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TamagoClub English 1.12 Patch


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I can't seem to ever get preggo

 

The ovium is always "dying" or it says its alive but then it goes away....

 

what phase is the best to try to get pregnant?

 

sorry i have no clue about this sort of stuff

 

The first post has a list of standard things you can try if it doesn't work and also a list of things you should mention if you want help, so please give some more information. :blush:

 

@Devianza

Hitman69 is right, TamagoClub has an ini file since v1.10.

The default values in the ini will overwrite your settings every time you load a game. Changing the values ingame is only for testing.

If the values you chose are working as expected set them in the ini file.

 

 

To everyone who's played the old 1.03 and the new 1.10+, what are your experiences with the new "energy" system for sperm, ova, etc. in relation to fertilization/conception/delivery? Of course if you set any of these to 100 then there will be no apparent difference so you need to use the default values (or something similar) to be able to compare.

 

From my experience the rates have increased drastically from before. Even with the conception rate lowered to 2.0 / 4h, I constantly see about 5 fetuses in the menu. And about the same number of fertilized ova. For completeness, I have LoversEncounter sex rate and rape rate reduced to 2.0 and Lovers orgasm stage is the default so you usually get 2-4 sperm items per sex scene.

The reason for the high fertility is probably the new energy system. I assume the author is using some sort of leveling mod. In my game my PC is level 40 and since I'm still using the vanilla leveling, so is almost everyone else. This means that everyone has quite high stats. I've done some testing. If I start a new game and let the first rat have a nice time with me all resulting sperm has very low energy (since the stats are low). In my level 40 game however, almost all sperm is peerless or vigorous. The fact that most actors have the same stats results in most sperm also having the same stats.

Looking into the scripts we can see that strength, endurance, energy and luck play a role in determining a sperm's or ovum's initial energy. Not visible outside the scripts is that wombs also have an energy value which influences an ovum's initial energy.

Here comes the first problem: The energy of the womb is determined when the womb is added, which means that if you start using TamagoClub from the beginning, your female PC, as well as all other vanilla NPCs will be less fertile than in a game where you activated TamagoClub later on, where everyone has a higher level.

As far as I can see the energy of the womb never changes. The only thing that makes females more fertile over time is the increase in luck which influences (together with the womb energy) the energy of every ovum. For male actors however, the calculation for the initial energy of sperm uses the actor's stats every time a sperm item is created, so the potency increases with the actor's level.

On a side note, I don't know if the author realized this, but as it turns out the player's energy (the status value) is always 0 unless you set it manually. This means that the player is always less potent/fertile than NPCs with similar stats.

Some further checks showed that a) NPC energy is usually a multiple of 10 (40, 50, 60, etc.), B) the values I found range from 40 to 80 and c) beggars are usually at the lower end (makes sense somehow) and the NPCs with highest energy are usually guards making them the most potent.

With a leveling mod you probably have a large variety of actors and creatures with different levels, so the problem is not so obvious,

but it still means that you have highly potent/fertile high level actors and relatively impotent/infertile low level actors.

Since the energy directly determines the lifetime of sperm, ova and fertilized ova it is no wonder that in my game, I get lots of pregnancies.

 

I must say I miss the old system a bit where especially the lifetime of sperm could be anything from 1 day to 4 days making the system much less predictable and therefore interesting.

My personal suggestions, for what they are worth, would therefore be:

 

1) Make the energy system more random, so e.g. the energy only affects the upper boundary of a random value.

This means that an actor with higher stats has a slightly higher chance of producing high energy sperm/ova but individual sperm released in a single sex act could still be anything from, say, "Weak" to "Peerless".

 

2) If the energy of sperm increases with an actor's level it would only be fair if the energy of ova increases too. This could be achieved by either letting the energy of the womb adapt to an actor's level or by using the actor's stats for calculating the initial energy of each ovum.

 

3) Perhaps a realism level between the current levels 1 and 2 could be added, where you can see sperm in the inventory but not the energy, making it less easy to predict how long it will take for a particular sperm to die.

Obviously, this would only make sense in combination with point 1) so the lifetime is not the same for almost all actors and sperm items.

 

 

Since I'm writing a wish list, here are some thoughts for HiyokoClub:

 

1) Separate the hiyoko lifetime values for PC and NPCs. Obviously, children will have to be removed after some time or you'll reach the 200 kids limit. But usually, people are much more attached to their own children than to NPC's children.

So it would be nice if you could set the lifetime for your own children to something higher than those where the PC is not involved.

 

2) Even with point 1), there might be some NPC children who are particularly cute or you simply don't want to disappear when their age reaches the limit for whatever reason.

So maybe we could have some sort of non-playable token which you can given to such children. Any hiyoko child that has that token will not be removed when it reaches the lifetime limit (until the token is removed).

 

 

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  • 2 weeks later...

I fiddled with the esp's for the old 1.04 TamagoNews and TamagoShop to get them working to my liking with 1.12 if anyone wants them.

 

TamagoNews: http://www.megaupload.com/?d=1UR2W5U7

 

-Changed the notices so it is easier to understand what they are telling you.

-Also prints the notices to the console for those times when something makes them disappear too fast.

-Added a check/message for if someone gives birth to another woman's child (if you happen to be someone who steals other women's eggs =P).

 

TamagoShop: http://www.megaupload.com/?d=264555T2

 

-Actually put the two items in the special vendor chest for the mystic emporium guy.

-Fixed the scripting for the CryopreserveDevice (there was code where it needed to be, it was just wrong XD).

If you have a CryopreserveDevice in your inventory, then any sperm, ova, or fertilized ova (non-implanted) in your inventory will essentially stop updating (won't age, weaken, die, fertilize, or implant). This also means you cannot get pregnant while having the device in your inventory, but it doesn't affect a pre-existing pregnancy.

-Fixed/added scripting for the IVFDevice.

If you have an IVFDevice in your inventory, then the next time an ovum updates (if you also have sperm in your inventory) it will randomly pick a sperm and fertilize the ovum instead of doing the usual probability check (note: it only fertilizes. it doesn't implant.)

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I don't seem to get the sperm items in the inventory, so I wonder how I have managed to break it... and what to do to correct it. Womb and ova appear as they should, but sperm is nowhere to be found. Low character level shouldn't prevent it from appearing, right?

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Update from previous versions requires a clean save!

 

 

Does This mean I need to Start over my Game? or does it mean i hafve to remove all children first/something comparable.

 

because i dont wanna lose my save

 

Don't panic, you don't have to get rid of youre save game.

Reset so you have no children

- quit game.

- turn off all Tomago and hiyoko esms and esps in OBMM or Wrye bash - reload save game

- save game and quit game.

- Install updated files

- enable all Tomago and hiyoko esms and esps in OBMM or Wrye Bash

- start game again.

Basic clean save. Generally a good thing to do if you remove any mod or update one that is incompatible with its previous versions as this one is.

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Dunno if this has been already pointed out, but there are 2 errors in the Hiyoko readme (i always read the readmes carefully :))

 

The commands that set the life limit and the maximum number of childs contemporary in Tamriel are actually these:

 

set a4hc.hiyokolife to ###### (default 432000)

set a4hc.hiyokolimit to #### (default 100)

 

Which is the actual limit of childs that can be set? I have it at 500 but i am not sure if this version is still limited at 200.

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I'm right in thinking there's no way within Tamago to make a child stay put? I used the companion master mod to get my char's kid to wait only to have her appear following me again a few days later.

 

Anyone else in the same boat? Have a fix perhaps?

 

No issues apart from this. Thanks for the upload and translation :D

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You can change most of the commonly used settings in Tamago.ini mudora, other that that, you can open a console and type: set "a4hc.deliveryrate to 100" and "set a4hc.hiyokolimit to 200" Those are just examples of how to do it, you would type the set commands without the quotes and change 100 and 200 to whatever you like.

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So, Is this compatible with Custom-Races? Because I get messages of NPC's Being Pregnant, But I can't get mine to. Even though I spotted myself having a 'fertilized overy'.

 

 

A friendly warning for newbie.

warning.jpg

 

 

... do we get that privilege on tamago?

 

lolwut? Was that For Breakdown?

All he did was Ask what This does...

Meh, I'll stay out of it, Don't want any infraction Points.

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It's fully compatible. However' date=' your race might not be recognised by the mod, meaning it will either default to the khajiit-spawn (tabaxi, ahmini (spelling?), etc.), or you get lucky, and have the kid be the race of his/her father.

[/quote']

 

Ah, Well. Seems Like I'll need to do some more shagging in order to get preggo :-/

 

 

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It's fully compatible. However' date=' your race might not be recognised by the mod, meaning it will either default to the khajiit-spawn (tabaxi, ahmini (spelling?), etc.), or you get lucky, and have the kid be the race of his/her father.

[/quote']

 

Ah, Well. Seems Like I'll need to do some more shagging in order to get preggo :-/

 

 

 

Actually Maou posted the following for me. The advice might be useful to you too to get the generator to recognise your custom race:

 

http://www.loverslab.com/showthread.php?pid=27721#pid27721

Post #735

Good luck

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It's fully compatible. However' date=' your race might not be recognised by the mod, meaning it will either default to the khajiit-spawn (tabaxi, ahmini (spelling?), etc.), or you get lucky, and have the kid be the race of his/her father.

[/quote']

 

Ah, Well. Seems Like I'll need to do some more shagging in order to get preggo :-/

 

 

 

Also, just because it says "fertalized ovum" doesn't mean your pregnant. During the Luteal phase the ovum has to be healthy/still there to stick. When it does, you'll get a message saying you're pregnant. If not, then that little ovum just didn't make it.

 

 

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