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SoulGem Oven 4: Integration Fork


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Posted
12 hours ago, assasinAurora said:

So i found the source files in Source/Scripts I was looking in scripts/source which is where i usually would find them.
I proceeded to modify the script, on trying to compile them it seems to fail i proceeded to to compile the original to see if i did something wrong and it also failed.

Not sure what i am doing wrong
I will add the modified Psc file perhaps you could take a look at it/compile it.

Sorry for the hassle

dse_sgo_QuestDatabase_Main.psc 53.43 kB · 1 download

SGO4 IF 1.7.9.1 - Oops All Males. yeah, getting all of the source scripts so creation kit doesn't complain is a pain. Try this.

 

9 hours ago, MysticDaedra said:

I don't know if you already figured this out or not, but the milking machines are originally from ZaZ. The download on the MME page is for worldspace placement and attaching the MME milking scripts to them.

Got it, not in a modding mood right now but i might take a look later.

Posted

Not sure what happened... Started a new game, went through MCM as usual, getting everything set up. When I initialized SGO4IF, the window popped-up saying to close the MCM to allow Soulgem Oven to start, which I did. However, I never got a notification that Soulgem Oven had started, and when I went back into the MCM to see what was going on, nothing would appear in the Soulgem Oven tab. Saving and loading a save caused the tab to disappear entirely, and I see a bunch of suspended stacks in Resaver now:

Spoiler

image.png.82519ecd303b36c467c4333f9cbd40ed.png

Again, this is on a new save. Last game it seemed to work just fine.

Posted

It seems like Wombtat's fertility chance's bonus is not working.

I set base fertility chance by 0 and bonus chance by 100(In default setting), but nothing happened.

Tested with MCM Debug option enabled, there was a message [SGO] Preg Chance For "The Actor" If (Random(0,100) >= 0.0000 (Which is the base value, indicates that Wombtat bonus didn't affect)), aside that comparison operator should be <=, I guess.

 

Also, wombtat's fertility bonus cannot be modified in MCM, even if I change the value, It's not written in Custom.json.

 

I figured this out because I tried to utilize this option as to make only those actors with wombtat are fertile.

If base fertility chance is more than 0, sometimes temporary actors (starts with FormID FFXXX...) can get pregnant, and I think this may have a bad impact in game.

So if you could add an option, like 'Only unique actors can get pregnant', It would be very much appreciated.

Posted

Great work on this mod. Seems to work well on my end so far. Just thought I'd mention that in my game (1.5.97) the sliders show up in the MCM despite having go to bed. I'm using the lite version though (no plugin), maybe that's why..? Sleepwear is handled by sleep tight. I also saw there were potential issues with NFF. Anyone have advice on how to minimize conflicts? I'm thinking turning off auto gems/milk/semen should solve this but unsure.

Posted
9 hours ago, lollipop0000 said:

It seems like Wombtat's fertility chance's bonus is not working.

I set base fertility chance by 0 and bonus chance by 100(In default setting), but nothing happened.

Tested with MCM Debug option enabled, there was a message [SGO] Preg Chance For "The Actor" If (Random(0,100) >= 0.0000 (Which is the base value, indicates that Wombtat bonus didn't affect)), aside that comparison operator should be <=, I guess.

Looking at the code this is not surprising. The comparison for pregnancy is

Random(0,100) * fertility factor >= 100 - (fertility chance * semen potency)

Womb tats affect the fertility factor. If you set fertility chance to 0 you need a large fertility factor to make womb tats have an effect, e.g. by tweaking fertility days/window. But then everyone would be getting pregnant, not just those with womb tats.

Posted (edited)
On 3/9/2024 at 7:46 AM, MysticDaedra said:

Not sure what happened... Started a new game, went through MCM as usual, getting everything set up. When I initialized SGO4IF, the window popped-up saying to close the MCM to allow Soulgem Oven to start, which I did. However, I never got a notification that Soulgem Oven had started, and when I went back into the MCM to see what was going on, nothing would appear in the Soulgem Oven tab. Saving and loading a save caused the tab to disappear entirely, and I see a bunch of suspended stacks in Resaver now:

  Hide contents

image.png.82519ecd303b36c467c4333f9cbd40ed.png

Again, this is on a new save. Last game it seemed to work just fine.

Did you update the mod? I did a swap for the DD patch, NON DD is now baseline, and the patch is needed if you want DD integration. If you install the DD patch without DD then things will break.

Whats your SGO4 setup?

On 3/9/2024 at 10:00 PM, lollipop0000 said:

It seems like Wombtat's fertility chance's bonus is not working.

I set base fertility chance by 0 and bonus chance by 100(In default setting), but nothing happened.

Tested with MCM Debug option enabled, there was a message [SGO] Preg Chance For "The Actor" If (Random(0,100) >= 0.0000 (Which is the base value, indicates that Wombtat bonus didn't affect)), aside that comparison operator should be <=, I guess.

 

Also, wombtat's fertility bonus cannot be modified in MCM, even if I change the value, It's not written in Custom.json.

 

I figured this out because I tried to utilize this option as to make only those actors with wombtat are fertile.

If base fertility chance is more than 0, sometimes temporary actors (starts with FormID FFXXX...) can get pregnant, and I think this may have a bad impact in game.

So if you could add an option, like 'Only unique actors can get pregnant', It would be very much appreciated.

Il take a look, fertility calculations are a brain scrambler, but if something isn't working il see if i can make a fix.

14 hours ago, reuad6 said:

Looking at the code this is not surprising. The comparison for pregnancy is

Random(0,100) * fertility factor >= 100 - (fertility chance * semen potency)

Womb tats affect the fertility factor. If you set fertility chance to 0 you need a large fertility factor to make womb tats have an effect, e.g. by tweaking fertility days/window. But then everyone would be getting pregnant, not just those with womb tats.

To be honest, your guess is as good as mine as to how fertility calculations work. I intended Wombtat and Weight fertility bonuses to be additive to an actors base fertility value, which is then scaled by the fertility factor. but my implementation could be wrong. il take another look and see if there is a better way to implement this.

23 hours ago, reuad6 said:

Great work on this mod. Seems to work well on my end so far. Just thought I'd mention that in my game (1.5.97) the sliders show up in the MCM despite having go to bed. I'm using the lite version though (no plugin), maybe that's why..? Sleepwear is handled by sleep tight. I also saw there were potential issues with NFF. Anyone have advice on how to minimize conflicts? I'm thinking turning off auto gems/milk/semen should solve this but unsure.

Yeah, also noticed this, sometimes it works, sometimes it doesn't, i haven't managed to single out the issue, auto enabling should not have any issue with follower frameworks.

 

Edited by Murphiee
Posted
3 hours ago, Murphiee said:

Il take a look, fertility calculations are a brain scrambler, but if something isn't working il see if i can make a fix.

To be honest, your guess is as good as mine as to how fertility calculations work. I intended Wombtat and Weight fertility bonuses to be additive to an actors base fertility value, which is then scaled by the fertility factor. but my implementation could be wrong. il take another look and see if there is a better way to implement this.

Yeah, also noticed this, sometimes it works, sometimes it doesn't, i haven't managed to single out the issue, auto enabling should not have any issue with follower frameworks.

 

Thanks I'll try leaving it enabled. So far haven't had any issues.

I'd keep it simple and just do PregChance = FertilityChance + WeightFertilityBonus + WombTatFertilityBonus. But I'm lazy...fiddling with the sine function to produce consistent results with all those various config values people could have sounds like a nightmare.

Posted (edited)

Hi. When I last played Skyrim about a year ago, semen insertion didn't work at all, so after a few painful hours of collecting script dependencies and trying various fixes, I found out that the problem lies in

dse_sgo_QuestDatabase_Main

specifically inside the ListSemenFilterPrepare() function on line 247 at

JsonUtil.PathCount(self.RaceFiles[FileIter],"Races")

as it always returns 0. I've tried countless fixes, even went as far as checking out the papyrusutil source code, but nothing helped, so in the end I just hardcoded 22 as the last index and called it a day. Fast forward to a few days ago and I'm once again messing with my load order, updating a few mods and whatnot, including yours. Unfortunately, the bug is still there and after yet another few hours of painful debugging (whoever came up with papyrus and the way it handles dependencies deserves to step on a LEGO) I have finally found the actual root cause of the problem. Here's some food for thought: How come the debug message (in the same class- file, line 1692) correctly detects 1 file and 22 races, yet this almost identical iteration fails? I'll tell you why, it's because there's a period missing

That's right, I've wasted an untold amount of hours because someone somewhere forgot a single dot, the second argument has to be ".Races" and not "Races". Why? I don't fucking know, but I recompiled it with that fix and lo and behold, it works.


Ahem, weird rant aside, you might want to fix that, but until you do, I've attached the fixed script file to this post, anyone who doesn't feel like waiting can simply use it to replace "dse_sgo_QuestDatabase_Main.pex" in "[SGO IF directory]/scripts"

Now if you'll excuse me, I need to rethink my life choices, have a good one!

PS: Great mod, you're doing God's work

dse_sgo_QuestDatabase_Main.pex

Edited by Luminance2672
Posted (edited)
20 hours ago, Luminance2672 said:

Hi. When I last played Skyrim about a year ago, semen insertion didn't work at all, so after a few painful hours of collecting script dependencies and trying various fixes, I found out that the problem lies in

dse_sgo_QuestDatabase_Main

specifically inside the ListSemenFilterPrepare() function on line 247 at

JsonUtil.PathCount(self.RaceFiles[FileIter],"Races")

as it always returns 0. I've tried countless fixes, even went as far as checking out the papyrusutil source code, but nothing helped, so in the end I just hardcoded 22 as the last index and called it a day. Fast forward to a few days ago and I'm once again messing with my load order, updating a few mods and whatnot, including yours. Unfortunately, the bug is still there and after yet another few hours of painful debugging (whoever came up with papyrus and the way it handles dependencies deserves to step on a LEGO) I have finally found the actual root cause of the problem. Here's some food for thought: How come the debug message (in the same class- file, line 1692) correctly detects 1 file and 22 races, yet this almost identical iteration fails? I'll tell you why, it's because there's a period missing

That's right, I've wasted an untold amount of hours because someone somewhere forgot a single dot, the second argument has to be ".Races" and not "Races". Why? I don't fucking know, but I recompiled it with that fix and lo and behold, it works.


Ahem, weird rant aside, you might want to fix that, but until you do, I've attached the fixed script file to this post, anyone who doesn't feel like waiting can simply use it to replace "dse_sgo_QuestDatabase_Main.pex" in "[SGO IF directory]/scripts"

Now if you'll excuse me, I need to rethink my life choices, have a good one!

PS: Great mod, you're doing God's work

dse_sgo_QuestDatabase_Main.pex 48.56 kB · 2 downloads

Testing on my end, If thing works il implement it with credits to you, that ok?

Edited by Murphiee
Posted
4 hours ago, Murphiee said:

Testing on my end, If thing works il implement it with credits to you, that ok?

Yeah sure, I didn't even expect to be credited, you don't have to (I mean it's just a single dot), I'm just glad it's working (on my end, at least).

 

Say, do you happen to know if there's some easy way to detect the pregnancy stage of an actor from the outside without interfacing with the scripts? There's this mod that changed idle animations when an actor is pregnant and it seems to work by detecting spells/factions/effects that are attached to actors. I'd like to get it to work with SGO (IF) as well (the autor said he's working on it over a year ago, so I'd rather just do it myself instead of complaining). I've noticed that SGO (IF) seems to add a few, though reverse-engineering it seems like a huge pain, so any info/advice is welcome. Ideally, I'd want the animation to only play once the pregnancy hits a certain point (like with milk production/weight gain), so if there's a spell/faction/effect that dynamically updates with said information, it'd make my life a whole lot easier. Cheers!

Posted
27 minutes ago, Luminance2672 said:

Yeah sure, I didn't even expect to be credited, you don't have to (I mean it's just a single dot), I'm just glad it's working (on my end, at least).

 

Say, do you happen to know if there's some easy way to detect the pregnancy stage of an actor from the outside without interfacing with the scripts? There's this mod that changed idle animations when an actor is pregnant and it seems to work by detecting spells/factions/effects that are attached to actors. I'd like to get it to work with SGO (IF) as well (the autor said he's working on it over a year ago, so I'd rather just do it myself instead of complaining). I've noticed that SGO (IF) seems to add a few, though reverse-engineering it seems like a huge pain, so any info/advice is welcome. Ideally, I'd want the animation to only play once the pregnancy hits a certain point (like with milk production/weight gain), so if there's a spell/faction/effect that dynamically updates with said information, it'd make my life a whole lot easier. Cheers!

i added a pregnant faction hook a while back, it appears to be broken tough, il fix in next update.

Posted

I've been trying the latest version and everything seems to be working, except the SGO Menu power. It does nothing, whether pointed at NPCs or the player character. I definitely have all the requirements installed - anyone got any idea what could be going wrong? I've added everything on top of the Nefaram WJ list.

Posted
10 hours ago, Lugubrious0ne said:

I've been trying the latest version and everything seems to be working, except the SGO Menu power. It does nothing, whether pointed at NPCs or the player character. I definitely have all the requirements installed - anyone got any idea what could be going wrong? I've added everything on top of the Nefaram WJ list.

Check so you don't have some kind of "smart" activation mod, that automatically changes your target to nearby interactables without having to look at them.

 

2 hours ago, _ash3s said:

hello, how to make milk leak on breast some brighter?

Edit the texture.

Posted
1 hour ago, Murphiee said:

Check so you don't have some kind of "smart" activation mod, that automatically changes your target to nearby interactables without having to look at them.

 

Thanks a bunch, Better Third Person Selection was indeed the culprit. Which is a shame, because I like the mod, would be nice to be able to use it. Even turning off all (that I can see) of BTPS functionality in the MCM wasn't enough - I had to remove it entirely.

Posted

I'm having the same issue as the guy a few posts up. The menu does not appear, and I do not have Better Third Person Selection. I am also using NEFERAM Wabbajack list. The SGO Scanner works fine though so I don't think it's an issue with selection. I also have all dependencies installed.

Posted
On 3/20/2024 at 5:10 PM, Lugubrious0ne said:

 

Thanks a bunch, Better Third Person Selection was indeed the culprit. Which is a shame, because I like the mod, would be nice to be able to use it. Even turning off all (that I can see) of BTPS functionality in the MCM wasn't enough - I had to remove it entirely.

 

On 3/21/2024 at 5:27 AM, dontlook2 said:

I'm having the same issue as the guy a few posts up. The menu does not appear, and I do not have Better Third Person Selection. I am also using NEFERAM Wabbajack list. The SGO Scanner works fine though so I don't think it's an issue with selection. I also have all dependencies installed.

It must be some other/additional incompatibility. I have BTPS and the menu works fine for me. I'm on 1.5.97 but I don't think that should matter.

 

Btw thanks a bunch for the mod update. Will test as soon as I have time.

Posted

Is it intentional that pregnancy now only happens if an actor is in the wombtat faction?

 

dse_sgo_QuestController_Main.psc and dse_sgo_ModEventHandler.psc now multiply PregChance with WombTatMult, which is zero if not in FactionWombTat. Then PregChance is always zero if not in the faction. I could see this making sense to make it so pregnancies can only happen after faction has been added through the menu....just wondering if this is intentional or whether the default for the multiplier should be 1 instead of 0.

 

Spoiler

dse_sgo_QuestController_Main.psc:

 

PregRoll = Utility.RandomFloat(0.0,100.0)
Float FertilityFactor = Data.ActorFertilityFactor(Oven)
Float WeightMult = 1 + (Config.GetInt(".WeightFertilityMult")  * Data.ActorWeightGet(Oven))
Float WombTatMult = 0

 

If(Oven.IsInFaction(FactionWombTat))
    WombTatMult = Config.GetInt(".WombTatFertilityMult")
EndIf

 

PregChance =  PregChance * FertilityFactor * WeightMult * WombTatMult * SemenPotency

 

If(PregRoll <= (PregChance))

 

Posted
5 hours ago, reuad6 said:

Is it intentional that pregnancy now only happens if an actor is in the wombtat faction?

 

dse_sgo_QuestController_Main.psc and dse_sgo_ModEventHandler.psc now multiply PregChance with WombTatMult, which is zero if not in FactionWombTat. Then PregChance is always zero if not in the faction. I could see this making sense to make it so pregnancies can only happen after faction has been added through the menu....just wondering if this is intentional or whether the default for the multiplier should be 1 instead of 0.

 

  Hide contents

dse_sgo_QuestController_Main.psc:

 

PregRoll = Utility.RandomFloat(0.0,100.0)
Float FertilityFactor = Data.ActorFertilityFactor(Oven)
Float WeightMult = 1 + (Config.GetInt(".WeightFertilityMult")  * Data.ActorWeightGet(Oven))
Float WombTatMult = 0

 

If(Oven.IsInFaction(FactionWombTat))
    WombTatMult = Config.GetInt(".WombTatFertilityMult")
EndIf

 

PregChance =  PregChance * FertilityFactor * WeightMult * WombTatMult * SemenPotency

 

If(PregRoll <= (PregChance))

 

Oh, right, good catch. Fix incoming.

Posted

What quest handles the wheel menu for SGO? I'm asking because on 2 new games, the wheel menu stops working after several hours of play. When this happens, I also can't milk in MME using the hotkey or milking machines. This used to occasionally happen in SGO3, but reloading the game always fixed it. That's not the case with SGO4; once the problem starts something is getting baked into the save that keeps it broken. Debug log attached for reference, though the only interesting thing I see is this:

[03/29/2024 - 05:35:28AM] Error: Array index 12 is out of range (0-11)
stack:
    [dse_sgo_QuestMCM (690012C7)].dse_sgo_QuestMCM_Main.OnConfigInit() - "dse_sgo_QuestMCM_Main.psc" Line 143
    [dse_sgo_QuestMCM (690012C7)].dse_sgo_QuestMCM_Main.OnConfigOpen() - "dse_sgo_QuestMCM_Main.psc" Line 152
    [dse_sgo_QuestMCM (690012C7)].dse_sgo_QuestMCM_Main.OpenConfig() - "SKI_ConfigBase.psc" Line 834
    [SKI_ConfigManagerInstance (2B000802)].SKI_ConfigManager.OnModSelect() - "SKI_ConfigManager.psc" Line 140

 

I checked the default and custom json files and both are valid, so why sgo fails to get it's config is a mystery to me and may or may not have something to do with the problem I'm having.

Papyrus.0.log

Posted

Since the main menu works for so many people but not for a few (me included), I wonder if there's a mod incompatibility that's causing an issue? Something like Live Another Life or Nether's Follower Framework?

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