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REDUNDANT OLD Preg/Offspring Beta Test Release


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Posted

New Update 20130523.2:

 

Disabled adding of Fertility Powder to Legion Healing lists

 

Added code to prevent Males using FertilityPowder (shouldn't make any difference, later was going to use it to up their Semen)

 

Some Fixes to SporeCarrier stuff

 

Fix to Birthing animation token not being removed

 

Requires SCR 20130523.1

Posted

I'm experiencing some totally-not-randomly timed stuttering after I updated my SO Pregnancy Stable to the latest release (I know this is a thread for the Beta but I'll explain later). It seems that whenever my PC gets inseminated and conception is about to occur (My PC has a Pregnancy Token after having a Cum and Ova token, but no visible effects in the Status section of the PipBoy), my game beings to stutter and pause every eight to ten seconds (I really can't measure the time but I think it's that long). At first the pauses will be less than a second in length, then later on it will go on for an agonizing ten seconds or more.

 

So I switched to the Beta releases and see if the problem might have been fixed there. Nope, the stuttering still happens and it seems to always happen whenever my PC gets initially knocked up. Could this be a problem with the scripts running periodically or something? I'm at a loss here, I've been creating lots of new saves while turning on and off many mods to see if they would be causing the problem (the first culprit I thought of was BrutalRapers with its stalkers but then after more observation I concluded that it wasn't the problem), and creating new saves is really a big hassle for me since I have a lot of settings in MCM that I have to adjust for every new game.

 

I was thinking of rolling back to the previous stable release but the latest release as well as the betas fixed a lot of bugs that I needed fixed, plus introducing some cool new features. Unfortunately, like with every software release, new bugs are almost always introduced as well. :(

Posted

With this update i no longer seem to CTD when getting near Cottonwood Cove and whathaveyou. (As per the discussion above my game has been very unstable in Cottonwood and the Fort for some time, but hadnt done testing to see what it was).

 

Much more stable.

 

As for birthing animation fix, i'll test that one out, it's been an irritating issue i've been having for awhile (only on companions though).

 

The multuplying apparel issue hasn't cropper up for me since 20130521, so i'll just chime in here again if it recurs.

Posted

With this update i no longer seem to CTD when getting near Cottonwood Cove and whathaveyou. (As per the discussion above my game has been very unstable in Cottonwood and the Fort for some time, but hadnt done testing to see what it was).

 

Much more stable.

 

As for birthing animation fix, i'll test that one out, it's been an irritating issue i've been having for awhile (only on companions though).

 

The multuplying apparel issue hasn't cropper up for me since 20130521, so i'll just chime in here again if it recurs.

Yay, more sucess, thanks for letting me know :)

Posted

I'm experiencing some totally-not-randomly timed stuttering after I updated my SO Pregnancy Stable to the latest release (I know this is a thread for the Beta but I'll explain later). It seems that whenever my PC gets inseminated and conception is about to occur (My PC has a Pregnancy Token after having a Cum and Ova token, but no visible effects in the Status section of the PipBoy), my game beings to stutter and pause every eight to ten seconds (I really can't measure the time but I think it's that long). At first the pauses will be less than a second in length, then later on it will go on for an agonizing ten seconds or more.

 

So I switched to the Beta releases and see if the problem might have been fixed there. Nope, the stuttering still happens and it seems to always happen whenever my PC gets initially knocked up. Could this be a problem with the scripts running periodically or something? I'm at a loss here, I've been creating lots of new saves while turning on and off many mods to see if they would be causing the problem (the first culprit I thought of was BrutalRapers with its stalkers but then after more observation I concluded that it wasn't the problem), and creating new saves is really a big hassle for me since I have a lot of settings in MCM that I have to adjust for every new game.

 

I was thinking of rolling back to the previous stable release but the latest release as well as the betas fixed a lot of bugs that I needed fixed, plus introducing some cool new features. Unfortunately, like with every software release, new bugs are almost always introduced as well. :(

 

Haven't had any other reports yet of this, have you got a good spec PC?

There's also something about a New Vegas stutter remover on another thread here somewhere that seems to help.

There were also a couple of mods that were found to be causing stuttering issues  and have been updated, so check you have latest versions of everything.

The scripts do run preiodically, I slowed them down so most only run every second - up to every 8 gamer minutes, have you got anytjoing that speeds up game play time, there will often be some stutter after wait/sleep/fast treavel as the script runs many more times to catch up. 

Posted

 

I'm experiencing some totally-not-randomly timed stuttering after I updated my SO Pregnancy Stable to the latest release (I know this is a thread for the Beta but I'll explain later). It seems that whenever my PC gets inseminated and conception is about to occur (My PC has a Pregnancy Token after having a Cum and Ova token, but no visible effects in the Status section of the PipBoy), my game beings to stutter and pause every eight to ten seconds (I really can't measure the time but I think it's that long). At first the pauses will be less than a second in length, then later on it will go on for an agonizing ten seconds or more.

 

So I switched to the Beta releases and see if the problem might have been fixed there. Nope, the stuttering still happens and it seems to always happen whenever my PC gets initially knocked up. Could this be a problem with the scripts running periodically or something? I'm at a loss here, I've been creating lots of new saves while turning on and off many mods to see if they would be causing the problem (the first culprit I thought of was BrutalRapers with its stalkers but then after more observation I concluded that it wasn't the problem), and creating new saves is really a big hassle for me since I have a lot of settings in MCM that I have to adjust for every new game.

 

I was thinking of rolling back to the previous stable release but the latest release as well as the betas fixed a lot of bugs that I needed fixed, plus introducing some cool new features. Unfortunately, like with every software release, new bugs are almost always introduced as well. :(

 

Haven't had any other reports yet of this, have you got a good spec PC?

There's also something about a New Vegas stutter remover on another thread here somewhere that seems to help.

There were also a couple of mods that were found to be causing stuttering issues  and have been updated, so check you have latest versions of everything.

The scripts do run preiodically, I slowed them down so most only run every second - up to every 8 gamer minutes, have you got anytjoing that speeds up game play time, there will often be some stutter after wait/sleep/fast treavel as the script runs many more times to catch up. 

 

 

Yeah sorry about that. I turned off SO Pregnancy and it turns out it's not the problem. The problem seems to only occur once I get to Primm for some reason.

 

I've got NV Stutter Remover on. I don't get the stuttering at all before I get to Primm. The only stuttering I experience is when I save or some stuff gets loaded, but nothing else. I know my problem is now irrelevant to this thread so please disregard my previous post. Sorry for potentially wasting your time.

 

Posted

Try using CASM http://newvegas.nexusmods.com/mods/36730 and see if that helps

 

I already use CASM, and to be honest there are some times when CASM tries to automatically save but it just ends up crashing my game. 

 

Also, my courier's coyote offspring, after maturing, attacked its mother the first time it learned how to walk. Since I'm not a completely bad person I did not kill the puppy, but rather just let my courier hit the puppy a couple of times with bare fists until the puppy retreated and ran off into the distance (and possibly take the first steps in growing up to be Wile E. Coyote), but was sadly killed by some random asshole Wastelander, whom my courier immediately chopped up into pieces and fed to the coyotes. I had "Offspring Parental Instinct" in the SO Pregnancy MCM set to 100, why doesn't it seem to take effect? Also, could this be a problem concerning Breeder instead, because the coyote pup was a result of the Breeder Coyote episode?

Posted

 

Try using CASM http://newvegas.nexusmods.com/mods/36730 and see if that helps

 

I already use CASM, and to be honest there are some times when CASM tries to automatically save but it just ends up crashing my game. 

 

Also, my courier's coyote offspring, after maturing, attacked its mother the first time it learned how to walk. Since I'm not a completely bad person I did not kill the puppy, but rather just let my courier hit the puppy a couple of times with bare fists until the puppy retreated and ran off into the distance (and possibly take the first steps in growing up to be Wile E. Coyote), but was sadly killed by some random asshole Wastelander, whom my courier immediately chopped up into pieces and fed to the coyotes. I had "Offspring Parental Instinct" in the SO Pregnancy MCM set to 100, why doesn't it seem to take effect? Also, could this be a problem concerning Breeder instead, because the coyote pup was a result of the Breeder Coyote episode?

 

Hmm, I'll check out the parental instinct thing, ah fount it, I missed a few creatures it was still set at 70%.

Posted

Haven't had CASM crash my game yet, but I have had some very long lags/freezes when saving/loading/sleeping/waiting.

 

Have a question regarding miscarry: Is it intentional that 0% miscarry in MCM results in 100% miscarry chance? (Log says miscarry 1 vs        ,  mutation 1 vs 463)

When I set it to 10% I get 1.00 vs 815 and then 1.00 vs 192

Posted

Halstrom, are there any plans (and is it at all possible) to add some form of genetics to human offspring like in oblivion's tamago/hiyoko plugins? It would be great if they could inherit at least the hair and eye colors if facial blending proves impossible.

Posted

Haven't had CASM crash my game yet, but I have had some very long lags/freezes when saving/loading/sleeping/waiting.

 

Have a question regarding miscarry: Is it intentional that 0% miscarry in MCM results in 100% miscarry chance? (Log says miscarry 1 vs        ,  mutation 1 vs 463)

When I set it to 10% I get 1.00 vs 815 and then 1.00 vs 192

Hmm have to check that out, 0% should be 0%

 

Halstrom, are there any plans (and is it at all possible) to add some form of genetics to human offspring like in oblivion's tamago/hiyoko plugins? It would be great if they could inherit at least the hair and eye colors if facial blending proves impossible.

No, too complex to do, there's enough complexity already in just races. We are really pushing the NV engine in the amount of scripts we have now.

Posted

New Update 20130530.1:

 

Fixes to birthing animation code
 
Fix to Fertility Tokens not added to Companions
 
Fix to Parental Instinct for Coyotes and some other creatures
 
Slowed down some script frequencies
 
Moving of recipes and birth animation into Pregnancy
 
Requires SCR 20130530.1
Posted

I just updated earlier today too :(

 

lol

Oops, it shouldn't make any difference whic version they use, but it might be confusing as to which new bugs are yours or mine, I'm hoping this release is all fixes, I hadn't tweaked anything or added anything new.

Posted

Setting miscarry chance to 0% while pregnant causes instant miscarriage, not sure if this is intentional or not.

 

post-30850-0-18372300-1369881118_thumb.jpg

 

EDIT: Tested with 20130530.1 and 20130523.2.

EDIT2: Ah, didn't notice this was already reported above.

Posted

Setting miscarry chance to 0% while pregnant causes instant miscarriage, not sure if this is intentional or not.

 

attachicon.gifScreenshot14397.jpg

 

EDIT: Tested with 20130530.1 and 20130523.2.

EDIT2: Ah, didn't notice this was already reported above.

Ah yeah forgot to look at that issue in amoungst everything else will look it it now for the next release.

Posted

I have updated to 20130530.3 and made a short test.

 

Birthing is still broken.

 

Log:

Preg4Birth Nana: BirthToken6Detected
SexoutP5SBodyCalcsF: PregRemove
Preg9RemPreg Nana Running

 

 

Preg9RemPreg is running before BirthToken7Detected is reached.

 

Looking at SexoutP5SBodyCalcsF:

        if rZActor == PlayerREF
            if rZActor.GetItemCount 00SexoutActor > 0 || rZActor.GetItemCount SexoutP4BirthingTokenF > 0
                Set iOkToRun to 0
            endif
        endif
 

Whats this?

If NPC has sex or is giving birth, the script is running? Thats the problem I think.

 

 

 

 

Is it normal if a female NPC has oral sex with male PC, the NPC gets pregnant?

Log:

Preg2VaginalSexEvent Nana: Start
Preg2SexEvent Nana: Virginal fucking with Eli
Preg2SexEvent Nana: Female Fertlity Added
Preg2SexEvent Nana: Oral fucking with Eli
Preg1FertF Nana: StartedOkRand, FertCycPercent 66.000
Preg1Fert Nana: Reset LastD 7.954, LastH 22.900
Preg1FertF Nana: BodySwap Token Added

 

That was only a blow job.

 

Posted

I have updated to 20130530.3 and made a short test.

 

Birthing is still broken.

 

Log:

Preg4Birth Nana: BirthToken6Detected

SexoutP5SBodyCalcsF: PregRemove

Preg9RemPreg Nana Running

 

 

Preg9RemPreg is running before BirthToken7Detected is reached.

 

Looking at SexoutP5SBodyCalcsF:

        if rZActor == PlayerREF

            if rZActor.GetItemCount 00SexoutActor > 0 || rZActor.GetItemCount SexoutP4BirthingTokenF > 0

                Set iOkToRun to 0

            endif

        endif

 

Whats this?

If NPC has sex or is giving birth, the script is running? Thats the problem I think.

 

 

 

 

Is it normal if a female NPC has oral sex with male PC, the NPC gets pregnant?

Log:

Preg2VaginalSexEvent Nana: Start

Preg2SexEvent Nana: Virginal fucking with Eli

Preg2SexEvent Nana: Female Fertlity Added

Preg2SexEvent Nana: Oral fucking with Eli

Preg1FertF Nana: StartedOkRand, FertCycPercent 66.000

Preg1Fert Nana: Reset LastD 7.954, LastH 22.900

Preg1FertF Nana: BodySwap Token Added

 

That was only a blow job.

Thanks rhost will look into those, I tested the birthing in game and it work ok for me twice I'll have another look, just check you have the birth duration set higher than 0

 

the idea is to prevent bodyswapping from working if the Player is in a sex or birthing animation, as something screws up with the camera and the player ends up invisible, it's not an issue with NPC's though for them to swap bodies or outfits during animations.

 

That oral one is weird, I've seen that in the past where a plugin calls oral sex but has not set the type of sex it calls and Sexout assumes it's vaginal. Not sure if that still happens.

Posted

 

Thanks rhost will look into those, I tested the birthing in game and it work ok for me twice I'll have another look, just check you have the birth duration set higher than 0

 

the idea is to prevent bodyswapping from working if the Player is in a sex or birthing animation, as something screws up with the camera and the player ends up invisible, it's not an issue with NPC's though for them to swap bodies or outfits during animations.

 

That oral one is weird, I've seen that in the past where a plugin calls oral sex but has not set the type of sex it calls and Sexout assumes it's vaginal. Not sure if that still happens.

 

birth duration is default 100

The problem is:

 if rZActor.GetItemCount 00SexoutActor > 0 || rZActor.GetItemCount SexoutP4BirthingTokenF > 0

This protection only runs for player. NPCs getting pregnancy removed before stage 7 is reached. Perhaps my very old PC (CPU: E8500) is to slow, because it happens every time.

 

The oral thing happens every time too, tested with SexoutRapist and SexoutSex.

 

 

Posted

 

 

Thanks rhost will look into those, I tested the birthing in game and it work ok for me twice I'll have another look, just check you have the birth duration set higher than 0

 

the idea is to prevent bodyswapping from working if the Player is in a sex or birthing animation, as something screws up with the camera and the player ends up invisible, it's not an issue with NPC's though for them to swap bodies or outfits during animations.

 

That oral one is weird, I've seen that in the past where a plugin calls oral sex but has not set the type of sex it calls and Sexout assumes it's vaginal. Not sure if that still happens.

 

birth duration is default 100

The problem is:

 if rZActor.GetItemCount 00SexoutActor > 0 || rZActor.GetItemCount SexoutP4BirthingTokenF > 0

This protection only runs for player. NPCs getting pregnancy removed before stage 7 is reached. Perhaps my very old PC (CPU: E8500) is to slow, because it happens every time.

 

The oral thing happens every time too, tested with SexoutRapist and SexoutSex.

 

Ahh, but setting iOkToRun to 0 doesn't remove the script it just pauses it so the Remove pregnancy shouldn't happen unless iOkToRun is set to less than 0. I must have another issue elsewhere to find.

 

 

; *** Check OK to run
	Set iOkToRun to 1
	if rZActor.GetDead || rZActor.GetIsSex Female == 0
		Set iOkToRun to 0
		Set iDeadTimer to iDeadTimer + 1
		if iDeadTimer > 19
			Set iOkToRun to -1
		endif
	else
		Set iDeadTimer to 0
		if rZActor == PlayerREF
			if rZActor.GetItemCount 00SexoutActor > 0 || rZActor.GetItemCount SexoutP4BirthingTokenF > 0
				Set iOkToRun to 0
			endif
		endif
	endif

	if iOkToRun > 0

; *** Actor if Player is not doing animations and not dead.

; *** Actor not OK, Remove Fertility Token
	elseif iOkToRun < 0
		DebugPrint "Preg5BodyCalc %n: Invalid Actor" rZActor
		Set iRemoving to 1
		rZActor.AddItem SexoutP9TokenRemovePregnancy 1 1
		rZActor.AddItem SexoutP9TokenRemoveFertility 1 1
		rZActor.AddItem SexoutP9TokenRemoveSemen 1 1
		RemoveMe
	endif ; *** rZActor Pregnant && Alive?

 

 

Posted

I have removed " if rZActor == PlayerREF":

else
        Set iDeadTimer to 0
        if rZActor.GetItemCount 00SexoutActor > 0 || rZActor.GetItemCount SexoutP4BirthingTokenF > 0
            Set iOkToRun to 0
        endif
endif

 

Now I am getting Stage 7.

 

The problem is the script pauses only if run on player and runs during NPC gives birth.

On stage 5 in SexoutP4SBirthingF the gestating children will be removed and then iPregCount in SexoutP5SBodyCalcsF gets zero.

Now SexoutP5SBodyCalcsF calls Pregremove, because iWasPreg = 1 and iPregCount = 0.

 

if iPregCount > 0
            if rZActor.GetItemCount SexoutP3PregnantTokenF < 1
                rZActor.AddItem SexoutP3PregnantTokenF 1 1
                DebugPrint "Preg1FertF %n: Preg Token Added" rZActor
            endif
            Set iWasPreg to 1
        else
            if iWasPreg
                printc "SexoutP5SBodyCalcsF: PregRemove" ; this should not run during NPC gives birth
                rZActor.AddItem SexoutP9TokenRemovePregnancy 1 1  ; This causes the error
            endif
            Set iWasPreg to 0

        endif ; *** Actor Pregnant or not?

 

 

I think there is runtime reduction potential in SexoutP4SBirthingF.

The whole count pregnancy's block and get offSpring info block is running the whole time.

Example: if iBirthTokenCount = 2 part is ready, the script loops until SexoutP4SEffBirthingDue adds a token.

During this time the blocks get executed many times.

 

 

 

 

Posted

I have removed " if rZActor == PlayerREF":

else

        Set iDeadTimer to 0

        if rZActor.GetItemCount 00SexoutActor > 0 || rZActor.GetItemCount SexoutP4BirthingTokenF > 0

            Set iOkToRun to 0

        endif

endif

 

Now I am getting Stage 7.

 

The problem is the script pauses only if run on player and runs during NPC gives birth.

On stage 5 in SexoutP4SBirthingF the gestating children will be removed and then iPregCount in SexoutP5SBodyCalcsF gets zero.

Now SexoutP5SBodyCalcsF calls Pregremove, because iWasPreg = 1 and iPregCount = 0.

 

if iPregCount > 0

            if rZActor.GetItemCount SexoutP3PregnantTokenF < 1

                rZActor.AddItem SexoutP3PregnantTokenF 1 1

                DebugPrint "Preg1FertF %n: Preg Token Added" rZActor

            endif

            Set iWasPreg to 1

        else

            if iWasPreg

                printc "SexoutP5SBodyCalcsF: PregRemove" ; this should not run during NPC gives birth

                rZActor.AddItem SexoutP9TokenRemovePregnancy 1 1  ; This causes the error

            endif

            Set iWasPreg to 0

 

        endif ; *** Actor Pregnant or not?

 

 

I think there is runtime reduction potential in SexoutP4SBirthingF.

The whole count pregnancy's block and get offSpring info block is running the whole time.

Example: if iBirthTokenCount = 2 part is ready, the script loops until SexoutP4SEffBirthingDue adds a token.

During this time the blocks get executed many times.

Ah now I see what you mean I forgot about that later RemovePregnancy, I'll have a look at that and also look at moving all those counting blocks like you say to save some lag. When I change to Prideslayers NX variables I should be able to just run the count s once in one script.

Posted

I'm gonna cry when/if you change to nx variables.

Well, I'm going to test them first on a coule of smaller things like drugs and they will just replace the counting tokens, otherwise I think it would be acomplete rewrite of Pregnancy to try using them for Actor scripts. I have to think a lot about how to do that, it may never get that far.

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