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prideslayer

SexoutNG - Beta (2.10.93b10) release thread

1,519 posts in this topic

so what's new in the beta i dont see changes in the changelog ?

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If there are no major problems (vs. current release) reported with the current beta, going to tag it for release later today. Just a heads up.

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beta6 has been promoted to release in the main thread.

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beta6 has been promoted to release in the main thread.

Damn, just missed. Noticed that weapons on NPCs are not removed during sex in all cases. Happens across various sex acts and types (rape/consensual). It happened in almost all sex scenes in my case.

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beta6 has been promoted to release in the main thread.

Damn' date=' just missed. Noticed that weapons on NPCs are not removed during sex in all cases. Happens across various sex acts and types (rape/consensual). It happened in almost all sex scenes in my case.

[/quote']

I noted that a page or two back, it's nothing new, has always happened. Dunno what's causing it, the weapons are definitely being "removed" but it seems that fairly often the graphics glitch out and the weapons stay visible.

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Well, 4 pages back, but who's counting :P . I did read that yesterday back forgot about it. Strange, the only time I've actually seen this occur prior to b6 (I went from b2 directly to b6) was with the Willow mod. Willow never removed her backpack (knew about that issue), but sometimes her rifle (Beauty) would show back up after being initially removed, and always within her body coming out through the shoulder. Thought it was an issue specifically with her rifle being a special named rifle). Also her clothes would sometimes reappear. Now I'm seeing the weapon reappear almost every time with various weapons and NPCs. Strange that for me it only ever happened with Willow... Oh well.

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I think it's a timing issue again, to be honest. Between the time that different itmes are removed I think the NPCs are evaluating their weapons and re-equipping them, after the weapons are removed but before the animation starts. I'm trying to come up with a way around this that doesn't involve taking the weapons away to some hidden safe container, which is what classic sexout used to do -- but the result was glitched sex = equipment lost forever. Setting the NPCs unconscious when they are restrained might do the trick.

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2.6.72b1 in OP

- Fixed problem with control enable/disable saving and restoring state.

Anyone having problems with mods that initiate sex scenes with player controls disabled should give this one a good workout. Only scene I know of for certain that does this is the special show at the Aces (Tops Casino) in Working Girl.

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I've added the cuffs, collars etc to the "Keep On for Sex" lists by script in the latest SCR but just realised there's a little bit of an issue with Gags, Chasity Belts and StrapOns dependant on the type of sex, so I haven't added them, perhaps we need a Formlist for each type of sex?

But this is also dependant on if the wearer is the giver or reciever for strapons too.

I could also split them into Locked items too to save your noequip flag dilemma.

It's not a big issue now but may require some thought for later.

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Go ahead and add all the sex clothes and armor items, there is no problem. As long as they have the right spell effects on them, the random picker will eliminate the 'hole' they are occupying, strapons will switch character gender, etc.

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Go ahead and add all the sex clothes and armor items' date=' there is no problem. As long as they have the right spell effects on them, the random picker will eliminate the 'hole' they are occupying, strapons will switch character gender, etc.

[/quote']

Nice!

Mods that pick sex type differently, through dialog options for instance, could do the same thing manually with isspelltarget conditions.

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Go ahead and add all the sex clothes and armor items' date=' there is no problem. As long as they have the right spell effects on them, the random picker will eliminate the 'hole' they are occupying, strapons will switch character gender, etc.

[/quote']

Nice!

Mods that pick sex type differently, through dialog options for instance, could do the same thing manually with isspelltarget conditions.

Yes, absolutely. The spells are:

SexoutChastityEffect : Blocks penis/vagina

SexoutDualChastityEffect : Blocks everything 'downstairs.'

SexoutButtPlugEffect : Blocks anal.

SexoutGagEffect, SexoutGagStraponEffect : Blocks oral.

There are three others that add possibilities.

SexoutStraponEffect : Allows females to act like males.

SexoutSheMaleEffect : Same as StraponEffect.

SexoutHeFemaleEffect : Males act as females.

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Cheers. Had a look at your sanitizer script & there are a few other effects that are checked in it, so here goes for completeness' sake:

SexoutStraponButtPlugEffect (anal block + strapon functionality)

SexoutVibratorPlugEffect (anal)

SexoutVibratorEffect (vag)

Also, does the SexoutGagStraponEffect one still allow performing oral on females? Can't really tell, but it's what it seems to be for: the only item that has it in SCR is a gag with a dildo on it.

And, I think exploding collars aren't taken into account yet. (guessing)

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SexoutGagStrapon is just what you describe. There are no animations that use it presently.

Collars haven't been taken into account, not the vanilla ones anyway. I'll add those directly to the list in sexout along with any other vanilla assets that need added like eyeglasses and so on.

Edit: I've added the glasses, collars, and some other stuff to my local copy. Will be in the next beta.. 23 Items in all:


All collars I could find.
Pip boys
Two slave hats (scarves it says)
Three Berets (Boones, normal, 1st recon)
All the glasses.

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I'm thinking I might need 3rd and 4th lists for NeverRemove (M and F) that I can put the collars in. With the update above, they will generally be left on, unless the player has their undress setting set to 'always' rather than 'use list'. That might be fine.. not sure what I think yet.

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Ah, ok.

Not sure if eyeglasses really need to stay on, matter of preference - the only reason I mention explosive collars is that, well, things could get messy in a Delfonics kinda way :)

Edit: as long as the existing safe lists in NG are kept to the bare minimum as it comes (like exploding collars and nude bodies), I don't really see a need for an 'always' undress setting anymore. If SCR adds some nude preg bodies, for instance, SCR can add them to the lists in SCR.esm. Same goes for the stuff user29 wanted to see excepted. Anything else from any other mod or vanilla, players will be able to do for themselves via clothing eval or a custom esp.

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Cheers. Had a look at your sanitizer script & there are a few other effects that are checked in it' date=' so here goes for completeness' sake:

SexoutStraponButtPlugEffect (anal block + strapon functionality)

SexoutVibratorPlugEffect (anal)

SexoutVibratorEffect (vag)

Also, does the SexoutGagStraponEffect one still allow performing oral on females? Can't really tell, but it's what it seems to be for: the only item that has it in SCR is a gag with a dildo on it.

And, I think exploding collars aren't taken into account yet. (guessing)

[/quote']

This effect is attached to the one gag that has a dildo on it. So no, it can't be used for oral.

On the other end, there is a gag with an opening for the tongue, but I don't think I created a spell for that case.

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Cheers. Had a look at your sanitizer script & there are a few other effects that are checked in it' date=' so here goes for completeness' sake:

SexoutStraponButtPlugEffect (anal block + strapon functionality)

SexoutVibratorPlugEffect (anal)

SexoutVibratorEffect (vag)

Also, does the SexoutGagStraponEffect one still allow performing oral on females? Can't really tell, but it's what it seems to be for: the only item that has it in SCR is a gag with a dildo on it.

And, I think exploding collars aren't taken into account yet. (guessing)[/quote']

I forgot about the spell effects Jamm had done :)

I was also considering perhaps I could add a toggle in SCR to add the ShortSkirtsList etc to the lists if the player desired. Perhaps with conditions like clothes left on for rape or when the player was recieving sex rather than organising it to happen, or just making it necassary to manually remove them before sex if desired, but this would have to work for NPC's somehow too.

Well the vanilla collars are inside the collars list so should be added in the latest version of SCR, I'll add the other stuff then for the next release, including that dildo & open ring gag, till we come up with aomething more.

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I was also considering perhaps I could add a toggle in SCR to add the ShortSkirtsList etc to the lists if the player desired.

Hm. Wouldn't that spell trouble for short skirts that show panties underneath? (They're always trouble...)

I'm kinda in favor of keeping descriptive/aesthetic lists separate from lists needed for things like un/redressing, bodyswap, and other more practical/technical stuff.

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The sexout lists are specifically for items that are "known" safe to leave on during sex, meaning they won't interfere with the animation by clipping and so on. It's up to the player and to the mod author if they want to allow/restrict specific clothes during certain acts and so on for other reasons.

Skirts with or without panties will almost never work since they tend to extend down the ass far enough that when the actor is bent over, they still "block" the naughty bits.

Because of the glasses "issue" and things like that, for now, I'm going to leave the 'always undress' option in MCM for players. I think I'll have no choice but to create the "never remove" M and F lists for that reason, so we can be sure that items like slave collars (basically anything with a 'can not remove' flag) are never removed no matter the users settings.

I'm still looking for a way to detect that flag being set in the extender so I can make it available as a function for modders, and use it myself as well.

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I'm also starting to wonder if I should take a cue from CLS and perhaps experiment with cloning the player and animating the clone. This would solve a lot of the issues with timing, tfc, and so on, since the 'player' would no longer actually be affected. I would still turn TFC on of course, so you can move around the action, but the timing of the camera switch wouldn't matter, nor would playing in 1st or 3rd person.

There are so many mods and scripts that directly check to see if the actor is the player though that I'm not sure I can accomplish this seamlessly. Wondering if I can just animate the clone but leave everything else (spell targets, callbacks, etc) alone. I don't think any sexout mods actually look at or care about the actual animation taking place.

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There won't be any breaking of callbacks. Right now I'm thinking the clone would be "my secret" inside sexout internally. The player would actually still be what you use in the calls, receive all the tokens, etc. Most of the scripts already detect the player being involved and behave differently, so I *think* all I'd have to do is change them to clone the player as well, and then use playerClone rather than playerRef, for positioning and animation. That's the "easy" part.

I would also have to restrict the player from doing anything else, restrict the clone from being found by the scanner, make the player invisible, and so on. I'll put some more thought into it and see what I can do and what needs done. It would be a huge benefit to me (in the scripts) to be able to treat the player just like any NPC, considering all the stupid engine "rules" that I need to follow now for the player.

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2.6.72b2 in OP

- SexoutNotify added to literacy check.

- Added "NGLIT:" prefix to all literacy messages.

- 23 vanilla items (collars, berets, glasses, etc) added to safe for sex lists.

- Deathclaw 1305 and 1306 human-side fixed.

- "Floor Fall Fix" in place. Enable in MCM 'Misc' page.

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will the new anims of beck11 inplanted in the new beta ?

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It's 2 parts. The actual animations are added to the sexout Data.fomod which will be updated in the main SexoutNG thread. The code to access the animations will be added to the Beta. Usually prideslayer updates the Data.fomod first, then the Beta. Just watch for updates for both threads.

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