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Somehow shooting nukes


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Posted

This is awkward, but after installing Sexout, nothing seems to actually try to sex with me (Or make it obvious that I can have sex with it!). So when I tried the Sexout rape game mod that adds the hotkey to force it, still nothing. In fact, I even tried masturbating With 'Y', I think that's the key that was in the menu for it, anyway, and I shot a nuke! Now it shoots a nuke when I try to press the hot key for getting raped as well.

 

Pretty weird. Any clue what's causing this?

Posted

I have lings and MCM behind that and that's it. On a funny side note, I'm at least clearing areas faster, and getting into other areas I shouldn't be able to at the beginning.

Posted

According to BOSS:

1.FalloutNV.esm

2.Sexout.esm

3.SexoutCommonResources.esm

3.SexoutPregnencyv3.esm

4.Lings.esm

5.The Mod configuration menu.esp

 

I think a bunch of stuff might be jacked up, as the MCM kinda borked my menu whenever I hit esc in the menu as well. I can only select the MCM and the rest of my options (Settings, save, load, quit) are unclickable and I have to alt-F4 out.

Posted

Do you think it's because I installed and launch through the Nexus manager? Should I delete everything and start fresh just to be sure? I mean, launching nukes? That's uh...while pretty funny, it's kind of an odd bug.

Posted

Alright. Do I have to manually type in the load order into NVSE.exe, then? The proper command line for that is '-mod=@mod1, @mod2, @mod3' right? That's usually what it is for most games. Many apologies for stupid questions, but I'm new to fallout, and it didn't feel particularly well explained in the FAQ and guide.

Posted

As much as I hate NMM for many reasons, it's not really a knock-off or anything. It is, at its heart, a newer version of FOMM. It's written by the same people as FOMM, which is why development on FOMM has stopped. I'd bet money it's just much of the same code, too, which is why it conflicts with NMM.

 

Barring any major bugs in sexout, which I will fix as soon as I can, the first beta for r70 is going to be at least a week or two away. I'm going to try to get my dev copy of FOMM bugfixed enough to release, at least enough so that NMM doesn't choke it out if they're run together. A rewrite (or a major refactoring) is still in the works, because the FOMM source is extremely ugly and poorly written. I expect NMM is just as bad, which is one of the reasons I won't switch to it.

 

 

Aside from fixing the NMM compatibility bug there are a couple things I intend to do in FOMM before the patch release, which itself is before the rewrite/refactoring.

 

- Stop it from exiting every time you launch a game.

- Smarten up the load order screen so it will alert you, loudly, if you have masters out of order or missing.

- Similarly smarten it up so if you disable a master but have other masters or plugins active that require it, you are alerted.

- Rescan/rebuild the mod list after FNVEdit exits (if possible) so you don't have to quit and restart when toggling master flags off/on or changing masters.

Posted

As much as I hate NMM for many reasons' date=' it's not really a knock-off or anything. It is, at its heart, a newer version of FOMM. It's written by the same people as FOMM, which is why development on FOMM has stopped. I'd bet money it's just much of the same code, too, which is why it conflicts with NMM.

 

Barring any major bugs in sexout, which I will fix as soon as I can, the first beta for r70 is going to be at least a week or two away. I'm going to try to get my dev copy of FOMM bugfixed enough to release, at least enough so that NMM doesn't choke it out if they're run together. A rewrite (or a major refactoring) is still in the works, because the FOMM source is extremely ugly and poorly written. I expect NMM is just as bad, which is one of the reasons I won't switch to it.

 

 

Aside from fixing the NMM compatibility bug there are a couple things I intend to do in FOMM before the patch release, which itself is before the rewrite/refactoring.

 

- Stop it from exiting every time you launch a game.

- Smarten up the load order screen so it will alert you, loudly, if you have masters out of order or missing.

- Similarly smarten it up so if you disable a master but have other masters or plugins active that require it, you are alerted.

- Rescan/rebuild the mod list after FNVEdit exits (if possible) so you don't have to quit and restart when toggling master flags off/on or changing masters.

[/quote']

 

There is also the crash if you remove/rename a mod while FOMM is loded and you reload your current load order.

Posted

Thanks for the heads up, added to the list.

 

These coders aren't just terrible at coding, they're lazy as hell too. Things like that I've seen in the FOMM source are easily handled with a refresh of the modlist but instead they just say "nah.. too hard. lets throw an exception instead."

Posted

Alrighty, well I gave FOMM a shot and it's actually working a lot better now. No more tactical nuclear devastation when trying to masturbate. Only problem now is that none of the animations seem to work even though I have the NVSE extender installed in the proper place.

Posted

The animations don't depend on the extender, you just need to follow the install instructions for everything --- and then everything works.

 

What does "none of the animations seem to work" mean. Be specific.

Posted

The animations simply don't start. I can pan the camera around and such, and the aggressor seems to be animated, but my character just stands there until the session is finished, then falls over briefly before returning back to normal.

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