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maou

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About maou

  • Birthday 01/01/1970

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  1. The author recently stated that he's rather busy. Plus' date=' he's currently playing Skyrim, so time to work on it is limited. Since he doesn't know when the next update will be finished he's released his new Orc modifications as a standalone WIP here. These will eventually be included in EURN when the next update is ready. I too hope he will find the time to continue the MOD soon, since it's one of my favorites.
  2. Seems like the attachments are gone. Will the links be restored or should I re-upload everything?
  3. Your error message comes from the script "a3hgDefaultGenerator" which is defined in HiyokoGenerator.esp. It's the function where copies of the base child object are created according to parent's race. I can only see two possible sources for your problem: Either OBSE is freaking out with its array structures or there is something wrong with the required MODs. Make sure you have these MODs installed: Beautiful People 2ch-Ed.esm x117race.esm TamagoClub.esm HiyokoClub.esm HiyokoGenerator.esp Also make sure you use the latest version of TamagoClub and HiyokoClub. Remove all other TamagoClub and HiyokoClub plugins for now - no need to add more possible sources for errors than neccessary when trying to solve a problem. Make sure you have OBSE v0020, iirc TamagoClub uses some v0020 instructions. Also, make sure you do your tests in a new game to make sure it's not caused by bad data in a saved game. Analyzing problems in a MOD like TamagoClub or HiyokoClub is always difficult from a distance since they are relatively complex scripting wise. And if you cannot reproduce an error you obviously cannot know where the problem lies. What I usually do in such circumstances is open the MOD in question and add a printC command at the beginning of each function (in case the actual function causing problems is unknown). Once the problematic function is found plaster it with more printC commands to find the line where it errors out. With OBSE you allready know the FormID of the function so you can find the MOD (ModID in MOD list) and the function itself so you can go to step 2 immediately. Doing so requires at least the a basic understanding of how to load and save MODs in the CS. This you will have to do for yourself. Just google it up, it won't take more than a few minutes. As for adding printCs to the function I've done this for you in this special case. I've made it overly verbose so I advise you get ConScribe. It's a OBSE plugin that will log all your console output to a text file so you can check it afterwards. This code is for the ORIGINAL version of HiyokoGenerator.esp. Make a backup of the ESP, open it in the console and overwrite the text in the function a3hgDefaultGenerator with the following: scn a3hgDefaultGenerator short n array_var argv short Sex ref Mother ref FatherGene ref MotherGene ref FatherGeneBase ref MotherGeneBase ref MotherRace ref race short i string_var sRace ref hiyo ref gene ref genebase array_var aHiyo Begin Function { n argv } printC "DEBUG: Start function a3hgDefaultGenerator. N = %.0f", n printC "DEBUG: Extracting information from argument array..." let Sex := argv["sex"] if Sex printC "DEBUG: Child will be male" else printC "DEBUG: Child will be female" endIf let Mother := argv["ConceptionOwner"] printC "DEBUG: Conception owner reference is %n (%i)", Mother, Mother let FatherGene := argv["SpermProducer"] printC "DEBUG: Sperm producer reference is %n (%i)", FatherGene, FatherGene let MotherGene := argv["OvumProducer"] printC "DEBUG: Ovum producer reference is %n (%i)", MotherGene, MotherGene let FatherGeneBase := argv["SpermProducerBase"] printC "DEBUG: Sperm producer base object is %n (%i)", FatherGeneBase, FatherGeneBase let MotherGeneBase := argv["OvumProducerBase"] printC "DEBUG: Ovum producer base object is %n (%i)", MotherGeneBase, MotherGeneBase printC "DEBUG: Constructing array..." let aHiyo := ar_Construct Array SetFunctionValue aHiyo printC "DEBUG: Initializing gene to sperm producer..." let gene := FatherGene printC "DEBUG: Initializing gene base to sperm producer base object..." let genebase := FatherGeneBase printC "DEBUG: Checking conditions for using ovum producer genes instead..." if Rand 0 100 < 50 && GetSourceModIndex MotherGene != -1 printC "DEBUG: Conditions met. Setting gene to ovum producer..." let gene := MotherGene printC "DEBUG: Setting gene base to ovum producer base object..." let genebase := MotherGeneBase else printC "DEBUG: Conditions not met. Will use sperm producer genes." endif printC "DEBUG: Checking for valid gene reference..." if GetSourceModIndex gene != -1 printC "DEBUG: Success! Gene reference is valid." printC "DEBUG: Attempting to get race information for gene..." let race := gene.GetRace printC "DEBUG: Race for gene is %n (%i)", race, race printC "DEBUG: Converting race reference to string object..." let sRace := sv_Construct "%n" race printC "DEBUG: Race name string is %q%z%q", sRace printC "DEBUG: Starting race determination..." if gene.GetIsRace Imperial || gene.GetIsRace Breton || gene.GetIsRace Nord || gene.GetIsRace Redguard || gene.GetIsRace GoldenSaint || gene.GetIsRace DarkSeducer || 0 < sv_Find "Human" sRace || 0 < sv_Find "Mitzha" sRace || 0 < sv_Find "Lolita" sRace printC "DEBUG: Gene appears to be human-like race (Imperial, Breton, etc.)" if Sex printC "DEBUG: Adding copy of a3hgHumanM01Ref to array." ar_Append aHiyo a3hgHumanM01Ref.CreateFullActorCopy printC "DEBUG: Adding copy of a3hgHumanM02Ref to array." ar_Append aHiyo a3hgHumanM02Ref.CreateFullActorCopy else printC "DEBUG: Adding copy of a3hgHumanF01Ref to array." ar_Append aHiyo a3hgHumanF01Ref.CreateFullActorCopy printC "DEBUG: Adding copy of a3hgHumanF02Ref to array." ar_Append aHiyo a3hgHumanF02Ref.CreateFullActorCopy endif elseif gene.GetIsRace HighElf || 0 < sv_Find "Elf" sRace || 0 < sv_Find "Elves" sRace || 0 < sv_Find "Chanpon" sRace printC "DEBUG: Gene appears to be Elf-like race" if Sex printC "DEBUG: Adding copy of a3hgElfM01Ref to array." ar_Append aHiyo a3hgElfM01Ref.CreateFullActorCopy printC "DEBUG: Adding copy of a3hgElfM02Ref to array." ar_Append aHiyo a3hgElfM02Ref.CreateFullActorCopy else printC "DEBUG: Adding copy of a3hgElfF01Ref to array." ar_Append aHiyo a3hgElfF01Ref.CreateFullActorCopy printC "DEBUG: Adding copy of a3hgElfF02Ref to array." ar_Append aHiyo a3hgElfF02Ref.CreateFullActorCopy endif elseif gene.GetIsRace Argonian || 0 < sv_Find "Argon" sRace printC "DEBUG: Gene appears to be Argonian race" if Sex printC "DEBUG: Adding copy of a3hgArgonM01Ref to array." ar_Append aHiyo a3hgArgonM01Ref.CreateFullActorCopy else printC "DEBUG: Adding copy of a3hgArgonF01Ref to array." ar_Append aHiyo a3hgArgonF01Ref.CreateFullActorCopy endif elseif gene.IsCreature || gene.GetIsRace Khajiit || 0 < sv_Find "Tabaxi" sRace || 0 < sv_Find "Beast" sRace || 0 < sv_Find "Horkew" sRace || 0 < sv_Find "Wiera" sRace printC "DEBUG: Gene appears to be creature, Khajiit, Tabaxi or other beast-like race" if Sex printC "DEBUG: Adding copy of a3hgAnimalM01Ref to array." ar_Append aHiyo a3hgAnimalM01Ref.CreateFullActorCopy printC "DEBUG: Adding copy of a3hgAnimalM02Ref to array." ar_Append aHiyo a3hgAnimalM02Ref.CreateFullActorCopy printC "DEBUG: Adding copy of a3hgAnimalM03Ref to array." ar_Append aHiyo a3hgAnimalM03Ref.CreateFullActorCopy printC "DEBUG: Adding copy of a3hgAnimalM04Ref to array." ar_Append aHiyo a3hgAnimalM04Ref.CreateFullActorCopy else printC "DEBUG: Adding copy of a3hgAnimalF01Ref to array." ar_Append aHiyo a3hgAnimalF01Ref.CreateFullActorCopy printC "DEBUG: Adding copy of a3hgAnimalF02Ref to array." ar_Append aHiyo a3hgAnimalF02Ref.CreateFullActorCopy printC "DEBUG: Adding copy of a3hgAnimalF03Ref to array." ar_Append aHiyo a3hgAnimalF03Ref.CreateFullActorCopy printC "DEBUG: Adding copy of a3hgAnimalF04Ref to array." ar_Append aHiyo a3hgAnimalF04Ref.CreateFullActorCopy endif else printC "DEBUG: No matching race found. No children produced." endif sv_Destruct sRace else printC "DEBUG: Check failed! Gene reference is not valid! No children produced!!" endif printC "DEBUG: Race determination finished. Checking array size..." if 0 >= ar_Size aHiyo printC "DEBUG: Array contains no children. Adding copies of all supported races as candidates..." if Sex printC "DEBUG: Adding copies of male children to array..." ar_Append aHiyo a3hgHumanM01Ref.CreateFullActorCopy ar_Append aHiyo a3hgHumanM02Ref.CreateFullActorCopy ar_Append aHiyo a3hgElfM01Ref.CreateFullActorCopy ar_Append aHiyo a3hgElfM02Ref.CreateFullActorCopy ar_Append aHiyo a3hgArgonM01Ref.CreateFullActorCopy ar_Append aHiyo a3hgAnimalM01Ref.CreateFullActorCopy ar_Append aHiyo a3hgAnimalM02Ref.CreateFullActorCopy ar_Append aHiyo a3hgAnimalM03Ref.CreateFullActorCopy ar_Append aHiyo a3hgAnimalM04Ref.CreateFullActorCopy else printC "DEBUG: Adding copies of female children to array..." ar_Append aHiyo a3hgHumanF01Ref.CreateFullActorCopy ar_Append aHiyo a3hgHumanF02Ref.CreateFullActorCopy ar_Append aHiyo a3hgElfF01Ref.CreateFullActorCopy ar_Append aHiyo a3hgElfF02Ref.CreateFullActorCopy ar_Append aHiyo a3hgArgonF01Ref.CreateFullActorCopy ar_Append aHiyo a3hgAnimalF01Ref.CreateFullActorCopy ar_Append aHiyo a3hgAnimalF02Ref.CreateFullActorCopy ar_Append aHiyo a3hgAnimalF03Ref.CreateFullActorCopy ar_Append aHiyo a3hgAnimalF04Ref.CreateFullActorCopy endif else printC "DEBUG: All OK. Array has non-zero size and should contain children." endif printC "DEBUG: Starting initialization of children..." let i := ar_Size aHiyo printC "DEBUG: Array contains %.0f children", i while i > 0 let i -= 1 printC "DEBUG: Processing child at index %.0f", i let hiyo := aHiyo[ i ] printC "DEBUG: Child to initialize is %n (%i), disable temporarily...", hiyo, hiyo hiyo.Disable printC "DEBUG: Calling function a3hgcSetHiyokoName with FatherGeneBase=%q%n%q and Mother=%q%n%q", FatherGeneBase, Mother Call a3hgcSetHiyokoName hiyo FatherGeneBase Mother printC "DEBUG: Calling function a3hgcSetHiyokoEyes with hiyo=%q%n%q and genebase=%q%n%q", hiyo, genebase Call a3hgcSetHiyokoEyes hiyo genebase printC "DEBUG: Calling function a3hgcSetHiyokoHair with hiyo=%q%n%q and genebase=%q%n%q", hiyo, genebase Call a3hgcSetHiyokoHair hiyo genebase printC "DEBUG: Checking for valid mother (=ConceptionOwner) reference..." if GetSourceModIndex Mother != -1 printC "DEBUG: Reference is valid. Calling function a3hgcInheritHiyokoInventory with hiyo=%q%n%q and Mother=%q%n%q", hiyo, Mother Call a3hgcInheritHiyokoInventory hiyo Mother printC "DEBUG: Calling function a3hgcInheritHiyokoFaction with hiyo=%q%n%q and Mother=%q%n%q", hiyo, Mother Call a3hgcInheritHiyokoFaction hiyo Mother else printC "DEBUG: Reference is NOT valid! Skipping inheritance of inventory and factions." endif printC "DEBUG: Cheching for valid mother (=ConceptionOwner) reference..." if GetSourceModIndex Mother != -1 printC "DEBUG: Reference is valid. Raising child's disposition towards %n by 100...", Mother hiyo.ModDisposition Mother 100 printC "DEBUG: Raising %n's disposition towards child by 100...", Mother Mother.ModDisposition hiyo 100 else printC "DEBUG: Reference is NOT valid! Skipping disposition adjustment." endif printC "DEBUG: Checking for valid father (=SpermProducer) gene reference..." if GetSourceModIndex FatherGene != -1 printC "DEBUG: Reference is valid. Raising child's disposition towards %n by 50...", FatherGene hiyo.ModDisposition FatherGene 50 ;;;FatherGene.ModDisposition hiyo 50 printC "DEBUG: Reference is NOT valid! Skipping disposition adjustment." endif printC "DEBUG: Checking for valid mother (=OvumProducer) gene reference..." if GetSourceModIndex MotherGene != -1 printC "DEBUG: Reference is valid. Raising child's disposition towards %n by 50...", MotherGene hiyo.ModDisposition MotherGene 50 ;;;MotherGene.ModDisposition hiyo 50 else printC "DEBUG: Reference is NOT valid! Skipping disposition adjustment." endif loop printC "DEBUG: Initialization finished. Setting array as function value...." SetFunctionValue aHiyo printC "DEBUG: End of function a3hgDefaultGenerator" End Post the log here. It should identify the command that makes your delivery fail.
  4. I can't get this to work; I get that command not found thing. Is there an ini file I can set this in? And by enable futa I assume you mean the "attacking woman grows penis" thing, right? LoversEncounter i basically a Lovers plugin and doesn't require TamagoClub but it is certainly supposed to be used in combination with it. The MOD uses the OBSE OnPackageStart event which, as the name suggests, is fired whenever an NPC changes his/her AI package. If the AI package has a target NPC then there is a chance that the NPCs will have sex (normal or rape). Without TamagoClub this only means that the NPCs' sex count will be increased. With TamagoClub installed the females will get sperm - with all the obvious consequences. Basically, LoversEncounter is for "distant couple sex or rape". IIRC the minimum distance to the player is 8000. For shorter distances there is Joburg, RaperS and all the other Lovers mods. TamagShop I never used myself but I think the stuff is sold in the Mystic Emporium in IC. TamagoTopic adds dialog topic for menstruation cycle or pregnancy. They won't tell you unless you have disposition >= 80. Also, it's not guaranteed to be 100% correct. It's usually a few hours behind to make it more interesting. The exact difference is determined by many things including intelligence. TamagoConfide makes female NPCs report to the father when they get pregnant, provided that NPC is near. The mod only really makes sense if you are planning to make your companions pregnant (since they are usually near the player). TamagoNews displays a message at the top left corner of the screen when an NPC gets pregnant, delivers or has a miscarriage. TamagoSetBody uses SetBody to change the body shape to pregnant when appropriate. Requires a SetBody version that comes with pregnant body meshes. The command "set a3ltc.kokumaromilk to 1" should work if you have LoversTamagoClub installed. If your version is 1.02 you'll have to set it in the INI file.
  5. This should fix all your missing meshes problems.
  6. Found this not long ago: Shivering Isles Face Change Requires Beautiful People 2ch-Ed 1.8.0 Fix or later. Seems to run fine with MBP++. Like all other NPC face changers this one is not complete but most of the main NPCs in SI are done. Interestingly, this one has more changes for males than for females. Golden Saints and Dark Seducers are not touched but the common heretics and zealots are. I personally removed the change for Syl and adjusted two male hair styles. Examples (pictures are all DMRA)
  7. 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. @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.), 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).
  8. You are too fast for me. The TamagoPlayerHUD thread just got an update. I keep the HUD plugin in it's own thread since it is not a translation. Incidentally, it seems like I can only add 4 attachments to the first post. This is a bit unfortunate since I wanted to add all translated plugins for TamagoClub to the first post. If 4 attachments is indeed the limit maybe a mod could insert a post after the first one under my name so I can add more plugins there? *Concerning the distorted menu, it's nice to see that there is a fix. That takes some pressure off me. I'll still try to update the alternative menu when I find the time.
  9. Updated to v2.0 to support the new womb states from TamagoClub v1.12. New version requires TamagoClub v1.10 or later. Most scripts have been rewritten. The new version supports male and female PC. Also, any new womb states defined in future versions of TamagoClub can be added to the ini file. Please do a clean save for the HUD plugin! I spent almost the whole day today testing the new code (and making some minor tweaks) but I can't guarantee that it's bug free yet. Had a fun time playing as some 50+ male imperial using Captain Renaults womb. It ovulated even before I was able to leave the tutorial dungeon.
  10. Updated main file to TamagoClub v1.12. Clean save required. Since this version introduces new womb states you should upgrade TamagoPlayerHUD (if you are using it) to v2.0.
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