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SoulGem Oven 4: Integration Fork


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Posted

Using latest version, for some reason the scanner/ widgets stopped working and so did inflation! Widgets just keep saying they are busy, i cleared and reset in debug, but that didn't help. and idk why inflation stopped working. I checked it in debug menu as well. It worked fine, but actors are no longer inflating character at the end of a scene! Anyone know of a fix for these? I like using the widgets and inflation.

Posted
On 1/30/2026 at 3:52 AM, buttonpop said:

I did

I will see if i can replicate, last time i checked it worked on my end.

Posted

How exactly do the values in the "weight sliders" translate to their percentage counterparts in Bodyslide? Is it 1-1? Like a 0.2 in the MCM translates to a 20% in Bodyslide, or is it added on top of what's there? Or both?

Theoretically, an end user could achieve the same final weight as they are in BS/Racemenu's weight by copying the correct morphs over into the mod's config. There might be some math involved subtracting their original weight from the final weight (if it's additive), but if they start at 0 "Racemenu" weight, then they'd just have to subtract whatever you have the Bodyslide sliders set to on the min weight from the config's max weight.

Posted
15 hours ago, CG2424 said:

How exactly do the values in the "weight sliders" translate to their percentage counterparts in Bodyslide? Is it 1-1? Like a 0.2 in the MCM translates to a 20% in Bodyslide, or is it added on top of what's there? Or both?

Theoretically, an end user could achieve the same final weight as they are in BS/Racemenu's weight by copying the correct morphs over into the mod's config. There might be some math involved subtracting their original weight from the final weight (if it's additive), but if they start at 0 "Racemenu" weight, then they'd just have to subtract whatever you have the Bodyslide sliders set to on the min weight from the config's max weight.

its 1-1. Adding 0.2 chubbylegs slider to weight causes 20% of chubbylegs to be added while at "1" SGO4IF Weight. do note that weight can exceed that through levels

Posted (edited)
6 hours ago, Murphiee said:

its 1-1. Adding 0.2 chubbylegs slider to weight causes 20% of chubbylegs to be added while at "1" SGO4IF Weight.

Very interesting 🧐

I shall experiment with this.

 

6 hours ago, Murphiee said:

do note that weight can exceed that through levels

Gem levels? Should the weight not be 0 at 0% gem progression and cap to 1 at 100%? Assuming we start with a new character?

Does that mean that permanent weight gets set as the new baseline and weight is added on top of that again during the next pregnancy?

 

Also, tangential, but is there a way to disable milk generation entirely? I'm using MME and would rather not have 2 systems of the same thing competing at once. I've tried doing it with the legacy settings, but it doesn't seem to do much.

 

Edited by CG2424
Posted

Hello
So I have an issue and I don't know (or don't understand) how to fix it.
I'm using TrustyPilot's follower pack (https://www.nexusmods.com/skyrimspecialedition/mods/62996?tab=posts) and use some of these followers for SgO IF.
The issue is, some of these followers give me vampire milk when they are not actual vampires (like Nilaan, I verified it in SSEEdit, she is a wood elf and not a vampire wood elf).
Can someone help me understand what is going on or a mean to correct these issues manually ?

Thank you in advance

Posted
22 hours ago, Thespirou54 said:

Hello
So I have an issue and I don't know (or don't understand) how to fix it.
I'm using TrustyPilot's follower pack (https://www.nexusmods.com/skyrimspecialedition/mods/62996?tab=posts) and use some of these followers for SgO IF.
The issue is, some of these followers give me vampire milk when they are not actual vampires (like Nilaan, I verified it in SSEEdit, she is a wood elf and not a vampire wood elf).
Can someone help me understand what is going on or a mean to correct these issues manually ?

Thank you in advance

BosmerVampire was overriding Bosmer in ExtraRaceIds, issue on my end. il fix for next version.

If you want to fix yourself, go into config - dse-soulgem-oven - raceids:  Edit 2_VanillahumanoidExtraRaceIds.json BosmerVampire entry to have the race: "Race": "0x88884|Skyrim.esm",

Posted
On 2/6/2026 at 1:20 AM, CG2424 said:

Very interesting 🧐

I shall experiment with this.

 

Gem levels? Should the weight not be 0 at 0% gem progression and cap to 1 at 100%? Assuming we start with a new character?

Does that mean that permanent weight gets set as the new baseline and weight is added on top of that again during the next pregnancy?

 

Also, tangential, but is there a way to disable milk generation entirely? I'm using MME and would rather not have 2 systems of the same thing competing at once. I've tried doing it with the legacy settings, but it doesn't seem to do much.

 

Starting with a new character, your "sgo4 weight cap" will be 100%, if you gain gem levels, you can have increasing lingering weight, which adds a floor to weight, and increasing scaling weight, which increases the "varying" weight. All together adding up to over 100% of your morphs, by default if fully corrupted at absolute maximum levels + corruptions, you might end up with over 500% scaling.

 

Just set "auto enable milk" to false. if you want to be really sure things work, also set milks per day to 0.0

Posted
8 hours ago, Aycelist said:

was the max gems feature removed? i don't see an option to increase the max value anywhere.

Check outputs.json in the configs folder

Posted

Can anyone confirm if they have gotten the current build 1.10.1 to work with Ostim? I was using this patch for 1.9.3 build for awhile and it was working fine but I can't seem to get a new game to recognize orgasm events on the current build. 

SGO4 IF 1.9.2-OStim Patch.zip

Posted
3 hours ago, Mr_Eddy said:

Can anyone confirm if they have gotten the current build 1.10.1 to work with Ostim? I was using this patch for 1.9.3 build for awhile and it was working fine but I can't seem to get a new game to recognize orgasm events on the current build. 

 

its because this mod bakes scripts into your savefile so if you updated from 1.9.3 to 1.10.1 without creating a new save, you effectively have a frankenstein script setup. this "might" have enabled the ostim patch to work, but it will certainly have meant certain features from updates were not enabled/working.

Posted
6 hours ago, Murphiee said:

Check outputs.json in the configs folder

Are you referring to the overwrite/SKSE configs folder for sgo4? there isn't any option for max gem size in that folder from what I was able to see. I also checked the actual SGOIF folder, and there was nothing for max gems in there either. There were options for maxmilk and maxsemen though.

Posted
23 minutes ago, Aycelist said:

Are you referring to the overwrite/SKSE configs folder for sgo4? there isn't any option for max gem size in that folder from what I was able to see. I also checked the actual SGOIF folder, and there was nothing for max gems in there either. There were options for maxmilk and maxsemen though.

configs > dse-soulgem-oven > outputs

every race has a different output, output count is randomized between min/max values in outputs.json's.

Posted (edited)
44 minutes ago, Murphiee said:

configs > dse-soulgem-oven > outputs

every race has a different output, output count is randomized between min/max values in outputs.json's.

I see what you're talking about now! Is there a specific output for player character, or is it just based off the race of the character? In that case, would the dragonborn output basically be character specific? Also, what's the max limit for gems? Is it still 12 like it used to be? Added a picture of output in question.

 

image.png.004935cbcadebf8387adc797a9792904.png

 

edit: debugged with setgemsmaxlevel, and character birthed 3 gems and then 6 gems (2 different sets) so not sure what's going on. Default setting birthed 1 gem as i suspected, so no idea what the actual max is.

Edited by Aycelist
Posted
43 minutes ago, Aycelist said:

I see what you're talking about now! Is there a specific output for player character, or is it just based off the race of the character? In that case, would the dragonborn output basically be character specific? Also, what's the max limit for gems? Is it still 12 like it used to be? Added a picture of output in question.

 

image.png.004935cbcadebf8387adc797a9792904.png

 

edit: debugged with setgemsmaxlevel, and character birthed 3 gems and then 6 gems (2 different sets) so not sure what's going on. Default setting birthed 1 gem as i suspected, so no idea what the actual max is.

if "father" is player character, then the output uses the "mother"'s race, else the father's race is used. this behaviour can be turned off by disabling playercharacterwildcard or something in configs.

 

count is randomized between min/max values, Max value can be further increased from gem levels.

 

the dragonborn output currently is not rigged, you would have to set a race override to 11 in debug mcm. for it to take those values.

Posted
4 hours ago, Murphiee said:

if "father" is player character, then the output uses the "mother"'s race, else the father's race is used. this behaviour can be turned off by disabling playercharacterwildcard or something in configs.

 

count is randomized between min/max values, Max value can be further increased from gem levels.

 

the dragonborn output currently is not rigged, you would have to set a race override to 11 in debug mcm. for it to take those values.

Thanks for the quick replies! So generally speaking, the maximum amount of gems that can be birthed is random then but more or less unlimited? Like 12 gemmax for example would birth anywhere from 1-12 gems, with the actual amount being random?

Posted
11 hours ago, Murphiee said:

its because this mod bakes scripts into your savefile so if you updated from 1.9.3 to 1.10.1 without creating a new save, you effectively have a frankenstein script setup. this "might" have enabled the ostim patch to work, but it will certainly have meant certain features from updates were not enabled/working.

I don't think so. I copied my previous load order and made a new one with a new game for th 1.10.1 update from 1.9.3.

 

So it would have been a new save. I did try upgrading from 1.9.3 to 1.10.1 in the same save with script cleaning etc and it didn't work. So I did a completely fresh order. 

Posted
On 2/11/2026 at 5:18 AM, Mr_Eddy said:

I don't think so. I copied my previous load order and made a new one with a new game for th 1.10.1 update from 1.9.3.

 

So it would have been a new save. I did try upgrading from 1.9.3 to 1.10.1 in the same save with script cleaning etc and it didn't work. So I did a completely fresh order. 

Then i have no idea, either way the ostim patch isn't something i have made, and is unsupported.

Posted
12 hours ago, Murphiee said:

Then i have no idea, either way the ostim patch isn't something i have made, and is unsupported.

Yea I'm more just hoping it is just me and not the patch. Really just fishing to see if anyone has gotten the ostim patcht to work with 1.10.x at all. If someone else has it working then 'something' in my order is messed up. Otherwise waiting for a like minded modding god to fix it again. 

Posted

Hey!

 

Just wanted to say that I have been playing with this mod for a couple of playthroughs, and I have really been liking it, especially compared to the pregnancy alternatives.

 

Unfortunately, every game I've ever played with this mod has ended in the same way: Unable to save due to crashing with the same crash log every time (seemingly related to SKSEPersistentObjectStorage from SKSE). And this only happens after having played the game for a significant amount of time, meaning so much "progress" is lost.

 

I play the game with SLR (with SES) with lots of sex scenes taking place, which means SGO4 IF gets a lot of work to do with many NPC registered.

 

To determine whether SGO4 IF was the underlying cause, I tested this a couple of times by supercharging SES (to generate many sexlab scenes) and every time I tried with SGO4 IF enabled, it would result in me being unable to save my game.

 

To the contrary, if I did not enable SGO4 IF, I would never get this problem, even if I played in this "supercharged" mode for a much longer time.

 

I've found that alternatively, disabling the automatic enabling of NPCs/caching also fixes the problem. This is an acceptable workaround for me, as I can still enable individual NPCs, but I thought I should let people know that there may be a game-breaking issue here.

 

Of course, as with all things, given the nature of Skyrim modding, this could also be how this mod interacts with setup otherwise. Never-the-less, disabling SGO4 IF did seem to fix this really frustrating recurring issue I had.

Posted
12 hours ago, leakim said:

Hey!

 

Just wanted to say that I have been playing with this mod for a couple of playthroughs, and I have really been liking it, especially compared to the pregnancy alternatives.

 

Unfortunately, every game I've ever played with this mod has ended in the same way: Unable to save due to crashing with the same crash log every time (seemingly related to SKSEPersistentObjectStorage from SKSE). And this only happens after having played the game for a significant amount of time, meaning so much "progress" is lost.

 

I play the game with SLR (with SES) with lots of sex scenes taking place, which means SGO4 IF gets a lot of work to do with many NPC registered.

 

To determine whether SGO4 IF was the underlying cause, I tested this a couple of times by supercharging SES (to generate many sexlab scenes) and every time I tried with SGO4 IF enabled, it would result in me being unable to save my game.

 

To the contrary, if I did not enable SGO4 IF, I would never get this problem, even if I played in this "supercharged" mode for a much longer time.

 

I've found that alternatively, disabling the automatic enabling of NPCs/caching also fixes the problem. This is an acceptable workaround for me, as I can still enable individual NPCs, but I thought I should let people know that there may be a game-breaking issue here.

 

Of course, as with all things, given the nature of Skyrim modding, this could also be how this mod interacts with setup otherwise. Never-the-less, disabling SGO4 IF did seem to fix this really frustrating recurring issue I had.

Currently reworking mcm, il add a disclaimer NOT to enable automatic mode if player is using random sex mods. This mod simply wasn't meant to impregnate all of tamriel.

Posted
7 hours ago, Murphiee said:

Currently reworking mcm, il add a disclaimer NOT to enable automatic mode if player is using random sex mods. This mod simply wasn't meant to impregnate all of tamriel.

 

Out of curiosity, do you have any clue as to why this happens? Is it simply using StorageUtil from PapyrusUtil too much? You clearly have had some suspicions about something like this, based on the comments you've put in the example config:

 

 
    "CacheOnScan": true,                    Should mod cache id's and outputmaps for newly scanned actors (speeds things up, but no idea if skyrim can keep up with everything cached)
 
Posted

image.png.db12805be04d2b08c196c91a29ab6830.png

 

Am I correct to assume that for the second option to work, we also need fertility mode installed? (As there's no way to install dw's Pregnant Normals Maps itself).

Posted
2 hours ago, Aycelist said:

image.png.db12805be04d2b08c196c91a29ab6830.png

 

Am I correct to assume that for the second option to work, we also need fertility mode installed? (As there's no way to install dw's Pregnant Normals Maps itself).

 

Most everyone uses Mu dynamic normal maps. It's the best option at this point.

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