Loogie Posted May 18, 2014 Posted May 18, 2014 Can't be in this case. Sunny's outfit is from her companion mod.
Halstrom Posted May 18, 2014 Author Posted May 18, 2014 Can't be in this case. Sunny's outfit is from her companion mod. Ahh, I think I was confused with a Tryout outfit but same reason then. What I need to do then is use IsMod loaded & Build ref to grab that outfit & put it into a swapping list, I can probably do it with Sunny & Tryouts though Tryouts won't recognise the Pregnant versions unless it does the same trick at it's end looking for SCR.
Loogie Posted May 19, 2014 Posted May 19, 2014 It has nothing to do with Tryouts. The Improved Sunny Smiles Companion Mod (http://www.nexusmods.com/newvegas/mods/46120/?) contains her outfit. Tryout has some variations on it for when she's enslaved, bu there's no pregnant versions for that that I know of.
Halstrom Posted May 19, 2014 Author Posted May 19, 2014 Ahh ok, I will setup the Sunny Smiles Companion one for swapping.
Halstrom Posted May 19, 2014 Author Posted May 19, 2014 Looking into the Sunny outfit, it appears there were intended to be P1-P6 versions of this as assets, but I only see meshes in the Maternity clothing for P1 & P3, maybe I've missed some meshes somewhere, anyone else confirm this? If I implement it I would use the P1 Mesh for P2 and cap it at P3. Unless someone makes some new meshes.
Sleepy_Soul Posted May 19, 2014 Posted May 19, 2014 Looking into the Sunny outfit, it appears there were intended to be P1-P6 versions of this as assets, but I only see meshes in the Maternity clothing for P1 & P3, maybe I've missed some meshes somewhere, anyone else confirm this? If I implement it I would use the P1 Mesh for P2 and cap it at P3. Unless someone makes some new meshes. Getting the same outcome: From FNVEdit: File path is Armor\PregnantCali\Sunny\RogueOutfitP1-6.nif Only P1 and P3 are included the armor pack though. Looking through my download archive, I pulled the P1 and P3 files from SCS - Sexout.7z @ Sexout Clothing System Thread. Installed these files ages ago though, so maybe someone will recall the specific source better than myself. Also, noticed that the vanilla Reinforced Leather Armor isn't being picked up via the pregnancy system. Lots of different FORMIDs for both normal and large breast (-LB affix) regular and reinforced leather; I'll do some P6 swap testing to see how all the armor links. ** UPDATE ** Refer to crappy Paint job guide above when reading stuff below. Vanilla Armors: [Obtained in game via bodies, merchants, chests, etc.] Leather Armor (00020423): Functions normally, links to Leather Armor P1-P6 (1901FB91 - 19005969) [shown via Orange Box] Reinforced Leather Armor (001264FE): Not recognized by Pregnancy (i.e. does not swap). I believe it used to link to the Leather Armor Type 3M armor. Red Boxed Armors: Leather Armor (3M) - Both link to Bikini-esque Leather Armor Type 3M, functions normally, links to P1-P6 armors shown in Blue Box. Blue Boxed Armors: P1-P6 armors that previous 3M armors swap to. They appear duplicated, but the second copy links to a LB.nif model which has larger boobs. However, both Leather Armor (3M) armors above link to non-LB models. Consoling in and equipping an LB armor automatically swaps it to the non-LB version. Purple Boxed Armors: Same Non-LB / LB situation as above, but none of the armor are recognized by Pregnancy. Uses 3M Model Leather Armor mode. Wearing any of these infer the 'Tight Clothing While Pregnant' debuff. These don't appear to be needed, given the behavior of the Blue Boxed Armors?
Halstrom Posted May 19, 2014 Author Posted May 19, 2014 Hmm I'll look into it tomorrow, Reinforced Leather Armor has never swapped as I never considered it "stretchable" armor, that's why there are recipes to alter it. In theory I probably should apply the same rule to normal Leather Armor too, I think I just avoided doing so because it is popular and I did it early in the stages of the mod, I may be able to set it up so leather stretches one size then need to be modified with a recipe as a compromise. As currently I'm also putting a bit more detail into the effects of Outfits being too tight. The LB stuff is really there to interact with boob size and lactation which I've got a basic system in there but haven't set up the triggering it yet.
RitualClarity Posted May 19, 2014 Posted May 19, 2014 Just make it so that you have to go to the bench and modify it. Just any other item with leather should do. Belts, armor whatever. Perhaps even make is so that it is permanent. Possible for the other clothing as well. One size looking abit tight, then need to fix them. Even normal clothes don't stretch that much. Perhaps if repair is high enough and some scrap metal you can even modify metal armor or even power suit. Permanently though.
Halstrom Posted May 19, 2014 Author Posted May 19, 2014 Just make it so that you have to go to the bench and modify it. Just any other item with leather should do. Belts, armor whatever. Perhaps even make is so that it is permanent. Possible for the other clothing as well. One size looking abit tight, then need to fix them. Even normal clothes don't stretch that much. Perhaps if repair is high enough and some scrap metal you can even modify metal armor or even power suit. Permanently though. Yeah, I'm inclined that way for realism and I'm pretty sure there are recipes for modding Metal, Combat armor and Power Armor, I don't think you can turn Preg armor back to normal as far as I remember
RitualClarity Posted May 20, 2014 Posted May 20, 2014 Cool you added that.. I remember a while back when my character just changed out and then shrunk down again .. It was weird. You should be able to turn Pregnancy back to normal if it is metal .. get a few pieces of scrap metal ... If it is leather get a few pieces of leather.. All you would be doing is reworking the armor again cutting the excess and flatting it out. It fits somewhat in realism. Taking clothing out or in requiring extra cloth and such.
Halstrom Posted May 20, 2014 Author Posted May 20, 2014 Yeah, I think the swapping outfits still swap backwards, it's possibly a bit complicated to block that.
Halstrom Posted May 22, 2014 Author Posted May 22, 2014 Update 20140522.1: Added Flag interaction to prevent Damaged Clothing & Pregnancy swapping happening together Added Swapping Support for Vaultsuits 77, 87, 92, 106, 108, 112 Removed swapping for Leather Armor & Recon Armor Added more Leather Armor Preg Alteration Recipes (still got heaps to go, got to do every possible variation) Requires SCR 20140522.1 or Later
Sleepy_Soul Posted May 24, 2014 Posted May 24, 2014 Thanks for looking into the Leather Armor stuff Halstrom! And two more questions: How does the pregnancy messages system work? Is it a chance to randomly spawn a message based on the current pregnancy state? I haven't seen any messages pop up for me going through two pregnancies, although I play with incredibly low gestation durations (set at 2%). When birthing starts (via the pained gasp and brief blurred vision), it seems that body swapping is disabled during the event birthing event. I'm usually wearing a non-birthing outfit, so upon stripping my character's body reverts to it's non-pregnant state. No other armors swap to their appropriately belly sized outfits either. Is this behavior normal / due to the game engine's camera script limitation in regards to player outfit swapping?
Halstrom Posted May 24, 2014 Author Posted May 24, 2014 Thanks for looking into the Leather Armor stuff Halstrom! And two more questions: How does the pregnancy messages system work? Is it a chance to randomly spawn a message based on the current pregnancy state? I haven't seen any messages pop up for me going through two pregnancies, although I play with incredibly low gestation durations (set at 2%). When birthing starts (via the pained gasp and brief blurred vision), it seems that body swapping is disabled during the event birthing event. I'm usually wearing a non-birthing outfit, so upon stripping my character's body reverts to it's non-pregnant state. No other armors swap to their appropriately belly sized outfits either. Is this behavior normal / due to the game engine's camera script limitation in regards to player outfit swapping? Messages are randomly spawned, so the shorter the Pregnancy the less chance of seeing them, but you should only see a message at each stage once per pregnancy. Yeah it's normal the game engine can't handle body swapping after an animation starts on the Player, but can for NPC's.
Sleepy_Soul Posted May 25, 2014 Posted May 25, 2014 So I've been prying further into the Preg Effects script (where the messages come from), to see how the frequency works out in game. Somewhat versed in scripting language myself, but not so in regards to GECK syntax. Checking the below condition statement segment: if iCurrBellySize == 0if iSizeMsg == 0 && iRnd > 90 Where is the value of iSizeMsg being declared at the start? I see that's it's being added upon to cycle through the separate P0-P7 messages, but don't see where it's being declared as 0 to begin with. Perhaps in a separate script that fires at successful conception (like with iCurrBellySize I assume). Is there a way to check the above mentioned variables in game via a console command? Tried the 'show <variable>' command, but it doesn't appear to work. Also, came across another armor / clothing issue - looks like the vanilla Raider Sadist armor isn't being picked up in Bodyswapping: Vanilla FormID: 0003307c Using any Sadist Armors in the above list work fine. All other Raider type armors function normally.
Halstrom Posted May 25, 2014 Author Posted May 25, 2014 So I've been prying further into the Preg Effects script (where the messages come from), to see how the frequency works out in game. Somewhat versed in scripting language myself, but not so in regards to GECK syntax. Checking the below condition statement segment: if iCurrBellySize == 0 if iSizeMsg == 0 && iRnd > 90 Where is the value of iSizeMsg being declared at the start? I see that's it's being added upon to cycle through the separate P0-P7 messages, but don't see where it's being declared as 0 to begin with. Perhaps in a separate script that fires at successful conception (like with iCurrBellySize I assume). Is there a way to check the above mentioned variables in game via a console command? Tried the 'show <variable>' command, but it doesn't appear to work.Also, came across another armor / clothing issue - looks like the vanilla Raider Sadist armor isn't being picked up in Bodyswapping: Vanilla FormID: 0003307c Sadist.jpg Using any Sadist Armors in the above list work fine. All other Raider type armors function normally. Yeah you were pretty close to the mark there, iSizeMsg should be 0 on the first run naturally but what I screwed up was if on a short pregnancy the first messages failed to show it stayed as 0 and none of the other stage messages had a chance to run. I've fixed that for the next release by changing the others to "if iSizeMsg <= 1, etc I also found that Raider02 hadn't been added to the swapping formlist Raider02 sop that was why it wasn't being detected. Also fixed for next beta release.
Halstrom Posted May 25, 2014 Author Posted May 25, 2014 Update 20140526.1: Fixes for triple bodyswapy thingy Changes in Birthing timing to hopefully give more time for Nude Pregnant body swap to happen before birthing animation starts. Fix in Pregnancy messages not showing for short pregnancies. Changed birthing Sounds over to use SexoutNG's Sexout.useVoice for sounds to work. Requires SCR 20140526.1 or later
Sleepy_Soul Posted May 29, 2014 Posted May 29, 2014 Chiming in to report that your code change has messages popping up now - thanks a bunch Halstrom! Sadist Armor bodyswapping also fixed per the above snapshot. Still no change in regards to the no-body swap during the birthing phase though. It appears that bodyswapping for the player is completely disabled immediately after obtaining the 'Birthing Due' debuff. Also, noticed a 'Pregnancy Pain' debuff that my character started to suffer from after receiving the secondary pregnancy message (the one which imparts <rZActor.CIOS SexoutP3ECramp> to the player.). It didn't seem to go away after birthing though. It also disabled sleeping or waiting due to it imparting a minor 'Damage Health' effect. Took a peek via the GECK to see it's duration is set to 900 units (15 RL min I think after looking into the Actor Effects?). I suppose I just had to wait it out, but then again given my shorter term pregnancies, having it persist after a pregnancy seemed odd, though nothing is technically wrong on your end. I'll keep running with the latest test release a bit more and get back to you with any other oddities
Halstrom Posted May 29, 2014 Author Posted May 29, 2014 Still no change in regards to the no-body swap during the birthing phase though. It appears that bodyswapping for the player is completely disabled immediately after obtaining the 'Birthing Due' debuff. Also, noticed a 'Pregnancy Pain' debuff that my character started to suffer from after receiving the secondary pregnancy message (the one which imparts <rZActor.CIOS SexoutP3ECramp> to the player.). Cool, thanks for letting me know, I found another check preventing bodyswapping too and put a fix in for it, though bodyswapping still is only possible for the player before the birthing animation starts, but hopefully now there's enough time for the correct nude body to be added before the animation starts. And I also put a dispel in for that effect to cancel cramps and morning sickness if birthing commences.
Sleepy_Soul Posted May 31, 2014 Posted May 31, 2014 Back to the Preg Effects scripts, noticing that I'm getting the secondary cramping messages just about all the time, looking into it: Set iRnd to (GetRandomPercent / 50)if iRnd == 0if rZActor == PlayerREF[...]endifelseif rZActor == PlayerREF I think changing the primary <if> condition to Rnd <=50 would help spread the chances evenly?
Halstrom Posted May 31, 2014 Author Posted May 31, 2014 Back to the Preg Effects scripts, noticing that I'm getting the secondary cramping messages just about all the time, looking into it: Set iRnd to (GetRandomPercent / 50) if iRnd == 0 if rZActor == PlayerREF [...] endif else if rZActor == PlayerREF I think changing the primary <if> condition to Rnd <=50 would help spread the chances evenly? Hmm, yeah screwed that up, fixed for next beta Release, maybe tomorrow if I get some testing time.
grifterrik Posted June 1, 2014 Posted June 1, 2014 Hi Halstrom, I asked about this once upon a time and you didn't think it was doable or something (sorry, don't remember exactly), but I saw the option to add mod content to spunk and I'm wondering if it might be a possibility now. When playing with a mod race, Pregnancy defaults to using Caucasian ova. Would it be possible to add an option, through an ini or MCM or whatever, to say this character (not necessarily the entire mod race, just for one character at a time regardless of actual race) is Asian, or Hispanic, or African American? If it's not doable, no worries. Don't mean to be beating on a dead horse or anything
Halstrom Posted June 1, 2014 Author Posted June 1, 2014 Yes, it's actually possible now, any character that isn't in the default races can be added to a race formlist and they should be treated as that race. I haven't really done much testing on it but it should work ok, it currently seems to work fine for Kirina into the Asian list. The 8 formlists are : SexoutSFLDataNewNPCsAfAm, SexoutSFLDataNewNPCsCauc, SexoutSFLDataNewNPCsGhoul etc
Halstrom Posted June 3, 2014 Author Posted June 3, 2014 Update 20140603.1: Fixes to Pregnancy effect messages Adjustment to Pregnancy pain effect, shortened duration & removed damage Prep work for Spunk changeover, not activated yet. Fix to give more time for actors to swap nude bodies before Birthing animation begins. Requires SCR 20140603.1 or later
Halstrom Posted June 6, 2014 Author Posted June 6, 2014 Update 20140606.1: Support for swap from KrystalPAS to FNV StarFox, http://starfoxparadise.webs.com/
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