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Hiyoko Utility Spells + Tamago Fertility Clinic - New Version


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Bit of an essay here, sorry.

 

Tamago Fertility Clinic v 1.05 has replaced v 1.04 in the downloadable list.

 

I very strongly advise you to replace any earlier version with this one, as in addition to new items the methodology has been revised to remove a source of errors. A clean save would be a really good thing, but if you cannot/don't want to do that, then do the following, or the new version will have no chance of functioning correctly.

 

In your current game, open the console and type 'set jTamagoFertilityClinicQuest.doOnce to 0' - without the quote marks (don't omit the dot between st and do). Save the game IMMEDIATELY and exit . Install the new version, fire it up and load that save. I do not guarantee success doing it this way, the clean save is much safer, but I do guarantee failure if you don't. And, see note marked ** below.

 

When installing, please ensure that the file tamagofertilityclinicgcl.txt goes in your INI folder, along with tamagofertilityclinic.ini.

 

The mod consists of items sold by selected merchants, INI files controlling additional contraception options, and a short quest.

 

Items : Available to buy are now a staff, a book and 4 potions. Calindil in the Mystic Emporium will sell the staff and the book, but has decided after much struggling to subcontract selling the potions to Norbert Lelles of 'Lelles Quality Merchandise' in Anvil. Lelles actually sells all the items. Note : they are not cheap.

 

The staff is as before - use it on a NPC carrying a fertilised ovem whose womb is in luteal phase, and the ovum will immediately implant : she will conceive. The disposition of the NPC towards you is irrelevant. The staff is one-use-only, but the vendors will restock in a few days, and there are two of them now.

 

The book gives you two spells : add and dispel contraceptive. These can only be used on individual NPCs. Neither spell is considered hostile.The contraceptive is permanent, unless you dispel it. You need apprentice-level Mysticism to cast these spells.

 

The conception potion is dual-use. You can drink it, whereupon, if you are female and meet the above criteria, you will conceive. If you talk to a female NPC with the potion in inventory, you get a conversational option to offer the potion to them. They will only accept if disposition > 90, then assuming fertilised ovum etc, they conceive.

 

The ovum tonic is the same, you can drink it or offer it to a female NPC, same conditions. What this does is return an ovum/fertilised ovum to peerless state, so it will last longer, so have a better change of being fertlised/implanting. You can do this as often as you like, but note that a fertlised ovum can only implant in a womb in luteal state.

 

The Pregnancy Protection Juice is the same idea, but returns a foetus to a peerless state of health, if, for example, it has been damaged by Tamago Break. I haven't tested this very much, as I don't use TB.

 

The Womb Energy Drink is for female player characters only; it fixes a niggling bug in TamagoClub and more. The PC, present from the start of the game, will not be as fertile as NPCs introduced later, as the code that determines womb energy level (which does not increase as you level up), depends on things like Endurance and Luck. The womb energy level determines the health of generated ova. This should be taken every 10 levels or so if you want your character to remain competitive in the ovum stakes.

 

INI File Options

 

The  jTamagoFertilityClinicQuest.globalContraception switch previously present has been joined by jTamagoFertilityClinicQuest.loadContraceptionList. If the latter is set to 1, the mod will load tamagofertilityclinicgcl.txt on startup.

 

These control the mod applying just-in-time contraception to NPCs having sex. The contraceptive works by blocking sperm transfer to the NPC on the receiving end. If the globalContraception switch is set to 1, then all new NPCs get the contraceptive, and any entries present in tamagofertilityclinicgcl.txt are irrelevant.

 

Tamagofertilityclinicgcl.txt  can contain up to 20 entries that each consist of 2 lines. The first defines whether you want the effect to apply to a class or race, and which one - note that it's the class/race 'name', not editor ID. The second line resets the quest   jTFCInitContraceptionListQuest to stage 10, and _is not optional_ .

 

The result looks like this :-

 

set jTFCInitContraceptionListQuest.iniS to sv_Construct "Class:Guard"
setstage   jTFCInitContraceptionListQuest 10

set jTFCInitContraceptionListQuest.iniS to sv_Construct "Race:Tabaxi mini"
setstage   jTFCInitContraceptionListQuest 10

 

These 2 entries stop all guards and 117 Tabaxis from becoming pregnant, unless you choose to dispel the contraceptive on them individually with the spell provided in the mod.

 

The Quest - which is to obtain unrestricted and free use of a certain device, is also the hook into the quest to find an abortionist, which isn't finished yet (but soon) which in turn leads into my even less finished (well, OK, hardly started) Cyrodiil Gene Bank mod. The quest will be kicked off when a female player character is, er, inseminated.

 

Requirements : OBSE 2.0, Lovers with PK - I'm using 0.96 but it should work with 0.94, Tamago Club (I'm using 1.12 but that should be less important with v 1.05 of this mod), and Hiyoko Club if you want all this pregnancy stuff to lead to anything.

 

** The reason for the 'immediately' when trying to avoid a clean save is that you must make your save before the mod notices that doOnce is zero, and, well, does it once. The easiest way to tell if you've been successful, is to kill Norbert Lelles (with the console!). If he dies, you didn't make the save in time, as he should be flagged as essential in 1.05, and the new version will not function correctly. If he died, reload the save, 'set jTamagoFertilityClinicQuest.doOnce to 0' with the console, wait ten seconds and try again.

 

----------------------------------------------- ********************************************** -----------------------------------

 

HiyokoUtilitySpells - updated to v 1.03. There are now 5 spells provided in 2 books, both on sale at the Mystic Emporium. The spells are no longer provided free to the player (but they're cheap, be not concerned). Only 4 have to do with Hiyokos; I threw the other one in because I'd found it useful under certain circumstances, and didn't want to put it a mod of its own.

 

Have you ever been annoyed by the hiyoko children insisting on following your character when they should be following someone else? This is what you need, then. I wrote these functions as part of my ongoing efforts to fix my long-term increasingly more broken game, and found them very useful, so I figured I'd toss them out there in case anyone else has a use for them too.

 

'Hiyoko Mark as Follow Target' does what it says, it marks a NPC (it insists on a playable race) as a target for a Hiyoko child to follow.

 

'Hiyoko Follow Marked Target' - cast this on your Hiyoko child to have them follow the NPC you previously marked. It won't work on anything but a Hiyoko child. The child inherits the target's factions and keys. If you haven't marked a target, the follow spell does nothing.

 

'Hiyoko Show Parentage' - cast this on a Hiyoko child and you'll get a message saying who the parents were. Yes, I know you can open their inventory and control-click on the umbilical, but fatfinger events can happen, and I found this easier/simpler.

 

'Hiyoko Calm Wayward Child' - cast this on a Hiyoko child to remove them from bandit, marauder and creature factions (which they may have inherited from the mother). Useful if your Hiyoko insists on running amok in town.

 

The other spell :

 

[LST] Dismiss Unresponsive Slave - the spell book does nothing if you don't have LoversSlaveTrader loaded. This is for a very specific circumstance which I've run into a number of times : you've enslaved someone who you can't talk to, so can't tell them to stop following you (and I don't like wasting a MCS companion slot on this). This will release them as if you'd used the 'Dismiss Slave' conversational option.

 

 

The mod has no dependencies other than OBSE (at least 2.0), but isn't very useful without HiyokoClub (to say the least).

 

 

TamagoFertilityClinic 1.05.7z

HiyokoUtilitySpells_1_03.7z

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As I'm keen to avoid offence, I'll ask this now, as it's obviously a prickly subject - part of what I can add to the fertility clinic gives a respectable member of Cyrodiil society a sideline as an abortionist. If this community would rather I didn't post this, I won't.

 

 

The possibility of someone, who goes to a forum where pretty much anything but explicit child pornography is cool, getting offended by a part of a mod, seems a little silly.  If you're worried, make it its own mod and tell them not to use it.

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Abortion could be handy for those wanting to RP (no load/save) for Tamago Bad End.

 

If you've been good/frigid/disciplined, and know that the growing child is not going to be humanoid, head straight to the Dr. and save yourself before it's too late. Don't risk jumping off cliffs/mud crab bashings/poison potions to self-medicate, there's a safer way now.

 

Interestingly, a potion of abortion could also be a useful item I guess. Mobile, safe abortions wherever you may be adventuring. 

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Brewmaster, everyone has their own particular d0-not-cross red lines, and while it is certainly possible to generate sex scenes involving virtual children in this game that are illegal in the UK, I am not aware of any mods that deliberately focus on facilitating this (I suspect the ban from this site would not be long in coming). It would not be possible, however, to place a character offering abortions in the game and claim that this was not facilitating in-game abortions; what else is if for? For some, or many, abortion is a red line, as I'm sure you're aware.

 

So, while I take your point, I prefer to play safe and seek the guidance of the community before releasing this.

 

And sorry trex, the abortions are neither safe nor convenient, (where's the fun in safe and convenient? ) and may lead to trouble with the law. As I don't relish ongoing fights with tamago setbody, they'll be limited to first trimester, at least initially.

 

However, the next addition to this mod will be altogether more cheerful and noncontroversial - it can be very annoying if the one NPC you wish to become pregnant stubbornly refuses to do so. Yes, you can jack up the conception rate, but then so many other NPCs may become pregnant too, and you only wanted the one. If only some kindly person sold something which could help with this ... (note : the IVF device ensures that ovum + sperm = fertilised ovum, but doesn't help with conception).

 

Edit : Embryo Implanter [active] added to updated version in OP.

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Hey, that all sounds good. Making it difficult is good RP material, however if it is not safe via the abortionist (penalty/sudden hp lose/possible death?), the problem then becomes (for mod users), "Why not self-abort through tamago break's Low HP/Rape damage?"

 

Self-aborting that way, does not have any negatives, which, for me I think, perhaps should be changed to be considerably problematic, especially in the latter stages, via larger penalties and possible death? Fertility reduction/loss can be RP via .ini changes, and might be a step too far for some, but could a be feature to add in on random % chance maybe.

 

I think an optional addition of simple penalties to miscarriages for tamago break could help guide mod users to the shadowy abortionist.

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I don't like tamago break, and don't use it. In its wild state, it's too much of a blunt instrument - my characters run everywhere, which is dangerous for the pregnant, as is contracting diseases, which is all too easy to do.

 

Someone posted a modified tamago break here a while ago, which I think made rape the main danger to pregnancy, but I couldn't find it when I looked, so tinkered with my own, which ended up with gangrape being the only thing likely to cause a miscarriage, but still didn't like it and dropped it.

 

My female characters lead a hard life - no lovershelprapevplayer or loversescaperapevplayer, and the tamago club difficulty is set so as to disallow womb/ovum/sperm swapping - oh, and contraceptives are _very_ expensive, so not an option early on. They need all the help they can get, and the friendly local abortionist may be the best available sometimes, if the father-to-be is an orc bandit or somesuch.

 

I'm going to add an embryo implanting potion to the mod (the staff only works on NPCs), and have almost finished, well, it's a device that lets the player remove and bottle up sperm that have been 'collected' in the traditional way. This has quest potential, so I'm planning on making this a real quest mod soon. It works, but I'm struggling with invisible textures on the device. Scripts I can write, but I suck at nifscope and blender :(

 

I haven't quite got the abortion item playing nice with setbody yet, so that'll take a little longer.

 

 

 

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May i ask something.
The childs, can you make them like followers?
Learn spell, statistic, equip/unequip them, and more?
Ast to follow, sleep, wait, equip/unequip, and more, upgrad lvl (strengh, intelligence, ect..) ?
Any way theses mods are cool.
What's the way to become fertile on PC?
I dont know where found contraceptive items.
I'm not sure there's in my game ^^

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Unskilled, the contraceptives I recommend can be found here :  http://www.loverslab.com/topic/325-modified-contraceptionesp-10/

These are potions with a limited duration, usable by the player character. Making the spells I've provided, which are permanent, casteable on the player would make things much too safe, which is why I haven't done that.

 

Much of what you are asking for re the children can be achieved with Mad Companionship Spells (MCS), which I expect most posters here use in their games. I wasn't looking to augment MCS here, but rather make its use unnecessary with children you don't want following you. That which MCS can't do, you can do with the console.

 

I have been fiddling around with a way of making the children 'mature', without getting into the complexities of PerfectionCat's LoversChildDatabase, and it seems promising, but will take a lot more work.

 

I'll be updating the TamagoFertilityClinic mod very shortly. It now has potions which do the same to the player as the implanting staff does to NPCs, which is pretty trivial, and includes its first simple quest, which is the trigger for the others I have roughed out. I am worried that the 'facility' that this gives access to does make the game potentially too safe for females (it's not the abortionist, not yet), but will have to see how it turns out.

 

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I've updated TamagoFertilityClinic to 1.02. This now contains the two contraceptive/remove contraceptive spells, a staff that casts a spell forcing implanting of fertilised ove on NPCs, a potion that does the same thing to a female player character, and a small quest to gain access to a useful facility. I've spoilered a bit of detail about this facility below.

 

[spoiler=S1]It allows internal cumshots to be removed. The quest is triggered by the presence of sperm in the inventory of female characters. This is completely useless if you play on the default TamagoClub difficulty with womb swapping etc allowed, but has its uses if you can't do this. It cannot be moved from its location, so it isn't convenient enough to completely remove pregnancy risks..

 

 

The quest has a fair number of dialog choices, and far more things to go wrong than was previously the case, so I'd be interested in bug reports. I've probably spent about 12 hours going through it over and over, trying to break something, fixing it, rinse and repeat, but I'm sure there's a lot I've missed. A second quest is triggered during the first, but is only a stub thus far.

 

The quest isn't exactly a puzzle, but there are a couple of things you need to do to complete it that are probably not obvious. No quest markers, but there are clues in the early dialog. You'll know you've completed it when it ends :)

 

The new .esp may work as a drop-in replacement for the older one, but a clean save would be much safer. Please note that the archive contains meshes and texture folders, which will need to be installed, or the item that is the focus of the quest will look very strange, if it shows up at all.

 

BUG WARNING I've noticed an error concerning NPCs forced to conceive with the staff from v 1.01 : TamagoNews says the father is <not defined> or somesuch, and when I control-clicked on the embryo once 1st trimester was reached, both parents were <not defined>. I can't reproduce this with 1.02, so hope I've fixed it without noticing. Apologies.

 

 

 

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Unskilled : easiest way would probably be to have this mod replace the Tamago Club function that provides wombs with one that gives a womb + contraceptive. All females would then be sterile until the 'remove contraceptive' spell was cast on them. Could be an ini file setting.

 

(I wouldn't use this in my games, as the risk and inconvenience of unwanted pregnancies is the only genuine hazard in the game, imo, which is why this mod provides no permanent contraceptive for the player)

 

 

 

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Unskilled : easiest way would probably be to have this mod replace the Tamago Club function that provides wombs with one that gives a womb + contraceptive. All females would then be sterile until the 'remove contraceptive' spell was cast on them. Could be an ini file setting.

 

(I wouldn't use this in my games, as the risk and inconvenience of unwanted pregnancies is the only genuine hazard in the game, imo, which is why this mod provides no permanent contraceptive for the player)

 

 

How i do that?

And witch mod? fertility 1.01 or .02?

thank's :)

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I've made a variant that does as I described; need to test it a bit before uploading. Advance warning : it only adds the permanent (until dispelled) contraceptive to new NPCs; it will do nothing to those already present in a saved game (and does not provide it to the player at all, even with new game).

 

Edit: OK, it doesn't seem to do anything horrible to my game, and it does work, so there's a 1.03 of TamagoFertilityClinic attached to the OP. This is identical to 1.02 except that if you put the .ini file supplied in the usual place, all new NPCs will come with contraceptive added. All the .ini does is set the variable jTamagoFertilityClinicQuest.globalContraceptive to 1, but this variable does not exist in 1.02, so 1.03 is required.

 

 

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==  New Game
Error in script 0602013e
Operator + failed to evaluate to a valid result
    File: TamagoClub.esm Offset: 0x02F7 Command: Let
Error in script 0602013e
Operator + failed to evaluate to a valid result
    File: TamagoClub.esm Offset: 0x0340 Command: Let
Error in script 0602013e
Operator :: failed to evaluate to a valid result
    File: TamagoClub.esm Offset: 0x0512 Command: ar_Map
Error in script 0602013e
An expression failed to evaluate to a valid result
    File: TamagoClub.esm Offset: 0x0512 Command: ar_Map
Error in script 060207cc
Operator + failed to evaluate to a valid result
    File: TamagoClub.esm Offset: 0xA419 Command: <unknown>
** Script Error: Script 3e000ed4 in file "TamagoFertilityClinic.esp" **
    Too few args for format specifier

 

 

that's what the log says.  as for the message it just says "obse has detected error.  check obse log."  (That isn't the exact words but the gist.  There wasn't any real info in the message).

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Thanks for the info, jjx2.

 

Yeah, it was the obse.log output I wanted, not the unhelpful 'obse has detected a script error' message.

 

The error in tamagofertilityclinic is that it's being given a format to use to print the version number, which I did not then provide. I'll upload a fix for this - but this should not stop the quest script from running. It takes an, er, event to kick off the actual quests, but if the main script is running, additional items will be for sale in the Mystic Emporium. Could you check and see if they are there, please? (a staff, book of contraceptive spells).

 

What do you get if you open the console and type 'getstage jTamagoFertilityClinicQuest' (without the quotes) ? It should say 0, not 'unknown quest' or somesuch.

 

The other errors are in tamagoclub.esm. There are a number of different ones around. Which version are you using and where did you get it?

 

 

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  • 3 weeks later...

can't find the fertility potion... >:[

 

is it bad i want my character to be a breeding machine. :P

 

finally got a child after 2 weeks of playing the game. so far only 2 kids have ever been born. one from a npc and one by myself.

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The other errors are in tamagoclub.esm. There are a number of different ones around. Which version are you using and where did you get it?

 

The errors show in the OBSE log as from TamagoClub, but unfortunately they come from this mod. At least in some cases. I had used the version I'm running with no errors then started to see errors after installing this. Removed this and the errors went away. Starting a new game was no different so clean save wasn't the problem, errors with this and none without it.

 

After poking around in it with TES4Edit I saw that though most of this is original work there are two scripts from TamagoClub that are edited in this mod. Those scripts being a4tcsConceptionOne and a4tcfGetInitialTamagoData.

 

a4tcfGetInitialTamagoData was easy to fix, the only edits from your mod appeared to be the last lines, those being the following ones. The rest of the script was from a different version and the mismatch/override from this mod was causing the errors.

 

if (jTamagoFertilityClinicQuest.globalContraception == 1 && me != playerRef)

        me.AddItem xLoversPkrContraception 1

    endif

 

I just added the parts needed for your mod into the origional text and updated the script, errors on new games went away. That solves the one problem.

 

The other though, a4tcsConceptionOne was vastly different between the mods and on a quick glance I couldn't isolate what you had edited vs what was just from it being from an old version, so I just copied the original script into your mod for now. Conception seems to work fine that way, got the staff with console command and it implants them just fine. Have yet to see them to full term that way though so we'll see I guess. If you could point out what specific lines if any in that script might be needed for the mod it would be appreciated.

 

The version I'm using atm is from the thread http://www.loverslab.com/topic/13377-tamagoclub-115c-hiyokoclub110a-stuff-eng/

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Thx for the info, Drattus. The function a4tcsConceptionOne was not supposed to have been changed at all, but having hit 'save' at the wrong time I couldn't figure out how to get rid of the altered version which had attached itself to the mod. I tried asking in a support forum on this site, but the only respondent clearly hadn't understood the depths of my ignorance :( . You haven't lost anything at all by deleting the duplicate function, and if you'd care to clarify for me how you did it, I'll ensure it's not in the next release.

 

I'm puzzled that you had to use the console to get the staff - it's always been up for sale when I try it out. Did you manage to complete the quest for the 'utility'? I've been finding it extremely useful in my games, disjointed as they are from testing 3 ongoing mods at once.

 

The second quest (for the abortionist) has sorta taken on a life of its own, and become much more complicated than I'd planned, but is getting there.

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No problem, I've learned a bit reading here over time and don't mind offering some of it back when I can.

 

As far as getting rid of dirty edits such as the script or other accidental or outdated changes that's easy enough. Just get tes4edit at http://oblivion.nexusmods.com/mods/11536/ which is a great tool with lots of functions. You can examine mods in detail, compare them to either a source mod or another version of the same mod, examine, edit and delete records and so on. Load your mod up in TES4Edit, find and select the script or other item you want to remove then just right click and select "Remove", or just hit the delete key. If you make a mistake you can exit without saving, it doesn't take effect until you exit, and it auto saves the unedited copy as a backup.

 

Don't knock yourself about "the depths of my ignorance", as far as I can see you're probably considerably better at writing original scripts than I am, we all have our areas I guess. I just tinker with other peoples work mostly, am familiar with a few tools to adapt mods to my own preferences but for the most part advanced scripting is beyond me.

 

On edit, about the staff. As far as I know it's fine, console was just a matter of convenience since I'm not even in the same world as the shop is in right now. No worries there, it was just easier to test it that way.

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