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Posted

Hi halstrom, just wanted to mention while I've been messing around in fnvedit to make an esp patch for the jsawyer.esp weights and enchants to work with the pregnancy armors for my own use that I noticed you have some of the default weights input wrong for them, some but not all of the leather armors weigh 0.15 pounds for example, instead of 15. It's no big issue for sure but I'm ocd like that so thought I'd mention it.

Posted
Hi halstrom' date=' just wanted to mention while I've been messing around in fnvedit to make an esp patch for the jsawyer.esp weights and enchants to work with the pregnancy armors for my own use that I noticed you have some of the default weights input wrong for them, some but not all of the leather armors weigh 0.15 pounds for example, instead of 15. It's no big issue for sure but I'm ocd like that so thought I'd mention it.[/quote']

Yeah, some of the early Preg stuff wasn't copied from the original ones like it should have been. I'm a bit busy to go through that stuff, but feel free to fix it in your patch then copy it into a miniSCR patch esp and I'll copy them into SCR.

Posted

Okay I'll see what I can do. I could send you the jsawyer compatibility patch too if you want it, not sure if anyone else besides me is really interested in it though;).

Posted

Sorta related, whatever you did to fix the earlier trimester spells from disappearing worked, however I noticed if i'm at p5 or something I still have p4 and p3 trimester spells on me.

 

Also when you get that all sorted out, you should decrease the carrying capacity on each higher stage of pregnancy a bit more.

Posted
Sorta related' date=' whatever you did to fix the earlier trimester spells from disappearing worked, however I noticed if i'm at p5 or something I still have p4 and p3 trimester spells on me.

 

Also when you get that all sorted out, you should decrease the carrying capacity on each higher stage of pregnancy a bit more.[/quote']

I noticed the problem with P2 & P3 spells sticking at P4, I tried everything to delete them, I have each trimester spell calling a dispel on the others every scan and they still wouldn't clear until I did a clean save.

 

I'll tweak the buffs a bit more :)

Posted

Ok so I have been poking around in the scr armors and apart from some of the vanilla pregnancy replacers having bad weights the DT is sometimes off and also some of them have AR, which is damage resistance. Normally vanilla armors don't have any dr at all so I was wondering if those changes were intentional, or if you would like them all fixed to vanilla defaults, before I start mucking around with another file.

 

I've attached a file to make SCR pregnancy armors compatible with the jsawyer.esp changes, if anyone else wants it. Could save one several hours of grunt work changing records if you like everything to match perfect like I do. Needless to say but load it after jsawyer.esp in yer load order ;)

 

SCRJSawyerpatch.esp

Posted

That is hilarious. I've got a baby deathclaw that clings to it's mom as well if you want to use it halstrom. I'm only using it in one place in my mod right now.

babyclaw.7z

Posted

I have a question about the body shape(WIP). I know they are a WIP, are they functional, or should I not bother changing them?

If they are functional and I don't change them to the body type I installed, will it use the type 3 instead of the one I installed?

 

Thanks

Posted
Ok so I have been poking around in the scr armors and apart from some of the vanilla pregnancy replacers having bad weights the DT is sometimes off and also some of them have AR' date=' which is damage resistance. Normally vanilla armors don't have any dr at all so I was wondering if those changes were intentional, or if you would like them all fixed to vanilla defaults, before I start mucking around with another file.

 

I've attached a file to make SCR pregnancy armors compatible with the jsawyer.esp changes, if anyone else wants it. Could save one several hours of grunt work changing records if you like everything to match perfect like I do. Needless to say but load it after jsawyer.esp in yer load order ;)[/quote']

At some point I think I found that NPC's wouldn't equip armor properly if it didn't have a minimum AR as well as DT, not sure if that was only the nude bodysuits though, I also found a lot of the non-vanilla outfits added to SCR had AR instead of DT or unrealistic DT's like underwear that was better than Power Armor so I tried to make those more realistic :)

I have a question about the body shape(WIP). I know they are a WIP' date=' are they functional, or should I not bother changing them?

If they are functional and I don't change them to the body type I installed, will it use the type 3 instead of the one I installed?

 

Thanks[/quote']

Currently they only choose which body to use when the character is Pregnant and Naked. There are only Naked Pregnant Bodysuits in SCR for T3, BNB & T6M I think. It is also a flag for other mods to read the choices of Bodytype, but as far as I know no ones using it yet. Eventually I'd like to be able to use it to do a Sexout compatible Body by Race thing one day.

 

Got those files guys and will look at getting them into the next release.

 

New Update 20130127.1:

 

Updated the DataPack, I've removed all the Pregnancy related stuff into a Pregnancy DataPack.

 

Toughened up Offspring Young & Mature to scale their level according to Players Level.

Posted

I read about RemoveMe at the Wiki.

 

Notes:

This function acts as a "return" when called -- the lines of script following it will NOT be executed.

 

Bugs:

If this function is called from within a GameMode, OnEquip, or OnUnequip block, the game will go into an infinite loop and freeze. This can be corrected by guarding the RemoveMe call with a variable that ensures the call will only be made once.

 

short dispose; 1 = Dispose of this object

 

BEGIN gameMode

if dispose == 1

set dispose to 0

removeMe

endif

END

 

Now looking at Sexout Pregnancy and SCR.

Example SexoutSCRS2SexCumAnt:

endif

rZActor.Dispel rSmellEffect

RemoveMe

Set iRemoving to 1

endif ; *** End Actor Dead or Alive

 

Shouldn't "Set iRemoving to 1" be before RemoveMe to get these freeze protection?

 

 

script SexoutP2SSemenAlien

if rZActor && SexoutP0QVAR.iPregMainRunning > 8 && rZActor.GetIsSex Female == 1 && iRemoving < 1

 

if iRemoving < 1

RemoveMe

Set iRemoving to 1

endif

 

The second if iRemoving < 1 isn't needed.

Posted

Shouldn't the SCR data be packed into one .bsa? Uncompressed the whole package eats 108 MiB of space. Compressed with BSAOpt at level 10 the size is only 9MiB (I manually compressed it).

 

Is it because of loose data overriding bsa contents?

Posted

Hey, Halstrom. I found something you left behind when you were last at Doc Mitchell's house. I found your test footlocker for SCR. I thought I might let you know where it was in case you forgot where you left it.

Posted

Exactly which outfits from the "The following are only necessary if using Sexout Store or Pregnancy" list do I need if I'm using ONLY the SexoutStore plugin? Or do I need all of them?

Posted

None of them are required. Only add what you want to use. Store only "needs" some stuff for special vendors, but those vendors have to be activated via the security guard. Don't want em, don't talk to the guard about them.

Posted

None of them are required. Only add what you want to use. Store only "needs" some stuff for special vendors' date=' but those vendors have to be activated via the security guard. Don't want em, don't talk to the guard about them.

[/quote']

 

Yeah, but the Bunny Suits are really cool!

Posted
Shouldn't the SCR data be packed into one .bsa? Uncompressed the whole package eats 108 MiB of space. Compressed with BSAOpt at level 10 the size is only 9MiB (I manually compressed it).

 

Is it because of loose data overriding bsa contents?

Probly just haven't done it because I've never created a BSA before' date=' I just reduced the File size a bit by moving the Pregnancy stuff out of it.

 

I read about RemoveMe at the Wiki.

 

Notes:

This function acts as a "return" when called -- the lines of script following it will NOT be executed.

 

Bugs:

If this function is called from within a GameMode, OnEquip, or OnUnequip block, the game will go into an infinite loop and freeze. This can be corrected by guarding the RemoveMe call with a variable that ensures the call will only be made once.

 

Shouldn't "Set iRemoving to 1" be before RemoveMe to get these freeze protection?

 

script SexoutP2SSemenAlien

if rZActor && SexoutP0QVAR.iPregMainRunning > 8 && rZActor.GetIsSex Female == 1 && iRemoving < 1

 

if iRemoving < 1

RemoveMe

Set iRemoving to 1

endif

 

The second if iRemoving < 1 isn't needed.

Umm yeah I knew that Set iRemoving was ass about in some scripts somewhere, been trying to find them all :)

The iRemoving twice was when I moved it and forgot to delete the old by the looks, will clean that up now I know where some of them are. Some of those scripts I haven't been into for months which is usuually a good thing :)

Hey' date=' Halstrom. I found something you left behind when you were last at Doc Mitchell's house. I found your test footlocker for SCR. I thought I might let you know where it was in case you forgot where you left it.[/quote']

Yeah, I still use the Test Box and some of my beta testing minions use it too :)

Posted

Bew Update 20130129.1:

 

Fixes to various scripts iRemoving as reported by rhghost (thanks for bring this to my attention)

 

Fixes to broken MCM Menu's

Posted

For the RemoveMe before "Set iRemoving to 1" only these scripts remain:

SexoutSCRS9Douche (two times)

SexoutSCRS9DoucheAntiFungal (two times)

SexoutSCRS9CondomProtectionF

SexoutSDiseaseS8CureSTDs

SexoutSCRS9CondomProtectionM

SexoutSCRS2SexCumAnt

SexoutSCRS2SexCumAlien

SexoutSCRS2SexCumBigHorner

SexoutSCRS2SexCumBloatFly

SexoutSCRS2SexCumCazador

SexoutSCRS2SexCumCentaur

SexoutSCRS2SexCumCoyote

SexoutSCRS2SexCumDeathClaw

SexoutSCRS2SexCumDog

 

Halstrom, you changed in some of the script one RemoveMe, but there were two.

 

 

SexoutSCRS2SexCumAnt, SexoutSCRS2SexCumBigHorner, SexoutSCRS2SexCumBloatFly, SexoutSCRS2SexCumCazador ...

DebugPrint "SCRSexSmellAlien: ..." (More than one time)

Funny, it's all alien.

Posted

For the RemoveMe before "Set iRemoving to 1" only these scripts remain:

SexoutSCRS9Douche (two times)

SexoutSCRS9DoucheAntiFungal (two times)

SexoutSCRS9CondomProtectionF

SexoutSDiseaseS8CureSTDs

SexoutSCRS9CondomProtectionM

SexoutSCRS2SexCumAnt

SexoutSCRS2SexCumAlien

SexoutSCRS2SexCumBigHorner

SexoutSCRS2SexCumBloatFly

SexoutSCRS2SexCumCazador

SexoutSCRS2SexCumCentaur

SexoutSCRS2SexCumCoyote

SexoutSCRS2SexCumDeathClaw

SexoutSCRS2SexCumDog

 

Halstrom' date=' you changed in some of the script one RemoveMe, but there were two.

 

SexoutSCRS2SexCumAnt, SexoutSCRS2SexCumBigHorner, SexoutSCRS2SexCumBloatFly, SexoutSCRS2SexCumCazador ...

DebugPrint "SCRSexSmellAlien: ..." (More than one time)

Funny, it's all alien.[/quote']

Alien is my Template script, it's usually my latest version and if it works ok, I cut, paste & replace it into the others, I don't always get all the Debug titles :)

I'll duck in and sort these now for todays release. Those SexCumScripts aren't in use yet, got a few more tricks to put in there.

Posted

New Update 20130130.1:

 

 

Fixes to iRemoving & Debug Messages in Scripts

 

Also added a better time setting system for Offspring, now growth stages are the same, so at 100% it takes a Human 280 days to get from baby to Young then another 280 from Young to Mature. The Pregnancy Duration will also be picked from this in the next Pregnancy Update. Then another 280 to stop growing. Creatures like Insects have shorter growth days settings. This simplifies a few things in the code and makes it more uniform, I may add some factoring in later. I've added a spread sheet showing their settings.

 

Also while doing that I found & fixed a few Offspring not following their Package settings.

 

Added new Baby Models for SuperMutants and the Deathclaw Baby on Back, but going to have to create a new stage for the DeathClaw to work.

Posted

New Update 20130131.1:

 

Adding of Tokens to SexoutNG's list of clothing to leave on during Sex

 

Fix to Damaged clothing swapping Script

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