean save. Testing a fix then checkin and beta10 shortly.
prideslayer Posted September 24, 2014 Author Posted September 24, 2014 2.6.86b10 in OP - Betas should work properly with clean saves.
Nessa Posted September 25, 2014 Posted September 25, 2014 Just had a chance again to test the new beta. All is working as expected.
Nessa Posted September 25, 2014 Posted September 25, 2014 Oh I do have a question. Since the beta is now including ZAZ, is the esp strictly needed anymore or is that just for compatibility?
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