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Posts posted by prideslayer
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yeah I don't know what broke those four -- it's 801-804 that are the pipe, baton, bottle, wrench. They are vanilla game assets so you have them, something just went wrong with the prop records I think.
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If you installed any of the "official" downloads in Amra's thread, uninstall them -- Odessa's mod has all of Amra's animations in it, corrected so that they do not overwrite/conflict with sexouts.
If that doesn't fix your problem, we need to know which mod the problematic animations are in -- Sexout, or Odessa/Amra's. You can find this out when the animation is running by opening the console and entering these two commands:
player.NX_GetEVSt "Sexout:started::plugin"player.NX_GetEVFl "Sexout:started::anima"
The first will tell which plugin it's from, the second will tell the anim # (like checking inventory).0 -
Vachnic were these in the current release (this thread) or the beta? With or without amra's (or odessas, with the beta) plugin?
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Zip up your NVSE cosave and CSV files and send them to me. It's possible with that many NPCs that this size is 'normal'. I have not tested it with nearly so many.
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Maybe I am blind, but Odessas esp seems to be gone ( http://www.loverslab.com/topic/23986-sewoutng-amra72-animations-resources-for-modders/page-59#entry1127724 ) How do I add the animations now?
I don't know, maybe there was a bug in it and it's down for a bit, or maybe Odessa created a new standalone download elsewhere?
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V1.0.8 in OP
- Thighs, Calves, and Feet have been removed from the included skeleton and valid morph targets as a (hopefully temporary) foot IK fix. The morph files are still included, but unused.
- Small script change to try, once again, to clear the NVSE cosave leak. If this doesn't do it, an exhaustive seek and destroy will be required.
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I'm trying to open up FOMM and I get a popup telling me that the program needs to update its files. When I click OK, I get an error and a crashdump:
Monday, April 13, 2015 - 6:50:52 AM
Fomm 0.14.11.13
OS version: Microsoft Windows NT 6.2.9200.0
System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1.
at Fomm.BackgroundWorkerProgressDialog.System.IDisposable.Dispose()
at Fomm.InstallLogUpgraders.Upgrader.PerformUpgrade()
at Fomm.InstallLogUpgraders.InstallLogUpgrader.UpgradeInstallLog()
at Fomm.Program.Main(String[] args)
Looks like you tried to manage FONV with NMM before using FOMM, and NMM has changed the installog format again. Send me your installog.xml. It should be in "c:\games\falloutnv\install info\" unless you changed the nmm/fomm directory.
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The current beta overwrites both (upperbody.nif and meshes/.../sexoutbodysuits/outfitmerect.nif) with the same mesh. When testing is complete and the beta goes to release, this mesh will replace the existing bodysuit (outfitmerect.nif) only.
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The beta DOES affect it -- as it has a new breezes erect mesh, weighted by AJ. Since I want as much testing of that mesh as I can get, the beta is overwriting both the normal upperbody and the bodysuit.
So.. IOW, what you're seeing is normal with the beta. Once the mesh is fully tested and the beta becomes a release, things will go back to normal.
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If I remember correctly, bodysuits are an option in MCM. Once that option is checked, you never actually see the suits. They're auto-equipped when you get naked, like the penetrator is auto-equipped when females are the aggressors in rape mods.The ability user Body suits from player cloths is not their, what am I doing wrong?
There are two pieces to the bodysuit thing. The MCM option enables or disables sexout using the bodysuit during sex, not just whenever a male is naked. Here's a "truth table." The column indicates if "sexout bodies" is installed, the row indicates the MCM bodysuit setting. The cell describes what you see.
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pride how is the current random picker initialized ?? is it the same as what it was just adding the animation to sexout.esm ?? with idles added and script changed to make the picker chose the idle animation ??
I've tried to document it all in the sexout wiki, but basically the random picker just picks from all the animations registered with sexout that match the filters set by the caller. So if there are 500 animations, and 40 are tagged 'doggy', and the caller specifies 'doggy' as a filter, the randomizer will pick just from those 50.
The script changes and all that.. I can't answer that. EVERYTHING to do with the random picker changed, but that is "not your concern." You just need to use the new UDFs to add animations to sexout, and it handles the rest.
Look at the plugin Odessa created for Amra for examples, or at the internal (do NOT use or call these UDFs!!) in sexout like "fnSexoutAddInternalAnimsB".
btw how do i test creatures and robots to make use of the current sexout system ?? human npc are ok but creatures are unclear how to set them up in sexout to make it work.
You set them up exactly like humans, I'm not sure what you mean. There are only two differences.
1. In the IDLE configuration in the GECK, the "A" actor (the creature) idle is not created in your normal group at the top -- it is created under the creature.
2. When setting up the actor list to register the animation with sexout, instead of "male/female/both" for the creature slot, you use the creature's skeleton name. So dogs are 'dog', ghouls are 'ghoul', supermutants are 'smspinebreaker', and so on. Robots have their own skeleton names like "mistergutsy" or "nvsecuritron"
Sry,
if this is an inappropriate place to post about a new fonv nvse plugin, but I though that most modders who are active would probably be reading this post reguarly . Anyway , one of my favorite modders JIP , has released a nvse plugin containing 140 or so functions that he created and used in his mods as a nvse plugin.
keep up the awesome work prideslayer:)
ps opps http://www.nexusmods.com/newvegas/mods/58277/? for the plugin
documentation for Jip's plugin http://geck.bethsoft.com/index.php?title=Category:Functions_(JIP)
Thanks. I'm aware of the plugin, so far it doesn't have anything I need in sexout though, and sexout already depends on two plugins (NX and MCM) so I'd rather not add a 3rd. If it has something I can really use, I'll consider it, or I may just add it or something similar to NX.
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It was fine, I think I just got confused about the enhanced camera and that stuff. I've never tried to play with a gamepad so I didn't know until I started googling that it was probably wiping out all the config settings. I have no idea why the engine won't let you use both a gamepad and a keyboard "normally".
In any case, it's not something I can solve within sexout right now. I've asked jaam if he can dig into NVSE and see if we can get a new function. If he can't or just doesn't have time (who among us does, anyway) then I will have to try to find it myself and add it into NX -- but don't hold your breath on that.
The original advice is still the "best" advice -- just play in 3rd person. Especially if you're using a controller.
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That's a bummer. There's currently no way to toggle 1st/3rd person other than tapcontrol, which doesn't work with gamepad buttons it seems. Maybe jaam can find a solution for an upcoming NVSE version.
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Well sexout doesn't press/tap any particular key -- it uses "TapControl 13" -- 13 being the 1st/3rd person toggle key. This way it's not limited to US-en keyboard layouts / languages. Going into the game settings with the controller plugged in should let you pick a key to use, which should get sexout working again. Doesn't matter to sexout what key it is, but there needs to be one assigned.
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If you're using the latest release or the beta, invalid locks are automatically cleared when a new act tries to start -- but it will wait up to 5 seconds because there's one situation where it can't tell if the lock is valid or not. In that situation, if the lock is valid, it SHOULD clear in a second or two on its own. If it doesn't, then sexout knows it's not valid, and will clear it.
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If you switch to using a controller. An xbox controller for example and making no changes to Sexout's MCM setting, a player will not be switched to 3rd person at the start of a sex act. Thus making them invisible, and often resulting in weird camera jigging about onscreen. (fixed by opening our pipboy and closing it again)
Oh, is that it? That sounds like when you have the controller plugged in, the key for switching to 3rd person becomes unmapped. Can you check this? If so, mapping any key back to the 3rd person toggle should fix the issue.
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Sexout has no perks. I believe SCR and/or Pregnancy add some, and maybe some others, but IIRC most of them aren't fully implemented / don't do anything.
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I may not have explained clearly enough. Invisibility is not "caused" by the switch to TFC, it's caused by the switch to 3rd person. The player is always invisible when you switch to 3rd person, at least for a moment. Normally the game moves the camera back itself and the player becomes visible again. If you're lagging severely or if you keep opening/closing the console (which freezes the 3D scene) you can watch this happen without sexout involved at all.
The TFC "issue" is that when TFC is toggled on, whatever visibility the player has at that moment, they are stuck with until it's turned back off. Sexout can't tell if the player is fully invisible, partially invisible, or fully visible. The telephoto option is there to just give it more time to "zoom out" which is what causes the switch from invisibility to visibility.
The tl;dr of all this is simply this: If you PLAY in 3rd person, and ensure your player is always visible on screen, then you will never be invisible when sexout is activated. Because of all these camera problems with the engine, playing in 3rd person is recommended. I don't really like it either, but you get used to it. I suggest the "3rd person centered camera" mod to help adjust, raised or unraised is up to you.
The TFC option in MCM might not be working properly, I haven't looked at it in a while but something is tickling my brain there. I will check.
I have no plan right now to complete that 3rd person toggle MCM option. If you don't want to go into 3rd person, you may as well not be using sexout, frankly. Most of the animations don't work in first person, or do but look terrible.
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When the camera switches from first to third person, the body starts out invisible as the camera rolls backwards from the player. If the camera is switched to UFO/TFC camera while the player is invisible, the player will stay that way until the act is over. There's a delay to give the 3rd person camera time to roll backwards but you may need a longer one.
This is what the 'telephoto' setting in sexout is for. It will hold down the 'back up' key for a bit after switching to 3rd person. Note that this doesn't work if the characters back is too a wall or something and the camera can't back up, just like it doesn't work when playing. You need to change the camera angle (move the controls) to ensure it can bring the player into view.
There is nothing else Sexout can do about it.
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If you're going to send offsets for me to include in sexout, make sure you follow a few "rules": Use the default sexout bodies and astymma's skeleton, and disable foot IK in the console first. Do the testing on nice flat ground (indoors on a floor is best). A few times people have "helped" by sending me offset fixes that were way off and it turned out they were using roberts or T3, or they had foot IK on and were testing on uneven ground.
Odessa, the angle comes into play when translating an offset from the 1D way they're represented in the listings (like +5 horizontal) into the 2D plane of the gameworld. Pythagoras can help you out here.
A^2 + B^2 = C^2.
x1,y1 == actor1
x2,y2 == actor2
A = abs(x1-x2)
B = abs(y1-y2)
C == what you called 'G'

This is the "horizontal offset", it's not a separate value for X,Y because it's just a position on a 1D line.
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Hmm; 3 ways are numbered in the 5000's aren't they?; 5301 etc. Ive been seeing what should be 3 ways with animation numbers in the 700's. One actor is just standing there, and the other two are doing 2 way's.
All the 3ways are in the 5000s and always have been. Sounds like the new random picker might still be doing something wrong.
@Panthercom: I think the misaligned 3-somes that didn't used to be in random picker now are, but they are in 5000 range. Otherwise, 3-somes just use the random picker so I'm pretty sure it's not something on this end. If you enable debug for both Sexout and SexAssault and get a log it should be easier to track down.
That's possible. I don't remember which ones were enabled/disabled before, I intend to let the MCM menu handle that once I've created it, with some defaulting to disabled for the worst offenders. 5001, 5101, and 5102 are all enabled but are the "demo" 3p's I "created" by taking a 2p and adding a duplicate of the male side in. For example 5101 is originally a doggystyle animation for 2p where I duplicated the male side with a new offset.
They were intended as proof of concept animations in NGs early days, when people were telling me 3ways were impossible.
I'll probably disable them entirely.0 -
No anim #s have changed since I renumbered the special addon anims for Mavia's stuff months ago.
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There's no "special" knockdown, there is only one. It's in SexoutNGKnockdown (script) which is a spell effect that is always cast (SexoutNGCum), no matter the MCM settings. The MCM settings just adjust how long it lasts for rape aggressors and victims in MCM. It's always two seconds for consensual sex.
The enable/disable rape KO in MCM doesn't actually do anything useful IIRC.
Motorrunner's scene was fixed by changes to how the dialog callback works, not by disabling the knockdown.
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There's no way to do that at present, but it's on my (eventual) todo list. In the early days, I experimented with that, but there were some animations that were "corrupt" and setting bone rotations and scales that the reset animation could not fix. Doing the knockdown was the only way to fully reset the skeleton. I think the new reset animation doesn't suffer from that problem though, so I'll revisit it.
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BodyMorph
in Downloads - Fallout Non Adult Mods
Posted
I've got no idea what was causing you long load times, honestly. I didn't intentionally fix anything related to that.
I'll check out the save files and get back to you.