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wardminator

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Posts posted by wardminator


  1. I can't leave the main building in the powder ganger prison. It keeps saying the door is jammed.

    Is this from your mod?

     

    Yes it is. The door jambs when one of Eddie's guards goes to have sex with the slave upstairs. The reason for it is to prevent the NPCs from becoming stuck in the sex animations should the player leave while sex is occurring. As soon as one of the guards gets the script package to go to the slave, the door will jamb. It is supposed to unjam once they are done. The script looks for the slave upstairs to see if she is performing any special idle. If not, then the variable to unjam the door is set. If the door won't unjam, the slave upstairs must be stuck in an animation loop.

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  2. it still doesnt work for me even with the new fix .would be nice to know when it quit workin or wich ng or src etc. version was out when it still worked it has to be something to do with the main sexout mods .this mod used to work flawlessly for me ,

     

    If you are using the latest versions of Sexout, that might explain it. The updates to Sexout is one of the main reasons why I am no longer going to continue working on this mod.

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  3. If anyone can make improvements to the mod and make it better, they are more than welcome to. I spent months working on it and during those months, the vast majority of my free time was spent working on it. It's by far the most ambitious mod I have done to date, so is it going to be perfect? No, not by a long shot. But I am done working on it. I have no desire to work on this any more. By the time this last version was released, I was just sick of the NCRCF and anything to do with the Powder Gangers. I spent countless hours in the kennel with every supported companion. It all worked for me. But in the long run, that is why most modders take up modding in the first place; to put things in the game that they want to see and works for them. That's why I hate it when modders say things like, "It's my mod and you can't do anything with it." In my mind, I have to wonder why they even choose to share it then. That's basically saying people have to play the game their way, because that's the way they think it should be played. That defeats the whole concept behind game modding in the first place. When I first played Sexout Sewer Slave, it didn't do much for me. I liked the concept, but it just didn't go far enough, and I didn't like how the creator tried control when and how the player could do things. True, as a slave, you have little freedom, but you still have the ability to think and reason. In that situation, someone that is forced to use a drug to the point of addiction is not going to wait until they are going through withdrawal in order to acquire more, and what's more, they aren't going to wait until the thought randomly comes to mind. It is something that will probably preoccupy their mind. Same holds true with food. So, I heavily modified that mod to suit me. Now, the concept is what I envision it to be and works for me. Many, however, wouldn't like it because it takes me a long time to get out of that situation now, unlike Tryout where the player has to decide whether to cooperate with Eddy or not.


     


    So, to Odessa, I would say that if you made the mod better, then I would encourage you to share it. The only thing I would ask is that you upload your edited file here to avoid a bunch of different threads with several different versions of the mod on the board.


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  4.  

    Its no surprise to me they don't work with the new Beta/SSR, to be fair. Try and use the STABLE versions of SCR/Sexout and see if the same thing happens? If not then we know it is the new versions, but I find it strange I'm not getting any errors with versions 20130519 of SCR, 20130422 of SCR_Data and 2.6.77 of SexoutNG and Data.

     

    Previous install was using Sexout 2.6.77 and SCR Stable 201300328.1.

     

    The problem started when ZAZ was rolled back. I didn't have the original one.

     

    For a long time I thought it was something I was doing. However the animations work for every mod except SexKey. That tells me that SexKey is looking for something that is unavailable. ZAZ useto have animations in it and many of those were moved to Sexout with the newer version. (moving from 2.6.76 or a version before I forget now)

     

     

    That's funny, because I have the older version of ZAZ and am getting this issue. I never got the version that was released prior to it being rolled back because I was inactive during that time. I looked at my copy of ZAZ in FNVEdit to see if there were any dog animations, which there are. The thing is, according to FNVEdit, there is no conflict. They both use the same animation, but ZAZ isn't overriding Sexout because the instances are the same in both files. Deactivating ZAZ didn't do anything either and I know ZAZ wasn't being forced loaded by the game as I got the warning message that is wasn't there.

     

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  5. I'm uploading the plugin I made for Sunny and Cheyenne. Prideslayer and anyone else wanting to test the dog/human animations are welcome to play around with it. I made this when I was first creating kennel just to see how the dog animations work. I liked the idea so much, I expanded the dialogue a bit and added an option for the player. The dialogue option for Sunny is available right away which makes it convenient for testing purposes.


    SunnyDoesCheyenne.esp

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  6.  

     What dog?  I'm a newb here, so the only dog i know of is rocket and he's still using SCR.

     

    Tryout PG Kennel is a mod I created that builds off the Powder Gangers Tryout mod. For all practical purposes, it has been rendered obsolete due to several changes within SCR in recent months. I have been trying to get an updated version out there, but between real life and the ever evolving nature of Sexout, it just isn't happening. Regardless, it relies heavily on the dog animations as the player and any companions with her will periodically be required to do time in a kennel full of coyotes. I also have another little mod that I created some time ago for my own use where the player can coax Sunny Smiles into letting the player watch Cheyenne mount her and eventually, the player can even talk Sunny into getting Cheyenne to mount the PC if the PC is female. I should polish up the dialogue a bit and release it, but it is really a simple mod that adds only dialogue with embedded sex scripts.

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  7. I've given up worrying about the GECK/Game hang on close thing, as long as I save before exiting, it's just an annoyance. I just verified my cache a couple of days ago and it didn't change anything. If I open any other non-sexout mod in GECK it closes fine too.

     

    OK this is more of the response I was looking for. Your results are the same as mine then. I just can't help but cringe every time it does it though.

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  8. Yeah, I have the stutter removing installed. I haven't tried verifying the game cache though, which is something I actually do on a regular basis. The crashing on exit isn't my biggest concern though. It's the fact that the Geck hangs any time I have Sexout loaded in it that has me most concerned. I posted a query about it on the SexoutNG thread. I'm about to try the new plugin I made with the latest version of Sexout, but it would seem I somehow baked my kennel mod when I recompiled the scripts. The game is now hanging on load with that file activated. Thank God I have a backup file system.


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  9. Having an issue with the Geck. Ever since upgrading to 2.6.77, the Geck now hangs on close when I have Sexout.esm loaded. I just created a brand new plugin with this version and only wrote a few simple sex scripts using the latest calling conventions with no other master file associations other than Sexout.esm and it still hung. I have to then force it to close via Windows task manager. I have only one Sexout related mod currently activated with the exception of the core file, SCR, Pregnancy, Legion, Slavery, and Sexout Store. I just have a hard time believing that if this is common issue no one would have said anything by now. Any ideas?


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  10. I just created a brand new plugin from scratch with Sexout Core, SCR, and Pregnancy slaved as masters and the GECK hangs when I tried to close it. I haven't even written any scripts yet. I'm currently in the process of character editing. So the problem isn't with issues relating to older plugins being incompatible with the updated masters. There's something else going on and I haven't a clue what it is. I just cleared all the master flags and am going to write a simple sex script which only requires Sexout.esm, see what happens, then work from there. I wasn't really planning on doing anything that requires SCR directly, but I am with Pregnancy. Custom race that I want to script to replace Caucasian ova with the ova appropriate to that race, but I will see if I can write a simple script that requires content found in SCR and then see what happens. A sort of process of elimination.


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  11.  

    I did it for User29 in Breeder, I just had to write down the script names in GECK as they came up and go through the list, many were dialogue scripts that needed to go into dialuge quests and then check / recompile those scripts. Breeder was massive. Way bigger than I imagined it was, and I ended up rolling back some changes due to the amount of breakage thay would have caused to fix.

     

     

    Yeah, it was the dialogue scripts I didn't want to have to deal with in the suites mod. Right now I am just trying to fix some issues that deleting some of the content I deleted touched. Most of it is cosmetic. Like I said, I needed to do some house cleaning in my files anyway. Now I have no choice but to do it. :P I wish I could find some females willing to do some voice acting though.

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  12. Here's the thing though. I just went through and compiled all the scripts for Kennel. Everything seemed to compile correctly, but there were error messages on some of the SCR scripts and those scripts didn't compile, and yes, before anyone asks, I am running the GECK through the latest version of NVSE. Of course, I went into FNVEdit and cleaned all that out of kennel's plugin file afterward, but if those error messages are to be believed, then there is a problem there. A lot of the mods I tossed were my own personal edits that I made to the game, some included scripts for content pregnancy adds. Some I kept because I knew what scripts I needed to fix. It was kind of aggravating at first as I was in the process of cleaning a lot of it up, but the ones I tossed will need to be redone. I had some edits to the fiends and I wanted to separate out things that I may want to upload to LL. This is just my opportunity to do so I guess. The thing that aggravated me most is a mod that edited the player suites in the Tops and Ultra Luxe casinos and added quite a bit of Sexout content. Had I updated a couple days earlier, all that work would have not been for nothing. Of course that is my fault since I knew there was a lot of updating going on with Sexout. It had just grown large enough that trying to find troublesome scripts would have been a chore in it's own right. So, I'll try to look on the bright side of things and those things I was going to change, well then this is the perfect opportunity to do just that. I will be doing a run through in the game this weekend to test things out and see how the kennel mod goes. I just hope there aren't any major issues there. If there are, I'll just have to deal with each instance as they appear in the game.


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  13. Well, at the moment, I have all the Sexout mods, outside of the master files, deactivated because the GECK is having trouble processing it all and hangs when I go to close it out. That began right after updating pregnancy, SCR, and the core files. The game also began crashing when I went to exit. I went through my load order and ended up just tossing about a third of the mods I had loaded and the GECK still wants to hang. I'm going to have to try and go through the load order some more today to see if I can find out which Sexout mod(s) are causing it. I am just kind of worried that some of the creators of a lot of the Sexout plugins don't seem very willing to update their mods, and under the circumstances, they're going to need to be.


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  14. Try adjusting the rape knockout settings in MCM. Set the knockout time for the rapee to the same or lower than the raper. Their AI packages kick in and break the dialogue before the player character has a chance to get up. Plain and simple. While I realize searching through a thread for a piece of information might be tedious, generally that is what people tend to do before asking a question that someone may have asked before. This issue has been covered in this thread several times and it is an issue that is well known. It has been fixed in the beta version posted in this thread as well, but that is only recommended for people who are experienced mod players that can deal with potential bugs and anomalies associated with a mod. If you do not use MCM, it is highly recommended you get it if you wish to use Sexout.


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  15.  

    I mean the dialogue itself did work, not matter how far I was. But if I wasn't near him while he initiated a conversation, I wouldn't get the message box after the dialogue and therefor it would hang everything.

     

     

    Yeah, that's just weird. I had a lot of trouble with the message boxes and finally figured out how to get them and the animations to work simultaneously. I never seen that with being too far away from him. I have to wonder if the different anomalies that people experience with mods and the games themselves has something to do with the different types of computer builds.

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  16. Played a bit of the beta (once through the mentioned new stuff) and worked mostly as it should. When in The Hole for first time there was some oddities with stuff happening after dialog; If I was too far from the npc nothing would happen, at all, ever. When I stood near him, everything was fine. Also with my first visit to the kennels, girls in other cells would not do any activites, on second visit they did work.

     

    As for suggestions (if those are welcome):

    - I think the Hole scenes should be a tad longer, even if repetitive, if you are not cooperating.

    - If you like to mouth off to Eddie and get sent back to kennels often, it can get a bit tiresome. So some possible random events/dialogue with kennel master/possible companions would spice it up a bit.

    - As you go through with the "conditioning" in The Hole, dialogue with approaches in the yard with PDs could change, but that seems a bit too much work for it to be just more immersive. Especially as all(?) of the approach dialog is from tryouts.

     

    Either way this is very promising and well worth the wait! The revamped Hole was amazing. Can't wait what you come up with next!

     

    I am suspecting that the trouble you were having with dialogue in the hole is actually not a bug. There is an intended break so that the player gets the chance to look at the bottles before telling the dungeon master how many bottles there are. It can throw you off. Even thought I wrote it, the break in dialogue will happen and I sometimes go, "Uh-oh," then remember that it supposed to be that way.

     

    The slaves in the kennel not working the first time and working the second time is good info as it narrows down where I need to look for that broken script condition.

     

    The hole scenes were incredibly difficult to create and choreograph. I literally endured weeks of endless frustration working on them and getting them right. As they are now, those scenes are working as they should. If it ain't broke, don't fix it and that especially holds true with modding. I just wish I had stuck to that axiom with the companion pillory, otherwise that would be in this version too.

     

    I also agree with you on more punishment variety for mouthing off to Eddie. I eventually would like to do some more pillory in the yard now that there are yard bosses. By adding them, that was my whole intent for putting them there. I would also like to do something with the "Bitch In a Box" pillory in ZAZ, but I need to figure out exactly how they work first. I'm just happy that I was able to get the pillory's in the hole to work like they do.

     

    As for the dialogue in the yard falling in line with the players conditioning, I had thought of that too, but you're right, it would be a lot of work. Dialogue always is, but not overly so. At some point, I very well may work on doing that.

     

    Thanks for the feedback. It's most helpful!

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