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  • 3 weeks later...

speaking of bodyswapping issues i thought i had it figured out,my old problem was me setting the pregnancy length below %7 would could the body swap to not happen,but now my character is pregnant with a deathclaw and its not working but it seems to be slightly different than the old issue i had since with that the manually setting the belly wouldnt work for it but for this new problem it does. And turning on debug shows the bodyswap token too.(not sure if i have latest version,but looking at when it came out i feel like i might)

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For some reason some creatures dont impregnate properly and just dump non funtional sperm into women, I tested around with different creatures and companions and I am not sure whats different with them, the ones I tested that didnt work were; Bloatfly, Cazadors and Giant Mantis. The rest that I tested worked properly in which it were; Bighorners, Dogs, Radscorpions and Deathclaws.

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I'm playing TTW 3.2.2 and everything was fine until i left for the mojave and now whenever i wear clothes with pregnancy enabled there's a noticable stutter if i remove my clothes or disable pregnancy the stutter disappears. I've tried many things and cant seem to fix it but the weirdest thing is that while i was in the captial wastes i had no problems with anything afaik.

 

Spoiler

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
YUPTTW.esm
Sexout.esm
BelthansQuoVagis.esm
SexoutCommonResources.esm
CoitoErgoSum.esm
SexoutSlavery.esm
SexoutPregnancyV3.esm
SexoutOffSpring.esm
SexoutTryout.esm
Maternity Pack Overkill.esp
SomeguySeries.esm
SexOutMDJJFollowers.esp
SexoutStore.esm
Fertile Breeder.esp
SexoutWorkingGirl.esp
SexoutSoliciting.esm
A Trail of Crumbs.esm
Regulators.esm
FBFarm.esp
FBCaptured.esp
FBZeta.esp
FBJade.esp
FBDCBreeder.esp
Sortomatic.esm
FalloutTTWquestoverhaul.esp
NVWillow.esp
Project Nevada - Core.esm
Project Nevada - Extra Options.esm
Expanded Megaton House - TTW.esp
CESxDLC.esp
ARESproject.esp
PrnOut.esp
CASM with MCM.esp
BQV2DLC.esp
BelthansMeaKulpa.esp
RemoveWorkstationNeeds.esp
MPO scriptaddon Tryout.esp
HalfwayHouse.esp
TTW SM and Ghouls FIX.esp
SexoutSoliciting-DLC.esp
The Mod Configuration Menu.esp
Vanilla UI Plus.esp
JIP Improved Recipe Menu.esp
Tutorial Killer.esp
Delay DLC - TTW.esp
Project Nevada - Dead Money.esp
Project Nevada - Honest Hearts.esp
Project Nevada - Old World Blues (No Cyberware).esp
Project Nevada - Lonesome Road.esp
Project Nevada - Gun Runners' Arsenal.esp
FOVSlider.esp
bzArmour.esp
SexoutPosNew.esp
SexoutAnimManagement.esp
SexoutSpunk.esp
SunnyCompanion.esp
NewVegasBounties.esp
Mojave Pimp.esp
Maternity Pack Overkill TTW32addon.esp
GARU.esp
MPO scriptaddon TTW.esp
MojaveDelight.esp
JustModsAssorted.esp
HY_WasteWar2.esp
Ammo Count Memory.esp
Holster Gear.esp
NewVegasExtendedMapMarkers.esp
The Weapon Mod Menu.esp
Heartache By the Number Fix.esp
Rewarding Exploring.esp
Rewarding Exploring - TTW Patch.esp
BetterSaves.esp
SmallerTalk.esp
Casino Exchange All.esp
SexoutDogSexTTWWillow.esp
SexoutWillow.esp
TTW - Essential Travelling Merchants.esp
TTW_PNxEO.esp
GlovesGalore_DeadMoney.esp
Asurah_LeatherGloves.esp
-My Merged Patch.esp

Anything that might help(i also have NVTF and NVAC)

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On 10/21/2020 at 6:12 AM, gizmo1206 said:

speaking of bodyswapping issues i thought i had it figured out,my old problem was me setting the pregnancy length below %7 would could the body swap to not happen,but now my character is pregnant with a deathclaw and its not working but it seems to be slightly different than the old issue i had since with that the manually setting the belly wouldnt work for it but for this new problem it does. And turning on debug shows the bodyswap token too.(not sure if i have latest version,but looking at when it came out i feel like i might)

finally got around to testing and looks like bodyswapping is tied to pregnancy length, upped the percent from 7 to 10 after resetting pregnancy and got pregnant by a deathclaw and after waiting one day it swapped. Where 7% seemed to work for most it looks like faster pregnancies like deathclaws need more time

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  • 2 weeks later...

Started a new game as a male character. It seems simply impossible for women to get pregnant. I turned up the fertilty to the max for both men and women. Checking with the Medical scanner the female character had 2 Ova. Checking with the "inv" command and indeed she has 2 ova items with her. Plenty of sperm too. 0.3 million sperm in womb, around 100 ml in vagina. Waited like an hour in real time,  but still no impregnation happened. I play with TTW. I don't have or had the Stutter Removal mod(which another poster said could cause problems).

 

Anyone has any clue what could be the problem here? I would really like this mod to work for my playthrough but I just can't get it to budge. My guess is that the script handling the impregnation is simply not running correctly but I have no idea how to fix this.

 

Also play with vanilla races though in character creation there are 2 versions of each race(one with and one without wrinkles), I play the one with wrinkles which should be the default Caucasian

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13 hours ago, Beanyboii123 said:

Started a new game as a male character. It seems simply impossible for women to get pregnant. I turned up the fertilty to the max for both men and women. Checking with the Medical scanner the female character had 2 Ova. Checking with the "inv" command and indeed she has 2 ova items with her. Plenty of sperm too. 0.3 million sperm in womb, around 100 ml in vagina. Waited like an hour in real time,  but still no impregnation happened. I play with TTW. I don't have or had the Stutter Removal mod(which another poster said could cause problems)

 

Anyone has any clue what could be the problem here? I would really like this mod to work for my playthrough but I just can't get it to budge. My guess is that the script handling the impregnation is simply not running correctly but I have no idea how to fix this.

I have the same exact problem, but the only difference for me is that there is no sperm according to the scanner. TTW, max percentages. Same issue of pregnancy not being possible, MCM still is there and the mod is installed, but nothing works. Vanilla races too. Replying to be tagged if you find a solution

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21 hours ago, shaidien said:

Has anyone ever gotten this to work? I grab the babies from the box at docs and go outside then wait like 5 days or so robots came but no kids. Tried on other game and even though sunny had ova and loads of cum she did not get pregnant.  What could be wrong?

That sounds like a settings issue. I have had this mod work many times for me.

 

Note that also Sexout Spunk settings might cause issues getting pregnant.

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10 minutes ago, dborg2 said:

That sounds like a settings issue. I have had this mod work many times for me.

 

Note that also Sexout Spunk settings might cause issues getting pregnant.

It cant even finish the child egg from the box . Now both robots advanced to get born that also came from box. And yes the load order is as suggested. Here I am just wanting a simple pregnancy mod. 

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I'm officially now the owner of the mod, but my knowledge on this section is minor, but some things to think about

 

The fertility-settings should be, so that at least 1 day your female can't get pregnant (otherwise the Ova process scripts break), the speed of the pregnancy should be 3% or higher too.  there is a section where the womb is filled with spunk, but no fertilization has taken place (even when ova is present). But with calculation cycles, it should detect pregnancy taking place at some point.

 

One thing I never understood was the Spunk stuff and calculations going into that. That is something that the moddeveloper of SexoutSpunk can best answer.

 

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2 hours ago, dborg2 said:

I'm officially now the owner of the mod, but my knowledge on this section is minor, but some things to think about

 

The fertility-settings should be, so that at least 1 day your female can't get pregnant (otherwise the Ova process scripts break), the speed of the pregnancy should be 3% or higher too.  there is a section where the womb is filled with spunk, but no fertilization has taken place (even when ova is present). But with calculation cycles, it should detect pregnancy taking place at some point.

 

One thing I never understood was the Spunk stuff and calculations going into that. That is something that the moddeveloper of SexoutSpunk can best answer.

 

Hmm, I think this might have been what broke it for me. For testing purposes I made the cycle one day which probably broke the process scripts as you said.

 

Edit: Well, that was pretty easy, I changed it to 3 days instead and pregnancy happened in about 10 minutes. If you are going to update the mod I'd suggest you make the minimum cycle at least 2 days so this bug doesn't happen again. 

 

My issue with this mod is primarily how complex it seems (compared to for example Fertility Mode for Skyrim) which is why I tried to test it quickly. It would for example be far more helpful to have both this mod and the Medical Scanner track the cycle by days instead of by percentage so when you'd scan someone you see which day they are in in their cycle and then based on that you can set the ovulation window on specifc days as well (default day 12 to 15 on a 28 day fertility cycle).

 

Also, taking some cues from Fertility Mode, maybe an option in the mod configuration to give the player a message when an NPC either produces an Ova or gets impregnated. 

 

Anyway thanks for the help and thanks for the mod

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  • 2 weeks later...

anyone might know what would cause this? was pregnant with deathclaw then after i gave birth i was still pregnant so i turned on player debug. first screenshot is from me loading a save before the birth to see if the human pregtoken was still there(never had sex with any human during that time)ScreenShot6.jpg.d3c23661dee010a5ae0fd417cff223c8.jpgScreenShot7.jpg.7b45887dd7a669c91638e122bfece9c1.jpg

 

 

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Concerning historical stutter problems some users have reported with no fix, I have arrived.

 

 

I'm sure there are others complaining, but that's beside the point.  This has been a long standing issue for myself as well.  In preparations to play new vegas in VR, I've been attempting to purge all consistent performance anomalies from my setup.

 

Anyway, to make it short, this small snippet of code is the culprit.

 

			if rCurrOutfit
				if (NX_IsInList SexoutSLClothAppearPregnantP7 rCurrOutfit == 1)
					Set fClothingTightness to fCurrBellySize - 7
					if (NX_IsInList SexoutPFLNudeP7 rCurrOutfit == 1) && fClothingTightness > 1
						Set fClothingTightness to 1
					endif
				elseif (NX_IsInList SexoutSLClothAppearPregnantP6 rCurrOutfit == 1)
					Set fClothingTightness to fCurrBellySize - 6
				elseif (NX_IsInList SexoutSLClothAppearPregnantP5 rCurrOutfit == 1)
					Set fClothingTightness to fCurrBellySize - 5
				elseif (NX_IsInList SexoutSLClothAppearPregnantP4 rCurrOutfit == 1)
					Set fClothingTightness to fCurrBellySize - 4
				elseif (NX_IsInList SexoutSLClothAppearPregnantP3 rCurrOutfit == 1)
					Set fClothingTightness to fCurrBellySize - 3
				elseif (NX_IsInList SexoutSLClothAppearPregnantP2 rCurrOutfit == 1)
					Set fClothingTightness to fCurrBellySize - 2
				elseif (NX_IsInList SexoutSLClothAppearPregnantP1 rCurrOutfit == 1)
					Set fClothingTightness to fCurrBellySize - 1
		
				else ; *** Outfit not correct size (probably not swappable)
					if (NX_IsInList SexoutSLClothAppearPregnant rCurrOutfit == 0)
						Set fClothingTightness to fCurrBellySize
;						if iDebug == 5 && fCurrBellySize >= 1
;							DebugPrint "PregBodyCalc %n: Oufit Not Preg Compatible %n, BellySize %1.2f " rActor rCurrOutfit fCurrBellySize
;						endif
					endif
				endif
			endif

and to be more specific, it's this snippet within that snippet

 

;******************************************************************
; SexoutSLClothAppearPregnant is a VERY large list, containing every single pregnancy armor.
; Checking against this list causes periodic, noticeable lag spikes, especially if otherwise running
; at a stable framerate.  This should probably be a toggleable debug rather than an always on feature.
;else ; *** Outfit not correct size (probably not swappable)
;	if (NX_IsInList SexoutSLClothAppearPregnant rCurrOutfit == 0)
;		Set fClothingTightness to fCurrBellySize
;		if iDebug == 5 && fCurrBellySize >= 1
;							DebugPrint "PregBodyCalc %n: Oufit Not Preg Compatible %n, BellySize %1.2f " rActor rCurrOutfit fCurrBellySize
;		endif
;	endif

the cause of years of woe, a check to see if you're stupid and wearing non preggo armor while pregnant.  all for a disabled debug output and a single clothing tightness command.

 

here is a frametime graph, standing still in goodsprings, framecapped at 60 (no vsync).  first is with this bit commented out, second is with it enabled.  it might not look like much on rivatuner's stupid graph, but it's definitely something you can feel if you have an otherwise stable framerate.  and it feels bad.  the very large spikes are from taking screenshots btw.

 

image.png.f31519dffb0861fbee7c1ea25c153820.png

 

image.png.75b462c1110ae874754caba131cdf9e6.png

 

i have attached an esp that contains this script with the offending section commented out, for your pleasure.

 

 

preggo_stutter_fix.esp

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1 hour ago, Rawhide_K said:

Concerning historical stutter problems some users have reported with no fix, I have arrived.

 

 

I'm sure there are others complaining, but that's beside the point.  This has been a long standing issue for myself as well.  In preparations to play new vegas in VR, I've been attempting to purge all consistent performance anomalies from my setup.

 

Anyway, to make it short, this small snippet of code is the culprit.

 

and to be more specific, it's this snippet within that snippet

 

the cause of years of woe, a check to see if you're stupid and wearing non preggo armor while pregnant.  all for a disabled debug output and a single clothing tightness command.

 

Nice work tracking it down, I've never been a professional programmer and pretty sure that's some of my original code, probably wrote that near 10years ago I had to do all sorts of bodgy stuff to work around functions we didn't have or quirks with the NV engine. I haven't played NV for years, Dborg2 can probably slip that into the next update I suspect.
I have no idea whether there was a good reason for this bit: Set fClothingTightness to fCurrBellySize
Maybe the rest could be changed to:

       if iDebug == 5 && fCurrBellySize >= 1
           if (NX_IsInList SexoutSLClothAppearPregnant rCurrOutfit == 0)
               Set fClothingTightness to fCurrBellySize
	       DebugPrint "PregBodyCalc %n: Oufit Not Preg Compatible %n, BellySize %1.2f " rActor rCurrOutfit fCurrBellySize
	   endif
       endif
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On 11/27/2020 at 11:09 PM, Halstrom said:

Nice work tracking it down, I've never been a professional programmer and pretty sure that's some of my original code, probably wrote that near 10years ago I had to do all sorts of bodgy stuff to work around functions we didn't have or quirks with the NV engine. I haven't played NV for years, Dborg2 can probably slip that into the next update I suspect.
I have no idea whether there was a good reason for this bit: Set fClothingTightness to fCurrBellySize
Maybe the rest could be changed to:


       if iDebug == 5 && fCurrBellySize >= 1
           if (NX_IsInList SexoutSLClothAppearPregnant rCurrOutfit == 0)
               Set fClothingTightness to fCurrBellySize
	       DebugPrint "PregBodyCalc %n: Oufit Not Preg Compatible %n, BellySize %1.2f " rActor rCurrOutfit fCurrBellySize
	   endif
       endif

I like the suggestion and will implement it immediately. I don't think 'knowing' the outfit has pregnancy features is interesting, as long as no swaps are taking place either. Also I don't know why it would check against a list containing pregnancy outfits in the first place. It seems you'd only want to check the non-pregnant outfits at most.

 

Since it's only purpose is debugging, I'll immediately implement it for Sexout Pregnancy, and later will add the outfits for MPO. (to the new list)

 

Edit1. Checking the list, I notice that it isn't even working for the correct purpose. The old outfitlist didn't have any 'Non-Pregnant' outfits in it.

Because the list is used by other scripts and mods to detect pregnancy-visibility, I'm creating a new list and manually adding only the non-pregnant outfits that can swap.

 

Edit2. Looked at the script suggestion of Halstrom. Changed the iDebug==5 to iDebug > 4

Moved the "Set fClothingTightness to fCurrBellySize"  so that it is always set and then later overwritten by the other IF's.

 

Edit3. I realize my solution also would result in an update in SCR, But for now I'll have SOPreg overwrite the following scripts: SexoutSQAddFallout3Stuff and SexoutSCR00SAddDLCStuff

 

Edit4. I currently have no way to really test performance. @Rawhide_K   I hope I can indulge you to test this BETA version. SexoutPregnancyV3.esm

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15 hours ago, dborg2 said:

I like the suggestion and will implement it immediately. I don't think 'knowing' the outfit has pregnancy features is interesting, as long as no swaps are taking place either. Also I don't know why it would check against a list containing pregnancy outfits in the first place. It seems you'd only want to check the non-pregnant outfits at most.

 

Since it's only purpose is debugging, I'll immediately implement it for Sexout Pregnancy, and later will add the outfits for MPO. (to the new list)

Yeah a lot of the debugging system was for a lot of early issues that probably never occur and because we didn't have pregnant versions of more than 20 outfits initially in V2. The AppearPregnant formlist was mainly so people could use it in dialogue checks etc too without needing to script. I think when I started PregnancyV1 we just the vaultsuit and it was using original Sexout :)

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7 hours ago, Halstrom said:

Yeah a lot of the debugging system was for a lot of early issues that probably never occur and because we didn't have pregnant versions of more than 20 outfits initially in V2. The AppearPregnant formlist was mainly so people could use it in dialogue checks etc too without needing to script. I think when I started PregnancyV1 we just the vaultsuit and it was using original Sexout :)

Yes. I think me fixing a lot of outfits (and the formidlists), actually made it worse.

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On 11/28/2020 at 2:56 AM, dborg2 said:

Edit4. I currently have no way to really test performance. @Rawhide_K   I hope I can indulge you to test this BETA version. SexoutPregnancyV3.esm

It's all working just fine over here.  And since you changed the formlist it's checking against, there is also no additional notable performance loss when entering debug mode / being pregnant / wearing the wrong clothes.

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8 hours ago, Rawhide_K said:

It's all working just fine over here.  And since you changed the formlist it's checking against, there is also no additional notable performance loss when entering debug mode / being pregnant / wearing the wrong clothes.

Thank you for testing.

 

*****New version officially released*****

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On 10/26/2020 at 6:54 PM, doopdoo said:

For some reason some creatures dont impregnate properly and just dump non funtional sperm into women, I tested around with different creatures and companions and I am not sure whats different with them, the ones I tested that didnt work were; Bloatfly, Cazadors and Giant Mantis. The rest that I tested worked properly in which it were; Bighorners, Dogs, Radscorpions and Deathclaws.

So noone else has this problem?

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15 hours ago, doopdoo said:

So noone else has this problem?

Small insects have many issues either their eggnumber explodes or they don't get generated at all. It depends on pregnancy settings, but I haven't found the break-point.

 

also @Timi2 I haven't seen any moveable vagina's in Fallout New Vegas.

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26 minutes ago, Timi2 said:

 There was some mention here on LL about some bodyslider working for new vegas so i assumed maybe it would be possible to generate collisions. Even though it has been years since New Vegas launched, why is there no such mod ? Considering this is a Bethesda game, there shouldn't be any Game Engine limitations though.

 

 

Oh. I don't know anything for CBBE for FNV. I can't use the mods, as I have no way to make it work with Sexout Pregnancy and stuff.

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4 hours ago, dborg2 said:

Small insects have many issues either their eggnumber explodes or they don't get generated at all. It depends on pregnancy settings, but I haven't found the break-point.

So it depends on settings? Got any settings that get them to work or do you mean by no break-point that you havent?

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