movomo Posted January 29, 2016 Author Posted January 29, 2016 The ini in TamagoClub 1.15c eng fixed full package 2 TamagoClub115c_eng_TranslationRev2.7z 93.93KB 10939 downloads from first post is not ANSI. That's the problem. My version on post #17 is ANSI, just checked it. For new people: check post #7 and #17. Most bugfixes are not in the version in the first post. Post #665 has another update by mem4ob4, which needs HiyokoClub from post #17. TamagoClub v1.15c Rev 4 alpha 1 is now on post #17, too. Hey folks, sorry for not showing up for so long time. Rghost, I don't know if it's possible, but would you like it if this topic becomes yours? I think it's better when you can edit the OP yourself. Post your updated, tweaked versions freely, etc. Or simply make a new thread, maybe. I'm too slow these days. Of course, if it's not possible or if you don't accept it I'll correct the OP.
saviliana Posted February 8, 2016 Posted February 8, 2016 Is there a way to force player ovulate via console command? I am tired to wait serveal hour in real life just to wait a full cycle because of some small change in .ini files and eggs will be gone after data reseted.
fejeena Posted February 8, 2016 Posted February 8, 2016 Don't know, but why not use the wait funktion ? You see the state of the cycle and the day, then use wait funktion till you reach the Ovulation Phase. And why a data reset? I changed FertilizationRate, ConceptionRate, AdditionalOvulateRate and the time of all Phases without reset. My game read the ini at game start and use the new settings.
dragenx Posted February 16, 2016 Posted February 16, 2016 I know I had it before but don't remember where I got it but females can get another female pregnant
Fienyx Posted February 16, 2016 Posted February 16, 2016 I don't remember which ini, but the line has set kokumorumilk to 1 or something like that. 1 enables f to f preggers. Computers down, otherwise I would have looked it up.
dragenx Posted February 16, 2016 Posted February 16, 2016 I don't remember which ini, but the line has set kokumorumilk to 1 or something like that. 1 enables f to f preggers. Computers down, otherwise I would have looked it up. Thanks I found it
dragenx Posted February 22, 2016 Posted February 22, 2016 Do I have to set a3ltc.kokumaromilk to 1 every time I run the game for some odd reason went I do save it and and close the game after I'm done and load the game the female cum is not work unless I put the code in again is there and way to keep it in the game
varenne Posted February 22, 2016 Posted February 22, 2016 If you are using the version we updated, the one with the INI file you enter it there and forever if you choose to: HiyokoClub.ini ;================================================================================ ; HiyokoClub Settings Beta 0.1 (For use with HiyokoClub V1.10a & HiyokoClub_400 ;================================================================================ ;You can change the settings by changing the Quest variable from the console. ;In addition, if you create a ini/HiyokoClub.ini, it be will read when it is loaded. ;›float a4hc.DeliveryRate Delivery rate[%] (Default: 5.0) ;In third trimester, childbirth is done in this chance to each one decision. In the default settings, TamagoClub judges this six times per day. ;If the birth did not occur before the end of the gestation period, it becomes a stillborn. set a4hc.DeliveryRate to 25.0 ;›long a4tc.HiyokoLife Lifetime[min] (Default: 60 * 24 * 300) ;The children have been born and disappear beyond this survival. ;Countermeasure is to be (= save file size) population continues to increase when you play endlessly. set a4hc.HiyokoLife to 60 * 24 * 300 ;›short a4hc.HiyokoLimit Maximum number of children (Default: 100) ;Is the upper limit of the number of children that can exist simultaneously in the world. ;Birth will not be more than it has been reached and this value is set to the number of children. ;You can raise up to 400 maximum. ;It does not make sense because there are only 400 people worth of AI resources available even if you set a value greater than or equal to 401. set a4hc.HiyokoLimit to 400 ;Added 04-24-2014: Allows Futa females to produce sperm and impregnate other Futas and Females. (Note that this variable is actually in another ESP but no reason it cannot be set here.) set a3ltc.KokumaroMilk to 1 ;›short a4tc.Debug Debug mode[0:Disable 1:Enable 2:Detail] (Default:0) ; Leave the debug log on the console to be enabled. ;a4tc.Debug to 0 If you have to create the INI make sure it is saved as ANSI and not UTF. NOTE: 1 is enabled and 0 is disabled.
LongDukDong Posted February 27, 2016 Posted February 27, 2016 To Saviliana and those interested.Having looked at Tamago's Fertility Clinic, I saw hot it uses 'two' scripts to perform nice operations. In the case of the conception potion, the potion runs the first script, Script Effect (tagged in an enchantment). This first script is able to call forth a second script... the more detailed conception script that performs the actual hard work. So, having examined it, and the Tamago system, I decided to look into Saviliana's desire for an Induced Ovulation script.Took me all day, but I did it. In fact, if you use the below attached code in place of the conception script (remember to doublecheck script names between the anchoring 1st script and this), you will have a potion that induces Ovulation. Oh, and there are notes all throughout for reference. scn jTamagoFertilityOvulationScript ; Define values for script ref target array_var data array_var womb string_var idx short count short returnVal ; Define script function ( target = effected target ) Begin Function { target } ;Your generic 'hey, I've been cast' message and console message MessageEx "Ovulation spell cast on %n!" target printc "jTamagoFertilityOvulationScript called on %n" target ; Housekeeping: Set the default return to 0 (failure) set returnVal to 0 ; Assuming the target is female if (target.GetIsSex Female == 1) ; Get the target's tamago data let data := call a4tccGetTamagoData target ; Only execute if the data exists - not null/nil if (data != ar_Null) ; Get the womb data let womb := data->Wombs[0] ; Determine quantity of fertilized ovum set count to ar_Size data->FertilizedOvums ; Send this count to the console for error tracking printc "jTamagoFertilityOvulationScript : %.0f ovum(s) present." count ; If the target has fertilized ovum.... if (count > 0) ; ONLY Display that message MessageEx "Fertilized ova(s) already detected within target." else ; Otherwise, get the number of ovums present set count to ar_Size data->Ovums ; If the target does have ovums.... if (count > 0) ; ONLY Display THAT message. No need for this effect. MessageEx "Ovum(s) already detected within target." else ; Otherwise, check the target for embryos or fetuses set count to ar_Size data->Conceptions ; And if the target IS carrying... if (count > 0) ; ONLY display the target is pregnant. MessageEx "Conceived pregnancy already detected within target." else ; NOW... See if the target is ovulating if eval(womb->State >= 20 && womb->State < 30) ; And ONLY display that if she is, you're wasting the effect. MessageEx "Target womb is already in Ovulation phase, usage wasted." else ; With all that done, display the ovulation message MessageEx "Ovulation induced." ; Get the IDX value of the effect's target let idx := GetRawFormIDString target ; Restate the womb data let womb := data->Wombs[ idx ] ; Set the womb's data... let womb->LastState := 15 ; Reset the last state just before Ovulation let womb->State := 15 ; Reset the womb's state just before ovulation let womb->Age := a4tc.MenstrualPhase15 ; Reset the womb's age let womb->ElapsedTime := a4tc.MenstrualPhase15 ; Reset the elapsed time for womb (same as age) let womb->MenstruationDate := 0 ; Reset the menstrual date ; Save the new data let data->Wombs[idx] := womb ; Save the reset womb data for the target let data->AwareState := 15 ; Reset the Awareness State let data->LastAwareState := 15 ; Reset the Last Awareness State ; Save the data back to the target let a4tc.aTamago[ idx ] := data SetFunctionValue data ; Perform the main womb function and ; Induce ovulation call a4tcsWombOne data 1 ; And set the default return to 1 (success) set returnVal to 1 endif endif endif endif else ; Render message if no tamago data for target MessageEx "TamagoClub has no data for %n" target endif else ; Render message if used on a male MessageEx "jTamagoFertilityOvulationScript : Target must be female." endif ; Exit with the return value (either success or failure) SetFunctionValue returnVal End Upon drinking, you enter the final hour(s) of the Late Follicular stage. Ovulation occurs right after, bringing forth a nice happy ovum. However, its life cycle is but a day, and so too is the Ovulation stage before entering the Luteal stage.If anyone wishes to just take this and turn it into a "Potion of Induced Ovulation' , I have no problems. Improvements can surely be made, like adding some fun stuff for Lover's Bitch.
varenne Posted February 27, 2016 Posted February 27, 2016 Improvements can surely be made, like adding some fun stuff for Lover's Bitch. Yes, and a very important point you bring up too. If a player is using the 'In Heat' crossover of Lover's Bitch, they will quite quickly 'go to all fours', unless they have already satisfied that requirement. (Based on memory, I think PC inventory must contain =>25 sperm, any sperm will do.) Still, I quite like it. I did something similar for the Womb Energy, Conception, Ovum and Pregnancy Protection potions, which I turned into spells so my PC can cast them on NPCs. (First giving them a potion, then getting them to drink was way too many mouse clicks for me. )
LongDukDong Posted March 2, 2016 Posted March 2, 2016 Thanks for the thought on setting them in skills. Made a book that cost a pretty penny... er... septim. Below, you can see that I did a revision of the principle ovulation skill. The revision doesn't check for gender, but whether the target has a viable womb. With that, creatures that have wombs may now be forced into ovulation. Tricky, eh? scn jTamagoFertilityOvulationScript ; Define values for script ref target array_var data array_var womb string_var idx short count short returnVal ; Define script function ( target = effected target ) Begin Function { target } ;Your generic 'hey, I've been cast' message and console message MessageEx "Ovulation spell cast on %n!" target printc "jTamagoFertilityOvulationScript called on %n" target ; Housekeeping: Set the default return to 0 (failure) set returnVal to 0 ; Get the target's Tamago data let data := call a4tccGetTamagoData target ; Only execute if the data exists - not null/nil if (data != ar_Null) ; Only execute if the data exists - not null/nil ; Get the womb data let womb := data->Wombs[0] let count := womb->type ; If the target has a womb (Creature or Female Humanoid) if ( count == 2 ) ; Determine quantity of fertilized ovum set count to ar_Size data->FertilizedOvums ; Send this count to the console for error tracking printc "jTamagoFertilityOvulationScript : %.0f ovum(s) present." count ; If the target has fertilized ovum.... if (count > 0) ; ONLY Display that message MessageEx "Fertilized ova(s) already detected within target." else ; Otherwise, get the number of ovums present set count to ar_Size data->Ovums ; If the target does have ovums.... if (count > 0) ; ONLY Display THAT message. No need for this effect. MessageEx "Ovum(s) already detected within target." else ; Otherwise, check the target for embryos or fetuses set count to ar_Size data->Conceptions ; And if the target IS carrying... if (count > 0) ; ONLY display the target is pregnant. MessageEx "Conceived pregnancy already detected within target." else ; NOW... See if the target is ovulating if eval(womb->State >= 20 && womb->State < 30) ; And ONLY display that if she is, you're wasting the effect. MessageEx "Target womb is already in Ovulation phase, usage wasted." else ; With all that done, display the ovulation message MessageEx "Ovulation induced." ; Get the IDX value of the effect's target let idx := GetRawFormIDString target ; Restate the womb data let womb := data->Wombs[ idx ] ; Set the womb's data... let womb->LastState := 15 ; Reset the last state just before Ovulation let womb->State := 15 ; Reset the womb's state just before ovulation let womb->Age := a4tc.MenstrualPhase15 ; Reset the womb's age let womb->ElapsedTime := a4tc.MenstrualPhase15 ; Reset the elapsed time for womb (same as age) let womb->MenstruationDate := 0 ; Reset the menstrual date ; Save the new data let data->Wombs[idx] := womb ; Save the reset womb data for the target let data->AwareState := 15 ; Reset the Awareness State let data->LastAwareState := 15 ; Reset the Last Awareness State ; Save the data back to the target let a4tc.aTamago[ idx ] := data SetFunctionValue data ; Perform the main womb function and ; Induce ovulation call a4tcsWombOne data 1 ; And set the default return to 1 (success) set returnVal to 1 endif endif endif endif else ; Render message if used on a male MessageEx "jTamagoFertilityOvulationScript : Target must be female." endif else ; Render message if no tamago data for target MessageEx "TamagoClub has no data for %n" target endif ; Exit with the return value (either success or failure) SetFunctionValue returnVal End For a joke, I also made a Greater Ovulation system in my edit too... it just doesn't check if you're already in phase or have any ovum... Just resets you to the last hours of Late Follucular, and... >Boom!< you'll have ANOTHER ovum... Cast again... THIRD? Okay, you could go a bit crazy with that, Still didn't figure out a way to 'cheat' it into forcing you into 'all-fours' heat so much. I'm looking for a way to get you on all fours, but only IF Lover's Bitch is loaded... not wanting it as a manditory mod 1
varenne Posted March 2, 2016 Posted March 2, 2016 I'm fairly certain you would just need to add the token for 'all-fours' in heat from Lover's Bitch. That's pretty much what is being used in many Lover's based MODs; tokens. Add an invisible token, tied to a script, with possibly another token tied to Yet-Another-Script.... Greater Ovulation system Could be interesting if the player sets their INI to have twins at an abnormally high %...
fejeena Posted March 2, 2016 Posted March 2, 2016 Here how Lovers Bitch checks if Tamago is loaded ( Tamago is not a Master file )begin GameMode set xLoversBitchQuest.hasTamago to IsModLoaded "TamagoClub.esm" if(xLoversBitchQuest.hasTamago) set wombState to GetFormFromMod "TamagoClub.esm" 002500--------------------------------------------------------Or you can do it this way:scn xxxScriptNamexxxshort All4TokenCheckbegin gameMode if GetGameLoaded if (IsModLoaded "LoversBitch.esp") Let all4TokenCheck := GetFormFromMod "LoversBitch.esp" "022C01"endifendif------------------ or if you don't want to to use "Let" and :=Set all4TokenCheck to GetFormFromMod "LoversBitch.esp" "022C01"-----------------------------------------The LoversBitch TokenxLoversBitchAllFoursToken "All Fours Token" [CLOT:xx022C01] ----------------------------- But this way you can only check the LoversBitch token. I don't know if it is possible to add a token from a Mod that's not a Master file to an NPC/Player. LoversBitch would not recognize your token as an All Fours Token. LoversBitch would need a check to recognize your token as an All Fours Token. Or you create to two Tamago(Fertility Clinic).esp, one without LoversBitch Master and one with LoversBitch master.
saviliana Posted March 10, 2016 Posted March 10, 2016 To Saviliana and those interested. Having looked at Tamago's Fertility Clinic, I saw hot it uses 'two' scripts to perform nice operations. In the case of the conception potion, the potion runs the first script, Script Effect (tagged in an enchantment). This first script is able to call forth a second script... the more detailed conception script that performs the actual hard work. So, having examined it, and the Tamago system, I decided to look into Saviliana's desire for an Induced Ovulation script. Took me all day, but I did it. In fact, if you use the below attached code in place of the conception script (remember to doublecheck script names between the anchoring 1st script and this), you will have a potion that induces Ovulation. Oh, and there are notes all throughout for reference. scn jTamagoFertilityOvulationScript ; Define values for script ref target array_var data array_var womb string_var idx short count short returnVal ; Define script function ( target = effected target ) Begin Function { target } ;Your generic 'hey, I've been cast' message and console message MessageEx "Ovulation spell cast on %n!" target printc "jTamagoFertilityOvulationScript called on %n" target ; Housekeeping: Set the default return to 0 (failure) set returnVal to 0 ; Assuming the target is female if (target.GetIsSex Female == 1) ; Get the target's tamago data let data := call a4tccGetTamagoData target ; Only execute if the data exists - not null/nil if (data != ar_Null) ; Get the womb data let womb := data->Wombs[0] ; Determine quantity of fertilized ovum set count to ar_Size data->FertilizedOvums ; Send this count to the console for error tracking printc "jTamagoFertilityOvulationScript : %.0f ovum(s) present." count ; If the target has fertilized ovum.... if (count > 0) ; ONLY Display that message MessageEx "Fertilized ova(s) already detected within target." else ; Otherwise, get the number of ovums present set count to ar_Size data->Ovums ; If the target does have ovums.... if (count > 0) ; ONLY Display THAT message. No need for this effect. MessageEx "Ovum(s) already detected within target." else ; Otherwise, check the target for embryos or fetuses set count to ar_Size data->Conceptions ; And if the target IS carrying... if (count > 0) ; ONLY display the target is pregnant. MessageEx "Conceived pregnancy already detected within target." else ; NOW... See if the target is ovulating if eval(womb->State >= 20 && womb->State < 30) ; And ONLY display that if she is, you're wasting the effect. MessageEx "Target womb is already in Ovulation phase, usage wasted." else ; With all that done, display the ovulation message MessageEx "Ovulation induced." ; Get the IDX value of the effect's target let idx := GetRawFormIDString target ; Restate the womb data let womb := data->Wombs[ idx ] ; Set the womb's data... let womb->LastState := 15 ; Reset the last state just before Ovulation let womb->State := 15 ; Reset the womb's state just before ovulation let womb->Age := a4tc.MenstrualPhase15 ; Reset the womb's age let womb->ElapsedTime := a4tc.MenstrualPhase15 ; Reset the elapsed time for womb (same as age) let womb->MenstruationDate := 0 ; Reset the menstrual date ; Save the new data let data->Wombs[idx] := womb ; Save the reset womb data for the target let data->AwareState := 15 ; Reset the Awareness State let data->LastAwareState := 15 ; Reset the Last Awareness State ; Save the data back to the target let a4tc.aTamago[ idx ] := data SetFunctionValue data ; Perform the main womb function and ; Induce ovulation call a4tcsWombOne data 1 ; And set the default return to 1 (success) set returnVal to 1 endif endif endif endif else ; Render message if no tamago data for target MessageEx "TamagoClub has no data for %n" target endif else ; Render message if used on a male MessageEx "jTamagoFertilityOvulationScript : Target must be female." endif ; Exit with the return value (either success or failure) SetFunctionValue returnVal End Upon drinking, you enter the final hour(s) of the Late Follicular stage. Ovulation occurs right after, bringing forth a nice happy ovum. However, its life cycle is but a day, and so too is the Ovulation stage before entering the Luteal stage. If anyone wishes to just take this and turn it into a "Potion of Induced Ovulation' , I have no problems. Improvements can surely be made, like adding some fun stuff for Lover's Bitch. So, is that I have to use TESCS to inject the code to tamago's script? or I just need to post it into an ini file ate data/ini/? If I must use TESCS to inject the code, what plugin I have to use for the code saving for the script? Can't save cause there is a line error
fejeena Posted March 10, 2016 Posted March 10, 2016 "Can't save cause there is a line error" You must start CS or CSE with OBSE ! All Lovers and Tamago Mods use OBSE commands in the scripts. Read my yellow Link below. I recommend CSE 51. Can do everything you need. Few requirements. Very stable.
saviliana Posted March 11, 2016 Posted March 11, 2016 Get the LongDukDong's code into the game, but it fire itself on start up and won't find any target (no matter I put it in a potion or use it as a selfcast spell), help?
movomo Posted March 11, 2016 Author Posted March 11, 2016 Get the LongDukDong's code into the game, but it fire itself on start up and won't find any target (no matter I put it in a potion or use it as a selfcast spell), help? It seems that LongDukDong intended the script to replace one of the original Fertility clinic function(s). That means you must already have the fertility clinic loaded. Do you have it, and did you replace it properly?
saviliana Posted March 11, 2016 Posted March 11, 2016 Get the LongDukDong's code into the game, but it fire itself on start up and won't find any target (no matter I put it in a potion or use it as a selfcast spell), help? It seems that LongDukDong intended the script to replace one of the original Fertility clinic function(s). That means you must already have the fertility clinic loaded. Do you have it, and did you replace it properly? I have fertility clinic loaded, but I create a new esp and put the script in it and use fertility clinic as header, instead of replace the script cause if I replace one of the script it won't save itself (due to changing script file name). Is that the problem? if it is, any way to add the script to fertility clinic's refernce handle list?
movomo Posted March 11, 2016 Author Posted March 11, 2016 The script won't compile? What exactly does it say?
saviliana Posted March 11, 2016 Posted March 11, 2016 The script won't compile? What exactly does it say? Yes, it won't compile, I tried to save the file and it just give me alot of red cross warning and can not close the tab. It saids Invalid script block 'ScriptEffectStart' for script type. Ph, found the problem: silly me, I got the type of the script wrong, it should be magic effect not object.
movomo Posted March 11, 2016 Author Posted March 11, 2016 I'm assuming you are using the one from this post -> https://www.loverslab.com/topic/15913-hiyoko-utility-spells-tamago-fertility-clinic-new-version/ I don't use and have never used tamago fertility clinic myself, though. First, change the name of the new script to jTamagoFertilityClinicImplantingScript. This is the original name of the script that you have to be replacing. If it isn't, you're replacing the wrong script. Second, it compiles just fine for me. What do you mean "It saids Invalid script block 'ScriptEffectStart' for script type."? LongDukDong's script doesn't have any ScriptEffectStart block from the beginning. Ok just make sure you change the name properly, have the type of the script "Object Script", not "Magic Effect". *EDIT* Ph, found the problem: silly me, I got the type of the script wrong, it should be magic effect not object. WHAT? No! LongDukDong's script is a function script. It must be Object script, NOT MAGIC EFFECT.
saviliana Posted March 11, 2016 Posted March 11, 2016 I'm assuming you are using the one from this post -> https://www.loverslab.com/topic/15913-hiyoko-utility-spells-tamago-fertility-clinic-new-version/ I don't use and have never used tamago fertility clinic myself, though. First, change the name of the new script to jTamagoFertilityClinicImplantingScript. This is the original name of the script that you have to be replacing. If it isn't, you're replacing the wrong script. Second, it compiles just fine for me. What do you mean "It saids Invalid script block 'ScriptEffectStart' for script type."? LongDukDong's script doesn't have any ScriptEffectStart block from the beginning. Ok just make sure you change the name properly, have the type of the script "Object Script", not "Magic Effect". *EDIT* Ph, found the problem: silly me, I got the type of the script wrong, it should be magic effect not object. WHAT? No! LongDukDong's script is a function script. It must be Object script, NOT MAGIC EFFECT. His code is fine now, it is in object script, what I was talking was another script that use for handling what it targeting with, I copy one of the clinic's tonic handler and change the script refrence and forget to making it magic effect like the others.
saviliana Posted March 11, 2016 Posted March 11, 2016 I use weak magika restoration potion and add the spell on it: download: http://mega.nz/#!wQtRRYbC!p171_7nVTxIkIYy8f_6yPs5iOEgPwUwYSSq8VYDMSVc
varenne Posted March 11, 2016 Posted March 11, 2016 @ saviliana - Curious, are you using LoversBitch? If yes are you using the Tamago In Heat crossover? I'm curious how this new potion of yours interacts with that. If you don't use LoversBitch no worries, I'll get around to testing it and your new potion sooner or later.
saviliana Posted March 12, 2016 Posted March 12, 2016 @ saviliana - Curious, are you using LoversBitch? If yes are you using the Tamago In Heat crossover? I'm curious how this new potion of yours interacts with that. If you don't use LoversBitch no worries, I'll get around to testing it and your new potion sooner or later. I didn't use loversbitch at the point, but I now interest to use it after knowing what it does.
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