DoctaSax Posted June 24, 2017 Author Posted June 24, 2017 None of the tracking systems are limited in number. If there are more sets of data to track, they all get their turn being evaluated, but ofc that means more time passes between evaluations of the same set.
RDKateran Posted June 24, 2017 Posted June 24, 2017 Troublesome. The only really unifying point on the issue that I'm facing is that it stops after two women have swimmers registered. Whichever girl who gets them seems to be entirely random, but once two of them have it, that's it--days of repeated sex scenes and tweaked settings to keep fertility high seems to not make any difference whatsoever. The girls in question being the player character, Willow, Sunny, Cass, and Veronica. So of the four categories, I've had base game companions, base game NPCs, mod-added NPCs, and the player character successfully impregnated, so I can't see it being a companion-related issue.
RDKateran Posted June 24, 2017 Posted June 24, 2017 Alright. Any particular mod's log file, or multiple logs?
DoctaSax Posted June 24, 2017 Author Posted June 24, 2017 A spunk log, I should think. Preferably one that runs while the stuff that you think is going wrong is actually happening.
RDKateran Posted June 25, 2017 Posted June 25, 2017 Okay, here's this log. Cass and player are already pregnant, tried to max out fertility settings, and also halfway through it forced the game to only pick vaginal scenes. Still no swimmers. SexoutSpunk-Log--2017-6-24-19-18-5.txt
DoctaSax Posted June 25, 2017 Author Posted June 25, 2017 Hey Doc, I realize you seemed to have fixed this bug a looong time ago, but the debuff "Emotional Distress" has stayed on my character for a long while now, despite waiting for a few days. I have seen that disabling lust tracking and Post-Sex Debuff spells removes it, but once I activate them again later, the spell (along with any others held at the moment of disabling) return. A debug is attached below, with an apology for length. If you look at the lines starting with SpunkFuLustControl, you'll notice that the rape penalty variable is steadily declining, albeit ofc slowly, so atm, I don't see anything out of the ordinary. The system should get rid of "Emotional Distress" once it reaches 0. Atm, negative lust (ie -rape penalty) is never displayed in the HUD. Maybe I should display negative lust anyway, so that people can see that improving, I dunno. Post-sex debuffs shouldn't affect it iirc (been a while though - and it's a bit convoluted), but disabling lust should clear both the rape penalty and current lust variables and dispel "Emotional Distress", so I have no explanation for that returning once re-enabled. I don't see you doing so in the log, so who knows what's going on there. The disabling and re-enabling of all tracking systems have gotten a bit of an overhaul in 1.0 anyway - not sure if I remember fixing anything there that was broken, but I'll have another good look at it before I release. On an unrelated note, I did spot this line SpunkSpActLustCuts: waiting for arousal spell on Amelia, 00000014 being spammed all the time, which seems to be a case of the lust cuts spell being stuck on your player. The purpose of it is to clear the lust var once an actor engages in sex, but to only do it after the arousal spell's had time to take the current lust var into consideration to calculate the first instance of the arousal var, so it has to wait for that to happen. It's possible a rape aborted the arousal spell before the lust cuts spell had a chance to detect it - I'm adding a time-out for it in the 1.0 update so that it removes itself after 5 seconds of not detecting anything. Just one of those things - maybe I'll switch that to a quest script later on anyway. In the meantime, feel free to get rid of it by clicking on the player in the console and typing dispel "xx03A933" (xx being your spunk's LO number, in hex)
JerseyWalrus Posted June 26, 2017 Posted June 26, 2017 Awesome! Thanks DoctaSax. Can't wait for the big 1.0 release
RDKateran Posted June 30, 2017 Posted June 30, 2017 So... anyone have any luck in determining if there's a problem apparent in my log?
DoctaSax Posted June 30, 2017 Author Posted June 30, 2017 A couple of things don't add up. Still trying to sort out cause from symptom.
RDKateran Posted June 30, 2017 Posted June 30, 2017 Let me know if there's any additional tasks I can perform for the diagnosis.
DoctaSax Posted June 30, 2017 Author Posted June 30, 2017 It's probably an issue with the synchronization between cum and sperm if the time passed between evals is bigger than a game hour. This is performed especially after sleep/wait/fasttravel, but also, as probably in your case, if there are simply too many spurts to be evalled. I'm rewriting all that stuff so it doesn't wimp out. Aside from that I found and fixed an oversight in the dispersal script (CalcSprayO) that caused increasingly ridiculous cum volume numbers.
Grzester23 Posted June 30, 2017 Posted June 30, 2017 Hi there, I have a problem with Spunk. My character can't get pregnant, whenever she has sex Medical Scanner show that she has enormous amout of swimmers within her, but pregnancy doesn't progress. I know that Spunk is culprit, because I get the error messege: Error in script 1700f075 Operator * failed to evaluate to a valid result File: SexoutSpunk.esp Offset: 0x0347 Command: Let Error in script 1700f075 Operator $ failed to evaluate to a valid result File: SexoutSpunk.esp Offset: 0x0386 Command: PrintDebug Can someone help me?
feral Posted July 4, 2017 Posted July 4, 2017 I've got a question, and this is rather bugging me. My character has a bunch of negative sex perks from this mod. I finally figured out how this mod is supposed to work in that regard, and managed to get rid of one of the bad perks. However... How exactly is my character supposed to like sucking dick, if you've programmed the mod so that she can not orgasm from it?
DoctaSax Posted July 4, 2017 Author Posted July 4, 2017 I've got a question, and this is rather bugging me. My character has a bunch of negative sex perks from this mod. I finally figured out how this mod is supposed to work in that regard, and managed to get rid of one of the bad perks. However... How exactly is my character supposed to like sucking dick, if you've programmed the mod so that she can not orgasm from it? The 1.0 update will solve that.
tbcollins Posted July 6, 2017 Posted July 6, 2017 Need some help if anybody can give me some advie. Have everything up and working for the most part. Having and Issue with Sunny and Cass, Veronica and everything else seem to be working fine, but for some reason Sunny and Cass never register Semen (Vagina) Veronica and Player Character do. Any ideas how to fix Sunny and Cass?
Kriegera Posted July 6, 2017 Posted July 6, 2017 I don't get the female squirt effect during masturbation. Is that a bug or just something which hasn't been implemented yet?
DoctaSax Posted July 9, 2017 Author Posted July 9, 2017 Update 1.0 ! Prepare for a good read. Dependency ChangesSpunk now requires the JIP plugin, version 49+.Spunk now requires NVSE version 5.1.2Spunk has been mastered to SexoutNG version 2.10.97 (current stable) and won't allow being used with an earlier versionObviously still needs NX 16 and UIO 1.3.1+, as before.I tried to make it so that you don't need a clean save to update to 1.0. However, so many different things have been changed that I can't 100% guarantee that it's not better to do it. If you decide to do a clean save, remember to turn off all systems in the previous version's MCM first, wait in-game to be notified they're all off, then save and quit. Load up that save without Spunk installed, then save and quit. Then load up with 1.0.----------------BackgroundSee http://www.loverslab.com/topic/72118-spunk-2017-what-to-expect/The long and short of it is I wanted a system that'll allow you to view and set all sorts of variables on any actor.This update implements a list-based, MCM-driven system to do that, and has it set up already to do so for count, XP and enjoyment variables that Spunk ordinarily sets on its own. You will now be able to give any character a sexual history and set of sexual preferences, and to export and import that data at will.Future updates will concentrate on creating MCM submenus to do the same for all variables used in all other systems (cum, sperm, shaders, arousal, lust), and revising those to take that into account. I expect this to take less time than this update, now that the list system is operational and all background stuff and testing has been done.Main change 1: Count/XP/Enjoyment/Arousal changesFor the longest time, Spunk had the trouble that xp data was never automatically seeded for NPCs, leading to xp discrepancies between the player and NPCs seriously affecting arousal gain after a while. This in turn led to enjoyment data being lowered due to not being able to orgasm from sex with no-xp NPCs, turning everything into a vicious circle.The problem with adding xp data for actors myself is that no matter how I'd do it, depending on factions, age, sexual orientation, presumed fetishes and what not, would no doubt never satisfy everyone, or anyone, so the only conclusion was to let you create your own data profiles.I added the ability to view, set, export and re-import all count/xp/enjoy data, and in between you're obviously free and highly encouraged to upload your data for others to use. There are quite a few actors in the game, so if you can work together to make things to your liking, copy some data sets while diverging from others, I'm sure you'll be able to come up with something for everyone.Enjoyment data has been changed from a direct multiplier to use in arousal gain calculation (0.2 - 5) to a scale between -100 and 100, with Spunk changing that to a multiplier between 0 and 2 internally. To compensate for the reduced impact of enjoyment, the impact of xp difference between actors has also been reduced to 0-2. If you update from an older version, existing enjoyment data in your NX co-save will be wiped to remove decimals. Fresh slate and all that. Count and XP scales range between 0 and 1000. Which is already quite a bit, and at an increment of only 1, I don't think it makes sense to increase that further. You can, however, change to even larger values if you export actors' data, change them manually in the file, and re-import.Count, XP & Enjoy vars for inter-species sex are no longer limited to being set on humans, so they can be set on creatures too. However, Spunk will not take them into account for same-species sex, ie: don't bother with setting "Human" vars on human actors, gecko vars on geckos etc. Having sex with your own species is nothing special.As an afterthought, 'Grinding' during sex now not only affects arousal gain but also gives a straight arousal boost to whoever benefits from the grinding. You can set by how much in the MCM.Introducing: The List SystemIn order to isolate the actors you want to view or set data on, every submenu where you can do that lets you generate a list of actors, whether all loaded, all loaded from a plugin, based on a cell scan, or loaded from a backup. The idea is that you use filters available in the "Lists" submenu (see below) to cut them down to the ones you want. This should allow you to isolate generic actors or ones whose name you can't remember just as easily as the more famous ones.You'll notice that the "Set" submenus (Set Count, Set Enjoy, Set XP), accessible from the "Stats" submenu, allow you set stuff on both actor references and their base forms. Which do you choose? Here's the difference:- The data on actor references is, as before, kept as NX variables associated with the ref in the NX co-save. Each variable can only have one exact value. This is perfectly fine and preferable for unique actors, but creates considerable problems for generic ones, especially those from a levelled list. Due to how levelled actor lists work, the black woman that you set variables on now may be a hispanic man later on, and you probably want them to have preferred sex roles that make sense for their gender.- To that end, you should really set data for generic actors on their base form. This will be kept as permanent, private JIP auxiliary variables in your nvse co-save. For each variable you can select a minimum and a maximum value. If Spunk encounters an actor in-game that doesn't have NX variables on it for the roles it engages in, it'll look those aux vars up on the base form, and pick a random number for them from that range, which'll be kept around for the duration of the act but no longer.- For generic actors pulled from a levelled list, Spunk will look up the aux vars on their ROOT bases (the ones in the levelled list), not their spawning bases (the ones templated to the levelled list and placed in-game to create the reference). So, make sure you use the "Filter LevelledList" filter in the "Lists" submenu to select either "non-spawning only", for any valid bases if you have a mix of levelled and non-levelled actors, or "root bases only" to just get the root bases of levelleds.All upcoming expansions of the system to other variable sets will follow the same principle.Main change 2: New MCM Structure0. Rearranged the intel across the submenus, making things more concise and logical, and making most submenus toggleable (marked as 'dynamic' below). Spunk's MCM submenus are now always in 2 columns to facilitate the new functionalities that depend on dual-pane actions.1. The "General" submenu (static): allows toggling of other 'main' system submenus, choosing certain global settings that don't really belong anywhere else, and fine-tuning the color, fonts, and brightness of every option in the MCM structure.2. The "Lists" submenu (static, always recreated on load): the main portal for creating, sorting, filtering and storing all sorts of lists that you may need in other submenus.For instance, you can create a list of actor refs, filter it down to those of a particular gender, class or faction, store that list for later use or take it with you to the "Set Enjoy" submenu in order to set their sexual preferences. If you keep the "Auto-Sync" functionality on, a list you create in the "Lists" submenu will already be available when you open the "Set Enjoy" submenu, and any further filtering you do in "Lists" will be applied in "Set Enjoy" as well. (I'll add some documentation about how auto-sync works later on.)The following functionalities are common to all list-based submenus.2.1. Creating listsCreating a list in either pane of both the "Lists" submenu and any other list-based submenu is pretty simple.- pick a "list type".- choose a creation method - eg all loaded in your game, loaded from a plugin, player-only, from a cell scan, or from backups.- if necessary, choose an extra creation parameter. Eg if you choose to load from a backup, you'll need to select which one. If from a plugin, choose which one. If you create a list of factions, you can also select a pre-generated list from ones of logically grouped factions held in Config/Spunk/public/FactionGroups, eg all BOS or Legion-related factions, all Goodsprings or Megaton factions... works with all DLC and TTW.2.2 Browsing ListsYou can browse lists and select an element from them with a scale option, and the currently selected element is displayed in an option underneath, showing both the element's name and formID if applicable. Sometimes there's not enough room in the display option for the entire name so it'll be truncated, but you'll be able to see full info in the mouseover text. While browsing in the scale, Spunk will overwrite the scale's title with the name and origin of the element so you know what you're picking.When newly generated, the displayed element is the last one in the list, so that the value in the scale option gives you an idea of how many are in there (the displayed value + 1).The following functionalities are exclusive to the "Lists" submenu, and involve selecting the appropriate choice from the "Pick List Action" option which'll appear as soon as you have created a list.2.3. Sorting Lists ("Lists" sub only)Sort alphabetically, by name or formID, ascending or descending. Will consider more options here if you can think of any.2.4. Adding and removing elements ("Lists" sub only)At any given time, you can remove the currently selected element from a list, or cut the list down to just the currently selected element.If the lists in both panes are of the same type, you can also add an element from one to the other, or add one entire list to another.These actions are check-box-based, and because I need to reset them to 0 once the action's done, you should hear a 'levelup' sound to let you know the action was successful.2.5. Filtering lists ("Lists sub only)Filters come in two flavors:- directly applied to the list, eg filtering a list by gender, selecting 'essential' actors only, respawning actors only, from levelled lists only etc.- filtering one list by the one in the other pane. As much as possible, if script functions exist for it, you can use the "Match Other List" filter to either only include or exclude elements that correspond to what's in the other list. Examples:- You want a list of all female doctors in your game. In one pane, select "Class" as the type, "all loaded" as the method, find "Doctor" in the scale, "Add/Remove" as the list action, then "Trim List to Selected" to only have the doctor class left in your scale. In the other pane, select "Actor Ref" or "Actor Base", depending on what you're aiming for (see above). Select "All Loaded" or "All Loaded NPCs" as the method, and "Filter" as the list action. Choose "Female Only" in the gender filter. Choose "Only Matches" in the "Match Other List" filter to cut your list of females down to female doctors.- You want a list of blue-eyed Caucasian adults who aren't associated with the Enclave. Follow similar steps above with list type "Eyes" and "Race" to get your blue-eyed Caucasian adults. Then create a list of factions, choose "From Faction Group" as the method, choose the "Groups - Major - Enclave" one to get your list of Enclave-related factions. Then, in the pane for your actor refs/bases, select "No Matches" in the "Match Other List" filter.And so on, and so forth. You really have a lot of options here.(Don't worry, this stuff really shows itself, I think.)2.6. Storing lists- internal storage: you can store lists you may want to reuse later to arrays that'll be kept in the NVSE co-save, like any other. These will be copies of the list you're manipulating, so further changes to the list you're working on won't affect the stored copy. (And when you load them, those will be copies too, so again, your saved lists are safe from tampering.)- external storage: in order to keep your co-save lean or to re-use the lists in other saves/profiles, you can export lists to external files, which'll be kept in subfolders under "Config/Spunk/public/Lists". You can name all such lists however you like in order to remember what they're for, although you should keep the name for external files reasonably short, keeping in mind there's a maximum size for every filepath in windows of 256 chars, including your steam directory etc. You'll also be warned not to use certain punctuation that Windows won't like.List slots stored internally in the co-save can be deleted using the MCM menu or overwritten with new lists. The ones stored externally you'll have to manually delete yourself between sessions. In both cases, Spunk will refuse to store a slot or file for which you enter a name that already exists.3. The "Cum & Sperm" submenu (dynamic): groups the global options for cum & sperm tracking. Added options to import custom .ini files containing overriding per-species data for cum volume & sperm count multipliers. See below.4. The "Shaders & Smells" submenu (dynamic): groups the global options for the shaders and smells systems.5. The "Lust" submenu (dynamic): the usual lust options. To the color options for Spunk's own Lust HUD were added "FO4 green" and a custom color that you can set with an RGB option.6. The "Arousal" submenu (dynamic): the usual arousal options. Added full color customizability of the Arousal HUD for the background & the names, the bar at normal values, and the bar at either low or high values. Available colors are FNV amber, FO3 green, FO4 green, system blue/white, and custom colors that you can set with an RGB option.7. The "Stats" submenu (dynamic): contains the existing enjoyment-related options. Serves as a portal to open the "Set Count", "Set Enjoy" & "Set XP" submenus. Data previously exported from those submenus to external files can be imported here.?. The "Set Count", "Set Enjoy" & "Set XP" submenus (dynamic): select actor refs and actor bases on which you can set per-role & per-species count, enjoyment & xp variables. Vars can be set per individual actor ref/base or on an entire list of them (you have to check the "apply vars to list" option to do so). The lists that you select these actors from start out synced to ref/base lists that you have open in the "Lists" submenu, so you can use the filter options there to fine-tune them. All this data can be exported to external files, re-imported via the "Stats" submenu, and of course, shared with others to import - this is highly encouraged. By default, these submenus' panes are synced to the "Lists" submenu in order to use its list filter, sorting and storage options.This... rather extensive expansion of Spunk's MCM was done while permanently reducing the number of constantly running code lines for the MCM menu to 1/10 of what it used to be.Change 3: Cum & SpermYou can now drop .ini files in Config/Spunk/public/Cum/VolumeMultipliers and Config/Spunk/public/Sperm/VolumeMultipliers to override spunk's default values for per-species cum volume and sperm count multipliers respectively. The cum ones need to park the intel under a "Cum Volume Multiplier" section and the sperm ones under a "Sperm Multiplier" section. See the VolumeMultipliers.ini file in Config/Spunk/private for an example of how it's done, and the kind of values that it applies by default. Once you have those files in those folders, select the import option(s) in the Cum & Sperm submenu in MCM, and Spunk will apply them in alphabetical order.If at any time you turn cum and/or sperm tracking off, you'll need to re-import those inis if you decide to turn the tracking systems back on again.At some point in the future, you'll be able to set those multipliers on refs and base forms individually, like the count/xp/enjoy data. For now, this is just a little extra.Change 4: Custom smell faction handlingIf certain mods add creatures associated with factions that are exclusive to the mod, Spunk's smell faction functionalities most likely didn't work for them until now.Of course, we are still supposing that Spunk can determine which creature species we're talking about, but if it can, that should no longer be a problem, if you create a file associating that mod's faction with one of Spunk's own.See SmellFactions.txt in Config/Spunk/private for how it needs to be written, associating the mod's faction on the left with Spunk's on the right. If it's not clear how, ask me.Park the file you wrote in Config/Spunk/public/Smell/Factions and keep it there, because that intel needs to be re-imported on every game load.Change 5: Race CategoriesSomewhat similarly, you no longer need to enter custom races' formid information in an ini in order for them to be assigned to a race category. In fact, if you have one of those old inis lying around, get rid of it. A separate MCM submenu toggled from the "General" submenu will allow you to look up any race from whichever plugin in your game and then you can simply assign it to a category.This'll not only add it to the necessary formlist in-game but create a .txt file in "Config/Spunk/public/RaceCats", where it is supposed to stay if you wish your addition to be automatically imported on the next game load. You can obviously upload such files for others to import too. As ever you don't need to do this for DLC or TTW races because those are already handled, and as ever, it's only meant as a fallback option for preg mods when custom races don't come with child variants.Alternatively, you can manually create the file - see the RaceCats.txt in Config/Spunk/private on how it should look, with the race to the left, and the relevant formlist in Spunk to the right. Then park it in Config/Spunk/public/RaceCats.Cleanup, streamlining, bug prevention- The init cycle has been completely re-done to accomodate the MCM changes. As ever, don't start any sex act until you're notified that Spunk's up. The init seems to be a bit faster than before.- System toggles done in MCM now apply instantaneously instead of having to go back in game to wait for confirmation, also reducing the amount of code running in the main quest script. Several other control and cleanup scripts have been reduced as a result.- Library arrays (ie ones containing information that other scripts need to look up every once in a while) that are only used for a particular system are now purged when that system is turned off, and recreated when turned back on again. Some library arrays that were no longer being used after previous updates are purged when the 1.0 update is performed. (I probably forgot to do so when they became obsolete. Not that they take up too much space, but it's still better for them not to be there if not needed.)- Change to how tracking scripts of all kinds handle determining whether an actor should be able to be tracked: before, I just ran the usual formvalid/isref checks combined with an ispersistent check. This has been changed to also exclude any actors templated on a levelled list. Many such actors are actually persistent, so were liable to be tracked, but could potentially change genders and what not when newly generated on re-entering their vicinity, leading to silly data. The tracking systems will automatically remove such actors when they come across them if they've been previously added. In some cases, they'll wait until you're no longer around those actors.- sped up shader tracking- Fixed an oversight in SpunkFuCalcSprayO that led to increasingly ridiculous numbers if the orifice was already full.- Reworked the synchronization that takes place between cum and sperm tracking if it's determined that a serious amount of time (over one game hour) has passed between since a cum spurt was last evalled. I guesstimate that this was a contributing cause to some outstanding bug reports that I couldn't track down before. Also added more safeties against negatives.- minor alterations to species detection. Also added Anchorage's spider drones as a detectable species, although it's not sexable atm. As is the case for chimera tanks, ravens and sentry turrets, one can only dream. - minor tweaks to some option settings in MCM (value ranges, increments etc)- minor tweaks to some other scripts in the process of altering other things about them. A comma here, a space there, who the hell can remember all of that. All I know is I added or changed around 125 scripts that don't have anything to do with the MCM stuff. The MCM stuff, coincidentally, amounts to around 300 scripts.- For modders: added event handler that'll respond to another mod's request to remove cum/sperm/smell/shader spurts from an actor, depending on one or several extra arguments such as species string, race form, race cat string, etc. The filtering element should have the same name as the element in the spurt stringmap. If more than one argument is sent, the system will filter out spurts that match with any of them, not all of them. Just golet aArgs := ar_map "Actor"::rActor, "Type"::"sperm"/"cum"/"smell"/"shader", "species"::"speciesstring"orlet aArgs := ar_map "Actor"::rActor, "Type"::"cum", "race"::rRaceand then send the event:DispatchEvent "SpunkRemoveSpurt", aArgs
Kriegera Posted July 11, 2017 Posted July 11, 2017 I'm experiencing frequent freezing since I upgraded spunk to 1.0. My game very rarely froze prior to upgrading and I haven't installed anything else recently.
saviliana Posted July 11, 2017 Posted July 11, 2017 Doc, I have an error message in console, as can't load a script locade in 240062bb, it seems it cannot read sperm ini file or it could read it but something that rely on it can not be actaully dump out the correct number, again and again, and it stop the game form working. SexoutSpunk-Log--2017-7-11-14-46-51.txt The message is as following: ** Dumping Array #2494 ** Refs: 1 Owner 2A: SexoutPosNew.esp [ A ] : Glowing One (000CEA60) [ B ] : Commie (00000014) Error in script 240066ba Operator := failed to evaluate to a valid result File:SexoutSpunk.esp Offset0x007B Command: Let Error in script 240066ba An expression failed to evaluate to a valid result File:SexoutSpunk.esp Offset0x007B Command: Let
Guest Posted July 11, 2017 Posted July 11, 2017 I'm experiencing frequent freezing since I upgraded spunk to 1.0. My game very rarely froze prior to upgrading and I haven't installed anything else recently. Double it. Noticed that game freezing straight after sex and PC's orgasm.
saviliana Posted July 11, 2017 Posted July 11, 2017 I'm experiencing frequent freezing since I upgraded spunk to 1.0. My game very rarely froze prior to upgrading and I haven't installed anything else recently. Double it. Noticed that game freezing straight after sex and PC's orgasm. That would be a perk been repeatly given, on my log file it seems spunk had some of the script broken and keep looping itself.
DoctaSax Posted July 11, 2017 Author Posted July 11, 2017 That would be a perk been repeatly given, on my log file it seems spunk had some of the script broken and keep looping itself. Fixed in 1.00.01, forgot to adjust the formula for determining which rank to give out to the new enjoy values so it kept adding many more ranks than those perks have. As to the other stuff, I'm not seeing it, so gonna need a spunk log of that error as it happens.
saviliana Posted July 12, 2017 Posted July 12, 2017 That would be a perk been repeatly given, on my log file it seems spunk had some of the script broken and keep looping itself. Fixed in 1.00.01, forgot to adjust the formula for determining which rank to give out to the new enjoy values so it kept adding many more ranks than those perks have. As to the other stuff, I'm not seeing it, so gonna need a spunk log of that error as it happens. Maybe this is what you would want?SexoutSpunk-Log--2017-7-12-9-5-58.txt This save log contain a bad case of sex/orgasm freeze/blackout, have to force close the game form outside.
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