Halstrom Posted March 18, 2016 Posted March 18, 2016 Not necessarily, a completely fresh install didn't correct the issue for me. We're both having the same issue. Personally, I think Sexout Pregnancy is in a broken state, one of the more recent updates from another mod may have broken it, I'm not sure. I would continue playing without pregnancy and see if someone releases a fix eventually. Negative sperm vlaues anywhere has nothing to do with pregnancy. This is an old bug reported over a year ago and people fixed it by updateing NVSE / NX / Spunk Extender or something. Pregnancy does not modify them in any way it just reads the quantity. So if there is negative sperm shown from reading Spunks values then fertilisation will fail as it is less than 1 sperm, you can't fight basic biology Jim
Womb Raider Posted March 18, 2016 Posted March 18, 2016 Same here. Did a completely fresh install and a new save with all the latest mod updates using the custom FOMM build. fertility and pregnancy reset back to 0% So you are saying i cant continue using the save ive been using im going to need to start a new one? Not necessarily, a completely fresh install didn't correct the issue for me. We're both having the same issue. Personally, I think Sexout Pregnancy is in a broken state, one of the more recent updates from another mod may have broken it, I'm not sure. I would continue playing without pregnancy and see if someone releases a fix eventually. Negative sperm vlaues anywhere has nothing to do with pregnancy.This is an old bug reported over a year ago and people fixed it by updateing NVSE / NX / Spunk Extender or something. Pregnancy does not modify them in any way it just reads the quantity. So if there is negative sperm shown from reading Spunks values then fertilisation will fail as it is less than 1 sperm, you can't fight basic biology Jim I was referring more to the fertility level and pregnancy level locking at 0 and not deviating from that number. The negative sperm count hasn't had any affect on gameplay as far as I've been aware. But he did describe his character not being able to impregnate herself. I've changed just about every setting imaginable in SO pregnancy and Spunk to see if maybe I could get a combination of settings that would maybe workaround this bug. aaaaand nothing. I think for anyone who has recently updated, you're basically SOL.
Sagebrush61 Posted March 18, 2016 Posted March 18, 2016 I have the most recent versions of Spunk and Pregnancy. The fertility cycle procedes normally, I have lots of swimmers and my character got pregnant. I don't think it's Pregnancy that's broken, I suspect there is a conflict going on with some other mod, possibly something that needs to be updated to work with the latest version of Pregnancy.
Halstrom Posted March 18, 2016 Posted March 18, 2016 I was referring more to the fertility level and pregnancy level locking at 0 and not deviating from that number. The negative sperm count hasn't had any affect on gameplay as far as I've been aware. But he did describe his character not being able to impregnate herself. I've changed just about every setting imaginable in SO pregnancy and Spunk to see if maybe I could get a combination of settings that would maybe workaround this bug. aaaaand nothing. I think for anyone who has recently updated, you're basically SOL. Well odds are whatever is causing your Spunk to show negative sperm is also screwing up pregnancy, until you fix the negative sperm problem Pregnancy isn't going to work regardless. As mentioned in last few pages a couple of times something was happening with a version SexoutPositioning causing internal flags to indicate the actor is still having sex. This causes Pregnancy scripts to fail because Pregnancy's scripts are paused while they detect the actors having sex to prevent adding of tokens causing actors to redress. I've never used SexoutPositioning myself. Regardless I no longer have NV installed so can only do fixes based on debug.txt information. Hundreds of other downloads of latest versions aren't reporting this issue, if someone finds a fix or wants to continue this project, I am happy to upload it or they can even start their own download page.
RitualClarity Posted March 19, 2016 Posted March 19, 2016 @Hal you are doing fine Try disabling Sexout Position. Then wait a bit (24 hours to 72 in a clean cell for reset. or use with a new save ) and see if it helps fix the problem if it does then it can be reported. Same with any other mods that might be considered conflicting. Pregnancy hasn't been updated or changed except for a few minor fixes for quite a long time. If there becomes some issues with pregnancy it is because of some conflict or changes with another mod. AS for being with Spunk I doubt it as I don't believe Dr. Sax has done any updates on that mod for quite some time as well. month or so ago I ran a test for a mod content creator here, It ran without an hitch and worked fine except for cum accumulation which might have been a conflict or my settings. Pregnancies worked like clockwork. And that is with the versions of Pregnancy and Spunk currently available (except Halstrom did some dialogue fixes that is new change).
CodyR4 Posted March 19, 2016 Posted March 19, 2016 Same here. Did a completely fresh install and a new save with all the latest mod updates using the custom FOMM build. fertility and pregnancy reset back to 0% So you are saying i cant continue using the save ive been using im going to need to start a new one? Not necessarily, a completely fresh install didn't correct the issue for me. We're both having the same issue. Personally, I think Sexout Pregnancy is in a broken state, one of the more recent updates from another mod may have broken it, I'm not sure. I would continue playing without pregnancy and see if someone releases a fix eventually. Negative sperm vlaues anywhere has nothing to do with pregnancy.This is an old bug reported over a year ago and people fixed it by updateing NVSE / NX / Spunk Extender or something. Pregnancy does not modify them in any way it just reads the quantity. So if there is negative sperm shown from reading Spunks values then fertilisation will fail as it is less than 1 sperm, you can't fight basic biology Jim I was referring more to the fertility level and pregnancy level locking at 0 and not deviating from that number. The negative sperm count hasn't had any affect on gameplay as far as I've been aware. But he did describe his character not being able to impregnate herself. I've changed just about every setting imaginable in SO pregnancy and Spunk to see if maybe I could get a combination of settings that would maybe workaround this bug. aaaaand nothing. I think for anyone who has recently updated, you're basically SOL. well i managed to get it working after resetting pregnancy like 5 times but now i am stuck giving birth and my character is crab walking or something lol. the negative values have gone away though.
OH1972 Posted March 20, 2016 Posted March 20, 2016 My character's pregancy so far has been progressing normally, but now that it's reached 86.9%, I don't see any progress anymore?!
Halstrom Posted March 20, 2016 Posted March 20, 2016 My character's pregancy so far has been progressing normally, but now that it's reached 86.9%, I don't see any progress anymore?!More information needed, I need to see a debug.txt file with pregnancy debugging set to 7 or 8.
Nurblets Posted March 22, 2016 Posted March 22, 2016 Installed newest sexout, pregnancy clothes not always showing as usual.
OH1972 Posted March 25, 2016 Posted March 25, 2016 My character's pregancy so far has been progressing normally, but now that it's reached 86.9%, I don't see any progress anymore?!More information needed, I need to see a debug.txt file with pregnancy debugging set to 7 or 8. Where do I find the debug.txt?
Halstrom Posted March 25, 2016 Posted March 25, 2016 It will tell you when you activate the debug.txt option in SCR's MCM menu.
darthnoldor Posted March 26, 2016 Posted March 26, 2016 Update 201600314.1: Promoted nhl 's dialogue fixes to Main Release with date adjustment Thanks Halstorm
Yunamein Posted March 29, 2016 Posted March 29, 2016 Okay so my meshes are not showing up for bnb. I need help.
RitualClarity Posted March 30, 2016 Posted March 30, 2016 Okay so my meshes are not showing up for bnb. I need help. The SCR Resources Tutorial will cover the resources/meshes installation of required assets. Likely what you are experiencing is missing assets. Try that first. Found in my sig.
RapidWaterOver Posted March 31, 2016 Posted March 31, 2016 My companion got pregnant, a message showed up saying something about her tummy getting a little bit of a bump. A day or so later she started giving birth. A little weird considering I thought it would take later and I didn't mess with any settings in the MCM but whatever. Anyway, that is where I ran into an issue. When my companion started the birthing animations, she just kind of dissapeared. Fast travelling and going into other cells didn't make her reappear. Tried moving to her and her moving towards me with the console and that didn't do anything. Enabling/disabling didn't work either. The funny thing is the game THINKS she's still around, because the companion will show up on the map.
Deviancy Posted April 2, 2016 Posted April 2, 2016 I just noticed last night when "fertile" is added to the effect menu, sexout positioning, sexout sounds, and the pull out key for sexout spunk stop working, and legacy tokens are picked up even if its a solo sex act.I thought it was Spunk af first but when I reset pregnancy via MCM, the sounds came back, sexout positioning came back, spunk's hotkey started working again, and the legacy tokens vanished right after doing a sex act after resetting pregnancy.In short, for whatever reason, "fertile" appears to be crashing a few scripts. I tested things out using sexoutNG 96 and then I jumped to the latest beta, happens with both, I also tried the current version of Spunk which was released yesterday and the previous version, same thing.Looks to be an issue with Pregnancy rather than NG or Spunk but I could be wrong. I'm not seeing any errors popping up in the console window, just something about sexout spunk trying to add a spell to the player, but I think it always says that during a sex act.
Halstrom Posted April 2, 2016 Posted April 2, 2016 I just noticed last night when "fertile" is added to the effect menu, sexout positioning, sexout sounds, and the pull out key for sexout spunk stop working, and legacy tokens are picked up even if its a solo sex act. I thought it was Spunk af first but when I reset pregnancy via MCM, the sounds came back, sexout positioning came back, spunk's hotkey started working again, and the legacy tokens vanished right after doing a sex act after resetting pregnancy. In short, for whatever reason, "fertile" appears to be crashing a few scripts. I tested things out using sexoutNG 96 and then I jumped to the latest beta, happens with both, I also tried the current version of Spunk which was released yesterday and the previous version, same thing. Looks to be an issue with Pregnancy rather than NG or Spunk but I could be wrong. I'm not seeing any errors popping up in the console window, just something about sexout spunk trying to add a spell to the player, but I think it always says that during a sex act. Well all the Fertile effect does is +1 Luck and +1 Charisma.The Fertile effect is only referenced in 2 places the Fertility token script tha tads and removes it and the BitchInHeat perk. Something weird in the BitchInHeat perk I couldn't find it in there but GECK said it was there so I re-did it in the version below and also id some fixes in ProtectiveMother Perk. This is the fertility script that adds and removes it: scn SexoutP1S0ObjTokenFertility ; *** Manages the fertility of Actor ref rActor ref rActorRace int iCount int iRandom int iRemoving int iDoOnceB int iOkToRun int iDeadTimer int iDebug int iDelay float fDistanceToPlayer int iValidActor float fMenstruationLevelPerc int iMenstLevel ref rActorRace int iRadRads float fSemenTotal float fCurrHour float fLastUpdateHour float fHoursPassed float fCurrDay float fLastUpdateDay int iDaysPassed float fHourStep float fPercPerHour float fPercAdd int iActorIsInfertile ref rRemovedOva int iTokCountAdj int fHoursTillBirth float fWeatherEffect float fRaceEffect int iAmCreature int iAmAfAmRace int iAmAsianRace int iAmCaucRace int iAmHispRace int iAmGhoulRace int iAmAndroidRace int iAmFoxRace int iAmPonyRace int iAmSporeHybridRace int iAmSuperMutantRace int iAmDogRace int iAmCoyoteRace ;float fDrugFertEz ;float fDrugBunX float fDrugBunAway float fDrugLevelFert float fDrugFertFactor int iNumCount int iRemoveOva int iOvaAdj float fFertCycleDays float fFertLengthHours float fFertPercFertile int iPercentInfertile float fFertPeakPerc float fFertCycleHours float fFertCyclePerc float fFertLevelPerc float fAdjFertCycleDays float fAdjFertPercFertile float fAdjFertPeakPerc float fFertMod int iFertMenPerc int iSetNumOva int iCurrNumOva int iSporeOvaCnt float fPregChance float fPregStagePerc int iPregCount int iPrevPregCount int iOvaAddedThisCycle ref rRemoveTokenType int iRemoveTokenNum ref rReplacementTokenType int iReplacementTokenNum int iPrevBellySize int iCurrBellySize int iApparBellySize float fCurrBellySize float fCumBloat float fCumBloatPerc int iPrevCumBloat int iCurrCumBloat float fBaseBreastSize int iCurrBreastSize float fCurrBreastSize float fCurrBreastMilk int iApparBreastSize int iPrevBreastSize ref rCurrOutfit ref rCurrSlot17 ref rCurrSlot18 ref rPrevOutfit ref rPrevSlot17 ref rPrevSlot18 int iCurrBodyType int iPrevBodyType int iCurrBodySuitHealth int iBirthDrugBlock Begin GameMode Set rActor to GetContainer Set fCurrHour to GetCurrentTime Set fCurrDay to GameDaysPassed if rActor && iRemoving < 1 Set iCount to iCount + 1 if iCount > 199 && gPregStartCounter > 1 Set iCount to 0 Set rCurrOutfit to rActor.GetEquippedObject 2 Set rCurrSlot17 to rActor.GetEquippedObject 17 Set rCurrSlot18 to rActor.GetEquippedObject 18 Set iCurrBodyType to rActor.NX_GetEVFl "SCR:fBodyType" Set fBaseBreastSize to rActor.NX_GetEVFl "SCR:fBaseBreastSize" Set iCurrBreastSize to rActor.NX_GetEVFl "SOP:fCurrBreastSize" Set iApparBreastSize to rActor.NX_GetEVFl "SOP:fApparBreastSize" Set rPrevOutfit to rCurrOutfit Set rPrevSlot17 to rCurrSlot17 Set rPrevSlot18 to rCurrSlot18 Set iPrevCumBloat to iCurrCumBloat Set iPrevBodyType to iCurrBodyType Set iPrevBellySize to iApparBellySize Set iPrevBreastSize to iCurrBreastSize Set fDistanceToPlayer to rActor.GetDistance PlayerREF if rActor == PlayerREF Set fDistanceToPlayer to 1 endif Set iDebug to 0 if fDistanceToPlayer > 0 && fDistanceToPlayer < 900 if SexoutP0QVAR.iDebug == 1 Set iDebug to 1 elseif SexoutP0QVAR.iDebug == 7 && rActor == PlayerREF Set iDebug to 1 elseif SexoutP0QVAR.iDebug > 7 Set iDebug to 1 endif endif Set iValidActor to 0 if rActor.GetIsSex Female || rActor.GetIsSex Male || rActor.GetIsCreature Set iValidActor to 1 endif ; *** Check OK to run Set iOkToRun to 1 if rActor.GetDead || iValidActor == 0 || (NX_IsInList SexoutSLActorDataNeverGetsPregnant rActor) || (SexoutP0QVAR.iFertEnableFemale < 1) Set iOkToRun to 0 Set iDeadTimer to iDeadTimer + 1 if iDeadTimer > 5 Set iOkToRun to -1 DebugPrint "Preg5BodyCalc %n: Dead/Invalid Actor %1.0f" rActor iValidActor endif else Set iDeadTimer to 0 endif Set iAmCreature to 0 if rActor.GetIsCreature Set iAmCreature to 1 endif if iAmCreature < 1 Set rActorRace to PlayerREF.GetRace ; *** Check if Android whether can be Fertile if (NX_IsInList SexoutSFLDataRaceAndroid rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsAndroid PlayerREF) if SexoutP0QVAR.iAndroidRacePreg == 0 Set iOkToRun to -1 endif endif endif if (iDebug == 1) && eval(1 == call fnSexoutActorInuse rActor) DebugPrint "Preg1FertF %n: Fertility locked out by Actor in use flag" rActor endif if iOkToRun > 0 && eval(0 == call fnSexoutActorInuse rActor) if gSemenCountHappening < 1 Set gSemenCountHappening to 1 Call SexoutP1SUDFSemenSpermCount rActor elseif iDebug == 1 DebugPrint "Preg1FertF %n: SemenCount Blocked by SemenCountHappening %1.0f" rActor gSemenCountHappening endif if gPregBellyCalcHappening < 1 Set gPregBellyCalcHappening to 1 Call SexoutP3SUDFBellyCalc rActor elseif iDebug == 1 DebugPrint "Preg1FertF %n: PregBellyCalc Blocked by PregBellyCalcHappening %1.0f" rActor gPregBellyCalcHappening endif if iDoOnceB < 1 Set iDoOnceB to 1 rActor.NX_SetEVFo "SOP:rRemoveOvaType" HatParty rActor.NX_SetEVFo "SOP:rRemovedPregToken" HatParty rActor.NX_SetEVFo "SOP:rReplacementPregToken" HatParty endif Set iRadRads to rActor.GetActorValue RadiationRads Set rActorRace to rActor.GetRace Set fSemenTotal to rActor.NX_GetEVFl "SOP:fSemenTotalV" Set iPregCount to rActor.NX_GetEVFl "SOP:iPregCount" Set fPregStagePerc to rActor.NX_GetEVFl "SOP:fPregStagePerc" Set fHoursTillBirth to rActor.NX_GetEVFl "SOP:fHoursTillBirth" ; *** Calculate Drug Fertility Factor Set fDrugBunAway to rActor.NX_GetEVFl "SOD:fBunAway" Set fDrugLevelFert to rActor.NX_GetEVFl "SOD:fDrugLevelFert" Set fDrugFertFactor to 1 if fDrugLevelFert > 0 Set fDrugFertFactor to 1 + (fDrugLevelFert / 200) elseif fDrugLevelFert < 0 Set fDrugFertFactor to 1 - ((fDrugLevelFert * -1) / 200) endif if fDrugFertFactor < .1 Set fDrugFertFactor to .1 elseif fDrugFertFactor > 2 Set fDrugFertFactor to 2 endif rActor.NX_SetEVFl "SOP:fDrugFertFactor" fDrugFertFactor if iDebug == 1 && fDrugFertFactor != 1 DebugPrint "Preg1FertF %n: DrugLevelFert %1.3f, DrugFertFactor %1.3f" rActor fDrugLevelFert fDrugFertFactor endif ; *** Count Number of Ova Set iRemoveOva to 0 Set iCurrNumOva to rActor.GetItemCount SexoutP2TokenOvaAfAm Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaCauc Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaAsian Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaHisp Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaGhoul Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaFeralGhoul Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaSuperMutant Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaAndroid Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaEyeBot Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaFox Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaPony Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaSporeHybrid Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaDog Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaCoyote Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaRaven Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaRat Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaMoleRat Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaBrahmin Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaBigHorner Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaNightStalker Set iCurrNumOva to iCurrNumOva + rActor.GetItemCount SexoutP2TokenOvaYaoGuai ; *** Get Info from SCR & Setup Fertility Parameters for Actor if rActor == PlayerREF Set fFertPercFertile to SexoutP0QVAR.fFertPercFertileF Set fFertCycleDays to SexoutP0QVAR.fFertCycleDaysF Set fFertPeakPerc to SexoutP0QVAR.fFertPeakPercF else Set fFertPercFertile to SexoutP0QVAR.fFertPercFertileFNPC Set fFertCycleDays to SexoutP0QVAR.fFertCycleDaysFNPC Set fFertPeakPerc to SexoutP0QVAR.fFertPeakPercFNPC endif Set fFertCyclePerc to rActor.NX_GetEVFl "SOP:fFertCyclePerc" Set fFertLevelPerc to rActor.NX_GetEVFl "SOP:fFertLevelPerc" Set iFertMenPerc to SexoutP0QVAR.fFertMenPerc Set fMenstruationLevelPerc to rActor.NX_GetEVFl "SOP:fMenstruationLevelPerc" Set iOvaAdj to 0 Set fRaceEffect to 1 Set iBirthDrugBlock to 0 if ((rActor.IsSpellTarget SexoutP4EBirthExhaustion == 1) && (fDrugFertFactor < 1.2)) Set iBirthDrugBlock to 1 if (iDebug == 1) DebugPrint "Preg1FertF %n: Fertility blocked by Birth Exhaustion Spell" rActor endif endif ; *** If Actor not Pregnant run Fertility Calcs if ((iPregCount < 1) && (iBirthDrugBlock == 0)) if fFertCyclePerc <= 0 Set iOvaAddedThisCycle to 0 Set fFertCyclePerc to (GetRandomPercent / 2) + 20 DebugPrint "Preg1FertF %n: StartedOkRand, FertCycPercent %3.3f" rActor fFertCyclePerc endif Set iAmAfAmRace to 0 Set iAmAsianRace to 0 Set iAmCaucRace to 0 Set iAmHispRace to 0 Set iAmGhoulRace to 0 Set iAmAndroidRace to 0 Set iAmFoxRace to 0 Set iAmPonyRace to 0 Set iAmSporeHybridRace to 0 Set iAmSuperMutantRace to 0 if iAmCreature < 1 if (NX_IsInList SexoutSFLDataRaceAfAm rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsAfAm rActor) Set iAmAfAmRace to 1 elseif (NX_IsInList SexoutSFLDataRaceCauc rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsCauc rActor) Set iAmCaucRace to 1 elseif (NX_IsInList SexoutSFLDataRaceAsian rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsAsian rActor) Set iAmAsianRace to 1 elseif (NX_IsInList SexoutSFLDataRaceHisp rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsHisp rActor) Set iAmHispRace to 1 ; *** Ghouls are less Fertile except Player elseif (NX_IsInList SexoutSFLDataRaceGhoul rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsGhoul rActor) Set iAmGhoulRace to 1 Set fRaceEffect to 1 if rActor != PlayerREF Set fFertPeakPerc to fFertPeakPerc / 2 endif ; *** Fox Races are hyper fetile elseif (NX_IsInList SexoutSFLDataRaceFox rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsFox rActor) Set iAmFoxRace to 1 Set fRaceEffect to 1.1 Set fFertPeakPerc to fFertPeakPerc * 1.5 ; *** Pony Races are hyper fetile elseif (NX_IsInList SexoutSFLDataRacePony rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsPony rActor) Set iAmPonyRace to 1 Set fRaceEffect to 1.1 Set fFertPeakPerc to fFertPeakPerc * 1.5 ; *** Plantgirls are more fun in the sun elseif (NX_IsInList SexoutSFLDataRaceSporeHybrid rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsSporeHybrid rActor) Set iAmSporeHybridRace to 1 Set fRaceEffect to 1 if rActor.IsInInterior < 1 if fCurrHour < 12 Set fWeatherEffect to (fCurrHour - 7) * 50 endif If fCurrHour >= 12 Set fWeatherEffect to (17 - fCurrHour) * 50 endif if fWeatherEffect > fFertPeakPerc if rActor.IsRaining Set fWeatherEffect to fWeatherEffect + 10 endif Set fFertPeakPerc to fWeatherEffect endif endif ; *** Haven't worked out a check for SuperMutant Race yet, we don't have body meshes anyway. elseif (NX_IsInList SexoutCListSuperMutant rActor) || (NX_IsInList SexoutSFLDataRaceSuperMutant rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsSuperMutant rActor) Set iAmSuperMutantRace to 1 Set fRaceEffect to 1 ; *** Android Race is hyper fetile elseif (NX_IsInList SexoutSFLDataRaceAndroid rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsAndroid rActor) Set iAmAndroidRace to 1 Set fRaceEffect to 1.1 Set fFertPeakPerc to fFertPeakPerc * 1.2 ; *** Default to Cauc else Set iAmCaucRace to 1 endif ; *** Oldies less fertile if rActor.GetIsRace AfricanAmericanOld || rActor.GetIsRace AsianOld || rActor.GetIsRace CaucasianOld || rActor.GetIsRace HispanicOld Set fFertPeakPerc to fFertPeakPerc * .7 endif ; *** Creature Fertility else if (NX_IsInList SexoutCListSupermutant rActor) || (NX_IsInList SexoutSFLDataRaceSuperMutant rActorRace) || (NX_IsInList SexoutSFLDataNewNPCsSuperMutant rActor) Set iAmSuperMutantRace to 1 Set fRaceEffect to 1 elseif (NX_IsInList SexoutCListDog rActor) Set iAmDogRace to 1 Set fRaceEffect to 2 elseif (NX_IsInList SexoutCListCoyote rActor) Set iAmCoyoteRace to 1 Set fRaceEffect to 2 else DebugPrint "Preg1FertF %n: ERROR Unknow creature race" rActor endif endif ; *** iAmCreature ? ; *** Brood Mother Perk makes more fetile if rActor.HasPerk SexoutSBroodMother Set fRaceEffect to fRaceEffect * 1.1 Set fFertPeakPerc to fFertPeakPerc * 1.1 endif ; *** Check if Actor is Fertile, note Infertile actors can still carry Ova, they just can't produce them, so may be impregnated with Ova, but they need their fertility bumped up so they don't discard the ova, I'm a sick person really Set iActorIsInfertile to 0 If rActor.IsInList SexoutSLActorDataIsInfertile Set iActorIsInfertile to 1 Set fFertPercFertile to 0 Set fFertPeakPerc to 0 endif ; *** 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 "Preg1Fert %n: Reset LastD %2.3f, LastH %2.3f" rActor fLastUpdateDay fLastUpdateHour endif Set iDaysPassed to fCurrDay - fLastUpdateDay if iDaysPassed > 0 DebugPrint "Preg1FertF %n: iDaysPassed %4.5f, fHoursPassed %4.5f" rActor iDaysPassed fHoursPassed endif if iDaysPassed < 0 DebugPrint "Preg1Fert %n: FertToken Time Travel Occurance %5.4f" rActor iDaysPassed Set fLastUpdateDay to fCurrDay Set fLastUpdateHour to fCurrHour endif if iDaysPassed > 7 DebugPrint "Preg1Fert %n: FertToken Time Travel Occurance %5.4f" rActor iDaysPassed Set fLastUpdateDay to fCurrDay + 7 Set fLastUpdateHour to fCurrHour endif Set iDaysPassed to fCurrDay - fLastUpdateDay if fCurrHour > fLastUpdateHour Set fHoursPassed to fCurrHour - fLastUpdateHour elseif fCurrHour < fLastUpdateHour Set fHoursPassed to (fCurrHour + 23.999999) - fLastUpdateHour ; DebugPrint "Preg1FertF %n: Midnight Passed, Days%2.0f, Curr%2.5f, Last %2.4f" rActor iDaysPassed fCurrHour fLastUpdateHour endif Set fHoursPassed to fHoursPassed + (iDaysPassed * 24) Label 1 Set fHourStep to gHourStepFert If fHoursPassed >= fHourStep If fHoursPassed > 12 Set fHourStep to 2 endif ; *** Calculate Fertility Cycle Percentage 0 to 100% Set fFertLengthHours to fFertCycleDays * 24 if fFertLengthHours > 0 Set fPercPerHour to 100 / fFertLengthHours endif Set fPercAdd to fPercPerHour * fDrugFertFactor * fHourStep ; if fDrugFertFactor < .5 ; Set fPercAdd to -1 ; endif Set fFertCyclePerc to fFertCyclePerc + fPercAdd if iDebug == 1 DebugPrint "Preg1FertF %n: PercPerHour %4.2f, PercAdd %2.4f, FertCyclePerc %3.4f" rActor fPercPerHour fPercAdd fFertCyclePerc endif if fFertCyclePerc < 0 Set fFertCyclePerc to .001 endif if fFertCyclePerc > 100 Set fFertCyclePerc to 100 if fDrugLevelFert <= 10 if iDebug == 1 DebugPrint "Preg1FertF %n: FertCycleReset Perc %3.2f, FCHours %3.2f, FLPerc %3.2f, FertMod %3.2f, Ova %2.0f" rActor fFertCyclePerc fFertCycleHours fFertlevelPerc fFertMod iSetNumOva endif Set fFertCyclePerc to .001 Set iOvaAdj to -1 Set iSetNumOva to 0 endif endif Set fFertCycleHours to (fFertCyclePerc / 100) * fFertLengthHours ; *** Calculate Fertile Level Percentage Set fFertLevelPerc to 0 Set fFertMod to fDrugLevelFert / 2 - (iRadRads / 20) + (fSemenTotal / 100) if fFertMod < -100 Set fFertMod to -100 elseif fFertMod > 100 Set fFertMod to 100 endif if fFertPercFertile > 100 Set fFertPercFertile to 100 endif if fFertPeakPerc > 500 Set fFertPeakPerc to 500 endif Set iPercentInfertile to 100 - fFertPercFertile if fFertCyclePerc >= iPercentInfertile Set fFertLevelPerc to (((fFertCyclePerc - iPercentInfertile) / fFertPercFertile) * fFertPeakPerc) + fFertMod endif if fFertLevelPerc < fFertMod Set fFertLevelPerc to fFertMod endif if fFertLevelPerc > fFertPeakPerc + fFertMod Set fFertLevelPerc to fFertPeakPerc + fFertMod endif if fFertLevelPerc > 500 Set fFertLevelPerc to 500 endif if fFertCyclePerc < 1 Set fFertLevelPerc to 0 endif ; *** Set number of Ova if fFertLevelPerc <= 0 || fFertCyclePerc <= 1 Set iSetNumOva to 0 elseif fFertLevelPerc > 5 && iSetNumOva < 1 if (Rand 500 0) + (Rand 500 0) < (fFertLevelPerc * 10) Set iSetNumOva to 1 endif endif if fFertLevelPerc > 100 Set iSetNumOva to 1 + ((fFertLevelPerc - 100) / 50) endif if iDebug == 1 DebugPrint "Preg1FertF %n: FCPerc %2.3f, FCHours %2.2f, FLPerc %2.2f, FertMod %2.2f, Ova %1.0f" rActor fFertCyclePerc fFertCycleHours fFertlevelPerc fFertMod iCurrNumOva endif Set fLastUpdateHour to fCurrHour Set fLastUpdateDay to fCurrDay Set fHoursPassed to fHoursPassed - fHourStep Goto 1 endif ; *** Catchup Time stuff Set fPregChance to iCurrNumOva * SexoutP0QVAR.fFertPeakPercM / 100 ; *** Clear any Pregnancy Variables & Remove unneeded Pregnancy Tokens Set iDelay to iDelay + 1 if iDelay > 5 Set iDelay to 0 rActor.NX_SetEVFl "SOP:fCurrPregSize" 0 rActor.NX_SetEVFl "SOP:fCurrBellySize" 0 rActor.NX_SetEVFl "SOP:fPregStagePerc" 0 rActor.NX_SetEVFl "SOP:fApparBellySize" 0 rActor.NX_SetEVFl "SOP:iPregCount" 0 rActor.NX_SetEVFl "SOP:iPregCountHumanoid" 0 rActor.NX_SetEVFl "SOP:fHoursTillBirth" 0 rActor.NX_SetEVFl "SOP:iBirthStage" 0 rActor.NX_SetEVFl "SOP:fMiscarryChance" 0 rActor.NX_SetEVFl "SOP:fMisMod" 0 rActor.NX_SetEVFl "SOP:fMutationChance" 0 rActor.NX_SetEVFl "SOP:fMutMod" 0 rActor.NX_SetEVFo "SOP:rRemovedPregToken" HatParty rActor.NX_SetEVFo "SOP:rReplacementPregToken" HatParty if rActor.GetItemCount SexoutP3TokenLumpyPreg > 0 rActor.RemoveItem SexoutP3TokenLumpyPreg 9 1 endif endif ; *** Menstruation Effects if activated, less than Fertility Cycle & not Pregnant if iFertMenPerc > 0 && fFertCyclePerc < iFertMenPerc Set iSetNumOva to 0 Set iOvaAddedThisCycle to 0 if (iMenstLevel == 0) && (GetRandomPercent < iFertMenPerc) Set iMenstLevel to 1 endif if iMenstLevel > 0 ; *** Menstration is Happening Set fMenstruationLevelPerc to ((iFertMenPerc - fFertCyclePerc) / iFertMenPerc) * 100 if fMenstruationLevelPerc > 90 && rActor.IsSpellTarget SexoutSEFFMenstruationHeavy < 1 rActor.Dispel SexoutSEFFMenstruationLight rActor.Dispel SexoutSEFFMenstruation rActor.AddSpell SexoutSEFFMenstruationHeavy elseif fMenstruationLevelPerc > 45 && fMenstruationLevelPerc <= 90 && rActor.IsSpellTarget SexoutSEFFMenstruation < 1 rActor.Dispel SexoutSEFFMenstruationLight rActor.AddSpell SexoutSEFFMenstruation rActor.Dispel SexoutSEFFMenstruationHeavy elseif fMenstruationLevelPerc > 10 && fMenstruationLevelPerc <= 45 && rActor.IsSpellTarget SexoutSEFFMenstruationLight < 1 rActor.AddSpell SexoutSEFFMenstruationLight rActor.Dispel SexoutSEFFMenstruation rActor.Dispel SexoutSEFFMenstruationHeavy else fMenstruationLevelPerc <= 10 rActor.Dispel SexoutSEFFMenstruationLight rActor.Dispel SexoutSEFFMenstruation rActor.Dispel SexoutSEFFMenstruationHeavy endif ; *** Removing Ova at Menstruation if no fertility drugs if iCurrNumOva > 0 && (fFertMod < 1) if (GetRandomPercent + fFertMod) <= (5 + fMenstruationLevelPerc) Set iOvaAdj to -1 endif endif rActor.NX_SetEVFl "SOP:fMenstruationLevelPerc" fMenstruationLevelPerc if iDebug == 1 DebugPrint "Preg1FertF %n: Menstuating Perc %2.3f" rActor fMenstruationLevelPerc endif endif ; *** Menstration is Happening else ; *** Menstration at 0% or over FertilityCyclePercent Set iMenstLevel to 0 Set fMenstruationLevelPerc to 0 rActor.NX_SetEVFl "SOP:fMenstruationLevelPerc" 0 if rActor.IsSpellTarget SexoutSEFFMenstruationHeavy > 0 rActor.Dispel SexoutSEFFMenstruationHeavy elseif rActor.IsSpellTarget SexoutSEFFMenstruation > 0 rActor.Dispel SexoutSEFFMenstruation elseif rActor.IsSpellTarget SexoutSEFFMenstruationLight > 0 rActor.Dispel SexoutSEFFMenstruationLight endif endif else ; *** Actor is Pregnant or suffering Birth Exhaustion Set fFertCyclePerc to .0001 Set iOvaAddedThisCycle to 0 Set fFertCycleHours to 0 Set fFertLevelPerc to 0 Set iSetNumOva to 0 Set iRemoveOva to 1 Set fPregChance to 0 Set fLastUpdateHour to fCurrHour Set fLastUpdateDay to fCurrDay ; *** Calculate Miscarry/Mutation if (SexoutP0QVAR.fMiscarryAdj > 0) || (SexoutP0QVAR.fMutationAdj > 0) || (fDrugBunAway > 9) if gPregMutMisCalcHappening < 1 && fPregStagePerc > 5 && fPregStagePerc < 90 && rActor.GetItemCount SexoutP4BirthingTokenF < 1 && fHoursTillBirth > 9 Set gPregMutMisCalcHappening to 1 Call SexoutP3SMutationMiscarryUDFCalc rActor else rActor.NX_SetEVFl "SOP:fMiscarryChance" 0 rActor.NX_SetEVFl "SOP:fMisMod" 0 rActor.NX_SetEVFl "SOP:fMutationChance" 0 rActor.NX_SetEVFl "SOP:fMutMod" 0 endif else rActor.NX_SetEVFl "SOP:fMiscarryChance" 0 rActor.NX_SetEVFl "SOP:fMisMod" 0 rActor.NX_SetEVFl "SOP:fMutationChance" 0 rActor.NX_SetEVFl "SOP:fMutMod" 0 endif ; *** Keep nude bodies at 100% health if rCurrOutfit if rActor.GetEquipped SexoutSLOutfitNaked Set iCurrBodySuitHealth to rActor.GetEquippedCurrentHealth 2 if iCurrBodySuitHealth < 90 ; *** Make sure nude bodies never damaged causing swap rActor.SetEquippedCurrentHealth 100 2 endif endif else Set rCurrOutfit to SexoutSNudeToken endif endif ; *** Actor Pregnant or not? ; *** Removing Ova if Pregnant or Adding Ova if needed if iPregCount > 0 && iCurrNumOva > 0 if (GetRandomPercent + fFertMod) <= (20 + iPregCount) Set iOvaAdj to -1 endif else if iCurrNumOva < iSetNumOva && iOvaAddedThisCycle < iSetNumOva && iActorIsInfertile < 1 Set iOvaAdj to 1 endif endif if gPregOvaNumAdjHappening < 1 && iOvaAdj != 0 Set gPregOvaNumAdjHappening to 1 Set iOvaAddedThisCycle to iOvaAddedThisCycle + iOvaAdj Call SexoutP1SUDFOvaNumAdj rActor iSetNumOva iCurrNumOva iOvaAdj if iDebug == 1 DebugPrint "Preg1FertF %n: Ova Adjust Called, SetNum %1.0f, CurrNum %1.0f, AdjOva %1.0f" rActor iSetNumOva iCurrNumOva iOvaAdj endif endif ; *** Removing Tokens if called Set rRemoveTokenType to rActor.NX_GetEVFo "SOP:rRemoveTokenType" Set iRemoveTokenNum to rActor.NX_GetEVFl "SOP:iRemoveTokenNum" if rRemoveTokenType if rRemoveTokenType != HatParty && iRemoveTokenNum > 0 rActor.RemoveItem rRemoveTokenType iRemoveTokenNum 1 rActor.NX_SetEVFo "SOP:rRemoveTokenType" HatParty rActor.NX_SetEVFl "SOP:iRemoveTokenNum" 0 endif else rActor.NX_SetEVFo "SOP:rRemoveTokenType" HatParty rActor.NX_SetEVFl "SOP:iRemoveTokenNum" 0 endif Set rReplacementTokenType to rActor.NX_GetEVFo "SOP:rReplacementTokenType" Set iReplacementTokenNum to rActor.NX_GetEVFl "SOP:iReplacementTokenNum" if rReplacementTokenType if rReplacementTokenType != HatParty rActor.AddItem rReplacementTokenType iReplacementTokenNum 1 rActor.NX_SetEVFo "SOP:rReplacementTokenType" HatParty rActor.NX_SetEVFl "SOP:iReplacementTokenNum" 0 endif else rActor.NX_SetEVFo "SOP:rReplacementTokenType" HatParty rActor.NX_SetEVFl "SOP:iReplacementTokenNum" 0 endif ; *** Add high fertility effects if iCurrNumOva == 1 && rActor.GetInSameCell PlayerREF if rActor.IsSpellTarget SexoutP2EFertile < 1 rActor.CIOS SexoutP2EFertile endif rActor.Dispel SexoutP2EVeryFertile rActor.Dispel SexoutP2ESuperFertile elseif iCurrNumOva == 2 && rActor.GetInSameCell PlayerREF rActor.Dispel SexoutP2EFertile if rActor.IsSpellTarget SexoutP2EVeryFertile < 1 rActor.CIOS SexoutP2EVeryFertile endif rActor.Dispel SexoutP2ESuperFertile elseif iCurrNumOva > 2 && rActor.GetInSameCell PlayerREF rActor.Dispel SexoutP2EFertile rActor.Dispel SexoutP2EVeryFertile if rActor.IsSpellTarget SexoutP2ESuperFertile < 1 rActor.CIOS SexoutP2ESuperFertile endif else rActor.Dispel SexoutP2EFertile rActor.Dispel SexoutP2EVeryFertile rActor.Dispel SexoutP2ESuperFertile endif ; *** Synch PregStagePercTokens for Dialogue users Set iTokCountAdj to fPregStagePerc - (rActor.GetItemCount SexoutSPTokenPregPercent) if iTokCountAdj > 2 rActor.AddItem SexoutSPTokenPregPercent iTokCountAdj 1 elseif iTokCountAdj < -2 Set iTokCountAdj to iTokCountAdj * -1 rActor.RemoveItem SexoutSPTokenPregPercent iTokCountAdj 1 endif if fPregStagePerc < .5 && rActor.GetItemCount SexoutSPTokenPregPercent > 0 rActor.RemoveItem SexoutSPTokenPregPercent 9 1 endif ; *** Add Bodyswap Token if rActor.GetItemCount SexoutP5BodySwapTokenF < 1 rActor.AddItem SexoutP5BodySwapTokenF 1 1 DebugPrint "Preg1SynchSperm %n: BodySwap Token Added" rActor elseif rActor.GetItemCount SexoutP5BodySwapTokenF > 1 rActor.RemoveItem SexoutP5BodySwapTokenF 1 1 DebugPrint "Preg1SynchSperm %n: Extra BodySwap Token Removed" rActor endif ; *** Add to list for variable clearing if NX_IsInList SexoutSFLDataActorsUsingNX rActor == 0 ListAddForm SexoutSFLDataActorsUsingNX rActor endif ; *** Add Lactation Token ; if iCurrNumOva > 0 && rActor.GetItemCount SexoutP4TokenBirthCount && rActor.GetItemCount SexoutP4TokenLactatingF < 1 ; rActor.AddItem SexoutP4TokenLactatingF 1 1 ; else ; rActor.RemoveItem SexoutP4TokenLactatingF 1 1 ; rActor.Dispel SexoutP3ELactating ; endif rActor.NX_SetEVFl "SOP:fRaceEffect" fRaceEffect rActor.NX_SetEVFl "SOP:fFertCyclePerc" fFertCyclePerc rActor.NX_SetEVFl "SOP:fFertLevelPerc" fFertLevelPerc rActor.NX_SetEVFl "SOP:fPregChance" fPregChance endif if iPregCount <1 && iPregCount != iPrevPregCount rActor.AddItem SexoutP9TokenRemovePregnancy 1 1 endif Set iPrevPregCount to iPregCount ; *** Actor not OK, Remove Fertility Token if iOkToRun < 0 DebugPrint "Preg1FertF %n: RemovingSelf" rActor rActor.AddItem SexoutP9TokenRemovePregnancy 1 1 rActor.AddItem SexoutP9TokenRemoveFertility 1 1 rActor.AddItem SexoutP9TokenRemoveSemen 1 1 Set iRemoving to 1 RemoveMe endif ; *** End Actor Dead or Alive endif ; *** iCount && iPregMainStartedEnd && iRemoving endif : *** rActor End Update 20160403.1: Fixes to BitchInHeat and ProtectiveMother Perks
t3589 Posted April 2, 2016 Posted April 2, 2016 (edited) Still the same. 'POS: Player still not sexout in use. Aborting'. Dispelling the fertile spell doesn't change anything either, so I don't think it's that. The question is, what makes positioning think the player isn't ready? Still digging. EDIT: Well that's the problem in a nutshell. While the player is fertile (not the spell), positioning aborts because the player is returning not in use. if eval !(call fnSexoutActorInUse PlayerREF); This never picks up that the player is engaged. if LastChance PrintD "Pos: Player still not sexout in use. Aborting" let Finish := 1 else let LastChance := 1 let fDelay := 4 ;Changing the delay up or down does nothing. endif return endif EDITx2: I wonder if anyone can confirm theirs working while fertile? Edited April 2, 2016 by t3589
Deviancy Posted April 2, 2016 Posted April 2, 2016 EDITx2: I wonder if anyone can confirm theirs working while fertile? I saw this post before I started noticing the issue, its on the SexoutNG beta thread but I think his issue is the same one we're having.. http://www.loverslab.com/topic/47723-sexoutng-97-beta-6/page-25?do=findComment&comment=1497550 Why do I think its the same? I haven't used Fertile Breeder in awhile but if I remember right, it triggers the fertile spell when having sex with one of the animals added by fertile breeder, if I'm right, he'd be in/on/around/under the same boat.. if I'm wrong.. well I'm wrong. The thing is, he posted on the 13th of March and its the last post, no one has posted a response to him or posted anything to that thread since then. Is it possible that sexout positioning is the culprit?
Halstrom Posted April 3, 2016 Posted April 3, 2016 Well I looked through it again and am stumped for why things don't work. The only thing I can see that has anything to do with sexoutNG is the ActorInUse functioncall which is just reading a flag status to prevent my scripts adding or removing tokens during sex. if rActor && gPregStartCounter > 2 && iRemoving < 1 && rActor.GetitemCount SexoutP4BirthingTokenF < 1 && eval(0 == call fnSexoutActorInuse rActor) I looked in the ova too and found nothing, this is the typical script in each ova: scn SexoutP2SOvaCauc ; *** Calls for check of Conception every 30min and removes Ova when times out ref rActor int iPregCountHumanoid float fCurrHour float fLastUpdateHour float fHoursPassed float fCurrDay float fStartDay float fEndDay float fLastUpdateDay int iDaysPassed float fHourStep float fDistanceToPlayer int iCount int iSpermTotal ref rMumChildM ref rMumChildF ref rMumOva int iRemoving int iOkToRun int iDoOnce int iDeadTimer int iDebug int iOvaCount int iValidActor int iOffSpringMaxMum int iOffSpringMumCount Begin GameMode Set rActor to GetContainer Set fCurrHour to GetCurrentTime Set fCurrDay to GameDaysPassed if rActor && gPregStartCounter > 2 && iRemoving < 1 && rActor.GetitemCount SexoutP4BirthingTokenF < 1 && eval(0 == call fnSexoutActorInuse rActor) Set iCount to iCount + 1 if iCount > 499 Set iCount to 0 Set rMumOva to SexoutP2TokenOvaCauc Set rMumChildM to SexoutP3GestatingChildCaucM Set rMumChildF to SexoutP3GestatingChildCaucF Set iOvaCount to rActor.GetItemCount SexoutP2TokenOvaCauc Set iOffSpringMaxMum to 3 Set iOffSpringMumCount to (rActor.GetItemCount rMumChildM) + (rActor.GetItemCount rMumChildF) Set fDistanceToPlayer to rActor.GetDistance PlayerREF if rActor == PlayerREF Set fDistanceToPlayer to 1 endif Set iDebug to 0 if fDistanceToPlayer > 0 && fDistanceToPlayer < 900 if SexoutP0QVAR.iDebug == 2 Set iDebug to 2 elseif SexoutP0QVAR.iDebug == 7 && rActor == PlayerREF Set iDebug to 2 elseif SexoutP0QVAR.iDebug > 7 Set iDebug to 2 endif endif Set iValidActor to 0 if rActor.GetIsSex Female || rActor.GetIsCreature Set iValidActor to 1 elseif (rActor.GetIsSex Male) && SexoutSQPVAR.iMalePregnancy Set iValidActor to 1 endif Set iPregCountHumanoid to rActor.NX_GetEVFl "SOP:iPregCountHumanoid" ; *** Check OK to run Set iOkToRun to SexoutP0QVAR.iFertEnableFemale if rActor.GetDead || iValidActor == 0 || (NX_IsInList SexoutSLActorDataNeverGetsPregnant rActor) Set iOkToRun to 0 Set iDeadTimer to iDeadTimer + 1 if iDeadTimer > 5 Set iOkToRun to -1 endif else Set iDeadTimer to 0 endif if iOkToRun > 0 && (rMumOva != rActor.NX_GetEVFo "SOP:rRemoveOvaType") if rActor.GetItemCount SexoutP2FertilityTokenF < 1 rActor.NX_SetEVFl "SOP:fFertCyclePerc" 90 rActor.NX_SetEVFl "SOP:fFertLevelPerc" 90 rActor.AddItem SexoutP2FertilityTokenF 1 1 endif ; *** 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 if iDebug == 2 DebugPrint "Preg2Ova %n: %n Initialise LastD %2.3f, LastH %2.3f" rActor rMumOva fLastUpdateDay fLastUpdateHour endif endif Set iDaysPassed to fCurrDay - fLastUpdateDay if iDaysPassed > 0 && iDebug == 2 DebugPrint "Preg2Ova %n: %n iDaysPassed %4.5f, fHoursPassed %4.5f" rActor rMumOva iDaysPassed fHoursPassed endif if iDaysPassed < 0 DebugPrint "Preg2Ova %n: FertToken Time Travel Occurance %5.4f" rActor iDaysPassed Set fLastUpdateDay to fCurrDay Set fLastUpdateHour to fCurrHour endif if iDaysPassed > 7 DebugPrint "Preg2Ova %n: FertToken Time Travel Occurance %5.4f" rActor iDaysPassed Set fLastUpdateDay to fCurrDay + 7 Set fLastUpdateHour to fCurrHour endif Set iDaysPassed to fCurrDay - fLastUpdateDay 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" rActor rMumOva iDaysPassed fCurrHour fLastUpdateHour endif Set fHoursPassed to fHoursPassed + (iDaysPassed * 24) Label 1 Set fHourStep to gHourStepOva If fHoursPassed > fHourStep && (gPregOvaCheckHappening < 1) If fHoursPassed > 10 Set fHourStep to 2 elseIf fHoursPassed > 20 Set fHourStep to 4 endif Set iSpermTotal to rActor.NX_GetEVFl "SOP:fSpermTotalV" if iSpermTotal > 0 if (iOffSpringMumCount < iOffSpringMaxMum) Set gPregOvaCheckHappening to 1 rActor.NX_SetEVFo "SOP:rRemoveOvaType" HatParty Call SexoutP2SOvaUDFPregCheck rActor rMumOva rMumChildM rMumChildF iOffSpringMaxMum else DebugPrint "Preg2Ova %n: %n PregCheck Blocked by PregCheckHappening %1.0f" rActor rMumOva gPregOvaCheckHappening endif endif Set fLastUpdateHour to fCurrHour Set fLastUpdateDay to fCurrDay Set fHoursPassed to fHoursPassed - fHourStep Goto 1 endif ; *** Catchup Time stuff if iDoOnce < 1 Set iDoOnce to 1 Set fStartDay to fCurrDay endif Set fEndDay to fStartDay + SexoutP0QVAR.fOvaLifeDays if fCurrDay > fEndDay Set iOkToRun to -1 endif endif ; *** Actor Ok ; *** Actor not OK, Remove Me if iOkToRun < 0 && iRemoving < 1 if iDebug == 2 DebugPrint "Preg2Ova %n: %n RemovingSelf" rActor rMumOva endif Set iRemoving to 1 RemoveMe endif ; *** Actor Dead or Ova Removing endif ; *** iCount endif : *** rActor && iPregMainStarted End
t3589 Posted April 3, 2016 Posted April 3, 2016 @Deviancy: I don't use breeder or any animal mods. @Hal: Might be a chain reaction. Pregnancy returns fertile, spunk reacts to fertile, something goes wrong. Clear spunk alone and the problem remains. Clear pregnancy alone and the problem remains. For me, only clearing both spunk and pregnancy solves the issue. I"m guessing Odessa would know why inuse doesn't return true. Will try a fresh game.
Deviancy Posted April 3, 2016 Posted April 3, 2016 Well the post I linked was posted on the 13th of March which pre-dates the current version of sexoutpreg, which is from the 14th, and it pre-dates the current version of Spunk. So that tells me there's no point in rolling back to the February version of Pregnancy on the second post of this thread or rolling back to the earlier version of Spunk. May be an issue with NG and Odessa may have to look into it because I don't remember it being an issue with 94, never used 95. I did a clean save and started using the beta version of 97, worth a shot since something between the mods is causing a chain reaction of sorts.
Halstrom Posted April 3, 2016 Posted April 3, 2016 Somewhere about 96/97 the old Sexout tokens were removed and I had to change over to the Eval Function thingy instead of checking for the tokens, no idea what date that was, but I found my scripts crashing on the Sexout beta because they were referencing non-existant tokens to do the same thing as the scripts above. If any ARMA tokens are added or removed from NPC's during sex it causes them to re-evaluate their attire and re-equip armor and weapons so I halt most of my scripts during sex. As I still use tokens for indicating some things like Pregnancy progression percent so Dialogue plugins can use them easily. If Actor in use is indicating sex this code in the fertility script should show its message in pregnancies debug console if (iDebug == 1) && eval(1 == call fnSexoutActorInuse rActor) DebugPrint "Preg1FertF %n: Fertility locked out by Actor in use flag" rActor endifI found a possible bug in all the ova scripts that meant if the rActor check failed it could do something weird in this line but I doubt its related: if rActor && gPregStartCounter > 2 && iRemoving < 1 && rActor.GetitemCount SexoutP4BirthingTokenF < 1 && eval(0 == call fnSexoutActorInuse rActor)Update 20160404.1:Fixes to Ova scripts rActor checks.
OH1972 Posted April 3, 2016 Posted April 3, 2016 It will tell you when you activate the debug.txt option in SCR's MCM menu. Ok, was absent for a bit, but here we go: Here are two (counterchronologically, i.e. newer file is older save) https://drive.google.com/file/d/0B5La8b7zAKTsYnZOSTI3dnBPaXc/view?usp=sharing https://drive.google.com/file/d/0B5La8b7zAKTsWWlpbG9uSjBIZVU/view?usp=sharing After the initial problem at somewhat over 200h to go, the pregnancy suddenly jumped forward to 100%/50something hours to go, but was again stuck there with no inclination to start birth. Also note the number of offspring, even though I didn't change any settings regarding multiples...
Halstrom Posted April 3, 2016 Posted April 3, 2016 It will tell you when you activate the debug.txt option in SCR's MCM menu. Ok, was absent for a bit, but here we go: Here are two (counterchronologically, i.e. newer file is older save) https://drive.google.com/file/d/0B5La8b7zAKTsYnZOSTI3dnBPaXc/view?usp=sharing https://drive.google.com/file/d/0B5La8b7zAKTsWWlpbG9uSjBIZVU/view?usp=sharing After the initial problem at somewhat over 200h to go, the pregnancy suddenly jumped forward to 100%/50something hours to go, but was again stuck there with no inclination to start birth. Also note the number of offspring, even though I didn't change any settings regarding multiples... Cool, I got them ok, will check them out tomorrow.
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