Murphiee Posted December 14, 2025 Author Posted December 14, 2025 On 12/13/2025 at 11:56 AM, crajjjj said: Could you please also modify the (dse_sgo_QuestDatabase_Main).ActorGemCount(akTarget) to return the number of gems. I know you've added a separate method but I want to keep it backwards compatible(same method, same signature). It is to support gem count in widgets. Thanks again. Il see what i can do.
Leodriz Posted December 18, 2025 Posted December 18, 2025 From what i read elsware it seems that I should be able to change how many gems can be carried at once, up to 12. However, I can't find a setting for that in the manue. As it is now any character can only fitt one gem. Anyone know how to change this? Â
Latar2480 Posted December 19, 2025 Posted December 19, 2025 19 hours ago, Leodriz said: From what i read elsware it seems that I should be able to change how many gems can be carried at once, up to 12. However, I can't find a setting for that in the manue. As it is now any character can only fitt one gem. Anyone know how to change this?  You can only insert one gem for now, but you can change how many gems you will get after they are fully grown  go into sgo4 folder then configs -> dse-soulgem-oven -> outputs  here you have json files:  This one 5_InsertOutputs is for inserting gems for example: and u can set min and max values for gems:  i have min 8 and max 12 so i will randomly get between those values { "Name": "Fragment - Black", "Id": 999, "T1Milk": "0x827|Sgo4If.esp", "T2Milk": "0x830|Sgo4If.esp", "T3Milk": "0x831|Sgo4If.esp", "OverrideMilk": false, "Semen": "0x3DE2|dse-soulgem-oven.esp", "LoadSize": 0, "Gems": "0x2E504|Skyrim.esm", "GemMin": 8.0, "GemMax": 12.0, "Rate": 0.1, "Normal": "" }  1
Murphiee Posted December 19, 2025 Author Posted December 19, 2025 On 12/13/2025 at 11:56 AM, crajjjj said: Could you please also modify the (dse_sgo_QuestDatabase_Main).ActorGemCount(akTarget) to return the number of gems. I know you've added a separate method but I want to keep it backwards compatible(same method, same signature). It is to support gem count in widgets. Thanks again. Added, Will be included in next update, unless it breaks things too much. 1
Xarius Posted December 21, 2025 Posted December 21, 2025 Where is the extract animation duration handled? I thought birth bugged out but it turns out it just takes way too long.
PINGERton Agent Posted December 21, 2025 Posted December 21, 2025 question about adding custom races for "configs\dse-soulgem-oven". I'm trying to create new milk output categories in "configs\dse-soulgem-oven\outputs" and distribute those changes through "configs\dse-soulgem-oven\raceids". However I'm not sure my addition of custom races should only be limited to original files within directories or i can add another category to make custom races compatible. Â IE) creating new RaceID designation by creating 5th JSON file named "5_CustomHumanoidRaceIds.json" instead of adding all the extra details into "2_VanillaHumanoidExtraRaceIds.json" Â Trying to add "6_CustomHumanoidOutputs.json" seems unlikely due to existence of "5_InsertOutputs.json", which exists to process soulgem pregnancy instead of milks from previous JSONs, thus potentially compromise 6th JSON I plan to add. (i already rigged "2_VanillaHumanoidExtraOutputs.json" to suit my custom needs and they worked.) If adding new category is gonna work or not, let me know.
CG2424 Posted December 21, 2025 Posted December 21, 2025 Is there a way to edit/add descriptions for events in configs/dse-soulgem-oven/translations/english.json? I tried writing up a bunch of different thoughts/events that happen when gems progress or get added, but they seem to break SGO's event messages so all that displays when playing is [SGO]. I'm assuming it's because I added more than what was there, and there's some setting elsewhere (that I don't know) that tells SGO how many messages are in an array. Then again, if that was the case, I guess it'd only pick the first few and still work.
chevalierx Posted December 24, 2025 Posted December 24, 2025 only one question , why archon-yameti stop working with this mod activated is stop work with time like after 2 h or 1 h , script confilt ?
Xarius Posted December 24, 2025 Posted December 24, 2025 On 12/21/2025 at 3:21 AM, PINGERton Agent said: question about adding custom races for "configs\dse-soulgem-oven". I'm trying to create new milk output categories in "configs\dse-soulgem-oven\outputs" and distribute those changes through "configs\dse-soulgem-oven\raceids". However I'm not sure my addition of custom races should only be limited to original files within directories or i can add another category to make custom races compatible.  IE) creating new RaceID designation by creating 5th JSON file named "5_CustomHumanoidRaceIds.json" instead of adding all the extra details into "2_VanillaHumanoidExtraRaceIds.json"  Trying to add "6_CustomHumanoidOutputs.json" seems unlikely due to existence of "5_InsertOutputs.json", which exists to process soulgem pregnancy instead of milks from previous JSONs, thus potentially compromise 6th JSON I plan to add. (i already rigged "2_VanillaHumanoidExtraOutputs.json" to suit my custom needs and they worked.) If adding new category is gonna work or not, let me know. I've been trying to add a custom race and I can't get it to work. Can you share your changed files so I can figure out what I did wrong?
Murphiee Posted December 25, 2025 Author Posted December 25, 2025 On 12/21/2025 at 12:21 PM, PINGERton Agent said: question about adding custom races for "configs\dse-soulgem-oven". I'm trying to create new milk output categories in "configs\dse-soulgem-oven\outputs" and distribute those changes through "configs\dse-soulgem-oven\raceids". However I'm not sure my addition of custom races should only be limited to original files within directories or i can add another category to make custom races compatible.  IE) creating new RaceID designation by creating 5th JSON file named "5_CustomHumanoidRaceIds.json" instead of adding all the extra details into "2_VanillaHumanoidExtraRaceIds.json"  Trying to add "6_CustomHumanoidOutputs.json" seems unlikely due to existence of "5_InsertOutputs.json", which exists to process soulgem pregnancy instead of milks from previous JSONs, thus potentially compromise 6th JSON I plan to add. (i already rigged "2_VanillaHumanoidExtraOutputs.json" to suit my custom needs and they worked.) If adding new category is gonna work or not, let me know. it should work, the numbers are only to make A-Z sorting easier, and make no difference for actual json config. The mod scans the Outputs and Raceids folder for new Json's, and you "should" be able to have them with any name. On 12/21/2025 at 7:30 PM, CG2424 said: Is there a way to edit/add descriptions for events in configs/dse-soulgem-oven/translations/english.json? I tried writing up a bunch of different thoughts/events that happen when gems progress or get added, but they seem to break SGO's event messages so all that displays when playing is [SGO]. I'm assuming it's because I added more than what was there, and there's some setting elsewhere (that I don't know) that tells SGO how many messages are in an array. Then again, if that was the case, I guess it'd only pick the first few and still work. Haven't messed around with new flavourtext, but reading through scripts it "should" work fine if you add extra, just don't forget to add commas (,) or json breaks. Check Ddse_sgo_QuestUtil_Main "String Function StringLookupRandom" for the actual get function. On 12/24/2025 at 1:02 AM, chevalierx said: only one question , why archon-yameti stop working with this mod activated is stop work with time like after 2 h or 1 h , script confilt ? No idea, Doubt there is a script conflict. You might have installed one of the older (no longer) requirements. (Dylbills Papyrus Functions) Which apparently breaks scripts of some niche mods. 20 hours ago, DungeonD922 said: So when the meter fills up to full it keeps emptying fully immediately and saying I have no gems inserted. Any help would be appreciated The widget is unsupported on my end, I do not use it, And have no idea what is wrong with it. 1
nopse0 Posted December 26, 2025 Posted December 26, 2025 (edited) Question: I am an Altmer vampire ("HighElfRaceVampire", 0x00088840), but if I milk my player, I always get "Creamy Altmer Milk", why not "Creamy Vampire Milk" ? I want to configure outputs, so that I get something useful as a vampire (I have no natural health generation, and I also disabled normal exp gain, so the default milk effects are useless for me), e.g. milk with the "Blood potion" feeding effect, or so. Edit: Hmm, at least overriding the race-id to 13 in the MCM works, ok Edited December 26, 2025 by nopse0
Murphiee Posted December 26, 2025 Author Posted December 26, 2025 7 hours ago, nopse0 said: Question: I am an Altmer vampire ("HighElfRaceVampire", 0x00088840), but if I milk my player, I always get "Creamy Altmer Milk", why not "Creamy Vampire Milk" ? I want to configure outputs, so that I get something useful as a vampire (I have no natural health generation, and I also disabled normal exp gain, so the default milk effects are useless for me), e.g. milk with the "Blood potion" feeding effect, or so. Edit: Hmm, at least overriding the race-id to 13 in the MCM works, ok Sounds like a bug, probably something with the game detecting player vampire as default race. not sure i can do anything about it.
rgbjackal Posted December 26, 2025 Posted December 26, 2025 How exactly is the amount of gems that will be birthed calculated? My character gave birth to like 50 gems at once or so, and I'd like to tone that number down a bit, but I can't seem to figure out how.
Murphiee Posted December 26, 2025 Author Posted December 26, 2025 11 minutes ago, rgbjackal said: How exactly is the amount of gems that will be birthed calculated? My character gave birth to like 50 gems at once or so, and I'd like to tone that number down a bit, but I can't seem to figure out how. When an actor gets pregnant, amount is randomized between GemMin and (GemMax * any multipliers) These settings are output specific, and can be configured in different Outputs.Json's  I'm guessing you increased GemLevelingMaxCapacityMult to something too big. a value of 0.1 would give you at 10X gemmax at level 100. so something around 0.01 would be more appropriate, doubling your max roll at level 100. Â
rgbjackal Posted December 26, 2025 Posted December 26, 2025 1 hour ago, Murphiee said: When an actor gets pregnant, amount is randomized between GemMin and (GemMax * any multipliers) These settings are output specific, and can be configured in different Outputs.Json's  I'm guessing you increased GemLevelingMaxCapacityMult to something too big. a value of 0.1 would give you at 10X gemmax at level 100. so something around 0.01 would be more appropriate, doubling your max roll at level 100.  Ohhh i see, I was only looking at outputs so i was very confused as to how I had so many gems at once. Thanks! 1
minpark27 Posted December 27, 2025 Posted December 27, 2025 i know you said you don;t support mid save update... i never used any kind of function of this mod. except having few item from necromncer drops in my inventory. is it still bad to update mid save? Â
Murphiee Posted December 27, 2025 Author Posted December 27, 2025 18 hours ago, minpark27 said: i know you said you don;t support mid save update... i never used any kind of function of this mod. except having few item from necromncer drops in my inventory. is it still bad to update mid save? Â yes, scripts are baked into the savefile.
BrummBear Posted December 28, 2025 Posted December 28, 2025 id really like to use this with curse of life but that would require an option for only humans to impregnate and a check if there is already a egg pregnancy. is that something thats possible?
Murphiee Posted December 29, 2025 Author Posted December 29, 2025 9 hours ago, BrummBear said: id really like to use this with curse of life but that would require an option for only humans to impregnate and a check if there is already a egg pregnancy. is that something thats possible? First part is technically doable by editing the raceid and output jsons. Having a detection would require quite a bit of coding tough.
asuranow Posted December 29, 2025 Posted December 29, 2025 Multi anim birthing, Thnx to KRZP for the animation and help implementing. Disable multi stage birthing if you want old crouch birthing. I'm having trouble finding the "multi stage birthing" setting in the MCM. I tried searching for it, but nothing comes up. Could you please let me know exactly where this option is located?
Murphiee Posted December 29, 2025 Author Posted December 29, 2025 8 hours ago, asuranow said: Multi anim birthing, Thnx to KRZP for the animation and help implementing. Disable multi stage birthing if you want old crouch birthing. I'm having trouble finding the "multi stage birthing" setting in the MCM. I tried searching for it, but nothing comes up. Could you please let me know exactly where this option is located? Too many options to rig in mcm, Check the Defaults.Json for config.
aqeqqq Posted December 29, 2025 Posted December 29, 2025 I see that there are many special items in the mod. Is there a normal way to obtain them, or can they only be obtained through the console?
asuranow Posted December 30, 2025 Posted December 30, 2025 SGO4 IF 1.10 HotFix 1 contains script files with .psc extensions instead of .pex. Is it okay to use them as they are?
Murphiee Posted December 30, 2025 Author Posted December 30, 2025 21 hours ago, aqeqqq said: I see that there are many special items in the mod. Is there a normal way to obtain them, or can they only be obtained through the console? If you use skypatcher, they will be added to some leveled lists. 12 hours ago, asuranow said: SGO4 IF 1.10 HotFix 1 contains script files with .psc extensions instead of .pex. Is it okay to use them as they are? oh, no, you are right, those will not work, you would have to compile them yourself, il provide proper files shortly.
MysticDaedra Posted December 31, 2025 Posted December 31, 2025 Do I need to leave the RaceMenuMorphsCBBE.pex file in from the original DSE Soulgem Oven mod, or can I hide/delete that? I'm hesitant to leave in a script overwrite like that, don't like it when mods overwrite other mods "secretly" aka undocumented, not sure what it's doing to the script file that warrants an overwrite.
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