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Posts posted by prideslayer
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But.. no. That's not my way. If I can't check, just not going to do it. If they want it off, they can turn it off in the console. At least until I can check for it.
And NOW you can...

Nevermind, just saw! Yahoo!
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Tell them... haha.
WHY WON'T IT READ.
But.. no. That's not my way. If I can't check, just not going to do it. If they want it off, they can turn it off in the console. At least until I can check for it.
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I know the con_tfik was added, that's not what I need. I need a way to determine if it's currently off or on. Without that, if sexout tries to turn it off when it's already off, it will end up turning it on instead -- which is bad.
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the GECK doesn't know any better
It's not something the GECK can do anything about. ENB places a (fake) directX DLL inside the directory with the EXE. Any windows EXE will always load a DLL from it's current directory first before looking in the system directories. Since the game and geck are in the same directory, they both look in the same place first for the DLLs they need, and find the DX DLL.
It's definitely 'weird' that it doesn't work in the GECK though. That would indicate that it's missing DX functionality that the GECK needs and game doesn't -- or that the author doesn't *think* the game does.
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No. What the failure affects and when it occurs is effectively random.
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You use tfik in the console, con_tfik in a script.
Anything that starts with con_ is a script "version" of a command that was originally only available on the CONsole.
Regardless there's nothing like "GetTFIK" that I'm aware of, which is what I need in order to turn it off and on in sexout.
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You could be running into a plugin limit, file limit (loose or inside bsas), or who knows what other limits. There are many in the game and different people run into them at different times. I made a test plugin that can crash the game with just four of them loaded, and nothing in them but unscripted misc item records.
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@RC : Probably. Turn it off in the console (tfik) and see if it goes away. Usually you need to do that before aligning animations as well, since the offsets aren't really reliable with it on.
@Lycanzia We'll get it all straightened out, don't you worry your pretty little head about it.
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Pride i have a question ?? any idea why TFIK in fallout forces 1 side of the animation under ground ?? when i turn it off the animation will be placed where it should.
That's just sort of what foot IK 'does'. It tries to bend the leg joints to keep the foot flat on the ground. I still don't think there is any NVSE check to see if it's on or off. If there was, I'd turn it off before the start of every animation and turn it back on when done.
Also if you're using bodymorph, there's an issue with foot IK and the bodymorph skeleton right now.
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I'll look into the creature thing soon. Been a busy week at work, no time lately.
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The answer is still the same.
If you're using the bodysuit (enabled in MCM) and there's no penis, you installed some mod that is overriding the sexout erect bodysuit mesh.
If you're not using the bodysuit (disabled in MCM) and there's no penis, you didn't install an erect bodymesh.
The sexout bodies haven't changed in ages except for two things:
1. The MCM option. It works.
2. The new erect bodysuit in the sexout beta. It also works, but you can uninstall the beta and test if you like.
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There *is* a conflict somewhere. The proof is in the pudding so to speak -- sexout undressing works properly when only sexout and it's bodies are installed, with or without the beta. You've installed something else that's conflicting. FYI there's no separate "slot" for tops and bottoms, it's just a single item, so do you mean they take off their clothes and you only see the underwear?
With sexout's included bodies, that is normal for males when getting naked and NOT having sex. The erect bodysuit is only used during sex. If you want them erect whenever they're naked, tell sexout to not use the bodysuit in MCM and just install the erect nude male of your choosing according to the instructions that come with the body.
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Ok, will look into it.
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Did you update NX to version 16 as required? It has a new function that sexout needs in order to properly handle creatures.
Edit: Updated OP, thought I'd mentioned this. Oops!
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How do you become a stalker?
Start off by emailing her 600 times.
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The other thread (mine) was supposed to be locked "after a week or two" several months ago, in favor of the download you made zippy. Is that still rolling along? If so maybe we should just lock all of these non-download ones?
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In an "emergency" you can get the plugin name that registered the animation similar to how you get the anim count.. in fact you can get both this way, rather than checking inventory. Open console and click on an actor. Instead of typing 'inv', type both of these:
NX_GetEVSt "Sexout:started::plugin"NX_GetEVFl "Sexout:started::anima"
The first should print the plugin name, the second the anim #.0 -
Animation 203 is not working in my game. The actors come together, and neither animates. I am using 93b6 and the new Amra esp, but I do not think is one of his animations.
I'll check if it's one of sexouts.
In beta7 or beta8 there will be a hotkey or something that will print the animation # and the plugin it came from to make debugging this stuff easier.
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Thanks. F/F oral and some others weren't working with beta5, they are in beta6. I'll check 5001 and 5401.
803 is also missing texture/mesh/something for the 'toy', the others might be as well (pipe/baton/bottle/wrench). I think I have those disabled in release for that reason and just forgot.
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Ok, it's working now, but sometimes I have crashes now when sex is going to start.. I never have ctd before with Sexout mods..
Start a thread in the support area.. I doubt it's sexout causing it. Provide load order, nvse log file, etc.
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No, you still need positioning.
The 'adj' array is there to allow plugins like the one Odessa created for Amra to specify their own alignment adjustments, if any are needed. There was no way to specify that in the previous betas, so no way for sexout to apply any 'default' adjustments. Sexout itself is also switching to it internally, rather than the existing huge if/elseif block that makes the adjustments based on anim #.
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2.10.93Beta6 in OP
Changes:
- Anim 715 positioning fixed.
- New registry key supported, "adj" for default position adjustments. Subkeys (H,V)Offset(A..C) and ZRot(A..C).
This is a fomod-ready 7z, just install it as a package with fomm/nmm/whatever.
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Probably related to the bug t3589 reported. I'm putting beta6 up now with a fix for that.
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Ok, so this doesn't work:
if eval(0 == (call fnSexoutArCompare inActFilt, arResult[item["value"]]["actors"], "both"))
But this does:let stTmp := "both"if eval(0 == (call fnSexoutArCompare inActFilt, arResult[item["value"]]["actors"], stTmp))
*facepalm*0

SexoutNG - Beta (2.10.93b10) release thread
in Downloads - Fallout Sexout
Posted
2.10.93Beta7 in OP
Changes:
- Fixed random picking for creatures
This is a fomod-ready 7z, just install it as a package with fomm/nmm/whatever.