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Posted
5 hours ago, Neutron_rus said:

In SCR I added code to copy body from custom races, SOPreg uses another bodyswap script where this code is missing, I will re-add it in the next patch

Sounds good, will just play vanilla race for now. Thanks

Posted (edited)
10 hours ago, Neutron_rus said:

custom race-based, okay, I think know what's the problem then, thanks

In SCR I added code to copy body from custom races, SOPreg uses another bodyswap script where this code is missing, I will re-add it in the next patch

New version uploaded.

Edited by dborg2
Posted

Custom races work properly now but there aren't any options in the MCM with the new version. The section for SOPregnancy is available but nothing is in it.

Posted
2 minutes ago, FineKite said:

Custom races work properly now but there aren't any options in the MCM with the new version. The section for SOPregnancy is available but nothing is in it.

Make sure that name of esm file was not changed to something like "SexoutPregnancyV3 (1).esm", mcm will work only if name is "SexoutPregnancyV3.esm"

Posted (edited)

esm file name looks correct and I have tried brand new saves and old saves. On old saves I get the message that the mod is updated but still nothing in the menu

Edited by FineKite
Posted
10 minutes ago, FineKite said:

esm file name looks correct and I have tried brand new saves and old saves. On old saves I get the message that the mod is updated but still nothing in the menu

If you're sure that name is matching, try to wait like 10 seconds after loading a save file, menu usually loads with some delay.

Posted

yeah still nothing, even after a few minutes. The tab for SOPregnancy shows up with the rest of my MCM mods but none of the options are there

Posted
13 minutes ago, FineKite said:

yeah still nothing, even after a few minutes. The tab for SOPregnancy shows up with the rest of my MCM mods but none of the options are there

Then either something else breaking it, or file name is actually wrong. You can make debug log in SCR and attach it here.

Posted (edited)
7 minutes ago, Neutron_rus said:

you can try updating both SCR and SOPreg, maybe it will help (a small patch was released a few hours ago)

I had updated SOPreg but missed the SCR update. Updating SCR fixed it, thanks for your help

Edited by FineKite
Posted

An invisible/inaccessible nude body item is getting applied to my character and I can't unequip it, making giving birth impossible. Sorry for constantly bugging y'all

Posted

Hey, occasionally I've noticed that sometimes my PC and NPCs will have negative FertilityLevels i.e. -0.50% or -0.95%. Does that hinder anything and/or does anything specific cause such negative percentages?

Posted
1 hour ago, Kashirinzan said:

Hey, occasionally I've noticed that sometimes my PC and NPCs will have negative FertilityLevels i.e. -0.50% or -0.95%. Does that hinder anything and/or does anything specific cause such negative percentages?

Kind of strange that it does so, because code should auto correct any negative values back to 0, maybe it was still in the middle of updating values or something, or probably there's a floating point rounding error.
Fertility level may drop if character have high levels of radiation. Overall it should be fine even if value is negative, any values below 1% should make character temporary infertile, due to not being able to produce an ova.

Posted

I have noticed than the new version of the mod have its MCM page simply being empty, is this normal ?

Posted
4 hours ago, Neutron_rus said:

Update SCR

Oh ? SCR has been updated too ? sound like Christmass has arrived early this year.

  • 2 weeks later...
Posted (edited)

I think I found a conflict/problem with the new version.

 

Has a script been added that removes pregnant bodies and reverts (P) versions of armors back to their original form?

 

It appears to also remove scripted pregnant bodies applied to the player character while using the "fertile breeder" mod. Specifically when playing TTW Mothership Zeta.

 

This may be a separate issue, it also appears to prevent the application of pregnant bodies to the player character ;however, companions and NPC have no issues. Anytime I add a nude pregnant body through console command its immediately deleted and any pregnant versions of armor are also changed to non pregnant version.

 

I have "custom race" and "BNB WIP" checked for player character in SCR if its related ;however, its never been an issue before.

Edited by hk1234
Posted (edited)
3 hours ago, hk1234 said:

Has a script been added that removes pregnant bodies and reverts (P) versions of armors back to their original form?

 

It appears to also remove scripted pregnant bodies applied to the player character while using the "fertile breeder" mod. Specifically when playing TTW Mothership Zeta.

 

This may be a separate issue, it also appears to prevent the application of pregnant bodies to the player character ;however, companions and NPC have no issues. Anytime I add a nude pregnant body through console command its immediately deleted and any pregnant versions of armor are also changed to non pregnant version.

It was fixed to work more as it was intended initially

Most likely npcs outfits got reverted back because of new fertility that can be applied by distance, not only sex acts, this results in npc following all pregnancy rules and reverting fake outfits back to real belly size, and as there's no base belly size set on them, default value will be P0.
Setting Fertility to 1/2/3 in mcm will prevent regular npc from getting fertility tokens and stop swaps of fake pregnancy outfits back to normal state. 

To add belly, either change belly size adjustment in mcm (will affect everyone who have fertility tokens), or set it per actor with this command

NX_SetEVFl "SCR:fBaseBellySize" #   ;either click on npc/player in console or add reference id in front -- player.NX_SetEVFl "SCR:fBaseBellySize" 3
;valid sizes 0-7, biggers numbers should round back to 7, 


I can add separate belly adjustment slider for player only, if there will be any demand on it

Edited by Neutron_rus
Posted (edited)

Does anyone know why this mod in particular will stop the TTW main menu from showing up? It just wont load if this mod is active. It seems to be the offspring plugin that wont work.

EDIT: Nvm it seems there was an update literally hours ago that has fixed this for me.

Edited by Bm212
Posted
1 hour ago, Bm212 said:

Does anyone know why this mod in particular will stop the TTW main menu from showing up? It just wont load if this mod is active. It seems to be the offspring plugin that wont work.

Black screen usually happens if master files that mod requires is not enabled

Posted
58 minutes ago, Neutron_rus said:

Black screen usually happens if master files that mod requires is not enabled

It wasn't black screen. It was just the main menu options and mouse that would not show up. Just the menu music and background.

Posted
6 hours ago, Bm212 said:

It wasn't black screen. It was just the main menu options and mouse that would not show up. Just the menu music and background.

that is also a sign that masters are missing. although it can also happen if soft-requirements are missing.

  • 3 weeks later...
Posted

So how exactly that turning baby items into Offspring works? Does it turn into actor if left in another location, or deleted through removeitem? For example if I were to make a simple mod with a script which deletes the baby item from inventory through a dialogue, like dumping the kid at the clinic for adoption or whatever, would it still pop up later, or would it work fine?

Posted
5 hours ago, lendiforma said:

So how exactly that turning baby items into Offspring works? Does it turn into actor if left in another location, or deleted through removeitem? For example if I were to make a simple mod with a script which deletes the baby item from inventory through a dialogue, like dumping the kid at the clinic for adoption or whatever, would it still pop up later, or would it work fine?

Offspring script is tied to the item, if item is deleted, script is deleted as well. If item is dropped instead of being deleted, they will continue growing as is (if player is in the same location that keeps items loaded), same should happen if item is left in a container, but I'm not sure how scripts are working if they're inside regular containers

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