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Posted

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 :P

Posted

 

 

 

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 :P

 

 

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. 

Posted

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.

Posted

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.

Posted

@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).

Posted

 

 

 

 

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 :P

 

 

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.

 

Posted

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?! 

Posted

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.
Posted

 

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?

Posted

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.

Posted

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.

Posted

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.

Posted

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

Posted (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 by t3589
Posted

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?  

Posted

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

 

Posted

@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.

Posted

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.  

 

Posted

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
		endif
I 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.

Posted

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...

Posted

 

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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