Valarien Posted February 14 Posted February 14 On 2/8/2026 at 4:00 PM, Neutron_rus said: turn off mutations in mcm, close pause menu to reset mutations, then turn them back on you just get mutations, order of getting them doesn't matter, level of each mutation will affect the final look and applied buff bloat fly mutation doesn't stack with any all combos are wolf + ant deathclaw + wolf deathclaw + ant deathclaw + wolf + ant Okay...so if you wanted the deathclaw mutation to have the most visual effect while having the others you would want it last? That is a touch tricky to do...while I know you can easily get the wolf and ant mutations; cannot seem to get the ants acid and deathclaw claw combination perk at this stage, I seem to have missed the trigger or quest to cure myself of the deathclaw mutation. Which is needed to get the in gaem ability to get it back, because idealy I have the ant womb visual but with deathclaw horns and wings. Oh well! No maximum mutant for me this run! Thanks for the mutation fix tip! That is quite helpful.
Neutron_rus Posted February 15 Posted February 15 On 2/14/2026 at 11:17 PM, Valarien said: Okay...so if you wanted the deathclaw mutation to have the most visual effect while having the others you would want it last? That is a touch tricky to do...while I know you can easily get the wolf and ant mutations; cannot seem to get the ants acid and deathclaw claw combination perk at this stage, I seem to have missed the trigger or quest to cure myself of the deathclaw mutation. Which is needed to get the in gaem ability to get it back, because idealy I have the ant womb visual but with deathclaw horns and wings. Oh well! No maximum mutant for me this run! Thanks for the mutation fix tip! That is quite helpful. Order doesn't matter, mutation level order doesn't matter too, maximum level of mutations can be achieved at any time (getting infected from fenris for wolf, using cacoon for ant). Exception is DC mutation, as this mutation progression is linked to quest progression (can't be fully cured, only suppressed). You can also find mutation checker in pip boy at aid category to see what you have. Ant and wolf mutations can be removed at any time too (cacoon/fenris).
NotBobcat Posted February 18 Posted February 18 So (2) issues im having and need some help with. 1: (not an actual issue just need help) At the supermutant tribe how do you gain Resolve? 2: (an actual game issue) I have attempted the coyote/fenris chapters in several save games. I talk to Nicky the NPC, I am forced into the sex, but the coyote never spawns to intervene. I have tried fresh saves as sometimes my sexout breaks bc I accidentally hit a hotkey and forgot to turn something off. After the sex animation ends everyone stands around. I have used the free camera to see if I can spot the coyote. there was just the normal wild coyotes on the hill. I then went to the actual coyote cave and there was no approaching coyotes or anything outside the normal prompts. after leaving and fast traveling to Primm and walking back to the starlight drive in the Bandit NPC's where still there not doing anything. the Giant Gecko never spawned for the next step of the quest either. I am at a loss on what is not activating on the scripts end. I also used a condom prior to the raider sex knowing that Nicky wont talk to you but she still just bugs out and talks about the player being pregnant. even when tests register as not pregnant. I have used the medical scanner and even with 0.00000 sperm Nicky is stuck in the dialogue loop (after the forced sex had happened, I was just trying to see if it could be triggered a second time and get the script working). Any help would be appreciated. So far the Coyote/Fenris and the Ant Cave episodes are the only storylines that dont work for me.
TyphoeusSilver Posted February 19 Posted February 19 i was wondering if you ever planned on releasing any content for TTW from the FB section or some compat for them
dborg2 Posted February 20 Author Posted February 20 On 2/19/2026 at 1:22 AM, TyphoeusSilver said: i was wondering if you ever planned on releasing any content for TTW from the FB section or some compat for them Development has nearly stopped. If we are going to work with it, it will be in base fnv game
Canno420 Posted March 10 Posted March 10 hi im having an issue with sara when were done with the gecko and have to go to my home she walks a bit then stops and just stays there
Canno420 Posted March 10 Posted March 10 47 minutes ago, Canno420 said: hi im having an issue with sara when were done with the gecko and have to go to my home she walks a bit then stops and just stays there nvm i got it working by teleporting her
distermaster Posted April 5 Posted April 5 Hi, i've recently installed breeder after buying fallout new Vegas, i haven't played since 2021 when i had a pretty bad pc and my game was pirated, so my question is, how can in impregnate females as the bloatfly Queen, also does being the Queen make the character permanently pregnant? (sorry for my bad english)
Aphroditelov Posted April 20 Posted April 20 On 4/19/2018 at 11:07 AM, trees said: Alright, so I did some testing and there does seem to be a stuck sexout token. Except there's a problem - the capture scene adds these stuck tokens EVERY time, and removing them with the player.removeitem command and reloading my save does nothing to fix the issue. I then tried starting a sex scene with Lucy (easiest available test) and any time I tried to start a sex anim, that last line in the console came up: the "SexoutActRunFull: Aborting, actor is invalid code: 1" line. Any ideas on how to proceed form here? I'm also having a similar problem expect it's for the coyote one, the gang initiates it goes through the first two rounds, and than the second he gives me the dialog and than he does do anything, and whenever I look into the console it says SexoutActRunFull: Aborting, actor is invalid, code 1 I've done everything but it keeps failing LoadOrder_FalloutNV_2026-04-20T03-58-09.txt
Machiavelique Posted April 20 Posted April 20 The message displayed in console is wrong, code 1 means actor is valid. So act as been denied for an other reason. Need SexoutNG debug message to figure out what's going wrong. Can you post your SexoutNG_Log.txt using SexoutNG Debug Logger ?
chrisnish2797 Posted July 11 Posted July 11 i cannot get the mutations to appear on sam, does anybody have an idea what might cause this
Dyku Posted July 13 Posted July 13 So I got done with the deathclaw quest pt1 but It won't let me continue to part two and I had no dialogue options from any of them Is there a fix for this. (Also been a long time since I played around with new Vegas mods and I have a bad experience with Bethesda mods)
stevewinkle Posted August 1 Posted August 1 i cant find any of the locations to start the quest plese i need a picture of the locations
nukulardan2 Posted Thursday at 09:51 PM Posted Thursday at 09:51 PM On 2/18/2026 at 5:13 PM, NotBobcat said: I have attempted the coyote/fenris chapters in several save games. I talk to Nicky the NPC, I am forced into the sex, but the coyote never spawns to intervene. I have tried fresh saves as sometimes my sexout breaks bc I accidentally hit a hotkey and forgot to turn something off. After the sex animation ends everyone stands around. I'm having this same issue with the Coyote episode. Sex with the first npc (Bro) goes as normal, then Vince runs up and says "We're just getting started" and then, he runs back to his starting position and everyone just stands around doing nothing. At this point, I have 'A7CallBackToken' in my inventory, but getting rid of it or triggering the sexoutcleanup from MCM doesn't do anything. In the console I see the error message [00000000] SexoutActRunFull: Aborting, actor is invalid, code: -12 Debug file attached SexoutBreeder-BDEE-Debug-Dump--2026-8-20--15-55-42.txt
Machiavelique Posted Friday at 06:32 PM Posted Friday at 06:32 PM It seems a problem from SexoutNG, not breeder even if I have no clues in your log. It's possible that this issue is normal and that Breeder is trying to call a new act too soon. Can you enable the SexoutNG logs and restart the Coyote episode from the animations that are working fine until you get: [00000000] SexoutActRunFull: Aborting, actor is invalid, code: -12 Then I should be able to tell you exactly what's going on. 1
nukulardan2 Posted Friday at 08:07 PM Posted Friday at 08:07 PM Appreciate your help Here is the SexoutNG log SexoutNG_Log.txt
Machiavelique Posted Saturday at 07:51 AM Posted Saturday at 07:51 AM (edited) My intuition was right: the calling mod didn’t wait for the act to finish and requested a new animation. Both actors (Nova and Bro) are still ‘SexoutInUse’ and are therefore not available for a new act. Note that this act would also have been rejected by version 2.10.97. So it's not a problem relative to 2.11.6 (Version 2.11.6 is more flexible and can even release actors earlier than version 2.10.97) Here, the mod should check that the request has been rejected and should try again later. I haven’t analysed Breeder, but just based on your logs, I get the impression that it’s calling a new act on the ‘Sexout-end’ event of the previous act, when it should instead call it on a ‘Sexout-ended’ event. [15:04:19.0287] [2A0D0E47] [ A ] : Bro (2E039EA6) [15:04:19.0287] [2A0D0E47] [ B ] : Nova (00000014) [15:04:19.0288] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 10 -> 11 (tElapsed 0.02) [15:04:19.0305] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 11 -> 12 (tElapsed 0.01) [15:04:19.0511] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 12 -> 13 (tElapsed 0.21) [15:04:19.0522] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 13 -> 14 (tElapsed 0.01) [15:04:19.0530] [2A0A4B47] SNGUndress (1): Found Black Combat Armor (0010D8DC) on Nova (00000014) [15:04:19.0530] [2A0A4B47] SNGUndress (1): Added Black Combat Armor (0010D8DC) on Nova (00000014) [15:04:19.0530] [2A0A4B47] SNGUndress (1): Found Ratslayer (000E5B17) on Nova (00000014) [15:04:19.0530] [2A0A4B47] SNGUndress (1): Added Ratslayer (000E5B17) on Nova (00000014) [15:04:19.0531] [2A0A4B47] SNGUndress (1): Found Ranger Brown Hat (0011F87E) on Nova (00000014) [15:04:19.0531] [2A0A4B47] SNGUndress (1): Added Ranger Brown Hat (0011F87E) on Nova (00000014) [15:04:19.0531] [2A0A4B47] SNGUndress (1): Found Ranger Brown Hat (0011F87E) on Nova (00000014) [15:04:19.0531] [2A0A4B47] SNGUndress (1): Added Ranger Brown Hat (0011F87E) on Nova (00000014) [15:04:19.0531] [2A0A4B47] SNGUndress (1): Found Authority Glasses (0011F881) on Nova (00000014) [15:04:19.0531] [2A0A4B47] SNGUndress (1): Added Authority Glasses (0011F881) on Nova (00000014) [15:04:19.0532] [2A0A4B47] SNGUndress (1): Nova (00000014) undress stage transition from 0 -> 10 [15:04:19.0532] [2A0A4B47] SNGUndress (1): Removing 'Black Combat Armor' from Nova (00000014) [15:04:19.0532] [2A0A4B47] SNGUndress (1): Removing 'Ratslayer' from Nova (00000014) [15:04:19.0532] [2A0A4B47] SNGUndress (1): Removing 'Ranger Brown Hat' from Nova (00000014) [15:04:19.0532] [2A0A4B47] SNGUndress (1): Removing 'Ranger Brown Hat' from Nova (00000014) [15:04:19.0532] [2A0A4B47] SNGUndress (1): Removing 'Authority Glasses' from Nova (00000014) [15:04:19.0535] [2A0A4B47] SNGUndress (1): Found Merc Grunt Outfit (000A3045) on Bro (2E039EA6) [15:04:19.0535] [2A0A4B47] SNGUndress (1): Added Merc Grunt Outfit (000A3045) on Bro (2E039EA6) [15:04:19.0535] [2A0A4B47] SNGUndress (1): Found Hunting Rifle (00004333) on Bro (2E039EA6) [15:04:19.0535] [2A0A4B47] SNGUndress (1): Added Hunting Rifle (00004333) on Bro (2E039EA6) [15:04:19.0535] [2A0A4B47] SNGUndress (1): Bro (2E039EA6) undress stage transition from 0 -> 10 [15:04:19.0536] [2A0A4B47] SNGUndress (1): Removing 'Merc Grunt Outfit' from Bro (2E039EA6) [15:04:19.0536] [2A0A4B47] SNGUndress (1): Removing 'Hunting Rifle' from Bro (2E039EA6) [15:04:19.0541] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 14 -> 15 (tElapsed 0.02) [15:04:19.0730] [2A0A4B47] SNGUndress (1): Nova (00000014) undress stage transition from 10 -> 20 [15:04:19.0730] [2A0A4B47] SNGUndress (1): Nova - Bodytype 1 [15:04:19.0731] [2A0A4B47] SNGUndress (1): Not SexoutSLOutfitNaked [15:04:19.0731] [2A0A4B47] SNGUndress (1): Nova - Body Nude Body (P0B3) [15:04:19.0732] [2A0A4B47] SNGUndress (1): Bro (2E039EA6) undress stage transition from 10 -> 20 [15:04:20.0034] [2A0A4B47] SNGUndress (1): Nova (00000014) undress stage transition from 20 -> 100 [15:04:20.0036] [2A0A4B47] SNGUndress (1): Bro (2E039EA6) undress stage transition from 20 -> 100 [15:04:20.0046] [2A0A4B47] SNGUndress (1): Nova (00000014) undress stage transition from 100 -> 110 [15:04:20.0047] [2A0A4B47] SNGUndress (1): Bro (2E039EA6) undress stage transition from 100 -> 110 [15:04:20.0056] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 15 -> 16 (tElapsed 0.52) [15:04:20.0067] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 16 -> 17 (tElapsed 0.01) [15:04:21.0061] [2A0D16E2] soAPs: Done Init for Nova [15:04:21.0062] [2A0D16E2] soAPS - Plugin: Sexout.esm, anim: 716 [15:04:21.0062] [2A0D16E2] soAPS: ActorB is: Nova. mX: 0, mY: 0, mZ: 0, angleZ: 0 [15:04:21.0062] [2A0D16E2] Sexout: Nova(00000014) PlayIdle 716 B - Sexout.esm [15:04:21.0072] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 17 -> 18 (tElapsed 1.02) [15:04:21.0330] [2A0D16E2] soAPs: Done Init for Bro [15:04:21.0330] [2A0D16E2] soAPS - Plugin: Sexout.esm, anim: 716 [15:04:21.0330] [2A0D16E2] soAPS: ActorA is: Bro. mX: 0, mY: -16, mZ: 2, angleZ: 180 [15:04:21.0331] [2A0D16E2] Sexout: Bro(2E039EA6) PlayIdle 716 A - Sexout.esm [15:04:21.0339] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 18 -> 19 (tElapsed 0.27) [15:04:21.0350] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 19 -> 100 (tElapsed 0.01) [15:04:21.0606] [2A0D16E2] Sexout: Nova(00000014) PlayIdle 716 B - Sexout.esm [15:04:21.0608] [2A0D16E2] Sexout: Bro(2E039EA6) PlayIdle 716 A - Sexout.esm [15:04:21.0617] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 100 -> 101 (tElapsed 0.27) [15:04:21.0618] [2A0D16E2] Sexout: Nova(00000014) PlayIdle 716 B - Sexout.esm [15:04:21.0620] [2A0D16E2] Sexout: Bro(2E039EA6) PlayIdle 716 A - Sexout.esm [15:04:34.0404] [2A0E327B] SexoutNGAMR[1]: Finish now triggered on Nova (00000014). [15:04:34.0415] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 101 -> 200 (tElapsed 12.96) [15:04:34.0415] [2A0E327B] SexoutNGAMR[1]: Finish now triggered for this anim. [15:04:34.0424] [2A0E327B] Sexout: Begin legacy hooks event: [15:04:34.0424] [2A0E327B] ** Dumping Array #2067 ** Refs: 1 Owner 2A: Sexout.esm [15:04:34.0424] [2A0E327B] [ ActorA ] : Bro (2E039EA6) [15:04:34.0424] [2A0E327B] [ ActorB ] : Nova (00000014) [15:04:34.0424] [2A0E327B] [ ActorC ] : <?NAME?> (00000000) [15:04:34.0425] [2A0E327B] [ Anim ] : 716.000000 [15:04:34.0425] [2A0E327B] [ CallingMod ] : [15:04:34.0425] [2A0E327B] [ CallingScript ] : <?NAME?> (00000000) [15:04:34.0425] [2A0E327B] [ Duration ] : 15.000000 [15:04:34.0425] [2A0E327B] [ eventName ] : Sexout-End [15:04:34.0425] [2A0E327B] [ eventSender ] : Sexout.esm [15:04:34.0425] [2A0E327B] [ IsAnal ] : 0.000000 [15:04:34.0425] [2A0E327B] [ IsMasturbation ] : 0.000000 [15:04:34.0426] [2A0E327B] [ IsNonGenital ] : 0.000000 [15:04:34.0426] [2A0E327B] [ IsOral ] : 0.000000 [15:04:34.0426] [2A0E327B] [ IsVaginal ] : 1.000000 [15:04:34.0426] [2A0E327B] [ nActID ] : 1.000000 [15:04:34.0426] [2A0E327B] [ Plugin ] : Sexout.esm [15:04:34.0426] [2A0E327B] [ Raper ] : Bro (2E039EA6) [15:04:34.0426] [2A0E327B] Sexout Legacy hooks: Casting spunk spell end hook (38005E16) on Nova (00000014) [15:04:34.0427] [2A0E327B] Sexout Legacy hooks: Casting Sex End Event (2C036F6F) on Nova (00000014) [15:04:34.0437] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 200 -> 201 (tElapsed 0.02) [15:04:34.0504] [2A0D0E47] Pos: Clean up [15:04:34.0622] [2A07499E] SexoutNGPCQ: PCFe1: 0 0 0 0 0 0 0 [15:04:34.0622] [2A07499E] SexoutNGPCQ: PCFe2: 0 0 0 0 0 0 0 [15:04:34.0623] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 201 -> 300 (tElapsed 0.19) [15:04:34.0937] [2A0E327B] SexoutNGAMR[1]: Rescaling ActorA to 1.00 [15:04:34.0938] [2A0E327B] SexoutNGAMR[1]: Rescaling ActorB to 1.00 [15:04:34.0941] [2A041306] NGK Knockdown Nova 552 [15:04:34.0942] [2A041306] NGK Knockdown Bro 194 [15:04:34.0948] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 300 -> 301 (tElapsed 0.33) [15:04:35.0059] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 301 -> 302 (tElapsed 0.11) [15:04:37.0523] [2A0A4B47] SNGUndress (1): Nova (00000014) undress stage transition from 110 -> 200 [15:04:37.0537] [2A0A4B47] SNGUndress (1): Nova (00000014) undress stage transition from 200 -> 1000 [15:04:37.0537] [2A0A4B47] SNGUndress (1): Nova (00000014) undress stage transition from 1000 -> 2000 [15:04:41.0471] [00000000] SexoutActRunFull (v2025-09-29) Called by: 00000000 [15:04:41.0471] [00000000] ** Dumping Array #84 ** Refs: 1 Owner 00: FalloutNV.esm [15:04:41.0471] [00000000] [ ActorA ] : Vince (2E039EA8) [15:04:41.0471] [00000000] [ ActorB ] : Nova (00000014) [15:04:41.0471] [00000000] [ CBItemB ] : A7CallBackToken (2E039EBC) [15:04:41.0471] [00000000] [ raper ] : Vince (2E039EA8) [15:04:41.0472] [00000000] SexoutActRunFull: Aborting, actorB (Nova) is in use [15:04:41.0472] [00000000] SexoutActRunFull: Aborting, actor is invalid, code: -12 [15:04:42.0011] [2A0E327B] fnSAU: 00000014 (Nova) initial lock flag state: 1 [15:04:42.0012] [2A0E327B] fnSAU: 00000014 (Nova) final lock flag state: 0 returning: 0 [15:04:42.0158] [2A0A4B47] SNGUndress (1): Bro (2E039EA6) undress stage transition from 110 -> 200 [15:04:42.0160] [2A0A4B47] SNGUndress (1): Equipping 'Merc Grunt Outfit' on Bro (2E039EA6) [15:04:42.0160] [2A0A4B47] SNGUndress (1): Equipping 'Hunting Rifle' on Bro (2E039EA6) [15:04:42.0173] [2A0A4B47] SNGUndress (1): Bro (2E039EA6) undress stage transition from 200 -> 1000 [15:04:42.0173] [2A0A4B47] SNGUndress (1): Bro (2E039EA6) undress stage transition from 1000 -> 2000 [15:04:42.0190] [2A0E327B] fnSAU: 2E039EA6 (Bro) initial lock flag state: 1 [15:04:42.0190] [2A0E327B] fnSAU: 2E039EA6 (Bro) final lock flag state: 0 returning: 0 [15:04:42.0211] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 302 -> 303 (tElapsed 4.58) [15:04:42.0212] [2A0E327B] fnSoNXClr Sexout:Start: Bro (2E039EA6) [15:04:42.0212] [2A0E327B] fnSoNXClr Sexout:Conditions: Bro (2E039EA6) [15:04:42.0212] [2A0E327B] fnSoNXClr Sexout:Started:: Bro (2E039EA6) [15:04:42.0212] [2A0E327B] fnSoNXClr Sexout:TFlags: Bro (2E039EA6) [15:04:42.0212] [2A0E327B] fnSoNXClr Sexout:Flags: Bro (2E039EA6) [15:04:42.0213] [2A0E327B] fnSoNXClr Sexout:LockTime Bro (2E039EA6) [15:04:42.0213] [2A0E327B] fnSoNXClr Sexout:Start: Nova (00000014) [15:04:42.0213] [2A0E327B] fnSoNXClr Sexout:Conditions: Nova (00000014) [15:04:42.0213] [2A0E327B] fnSoNXClr Sexout:Started:: Nova (00000014) [15:04:42.0213] [2A0E327B] fnSoNXClr Sexout:TFlags: Nova (00000014) [15:04:42.0213] [2A0E327B] fnSoNXClr Sexout:Flags: Nova (00000014) [15:04:42.0213] [2A0E327B] fnSoNXClr Sexout:LockTime Nova (00000014) [15:04:42.0223] [2A0E327B] SexoutNGAMR[1]: SEU: Stage 303 -> 304 (tElapsed 0.01) The points highlighted in yellow show: - The end of the animation - The dispatch of the ‘Sexout-end’ event - The application of the rape knowdown The points highlighted in red show: - The call for the new animation by Breeder - The animation request was rejected by Sexout (reason: ‘actor is invalid’, code -12) The points highlighted in green show: - The release of actors by Sexout (they are therefore no longer ‘SexoutInUse’ after this step) As you can see, it’s a matter of a hair’s breadth. If Breeder’s request for the new act had been made just a little bit later, or if it checked that Sexout had refused the act and tried again later, it would have gone through. I’ll try to speak to Dborg2 about fixing Breeder. In the meantime, in Sexout’s MCM ‘KO and camera’ menu, try disabling ‘Enable Rapist KO’ and ‘Enable Victim KO’. It should help actors to be released from 'SexoutInUse' earlier. Edited Saturday at 07:55 AM by Machiavelique 1
nukulardan2 Posted Saturday at 04:25 PM Posted Saturday at 04:25 PM I already had the Rapist and Victim KO settings unchecked because it was recommended for another mod (soliciting I think?) So I tried unchecking the 'Enable Knockdown(WIP)' and that *did* allow the next animation to fire, but then the animation after that runs into the same problem as before. I guess I'll just wait and hope for a fix. Thanks for helping me with this
dborg2 Posted Saturday at 04:55 PM Author Posted Saturday at 04:55 PM thank you for reporting this. I'm not really a good programmer, but we'll look into this ASAP. 1
Neutron_rus Posted Saturday at 05:13 PM Posted Saturday at 05:13 PM (edited) @Machiavelique not sure where it can be broken on breeder side, code itself barely changed much since forever. can add small delay if that's the problem, though package evaluation should have gave enough time to do so packages are regular forced dialogs, already included in npcs. only player related acts matters to continue quest script. round 1 end dialog script, dialog starts when player gets close enough to npcs. A7CFQ.iQuestState remains 0. call fnSexoutActRunFull (Ar_Map "ActorA"::A7BroRef, "ActorB"::playerREF, "raper"::A7BroRef, "CBItemB"::A7CallBackToken) round 2 end dialog script, dialog triggers after evp, A7CFQ.iQuestState is 1 call fnSexoutActRunFull (Ar_Map "ActorA"::A7VinceRef, "ActorB"::playerREF, "raper"::A7VinceRef, "CBItemB"::A7CallBackToken) round 3 end dialog script, A7CFQ.iQuestState is 2 call fnSexoutActRunFull (Ar_Map "ActorA"::A7BroRef, "ActorB"::playerREF, "raper"::A7BroRef, "CBItemB"::A7CallBackToken) token scn A7CallBackTokenSCRIPT int init1 float ftemp Begin GameMode if init1 == 0 init1 = 1 fTemp = GetAv Fatigue if A7CFQ.iQuestState == 2 A7CFQ.iQuestState = 3 A7BroRef.evp showmessage A7PreBlackOutMessage player.additem A7BlackOutToken 1 1 imod FadeToBlackAndBackISFX ;player.pushactoraway player 10 ;player.setunconscious 1 ;DisablePlayerControls endif if A7CFQ.iQuestState == 1 A7CFQ.iQuestState = 2 A7BroRef.evp endif if A7CFQ.iQuestState == 0 A7CFQ.iQuestState = 1 A7VinceRef.evp endif endif if init1 == 1 removeme init1 = 2 endif End Edited Saturday at 05:31 PM by Neutron_rus 1
Neutron_rus Posted Saturday at 05:40 PM Posted Saturday at 05:40 PM 1 hour ago, nukulardan2 said: I already had the Rapist and Victim KO settings unchecked because it was recommended for another mod (soliciting I think?) So I tried unchecking the 'Enable Knockdown(WIP)' and that *did* allow the next animation to fire, but then the animation after that runs into the same problem as before. I guess I'll just wait and hope for a fix. Thanks for helping me with this try turning on knockdown instead of disabling, set to like 3 seconds regular, 7s after rape 1
nukulardan2 Posted Saturday at 10:28 PM Posted Saturday at 10:28 PM 3 hours ago, Neutron_rus said: try turning on knockdown instead of disabling, set to like 3 seconds regular, 7s after rape I don't see a setting for knockdown duration anywhere, regular or rape. (using SexoutNG 2.11.6b4) I did try permutations of knockdown, rapist KO and victim KO on/off and with different KO durations but the only thing that seems to work to get to round 2 is to have knockdown off and it doesn't matter if either or both KOs are on or off or what durations they have. Don't ask me why I tried this, but after round 2 finished and everyone was just standing around, I left the area and came back and that triggered round 3 and I was able to finish the whole sequence, So at least I have a method to get through to the rest of the episode, though it's not ideal. For completeness, I tried just standing there for a few minutes to see if the trigger was just massively delayed, but that didn't work, only leaving the area and coming back. Also tried reenabling knockdown to see if leaving the area and coming back could start round 2 after getting stuck after round 1, but that didn't work either.
Machiavelique Posted Sunday at 01:09 PM Posted Sunday at 01:09 PM (edited) 20 hours ago, Neutron_rus said: not sure where it can be broken on breeder side, code itself barely changed much since forever. can add small delay if that's the problem, though package evaluation should have gave enough time to do so packages are regular forced dialogs, already included in npcs. only player related acts matters to continue quest script. I could reduce the processing times in NG and reorder certain operations, but I don’t think that’s the solution, as the handling of sexout calls in Breeder would remain somewhat fragile and could once again compromise possible future developments of NG. Here the 2.10.97 CB stuff management (SexoutNGCleanupEffectSCRIPT = script effect casted on each actor): Spoiler if (1000 == iStage) ; waiting on dispel elseif (200 == iStage) ; mark cleanup set iStage to 1000 SetRestrained wasRestrained NX_SetEVFl "Sexout:Core:Cleanup" 2 elseif (40 == iStage) set iStage to 200 ; actor only has to run this stage if callbacks exist for them if (self != cbActor) Return endif if (self != playerREF) if (CBPack) AddScriptPackage CBPack endif endif if (CBItem) AddItem CBItem, 1, 1 endif if (CBSpell) CIOS CBSpell endif if (CBDispel) Dispel CBDispel endif elseif (31 == iStage) ; Do stuff not common to X ; Wait for redress to be complete if IsSpellTarget SexoutNGUndress let fDelay := 0.1 else let iStage := 40 endif elseif (30 == iStage) ; Do stuff not common to X set iStage to 31 if GetIsCurrentPackage SexoutDoNothing RemoveScriptPackage endif ; reset sporeplants if eval (call fnSexoutGetSkeleton self) == "nvsporeplant" self.SetAlert 1 self.SetAlert 0 endif if IsSpellTarget SexoutNGUndress if (0 == bDontRedress) call fnSexoutSetFlag self "Undress" 1 0 1 else call fnSexoutSetFlag self "Undress" 2 0 1 endif let fDelay := 0.1 endif if (CBMoveTo > 0) set fDelay to 0.1 MoveTo CBMoveTo endif elseif (20 == iStage) ; Actor a/b/c waiting period ; wait for cumspell expire and consciousness if ((0 == GetUnconscious) && (0 == GetKnockedState) && (0 == IsSpellTarget SexoutNGCum)) set iStage to 30 set fDelay to 0.2 else set fDelay to 0.2 endif Then in 2.10.97 SexoutNGEffectBaseScriptF Spoiler ; * Main if 3001 == nSetupStage ; Set player controls back to previous state set nSetupStage to 3002 if bPlayer set SexoutNGPlayerControlQ.bPlayerControls to 2 endif foreach Entry <- Actors let actor := *Entry call fnSexoutNXClr actor, "Sexout:TFlags" call fnSexoutActorUnlock actor call fnSexoutNXClr actor, "Sexout:Core:Cleanup" let fScale := actor.NX_GetEVFl "Sexout:Started::fScale" if fScale > 0 PrintD "Rescaling "+$(Entry["key"])+" to "+$fScale actor.SetScale fScale endif loop if actorX call fnSexoutNXClr actorX, "Sexout:TFlags" call fnSexoutActorUnlock actorX call fnSexoutNXClr actorX, "Sexout:Core:Cleanup" endif if Abort == 0 DispatchEvent "Sexout-Ended", (Ar_Map "actorA"::actorA, "actorB"::actorB, "actorC"::actorC) endif let Dispeled := 1 let Actors := Entry := Ar_Null Dispel SexoutNGStartSex return elseif 1000 == nSetupStage ; Wait for cleanup set nSetupStage to 3001 foreach Entry <- Actors let actor := *Entry let cleanup := actor.NX_GetEVFl "Sexout:Core:Cleanup" if 1 == cleanup set nSetupStage to 1000 set fLoopDelay to 0.1 break elseif 2 == cleanup actor.NX_SetEVFl "Sexout:Core:Cleanup", 3 actor.Dispel SexoutNGCleanup endif loop if actorX && nSetupStage != 1000 let cleanup := actorX.NX_GetEVFl "Sexout:Core:Cleanup" if 1 == cleanup set nSetupStage to 1000 set fLoopDelay to 0.1 return elseif 2 == cleanup actorX.NX_SetEVFl "Sexout:Core:Cleanup", 3 actorX.Dispel SexoutNGCleanup endif endif elseif 301 == nSetupStage set nSetupStage to 1000 call fnSexoutNXClr self, "Sexout:Start::" foreach Entry <- Actors let actor := *Entry actor.NX_SetEVFl "Sexout:Core:Cleanup", 1 actor.CIOS SexoutNGCleanup loop if actorX actorX.NX_SetEVFl "Sexout:Core:Cleanup", 1 actorX.CIOS SexoutNGCleanup endif SNG 2.11.6 (SexoutNGCleanupEffectSCRIPT and SexoutNGEffectBaseScriptF has been merged into fnSexoutNGRunAnim) Spoiler elseif iStage == 302 iStage = 303 foreach Entry <- Anim["Actors"] rActor = Entry["Value"] sKey = Entry["Key"] if eval Anim["Vars"]["Actors"][sKey]["fUnderStage"] != 302.7 iStage = 302 endif Anim["Vars"]["Actors"][sKey]["fUnderElapsed"] += fSecondPassed if eval Anim["Vars"]["Actors"][sKey]["fUnderLastStage"] != Anim["Vars"]["Actors"][sKey]["fUnderStage"] Anim["Vars"]["Actors"][sKey]["fUnderElapsed"] = 0 Anim["Vars"]["Actors"][sKey]["fUnderLastStage"] = Anim["Vars"]["Actors"][sKey]["fUnderStage"] Anim["Vars"]["fLifeTime"] = 5 endif if eval Anim["Vars"]["Actors"][sKey]["fUnderDelay"] > 0 Anim["Vars"]["Actors"][sKey]["fUnderDelay"] -= fSecondPassed iStage = 302 continue else Anim["Vars"]["Actors"][sKey]["fUnderDelay"] = 0 endif ;___________________________________________________________ if eval Anim["Vars"]["Actors"][sKey]["fUnderStage"] == 302.1 Anim["Vars"]["Actors"][sKey]["fUnderStage"] = 302.2 if rActor.GetKnockedState || rActor.IsSpellTargetAlt SexoutNGCum if eval fElapsed < Anim["Vars"]["fMaxKODelay"] + 5 Anim["Vars"]["Actors"][sKey]["fUnderStage"] = 302.1 Anim["Vars"]["fLifeTime"] = 5 endif endif ;_______________________________________________________________ elseif eval Anim["Vars"]["Actors"][sKey]["fUnderStage"] == 302.2 Anim["Vars"]["Actors"][sKey]["fUnderStage"] = 302.3 Anim["Vars"]["Actors"][sKey]["fUnderDelay"] = 0.1 if rActor.GetIsCurrentPackage SexoutDoNothing rActor.RemoveScriptPackage endif ; reset sporeplants if eval (Call fnSexoutGetSkeleton rActor) == "nvsporeplant" rActor.SetAlert 1 rActor.SetAlert 0 endif ;_______________________________________________________________ elseif eval Anim["Vars"]["Actors"][sKey]["fUnderStage"] == 302.3 Anim["Vars"]["Actors"][sKey]["fUnderStage"] = 302.4 Anim["Vars"]["Actors"][sKey]["fUnderDelay"] = 0.5 rCBDialogue = Anim["Params"][sKey]["rCBDialogue"] if IsFormValid rCBDialogue iSize = Ar_Size SexoutNGConvCBQuest.arTodoAdd SexoutNGConvCBQuest.arTodoAdd[iSize] = Ar_Construct "stringmap" SexoutNGConvCBQuest.arTodoAdd[iSize]["Actor"] = rActor.RefToString SexoutNGConvCBQuest.arTodoAdd[iSize]["Topic"] = RefToString rCBDialogue SexoutNGConvCBQuest.arTodoAdd[iSize]["Actid"] = nActId elseif rCBDialogue PrintC "SexoutNGAMR[%g] (Stage %g): CBD %n (%i) has not been added for Actor %n (%i) cause this CBDialog doesn't have a valid Form" nActId, iStage, rCBDialogue, rCBDialogue, rActor, rActor endif if eval Anim["Params"][sKey]["rCBItem"] rActor.AddItem (Anim["Params"][sKey]["rCBItem"]), 1, 1 endif if eval Anim["Params"][sKey]["rCBSpell"] rActor.CIOS (Anim["Params"][sKey]["rCBSpell"]) endif if eval Anim["Params"][sKey]["rCBDispel"] rActor.Dispel (Anim["Params"][sKey]["rCBDispel"]) endif if eval Anim["Params"][sKey]["rCBPack"] && rActor != PlayerREF rActor.AddScriptPackage (Anim["Params"][sKey]["rCBPack"]) endif if eval Anim["Params"][sKey]["rCBMoveTo"] rActor.MoveTo (Anim["Params"][sKey]["rCBMoveTo"]) endif iDontRedress = Anim["Params"][sKey]["iDontUndress"] + 1 ;<======== ADD FOR LEGACY SUPPORT rActor.NX_SetEVFl "Sexout:TFlags:Undress", iDontRedress ;<======== ADD FOR LEGACY SUPPORT ;_______________________________________________________________ elseif eval Anim["Vars"]["Actors"][sKey]["fUnderStage"] == 302.4 Anim["Vars"]["Actors"][sKey]["fUnderStage"] = 302.6 if rActor == PlayerREF Anim["Vars"]["Actors"][sKey]["fUnderStage"] = 302.5 Anim["Vars"]["Actors"][sKey]["fUnderDelay"] = 1.8 * Sexout.bEnableKOCons endif ;_______________________________________________________________ elseif eval Anim["Vars"]["Actors"][sKey]["fUnderStage"] == 302.5 Anim["Vars"]["Actors"][sKey]["fUnderStage"] = 302.6 i1stPerson = Anim["Params"]["1stPerson"] if IsPC1stPerson != i1stPerson Anim["Vars"]["Actors"][sKey]["fUnderStage"] = 302.5 Anim["Vars"]["Actors"][sKey]["fUnderDelay"] = 0.1 ToggleFirstPerson i1stPerson endif ;_______________________________________________________________ elseif eval Anim["Vars"]["Actors"][sKey]["fUnderStage"] == 302.6 Anim["Vars"]["Actors"][sKey]["fUnderStage"] = 302.7 Call fnSexoutActorUnlock rActor ;_______________________________________________________________ elseif eval Anim["Vars"]["Actors"][sKey]["fUnderStage"] == 302.7 ; Wait all actors reach fUnderStage 302.7 endif loop Yellow: Nx var used for communication between SexoutNGCleanupEffectSCRIPT and SexoutNGEffectBaseScriptF Orange: Wait for KO ends Green: Reset the 'SexoutActorInUse' flag Whether it is version 2.10.97 or 2.11.6, calling a sexout act on the assumption that the act is completed cause the CBitem/CBspell from the previous act has been added remains unreliable. Example, using Rapist KO duration: 5, victim KO duration: 1 with NG 2.10.97 and this Breeder episode: round 1 end dialog script, dialog starts when player gets close enough to npcs. A7CFQ.iQuestState remains 0. call fnSexoutActRunFull (Ar_Map "ActorA"::A7BroRef, "ActorB"::playerREF, "raper"::A7BroRef, "CBItemB"::A7CallBackToken) WILL SUCCESS round 2 end dialog script, dialog triggers after evp, A7CFQ.iQuestState is 1 call fnSexoutActRunFull (Ar_Map "ActorA"::A7VinceRef, "ActorB"::playerREF, "raper"::A7VinceRef, "CBItemB"::A7CallBackToken) WILL PROBABLY SUCCES - Once player KO duration has been ended (set to 1 second): - istage from Player SexoutNGCleanupEffectSCRIPT will go from 20 to 30 -> 31 -> 40 - At istage = 40, A7CallBackToken will be added on Player - Breeder wil set A7CFQ.iQuestState to 1, then will set evp on A7VinceRef (so that Vince will reevalute its A7VinceGreetingPackage) - But here Vince will remain KO during 4 s again, its iStage SexoutNGCleanupEffectSCRIPT is still to 20, so SexoutNGEffectBaseScriptF is still to nSetupStage 1000 (cause need all actors get "Sexout:Core:Cleanup" to 2 to go to nSetupStage 3001 and clearing 'SexoutInUseFlag'. I don't think FalloutNV prevent Greeting dialog when actor is KO, but it seems to me actors can't speak when restrained, and Vince is still restrained by Sexout until iStage 200 of SexoutNGCleanupEffectSCRIPT So it probalby works but this is thanks to a combination of circumstances. The mechanism itself is fragile and would not work under different circumstances. If, for example, this greeting were triggered by an actor other than Vince, it would not work. Player and Vince would remain in the ‘SexoutInUse’ state until both have completed their KOs. Sexout only ensures that an actor(s) is/are available(s) using call to: (bool) fnSexoutActorInuse ref (bool) fnSexoutAnyInUse array Although API 2.10.97 stated that the CB stuffs were carried out once the action was complete, it is clear that this is an inaccuracy and that Odessa actually meant ‘once the animation had finished’ (cause we can see NG’97 still performs numerous actions once the CB stuffs have been carried out, and the “SexoutInUse' flags are cleared much later, which clearly means that the act is not yet complete). Quote Callbacks: Post Act Hooks For each actor involved in an act, sexout allows for several per-act callbacks that you can provide, for a total of 16. These callbacks are: Name Contains What it does CBDialogA A reference to a dialog topic Starts the given conversation between the player. CBSpellA A spell Casts the given spell on actor A CBPackA A package Adds the script package to actor A CBItemA An Item Adds the given item to actor As inventory refMoveATo A reference Moves actorA to the specified ref All of these tasks are done when the act completes, and the trailing letter can be either A, B, C or X for the given actor. ActorX is a special case. This actor is not undressed or involved in the animation, but can be involved in these callbacks. An example use is to set A and B to two NPCs such as Boone and Cass, and X to a third NPC such as Veronica, and CBDialogX to one of Veronicas conversation topics. When the sex act between Boone and Cass completes, the conversation between Veronica and the player will be started. Use your imagination. NG' 97 fnSexoutActrunFull ActorInUse check: Spoiler foreach pos <- "ABCX" let actor_key := "actor"+pos if eval Ar_HasKey Params, $actor_key if eval "Form" != (TypeOf Params[actor_key]) let Params[actor_key] := GetSelf endif let actor := Params[actor_key] let Validity := call fnSexoutActorValid actor if Validity != 1 let Abort := 1 break endif if 0 == (GetInGrid actor, -1) PrintD "SexoutActRunFull: Aborting, "+$actor+" is not the the uGrid!" let Abort := 1 break endif if eval (call fnSexoutActorInUse actor) PrintD "SexoutActRunFull: Aborting, "+actor_key+" ("+$actor+") is in use" let Abort := 1 break endif if eval (Ar_Find actor, Actors) > -1 PrintD "SexoutActRunFull: Erasing duplicate actor "+actor_key+" ("+$actor+")" Ar_Erase Params, actor_key else Ar_Append Actors, actor if eval (PlayerREF == actor) ; if player involved, make them the spell target let rTarget := PlayerREF endif endif endif loop In conclusion: - Adding timings in Breeder would temporarily fix the problem but would not guarantee reliable operation in the future (NG may continue to evolve and add actions between the CB stuffs and the release of the actors). - Checking fnSexoutActorInuse / fnSexoutAnyInUse or checking the return value of fnSexoutActRunFull so that calling the act again until this function return '1' will permanently solve the problem. Edited Sunday at 01:19 PM by Machiavelique 1
Neutron_rus Posted Sunday at 02:02 PM Posted Sunday at 02:02 PM 43 minutes ago, Machiavelique said: - Checking fnSexoutActorInuse / fnSexoutAnyInUse or checking the return value of fnSexoutActRunFull so that calling the act again until this function return '1' will permanently solve the problem. tried timers and this before got to read this comment, fnSexoutActorInuse did work well, but now need to restructure like whole mod from calling the same dialog over and over again, as variable changes not as fast enough, and also most of breeder's sexout calls do rely on tokens that now may not work correctly 1
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