Halstrom Posted December 2, 2013 Posted December 2, 2013 I'm not sure if babies actually grow up if you don't equip them. I have two on the couch in Lucky 38 and it's been quite a while and they're still there, they don't seem to grow up. Is it possible that their growth script somehow got broken? Is there a way to manually grow them up using a console command? As a side note, the one I sold to a vendor is nowhere to be found. I think when the vendor inventory got refreshed, it disappeared from the game. What would the growth script do in such a case? Hmm, I've had a look at the growth scripts they should grow anywhere, they look ok, and I did have some eggs hatching into Ants & Deathclaws ok during testing recently. Only way to know is set debugging on to any setting and there should be a line comming up every few minutes like : "PregOffSpringBaby %n: CurrDay %4.8f, AdultDay %4.8f, Grown %3.1f" The Script for a CaucasianMale is this: scn SexoutPSOffSpringBabyCM ; *** Script to grow OffSpring ref rOffSpring ref rOffSpringAggr int iOffSpringGrowthDays float fOffSpringHealth ref rZActor ref rMum float fBirthday float fDaysToAdult float fAdultDay float fAdultTime float fCurrDay float fGrown int iCount int iGrowthStage int iRemoving int iInWorld int iOkToRun ref rBackPack ref rBaby int iBaby Begin OnAdd ; *** Congratulations BabyNote Set rZActor to GetContainer if rZActor == PlayerREF && (0 == GetN SexoutPNoteBaby) AN SexoutPNoteBaby endif if iGrowthStage < 1 && fBirthday <= 0 Set iGrowthStage to 1 DebugPrint "PregOffSpringBaby %n: Added" rZActor endif End Begin OnLoad ; *** Baby Inworld Set rZActor to GetContainer if iGrowthStage < 1 && fBirthday <= 0 Set iGrowthStage to 1 DebugPrint "PregOffSpringBaby %n: Loaded" rZActor endif End Begin GameMode Set rZActor to GetContainer Set fCurrDay to GameDaysPassed Set rBaby to SexoutSP0BabyCM Set rOffSpring to SexoutSChildCM Set rOffSpringAggr to SexoutSChildCM Set iOffSpringGrowthDays to SexoutP0QVAR.iGrowthDaysHuman Set iCount to iCount + 1 if rZActor && iCount >= 299 && SexoutSQVAR.iSCRStartCounter > 11 && iRemoving < 1 && rZActor.GetItemCount 00SexoutActor < 1 Set iCount to 0 if iGrowthStage == 1 Set iGrowthStage to 2 Set fBirthDay to fCurrDay Set fDaysToAdult to 1 + ((.9 + (GetRandomPercent / 500)) * iOffSpringGrowthDays) DebugPrint "PregOffSpringBaby %n: Birthday %4.8f" rZActor fBirthday endif if iGrowthStage > 1 Set rBackPack to rZActor.GetEquippedObject 7 Set fAdultTime to (fDaysToAdult * SexoutSQPVAR.fOffSpringGrowthPerc / 100) DebugPrint "PregOffSpringBaby %n: AdultTime %4.3f, GrowthSpeed %3.1f" rZActor fAdultTime SexoutSQPVAR.fOffSpringGrowthPerc Set fAdultDay to fBirthday + fAdultTime Set fGrown to (fCurrDay - fBirthDay) / (fAdultDay - fBirthDay) * 100 if fCurrDay > fAdultDay if GetRandomPercent < SexoutSQPVAR.iOffSpringParentalInstinct PlaceAtMe rOffSpring 1,1,0 else PlaceAtMe rOffSpringAggr 1,1,0 endif MessageEx "PregOffSpringBaby %n: Baby Matures" rZActor DebugPrint "PregOffSpringBaby %n: Baby Matures" rZActor Set iRemoving to 1 If rZActor if rBackPack == rBaby rZActor.UnEquipItem rBackPack 1 1 DebugPrint "PregOffSpringBaby %n: BabyPack Removed" rZActor endif RemoveMe else Disable MarkForDelete endif endif DebugPrint "PregOffSpringBaby %n: CurrDay %4.8f, AdultDay %4.8f, Grown %3.1f" rZActor fCurrDay fAdultday fGrown endif ; *** End Birthday > 0 endif End No console commands I know of.
bjornk Posted December 2, 2013 Posted December 2, 2013 Only way to know is set debugging on to any setting and there should be a line comming up every few minutes like : "PregOffSpringBaby %n: CurrDay %4.8f, AdultDay %4.8f, Grown %3.1f" I never ever see this kind of line, but here's what I did, I set the offspring duration to 1% and then slept three days. Still nothing. And then when I picked them up and they suddenly matured. How about that? So you must have them in your inventory for the script to work then?
Halstrom Posted December 2, 2013 Posted December 2, 2013 Only way to know is set debugging on to any setting and there should be a line comming up every few minutes like : "PregOffSpringBaby %n: CurrDay %4.8f, AdultDay %4.8f, Grown %3.1f" I never ever see this kind of line, but here's what I did, I set the offspring duration to 1% and then slept three days. Still nothing. And then when I picked them up and they suddenly matured. How about that? So you must have them in your inventory for the script to work then? Hmm, are you getting the baby note when the first player child is born ok? And there should be an initial one time messages: DebugPrint "PregOffSpringBaby %n: Added" rZActor DebugPrint "PregOffSpringBaby %n: Birthday %4.8f" rZActor fBirthday
bjornk Posted December 2, 2013 Posted December 2, 2013 Only way to know is set debugging on to any setting and there should be a line comming up every few minutes like : "PregOffSpringBaby %n: CurrDay %4.8f, AdultDay %4.8f, Grown %3.1f" I never ever see this kind of line, but here's what I did, I set the offspring duration to 1% and then slept three days. Still nothing. And then when I picked them up and they suddenly matured. How about that? So you must have them in your inventory for the script to work then? Hmm, are you getting the baby note when the first player child is born ok? And there should be an initial one time messages: DebugPrint "PregOffSpringBaby %n: Added" rZActor DebugPrint "PregOffSpringBaby %n: Birthday %4.8f" rZActor fBirthday I recall getting the note but these are not the first. I sold the first one as I've told you.
Halstrom Posted December 2, 2013 Posted December 2, 2013 Hmm, well at least the script is starting ok if you are getting the note on the first one, but it's rather strange you are getting no debug messages in the console. You are setting Debugging to a number and looking in the console by pressing the "~" key? these should show with any debug number setting, 5 is probably good.
bjornk Posted December 2, 2013 Posted December 2, 2013 Hmm, well at least the script is starting ok if you are getting the note on the first one, but it's rather strange you are getting no debug messages in the console. You are setting Debugging to a number and looking in the console by pressing the "~" key? these should show with any debug number setting, 5 is probably good. Yes, I still have that message named as "Baby Note". Haven't tried neither of the debug options of 1 to 5, but I set it to 7 at first, and upon seeing nothing related, I then set it to 6, again nothing. I can see some debug messages showing up, but not the line you wrote above or anything similar. BTW, one of the debug messages I get says that the PregCount is 0. Shouldn't that be three for my case? Or does it count something else, like the current number of pregnancies or something?
Halstrom Posted December 3, 2013 Posted December 3, 2013 Yeah, preg count is current number of active pregnancies, born offspring don't count, and if you aren't seeing any messages from the growing offspring, no idea why not, In the growth scripts it wouldn't matter what debug is set to as long as it's on.
Halstrom Posted December 5, 2013 Posted December 5, 2013 The matriarch outfit came in 2 version. One with a larger area for the fun bags, and one without. You labeled them as BNB. Which is fine, but they're not really BNB. They're two separate outfits. Your body coding thinks of them as one with 2 different body styles. So I give the player the "BNB" one if they request it, but if you have your body set to Type 3, once it auto swaps the matriarch robes it'll swap to the p1 (or whatever) non BNB version instead of staying the BNB version. Sorry, I probably didn't make this clear. Its just something I had to do because I wanted an outfit that the lactation tits wouldn't clip through. Ah ok, no problems I will duplicate them as just B4 or B5? Instead and after a few updates at your end I will delete the BNB ones. This sort of ties into something I've been meaning to do for ages and have a NX_variable for setting actors Breast size by Lactation but we now have a Lactation mod, we should really get together on it and sort it out with some standard system for breast size, renaming/identifying all the BB/BnB maternity files to some standard or have a go at that mesh animation breast expansion system that someone made here ages ago. Unfortunately I'm in the middle of a lot of RL HMI project stuff for next 2 months so not sure I can do much.
KiraWatari Posted December 5, 2013 Posted December 5, 2013 I have a problem with this mod where after a few minutes in game it causes frames to drop every other second. At first the skips are very small, not really noticeable but after playing for a bit they are very noticeable. The area also affects it, places such as casinos, goodsprings and hoover dam all increase the rate at which the skipping increases. I've searched around and one user had a similar problem that was fixed by the fnv stutter remover but this hasn't helped me at all. I've also tried turning down fertility settings but the only thing that removes this stutter is disabling the plugin, and that's no fun. SCR and Sexout are up to date. GameMode=FalloutNVFalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1NosCo Companion System.esm=1SexoutStore.esm=1NCCS Nos' Premade Companions.esm=1Lings.esm=1Herculine's NCCS Companions Volume 1.esm=1Shojo Race Vegas.esm=1Shojo Neko.esm=1NV Child - Shojo Headgear.esm=1Herculine's Shojo Companions.esm=1ClassicPack.esm=1CaravanPack.esm=1MercenaryPack.esm=1TribalPack.esm=1MikotoBeauty.esm=1Sexout.esm=1SexoutCommonResources.esm=1SexoutSlavery.esm=1SexoutLegion.esm=1SexoutPregnancyV3.esm=1Alice Murray Outfit.esp=1AsharasLightningItems_ForNV.esp=1dressup.esp=1ghostbodysuitcamo.esp=1NWghostbodysuit.esp=1Cass Gone Rogue & Factionless.esp=1Sexout LevelUp.esp=1ShojoKids.esp=1FCA.esp=1KnuckleBeatGlovesCHT.esp=1FPT EDE Lings NaiNai.esp=1AsharasHairConversionNV.esp=1NovaMod.esp=1VeronicaNoLongerBoS.esp=1SexoutNotify.esp=1epock.esp=1Type3 Leather Armors.esp=1sexysleepwearnr.esp=1sexysleepwear.esp=1Mantis07Reflex.esp=1Type3MClothing_AddOn_only.esp=1Centered 3rd Person Camera - Unraised.esp=1headgearfix.esp=1SexoutFiends.esp=1SexoutKhans.esp=1SexoutKings.esp=1SexoutNCR.esp=1SexoutPowderGangers.esp=1SexoutWorkingGirl.esp=1SexoutSexAssault.esp=1SexoutSex.esp=1SmallerTalk.esp=1Nidaoutfitv1.esp=1Free Tribal Outfits.esp=1JillBSAA.esp=1BBAliceMurray.esp=1NV_AsharasFormalClothing.esp=1BB_Persona_and_Secret.esp=1WastelandCourier.esp=1merccustom.esp=1NWIxiaarmor1.esp=1jailhouserockette.esp=1SexoutFadeToBlack.esp=1MoonShadowRace.esp=1SexyTacticalOutfitT6M.esp=1Bouncing Natural Breasts.esp=1populatedcasino-light.esp=1st.esp=1SexoutZAZ.esp=1SexoutStraponSex.esp=1The Mod Configuration Menu.esp=1MikotoBeauty.esp=1MikotoBPWastersOverhaul.esp=1Mystyks Faces NV.esp=1jofacepreset.esp=1FO3 Face Presets.esp=1Safe ShowRaceMenu_Console.esp=1MyAngelicVeronica.esp=1TulipCassidy.esp=1Improved Throwing1.esp=1UnlimitedCompanions.esp=1Companions Commander.esp=1
Halstrom Posted December 5, 2013 Posted December 5, 2013 Which Date are you up to? Do you have fertility for all NPC's activated?
KiraWatari Posted December 5, 2013 Posted December 5, 2013 Which Date are you up to? Do you have fertility for all NPC's activated? pregnancyv3 is at 20131028.1 By default the fertility is all for males and player/companion for females, if i dont touch the default settings this still happens. This is also on a fresh save. This happened before with the older pregnancyNG plugin but it didnt really bother me much unless i was in a casino or by hoover dam.
Strec Posted December 5, 2013 Posted December 5, 2013 Which Date are you up to? Do you have fertility for all NPC's activated? pregnancyv3 is at 20131028.1 By default the fertility is all for males and player/companion for females, if i dont touch the default settings this still happens. This is also on a fresh save. This happened before with the older pregnancyNG plugin but it didnt really bother me much unless i was in a casino or by hoover dam. How many RAM have you and do you use the 4Gb launcher ? Look at the memory got by fallout in task manager.
KiraWatari Posted December 5, 2013 Posted December 5, 2013 How many RAM have you and do you use the 4Gb launcher ? Look at the memory got by fallout in task manager. 8GB of RAM, didn't use the launcher, grabbed it, still have problem. Didn't check how much memory was being used though. Same build up as usual. The game is smooth for about 5 minutes then noticeable skipping occurs every other second or so and the skipping gets harder over time.
brocules Posted December 5, 2013 Posted December 5, 2013 How many RAM have you and do you use the 4Gb launcher ? Look at the memory got by fallout in task manager. 8GB of RAM, didn't use the launcher, grabbed it, still have problem. Didn't check how much memory was being used though. Same build up as usual. The game is smooth for about 5 minutes then noticeable skipping occurs every other second or so and the skipping gets harder over time. Does purging cell buffers have any effect? If you haven't tried it, type ' pcb ' in console when the game starts acting up or feeling slow.
KiraWatari Posted December 6, 2013 Posted December 6, 2013 Does purging cell buffers have any effect? If you haven't tried it, type ' pcb ' in console when the game starts acting up or feeling slow. Just tested that, pcb doesn't stop the skipping. Edit: I should also mention that talking to an npc stops this stutter/skipping from happening as long as im talking to them, same with looting/buying/pipboy screens.
Strec Posted December 6, 2013 Posted December 6, 2013 If you save (a real complete save, not a quick one), quit and reload the game, doesit resolve for a few time ? Hopping you will be able to reload ^^
Strec Posted December 6, 2013 Posted December 6, 2013 Fertility Percent means that if there are any Sperm inside that is the base chance every 6 Minutes you have of becoming pregnant Just a technical question, if you remember it will avoid me to see the scripts. Before leaving a cell, I insert sperm in a female NPC having Ovas. I quit the cell, I wait for 3 days for example and come back. On my return what happens ? 1/ there is no test done for pregnancy, sperm is dead 2/ one test is done to get pregnancy before removing sperms and ovas 3/ more than one test is done due to the length of time passed
KiraWatari Posted December 6, 2013 Posted December 6, 2013 If you save (a real complete save, not a quick one), quit and reload the game, doesit resolve for a few time ? Hopping you will be able to reload ^^ saving and loading doesn't do anything, quiting to main menu and loading doesnt do anything either. I have to quit the game completely and open it up again to reset the skipping.
RitualClarity Posted December 7, 2013 Posted December 7, 2013 KiraWatari. Verified Cache on Steam? Checked the files and defraged the hard drive (mechanical)? check the amount of "free space" on the drive. Make sure 30 or more % is available on the drive? Lower the Plugins. Remove those that you don't need right now and make a clean save? Finally disable all mods and exit and restart, still problems? Keep the DLC's.
Halstrom Posted December 7, 2013 Posted December 7, 2013 Just a technical question, if you remember it will avoid me to see the scripts. Before leaving a cell, I insert sperm in a female NPC having Ovas. I quit the cell, I wait for 3 days for example and come back. On my return what happens ? 1/ there is no test done for pregnancy, sperm is dead 2/ one test is done to get pregnancy before removing sperms and ovas 3/ more than one test is done due to the length of time passed 3 is the correct answer, I run a lot of my time related scripts by timers, so if the script is supposed to check 10 times an hour it and it detects a 8 hour period since it's last run it will loop repeatedly catching up. But I do fudge it a bit, if it's over 1 hour, I divide by 4 up to 4 hourly blocks to reduce lag of checks happening when waking up / fast travel arrival of the player and 4 fertile NPC's. I probably need to redo them adding a delay in each loop so it spreads the load a bit better. But it's the most accurate way I could manage so the chances of pregnancy weren't significantly reduced by sleeping for hours as far as I've seen NPC's continue to run when not in the cell, so the major way to bank up long time differences is Sleeping or Time travel, which I think happens on one of the DLC's, possibly backwards even. Hmm, might have to think about my limits a bit for that. ; *** Alter Script run Hours to catch up after Fast Travel / Wait / Sleep if fLastUpdateHour <= 0 || fLastUpdateHour > 24 Set fLastUpdateHour to fCurrHour Set fLastUpdateDay to fCurrDay DebugPrint "Preg2Ova %n: %n Initialise LastD %2.3f, LastH %2.3f" rZActor rMumOva fLastUpdateDay fLastUpdateHour endif Set iDaysPassed to fCurrDay - fLastUpdateDay if iDaysPassed > 0 DebugPrint "Preg2Ova %n: %n iDaysPassed %4.5f, fHoursPassed %4.5f" rZActor rMumOva iDaysPassed fHoursPassed endif if fCurrHour > fLastUpdateHour Set fHoursPassed to fCurrHour - fLastUpdateHour elseif fCurrHour < fLastUpdateHour Set fHoursPassed to (fCurrHour + 23.999999) - fLastUpdateHour DebugPrint "Preg2Ova %n: %n Midnight Passed, Days%2.0f, Curr%2.5f, Last %2.4f" rZActor rMumOva iDaysPassed fCurrHour fLastUpdateHour endif Set fHoursPassed to fHoursPassed + (iDaysPassed * 24) Label 1 Set fHourStep to .1 If fHoursPassed > fHourStep If fHoursPassed > 1 Set fHourStep to fHoursPassed / 4 endif if fHourStep > 4 Set fHourStep to 4 endif if fHourStep < .05 Set fHourStep to .05 endif <Do Ova/Semen Checks> Set fLastUpdateHour to fCurrHour Set fLastUpdateDay to fCurrDay Set fHoursPassed to fHoursPassed - fHourStep Goto 1 endif ; *** Catchup Time stuff
Strec Posted December 7, 2013 Posted December 7, 2013 Yeah, very cool answer cause it's the one the better to me Concerning the charge limitation i did the same in Slaver's life v1 working with items on slaves which do the jobs. But I did see that it seems that they work all in the same time and produce a lag when entering a room with many NPC having jobs to do (I think it's the problem Kirawatai have, lack of power from processor slowing the game for a few time). It's the major reason making me stop the v1 dev. cause adding more jobs was detrimental. In v2 I'm reviewing the way slaves do job, I make on quest for one job (or for a few jobs) and I manage the work of these quests in sequence, one begin when the previous have ended. it can cause some delays in acting but it reduce the lag and delay are rarely visible. But this can't be applicated to all jobs, if a job need many vars I must continue to use a controller on each slave. Papyrus is very better on these types of coding cause of it's array management and I hope FO4 will support it.
KiraWatari Posted December 7, 2013 Posted December 7, 2013 KiraWatari. Verified Cache on Steam? Checked the files and defraged the hard drive (mechanical)? check the amount of "free space" on the drive. Make sure 30 or more % is available on the drive? Lower the Plugins. Remove those that you don't need right now and make a clean save? Finally disable all mods and exit and restart, still problems? Keep the DLC's. Files/HDD is fine, I've tried before to remove most plugins that do more then just add clothes. Only disabling the PregnancyV3 plugin solves the problem and well the problem only exists while playing with Pregnancy turned on. The issue itself sort of snowballs overtime, it starts off by dropping all frames for .1 second after playing for around 10 minutes and eventually grows into a .5 second drop around the 1 hour mark, then a full second drop if i bear with it long enough but that takes a while. The frame skipping doesn't happen when I'm in any menu's including dialogue and pipboy. I havent tried reinstalling the entire game yet, thats only ever helped me with one obscure memory/texture issue in skyrim though.
Halstrom Posted December 7, 2013 Posted December 7, 2013 Yeah, very cool answer cause it's the one the better to me Concerning the charge limitation i did the same in Slaver's life v1 working with items on slaves which do the jobs. But I did see that it seems that they work all in the same time and produce a lag when entering a room with many NPC having jobs to do (I think it's the problem Kirawatai have, lack of power from processor slowing the game for a few time). It's the major reason making me stop the v1 dev. cause adding more jobs was detrimental. In v2 I'm reviewing the way slaves do job, I make on quest for one job (or for a few jobs) and I manage the work of these quests in sequence, one begin when the previous have ended. it can cause some delays in acting but it reduce the lag and delay are rarely visible. But this can't be applicated to all jobs, if a job need many vars I must continue to use a controller on each slave. Papyrus is very better on these types of coding cause of it's array management and I hope FO4 will support it. Look into the NVSE Extender NX variables stuff, Arrays are one of the features just introduced in the last update Files/HDD is fine, I've tried before to remove most plugins that do more then just add clothes. Only disabling the PregnancyV3 plugin solves the problem and well the problem only exists while playing with Pregnancy turned on. The issue itself sort of snowballs overtime, it starts off by dropping all frames for .1 second after playing for around 10 minutes and eventually grows into a .5 second drop around the 1 hour mark, then a full second drop if i bear with it long enough but that takes a while. The frame skipping doesn't happen when I'm in any menu's including dialogue and pipboy. I havent tried reinstalling the entire game yet, thats only ever helped me with one obscure memory/texture issue in skyrim though. I'm assuming because it's a clean save there shouldn't be any pregnant NPC's or growing Offspring/Eggs etc causing lag, that brings me back to the Fertility tokens added to actors who are in the companions list added when they've had sex. There shouldn't be many scripts happening till stuff starts happening from sex. There were reports of some issues with the damaged Combat armor meshes. I'm really out of ideas.
jaam Posted December 8, 2013 Posted December 8, 2013 NX array variables are not public yet Thats one of the things for prideslayer to do when he comes back. But array_var are available in NVSE 4 (beta 1 alpha 11...)
Strec Posted December 8, 2013 Posted December 8, 2013 NX array variables are not public yet Thats one of the things for prideslayer to do when he comes back. But array_var are available in NVSE 4 (beta 1 alpha 11...) Yes, I did see the NX array thing but for now I did want to work with stable versions of Sexout and Preg because I've a lot of thing to test by myself in my mod
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